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The Last Blade 2/Hyo Amano: Difference between revisions
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Line 9: | Line 9: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 12/1 | |||
|startup= 7 | |startup= 7 | ||
|active= 1 | |active= 1 | ||
|recovery= 14 | |recovery= 14 | ||
|state= | |state= Any | ||
|frame advantage= +8/-7 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 8/0 | |||
|startup= 7 | |||
|active= 1 | |||
|recovery= 14 | |||
|state= Any | |||
|frame advantage= +8/-7 | |frame advantage= +8/-7 | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= O/O | ||
|tech= | |tech= | ||
|description=Very slow jab with a gigantic disjoint. Can be decent to poke at the opponent with, but precasting it to wall someone out is often ineffective. | |description=Very slow jab with a gigantic disjoint. Can be decent to poke at the opponent with, but precasting it to wall someone out is often ineffective. | ||
Line 28: | Line 43: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 12/1 | |||
|startup= 3 | |startup= 3 | ||
|active= 1 | |active= 1 | ||
|recovery= 13 | |recovery= 13 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= +9/-7 | ||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 8/0 | |||
|startup= 3 | |||
|active= 1 | |||
|recovery= 13 | |||
|state= Any | |||
|frame advantage= +9/-6 | |||
|meter gain= | |meter gain= | ||
|guard= | |guard= M | ||
|cancel= | |cancel= O/O | ||
|tech= | |tech= | ||
|description=Decently disjointed jab. Fast startup and quick recovery, can serve as a surprisingly decent tool to check hops despite its singular active frame. | |description=Decently disjointed jab. Fast startup and quick recovery, can serve as a surprisingly decent tool to check hops despite its singular active frame. | ||
Line 47: | Line 77: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage= 40/5 | ||
|startup= 19 | |||
|active= 2 | |active= 2 | ||
|recovery= 47 | |recovery= 47 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= +1/-10 | ||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 22/0 | |||
|startup= 16 | |||
|active= 2 | |||
|recovery= 47 | |||
|state= Any | |||
|frame advantage= +1/-19 | |||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
Line 66: | Line 111: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage= 40/4 | ||
|startup= 25 | |||
|active= | |||
|recovery= 28 | |||
|state= Any | |||
|frame advantage= +19/-10 | |||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 22/0 | |||
|startup= 20 | |||
|active= | |active= | ||
|recovery= 28 | |recovery= 28 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= +19/-1 | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
Line 85: | Line 145: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage= 40/4 | ||
|startup= 19 | |||
|active= | |active= | ||
|recovery= 28 | |recovery= 28 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= +19/-10 | ||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 22/0 | |||
|startup= 16 | |||
|active= | |||
|recovery= 28 | |||
|state= Any | |||
|frame advantage= +19/-1 | |||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
Line 100: | Line 175: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Amano_f+B.png | |image=LB2_Amano_f+B.png | ||
|hitbox=LB2_Amano_f+B.png | |||
|hitbox2=LB2_Amano_f+B2.png | |||
|caption= | |caption= | ||
|name=6B | |name=6B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage= 13+50/1+6 | ||
|active= | |startup= 7 | ||
|active= 2-(22)-2 | |||
|recovery= 44 | |recovery= 44 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= +4/-13 | ||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 7+19/0+0 | |||
|startup= 3 | |||
|active= 1-(22)-2 | |||
|recovery= 44 | |||
|state= Any | |||
|frame advantage= +4/-16 | |||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=Amano charges forwards before smacking the opponent with his stick. The second hit is incredibly slow, however the first hit can occasionally be used as a frame trap. There is a 22f gap between the hits, and will leave a 16/15f opening if the first hit is switch guarded. Not an especially noteworthy normal. | |description=Amano charges forwards before smacking the opponent with his stick. The second hit is incredibly slow, however the first hit can occasionally be used as a frame trap. There is a 22f gap between the hits, and will leave a 16/15f opening if the first hit is switch guarded. Not an especially noteworthy normal. | ||
}} | }} | ||
}} | }} | ||
Line 126: | Line 215: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 13/1 | |||
|startup= 4 | |||
|active= 2 | |||
|recovery= 17 | |||
|state= Any | |||
|frame advantage= +4/-11 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 11/0 | |||
|startup= 4 | |startup= 4 | ||
|active= 2 | |active= 2 | ||
|recovery= 17 | |recovery= 17 | ||
|state= | |state= Any | ||
|frame advantage= +4/-11 | |frame advantage= +4/-11 | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= O/O | ||
|tech= | |tech= | ||
|description=Hits OTG. Usually 3B is preferred. | |description=Hits OTG. Usually 3B is preferred. | ||
Line 145: | Line 249: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 19/2 | |||
|startup= 7 | |||
|active= 3 | |||
|recovery= 26 | |||
|state= Any | |||
|frame advantage= -/-20 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 16/0 | |||
|startup= 7 | |startup= 7 | ||
|active= 3 | |active= 3 | ||
|recovery= 26 | |recovery= 26 | ||
|state= | |state= Any | ||
|frame advantage= -/-20 | |frame advantage= -/-20 | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description= Decently long range normal that leads to a wallbounce on hit. Wildly unsafe on block. | |description= Decently long range normal that leads to a wallbounce on hit. Wildly unsafe on block. | ||
Line 165: | Line 284: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 61 | |damage= 61 | ||
|startup= 59 | |startup= 59~79 | ||
|active= 2 | |active= 2 | ||
|recovery= 48 | |recovery= 48 | ||
|state= | |state= Any | ||
|frame advantage= KD | |frame advantage= KD | ||
|meter gain= | |meter gain= | ||
|guard= UB | |guard= UB | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=Amano steps back, reveals the true nature of his beloved stick, and slashes at the opponent with a massive unblockable hitbox. Leads to a hard knockdown on hit, pushing the opponent fullscreen. One of the few usable power BC's in the game, it can serve as a decent anti-air and bait many committal pokes for microspacing shenanigans when you have a read. Can be held to delay the startup by up to 20f, enough that you can even bait deflects. | |description=Amano steps back, reveals the true nature of his beloved stick, and slashes at the opponent with a massive unblockable hitbox. Leads to a hard knockdown on hit, pushing the opponent fullscreen. One of the few usable power BC's in the game, it can serve as a decent anti-air and bait many committal pokes for microspacing shenanigans when you have a read. Can be held to delay the startup by up to 20f, enough that you can even bait deflects. | ||
Line 187: | Line 306: | ||
|active= 3 | |active= 3 | ||
|recovery= 23 | |recovery= 23 | ||
|state= | |state= Any | ||
|frame advantage= -/-20 | |frame advantage= -/-20 | ||
|meter gain= | |meter gain= | ||
|guard= H | |guard= H | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=A reactable overhead that staggers crouching opponents or otherwise launches. Can be used as a mixup sparingly. | |description=A reactable overhead that staggers crouching opponents or otherwise launches. Can be used as a mixup sparingly. | ||
Line 202: | Line 321: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= 8 | |damage= 21~27/3 | ||
|startup= 8~98 | |||
|active= 12 | |active= 12 | ||
|recovery= 15 | |recovery= 15 | ||
Line 210: | Line 330: | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 21~23/0 | |||
|startup= 8~98 | |||
|active= 12 | |||
|recovery= 15 | |||
|state= Ground | |||
|frame advantage= +2/-18 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |tech= | ||
|description=Hits OTG. Can be delayed by holding the button. Unlike most 3B OTG's, this move can hit standing opponents, allowing you to cover ground techs on reaction by holding the button until the opponent is no longer able to ground tech and reacting to any attempt at getting up. A staple ender for most anything Amano does. | |description=Hits OTG. Can be delayed by holding the button. Unlike most 3B OTG's, this move can hit standing opponents, allowing you to cover ground techs on reaction by holding the button until the opponent is no longer able to ground tech and reacting to any attempt at getting up. A staple ender for most anything Amano does. | ||
}} | }} | ||
}} | }} | ||
====Crouching==== | ====Crouching==== | ||
Line 226: | Line 357: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 10/1 | |||
|startup= 3 | |startup= 3 | ||
|active= 1 | |active= 1 | ||
|recovery= 20 | |recovery= 20 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= +2/-7 | ||
|meter gain= | |||
|guard= L | |||
|cancel= O/O | |||
|tech= N/A | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 9/0 | |||
|startup= 3 | |||
|active= 1 | |||
|recovery= 20 | |||
|state= Any | |||
|frame advantage= +2/-13 | |||
|meter gain= | |meter gain= | ||
|guard= L | |guard= L | ||
|cancel= | |cancel= O/O | ||
|tech= | |tech= N/A | ||
|description=A fast low that cancels into itself and leads to good damage with or without meter. With its low pushback, it can easily lead into itself or a command grab on block. Serves as the meat of Amano's blockstrings in power, as most characters need a read and good execution in order to do anything besides deflecting out of your pressure. Not quite as strong in speed/EX, but still very practical as a mixup even compared to its chain counterpart. In all modes, this is your go to punish tool at close range, and learning to combo off of it is critical to your success with the character. | |description=A fast low that cancels into itself and leads to good damage with or without meter. With its low pushback, it can easily lead into itself or a command grab on block. Serves as the meat of Amano's blockstrings in power, as most characters need a read and good execution in order to do anything besides deflecting out of your pressure. Not quite as strong in speed/EX, but still very practical as a mixup even compared to its chain counterpart. In all modes, this is your go to punish tool at close range, and learning to combo off of it is critical to your success with the character. | ||
}} | }} | ||
Line 241: | Line 387: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Amano_d+B.png | |image=LB2_Amano_d+B.png | ||
|hitbox=LB2_Amano_d+B.png | |||
|hitbox2=LB2_Amano_d+B2.png | |||
|caption= | |caption= | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 8+24/1+1 | |||
|startup= 14 | |||
|active= 2-2 | |||
|recovery= 21 | |||
|state= Any | |||
|frame advantage= (+4/-10),(+6/10) | |||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 7+19/0+0 | |||
|startup= 14 | |startup= 14 | ||
|active= 2-2 | |active= 2-2 | ||
|recovery= 21 | |recovery= 21 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= (+4/-16),(+6/-14) | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
Line 256: | Line 419: | ||
|tech= | |tech= | ||
|description=A two hit mid with a decent disjoint. The late hit has solid anti-air priority, allowing you to deny a large portion of the screen from your opponent. However, this move can be risky to throw out as it is very unsafe on block and whiff, and the multihit is prone to uncombo at longer ranges. As such, this move is mostly used either to finish off an overly aggressive opponent or as combo filler. | |description=A two hit mid with a decent disjoint. The late hit has solid anti-air priority, allowing you to deny a large portion of the screen from your opponent. However, this move can be risky to throw out as it is very unsafe on block and whiff, and the multihit is prone to uncombo at longer ranges. As such, this move is mostly used either to finish off an overly aggressive opponent or as combo filler. | ||
}} | }} | ||
}} | }} | ||
Line 268: | Line 427: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 13/1 | |||
|startup= 8 | |startup= 8 | ||
|active= 3 | |active= 3 | ||
Line 276: | Line 436: | ||
|meter gain= | |meter gain= | ||
|guard= L | |guard= L | ||
|cancel= | |cancel= x/x | ||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 11/0 | |||
|startup= 8 | |||
|active= 3 | |||
|recovery= 13 | |||
|state= Any | |||
|frame advantage= +7/-8 | |||
|meter gain= | |||
|guard= L | |||
|cancel= O/O | |||
|tech= | |tech= | ||
|description= A simple low. Relatively slow compared to 2A, but has a decent disjoint so it can beat a few things that 2A wouldn't. Decent combo filler in any mode thanks to its generous plus frames, but it becomes special cancelable in EX, allowing super confirms from max range. | |description= A simple low. Relatively slow compared to 2A, but has a decent disjoint so it can beat a few things that 2A wouldn't. Decent combo filler in any mode thanks to its generous plus frames, but it becomes special cancelable in EX, allowing super confirms from max range. | ||
Line 287: | Line 461: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 24/3 | |||
|startup= 11 | |startup= 11 | ||
|active= 16 | |active= 16 | ||
|recovery= 20 | |recovery= 20 | ||
|state= | |state= Any | ||
|frame advantage= KD/-27 | |||
|meter gain= | |||
|guard= L | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 19/0 | |||
|startup= 11 | |||
|active= 16 | |||
|recovery= 20 | |||
|state= Any | |||
|frame advantage= KD/-27 | |frame advantage= KD/-27 | ||
|meter gain= | |meter gain= | ||
Line 300: | Line 489: | ||
}} | }} | ||
}} | }} | ||
====Air==== | ====Air==== | ||
{{MoveData | {{MoveData | ||
|image=LB2_Amano_jA.png | |image=LB2_Amano_jA.png | ||
|hitbox= LB2_Amano_jA.png | |||
|hitbox2= LB2_Amano_jA2.png | |||
|caption=Good, but you can do better | |caption=Good, but you can do better | ||
|name=jA | |name=jA | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 10/1 | |||
|startup= 3 | |startup= 3 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
|state= | |state= Any | ||
|frame advantage= N/A | |frame advantage= N/A | ||
|meter gain= | |meter gain= | ||
|guard= H | |guard= H | ||
|cancel= | |cancel= x/x | ||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 9/0 | |||
|startup= 3 | |||
|active= 4 | |||
|recovery= N/A | |||
|state= Any | |||
|frame advantage= +N/A | |||
|meter gain= | |||
|guard= H | |||
|cancel= x/x | |||
|tech= | |tech= | ||
|description=A solid air-to-air in isolation, however it must compete with your jC and as such almost never sees use. Notably has more cross up potential than jC during the late hit. | |description=A solid air-to-air in isolation, however it must compete with your jC and as such almost never sees use. Notably has more cross up potential than jC during the late hit. | ||
}} | }} | ||
}} | }} | ||
Line 333: | Line 533: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 43/5 | |||
|startup= 14 | |startup= 14 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= N/A | |frame advantage= N/A | ||
|meter gain= | |||
|guard= H | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 16/0 | |||
|startup= 14 | |||
|active= 2 | |||
|recovery= | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |meter gain= | ||
|guard= H | |guard= H | ||
Line 353: | Line 568: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 18/2 | |||
|startup= 3 | |||
|active= 12 | |||
|recovery= N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard= H | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 13/0 | |||
|startup= 3 | |startup= 3 | ||
|active= 12 | |active= 12 | ||
|recovery= N/A | |recovery= N/A | ||
|state= | |state= Any | ||
|frame advantage= N/A | |frame advantage= N/A | ||
|meter gain= | |meter gain= | ||
|guard= H | |guard= H | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=Arguably the best jumping normal in the game, this button has absolutely everything and is a cornerstone of Amano's gameplan. It has the greatest horizontal disjoint of any air option in the game, comes out insanely quickly, is among the most active single hit normals in the game at 12f, does above average damage for a jump in, has a small amount of cross up potential, and it doesn't even shift your hurtbox so you don't need to worry about trades. Pretty much any time you enter the air, you should plan on pushing this button on the way down unless you intend to empty hop command grab. Hop 9C is virtually impossible to anti-air without deflects, effectively giving you an IOH or a delayed approach tool that's safe on block and leads to full combo. If spaced correctly, the move is completely safe on switch guard in most matchups even if landing directly on top of a standing opponent, allowing you to play incredibly passively with neutral hop jC (thus also allowing airblocking before you actually push the button). That's not even touching on the move's primary use as an air-to-air, as it will cleanly beat any other air option in the game if spaced properly, and still trades favorably with the overwhelming majority of jumping normals outside of EX. Since the only real counter most characters have to this button is to deflect, Amano is able to easily condition the opponent into eating an empty hop 33C, leading to a massive amount of damage and letting you run your oki. | |description=Arguably the best jumping normal in the game, this button has absolutely everything and is a cornerstone of Amano's gameplan. It has the greatest horizontal disjoint of any air option in the game, comes out insanely quickly, is among the most active single hit normals in the game at 12f, does above average damage for a jump in, has a small amount of cross up potential, and it doesn't even shift your hurtbox so you don't need to worry about trades. Pretty much any time you enter the air, you should plan on pushing this button on the way down unless you intend to empty hop command grab. Hop 9C is virtually impossible to anti-air without deflects, effectively giving you an IOH or a delayed approach tool that's safe on block and leads to full combo. If spaced correctly, the move is completely safe on switch guard in most matchups even if landing directly on top of a standing opponent, allowing you to play incredibly passively with neutral hop jC (thus also allowing airblocking before you actually push the button). That's not even touching on the move's primary use as an air-to-air, as it will cleanly beat any other air option in the game if spaced properly, and still trades favorably with the overwhelming majority of jumping normals outside of EX. Since the only real counter most characters have to this button is to deflect, Amano is able to easily condition the opponent into eating an empty hop 33C, leading to a massive amount of damage and letting you run your oki. | ||
Line 374: | Line 604: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 26/3 | |||
|startup= 15 | |||
|active= 2 | |||
|recovery= 15 | |||
|state= Any | |||
|frame advantage= +12/-10 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 19/0 | |||
|startup= 15 | |startup= 15 | ||
|active= 2 | |active= 2 | ||
|recovery= 15 | |recovery= 15 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= +12/-8 | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= O/O | ||
|tech= | |tech= | ||
|description= A sluggish dashing normal with a great disjoint that can catch a lot of people pushing buttons. Leads to some damage at close range, but is unsafe at block in that range. Unlike most 6[6]A/B's, this move cannot start a speed chain, severely limiting the move's applications in speed/EX mode. Although this move is great in isolation, dash hop jC is almost objectively better at everything this move does. | |description= A sluggish dashing normal with a great disjoint that can catch a lot of people pushing buttons. Leads to some damage at close range, but is unsafe at block in that range. Unlike most 6[6]A/B's, this move cannot start a speed chain, severely limiting the move's applications in speed/EX mode. Although this move is great in isolation, dash hop jC is almost objectively better at everything this move does. | ||
Line 393: | Line 638: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 23/6 | |||
|startup= 9 | |||
|active= 8 | |||
|recovery= 24 | |||
|state= Any | |||
|frame advantage= KD/-23 | |||
|meter gain= | |||
|guard= L | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 19/0 | |||
|startup= 9 | |startup= 9 | ||
|active= 8 | |active= 8 | ||
|recovery= 24 | |recovery= 24 | ||
|state= | |state= Any | ||
|frame advantage= KD/-23 | |frame advantage= KD/-23 | ||
|meter gain= | |meter gain= | ||
Line 418: | Line 678: | ||
|active= 1 | |active= 1 | ||
|recovery= 14 | |recovery= 14 | ||
|state= | |state= Any | ||
|frame advantage= +8/-7 | |frame advantage= +8/-7 | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= O/O | ||
|tech= | |tech= | ||
|description= Great combo filler and a solid empty cancel on the off chance you precast 5a in neutral, but in realistic pressure scenarios 5A>2A is just better due to being a low and coming out faster. | |description= Great combo filler and a solid empty cancel on the off chance you precast 5a in neutral, but in realistic pressure scenarios 5A>2A is just better due to being a low and coming out faster. | ||
Line 437: | Line 697: | ||
|active= 1 | |active= 1 | ||
|recovery= 14 | |recovery= 14 | ||
|state= | |state= Any | ||
|frame advantage= +8/-7 | |frame advantage= +8/-7 | ||
|meter gain= | |meter gain= | ||
|guard= L | |guard= L | ||
|cancel= | |cancel= O/O | ||
|tech= | |tech= | ||
|description= Low poke which is relatively safe on block and chains into the rest of your speed combo if needed. 4A>5A>2A will serve the meat of your pressure in speed, as it's difficult for the opponent to contest without opening themselves up to even more punishing mindgames. Links into 2A rather than canceling. Confirms most of the stuff the non-chain 2a can, enabling some incredibly reliable super confirms in EX mode. | |description= Low poke which is relatively safe on block and chains into the rest of your speed combo if needed. 4A>5A>2A will serve the meat of your pressure in speed, as it's difficult for the opponent to contest without opening themselves up to even more punishing mindgames. Links into 2A rather than canceling. Confirms most of the stuff the non-chain 2a can, enabling some incredibly reliable super confirms in EX mode. | ||
Line 456: | Line 716: | ||
|active= 2 | |active= 2 | ||
|recovery= 47 | |recovery= 47 | ||
|state= | |state= Any | ||
|frame advantage= +1/-19 | |frame advantage= +1/-19 | ||
|meter gain= | |meter gain= | ||
Line 475: | Line 735: | ||
|active= 7 | |active= 7 | ||
|recovery= 23 | |recovery= 23 | ||
|state= | |state= Any | ||
|frame advantage= -/23 | |frame advantage= -/23 | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= Air | ||
|description=Amano's autocombo ender. Doesn't really lead to anything and costs you an actual ender, don't bother. | |description=Amano's autocombo ender. Doesn't really lead to anything and costs you an actual ender, don't bother. | ||
}} | }} |
Revision as of 00:00, 26 May 2022
Normals
Standing
5A |
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4A |
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5B |
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4B |
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1BCD or 5BCD |
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6B
|
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5C |
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6C |
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BC(Power) |
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BC(Speed/EX) |
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3B |
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Crouching
2A |
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2B
|
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2C |
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3C |
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Air
jA
|
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jB |
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jC |
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Dashing
Dashing high |
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Dashing low |
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Speed chain
5A>5A |
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5A>2A |
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5A>5B |
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5A>B>C |
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Special Moves
Keima's Rage 623C |
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Windmill 214A |
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Piercing Sparrow 616A |
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Piercing Sparrow 616B |
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Domino Toppler 33C |
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Badger Bash Mash A |
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Choujouhatsu 236+Start |
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Destiny 63214B |
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Loudmouth 63214C |
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Desperation Moves
Checkmate of the Queen 6321463214AB |
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Super Desperation Moves
Checkmate of the Rook 6321463214A |
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6321463214B |
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Combos
Any Mode
hcb C, hcb B hcb B, A, A repeatedly, qcf B Dash A/B, dp C Dash A/B, f, db, f B j C, d B, dp C, df B j C, d B, df, df C, df B
Power Mode Only
j C, f C, hcb B j C, f C, f, db, f A j C, f C, dp C, df B
EX Mode Only
hcb C, Dash A, d B, f, db, f B, hcb, hcb AB
Power and EX Mode
hcb C, Dash A, f, db, f B, hcb, hcb AB j C, d B, f, db, f B, hcb, hcb AB
Speed and EX Mode
j C, A, d B, f C j C, A, B, dp C BC, dp C, df B j C, A, d B, f, db, f B, df B hcb C, (Combo Super) A, B, C, A, B, C, A, B, qcf C
Super Speed Combos
A + B + C + A + B + C + A + B + 236C A + B + C + A + B + C + C + 236B A + B + C + d C + d C + 6BC A + B + C + d C + BC + 236B
descriptions about each speed combo routes, dont know about any detail or form around these sections.
1. H, H, H, H, H, H, H, H, H, H, H, H. As all universal routes are, this is worst one by far. don't use this. does only 115 damage and they can block all by standing.
2. H, H, H, H, H, H, Throw, L, H. G O T O. 167 damage. but it stops at Throw if they blocked. so try to avoid this unless you can hit confirm or on guaranteed situation.
3. H, H, H, L, L, M. You don't have proper follow up for this. don't use this.
4. H, H, H, L, M, Throw, H, H. Your second goto. 148 damage, still beware about Throw part.