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==Normals==
==Normals==
====Standing====
====Standing====
{{MoveData|image=LB2_Lee_A.png|caption=Text|name=A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Lee_b+A.png|caption=Text|name=b+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Lee_A.png
{{MoveData|image=LB2_Lee_B.png|caption=Text|name=B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|caption=Text
{{MoveData|image=LB2_Lee_f+B.png|caption=Text|name=f+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|name=A
{{MoveData|image=LB2_Lee_C.png|caption=Text|name=C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Hits OTG.}}}}
|data=
{{MoveData|image=LB2_Lee_f+C.png|caption=Text|name=f+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{AttackData-LB2
{{MoveData|image=LB2_Lee_pBC.png|caption=Text|name=BC(Power)|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|damage=  
{{MoveData|image=LB2_Lee_sBC.png|caption=Text|name=BC(Speed/EX)|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|startup=  
{{MoveData|image=LB2_Lee_U+C.png|caption=Text|name=u+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Hits OTG.}}}}
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
{{MoveData
|image=LB2_Lee_b+A.png
|caption=Text
|name=b+A
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
{{MoveData
|image=LB2_Lee_B.png
|caption=Text
|name=B
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
{{MoveData
|image=LB2_Lee_f+B.png
|caption=Text
|name=f+B
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
{{MoveData
|image=LB2_Lee_C.png
|caption=Text
|name=C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Hits OTG.
}}
}}
 
{{MoveData
|image=LB2_Lee_f+C.png
|caption=Text
|name=f+C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
{{MoveData
|image=LB2_Lee_pBC.png
|caption=Text
|name=BC(Power)
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
{{MoveData
|image=LB2_Lee_sBC.png
|caption=Text
|name=BC(Speed/EX)
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
{{MoveData
|image=LB2_Lee_U+C.png
|caption=Text
|name=u+C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|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 17: Line 188:


====Crouching====
====Crouching====
{{MoveData|image=LB2_Lee_d+A.png|caption=Text|name=d+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Lee_d+B.png|caption=Text|name=d+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Lee_d+A.png
{{MoveData|image=LB2_Lee_d+C.png|caption=Text|name=d+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|caption=Text
{{MoveData|image=LB2_Lee_df+C.png|caption=Text|name=df+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|name=d+A
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
{{MoveData
|image=LB2_Lee_d+B.png
|caption=Text
|name=d+B
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
{{MoveData
|image=LB2_Lee_d+C.png
|caption=Text
|name=d+C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
{{MoveData
|image=LB2_Lee_df+C.png
|caption=Text
|name=df+C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 


====Air====
====Air====
{{MoveData|image=LB2_Lee_jA.png|caption=Text|name=jA|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Lee_jB.png|caption=Text|name=jB|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Lee_jA.png
{{MoveData|image=LB2_Lee_jC.png|caption=Text|name=jC|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|caption=Text
|name=jA
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
{{MoveData
|image=LB2_Lee_jB.png
|caption=Text
|name=jB
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
{{MoveData
|image=LB2_Lee_jC.png
|caption=Text
|name=jC
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 


==Special Moves==
==Special Moves==
'''Dragon Hammer''' - qcb + C (x3)
'''Dragon Hammer''' - qcb + C (x3)
{{MoveData|image=LB2_Lee_qcb+C.png|caption=Text|name=qcb+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Lee_qcb+C.png
|caption=Text
|name=qcb+C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
* Lee hops and twists forward to deliver a flaming kick
* Lee hops and twists forward to deliver a flaming kick
* Motion can be done up to 3 times to deliver more damage
* Motion can be done up to 3 times to deliver more damage


'''Ryu Shou Sen''' - qcb + C (x2) (in air)
'''Ryu Shou Sen''' - qcb + C (x2) (in air)
{{MoveData|image=LB2_Lee_jqcb+C.png|caption=Text|name=jqcb+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Lee_jqcb+C.png
|caption=Text
|name=jqcb+C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
* Same as the '''Dragon Hammer''', only done airborne
* Same as the '''Dragon Hammer''', only done airborne
* Motion can be done twice
* Motion can be done twice


'''Fan of Flames''' - d~u + B
'''Fan of Flames''' - d~u + B
{{MoveData|image=LB2_Lee_d-u+B.png|caption=Text|name=d~u+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Lee_d-u+B.png
|caption=Text
|name=d~u+B
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
* Lee rises and swings his fans creating a fiery attack
* Lee rises and swings his fans creating a fiery attack
* Anti-air capability
* Anti-air capability
Line 45: Line 406:


'''Mist Mauler''' - AB
'''Mist Mauler''' - AB
{{MoveData|image=LB2_Lee_AB.png|caption=Text|name=AB|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Lee_AB.png
|caption=Text
|name=AB
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
* Lee does a quick evasion
* Lee does a quick evasion
* Follow up with '''Hokage''' (A) to spin and attack with his fan
* Follow up with '''Hokage''' (A) to spin and attack with his fan
Line 53: Line 433:


'''Serpent Rush''' - hcb + A/B
'''Serpent Rush''' - hcb + A/B
{{MoveData|image=LB2_Lee_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_Lee_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_Lee_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_Lee_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.
}}
}}
 
* Lee swings his flaming fan forward
* Lee swings his flaming fan forward
* Super Cancel able
* Super Cancel able
Line 60: Line 478:


'''Invisible Kick''' - qcf + C (in air)
'''Invisible Kick''' - qcf + C (in air)
{{MoveData|image=LB2_Lee_jqcf+C.png|caption=Text|name=jqcf+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Lee_jqcf+C.png
|caption=Text
|name=jqcf+C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
* Lee dives down from the air to deliver a kick. If it connects, he delivers several follow-up kicks
* Lee dives down from the air to deliver a kick. If it connects, he delivers several follow-up kicks


'''Ibuki''' - Start
'''Ibuki''' - Start
{{MoveData|image=LB2_Lee_Start.png|caption=Text|name=Start|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Lee_Start.png
|caption=Text
|name=Start
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
* Lee enters into a stance and slowly regains life
* Lee enters into a stance and slowly regains life


==Desperation Moves==
==Desperation Moves==
'''Hidden Serpent Slam''' - qcb, df, f + AB
'''Hidden Serpent Slam''' - qcb, df, f + AB
{{MoveData|image=LB2_Lee_qcb+df+f+AB.png|caption=Text|name=qcb+df+f+AB|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Lee_qcb+df+f+AB.png
|caption=Text
|name=qcb+df+f+AB
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
* Lee moves forward after he throws his fan into the air
* Lee moves forward after he throws his fan into the air


==Super Desperation Moves==
==Super Desperation Moves==
'''Concealed Javelin of Judgement''' - qcb, df, f + B
'''Concealed Javelin of Judgement''' - qcb, df, f + B
{{MoveData|image=LB2_Lee_qcb+df+f+B.png|caption=Text|name=qcb+df+f+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Lee_qcb+df+f+B.png
|caption=Text
|name=qcb+df+f+B
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.
}}
}}
 
* Lee dashes forward into opponent. Makes a long combo if he connects
* Lee dashes forward into opponent. Makes a long combo if he connects


Line 114: Line 608:


[[Category:The Last Blade 2]]
[[Category:The Last Blade 2]]
[[Category:Rekka Lee]]

Revision as of 23:43, 2 May 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.
- - - - - - - - - -

Description.

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.
- - - - - - - - - -

Description.

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.
- - - - - - - - - -

Description.

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.
- - - - - - - - - -

Description.

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.
- - - - - - - - - -

Hits 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.
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Description.

BC(Power)
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.

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.
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Description.

u+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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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.
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Description.

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.
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Description.

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.
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Description.

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.
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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.
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Description.

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.
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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.
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Description.


Special Moves

Dragon Hammer - qcb + C (x3)

qcb+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.

  • Lee hops and twists forward to deliver a flaming kick
  • Motion can be done up to 3 times to deliver more damage

Ryu Shou Sen - qcb + C (x2) (in air)

jqcb+C
File:LB2 Lee jqcb+C.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.

  • Same as the Dragon Hammer, only done airborne
  • Motion can be done twice

Fan of Flames - d~u + B

d~u+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.

  • Lee rises and swings his fans creating a fiery attack
  • Anti-air capability
  • Follow up with d + B

Mist Mauler - AB

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.

  • Lee does a quick evasion
  • Follow up with Hokage (A) to spin and attack with his fan
  • Follow up with Homura (B) to do an overhead attack
  • Follow up with Senpuu (C) to do a low kick. Can be repeated twice more
  • Follow up with Hakkei (D) to do a mid-level strike

Serpent Rush - 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
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.

  • Lee swings his flaming fan forward
  • Super Cancel able
  • Follow up with hcf B from B version

Invisible Kick - qcf + C (in air)

jqcf+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.

  • Lee dives down from the air to deliver a kick. If it connects, he delivers several follow-up kicks

Ibuki - Start

Start
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.

  • Lee enters into a stance and slowly regains life

Desperation Moves

Hidden Serpent Slam - qcb, df, f + AB

qcb+df+f+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.

  • Lee moves forward after he throws his fan into the air

Super Desperation Moves

Concealed Javelin of Judgement - qcb, df, f + B

qcb+df+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.
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Description.

  • Lee dashes forward into opponent. Makes a long combo if he connects

Combos

Any Mode

  • AB, A, hcb B, hcf B
  • AB, A qcb C (x3), u C
  • AB, d C (x2), qcb C (x3), u C
  • Dash A/B, qcb C (x3), u C
  • j B, qcf C
  • J B, d C (x3) qcb C (x3), u C
  • j B, B, qcb, db, f AB

Power Mode Only

  • j B, f C, qcb, db, f AB

EX Mode Only

  • Dash A/B, B, d C (x2), hcb A, qcb, db, f AB

Power and EX Mode

  • AB, A, hcb A, qcb, db, f AB
  • AB, d C (x2), qcb, db f B
  • j B, B, qcb, db, f B

Speed and EX Mode

  • BC, hcb B
  • Dash A/B, B, d C (x2), hcb B, hcf B
  • Dash A/B, B, d C (x2), qcb C (x3)
  • Dash A/B, B, d C (x2), qcb, db, f AB
  • j B, C, b A, A, A, f C, qcb C

Super Speed Combos

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

FAQControlsSystemStrategy

Characters

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