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The Last Blade 2/Genbu no Okina: Difference between revisions

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==Normals==
==Normals==
====Standing====
====Standing====
{{MoveData|image=LB2_Okina_A.jpg|caption=Text|name=A|data= {{AttackData-LB2 |damage=P12/1 S8/0 |startup=3 |active=2 |recovery=17 |state= |frame advantage=P+4/-7 S+4/-11 |meter gain= |guard=M |cancel= |tech= |description=An incredibly fast jab with a giant disjoint that has just as much range as it looks. A phenomenal tool to control space or force the opponent off of you. The biggest issue is the fact that it can't really be hitconfirmed off of and it's punishable on block unless canceled. But the latter weakness is somewhat relieved by the move's short duration making it difficult to punish on reaction. Easily one of, if not the single best jab in the game.}}}}
{{MoveData
{{MoveData|image=LB2_Okina_b+A.jpg|caption=Text|name=b+A|data= {{AttackData-LB2 |damage=P12/1 S8/0 |startup=3 |active=3 |recovery=14 |state= |frame advantage=P+6/-7 S+6/-9 |meter gain= |guard=M |cancel= |tech= |description=Similar to 5A, but with less range and a bit more combo potential. Usually 5A is preferred.}}}}
|image=LB2_Okina_A.jpg
{{MoveData|image=LB2_Okina_B.jpg|caption=Text|name=B|data= {{AttackData-LB2 |damage=P24/3 S16/0 |startup=13 |active=9 |recovery=24 |state= |frame advantage=P-4/-10 S-4/-14 |meter gain= |guard=M |cancel= |tech= |description=A very slow normal with a lot of active frames. Useful for walling out the opponent despite its short hitbox. This is especially true in power since it will trade very well with many normals.}}}}
|caption=Text
{{MoveData|image=LB2_Okina_f+B.jpg|caption=Text|name=f+B|data= {{AttackData-LB2 |damage=P21+31/2+4 S9+21/0+0 |startup=P19 S11 |active=3,3,4 |recovery=23 |state= |frame advantage=P+3/-13 S+3/-17 |meter gain= |guard=M |cancel= |tech= |description=Okina rolls onto his back and begins spinning with his fishing poll, leading to a multihit and moving him forward slightly. Since the second hit is behind Okina, you will almost never get all 3. However, that does make this move less susceptible to crossups. Note that there is a significant gap between the first and third hits.}}}}
|name=A
{{MoveData|image=LB2_Okina_f+B2.jpg|caption=Text|name=f+B2|data= {{AttackData-LB2 |damage= |startup=P19 S11 |active=3,3,4 |recovery=23 |state= |frame advantage= |meter gain= |guard=M |cancel= |tech= |description=Second hit of the above move. You'll almost never hit this in a match, but in theory provides some nice crossup protection. 3f gap between this hit and the previous one.}}}}
|data=
{{MoveData|image=LB2_Okina_f+B3.jpg|caption=Text|name=f+B3|data= {{AttackData-LB2 |damage=P21+31/2+4 S9+21/0+0 |startup=P19 S11 |active=3,3,4 |recovery=23 |state= |frame advantage=P+3/-13 S+3/-17 |meter gain= |guard=M |cancel= |tech= |description=The third hit of the move above. For all intents and purposes, this is the second hit. There is a 7f gap between this hit and the previous one, and a 13f gap between this hit and the first one.}}}}
{{AttackData-LB2
{{MoveData|image=LB2_Okina_C.jpg|caption=Text|name=C|data= {{AttackData-LB2 |damage=P10/1 S9/0 |startup=5 |active=6 |recovery=14 |state= |frame advantage=+3/-12 |meter gain= |guard=M |cancel= |tech= |description=Hits OTG. Deals slightly less damage than most other 5C's, and is completely inferior to 3B as an OTG.}}}}
|damage=P12/1 S8/0  
{{MoveData|image=LB2_Okina_f+C.jpg|caption=Text|name=f+C|data= {{AttackData-LB2 |damage=P17/2 S14/0 |startup=5 |active=5 |recovery=26 |state= |frame advantage=-/-22 |meter gain= |guard=M |cancel= |tech= |description=Wallbounces on hit, but the range is absolutely terrible and as such can be difficult to land, especially considering the range Okina is ideally playing at.}}}}
|startup=3  
{{MoveData|image=LB2_Okina_pBC.jpg|caption=I'ma go get some coffee, brb.|name=BC(Power)|data= {{AttackData-LB2 |damage=59 |startup=86-116 |active=4 |recovery=53 |state= |frame advantage=KD |meter gain= |guard=UB |cancel= |tech= |description=An insanely slow unblockable with mediocre range to boot. If you'd like, you can hold the input to delay the hit and make the startup even longer.  
|active=2  
|recovery=17  
|state=  
|frame advantage=P+4/-7 S+4/-11  
|meter gain=  
|guard=M  
|cancel=  
|tech=  
|description=An incredibly fast jab with a giant disjoint that has just as much range as it looks. A phenomenal tool to control space or force the opponent off of you. The biggest issue is the fact that it can't really be hitconfirmed off of and it's punishable on block unless canceled. But the latter weakness is somewhat relieved by the move's short duration making it difficult to punish on reaction. Easily one of, if not the single best jab in the game.}}}}
{{MoveData
|image=LB2_Okina_b+A.jpg
|caption=Text
|name=b+A
|data=
{{AttackData-LB2
|damage=P12/1 S8/0  
|startup=3  
|active=3  
|recovery=14  
|state=  
|frame advantage=P+6/-7 S+6/-9  
|meter gain=  
|guard=M  
|cancel=  
|tech=  
|description=Similar to 5A, but with less range and a bit more combo potential. Usually 5A is preferred.}}}}
{{MoveData
|image=LB2_Okina_B.jpg
|caption=Text
|name=B
|data=
{{AttackData-LB2
|damage=P24/3 S16/0  
|startup=13  
|active=9  
|recovery=24  
|state=  
|frame advantage=P-4/-10 S-4/-14  
|meter gain=  
|guard=M  
|cancel=  
|tech=  
|description=A very slow normal with a lot of active frames. Useful for walling out the opponent despite its short hitbox. This is especially true in power since it will trade very well with many normals.}}}}
{{MoveData
|image=LB2_Okina_f+B.jpg
|caption=Text
|name=f+B
|data=
{{AttackData-LB2
|damage=P21+31/2+4 S9+21/0+0  
|startup=P19 S11  
|active=3,3,4  
|recovery=23  
|state=  
|frame advantage=P+3/-13 S+3/-17  
|meter gain=  
|guard=M  
|cancel=  
|tech=  
|description=Okina rolls onto his back and begins spinning with his fishing poll, leading to a multihit and moving him forward slightly. Since the second hit is behind Okina, you will almost never get all 3. However, that does make this move less susceptible to crossups. Note that there is a significant gap between the first and third hits.}}}}
{{MoveData
|image=LB2_Okina_f+B2.jpg
|caption=Text
|name=f+B2
|data=
{{AttackData-LB2
|damage=  
|startup=P19 S11  
|active=3,3,4  
|recovery=23  
|state=  
|frame advantage=  
|meter gain=  
|guard=M  
|cancel=  
|tech=  
|description=Second hit of the above move. You'll almost never hit this in a match, but in theory provides some nice crossup protection. 3f gap between this hit and the previous one.}}}}
{{MoveData
|image=LB2_Okina_f+B3.jpg
|caption=Text
|name=f+B3
|data=
{{AttackData-LB2
|damage=P21+31/2+4 S9+21/0+0  
|startup=P19 S11  
|active=3,3,4  
|recovery=23  
|state=  
|frame advantage=P+3/-13 S+3/-17  
|meter gain=  
|guard=M  
|cancel=  
|tech=  
|description=The third hit of the move above. For all intents and purposes, this is the second hit. There is a 7f gap between this hit and the previous one, and a 13f gap between this hit and the first one.}}}}
{{MoveData
|image=LB2_Okina_C.jpg
|caption=Text
|name=C
|data=
{{AttackData-LB2
|damage=P10/1 S9/0  
|startup=5  
|active=6  
|recovery=14  
|state=  
|frame advantage=+3/-12  
|meter gain=  
|guard=M  
|cancel=  
|tech=  
|description=Hits OTG. Deals slightly less damage than most other 5C's, and is completely inferior to 3B as an OTG.}}}}
{{MoveData
|image=LB2_Okina_f+C.jpg
|caption=Text
|name=f+C
|data=
{{AttackData-LB2
|damage=P17/2 S14/0  
|startup=5  
|active=5  
|recovery=26  
|state=  
|frame advantage=-/-22  
|meter gain=  
|guard=M  
|cancel=  
|tech=  
|description=Wallbounces on hit, but the range is absolutely terrible and as such can be difficult to land, especially considering the range Okina is ideally playing at.}}}}
{{MoveData
|image=LB2_Okina_pBC.jpg
|caption=I'ma go get some coffee, brb.
|name=BC(Power)
|data=
{{AttackData-LB2
|damage=59  
|startup=86-116  
|active=4  
|recovery=53  
|state=  
|frame advantage=KD  
|meter gain=  
|guard=UB  
|cancel=  
|tech=  
|description=An insanely slow unblockable with mediocre range to boot. If you'd like, you can hold the input to delay the hit and make the startup even longer.  
  Absolutely useless.}}}}
  Absolutely useless.}}}}
{{MoveData|image=LB2_Okina_sBC.jpg|caption=Text|name=BC(Speed/EX)|data= {{AttackData-LB2 |damage=19/0 |startup=22 |active=3 |recovery=25 |state= |frame advantage=-/-22 |meter gain= |guard=H |cancel= |tech= |description=An overhead that staggers crouching opponents or otherwise launches them. The late hit can work as an anti-air, but that hitbox is only active for 1f so it's not recommended.}}}}
{{MoveData
{{MoveData|image=LB2_Okina_sBC2.jpg|caption=Text|name=BC(Speed/EX)2|data= {{AttackData-LB2 |damage=19/0 |startup=22 |active=3 |recovery=25 |state= |frame advantage=-/-22 |meter gain= |guard=H |cancel= |tech= |description=The second part of the move above.}}}}
|image=LB2_Okina_sBC.jpg
{{MoveData|image=LB2_Okina_df+B.jpg|caption=Text|name=df+B|data= {{AttackData-LB2 |damage=21 |startup=5 |active=4 |recovery=18 |state= |frame advantage=N/A |meter gain= |guard=N/A |cancel= |tech= |description=Hits OTG.}}}}
|caption=Text
|name=BC(Speed/EX)
|data=
{{AttackData-LB2
|damage=19/0  
|startup=22  
|active=3  
|recovery=25  
|state=  
|frame advantage=-/-22  
|meter gain=  
|guard=H  
|cancel=  
|tech=  
|description=An overhead that staggers crouching opponents or otherwise launches them. The late hit can work as an anti-air, but that hitbox is only active for 1f so it's not recommended.}}}}
{{MoveData
|image=LB2_Okina_sBC2.jpg
|caption=Text
|name=BC(Speed/EX)2
|data=
{{AttackData-LB2
|damage=19/0  
|startup=22  
|active=3  
|recovery=25  
|state=  
|frame advantage=-/-22  
|meter gain=  
|guard=H  
|cancel=  
|tech=  
|description=The second part of the move above.}}}}
{{MoveData
|image=LB2_Okina_df+B.jpg
|caption=Text
|name=df+B
|data=
{{AttackData-LB2
|damage=21  
|startup=5  
|active=4  
|recovery=18  
|state=  
|frame advantage=N/A  
|meter gain=  
|guard=N/A  
|cancel=  
|tech=  
|description=Hits OTG.}}}}
* A, B, and C can cancel in both Power Mode and Speed Mode
* A, B, and C can cancel in both Power Mode and Speed Mode
* forward + B (Power and Speed) is not cancellable
* forward + B (Power and Speed) is not cancellable
Line 21: Line 213:


====Crouching====
====Crouching====
{{MoveData|image=LB2_Okina_d+A.jpg|caption=Text|name=d+A|data= {{AttackData-LB2 |damage=P10+6/1+0 S9+4/0+0 |startup=2 |active=1,1 |recovery=19 |state= |frame advantage=P+3/-7 S+3/-12 |meter gain= |guard=L |cancel= |tech= |description=The fastest jab in the game at 2f startup. Despite its fast startup, it hits low which makes it incredibly difficult to fuzzy guard Okina's jump ins. This move can't be thrown out for free, however, as its long animation will allow the opponent ample time to whiff punish if you miss. Solid combo starter as well due to how easy it is to cancel out of.}}}}
{{MoveData
{{MoveData|image=LB2_Okina_d+A2.jpg|caption=Text|name=d+A2|data= {{AttackData-LB2 |damage=P10+6/1+0 S9+4/0+0 |startup=2 |active=1,1 |recovery=19 |state= |frame advantage=P+3/-7 S+3/-12 |meter gain= |guard=L |cancel= |tech= |description=Second hit of the move above. There's a 7f gap between this hit and the previous one.}}}}
|image=LB2_Okina_d+A.jpg
{{MoveData|image=LB2_Okina_d+B.jpg|caption=Text|name=d+B|data= {{AttackData-LB2 |damage=P21/2 S19/0 |startup=7 |active=2 |recovery=29 |state= |frame advantage=P-2/-10 S-2/-22 |meter gain= |guard=M |cancel= |tech= |description=Fast anti-air with a simple input and incredible hitbox. This is made especially useful due to Okina's short height delaying when jump ins hit him.}}}}
|caption=Text
{{MoveData|image=LB2_Okina_d+C.jpg|caption=Text|name=d+C|data= {{AttackData-LB2 |damage=P4+6/0+0 S2+4/0+0 |startup=5 |active=2,3 |recovery=22 |state= |frame advantage=-2/-17 |meter gain= |guard= |cancel= |tech= |description=Really good low in isolation. However, this move doesn't lead to anything combo-wise and is completely outclassed by 2A in almost every foreseeable way.}}}}
|name=d+A
{{MoveData|image=LB2_Okina_d+C2.jpg|caption=Text|name=d+C2|data= {{AttackData-LB2 |damage=P4+6/0+0 S2+4/0+0 |startup=5 |active=2,3 |recovery=22 |state= |frame advantage=-2/-17 |meter gain= |guard= |cancel= |tech= |description=Second hit of the move above.}}}}
|data=
{{MoveData|image=LB2_Okina_df+C.jpg|caption=Text|name=df+C|data= {{AttackData-LB2 ||damage=P19/2 S16/0 |startup=5 |active=2 |recovery=22 |state= |frame advantage=KD/-15 |meter gain= |guard=L |cancel= |tech= |description=Description.}}}}
{{AttackData-LB2
|damage=P10+6/1+0 S9+4/0+0  
|startup=2  
|active=1,1  
|recovery=19  
|state=  
|frame advantage=P+3/-7 S+3/-12  
|meter gain=  
|guard=L  
|cancel=  
|tech=  
|description=The fastest jab in the game at 2f startup. Despite its fast startup, it hits low which makes it incredibly difficult to fuzzy guard Okina's jump ins. This move can't be thrown out for free, however, as its long animation will allow the opponent ample time to whiff punish if you miss. Solid combo starter as well due to how easy it is to cancel out of.}}}}
{{MoveData
|image=LB2_Okina_d+A2.jpg
|caption=Text
|name=d+A2
|data=
{{AttackData-LB2
|damage=P10+6/1+0 S9+4/0+0  
|startup=2  
|active=1,1  
|recovery=19  
|state=  
|frame advantage=P+3/-7 S+3/-12  
|meter gain=  
|guard=L  
|cancel=  
|tech=  
|description=Second hit of the move above. There's a 7f gap between this hit and the previous one.}}}}
{{MoveData
|image=LB2_Okina_d+B.jpg
|caption=Text
|name=d+B
|data=
{{AttackData-LB2
|damage=P21/2 S19/0  
|startup=7  
|active=2  
|recovery=29  
|state=  
|frame advantage=P-2/-10 S-2/-22  
|meter gain=  
|guard=M  
|cancel=  
|tech=  
|description=Fast anti-air with a simple input and incredible hitbox. This is made especially useful due to Okina's short height delaying when jump ins hit him.}}}}
{{MoveData
|image=LB2_Okina_d+C.jpg
|caption=Text
|name=d+C
|data=
{{AttackData-LB2
|damage=P4+6/0+0 S2+4/0+0  
|startup=5  
|active=2,3  
|recovery=22  
|state=  
|frame advantage=-2/-17  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Really good low in isolation. However, this move doesn't lead to anything combo-wise and is completely outclassed by 2A in almost every foreseeable way.}}}}
{{MoveData
|image=LB2_Okina_d+C2.jpg
|caption=Text
|name=d+C2
|data=
{{AttackData-LB2
|damage=P4+6/0+0 S2+4/0+0  
|startup=5  
|active=2,3  
|recovery=22  
|state=  
|frame advantage=-2/-17  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Second hit of the move above.}}}}
{{MoveData
|image=LB2_Okina_df+C.jpg
|caption=Text
|name=df+C
|data=
{{AttackData-LB2
|
|damage=P19/2 S16/0  
|startup=5  
|active=2  
|recovery=22  
|state=  
|frame advantage=KD/-15  
|meter gain=  
|guard=L  
|cancel=  
|tech=  
|description=Description.}}}}


====Air====
====Air====
{{MoveData|image=LB2_Okina_jA.jpg|caption=Text|name=jA|data= {{AttackData-LB2 |damage=P13+13/1+1 S11+11/0+0 |startup=3 |active=2,2 |recovery=N/A |state= |frame advantage= |meter gain= |guard=H |cancel= |tech= |description=A fast multi-hitting normal with strong air-to-air presence.}}}}
{{MoveData
{{MoveData|image=LB2_Okina_jA2.jpg|caption=Text|name=jA2|data= {{AttackData-LB2 |damage=P13+13/1+1 S11+11/0+0 |startup=3 |active=2,2 |recovery=N/A |state= |frame advantage= |meter gain= |guard=H |cancel= |tech= |description=Second hit of the above move. 6f gap between this hit and the previous one.}}}}
|image=LB2_Okina_jA.jpg
{{MoveData|image=LB2_Okina_jB.jpg|caption=Text|name=jB|data= {{AttackData-LB2 |damage=P24/3 S13/0 |startup=12 |active=5 |recovery=N/A |state= |frame advantage= |meter gain= |guard=H |cancel= |tech= |description=Description.}}}}
|caption=Text
{{MoveData|image=LB2_Okina_jC.jpg|caption=Text|name=jC|data= {{AttackData-LB2 |damage=P13/1 S11/0 |startup=3 |active=4 |recovery= |state= |frame advantage= |meter gain= |guard=H |cancel= |tech= |description=Description}}}}
|name=jA
|data=
{{AttackData-LB2
|damage=P13+13/1+1 S11+11/0+0  
|startup=3  
|active=2,2  
|recovery=N/A  
|state=  
|frame advantage=  
|meter gain=  
|guard=H  
|cancel=  
|tech=  
|description=A fast multi-hitting normal with strong air-to-air presence.}}}}
{{MoveData
|image=LB2_Okina_jA2.jpg
|caption=Text
|name=jA2
|data=
{{AttackData-LB2
|damage=P13+13/1+1 S11+11/0+0  
|startup=3  
|active=2,2  
|recovery=N/A  
|state=  
|frame advantage=  
|meter gain=  
|guard=H  
|cancel=  
|tech=  
|description=Second hit of the above move. 6f gap between this hit and the previous one.}}}}
{{MoveData
|image=LB2_Okina_jB.jpg
|caption=Text
|name=jB
|data=
{{AttackData-LB2
|damage=P24/3 S13/0  
|startup=12  
|active=5  
|recovery=N/A  
|state=  
|frame advantage=  
|meter gain=  
|guard=H  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Okina_jC.jpg
|caption=Text
|name=jC
|data=
{{AttackData-LB2
|damage=P13/1 S11/0  
|startup=3  
|active=4  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=H  
|cancel=  
|tech=  
|description=Description}}}}
* all but low C in Power mode can cancel when crouching
* all but low C in Power mode can cancel when crouching


====Dashing====
====Dashing====
{{MoveData|image=LB2_Okina_dashHigh.jpg|caption=Text|name=Dashing high|data= {{AttackData-LB2 |damage=P26/3 S19/0 |startup=P6 S13 |active=3 |recovery=P31 S24 |state= |frame advantage=P-5/-10 S+2/-18 |meter gain= |guard=M |cancel= |tech= |description=Basically a different move between modes. Not particularly noteworthy in any of them though.}}}}
{{MoveData
{{MoveData|image=LB2_Okina_dashLow.jpg|caption=Text|name=Dashing low|data= {{AttackData-LB2 |damage=P26/3 S19/0 |startup=9 |active=3 |recovery=29 |state= |frame advantage=KD/-23 |meter gain= |guard=L |cancel= |tech= |description=A dashing sweep which hits low.}}}}
|image=LB2_Okina_dashHigh.jpg
|caption=Text
|name=Dashing high
|data=
{{AttackData-LB2
|damage=P26/3 S19/0  
|startup=P6 S13  
|active=3  
|recovery=P31 S24  
|state=  
|frame advantage=P-5/-10 S+2/-18  
|meter gain=  
|guard=M  
|cancel=  
|tech=  
|description=Basically a different move between modes. Not particularly noteworthy in any of them though.}}}}
{{MoveData
|image=LB2_Okina_dashLow.jpg
|caption=Text
|name=Dashing low
|data=
{{AttackData-LB2
|damage=P26/3 S19/0  
|startup=9  
|active=3  
|recovery=29  
|state=  
|frame advantage=KD/-23  
|meter gain=  
|guard=L  
|cancel=  
|tech=  
|description=A dashing sweep which hits low.}}}}


====Speed chain====
====Speed chain====
{{MoveData|image=LB2_Okina_5aa.jpg|caption=Text|name=A>A|data= {{AttackData-LB2 |damage=5+4/0+0 |startup=3 |active=2,2 |recovery=12 |state= |frame advantage=+9/-6 |meter gain= |guard=M |cancel= |tech= |description=Multihit combo filler. Good for hitconfirming due to being relatively safe on block.}}}}
{{MoveData
{{MoveData|image=LB2_Okina_5aa2.jpg|caption=Text|name=A>A2|data= {{AttackData-LB2 |damage=5+4/0+0 |startup=3 |active=2,2 |recovery=12 |state= |frame advantage=+9/-6 |meter gain= |guard=M |cancel= |tech= |description=Second hit of the move above. 6f gap between this hit and the previous one.}}}}
|image=LB2_Okina_5aa.jpg
{{MoveData|image=LB2_Okina_5a2a.jpg|caption=Text|name=A>d+A|data= {{AttackData-LB2 |damage=9+4/0+0 |startup=3 |active=1,1 |recovery=16 |state= |frame advantage=+6/-9 |meter gain= |guard=L |cancel= |tech= |description=A fast low to chain off 5a. Even more useful cancel properties compared to Okina's normal 2A. Not as useful as a hitconfirm compared to 5A>5A due to being easier to punish on block.}}}}
|caption=Text
{{MoveData|image=LB2_Okina_5a2a2.jpg|caption=Text|name=A>d+A2|data= {{AttackData-LB2 |damage=9+4/0+0 |startup=3 |active=1,1 |recovery=16 |state= |frame advantage=+6/-9 |meter gain= |guard=L |cancel= |tech= |description=Second hit of the move above. 6f gap between this hit and the previous one.}}}}
|name=A>A
{{MoveData|image=LB2_Okina_5abc.jpg|caption=A turtle that's useless for turtling|name=A>B>C|data= {{AttackData-LB2 |damage=28/0 |startup=7 |active=4 |recovery=25 |state= |frame advantage=KD/-23 |meter gain= |guard=H |cancel= |tech= |description=Description}}}}
|data=
{{AttackData-LB2
|damage=5+4/0+0  
|startup=3  
|active=2,2  
|recovery=12  
|state=  
|frame advantage=+9/-6  
|meter gain=  
|guard=M  
|cancel=  
|tech=  
|description=Multihit combo filler. Good for hitconfirming due to being relatively safe on block.}}}}
{{MoveData
|image=LB2_Okina_5aa2.jpg
|caption=Text
|name=A>A2
|data=
{{AttackData-LB2
|damage=5+4/0+0  
|startup=3  
|active=2,2  
|recovery=12  
|state=  
|frame advantage=+9/-6  
|meter gain=  
|guard=M  
|cancel=  
|tech=  
|description=Second hit of the move above. 6f gap between this hit and the previous one.}}}}
{{MoveData
|image=LB2_Okina_5a2a.jpg
|caption=Text
|name=A>d+A
|data=
{{AttackData-LB2
|damage=9+4/0+0  
|startup=3  
|active=1,1  
|recovery=16  
|state=  
|frame advantage=+6/-9  
|meter gain=  
|guard=L  
|cancel=  
|tech=  
|description=A fast low to chain off 5a. Even more useful cancel properties compared to Okina's normal 2A. Not as useful as a hitconfirm compared to 5A>5A due to being easier to punish on block.}}}}
{{MoveData
|image=LB2_Okina_5a2a2.jpg
|caption=Text
|name=A>d+A2
|data=
{{AttackData-LB2
|damage=9+4/0+0  
|startup=3  
|active=1,1  
|recovery=16  
|state=  
|frame advantage=+6/-9  
|meter gain=  
|guard=L  
|cancel=  
|tech=  
|description=Second hit of the move above. 6f gap between this hit and the previous one.}}}}
{{MoveData
|image=LB2_Okina_5abc.jpg
|caption=A turtle that's useless for turtling
|name=A>B>C
|data=
{{AttackData-LB2
|damage=28/0  
|startup=7  
|active=4  
|recovery=25  
|state=  
|frame advantage=KD/-23  
|meter gain=  
|guard=H  
|cancel=  
|tech=  
|description=Description}}}}


==Special Moves==
==Special Moves==
'''Turtle Thrust''' - qcf + A/B/C
'''Turtle Thrust''' - qcf + A/B/C
{{MoveData|image=LB2_Okina_qcf+A.png|caption=Text|name=qcf+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Okina_qcf+B.png|caption=Text|name=qcf+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Okina_qcf+A.png
{{MoveData|image=LB2_Okina_qcf+C.png|caption=Text|name=qcf+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|caption=Text
|name=qcf+A
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Okina_qcf+B.png
|caption=Text
|name=qcf+B
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Okina_qcf+C.png
|caption=Text
|name=qcf+C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
* Okina throws turtle projectiles from his basket
* Okina throws turtle projectiles from his basket
* A version is a short toss, and then it crawls along the ground
* A version is a short toss, and then it crawls along the ground
Line 57: Line 570:


'''Turtle Tremor''' - hcb + A/B
'''Turtle Tremor''' - hcb + A/B
{{MoveData|image=LB2_Okina_hcb+A.png|caption=Text|name=hcb+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Okina_hcb+B.png|caption=Text|name=hcb+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Okina_hcb+A.png
|caption=Text
|name=hcb+A
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Okina_hcb+B.png
|caption=Text
|name=hcb+B
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
* Okina whirls himself in a top spin, attacking the opponent
* Okina whirls himself in a top spin, attacking the opponent
* B version is a knockdown
* B version is a knockdown
Line 64: Line 609:


'''Tortoise Tromp''' - hcb + C
'''Tortoise Tromp''' - hcb + C
{{MoveData|image=LB2_Okina_hcb+C.png|caption=Text|name=hcb+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Okina_hcb+C.png
|caption=Text
|name=hcb+C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
* Okina launches himself forward
* Okina launches himself forward
* Anti-Air potential
* Anti-Air potential


'''Fisherman's Feint''' - dp + A/B/C
'''Fisherman's Feint''' - dp + A/B/C
{{MoveData|image=LB2_Okina_dp+A.png|caption=Text|name=dp+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Okina_dp+B.png|caption=Text|name=dp+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Okina_dp+A.png
{{MoveData|image=LB2_Okina_dp+C.png|caption=Text|name=dp+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|caption=Text
|name=dp+A
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Okina_dp+B.png
|caption=Text
|name=dp+B
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Okina_dp+C.png
|caption=Text
|name=dp+C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
* Okina throws a fishing line with a turtle at the end, meant to trip/knockdown
* Okina throws a fishing line with a turtle at the end, meant to trip/knockdown
* Unblockable
* Unblockable
Line 77: Line 686:


'''Pacificst Pounce''' - rdp + A/B/C
'''Pacificst Pounce''' - rdp + A/B/C
{{MoveData|image=LB2_Okina_rdp+A.png|caption=Text|name=rdp+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Okina_rdp+B.png|caption=Text|name=rdp+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Okina_rdp+A.png
{{MoveData|image=LB2_Okina_rdp+C.png|caption=Text|name=rdp+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|caption=Text
|name=rdp+A
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Okina_rdp+B.png
|caption=Text
|name=rdp+B
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Okina_rdp+C.png
|caption=Text
|name=rdp+C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
* A vanishing, teleporation technique
* A vanishing, teleporation technique
* A version, called '''Feint''' puts Okina and the far end of the screen.
* A version, called '''Feint''' puts Okina and the far end of the screen.
Line 88: Line 745:
==Desperation Moves==
==Desperation Moves==
'''Genbu Blast''' - f, hcf + AB
'''Genbu Blast''' - f, hcf + AB
{{MoveData|image=LB2_Okina_f+hcf+AB.png|caption=Text|name=f+hcf+AB|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Okina_f+hcf+AB.png
|caption=Text
|name=f+hcf+AB
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
* Okina spins and creates a damaging tornado
* Okina spins and creates a damaging tornado


==Super Desperation Moves==
==Super Desperation Moves==
'''Rage of Genbu''' - f, hcf + B
'''Rage of Genbu''' - f, hcf + B
{{MoveData|image=LB2_Okina_f+hcf+B.png|caption=Text|name=f+hcf+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Okina_f+hcf+B.png
|caption=Text
|name=f+hcf+B
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
* Okina holds out basket and a Dragon Turtle pops out and hits opponent
* Okina holds out basket and a Dragon Turtle pops out and hits opponent
* The tossed Dragon Turtle will lock in on where you are, so block instead of moving
* The tossed Dragon Turtle will lock in on where you are, so block instead of moving
Line 123: Line 812:


[[Category:The Last Blade 2]]
[[Category:The Last Blade 2]]
[[Category:Genbu no Okina]]

Revision as of 18:50, 27 April 2020

Normals

Standing

A
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.
P12/1 S8/0 3 2 17 - P+4/-7 S+4/-11 - M - -

An incredibly fast jab with a giant disjoint that has just as much range as it looks. A phenomenal tool to control space or force the opponent off of you. The biggest issue is the fact that it can't really be hitconfirmed off of and it's punishable on block unless canceled. But the latter weakness is somewhat relieved by the move's short duration making it difficult to punish on reaction. Easily one of, if not the single best jab in the game.

b+A
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.
P12/1 S8/0 3 3 14 - P+6/-7 S+6/-9 - M - -

Similar to 5A, but with less range and a bit more combo potential. Usually 5A is preferred.

B
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.
P24/3 S16/0 13 9 24 - P-4/-10 S-4/-14 - M - -

A very slow normal with a lot of active frames. Useful for walling out the opponent despite its short hitbox. This is especially true in power since it will trade very well with many normals.

f+B
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.
P21+31/2+4 S9+21/0+0 P19 S11 3,3,4 23 - P+3/-13 S+3/-17 - M - -

Okina rolls onto his back and begins spinning with his fishing poll, leading to a multihit and moving him forward slightly. Since the second hit is behind Okina, you will almost never get all 3. However, that does make this move less susceptible to crossups. Note that there is a significant gap between the first and third hits.

f+B2
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.
- P19 S11 3,3,4 23 - - - M - -

Second hit of the above move. You'll almost never hit this in a match, but in theory provides some nice crossup protection. 3f gap between this hit and the previous one.

f+B3
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.
P21+31/2+4 S9+21/0+0 P19 S11 3,3,4 23 - P+3/-13 S+3/-17 - M - -

The third hit of the move above. For all intents and purposes, this is the second hit. There is a 7f gap between this hit and the previous one, and a 13f gap between this hit and the first one.

C
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.
P10/1 S9/0 5 6 14 - +3/-12 - M - -

Hits OTG. Deals slightly less damage than most other 5C's, and is completely inferior to 3B as an OTG.

f+C
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.
P17/2 S14/0 5 5 26 - -/-22 - M - -

Wallbounces on hit, but the range is absolutely terrible and as such can be difficult to land, especially considering the range Okina is ideally playing at.

BC(Power)
I'ma go get some coffee, brb.
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.
59 86-116 4 53 - KD - UB - -

An insanely slow unblockable with mediocre range to boot. If you'd like, you can hold the input to delay the hit and make the startup even longer.

Absolutely useless.
BC(Speed/EX)
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.
19/0 22 3 25 - -/-22 - H - -

An overhead that staggers crouching opponents or otherwise launches them. The late hit can work as an anti-air, but that hitbox is only active for 1f so it's not recommended.

BC(Speed/EX)2
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.
19/0 22 3 25 - -/-22 - H - -

The second part of the move above.

df+B
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.
21 5 4 18 - N/A - N/A - -

Hits OTG.

  • 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

d+A
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.
P10+6/1+0 S9+4/0+0 2 1,1 19 - P+3/-7 S+3/-12 - L - -

The fastest jab in the game at 2f startup. Despite its fast startup, it hits low which makes it incredibly difficult to fuzzy guard Okina's jump ins. This move can't be thrown out for free, however, as its long animation will allow the opponent ample time to whiff punish if you miss. Solid combo starter as well due to how easy it is to cancel out of.

d+A2
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.
P10+6/1+0 S9+4/0+0 2 1,1 19 - P+3/-7 S+3/-12 - L - -

Second hit of the move above. There's a 7f gap between this hit and the previous one.

d+B
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.
P21/2 S19/0 7 2 29 - P-2/-10 S-2/-22 - M - -

Fast anti-air with a simple input and incredible hitbox. This is made especially useful due to Okina's short height delaying when jump ins hit him.

d+C
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.
P4+6/0+0 S2+4/0+0 5 2,3 22 - -2/-17 - - - -

Really good low in isolation. However, this move doesn't lead to anything combo-wise and is completely outclassed by 2A in almost every foreseeable way.

d+C2
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.
P4+6/0+0 S2+4/0+0 5 2,3 22 - -2/-17 - - - -

Second hit of the move above.

df+C
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.
P19/2 S16/0 5 2 22 - KD/-15 - L - -

Description.

Air

jA
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.
P13+13/1+1 S11+11/0+0 3 2,2 N/A - - - H - -

A fast multi-hitting normal with strong air-to-air presence.

jA2
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.
P13+13/1+1 S11+11/0+0 3 2,2 N/A - - - H - -

Second hit of the above move. 6f gap between this hit and the previous one.

jB
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.
P24/3 S13/0 12 5 N/A - - - H - -

Description.

jC
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.
P13/1 S11/0 3 4 - - - - H - -

Description

  • all but low C in Power mode can cancel when crouching

Dashing

Dashing high
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.
P26/3 S19/0 P6 S13 3 P31 S24 - P-5/-10 S+2/-18 - M - -

Basically a different move between modes. Not particularly noteworthy in any of them though.

Dashing low
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.
P26/3 S19/0 9 3 29 - KD/-23 - L - -

A dashing sweep which hits low.

Speed chain

A>A
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.
5+4/0+0 3 2,2 12 - +9/-6 - M - -

Multihit combo filler. Good for hitconfirming due to being relatively safe on block.

A>A2
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.
5+4/0+0 3 2,2 12 - +9/-6 - M - -

Second hit of the move above. 6f gap between this hit and the previous one.

A>d+A
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.
9+4/0+0 3 1,1 16 - +6/-9 - L - -

A fast low to chain off 5a. Even more useful cancel properties compared to Okina's normal 2A. Not as useful as a hitconfirm compared to 5A>5A due to being easier to punish on block.

A>d+A2
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.
9+4/0+0 3 1,1 16 - +6/-9 - L - -

Second hit of the move above. 6f gap between this hit and the previous one.

A>B>C
A turtle that's useless for turtling
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 7 4 25 - KD/-23 - H - -

Description

Special Moves

Turtle Thrust - qcf + A/B/C

qcf+A
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.
- - - - - - - - - -

Description.

qcf+B
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.
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Description.

qcf+C
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.
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Description.

  • Okina throws turtle projectiles from his basket
  • A version is a short toss, and then it crawls along the ground
  • B version is a longer toss
  • C version has the tortise coming out then moving back to Okina; it heals Okina slightly if it reaches him

Turtle Tremor - hcb + A/B

hcb+A
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.
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Description.

hcb+B
File:LB2 Okina hcb+B.png
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.
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Description.

  • Okina whirls himself in a top spin, attacking the opponent
  • B version is a knockdown
  • Super Cancle able

Tortoise Tromp - hcb + C

hcb+C
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.
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Description.

  • Okina launches himself forward
  • Anti-Air potential

Fisherman's Feint - dp + A/B/C

dp+A
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.
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Description.

dp+B
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.
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Description.

dp+C
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.
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Description.

  • Okina throws a fishing line with a turtle at the end, meant to trip/knockdown
  • Unblockable
  • From version A to C the length of the line is determined

Pacificst Pounce - rdp + A/B/C

rdp+A
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.
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Description.

rdp+B
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.
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Description.

rdp+C
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.
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Description.

  • A vanishing, teleporation technique
  • A version, called Feint puts Okina and the far end of the screen.
  • B version, called Earth puts Okina in-front of opponent, hitting opponent low with a turtle
  • C verison, called Heaven puts Okina above opponent, dropping him down on his/her head.
  • Cversion is overhead

Desperation Moves

Genbu Blast - f, hcf + AB

f+hcf+AB
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.
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Description.

  • Okina spins and creates a damaging tornado

Super Desperation Moves

Rage of Genbu - f, hcf + B

f+hcf+B
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.
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Description.

  • Okina holds out basket and a Dragon Turtle pops out and hits opponent
  • The tossed Dragon Turtle will lock in on where you are, so block instead of moving

Combos

Any Mode

Dash A/B, qcf B
Dash A/B, hcb A
j B, B, qcf B
j B, B, dp A
hcb B, f, hcf AB

Power Mode Only

j B, f C, f, hcf B

Speed and EX Mode

j B, b A, A, A, B, f B
j B, A, B, C, df B
Dash A/B, d B, hcb C
j B, A, B, hcb A

Super Speed Combos

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

FAQControlsSystemStrategy

Characters

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