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The Last Blade 2/Moriya Minakata: Difference between revisions
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→Special Moves: Teleport is so good lmao |
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|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M/H | ||
|cancel= ×/× | |cancel= ×/× | ||
|tech= - | |tech= - | ||
|description= | |description=A rekka which can be combo'd into from incredibly far away. Follow up hits are performed by repeating the 236A input. The first and second hits are super cancelable in power/EX, however there's no real reason to cancel off the first one. The second hit of the rekka is unique as in power or EX it will launch the opponent upwards, but in speed it will keep the opponent grounded. Serves mostly as a combo ender if you're unsure whether you're in range for DP.<br \>Click on show hitboxes to see the other rekka moves boxes | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Moriya_qcf+A2.png|2nd rekka | LB2_Moriya_qcf+A2.png|2nd rekka | ||
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|frame advantage= --/-40 | |frame advantage= --/-40 | ||
|meter gain= P 2/8/4 S 1/3/1 | |meter gain= P 2/8/4 S 1/3/1 | ||
|guard= | |guard= M/H | ||
|cancel= ×/× | |cancel= ×/× | ||
|tech= Air | |tech= Air | ||
|description= | |description=A slower, fullscreen version of the rekka which can be canceled into itself 4 times for a knockdown in any mode. Can still be super canceled, however there are no real ways to combo into it. Pretty much entirely a gimmick for players that don't know how to abare. <br \>Click on show hitboxes to see the other rekka moves boxes | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Moriya_qcf+B2.png|2nd part | LB2_Moriya_qcf+B2.png|2nd part | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=An extended long slash whose late hit can clash with projectiles. By holding the button, you can delay the move. Delaying it long enough will expand its hitbox to reach nearly fullscreen (indicated by Moriya flashing). Additionally the stance can be canceled at any time by pressing D, however the cancel will take longer depending on how long Moriya was in stance. The first hit of the move can also be canceled by pressing D with good timing, allowing juggles that would normally be impossible or making tech chases significantly safer. Be warned that on all versions the hurtbox will extend a frame before the hitbox, meaning you could potentially get stuffed by pre-emptive pokes at closer ranges (however this is unlikely and will often be too far to combo). | ||
This version is at a diagonal angle upwards; making it useful as an low commitment anti-air, tech chase, and combo too. Can hit the big bodies standing or dashing, making this your primary grounded poke in those matchups as well. | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Moriya_qcb+A2.png|2nd hitbox | LB2_Moriya_qcb+A2.png|2nd hitbox | ||
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|cancel= ×/× | |cancel= ×/× | ||
|tech= - | |tech= - | ||
|description= | |description=Same properties as above, now angled directly in front of Moriya. Primary poke from half screen in most matchups, as the disjoint is incredibly difficult to contest and the startup can be canceled if you recognize that a situation is going poorly shortly after pressing. Be warned that many moves which advance forwards can still low stature this version, such as Mukuro's crawl. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Moriya_qcb+B2.png|2nd hitbox | LB2_Moriya_qcb+B2.png|2nd hitbox | ||
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|cancel= ×/× | |cancel= ×/× | ||
|tech= - | |tech= - | ||
|description= | |description=Same properties as the versions above, except this time both hits are low and travel along the ground. Can be used to stuff low statured approaches, however its anti-air presence is completely nonexistent making it often the most committal version in practice. Also has some application to pester opponents blocking high at a little beyond a character length away, eventually conditioning them to get hit by hop j.a. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Moriya_qcb+C2.png|2nd hitbox | LB2_Moriya_qcb+C2.png|2nd hitbox | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Multi-hit DP that serves as Moriya's fastest dedicated anti-air. Won't cause a hard knockdown in speed/EX, however it can be followed up with 623B in order to deal massive damage and gain phenominal oki. As such this is your main combo ender in those modes. The follow up can be made consistent at longer ranges by delaying the rekka. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Moriya_dp+A2.png|2nd hitbox | LB2_Moriya_dp+A2.png|2nd hitbox | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=A slower version of the above move that covers a larger horrizontal space and causes a hard knockdown. Primarily used in power where the damage is much better, however it can still be used for hard reads in speed/EX. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Moriya_dp+B2.png|2nd hit | LB2_Moriya_dp+B2.png|2nd hit | ||
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{{MoveData | {{MoveData | ||
|input=412A/B/C | |input=412A/B/C | ||
|image= | |image=LB2_Moriya_412A.png | ||
|caption=It's nothing personal kid | |caption= Teleports behind you | ||
"It's nothing personal kid" | |||
Teleports in front of you | |||
Teleports behind me | |||
Teleports in your general direction | |||
Teleports to the moon | |||
|name=Sash Blade Moonwalk | |name=Sash Blade Moonwalk | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= N/A | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= N/A | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= N/A | ||
|cancel= | |cancel= No | ||
|tech= | |tech= N/A | ||
|description= | |description=A teleport that will travel to a different spot on the screen depending on the version used. | ||
* A | * A- Behind Moriya, distance varries based on camera zoom | ||
* B | * B- Directly in front of the opponent | ||
* C | * C- Directly behind the opponent | ||
Gains low stature(?) and then invincibility very quickly upon use before Moriya reappears at the respective destination. All versions can be followed up with any face button to perform a slower version of 214A/B/C as Moriya reappears. The A and B versions can be followed up with D in order to have Moriya deflect upon reappearing. The A and B versions are also bugged and will cancel with a total of 1f recovery by following up with A+C (indicated by the lack of a voice line). This also stops the momentum normally present in the teleport's recovery, meaning Moriya will be spaced noticeably farther from the opponent than if the move were allowed to play out normally. Note that the series 412A/B>AC>214x is objectively better than canceling directly into stance at the cost of a higher execution barrier. The C version is bugged and will occasionally be left with 1f recovery if performed when the opponent can be counter-hit. Which side Moriya is on is checked just before he disappears, since he slides slightly during the startup this enables some nasty ambiguous cross up oki in near the corner. | |||
* | |||
* | This is THE defining trait of Moriya. Thanks to the AC cancel, this move can be used to extend pressure, extend combos, hitconfirming, setplay, vastly improved mobility, etc. | ||
* The A version can be thrown very freely as exceptionally few moves can catch it midscreen, essentially allowing you to trade your screen control for safety. The A version is also an incredible tool for timerscams, as in many matchups you are literally guaranteed to run the clock for 5-6 seconds if spammed coast to coast. Additionally this functions as a feint of sorts if the opponent tries reacting to dash ins, as you can freely whiff punish them by immediately following up with a B teleport. Be warned that many characters can force you to either block or give up more screen space if they preemptively jump (not hop) at you. As long as you exercise caution not to corner yourself, this will allow you to whiff many buttons or overextend pressure far more freely than other characters can dream of. | |||
* The B version is by and large your most consistent approach tool. It loses to neutral jumping with normals and many jabs, but if the opponent is repeatedly whiffing stuff like that you can fairly easily pester them with 214A/B. Very importantly, this move can let Moriya punish almost every fireball in the game on reaction with a full combo. This version also enables multiple infinites as it makes all of your B normals absurdly plus on hit while essentially negating pushback as a factor entirely. Resetting pressure with this move, although fake, is also quite notable as the opponent will have to guess between this and the A version. If the opponent is constantly holding down back, you can AC cancel and immediately threaten 3a, j.c, 5a>2a (in speed/EX), or dash throw to punish such passive play. | |||
* The C version lacks an AC cancel, making it far easier to punish. It can be used sparingly for a reactable crossup in order to reset the opponent, however this will result in a big punish should they be ready for it. The more practical use of this move is as a means to escape the corner, as if the opponent hops forwards they will be powerless to punish you. This is still fairly risky in some matchups, but considering that gives you an entire stage length to leverage 412A this is always worth keeping in mind. | |||
It's easy to get carried away with this, remember there is still a frame of recovery during an AC cancel and players familiar with the matchup will be fishing to punish that. However the fact that this tool is something that the opponent is constantly forced to respect so much during every aspect of the game allows Moriya to very easily overload the opponent's mental stack or otherwise force an opening with patient and abnormally safe pokes. | |||
}} | }} | ||
}} | }} |
Revision as of 20:37, 6 July 2021
Normals
Standing
5A |
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4A |
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3A |
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5B |
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4B |
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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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- 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
Dashing
Dashing High |
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Dashing Low |
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Speed chain
5A>A |
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5A>B |
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5A>B>C |
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- All moves in this section are exclusive to speed/EX mode
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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Special Moves
Glancing Blade Moonlight 236A/B |
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Glancing Blade Haze 214A/B/C/D |
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Glancing Blade New Moon 623A/B |
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Sash Blade Moonwalk 412A/B/C |
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Desperation Moves
Life and Death Moonlight Flash 641236AB |
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Super Desperation Moves
Life and Death Wild Season 641236B |
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Combos
Any Mode
- Dash A/B, 214B
- Dash A/B, 623B
- Dash A/B, 236A(x3)
- jB, 5B, 214B
- jB, 5B, 623B,
- jB, 5B, 236A, 214B
- jB, 5B, 236A(x2), 623B
- Requires delayed 623B in power/EX
- jB, 5A/B, 631236AB
- 236B(x3) 623B
Power Mode Only
- jB, 6C, 214B
- jB, 6C, 623B, 3B
- jB, 6C, 641236AB
Speed Mode Only
- 236B (x3), 214A, 623A
EX Mode Only
- Dash A/B>5B, 641236B
- jB, 4A>A>A>5B, 631236B
- jB, 4A>A>A>B 236A(x2), 214A, 623A 623B, 3B
Power and EX Mode
- 236B(x4), 641236AB
- jB, 5B 236A 641236AB
- Dash A/B 641236B
Speed and EX Mode
- 236B(x3), 623A 623B, 663BCD
- jB, 4A>A>A>5B 236A(x2) 623a 623b, 663BCD
- Requires delayed 623a in EX
- jB, 5A>B>C
- Autocombo. No reason to go for this other than ease of execution.
- jB, 4A>A>A>5B 6C
- BC, 214B
- Dash A/B>2B 236A 214B
- 236B(x3) 641236AB
- Becomes a cancel in EX, but there's also no reason to only use 3 rekkas in it
- jB, (5A>2A>5B 412B, AC,)x2, 4A>A>5B 236a(x2) 623A>623B, 3B
- Moriya's teleport loop
- jB, 5A>2A>5B 412B, AC, 4a>2a>5b 236a(x2) 623a>623B, 3B
- Some formats limit Moriya teleport to one use per combo, in which case use this. The damage difference is slight so this is also worth going for if you're not consistent with the loop yet.
- 22A/B A + B + C + 2C + A + 2C + 6BC, 623a>623B 3B
- Anti-air deflect conversion
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 + 2C + A + 2C + 6BC A + B + C + 2C + A + 6BC + A + B + 236C