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The Last Blade 2/Kojiroh Sanada: Difference between revisions

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|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P13/1 S8/0  
|damage=P13/1 S8/0  
|startup=5  
|startup=5  
|active=2  
|active=2  
|recovery=15  
|recovery=15  
|state=  
|state=  
|frame advantage=P+6/-7 S+6/-9  
|frame advantage=P+6/-7 S+6/-9  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A fairly average jab with good horizontal priority but terrible anti-air priority. Leads to good damage in speed/EX and can be useful for resetting the opponent after a launch.
|description=A fairly average jab with good horizontal priority but terrible anti-air priority. Leads to good damage in speed/EX and can be useful for resetting the opponent after a launch.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_b+A.jpg
|image=LB2_Kojiroh_b+A.jpg
Line 28: Line 29:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P13/1 S8/0  
|damage=P13/1 S8/0  
|startup=3  
|startup=3  
|active=2  
|active=2  
|recovery=15  
|recovery=15  
|state=  
|state=  
|frame advantage=P+6/-7 S+6/-9  
|frame advantage=P+6/-7 S+6/-9  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A fast jab that leads to good damage in any mode, but its range is incredibly short and as such becomes fairly situational to use.
|description=A fast jab that leads to good damage in any mode, but its range is incredibly short and as such becomes fairly situational to use.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_B.jpg
|image=LB2_Kojiroh_B.jpg
Line 47: Line 49:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P36/3 S16/0  
|damage=P36/3 S16/0  
|startup=12  
|startup=12  
|active=23  
|active=23  
|recovery=24  
|recovery=24  
|state=  
|state=  
|frame advantage=P+1/-10 S+1/-19  
|frame advantage=P+1/-10 S+1/-19  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A slow, short range shoulder bash. Typically inferior to d+B, but has faster startup which leads to tighter blockstrings.
|description=A slow, short range shoulder bash. Typically inferior to d+B, but has faster startup which leads to tighter blockstrings.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_f+B.jpg
|image=LB2_Kojiroh_f+B.jpg
Line 66: Line 69:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P50/6 S23/0  
|damage=P50/6 S23/0  
|startup=P19 S13  
|startup=P19 S13  
|active=2  
|active=2  
|recovery=33  
|recovery=33  
|state=  
|state=  
|frame advantage=P-5/-13 S-5/-23  
|frame advantage=P-5/-13 S-5/-23  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A long range poke whose utility vastly changes depending on whether you're using power or speed/EX. -todo-
|description=A long range poke whose utility vastly changes depending on whether you're using power or speed/EX. -todo-
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_C.jpg
|image=LB2_Kojiroh_C.jpg
Line 85: Line 89:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P13/1 S11/0  
|damage=P13/1 S11/0  
|startup=9  
|startup=9  
|active=2  
|active=2  
|recovery=18  
|recovery=18  
|state=  
|state=  
|frame advantage=+3/-12  
|frame advantage=+3/-12  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Hits OTG.
|description=Hits OTG.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_f+C.jpg
|image=LB2_Kojiroh_f+C.jpg
Line 104: Line 109:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P19/2 S16/0  
|damage=P19/2 S16/0  
|startup=10  
|startup=10  
|active=8  
|active=8  
|recovery=22  
|recovery=22  
|state=  
|state=  
|frame advantage=-/-21  
|frame advantage=-/-21  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A wallbounce with a relatively disjointed hitbox compared to most others. Also an incredibly active normal, so it can find some use as a whiff punish.
|description=A wallbounce with a relatively disjointed hitbox compared to most others. Also an incredibly active normal, so it can find some use as a whiff punish.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_pBC.jpg
|image=LB2_Kojiroh_pBC.jpg
Line 123: Line 129:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup=  
|active=  
|active=  
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage=  
|meter gain=  
|meter gain=  
|guard=  
|guard=  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=An unblockable which can be held to delay the hit. One of the more viable unblockables in the game because Kojiroh takes a step back before charging, allowing you to bait a lot of moves thanks to the extra distance. Beware that the hitbox can still be deflected, but this can be countered by holding the input for a short while. Note that this move will slide Kojiroh farther and faster the longer it is charged.
|description=An unblockable which can be held to delay the hit. One of the more viable unblockables in the game because Kojiroh takes a step back before charging, allowing you to bait a lot of moves thanks to the extra distance. Beware that the hitbox can still be deflected, but this can be countered by holding the input for a short while. Note that this move will slide Kojiroh farther and faster the longer it is charged.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_sBC.jpg
|image=LB2_Kojiroh_sBC.jpg
Line 142: Line 149:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=19/0  
|damage=19/0  
|startup=22  
|startup=22  
|active=3  
|active=3  
|recovery=23  
|recovery=23  
|state=  
|state=  
|frame advantage=-/-20  
|frame advantage=-/-20  
|meter gain=  
|meter gain=  
|guard=H  
|guard=H  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A reactable overhead that causes a stagger if landed raw, or a launch if combo'd into. Serviceable as a quick anti-air.
|description=A reactable overhead that causes a stagger if landed raw, or a launch if combo'd into. Serviceable as a quick anti-air.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_sf+BC.jpg
|image=LB2_Kojiroh_sf+BC.jpg
Line 161: Line 169:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup=  
|active=  
|active=  
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage=  
|meter gain=  
|meter gain=  
|guard=H  
|guard=H  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A command normal exclusive to speed/EX mode which cannot be chained into. Hits high, but is not a very good mixup tool due to being reactable and punishable on block. What this move is incredible at is anti-airing, as the hitbox is very tall and the hit itself is untechable into a hard knockdown. If landed against a jumping opponent, you can even combo directly into a furious fandango (d,d+A/B). If landed too low to do so or you lack meter, it's ideal to instead combo into dp+B or f+B depending on your range.
|description=A command normal exclusive to speed/EX mode which cannot be chained into. Hits high, but is not a very good mixup tool due to being reactable and punishable on block. What this move is incredible at is anti-airing, as the hitbox is very tall and the hit itself is untechable into a hard knockdown. If landed against a jumping opponent, you can even combo directly into a furious fandango (d,d+A/B). If landed too low to do so or you lack meter, it's ideal to instead combo into dp+B or f+B depending on your range.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_df+B.jpg
|image=LB2_Kojiroh_df+B.jpg
Line 180: Line 189:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P21 S23  
|damage=P21 S23  
|startup=13  
|startup=13  
|active=8  
|active=8  
|recovery=22  
|recovery=22  
|state=  
|state=  
|frame advantage=N/A  
|frame advantage=N/A  
|meter gain=  
|meter gain=  
|guard=N/A  
|guard=N/A  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Hits OTG.
|description=Hits OTG.
}}
}}
}}
}}
* A, B, and C can cancel in both Power Mode and Speed Mode
* A, B, and C can cancel in both Power Mode and Speed Mode
* forward + B (Power and Speed) is not cancellable
* forward + B (Power and Speed) is not cancellable
Line 204: Line 214:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P13/1 S11/0  
|damage=P13/1 S11/0  
|startup=4  
|startup=4  
|active=4  
|active=4  
|recovery=18  
|recovery=18  
|state=  
|state=  
|frame advantage=P-2/-10 S-2/-22  
|frame advantage=P-2/-10 S-2/-22  
|meter gain=  
|meter gain=  
|guard=L  
|guard=L  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A quick low with decent range. Hitting late with the speed version will increase its hitstun for whatever reason.
|description=A quick low with decent range. Hitting late with the speed version will increase its hitstun for whatever reason.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_d+A2.jpg
|image=LB2_Kojiroh_d+A2.jpg
Line 223: Line 234:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P13/1 S11/0  
|damage=P13/1 S11/0  
|startup=4  
|startup=4  
|active=4  
|active=4  
|recovery=18  
|recovery=18  
|state=  
|state=  
|frame advantage=P-2/-10 S+4/-16  
|frame advantage=P-2/-10 S+4/-16  
|meter gain=  
|meter gain=  
|guard=L  
|guard=L  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Second hitbox of the move above. Barely any difference in range, so you'll rarely ever hit this part instead.
|description=Second hitbox of the move above. Barely any difference in range, so you'll rarely ever hit this part instead.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_d+B.jpg
|image=LB2_Kojiroh_d+B.jpg
Line 242: Line 254:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P26/3 S19/0  
|damage=P26/3 S19/0  
|startup=P17 S18  
|startup=P17 S18  
|active=P3 S4  
|active=P3 S4  
|recovery=23  
|recovery=23  
|state=  
|state=  
|frame advantage=P+2/-10 S0/-20  
|frame advantage=P+2/-10 S0/-20  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A long range poke which does solid damage in its own right and can be canceled for more damage. Part of your optimal speed chains, but becomes unsafe on block while in speed/EX so you must hitconfirm correctly.
|description=A long range poke which does solid damage in its own right and can be canceled for more damage. Part of your optimal speed chains, but becomes unsafe on block while in speed/EX so you must hitconfirm correctly.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_d+B2.jpg
|image=LB2_Kojiroh_d+B2.jpg
Line 261: Line 274:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P26/3 S19/0  
|damage=P26/3 S19/0  
|startup=P17 S18  
|startup=P17 S18  
|active=P3 S4  
|active=P3 S4  
|recovery=23  
|recovery=23  
|state=  
|state=  
|frame advantage=P+4/-10 S+4/-16  
|frame advantage=P+4/-10 S+4/-16  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Second hitbox of the above move. There is a 1f/2f gap between the hitboxes (power and speed/EX respectively) despite only being a single hit normal.
|description=Second hitbox of the above move. There is a 1f/2f gap between the hitboxes (power and speed/EX respectively) despite only being a single hit normal.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_d+C.jpg
|image=LB2_Kojiroh_d+C.jpg
Line 280: Line 294:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P13/1 S11/0  
|damage=P13/1 S11/0  
|startup=3  
|startup=3  
|active=2  
|active=2  
|recovery=16  
|recovery=16  
|state=  
|state=  
|frame advantage=+5/-10  
|frame advantage=+5/-10  
|meter gain=  
|meter gain=  
|guard=L  
|guard=L  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A 3f low with poor range and priority, but makes for a great mixup tool in either mode. Can be used as an alternative to b+A in some matchups, but will lead to less reward upon doing so.
|description=A 3f low with poor range and priority, but makes for a great mixup tool in either mode. Can be used as an alternative to b+A in some matchups, but will lead to less reward upon doing so.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_df+C.jpg
|image=LB2_Kojiroh_df+C.jpg
Line 299: Line 314:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P24/3 S19/0  
|damage=P24/3 S19/0  
|startup=9  
|startup=9  
|active=2  
|active=2  
|recovery=26  
|recovery=26  
|state=  
|state=  
|frame advantage=KD/-19  
|frame advantage=KD/-19  
|meter gain=  
|meter gain=  
|guard=L  
|guard=L  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A slide kick with moderate range. Incredibly unsafe on block or whiff, and isn't active for nearly as long as you'd think. As such this move will often be stuffed and isn't nearly as useful as you'd think at first glance.
|description=A slide kick with moderate range. Incredibly unsafe on block or whiff, and isn't active for nearly as long as you'd think. As such this move will often be stuffed and isn't nearly as useful as you'd think at first glance.
}}
}}
}}
}}


====Air====
====Air====
Line 320: Line 336:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P13/1 S11/0  
|damage=P13/1 S11/0  
|startup=4  
|startup=4  
|active=4  
|active=4  
|recovery=N/A  
|recovery=N/A  
|state=  
|state=  
|frame advantage=  
|frame advantage=  
|meter gain=  
|meter gain=  
|guard=H  
|guard=H  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A quick jumping normal with great air to air priority, and loads your options against grounded opponents very effectively if spaced.
|description=A quick jumping normal with great air to air priority, and loads your options against grounded opponents very effectively if spaced.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_jB.jpg
|image=LB2_Kojiroh_jB.jpg
Line 339: Line 356:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P26/3 S13/0  
|damage=P26/3 S13/0  
|startup=7  
|startup=7  
|active=4  
|active=4  
|recovery=N/A  
|recovery=N/A  
|state=  
|state=  
|frame advantage=  
|frame advantage=  
|meter gain=  
|meter gain=  
|guard=  
|guard=  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A large normal with an equally large amount of hurtbox extension. Can be used as a commital jump-in while in power mode thanks to the high damage, but is almost entirely inferior to j.C in speed/EX.
|description=A large normal with an equally large amount of hurtbox extension. Can be used as a commital jump-in while in power mode thanks to the high damage, but is almost entirely inferior to j.C in speed/EX.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_jC.jpg
|image=LB2_Kojiroh_jC.jpg
Line 358: Line 376:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P13/1 S11/0  
|damage=P13/1 S11/0  
|startup=3  
|startup=3  
|active=7  
|active=7  
|recovery=N/A  
|recovery=N/A  
|state=  
|state=  
|frame advantage=  
|frame advantage=  
|meter gain=  
|meter gain=  
|guard=H  
|guard=H  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Kojiroh's primary jump in. Great disjoint against grounded opponents, has minimal hurtbox extension, and still has the range to intercept the opponent if they hop. Couple that with its incredible frame data, and you've got a phenomenal tool to extend pressure or punish projectiles.
|description=Kojiroh's primary jump in. Great disjoint against grounded opponents, has minimal hurtbox extension, and still has the range to intercept the opponent if they hop. Couple that with its incredible frame data, and you've got a phenomenal tool to extend pressure or punish projectiles.
Can also be used to punish the opponent for dropping tech chases, but is way too risky for what it's worth given Kojiroh's lack of divekicks.
Can also be used to punish the opponent for dropping tech chases, but is way too risky for what it's worth given Kojiroh's lack of divekicks.
}}
}}
}}
}}
 
* all but low A and low C in Power mode can cancel when crouching
* all but low A and low C in Power mode can cancel when crouching


Line 381: Line 400:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P26/3 S19/0  
|damage=P26/3 S19/0  
|startup=9  
|startup=9  
|active=2  
|active=2  
|recovery=30  
|recovery=30  
|state=  
|state=  
|frame advantage=P-3/-10 S-3/-23  
|frame advantage=P-3/-10 S-3/-23  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A high priority dashing normal. Typically not used very often in neutral since Kojiroh's command run loads your options significantly better than a normal dash, but this move can prove useful for certain oki setups due to hitting ground techs.
|description=A high priority dashing normal. Typically not used very often in neutral since Kojiroh's command run loads your options significantly better than a normal dash, but this move can prove useful for certain oki setups due to hitting ground techs.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_dashLow.jpg
|image=LB2_Kojiroh_dashLow.jpg
Line 400: Line 420:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P26/3 S19/0  
|damage=P26/3 S19/0  
|startup=9  
|startup=9  
|active=10  
|active=10  
|recovery=23  
|recovery=23  
|state=  
|state=  
|frame advantage=PKD/-24 SKD/-23  
|frame advantage=PKD/-24 SKD/-23  
|meter gain=  
|meter gain=  
|guard=L  
|guard=L  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A dashing low with a ton of active frames. Everything 3C should have been and more, but unfortunately finds little use due to the prerequisite of dashing.
|description=A dashing low with a ton of active frames. Everything 3C should have been and more, but unfortunately finds little use due to the prerequisite of dashing.
}}
}}
}}
}}


====Speed chain====
====Speed chain====
Line 421: Line 442:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=8/0  
|damage=8/0  
|startup=4  
|startup=4  
|active=2  
|active=2  
|recovery=19  
|recovery=19  
|state=  
|state=  
|frame advantage=+2/-13  
|frame advantage=+2/-13  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Combo filler.
|description=Combo filler.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_5a2a.jpg
|image=LB2_Kojiroh_5a2a.jpg
Line 440: Line 462:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=11/0  
|damage=11/0  
|startup=2  
|startup=2  
|active=4  
|active=4  
|recovery=18  
|recovery=18  
|state=  
|state=  
|frame advantage=+1/-14  
|frame advantage=+1/-14  
|meter gain=  
|meter gain=  
|guard=L  
|guard=L  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A solid low with more useful cancel properties compared to the normal 2A.
|description=A solid low with more useful cancel properties compared to the normal 2A.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_5a2a2.jpg
|image=LB2_Kojiroh_5a2a2.jpg
Line 459: Line 482:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=11/0  
|damage=11/0  
|startup=2  
|startup=2  
|active=4  
|active=4  
|recovery=18  
|recovery=18  
|state=  
|state=  
|frame advantage=+3/-12  
|frame advantage=+3/-12  
|meter gain=  
|meter gain=  
|guard=L  
|guard=L  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Second hitbox of the move above.
|description=Second hitbox of the move above.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_5abc.jpg
|image=LB2_Kojiroh_5abc.jpg
Line 478: Line 502:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=23/0  
|damage=23/0  
|startup=9  
|startup=9  
|active=4  
|active=4  
|recovery=26  
|recovery=26  
|state=  
|state=  
|frame advantage=KD/-24  
|frame advantage=KD/-24  
|meter gain=  
|meter gain=  
|guard=H  
|guard=H  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=An unreactable overhead that causes knockdown. Cannot be fuzzy guarded when mixed up with 3c. Beware as both normals are incredibly punishable on block and don't grant much reward, so this is not advised outside of closing rounds.
|description=An unreactable overhead that causes knockdown. Cannot be fuzzy guarded when mixed up with 3c. Beware as both normals are incredibly punishable on block and don't grant much reward, so this is not advised outside of closing rounds.
}}
}}
}}
}}


==Special Moves==
==Special Moves==
Line 500: Line 525:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P40/0 S29/0  
|damage=P40/0 S29/0  
|startup=10  
|startup=10  
|active=3,2  
|active=3,2  
|recovery=29  
|recovery=29  
|state=  
|state=  
|frame advantage=KD/-21  
|frame advantage=KD/-21  
|meter gain=  
|meter gain=  
|guard=L  
|guard=L  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A sliding slash which covers a large amount of screen space. The first hit of the move will knockdown, while the latter will leave the opponent standing. This move functions as Kojiroh's primary combo ender, as it does consistent damage while guaranteeing a knockdown that can even be converted into an OTG. In neutral this tool is significantly more situational, but notably if you catch the opponent jumping back with the late hit you will be left in a favorable position to attempt a tech chase.
|description=A sliding slash which covers a large amount of screen space. The first hit of the move will knockdown, while the latter will leave the opponent standing. This move functions as Kojiroh's primary combo ender, as it does consistent damage while guaranteeing a knockdown that can even be converted into an OTG. In neutral this tool is significantly more situational, but notably if you catch the opponent jumping back with the late hit you will be left in a favorable position to attempt a tech chase.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_qcb+a2.jpg
|image=LB2_Kojiroh_qcb+a2.jpg
Line 519: Line 545:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P30/3 S23/2  
|damage=P30/3 S23/2  
|startup=10  
|startup=10  
|active=3,2  
|active=3,2  
|recovery=29  
|recovery=29  
|state=  
|state=  
|frame advantage=-1/-21  
|frame advantage=-1/-21  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Second hitbox of the move above. Won't knock down, and is actually minus on hit. As such it's almost always preferable to land the earlier hitbox if possible.
|description=Second hitbox of the move above. Won't knock down, and is actually minus on hit. As such it's almost always preferable to land the earlier hitbox if possible.
This hitbox has a 10f gap between the previous hit and itself.
This hitbox has a 10f gap between the previous hit and itself.
}}
}}
}}
}}
 
* A dashing slash that starts low and finishes mid/high
* A dashing slash that starts low and finishes mid/high
* Away from opponent, strikes mid or high
* Away from opponent, strikes mid or high
Line 544: Line 571:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P10+13+19/1+1+2 S9+11+13/1+1+1  
|damage=P10+13+19/1+1+2 S9+11+13/1+1+1  
|startup=12  
|startup=12  
|active=2,2,2  
|active=2,2,2  
|recovery=28  
|recovery=28  
|state=  
|state=  
|frame advantage=0/-20  
|frame advantage=0/-20  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A disjointed multihit with fairly fast startup all things considered. Leaves you neutral on hit, so it can allow you to set up resets against characters with slow/poor jabs. More notably, this move is super cancel able in power/EX mode, allowing for very consistent and damaging combo enders at surprisingly long ranges.
|description=A disjointed multihit with fairly fast startup all things considered. Leaves you neutral on hit, so it can allow you to set up resets against characters with slow/poor jabs. More notably, this move is super cancel able in power/EX mode, allowing for very consistent and damaging combo enders at surprisingly long ranges.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_qcb+B2.jpg
|image=LB2_Kojiroh_qcb+B2.jpg
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|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P10+13+19/1+1+2 S9+11+13/1+1+1  
|damage=P10+13+19/1+1+2 S9+11+13/1+1+1  
|startup=12  
|startup=12  
|active=2,2,2  
|active=2,2,2  
|recovery=28  
|recovery=28  
|state=  
|state=  
|frame advantage=0/-20  
|frame advantage=0/-20  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Second hit of the move above, with an 11f gap between the previous hit and itself.
|description=Second hit of the move above, with an 11f gap between the previous hit and itself.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_qcb+B3.jpg
|image=LB2_Kojiroh_qcb+B3.jpg
Line 582: Line 611:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P10+13+19/1+1+2 S9+11+13/1+1+1  
|damage=P10+13+19/1+1+2 S9+11+13/1+1+1  
|startup=12  
|startup=12  
|active=2,2,2  
|active=2,2,2  
|recovery=28  
|recovery=28  
|state=  
|state=  
|frame advantage=0/-20  
|frame advantage=0/-20  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Third hit of the move above, with a 9f gap between the previous hit and itself.
|description=Third hit of the move above, with a 9f gap between the previous hit and itself.
}}
}}
}}
}}
* Multiple forward mid strikes
* Multiple forward mid strikes
* Strikes 3 times, strikes further forward with each strike
* Strikes 3 times, strikes further forward with each strike
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|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup=  
|active=  
|active=  
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage=  
|meter gain=  
|meter gain=  
|guard=  
|guard=  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A command run that you can follow up with by either inputting a special or a unique command grab by tapping C again. This move will cancel itself automatically after a set amount of time, and can cross up the opponent even in the corner. Specials gain no unique properties when done off of this move (although kara canceling off qcb+C allows them to hit from much farther away). The command grab this move grants you has the same range as your normal throw, and has very similar properties with Kojiroh hurling the opponent a long distance opposite of the direction she's facing. The throw will reverse if you crossup the opponent to hit them, but be warned that this move is reactable at most ranges and the opponent becomes more likely to avoid the situation if you grab late. During during the run's recovery, you can still cancel into special or super. Recovery always faces towards the opponent so if you ran past them, you can input the cancel in their direction
|description=A command run that you can follow up with by either inputting a special or a unique command grab by tapping C again. This move will cancel itself automatically after a set amount of time, and can cross up the opponent even in the corner. Specials gain no unique properties when done off of this move (although kara canceling off qcb+C allows them to hit from much farther away). The command grab this move grants you has the same range as your normal throw, and has very similar properties with Kojiroh hurling the opponent a long distance opposite of the direction she's facing. The throw will reverse if you crossup the opponent to hit them, but be warned that this move is reactable at most ranges and the opponent becomes more likely to avoid the situation if you grab late. During during the run's recovery, you can still cancel into special or super. Recovery always faces towards the opponent so if you ran past them, you can input the cancel in their direction
Overall this is a very strong tool to disorient your opponent and force a more advantageous position against rushdown characters. But be warned that it has no invincibility and will often get you punished if used recklessly.
Overall this is a very strong tool to disorient your opponent and force a more advantageous position against rushdown characters. But be warned that it has no invincibility and will often get you punished if used recklessly.
Leads to OTG upon throwing the opponent into the corner.
Leads to OTG upon throwing the opponent into the corner.
}}
}}
}}
}}
 
* Dashes forward
* Dashes forward
* Follow up with '''Tenchi''' C
* Follow up with '''Tenchi''' C
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|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P31/3 S20/2  
|damage=P31/3 S20/2  
|startup=9  
|startup=9  
|active=1  
|active=1  
|recovery=36  
|recovery=36  
|state=  
|state=  
|frame advantage=Launch/-28  
|frame advantage=Launch/-28  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A somewhat commital DP that leads to very lackluster rewards. Combine that with the fact the move's total active frames adding up to a whopping 1, and this move is primarily relegated to a combo ender off specific launchers.
|description=A somewhat commital DP that leads to very lackluster rewards. Combine that with the fact the move's total active frames adding up to a whopping 1, and this move is primarily relegated to a combo ender off specific launchers.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_dp+B.jpg
|image=LB2_Kojiroh_dp+B.jpg
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|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P39/4 S26/3  
|damage=P39/4 S26/3  
|startup=10  
|startup=10  
|active=4  
|active=4  
|recovery=43  
|recovery=43  
|state=  
|state=  
|frame advantage=Luanch/-38  
|frame advantage=Luanch/-38  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A much higher priority yet more commital DP compared to dp+A. However, this move has a fair number of active frames and as such can sparingly find use as an anti-air in power mode. Still considered an inferior anti-air to f+BC in speed mode both due to the long recovery and nonexistent reward.
|description=A much higher priority yet more commital DP compared to dp+A. However, this move has a fair number of active frames and as such can sparingly find use as an anti-air in power mode. Still considered an inferior anti-air to f+BC in speed mode both due to the long recovery and nonexistent reward.
}}
}}
}}
}}
* 45 Degree upward thrust
* 45 Degree upward thrust
* anti-air
* anti-air
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|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup=  
|active=  
|active=  
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage=  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A basic yet effective fireball. Has a very tall hitbox that can often catch hopping opponents, which is made even more likely due to the fireball stalling in front of you for a short time after the move becomes active. Unsafe at point blank, but becomes safe or even advantageous with very short travel distance.
|description=A basic yet effective fireball. Has a very tall hitbox that can often catch hopping opponents, which is made even more likely due to the fireball stalling in front of you for a short time after the move becomes active. Unsafe at point blank, but becomes safe or even advantageous with very short travel distance.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_qcf+B.png
|image=LB2_Kojiroh_qcf+B.png
Line 693: Line 727:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup=  
|active=  
|active=  
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage=  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=The move starts with Kojiroh effectively performing qcf+A but with longer startup. After that fireball is created, Kojiroh immediately throws a second, faster fireball that catches up with the first and merges to create a massive projectile that does very solid chip. Ironically less safe than qcf+A at closer ranges, but the extra chip can help close a round and the extra active frames make it more likely you will catch a jumping opponent.
|description=The move starts with Kojiroh effectively performing qcf+A but with longer startup. After that fireball is created, Kojiroh immediately throws a second, faster fireball that catches up with the first and merges to create a massive projectile that does very solid chip. Ironically less safe than qcf+A at closer ranges, but the extra chip can help close a round and the extra active frames make it more likely you will catch a jumping opponent.
Note that while the projectiles are separated, they can block a total of two fireballs, but when they combine they can be neutralized by a single projectile. This means that this move is very good at counteracting zoning measures, but requires good timing in order to do so.
Note that while the projectiles are separated, they can block a total of two fireballs, but when they combine they can be neutralized by a single projectile. This means that this move is very good at counteracting zoning measures, but requires good timing in order to do so.
}}
}}
}}
}}
 
* Slashing projectile
* Slashing projectile
* A version creates one hit
* A version creates one hit
Line 719: Line 754:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup=  
|active=  
|active=  
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage=  
|meter gain=  
|meter gain=  
|guard=  
|guard=  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=Description.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kojiroh_qcb+db+f+B.png
|image=LB2_Kojiroh_qcb+db+f+B.png
Line 738: Line 774:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup=  
|active=  
|active=  
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage=  
|meter gain=  
|meter gain=  
|guard=  
|guard=  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=Description.
}}
}}
}}
}}
*Charges forward to deliver several strikes, ends with an Empty Death anti-air if it connects.
*Charges forward to deliver several strikes, ends with an Empty Death anti-air if it connects.


Line 761: Line 798:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup=  
|active=  
|active=  
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage=  
|meter gain=  
|meter gain=  
|guard=  
|guard=  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=Description.
}}
}}
}}
}}
* Poses and and dashes through opponent
* Poses and and dashes through opponent
* Chargealbe
* Chargealbe

Revision as of 23:41, 2 May 2020

Normals

Standing

A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S8/0 5 2 15 - P+6/-7 S+6/-9 - M - -

A fairly average jab with good horizontal priority but terrible anti-air priority. Leads to good damage in speed/EX and can be useful for resetting the opponent after a launch.

b+A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S8/0 3 2 15 - P+6/-7 S+6/-9 - M - -

A fast jab that leads to good damage in any mode, but its range is incredibly short and as such becomes fairly situational to use.

B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P36/3 S16/0 12 23 24 - P+1/-10 S+1/-19 - M - -

A slow, short range shoulder bash. Typically inferior to d+B, but has faster startup which leads to tighter blockstrings.

f+B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P50/6 S23/0 P19 S13 2 33 - P-5/-13 S-5/-23 - M - -

A long range poke whose utility vastly changes depending on whether you're using power or speed/EX. -todo-

C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S11/0 9 2 18 - +3/-12 - M - -

Hits OTG.

f+C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P19/2 S16/0 10 8 22 - -/-21 - M - -

A wallbounce with a relatively disjointed hitbox compared to most others. Also an incredibly active normal, so it can find some use as a whiff punish.

BC(Power)
File:LB2 Kojiroh pBC.jpg
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

An unblockable which can be held to delay the hit. One of the more viable unblockables in the game because Kojiroh takes a step back before charging, allowing you to bait a lot of moves thanks to the extra distance. Beware that the hitbox can still be deflected, but this can be countered by holding the input for a short while. Note that this move will slide Kojiroh farther and faster the longer it is charged.

BC(Speed/EX)
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
19/0 22 3 23 - -/-20 - H - -

A reactable overhead that causes a stagger if landed raw, or a launch if combo'd into. Serviceable as a quick anti-air.

f+BC(Speed/EX)
File:LB2 Kojiroh sf+BC.jpg
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - H - -

A command normal exclusive to speed/EX mode which cannot be chained into. Hits high, but is not a very good mixup tool due to being reactable and punishable on block. What this move is incredible at is anti-airing, as the hitbox is very tall and the hit itself is untechable into a hard knockdown. If landed against a jumping opponent, you can even combo directly into a furious fandango (d,d+A/B). If landed too low to do so or you lack meter, it's ideal to instead combo into dp+B or f+B depending on your range.

df+B
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P21 S23 13 8 22 - N/A - N/A - -

Hits OTG.

  • A, B, and C can cancel in both Power Mode and Speed Mode
  • forward + B (Power and Speed) is not cancellable
  • forward + C in Speed Mode is not cancellable

Crouching

d+A
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S11/0 4 4 18 - P-2/-10 S-2/-22 - L - -

A quick low with decent range. Hitting late with the speed version will increase its hitstun for whatever reason.

d+A2
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S11/0 4 4 18 - P-2/-10 S+4/-16 - L - -

Second hitbox of the move above. Barely any difference in range, so you'll rarely ever hit this part instead.

d+B
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P26/3 S19/0 P17 S18 P3 S4 23 - P+2/-10 S0/-20 - M - -

A long range poke which does solid damage in its own right and can be canceled for more damage. Part of your optimal speed chains, but becomes unsafe on block while in speed/EX so you must hitconfirm correctly.

d+B2
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P26/3 S19/0 P17 S18 P3 S4 23 - P+4/-10 S+4/-16 - M - -

Second hitbox of the above move. There is a 1f/2f gap between the hitboxes (power and speed/EX respectively) despite only being a single hit normal.

d+C
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S11/0 3 2 16 - +5/-10 - L - -

A 3f low with poor range and priority, but makes for a great mixup tool in either mode. Can be used as an alternative to b+A in some matchups, but will lead to less reward upon doing so.

df+C
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P24/3 S19/0 9 2 26 - KD/-19 - L - -

A slide kick with moderate range. Incredibly unsafe on block or whiff, and isn't active for nearly as long as you'd think. As such this move will often be stuffed and isn't nearly as useful as you'd think at first glance.


Air

jA
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S11/0 4 4 N/A - - - H - -

A quick jumping normal with great air to air priority, and loads your options against grounded opponents very effectively if spaced.

jB
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P26/3 S13/0 7 4 N/A - - - - - -

A large normal with an equally large amount of hurtbox extension. Can be used as a commital jump-in while in power mode thanks to the high damage, but is almost entirely inferior to j.C in speed/EX.

jC
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S11/0 3 7 N/A - - - H - -

Kojiroh's primary jump in. Great disjoint against grounded opponents, has minimal hurtbox extension, and still has the range to intercept the opponent if they hop. Couple that with its incredible frame data, and you've got a phenomenal tool to extend pressure or punish projectiles. Can also be used to punish the opponent for dropping tech chases, but is way too risky for what it's worth given Kojiroh's lack of divekicks.

  • all but low A and low C in Power mode can cancel when crouching

Dashing

Dashing high
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P26/3 S19/0 9 2 30 - P-3/-10 S-3/-23 - M - -

A high priority dashing normal. Typically not used very often in neutral since Kojiroh's command run loads your options significantly better than a normal dash, but this move can prove useful for certain oki setups due to hitting ground techs.

Dashing low
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P26/3 S19/0 9 10 23 - PKD/-24 SKD/-23 - L - -

A dashing low with a ton of active frames. Everything 3C should have been and more, but unfortunately finds little use due to the prerequisite of dashing.


Speed chain

A>A
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
8/0 4 2 19 - +2/-13 - M - -

Combo filler.

A>2A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
11/0 2 4 18 - +1/-14 - L - -

A solid low with more useful cancel properties compared to the normal 2A.

A>2A2
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
11/0 2 4 18 - +3/-12 - L - -

Second hitbox of the move above.

A>B>C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
23/0 9 4 26 - KD/-24 - H - -

An unreactable overhead that causes knockdown. Cannot be fuzzy guarded when mixed up with 3c. Beware as both normals are incredibly punishable on block and don't grant much reward, so this is not advised outside of closing rounds.


Special Moves

Flashing Flight - qcb + A

qcb+A
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P40/0 S29/0 10 3,2 29 - KD/-21 - L - -

A sliding slash which covers a large amount of screen space. The first hit of the move will knockdown, while the latter will leave the opponent standing. This move functions as Kojiroh's primary combo ender, as it does consistent damage while guaranteeing a knockdown that can even be converted into an OTG. In neutral this tool is significantly more situational, but notably if you catch the opponent jumping back with the late hit you will be left in a favorable position to attempt a tech chase.

qcb+A2
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P30/3 S23/2 10 3,2 29 - -1/-21 - M - -

Second hitbox of the move above. Won't knock down, and is actually minus on hit. As such it's almost always preferable to land the earlier hitbox if possible. This hitbox has a 10f gap between the previous hit and itself.

  • A dashing slash that starts low and finishes mid/high
  • Away from opponent, strikes mid or high
  • Close to opponent or countering, strikes low, sweeping opponent into a knockdown

Black Hole Blade - qcb + B

qcb+B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P10+13+19/1+1+2 S9+11+13/1+1+1 12 2,2,2 28 - 0/-20 - M - -

A disjointed multihit with fairly fast startup all things considered. Leaves you neutral on hit, so it can allow you to set up resets against characters with slow/poor jabs. More notably, this move is super cancel able in power/EX mode, allowing for very consistent and damaging combo enders at surprisingly long ranges.

qcb+B2
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P10+13+19/1+1+2 S9+11+13/1+1+1 12 2,2,2 28 - 0/-20 - M - -

Second hit of the move above, with an 11f gap between the previous hit and itself.

qcb+B3
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P10+13+19/1+1+2 S9+11+13/1+1+1 12 2,2,2 28 - 0/-20 - M - -

Third hit of the move above, with a 9f gap between the previous hit and itself.

  • Multiple forward mid strikes
  • Strikes 3 times, strikes further forward with each strike
  • Able to super cancel in power/EX mode

Shujin - qcb + C

qcb+C
File:LB2 Kojiroh qcb+C.jpg
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

A command run that you can follow up with by either inputting a special or a unique command grab by tapping C again. This move will cancel itself automatically after a set amount of time, and can cross up the opponent even in the corner. Specials gain no unique properties when done off of this move (although kara canceling off qcb+C allows them to hit from much farther away). The command grab this move grants you has the same range as your normal throw, and has very similar properties with Kojiroh hurling the opponent a long distance opposite of the direction she's facing. The throw will reverse if you crossup the opponent to hit them, but be warned that this move is reactable at most ranges and the opponent becomes more likely to avoid the situation if you grab late. During during the run's recovery, you can still cancel into special or super. Recovery always faces towards the opponent so if you ran past them, you can input the cancel in their direction Overall this is a very strong tool to disorient your opponent and force a more advantageous position against rushdown characters. But be warned that it has no invincibility and will often get you punished if used recklessly. Leads to OTG upon throwing the opponent into the corner.

  • Dashes forward
  • Follow up with Tenchi C
  • Press C after Kojiroh is near opponent to throw.

Empty Death - dp + A/B

dp+A
Gee tommy, how come mom lets you have two active frames?
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P31/3 S20/2 9 1 36 - Launch/-28 - M - -

A somewhat commital DP that leads to very lackluster rewards. Combine that with the fact the move's total active frames adding up to a whopping 1, and this move is primarily relegated to a combo ender off specific launchers.

dp+B
Finally, some actual anti-airs
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P39/4 S26/3 10 4 43 - Luanch/-38 - M - -

A much higher priority yet more commital DP compared to dp+A. However, this move has a fair number of active frames and as such can sparingly find use as an anti-air in power mode. Still considered an inferior anti-air to f+BC in speed mode both due to the long recovery and nonexistent reward.

  • 45 Degree upward thrust
  • anti-air

Blast-of-Plague Demise - qcf + A/B

qcf+A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - M - -

A basic yet effective fireball. Has a very tall hitbox that can often catch hopping opponents, which is made even more likely due to the fireball stalling in front of you for a short time after the move becomes active. Unsafe at point blank, but becomes safe or even advantageous with very short travel distance.

qcf+B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - M - -

The move starts with Kojiroh effectively performing qcf+A but with longer startup. After that fireball is created, Kojiroh immediately throws a second, faster fireball that catches up with the first and merges to create a massive projectile that does very solid chip. Ironically less safe than qcf+A at closer ranges, but the extra chip can help close a round and the extra active frames make it more likely you will catch a jumping opponent. Note that while the projectiles are separated, they can block a total of two fireballs, but when they combine they can be neutralized by a single projectile. This means that this move is very good at counteracting zoning measures, but requires good timing in order to do so.

  • Slashing projectile
  • A version creates one hit
  • B version starts slower, makes two hits

Desperation Moves

Black Hole Blade - Eagle - qcb,db,f + A/B

qcb+db+f+A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description.

qcb+db+f+B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description.

  • Charges forward to deliver several strikes, ends with an Empty Death anti-air if it connects.

Super Desperation Moves

Wolf Fang of Emptiness - qcb,db,f + B

qcb+db+f+B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description.

  • Poses and and dashes through opponent
  • Chargealbe
  • Unblockable at full charging
  • Only able to perform in Power or EX Mode

Combos

Any Mode

C, qcf A
Dash A/B, qcb B
Dash A/B, dp A
qcb C, C, 5c (corner only)
j B, B, qcb B
j B, B, qcb A
j B, B, qcb, db, f AB

Power Mode Only

j B, f C, qcf A
j B, f C, dp B
j B, f C, qcb, db, f, AB

EX Mode Only

Dash A/B, B, qcb B, qcb, db, f AB
j B, b A, A, A, B, qcb B, qcb, db, f AB

Power and EX Mode

Dash A/B, qcb B, qcb, db, f AB
j B, B, qcb B, qcb, db, f AB

Speed and EX Mode

j B, A, B, C
b A, A, d A, d B, qcb C, qcb A (Kara cancel off qcb C in order to get knockdown)
A, A, A, A, d B, qcb, db, f AB (A>A chain into A>A chain only works at point blank)
Dash A/B, d B, qcf A
j B, b A, A, A, B, qcf A
f BC,  qcb, db, f AB
f BC (hit anti-air), d, d A/B, A + B + C + A + B + C + A + B + qcf C
f BC (hit anti-air), d, d A/B, A + B + C + d C + A + d C + f BC, qcb, db, f AB (requires critical life and super)

Super Speed Combos

A + B + C + A + B + C + A + B + qcf C
A + B + C + A + B + C + C + B + A + qcf C
A + B + C + d C + A + d C + f BC
A + B + C + d C + A + f BC + A + B + qcf B
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

Akari IchijoGenbu no OkinaHibiki TakaneHyo AmanoJuzoh KanzakiKaede (Original)KaedeKeiichiro WashizukaKojiroh SanadaKouryuMoriya MinakataMukuroRekka LeeSetsunaShigen NaoeShinnosuke KagamiYukiZantetsu