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The Last Blade 2/Kojiroh Sanada: Difference between revisions
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Felsen 2020 (talk | contribs) |
→Normals: Fixing frame data tables and notation used in descriptions |
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Line 44: | Line 44: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=13/1 | |||
|startup=5 | |startup=5 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage=+6/-7 | ||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=8/0 | |||
|startup=5 | |||
|active=2 | |||
|recovery=15 | |||
|state= Any | |||
|frame advantage=+6/-9 | |||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|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. | ||
Line 64: | Line 79: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=13/1 | |||
|startup=3 | |||
|active=2 | |||
|recovery=15 | |||
|state= Any | |||
|frame advantage=+6/-7 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=8/0 | |||
|startup=3 | |startup=3 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage=+6/-9 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|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. | ||
Line 84: | Line 114: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=36/3 | |||
|startup=12 | |startup=12 | ||
|active=23 | |active=23 | ||
|recovery=24 | |recovery=24 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage=+1/-10 | ||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=16/0 | |||
|startup=12 | |||
|active=23 | |||
|recovery=24 | |||
|state= Any | |||
|frame advantage=+1/-19 | |||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= | |tech= | ||
|description=A slow, short range shoulder bash. Typically inferior to | |description=A slow, short range shoulder bash. Typically inferior to 2B, but has faster startup which leads to tighter blockstrings. | ||
}} | }} | ||
}} | }} | ||
Line 104: | Line 149: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage=50/6 | ||
|startup=19 | |||
|active=2 | |active=2 | ||
|recovery=33 | |recovery=33 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage=-5/-13 | ||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=23/0 | |||
|startup=13 | |||
|active=2 | |||
|recovery=33 | |||
|state= Any | |||
|frame advantage=-5/-23 | |||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= x/x | ||
|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- | ||
Line 124: | Line 184: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=13/1 | |||
|startup=9 | |startup=9 | ||
|active=2 | |active=2 | ||
|recovery=18 | |recovery=18 | ||
|state= | |state= Any | ||
|frame advantage=+3/-12 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=11/0 | |||
|startup=9 | |||
|active=2 | |||
|recovery=18 | |||
|state= Any | |||
|frame advantage=+3/-12 | |frame advantage=+3/-12 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= | |tech= | ||
|description=Hits OTG. | |description=Hits OTG. | ||
Line 144: | Line 219: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=19/2 | |||
|startup=10 | |startup=10 | ||
|active=8 | |active=8 | ||
|recovery=22 | |recovery=22 | ||
|state= | |state= Any | ||
|frame advantage=-/-21 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= None | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=16/0 | |||
|startup=10 | |||
|active=8 | |||
|recovery=22 | |||
|state= Any | |||
|frame advantage=-/-21 | |frame advantage=-/-21 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= None | ||
|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. | ||
}} | }} | ||
Line 168: | Line 258: | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= UB | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= None | ||
|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. | ||
}} | }} | ||
Line 188: | Line 278: | ||
|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 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. | ||
Line 208: | Line 298: | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard=H | |guard=H | ||
|cancel= | |cancel= x/x | ||
|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 | |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 fandango (22A/B). If landed too low to do so or you lack meter, it's ideal to instead combo into 623B or 6B depending on your range. | ||
}} | }} | ||
}} | }} | ||
Line 224: | Line 314: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=21 | |||
|startup=13 | |startup=13 | ||
|active=8 | |active=8 | ||
|recovery=22 | |recovery=22 | ||
|state= | |state= Ground | ||
|frame advantage=N/A | |frame advantage=N/A | ||
|meter gain= | |meter gain= | ||
|guard=N/A | |guard=N/A | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= N/A | ||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=23 | |||
|startup=13 | |||
|active=8 | |||
|recovery=22 | |||
|state= Ground | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=N/A | |||
|cancel= x/x | |||
|tech= N/A | |||
|description=Hits OTG. | |description=Hits OTG. | ||
}} | }} | ||
}} | }} | ||
====Crouching==== | ====Crouching==== | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kojiroh_d+A.png | |image=LB2_Kojiroh_d+A.png | ||
|caption= | |image2=LB2_Kojiroh_d+A2.png | ||
|caption=That's not how meaties work | |||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=13/1 | |||
|startup=4 | |startup=4 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage=-2(-2)/-10(-10) | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
|cancel= | |cancel= o/o | ||
|tech= | |tech= | ||
}} | }} | ||
{{AttackData-LB2 | |||
|header= no | |||
{{ | |version= Speed | ||
| | |damage=11/0 | ||
| | |||
|damage= | |||
|startup=4 | |startup=4 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage=-2(+4)/-22(-16) | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
|cancel= | |cancel= o/o | ||
|tech= | |tech= | ||
|description= | |description=A quick low with decent range. Hitting late with this move will alter its hitstun slightly (shown in brackets). | ||
}} | }} | ||
}} | }} | ||
Line 285: | Line 382: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kojiroh_d+B.png | |image=LB2_Kojiroh_d+B.png | ||
|caption= | |image2=LB2_Kojiroh_d+B2.png | ||
|caption=''Mind the gap here'' | |||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage=26/3 | ||
|active= | |startup=17 | ||
|active=1-(1)-2 | |||
|recovery=23 | |recovery=23 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage=+2(+4)/-10(-10) | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= | |tech= | ||
}} | }} | ||
{{AttackData-LB2 | |||
|header= no | |||
{{ | |version= Speed | ||
| | |damage=19/0 | ||
|startup=18 | |||
| | |active=2-(2)-2 | ||
|damage= | |||
|startup= | |||
|active= | |||
|recovery=23 | |recovery=23 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage=0(+4)/-20(-16) | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= | |tech= | ||
|description= | |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. There is a gap during the active frames of this move despite only being one hit, and connecting the late part of the move will change its hitstun (shown in brackets). | ||
}} | }} | ||
}} | }} | ||
Line 325: | Line 418: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kojiroh_d+C.png | |image=LB2_Kojiroh_d+C.png | ||
|caption= | |caption=Cross under 82c for extra schmix | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=13/1 | |||
|startup=3 | |||
|active=2 | |||
|recovery=16 | |||
|state= Any | |||
|frame advantage=+5/-10 | |||
|meter gain= | |||
|guard=L | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=11/0 | |||
|startup=3 | |startup=3 | ||
|active=2 | |active=2 | ||
|recovery=16 | |recovery=16 | ||
|state= | |state= Any | ||
|frame advantage=+5/-10 | |frame advantage=+5/-10 | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
|cancel= | |cancel= o/o | ||
|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 | |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 4A in some matchups, but will lead to less reward upon doing so. | ||
}} | }} | ||
}} | }} | ||
Line 349: | Line 457: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=24/3 | |||
|startup=9 | |||
|active=2 | |||
|recovery=26 | |||
|state= Any | |||
|frame advantage=KD/-19 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=19/0 | |||
|startup=9 | |startup=9 | ||
|active=2 | |active=2 | ||
|recovery=26 | |recovery=26 | ||
|state= | |state= Any | ||
|frame advantage=KD/-19 | |frame advantage=KD/-19 | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
|cancel= | |cancel= o/o | ||
|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. | ||
Line 370: | Line 493: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=13/1 | |||
|startup=4 | |startup=4 | ||
|active=4 | |active=4 | ||
|recovery=N/A | |recovery=N/A | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= N/A | ||
|meter gain= | |meter gain= | ||
|guard=H | |guard=H | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= Air | ||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=11/0 | |||
|startup=4 | |||
|active=4 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
|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. | ||
}} | }} | ||
Line 390: | Line 528: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=26/3 | |||
|startup=7 | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery=N/A | |recovery=N/A | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= N/A | ||
|meter gain= | |||
|guard= H | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=13/0 | |||
|startup=7 | |||
|active=4 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=+6/-9 | |||
|meter gain= | |meter gain= | ||
|guard= | |guard=H | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= Air | ||
|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. | ||
}} | }} | ||
Line 406: | Line 559: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kojiroh_jC.png | |image=LB2_Kojiroh_jC.png | ||
|caption= | |caption=Win condition | ||
|name=J.C | |name=J.C | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=13/1 | |||
|startup=3 | |||
|active=7 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=11/0 | |||
|startup=3 | |startup=3 | ||
|active=7 | |active=7 | ||
|recovery=N/A | |recovery=N/A | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage=N/A | ||
|meter gain= | |meter gain= | ||
|guard=H | |guard=H | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= Air | ||
|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. | ||
}} | }} | ||
}} | }} | ||
====Dashing==== | ====Dashing==== | ||
Line 434: | Line 600: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=26/3 | |||
|startup=9 | |startup=9 | ||
|active=2 | |active=2 | ||
|recovery=30 | |recovery=30 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage=-3/-10 | ||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=19/0 | |||
|startup=9 | |||
|active=2 | |||
|recovery=30 | |||
|state= Any | |||
|frame advantage=-3/-23 | |||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|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. | ||
Line 454: | Line 635: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage=26/3 | |||
|startup=9 | |startup=9 | ||
|active=10 | |active=10 | ||
|recovery=23 | |recovery=23 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage=KD/-24 | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
|cancel= | |cancel= | ||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=19/0 | |||
|startup=9 | |||
|active=10 | |||
|recovery=23 | |||
|state= Any | |||
|frame advantage=KD/-23 | |||
|meter gain= | |||
|guard=L | |||
|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. | ||
Line 479: | Line 675: | ||
|active=2 | |active=2 | ||
|recovery=19 | |recovery=19 | ||
|state= | |state= Any | ||
|frame advantage=+2/-13 | |frame advantage=+2/-13 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= | |tech= | ||
|description=Combo filler. | |description=Combo filler. | ||
Line 491: | Line 687: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kojiroh_5a2a.png | |image=LB2_Kojiroh_5a2a.png | ||
|caption= | |image2=LB2_Kojiroh_5a2a2.png | ||
|caption=Consistent hitstun unlike the raw version | |||
|name=5A>2A | |name=5A>2A | ||
|data= | |data= | ||
Line 499: | Line 696: | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
|state= | |state= Any | ||
|frame advantage=+1/-14 | |frame advantage=+1/-14 | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
|cancel= | |cancel= o/o | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 539: | Line 716: | ||
|active=4 | |active=4 | ||
|recovery=26 | |recovery=26 | ||
|state= | |state= Any | ||
|frame advantage=KD/-24 | |frame advantage=KD/-24 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= Air | ||
|description=Autocombo ender that causes a | |description=Autocombo ender that causes a tech chase from a noticeable distance. | ||
}} | }} | ||
}} | }} |
Revision as of 03:29, 29 May 2022
Overview
Placeholder
Style | Strengths | Weaknesses |
---|---|---|
Power |
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Speed |
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EX |
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Normals
Standing
5A |
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4A |
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5B |
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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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6BC(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
J.A |
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J.B |
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J.C |
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Dashing
Dashing high |
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Dashing low |
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Speed chain
5A>A |
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5A>2A |
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C of A>B>C |
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Special Moves
Flashing Flight - 214A
214A |
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214A 2 |
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- 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 - 214B
214B |
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214B 2 |
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214B 3 |
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- Multiple forward mid strikes
- Strikes 3 times, strikes further forward with each strike
- Able to super cancel in power/EX mode
Shujin - 214C
214C |
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- Dashes forward
- Follow up with Tenchi C
- Press C after Kojiroh is near opponent to throw.
Empty Death - 623A/B
623A |
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623B |
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- 45 Degree upward thrust
- anti-air
Blast-of-Plague Demise - 236A/B
236A |
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236B |
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- Slashing projectile
- A version creates one hit
- B version starts slower, makes two hits
Desperation Moves
Black Hole Blade - Eagle - 2146AB
2146AB |
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- Charges forward to deliver several strikes, ends with an Empty Death anti-air if it connects.
Super Desperation Moves
Wolf Fang of Emptiness - 2146B
2146B |
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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 + 236C A + B + C + A + B + C + C + B + A + 236C A + B + C + d C + A + d C + 6BC A + B + C + d C + A + f BC + A + B + 236B