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[[File:kouryu-lb2.jpg|right|frame]]


==Unlocking==
You can access Kouryu by highlighting Kaede at the character select screen, and pressing C 10 times, B 5 times, and C 4 more times.
If you perform this correctly, you'll hear his deep voice and then you can select him with A or D.
==Overview==
The resident boss character of LB2, Kouryu is designed to give a monumental challenge to anyone hoping to fight against him. Armed with a phenominal set of fullscreen zoning tools, incredibly high damage output, the fastest dashes in the game, and ludicrous pressure extensions; Kouryu dominates virtually all aspects of the game with ease.
{| class="wikitable"
|+
! Style
! Strengths
! Weaknesses
|-
! scope = row | Power
|
* Virtually unbeatable fireball (best zoning tools of any mode)
* Gigantic, damaging disjoints
* High mobility
* Easy damage cap combos off hitconfirms
* Safe, multi-layered oki
* Racks up chip safely from anywhere on the screen
* Capable of switching to speed mode at will
|
* Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure
* Maintaining an advantage state is somewhat meter reliant
|-
! scope = row | Speed
|
* Virtually unbeatable fireball
* Gigantic, damaging disjoints
* High mobility
* High damage hitconfirms
* Multi-layered oki that allows further pressure even if blocked
* Pseudo block infinite allows for easy pressure resets
* Capable of switching to power mode at will
|
* Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure
|-
! scope = row | EX
|
* Same strengths as speed, though with much higher damage and being unable to switch modes
* High guaranteed chip from stray blocked normals/fireballs
|
* Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure
* Notable defense penalty
|}
==Strategy==
Kouryu is ideally played as a projectile zoner, abusing his 236a and large disjoints (such as 2b or 214c) to keep the opponent at bay while racking up chip. This gameplan is incredibly effective despite being so simple, and regardless Kouryu is still able to go on the offensive when called for. His incredible run and backdash synergize well with his advancing 4a to force the opponent into blocking many safe, high damage mixups. In speed/EX mode he is also capable of starting his offense from mid range by utilizing chains from 5a to repeatedly frame trap the opponent, likely from outside their ideal range. Kouryu's very free form playstyle makes him very difficult to be pinned down initially, though his disadvantage state cannot be ignored as he is effectively unable to crouch, making it essential that you have a contingency plan in mind if the opponent successfully defends against you. Despite this, many of Kouryu's moves have massively skewed risk/reward in his favor, so as long as you avoid overextending very few characters can legitimately start their offense in practice.
==Normals==
====Standing====
{{MoveData
|image=LB2_Kouryu_A.png
|caption= Breaks the trend by being not as good as it looks
|name=5A
|data=
{{AttackData-LB2
|damage=
|startup= 6
|active= 2
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=-
|cancel=
|tech=
|description= Fairly slow but massive jab that can confirm for an absurd amount of damage in any mode. Primarily used as either a fast poke or to check the opponent after a dash.
}}
}}
{{MoveData
|image=LB2_Kouryu_b+A.png
|caption= Sets the trend by being better than it looks
|name=4A
|data=
{{AttackData-LB2
|damage=
|startup= 5
|active= 2
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=M
|cancel=
|tech=
|description=Your fastest button, and also your optimal grounded combo starter (when you're not already in a situation to get damage cap off everything else). Best button to mash out of pressure, and makes up the majority of your own stagger pressure. Has solid range so it very consistently links into itself or 5a.
}}
}}
{{MoveData
|image=LB2_Kouryu_B.png
|caption= 1st hit
|name=5B
|data=
{{AttackData-LB2
|damage=
|startup= 11
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=-
|cancel=
|tech=
|description=High damage 2-hit normal. Pretty slow and has a mediocre hitbox compared to Kouryu's other normals, so it's mostly just combo filler.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="hide hitboxes">
LB2_Kouryu_B2.png|2nd hit
</gallery>
}}
}}
{{MoveData
|image=LB2_Kouryu_f+B.png
|caption= Relatively low damage starter
|name=6B
|data=
{{AttackData-LB2
|damage=
|startup= 16
|active= 2
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Big damage counterpoke. Although rekka covers a similar space and overall does more damage, 6B seems to trade better with most things in power so it can be used to close out rounds from range.
}}
}}
{{MoveData
|image=LB2_Kouryu_C.png
|caption= Outclassed
|name=5C
|data=
{{AttackData-LB2
|damage=
|startup= 10
|active= 4
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Hits OTG. Kind of the awkward middle ground between 3c and 2c, while having a worse hitbox than both. Literally no reason to use over the other two stomps in practice.
}}
}}
{{MoveData
|image=LB2_Kouryu_f+C.png
|caption= The loops look cool at least
|name=6C
|data=
{{AttackData-LB2
|damage=
|startup= 11
|active= 3
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Wallbounces on hit. Has incredibly short range compared to the rest of your kit, and it's not like Kouryu is starving for damage. Not great by it self but 214A rekkas will link to it at most ranges for a big juggle
}}
}}
{{MoveData
|image=LB2_Kouryu_pBC.png
|caption= Unfortunately the hitbox is "only"
on the sword
|name=BC(Power)
|data=
{{AttackData-LB2
|damage=
|startup= 48-68
|active= 2
|recovery=
|state=
|frame advantage=KD
|meter gain=
|guard=
|cancel=
|tech=
|description=An unblockable with pretty mediocre range and slow startup. Can be delayed by holding the button. Kouryu stands in place during the startup, so there's pretty much no reason to use this.
}}
}}
{{MoveData
|image=LB2_Kouryu_sBC.png
|caption=Reset time
|name=BC(Speed/EX)
|data=
{{AttackData-LB2
|damage=
|startup= 25
|active= 3
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description= A universal overhead that will stagger a crouching opponent blocking or otherwise launch them. Has some useful juggle potential anywhere thanks to 214A rekkas being able to juggle, giving speed mode strong meterless damage outside a corner. Can also find sparing use as a mixup.
}}
}}
{{MoveData
|image=LB2_Kouryu_df+B.png
|caption=Stabby
|name=3B
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state= Ground
|frame advantage=N/A
|meter gain=
|guard=
|cancel=
|tech=
|description=Hits OTG. Very long range for an OTG and has decent frame advantage, letting you set up a fireball while still covering most character's forward rolls.
}}
}}
* A, B, and C can cancel in both Power Mode and Speed Mode
* forward + B (Power and Speed) is not cancellable
* forward + C in Speed Mode is not cancellable
====Crouching====
{{MoveData
|image=LB2_Kouryu_d+A.png
|caption= THE knowledge check
|name=2A
|data=
{{AttackData-LB2
|damage=
|startup= 10
|active= 2
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Long range low that leads to high damage. Can be hitconfirmed with 5b in speed. Incredibly plus on block, seemingly on switch guard as well(?). Creates a pseudo-block infinite on some characters in speed/EX with (4a>a>2a)*n, though this can be beaten by switch guarding the 2a and deflecting. Go-to low for mixups in speed/EX due to its safety and aforementioned pressure extension.
}}
}}
{{MoveData
|image=LB2_Kouryu_d+B.png
|caption= Half screen disjointed high/low anyone?
|name=2B
|data=
{{AttackData-LB2
|damage=
|startup= 16
|active= 3
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=M
|cancel= o/o
|tech= Air
|description=An unreactable low with unbelievably long range. Empty cancels into rekka for insane damage in any mode at any range. In the case you lose lifelead, combining this and 214C at range is a godsend against the few characters able to stuff your dash/hop attempts, as both will safely grant you a knockdown with which you can get your real pressure rolling.
}}
}}
{{MoveData
|image=LB2_Kouryu_d+C.png
|caption= Got that 0 damage optimization down!
|name=2C
|data=
{{AttackData-LB2
|damage=
|startup= 7
|active= 2
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Can be linked into and combos into rekka, making it pretty good combo filler at closer ranges.
}}
}}
{{MoveData
|image=LB2_Kouryu_df+C.png
|caption=May the earth quake before you
|name=3C
|data=
{{AttackData-LB2
|damage=
|startup= 13
|active= 2
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Hits OTG. Serves as your most damaging OTG and still enables a high/low/throw.
}}
}}
====Air====
{{MoveData
|image=LB2_Kouryu_jA.png
|caption= Suzaku?
|name=j.A
|data=
{{AttackData-LB2
|damage=
|startup= 10
|active= 2
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Massive hitbox with some solid cross up potential. Hits as an IOH. The long startup actually plays to its favor, as it gives you time to cancel into super when used as an IOH. Canceling into super off specific ranges can lead to a real crossup into either fake or real crossup with the super, giving Kouryu insane oki during desperation.
}}
}}
{{MoveData
|image=LB2_Kouryu_jB.png
|caption= "My oki's lookin' clean!"
|name=j.B
|data=
{{AttackData-LB2
|damage=
|startup= 13
|active= 2
|recovery=N/A
|state=
|frame advantage= N/A
|meter gain=
|guard=
|cancel=
|tech=
|description=Gigantic, high damage normal. Is much easier to cross up with than j.a, often unintentionally catching some tech roles when aiming for same-side hits. Optimal combo starter, potentially enabling meterless damage cap combos.
}}
}}
{{MoveData
|image=LB2_Kouryu_jC.png
|caption=May the heavens kneel in your wake
|name=j.C
|data=
{{AttackData-LB2
|damage=
|startup= 5
|active= 4
|recovery= N/A
|state=
|frame advantage= N/A
|meter gain=
|guard=
|cancel=
|tech=
|description=Kouryu's fastest air normal. Although it doesn't have many active frames, Kouryu's jump arc is angled in such a way that this is still basically a body splash. Very common move to jump in with or meet opponents in the air.
}}
}}
==Special Moves==
{{MoveData
|input=236A/B
|image=LB2_Kouryu_qcf+A.png
|caption=The good fireball in LB2
|name=Arrow Show
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Kouryu launches an incredibly large fireball. The A fireball has incredibly fast startup, making it a very low commitment tool for zoning. The B fireball is very slow to start up but has unique properties that essentially allow it to eat other projectiles early on and still hit the opponent. Both versions can be delayed by holding the respective button, but its properties will not change upon doing so. Unlike most other fireballs in the game, Kouryu recovers before it leaves the screen. On hit, the opponent will be knocked down and pushed back an entire screen length; but despite this Kouryu can still get an OTG 3C by running behind it. The projectiles have an incredibly tall hitbox, completely stuffing hops and often anti-airing the opponent inadvertently. However, be warned that the projectiles actually can be low statured by select moves (most notably by Mukuro's crawl).
Often considered the strongest move in Kouryu's kit short of BCD abuse, this can be thrown out literally for free at half screen in many matchups. The input 236[A]]A[ is ideal, as it can allow you to completely wall characters without special movement options that interact favorably with the projectile by continuing to hold the button slightly if you see the opponent jump (the window to jump over arrows is very strict for most characters, meaning even a slight delay will make the fireball an anti-air). If the opponent refuses to contest the arrows, you can very quickly and safely rack up chip to start running the clock even without lifelead. Even against the characters that have consistent punishes, the amount of space this denies forces the opponent into the range where your incredible normals can help carry the rest of your game plan. This move also has oki applications when you possess lifelead, as going into the B fireball stance at half-3 quarters screen creates one of the strongest defensive positions in the game, while releasing the arrow meaty against forward rolls will still leave you in a great position to start pressure and beat wakeup deflect easily.
}}
}}
{{MoveData
|input=214C
|image=LB2_Kouryu_qcb+C.png
|caption=BONK
|name=Big Slash
|data=
{{AttackData-LB2
|damage=
|startup= 23
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Massive, disjointed overhead slash. Can function as an anti-air as well, though be wary of reactionary deflects. High damage off a single hit, making it almost impossible to trade well with. Causes a hard knockdown on hit, letting you run some oki even at max range. Mostly either used as a power mode mixup or to pester opponents in 2b range.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="hide hitboxes">
LB2_Kouryu_qcb+C2.png|2nd hit
</gallery>
}}
}}
{{MoveData
|input=214A/B(x4)
|image=LB2_Kouryu_qcb+B.png
|caption=Damage
|name=Quad Rusher
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Kouryu dashes forwards and performs an incredibly large but fast rekka with up to 4 hits. A version is much faster but "only" goes half screen. B version is much slower but goes full screen, making it a decent way to read distant fireballs. First hit of 214A is safe on block, however the consecutive hits are not. All but the last hit are super cancelable in power/EX mode. All hits can juggle if timed correctly, and the second hit will even combo into another rekka at the right height. By far Kouryu's best meterless ender, as it deals massive damage very consistently from any normal and knocks the opponent down directly in front of Kouryu for a 3c OTG or your best oki. Empty canceling 214a off low pokes in neutral makes contesting Kouryu incredibly scary, making this a key part of his kit.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="hide hitboxes">
LB2_Kouryu_qcb+B2.png|2nd and 3rd hit
LB2_Kouryu_qcb+B3.png|4th hit
</gallery>
}}
}}
{{MoveData
|input=BCD
|image=LB2_Kouryu_BCD.png
|caption=Cool gimmick.
The immortality I mean.
|name=Mode Swap
|data=
{{AttackData-LB2
|damage=
|startup= 1
|active= 37
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=As the name implies, when playing either power or speed mode this move will cause you to instantly switch to the opposite mode. In EX mode the animation will play out without actually changing modes. The really strong part of this move, however, is its full invincibility starting from frame 1. This makes it an insanely strong tool to escape pressure or generate free whiff punishes, not even touching on the fact that in theory you could ghost for the entire round with frame perfect mashing. Even in the rare case that an event allows Kouryu to be played, some sort of limit will be put on this move to prevent abuse of its I-frames.
}}
}}
==Desperation Moves==
{{MoveData
|input=641236A (in air)
|image=LB2_Kouryu_j.fhcf+A.png
|caption=Suzaku
|name=Fire Phoenix Super
|data=
{{AttackData-LB2
|damage=
|startup= 15
|active= 5
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description= Kouryu reaches with an outstretched hand to injure opponent. If it connects, the opponent explodes. Hits overhead and has cross up potential. Since Kouryu moves backwards slightly during the startup, this can cause real cross ups to be canceled into fake cross ups or another real cross up, making Kouryu's setplay absolutely absurd if left in desperation. Serves as Kouryu's primary combo ender with meter as it does massive damage and combos off rekka in power/EX mode. Has a few applications as a poke or anti-anti-air thanks to its generous hitbox and high damage + knockdown.
Although tight, this can be tiger knee'd. Very safe to throw out with no cost at below 25% health, forcing trades to get into desperation is a pretty viable strategy thanks to this move's existence.
}}
}}
{{MoveData
|input=641236B
|image=LB2_Kouryu_fhcf+B.png
|caption=Byakko
|name=Earth Slasher Super
|data=
{{AttackData-LB2
|damage=
|startup= 21
|active= 1
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Kouryu reaches to grab. If grab is successful, tosses opponent across the screen, then damages with sword. Fully armored, even during the recovery. Great to throw into your pressure periodically as a damaging yet low commitment mixup. Additionally can be used as a reversal of sorts, trading the high recovery of a deflect for an unwieldy motion and spending a bar up front. Be warned that some characters can confirm massive damage by abusing the armored recovery to land a ton of unscaled hits before confirming a command grab, leading to effective TODs if the opponent knows the matchup.
}}
}}
{{MoveData
|input=641236C
|image=LB2_Kouryu_fhcf+C.png
|caption=Genbu
|name=Water Tornado Super
|data=
{{AttackData-LB2
|damage=
|startup= 30
|active= 8
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Kouryu uses a deep slash to create a tornado effect if hit connects. Long range, but has hurtbox extension and mediocre damage. Easily the worst of your supers as its range is better contested with other options, and its startup is too slow to be a reliable whiff punish. Can still find use to read select fireballs.
}}
}}
{{MoveData
|input=641236D
|image=LB2_Kouryu_fhcf+D.png
|caption=Seiryu
|name=Lightning Dragon Super
|data=
{{AttackData-LB2
|damage=
|startup= 20
|active= 1
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=An upward slash brings down lightning strikes. Phenominal anti-air due to the strong hitbox and high damage. Also fairly safe on air block. Just the existence of this move can force the opponent to play significantly more grounded when Kouryu has meter, especially if he's below 25% health.
}}
}}
==Super Desperation Moves==
{{MoveData
|input=463214B
|image=LB2_Kouryu_bhcb+B.png
|caption=1000 deaths in a single strike
|name=Ultimate End
|data=
{{AttackData-LB2
|damage= 180
|startup= 23
|active= 21
|recovery=
|state= Any
|frame advantage= KD/-
|meter gain=
|guard= M
|cancel= x/x
|tech= None
|description=Kouryu charges forwards, on hit slashing the opponent into the air followed by a dramatic scene of a gigantic spear falling onto the opponent. Large range and will always do enough damage to hit damage cap, even if scaled by jabs. Note that Kouryu continues charging during the recovery, meaning it won't hit full screen despite the animation. Kouryu's damage is already so high this move is pretty much exclusively for style points, however it can be a decent way to close the final round off unchained 2a's.
}}
}}
==Combos==
===Any Mode===
Dash A/B, qcf A
Dash A/B, f, hcf B
j B, B, qcf A, df C
j B, B, f, hcf B
6C 214Ax2, 214Ax4. This works at distances not in a corner. The first 214A is a link from 6C.
===Power Mode===
5Ax3 214Ax3, j.641236A
Cross up j.B 6C 214Ax2, 214Ax3 j.641246A
5B/2B/6C 412364B. 6C into sdm does not work everywhere.
Any combo into sdm will hit damage cap (not that Kouryu needs it to manage that)
===EX Mode Only===
Dash A/B, B, qcb A, f, hcf B
j B, b A, A, A, B, qcb A (x3), f, hcf A (in-air)
Dash A/B, B, hcb, hcb B
Dash A/B, B, BC, qcb A (x3), f, hcf A
===Power and EX Mode===
Dash A/B, qcb A, f, hcf B
j B, B, qcb A, f, hcf D
j B, B, qcb A (x3), f, hcf A (in-air)
j B, B, hcb, hcb B
===Speed and EX Mode===
j B, b A, A, A, B, f B
Dash A/B, B, qcb A (x4), df C
Dash A/B, B, f, hcf D
j B, b A, A, A, B, f, hcf B
4A>5A, 4A>5A, repeat. This can be repeated for up to 16 hits before you are pushed out of range and must hit other buttons.
4A>5A>2A>5B>BC 214Ax2, 214Ax4. Needs some distance to work. Will not work in a corner.
5A>2A>6C 214Ax2, 214Ax4. 6C’s short range requires it to be done early in speed chains. Works at the same distances as the above combo. 214A is a link after 6C.
(Super Combo) A, B, C, d C, d C, f BC, 214Ax4 (delay last rekka) Does not work in a corner
A + B + C + 2C + 2C + 6BC 641236C/D requires desperation.
===Super Speed Combos===
A + B + C + A + B + C + A + B + qcf C
A + B + C + A + B + C + C + qcf B
A + B + C + d C + d C + f BC
A + B + C + d C + BC + qcf B
{{Navbox LB2}}
[[Category:The Last Blade 2]]

Revision as of 19:08, 17 October 2023

Unlocking

You can access Kouryu by highlighting Kaede at the character select screen, and pressing C 10 times, B 5 times, and C 4 more times.

If you perform this correctly, you'll hear his deep voice and then you can select him with A or D.

Overview

The resident boss character of LB2, Kouryu is designed to give a monumental challenge to anyone hoping to fight against him. Armed with a phenominal set of fullscreen zoning tools, incredibly high damage output, the fastest dashes in the game, and ludicrous pressure extensions; Kouryu dominates virtually all aspects of the game with ease.

Style Strengths Weaknesses
Power
  • Virtually unbeatable fireball (best zoning tools of any mode)
  • Gigantic, damaging disjoints
  • High mobility
  • Easy damage cap combos off hitconfirms
  • Safe, multi-layered oki
  • Racks up chip safely from anywhere on the screen
  • Capable of switching to speed mode at will
  • Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure
  • Maintaining an advantage state is somewhat meter reliant
Speed
  • Virtually unbeatable fireball
  • Gigantic, damaging disjoints
  • High mobility
  • High damage hitconfirms
  • Multi-layered oki that allows further pressure even if blocked
  • Pseudo block infinite allows for easy pressure resets
  • Capable of switching to power mode at will
  • Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure
EX
  • Same strengths as speed, though with much higher damage and being unable to switch modes
  • High guaranteed chip from stray blocked normals/fireballs
  • Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure
  • Notable defense penalty

Strategy

Kouryu is ideally played as a projectile zoner, abusing his 236a and large disjoints (such as 2b or 214c) to keep the opponent at bay while racking up chip. This gameplan is incredibly effective despite being so simple, and regardless Kouryu is still able to go on the offensive when called for. His incredible run and backdash synergize well with his advancing 4a to force the opponent into blocking many safe, high damage mixups. In speed/EX mode he is also capable of starting his offense from mid range by utilizing chains from 5a to repeatedly frame trap the opponent, likely from outside their ideal range. Kouryu's very free form playstyle makes him very difficult to be pinned down initially, though his disadvantage state cannot be ignored as he is effectively unable to crouch, making it essential that you have a contingency plan in mind if the opponent successfully defends against you. Despite this, many of Kouryu's moves have massively skewed risk/reward in his favor, so as long as you avoid overextending very few characters can legitimately start their offense in practice.


Normals

Standing

5A
Breaks the trend by being not as good as it looks
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.
- 6 2 - - - - - - -

Fairly slow but massive jab that can confirm for an absurd amount of damage in any mode. Primarily used as either a fast poke or to check the opponent after a dash.

4A
Sets the trend by being better than it looks
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.
- 5 2 - - - - M - -

Your fastest button, and also your optimal grounded combo starter (when you're not already in a situation to get damage cap off everything else). Best button to mash out of pressure, and makes up the majority of your own stagger pressure. Has solid range so it very consistently links into itself or 5a.

5B
1st hit
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- 11 - - - - - - - -

High damage 2-hit normal. Pretty slow and has a mediocre hitbox compared to Kouryu's other normals, so it's mostly just combo filler.

6B
Relatively low damage starter
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.
- 16 2 - - - - - - -

Big damage counterpoke. Although rekka covers a similar space and overall does more damage, 6B seems to trade better with most things in power so it can be used to close out rounds from range.

5C
Outclassed
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.
- 10 4 - - - - - - -

Hits OTG. Kind of the awkward middle ground between 3c and 2c, while having a worse hitbox than both. Literally no reason to use over the other two stomps in practice.

6C
The loops look cool at least
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- 11 3 - - - - - - -

Wallbounces on hit. Has incredibly short range compared to the rest of your kit, and it's not like Kouryu is starving for damage. Not great by it self but 214A rekkas will link to it at most ranges for a big juggle

BC(Power)
Unfortunately the hitbox is "only"

on the sword

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.
- 48-68 2 - - KD - - - -

An unblockable with pretty mediocre range and slow startup. Can be delayed by holding the button. Kouryu stands in place during the startup, so there's pretty much no reason to use this.

BC(Speed/EX)
Reset time
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.
- 25 3 - - - - - - -

A universal overhead that will stagger a crouching opponent blocking or otherwise launch them. Has some useful juggle potential anywhere thanks to 214A rekkas being able to juggle, giving speed mode strong meterless damage outside a corner. Can also find sparing use as a mixup.

3B
Stabby
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.
- - - - Ground N/A - - - -

Hits OTG. Very long range for an OTG and has decent frame advantage, letting you set up a fireball while still covering most character's forward rolls.

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

Crouching

2A
THE knowledge check
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.
- 10 2 - - - - - - -

Long range low that leads to high damage. Can be hitconfirmed with 5b in speed. Incredibly plus on block, seemingly on switch guard as well(?). Creates a pseudo-block infinite on some characters in speed/EX with (4a>a>2a)*n, though this can be beaten by switch guarding the 2a and deflecting. Go-to low for mixups in speed/EX due to its safety and aforementioned pressure extension.

2B
Half screen disjointed high/low anyone?
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.
- 16 3 - - - - M o/o Air

An unreactable low with unbelievably long range. Empty cancels into rekka for insane damage in any mode at any range. In the case you lose lifelead, combining this and 214C at range is a godsend against the few characters able to stuff your dash/hop attempts, as both will safely grant you a knockdown with which you can get your real pressure rolling.

2C
Got that 0 damage optimization down!
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.
- 7 2 - - - - - - -

Can be linked into and combos into rekka, making it pretty good combo filler at closer ranges.

3C
May the earth quake before you
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.
- 13 2 - - - - - - -

Hits OTG. Serves as your most damaging OTG and still enables a high/low/throw.

Air

j.A
Suzaku?
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.
- 10 2 - - - - - - -

Massive hitbox with some solid cross up potential. Hits as an IOH. The long startup actually plays to its favor, as it gives you time to cancel into super when used as an IOH. Canceling into super off specific ranges can lead to a real crossup into either fake or real crossup with the super, giving Kouryu insane oki during desperation.

j.B
"My oki's lookin' clean!"
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.
- 13 2 N/A - N/A - - - -

Gigantic, high damage normal. Is much easier to cross up with than j.a, often unintentionally catching some tech roles when aiming for same-side hits. Optimal combo starter, potentially enabling meterless damage cap combos.

j.C
May the heavens kneel in your wake
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.
- 5 4 N/A - N/A - - - -

Kouryu's fastest air normal. Although it doesn't have many active frames, Kouryu's jump arc is angled in such a way that this is still basically a body splash. Very common move to jump in with or meet opponents in the air.

Special Moves

Arrow Show
236A/B
The good fireball in LB2
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.
- - - - - - - - - -

Kouryu launches an incredibly large fireball. The A fireball has incredibly fast startup, making it a very low commitment tool for zoning. The B fireball is very slow to start up but has unique properties that essentially allow it to eat other projectiles early on and still hit the opponent. Both versions can be delayed by holding the respective button, but its properties will not change upon doing so. Unlike most other fireballs in the game, Kouryu recovers before it leaves the screen. On hit, the opponent will be knocked down and pushed back an entire screen length; but despite this Kouryu can still get an OTG 3C by running behind it. The projectiles have an incredibly tall hitbox, completely stuffing hops and often anti-airing the opponent inadvertently. However, be warned that the projectiles actually can be low statured by select moves (most notably by Mukuro's crawl).

Often considered the strongest move in Kouryu's kit short of BCD abuse, this can be thrown out literally for free at half screen in many matchups. The input 236[A]]A[ is ideal, as it can allow you to completely wall characters without special movement options that interact favorably with the projectile by continuing to hold the button slightly if you see the opponent jump (the window to jump over arrows is very strict for most characters, meaning even a slight delay will make the fireball an anti-air). If the opponent refuses to contest the arrows, you can very quickly and safely rack up chip to start running the clock even without lifelead. Even against the characters that have consistent punishes, the amount of space this denies forces the opponent into the range where your incredible normals can help carry the rest of your game plan. This move also has oki applications when you possess lifelead, as going into the B fireball stance at half-3 quarters screen creates one of the strongest defensive positions in the game, while releasing the arrow meaty against forward rolls will still leave you in a great position to start pressure and beat wakeup deflect easily.

Big Slash
214C
BONK
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- 23 - - - - - - - -

Massive, disjointed overhead slash. Can function as an anti-air as well, though be wary of reactionary deflects. High damage off a single hit, making it almost impossible to trade well with. Causes a hard knockdown on hit, letting you run some oki even at max range. Mostly either used as a power mode mixup or to pester opponents in 2b range.

Quad Rusher
214A/B(x4)
Damage
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.
- - - - - - - - - -

Kouryu dashes forwards and performs an incredibly large but fast rekka with up to 4 hits. A version is much faster but "only" goes half screen. B version is much slower but goes full screen, making it a decent way to read distant fireballs. First hit of 214A is safe on block, however the consecutive hits are not. All but the last hit are super cancelable in power/EX mode. All hits can juggle if timed correctly, and the second hit will even combo into another rekka at the right height. By far Kouryu's best meterless ender, as it deals massive damage very consistently from any normal and knocks the opponent down directly in front of Kouryu for a 3c OTG or your best oki. Empty canceling 214a off low pokes in neutral makes contesting Kouryu incredibly scary, making this a key part of his kit.

Mode Swap
BCD
Cool gimmick.

The immortality I mean.

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.
- 1 37 - - - - - - -

As the name implies, when playing either power or speed mode this move will cause you to instantly switch to the opposite mode. In EX mode the animation will play out without actually changing modes. The really strong part of this move, however, is its full invincibility starting from frame 1. This makes it an insanely strong tool to escape pressure or generate free whiff punishes, not even touching on the fact that in theory you could ghost for the entire round with frame perfect mashing. Even in the rare case that an event allows Kouryu to be played, some sort of limit will be put on this move to prevent abuse of its I-frames.

Desperation Moves

Fire Phoenix Super
641236A (in air)
Suzaku
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.
- 15 5 - - - - - - -

Kouryu reaches with an outstretched hand to injure opponent. If it connects, the opponent explodes. Hits overhead and has cross up potential. Since Kouryu moves backwards slightly during the startup, this can cause real cross ups to be canceled into fake cross ups or another real cross up, making Kouryu's setplay absolutely absurd if left in desperation. Serves as Kouryu's primary combo ender with meter as it does massive damage and combos off rekka in power/EX mode. Has a few applications as a poke or anti-anti-air thanks to its generous hitbox and high damage + knockdown.

Although tight, this can be tiger knee'd. Very safe to throw out with no cost at below 25% health, forcing trades to get into desperation is a pretty viable strategy thanks to this move's existence.
Earth Slasher Super
641236B
Byakko
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.
- 21 1 - - - - - - -

Kouryu reaches to grab. If grab is successful, tosses opponent across the screen, then damages with sword. Fully armored, even during the recovery. Great to throw into your pressure periodically as a damaging yet low commitment mixup. Additionally can be used as a reversal of sorts, trading the high recovery of a deflect for an unwieldy motion and spending a bar up front. Be warned that some characters can confirm massive damage by abusing the armored recovery to land a ton of unscaled hits before confirming a command grab, leading to effective TODs if the opponent knows the matchup.

Water Tornado Super
641236C
Genbu
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.
- 30 8 - - - - - - -

Kouryu uses a deep slash to create a tornado effect if hit connects. Long range, but has hurtbox extension and mediocre damage. Easily the worst of your supers as its range is better contested with other options, and its startup is too slow to be a reliable whiff punish. Can still find use to read select fireballs.

Lightning Dragon Super
641236D
Seiryu
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.
- 20 1 - - - - - - -

An upward slash brings down lightning strikes. Phenominal anti-air due to the strong hitbox and high damage. Also fairly safe on air block. Just the existence of this move can force the opponent to play significantly more grounded when Kouryu has meter, especially if he's below 25% health.

Super Desperation Moves

Ultimate End
463214B
1000 deaths in a single strike
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.
180 23 21 - Any KD/- - M x/x None

Kouryu charges forwards, on hit slashing the opponent into the air followed by a dramatic scene of a gigantic spear falling onto the opponent. Large range and will always do enough damage to hit damage cap, even if scaled by jabs. Note that Kouryu continues charging during the recovery, meaning it won't hit full screen despite the animation. Kouryu's damage is already so high this move is pretty much exclusively for style points, however it can be a decent way to close the final round off unchained 2a's.

Combos

Any Mode

Dash A/B, qcf A
Dash A/B, f, hcf B
j B, B, qcf A, df C
j B, B, f, hcf B
6C 214Ax2, 214Ax4. This works at distances not in a corner. The first 214A is a link from 6C.

Power Mode

5Ax3 214Ax3, j.641236A 
Cross up j.B 6C 214Ax2, 214Ax3 j.641246A
5B/2B/6C 412364B. 6C into sdm does not work everywhere. 
Any combo into sdm will hit damage cap (not that Kouryu needs it to manage that)

EX Mode Only

Dash A/B, B, qcb A, f, hcf B
j B, b A, A, A, B, qcb A (x3), f, hcf A (in-air)
Dash A/B, B, hcb, hcb B
Dash A/B, B, BC, qcb A (x3), f, hcf A

Power and EX Mode

Dash A/B, qcb A, f, hcf B
j B, B, qcb A, f, hcf D
j B, B, qcb A (x3), f, hcf A (in-air)
j B, B, hcb, hcb B

Speed and EX Mode

j B, b A, A, A, B, f B
Dash A/B, B, qcb A (x4), df C
Dash A/B, B, f, hcf D
j B, b A, A, A, B, f, hcf B
4A>5A, 4A>5A, repeat. This can be repeated for up to 16 hits before you are pushed out of range and must hit other buttons.
4A>5A>2A>5B>BC 214Ax2, 214Ax4. Needs some distance to work. Will not work in a corner. 
5A>2A>6C 214Ax2, 214Ax4. 6C’s short range requires it to be done early in speed chains. Works at the same distances as the above combo. 214A is a link after 6C.
(Super Combo) A, B, C, d C, d C, f BC, 214Ax4 (delay last rekka) Does not work in a corner
A + B + C + 2C + 2C + 6BC 641236C/D requires desperation.

Super Speed Combos

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

FAQControlsSystemStrategy

Characters

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