|description=A grounded uppercut that can reflect projectiles while also serving as an anti-air. Launches the opponent on hit and does a very solid chunk of damage, making it a prime combo ender after landing a wallbounce. The projectile reflecting property of this move is very situational since it requires a read and Amano is very punishable if you whiff, but it can allow you to immediately win fireball wars in certain matchups despite Amano's lack of a meterless projectile.
|description=A grounded uppercut that can reflect projectiles while also serving as an anti-air. Launches the opponent on hit and does a very solid chunk of damage, making it a prime combo ender after landing a wallbounce. The projectile reflecting property of this move is very situational since it requires a read and Amano is very punishable if you whiff, but it can allow you to immediately win fireball wars in certain matchups despite Amano's lack of a meterless projectile.
Line 774:
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P: 19/2 S: 14/1
|version= Power
|damage= 19/2
|startup=
|active=
|recovery=
|state= Any
|frame advantage=
|meter gain=
|guard= M
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 14/1
|startup=
|startup=
|active=
|active=
|recovery=
|recovery=
|state=
|state= Any
|frame advantage=
|frame advantage=
|meter gain=
|meter gain=
|guard= M
|guard= M
|cancel=
|cancel= x/x
|tech=
|tech=
|description=A swing with Amano's sake jug, staggering the opponent on hit. Launches the opponent instead if they were previously staggered in the combo. Amano steps back slightly during the startup and the move has decent horizontal range, so it can find use as a frame trap off select normals. Since the opponent is able to reduce the length of the stagger by mashing left and right, more lengthy blockable conversions should not be relied on, making run up 33C a common follow up from this move.
|description=A swing with Amano's sake jug, staggering the opponent on hit. Launches the opponent instead if they were previously staggered in the combo. Amano steps back slightly during the startup and the move has decent horizontal range, so it can find use as a frame trap off select normals. Since the opponent is able to reduce the length of the stagger by mashing left and right, more lengthy blockable conversions should not be relied on, making run up 33C a common follow up from this move.
Line 795:
Line 825:
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=P: 8+30/1 S: 7+23/0
|version= Power
|damage= 8+30/1
|startup= 9
|startup= 9
|active= 18
|active= 18
|recovery= 15
|recovery= 15
|state=
|state= Any
|frame advantage= KD/-23
|meter gain=
|guard= M
|cancel= O/O
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 7+23/0
|startup= 9
|active= 18
|recovery= 15
|state= Any
|frame advantage= KD/-23
|frame advantage= KD/-23
|meter gain=
|meter gain=
|guard= M
|guard= M
|cancel=
|cancel= x/x
|tech=
|tech=
|description=Amano runs forwards, and upon hitting the opponent jabs them with his stick to knock them down as he steps behind them. Cancels into super and does a very solid amount of damage, making this your go-to combo ender. If the opponent blocks the first hit, the second hit will not come out, leaving you punishable but at an awkward spacing for the opponent to combo from. Upon hitting an airborn opponent, the second hit will play out but whiff, enabling some unique midscreen setplay compared to 623C at the cost of damage. Can serve as a decent whiff punish from half screen if the opponent is relying on slow pokes. The input 646A also works for this move.
|description=Amano runs forwards, and upon hitting the opponent jabs them with his stick to knock them down as he steps behind them. Cancels into super and does a very solid amount of damage, making this your go-to combo ender. If the opponent blocks the first hit, the second hit will not come out, leaving you punishable but at an awkward spacing for the opponent to combo from. Upon hitting an airborn opponent, the second hit will play out but whiff, enabling some unique midscreen setplay compared to 623C at the cost of damage. Can serve as a decent whiff punish from half screen if the opponent is relying on slow pokes. The input 646A also works for this move.
Line 815:
Line 860:
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P: 10+46/1 S: 9+33/1
|version= Power
|damage= 10+46/1
|startup= 15
|active= 26
|recovery= 26
|state= Any
|frame advantage= KD/-15
|meter gain=
|guard= M
|cancel= O/O
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 9+33/0
|startup= 15
|startup= 15
|active= 26
|active= 26
|recovery= 26
|recovery= 26
|state=
|state= Any
|frame advantage= KD/-15
|frame advantage= KD/-15
|meter gain=
|meter gain=
|guard= M
|guard= M
|cancel=
|cancel= x/x
|tech=
|tech=
|description=More or less 616A, but with more range and startup. Notably safer on block, but still punishable. The input 646B will also work for this move.
|description=More or less 616A, but with more range and startup. Notably safer on block, but still punishable. The input 646B will also work for this move.
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P: 53 S: 36
|version= Power
|damage= 53
|startup=
|active=
|recovery=
|state= Any
|frame advantage= KD
|meter gain=
|guard= UB
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 36
|startup=
|startup=
|active=
|active=
|recovery=
|recovery=
|state=
|state= Any
|frame advantage=
|frame advantage= KD
|meter gain=
|meter gain=
|guard= UB
|guard= UB
|cancel=
|cancel= x/x
|tech=
|tech=
|description=Amano reaches directly in front of him for a command grab. Upon successfully landing, he will proceed to headbutt the opponent and knock them away, dealing a large amount of damage and giving you a very advantageous knockdown near the corner. Can be combo'd into, making it a very strong option off deep jump ins.
|description=Amano reaches directly in front of him for a command grab. Upon successfully landing, he will proceed to headbutt the opponent and knock them away, dealing a large amount of damage and giving you a very advantageous knockdown near the corner. Can be combo'd into, making it a very strong option off deep jump ins.
Line 882:
Line 957:
|active= N/A
|active= N/A
|recovery=
|recovery=
|state=
|state= Any
|frame advantage= N/A
|frame advantage= N/A
|meter gain=
|meter gain=
|guard= N/A
|guard= N/A
|cancel=
|cancel= N/A
|tech=
|tech= N/A
|description=After roughly 2 seconds of taunting the opponent, Amano will gain half a bar of meter. Completely useless in neutral, however after killing the opponent with SDM this move can be performed just before the round ends to get some meter back.
|description=After roughly 2 seconds of taunting the opponent, Amano will gain half a bar of meter. Completely useless in neutral, however after killing the opponent with SDM this move can be performed just before the round ends to get some meter back.
}}
}}
Line 907:
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|frame advantage=
|frame advantage=
|meter gain=
|meter gain=
|guard= M/UB
|guard= M
|cancel=
|cancel= x/x
|tech=
|tech=
|description=Amano steps back and charges a massive swing with his scabbard for as long as you hold the button. Upon releasing, this move will do a massive amount of damage based on how long it was charged. Creates some decent mindgames based on when you release the button, however most are not really worth the effort.
|description=Amano steps back and charges a massive swing with his scabbard for as long as you hold the button. Upon releasing, this move will do a massive amount of damage based on how long it was charged. Creates some decent mindgames based on when you release the button, however most are not really worth the effort.
Line 925:
Line 1,000:
|frame advantage=
|frame advantage=
|meter gain=
|meter gain=
|guard=
|guard= UB
|cancel=
|cancel= x/x
|tech=
|tech=
|description=*Becomes unblockable if fully charged.
|description=*Becomes unblockable if fully charged.
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.
Power
12/1
7
1
14
Any
+8/-7
-
M
O/O
-
Speed
8/0
7
1
14
Any
+8/-7
-
M
O/O
-
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.
4A
Version
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.
Power
12/1
3
1
13
Any
+9/-7
-
M
O/O
-
Speed
8/0
3
1
13
Any
+9/-6
-
M
O/O
-
Decently disjointed jab. Fast startup and quick recovery, can serve as a surprisingly decent tool to check hops despite its singular active frame.
5B
You've only got one shot
Version
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.
Power
40/5
19
2
47
Any
+1/-10
-
M
-
-
Speed
22/0
16
2
47
Any
+1/-19
-
M
-
-
An incredibly slow normal that sends Amano into a very lengthy animation if it whiffs. Moves Amano back slightly during startup, so it could be used as a frame trap. Still too risky for the reward in most cases, so it's mostly relegated to niche combo filler.
4B
Well, two shots actually
Version
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.
Power
40/4
25
-
28
Any
+19/-10
-
M
-
-
Speed
22/0
20
-
28
Any
+19/-1
-
M
-
-
Looks the same as 5B, but has longer startup coupled with better recovery and frame advantage. You cannot combo into this move, making it more of a neutral tool.
1BCD or 5BCD
Uhm... free play
Version
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.
Power
40/4
19
-
28
Any
+19/-10
-
M
-
-
Speed
22/0
16
-
28
Any
+19/-1
-
M
-
-
This "secret" move has 5B's fast startup and coupled with 4B's good recovery and framedata, making it the best of both worlds. Amazing tool all-around, don't forget to use it. The move can be done with either 1BCD or 5BCD, the way you input the move does not change how it works.
6B
Version
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.
Power
13+50/1+6
7
2-(22)-2
44
Any
+4/-13
-
M
x/x
-
Speed
7+19/0+0
3
1-(22)-2
44
Any
+4/-16
-
M
x/x
-
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.
5C
Version
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.
Power
13/1
4
2
17
Any
+4/-11
-
M
O/O
-
Speed
11/0
4
2
17
Any
+4/-11
-
M
O/O
-
Hits OTG. Usually 3B is preferred.
6C
The greatest mixup
Version
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.
Power
19/2
7
3
26
Any
-/-20
-
M
O/O
-
Speed
16/0
7
3
26
Any
-/-20
-
M
x/x
-
Decently long range normal that leads to a wallbounce on hit. Wildly unsafe on block.
BC(Power)
Forgot I had this
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.
61
59~79
2
48
Any
KD
-
UB
x/x
-
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.
BC(Speed/EX)
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
Any
-/-20
-
H
x/x
-
A reactable overhead that staggers crouching opponents or otherwise launches. Can be used as a mixup sparingly.
3B
Version
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.
Power
21~27/3
8~98
12
15
ground
+2/-18
-
M
x/x
-
Speed
21~23/0
8~98
12
15
Ground
+2/-18
-
M
x/x
-
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
2A
The bread and butter
Version
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.
Power
10/1
3
1
20
Any
+2/-7
-
L
O/O
N/A
Speed
9/0
3
1
20
Any
+2/-13
-
L
O/O
N/A
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.
2B
Version
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.
Power
8+24/1+1
14
2-2
21
Any
(+4/-10),(+6/10)
-
M
-
-
Speed
7+19/0+0
14
2-2
21
Any
(+4/-16),(+6/-14)
-
M
-
-
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.
2C
Version
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.
Power
13/1
8
3
13
-
+7/-8
-
L
x/x
-
Speed
11/0
8
3
13
Any
+7/-8
-
L
O/O
-
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.
3C
Version
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.
Power
24/3
11
16
20
Any
KD/-27
-
L
-
-
Speed
19/0
11
16
20
Any
KD/-27
-
L
-
-
An incredibly active slide kick with a good disjoint and solid effective range. Can find great use as a counter poke thanks in combination to its low stature, solid disjoint, and incredible effective range allowing it to beat out both dash ins and many defensive normals. Makes for a poor meaty due to being incredibly unsafe even if timed perfectly, and being reactable at any point it would have granted worthwhile reward compared to his other lows.
Air
jA
Good, but you can do better
Good, but you can do better
Version
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.
Power
10/1
3
4
N/A
Any
N/A
-
H
x/x
-
Speed
9/0
3
4
N/A
Any
+N/A
-
H
x/x
-
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.
jB
Don't
Version
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.
Power
43/5
14
2
-
Any
N/A
-
H
-
-
Speed
16/0
14
2
-
Any
N/A
-
H
-
-
An incredibly high damage jump in that has a gigantic hitbox. Unfortunately, Amano will trip over his own feet upon landing, leading to almost a full second of grounded recovery. Almost never worth the risk, especially considering that would mean you have to jump without pushing jC.
Completely useless in speed/EX as it doesn't even do that much more damage than your other jump ins.
jC
Theeeeere we go
Version
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.
Power
18/2
3
12
N/A
Any
N/A
-
H
x/x
-
Speed
13/0
3
12
N/A
Any
N/A
-
H
x/x
-
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.
Dashing
Dashing high
Version
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.
Power
26/3
15
2
15
Any
+12/-10
-
M
O/O
-
Speed
19/0
15
2
15
Any
+12/-8
-
M
O/O
-
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.
Dashing low
Version
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.
Power
23/6
9
8
24
Any
KD/-23
-
L
-
-
Speed
19/0
9
8
24
Any
KD/-23
-
L
-
-
Basic dashing sweep. Knocks down on hit and has decent range, but overall not very noteworthy.
Speed chain
5A>5A
Combo filler
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
7
1
14
Any
+8/-7
-
M
O/O
-
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.
5A>2A
The bread and butter (banana flavor)
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.
9/0
3
1
14
Any
+8/-7
-
L
O/O
-
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.
5A>5B
Remember to chain
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.
22/0
15
2
47
Any
+1/-19
-
M
-
-
Combo filler. Notably moves Amano forward during the startup, leaving you closer to the opponent for the next hit of your chain. Incredibly unsafe on block, and the fact you didn't cancel can be easily reacted to, so don't even try to end a blockstring with this as a joke.
5A>B>C
Seriously, don't
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.
28/0
22
7
23
Any
-/23
-
M
x/x
Air
Amano's autocombo ender. Doesn't really lead to anything and costs you an actual ender, don't bother.
Special Moves
Keima's Rage 623C
Gotoki na!
Version
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.
Power
10+10+18+19/1+1+2+2
8
1-1-1-1
44
Any
-/-36
-
M
x/x
-
Speed
7+7+14+14/1+1+1+1
8
1-1-1-1
44
Any
-/-36
-
M
x/x
-
A grounded uppercut that can reflect projectiles while also serving as an anti-air. Launches the opponent on hit and does a very solid chunk of damage, making it a prime combo ender after landing a wallbounce. The projectile reflecting property of this move is very situational since it requires a read and Amano is very punishable if you whiff, but it can allow you to immediately win fireball wars in certain matchups despite Amano's lack of a meterless projectile.
Windmill 214A
The sauce
Version
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.
Power
19/2
-
-
-
Any
-
-
M
x/x
-
Speed
14/1
-
-
-
Any
-
-
M
x/x
-
A swing with Amano's sake jug, staggering the opponent on hit. Launches the opponent instead if they were previously staggered in the combo. Amano steps back slightly during the startup and the move has decent horizontal range, so it can find use as a frame trap off select normals. Since the opponent is able to reduce the length of the stagger by mashing left and right, more lengthy blockable conversions should not be relied on, making run up 33C a common follow up from this move.
Piercing Sparrow 616A
Run...
Version
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.
Power
8+30/1
9
18
15
Any
KD/-23
-
M
O/O
-
Speed
7+23/0
9
18
15
Any
KD/-23
-
M
x/x
-
Amano runs forwards, and upon hitting the opponent jabs them with his stick to knock them down as he steps behind them. Cancels into super and does a very solid amount of damage, making this your go-to combo ender. If the opponent blocks the first hit, the second hit will not come out, leaving you punishable but at an awkward spacing for the opponent to combo from. Upon hitting an airborn opponent, the second hit will play out but whiff, enabling some unique midscreen setplay compared to 623C at the cost of damage. Can serve as a decent whiff punish from half screen if the opponent is relying on slow pokes. The input 646A also works for this move.
Piercing Sparrow 616B
Stab
Version
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.
Power
10+46/1
15
26
26
Any
KD/-15
-
M
O/O
-
Speed
9+33/0
15
26
26
Any
KD/-15
-
M
x/x
-
More or less 616A, but with more range and startup. Notably safer on block, but still punishable. The input 646B will also work for this move.
Domino Toppler 33C
Ora-ora-ora!
Version
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.
Power
53
-
-
-
Any
KD
-
UB
x/x
-
Speed
36
-
-
-
Any
KD
-
UB
x/x
-
Amano reaches directly in front of him for a command grab. Upon successfully landing, he will proceed to headbutt the opponent and knock them away, dealing a large amount of damage and giving you a very advantageous knockdown near the corner. Can be combo'd into, making it a very strong option off deep jump ins.
Badger Bash Mash A
Roughly 100 slaps
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
-
-
Serving as a rekka of sorts, Amano slaps the opponent multiple times while advancing forwards. Can then be followed up with 236B in order to send the opponent across the screen and tack on a bit of damage. Unlikely for the multihit to uncombo. On block the follow up can either be performed immediately to punish slower characters for mashing or delayed to bait an opponent trying to deflect the final hit, however both options are punishable and can be option selected by most characters. Decent combo ender at point blank when you lack meter.
Choujouhatsu 236+Start
Exactly one purpose
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.
N/A
-
N/A
-
Any
N/A
-
N/A
N/A
N/A
After roughly 2 seconds of taunting the opponent, Amano will gain half a bar of meter. Completely useless in neutral, however after killing the opponent with SDM this move can be performed just before the round ends to get some meter back.
Destiny 63214B
The Swing of swings
Version
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.
Regular
-
-
-
-
-
-
-
M
x/x
-
Amano steps back and charges a massive swing with his scabbard for as long as you hold the button. Upon releasing, this move will do a massive amount of damage based on how long it was charged. Creates some decent mindgames based on when you release the button, however most are not really worth the effort.
1st hit
2nd hit
Version
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.
Held
-
-
-
-
-
-
-
UB
x/x
-
Becomes unblockable if fully charged.
1st hit
2nd hit
Loudmouth 63214C
An oh so punchable face
Version
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.
Power
32
-
-
-
-
-
-
N/A
-
-
Speed
21
-
-
-
Any
-
-
N/A
-
-
A simple counter. Leads to a SSC confirm, making it incredibly strong in speed/EX. Very punishable if whiffed, so this is primarily used to accentuate your pressure if you know the opponent is trying to mash out.
Desperation Moves
Checkmate of the Queen 6321463214AB
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.
-
-
-
-
-
-
-
H
-
-
Amano throws an explosive projectile at his feet, sending the opponent to the sky after a lengthy multihit. Does a massive amount of damage regardless of when it's used in a combo, making this your go-to combo ender whenever you have meter. Does a solid amount of chip, however the lengthy startup makes it very difficult to force the opponent to block it, so usually it's not worth trying to chip out with it as opposed to attempting mixups.
Super Desperation Moves
Checkmate of the Rook 6321463214A
More of a bishop really
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
-
-
Amano launches a fullscreen, air unblockable projectile at an upwards angle. Triggers a cinematic on hit, dealing a massive amount of damage and knocking the opponent down. Due to the slow startup, it requires a very hard read to land and doesn't have many practical combo routes, so it's highly situational.
6321463214B
Now that's how a rook works
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
-
-
Identical to the A version of SDM, except this time the projectile is fired straight ahead.
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.