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The Last Blade 2/Hyo Amano: Difference between revisions

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Standing/crouching normals: added descriptions + frame data. Changed image links to jpg.
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====Air====
====Air====
{{MoveData
{{MoveData
|image=LB2_Amano_jA.png
|image=LB2_Amano_jA.jpg
|caption=Text
|caption=Good, but you can do better
|name=jA
|name=jA
|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
|damage=  
|damage= P 10/1  S 9/0
|startup=  
|startup= 3
|active=  
|active= 4
|recovery=  
|recovery= N/A
|state=  
|state=  
|frame advantage=  
|frame advantage= N/A
|meter gain=  
|meter gain=  
|guard=  
|guard= H
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=A solid air-to-air in isolation, however it must compete with your jC and as such almost never sees use. Notably has more cross up potential than jC during the late hit.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Amano_jB.png
|image=LB2_Amano_jB.jpg
|caption=Text
|caption=Don't
|name=jB
|name=jB
|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
|damage=  
|damage= P 43/5  S 16/0
|startup=  
|startup= 14
|active=  
|active= 2
|recovery=  
|recovery= N/A
|state=  
|state=  
|frame advantage=  
|frame advantage= N/A
|meter gain=  
|meter gain=  
|guard=  
|guard= H
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=An incredibly high damage jump in that has a gigantic hitbox. Unfortunately, Amano will trip over his own feet upon landing, leading to almost a full second of grounded recovery. Almost never worth the risk, especially considering that would mean you have to jump without pushing jC.
Completely useless in speed/EX as it doesn't even do that much more damage than your other jump ins.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Amano_jC.png
|image=LB2_Amano_jC.jpg
|caption=Text
|caption=Theeeeere we go
|name=jC
|name=jC
|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
|damage=  
|damage= P 18/2  S 13/0
|startup=  
|startup= 3
|active=  
|active= 12
|recovery=  
|recovery= N/A
|state=  
|state=  
|frame advantage=  
|frame advantage= N/A
|meter gain=  
|meter gain=  
|guard=  
|guard= H
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=Arguably the best jumping normal in the game, this button has absolutely everything and is a cornerstone of Amano's gameplan. It has the greatest horizontal disjoint of any air option in the game, comes out insanely quickly, is among the most active single hit normals in the game at 12f, does above average damage for a jump in, has a small amount of cross up potential, and it doesn't even shift your hurtbox so you don't need to worry about trades. Pretty much any time you enter the air, you should plan on pushing this button on the way down unless you intend to empty hop command grab. Hop 9C is virtually impossible to anti-air without deflects, effectively giving you an IOH or a delayed approach tool that's safe on block and leads to full combo. If spaced correctly, the move is completely safe on switch guard in most matchups even if landing directly on top of a standing opponent, allowing you to play incredibly passively with neutral hop jC (thus also allowing airblocking before you actually push the button). That's not even touching on the move's primary use as an air-to-air, as it will cleanly beat any other air option in the game if spaced properly, and still trades favorably with the overwhelming majority of jumping normals outside of EX. Since the only real counter most characters have to this button is to deflect, Amano is able to easily condition the opponent into eating an empty hop 33C, leading to a massive amount of damage and letting you run your oki.
}}
}}
====Dashing====
{{MoveData
|image=LB2_Amano_dashinghigh.jpg
|caption=
|name=Dashing high
|data=
{{AttackData-LB2
|damage= P 26/3  S 19/0
|startup= 15
|active= 2
|recovery= 15
|state=
|frame advantage= P +12/-10  S +12/-8
|meter gain=
|guard= M
|cancel=
|tech=
|description= A sluggish dashing normal with a great disjoint that can catch a lot of people pushing buttons. Leads to some damage at close range, but is unsafe at block in that range. Unlike most 6[6]A/B's, this move cannot start a speed chain, severely limiting the move's applications in speed/EX mode. Although this move is great in isolation, dash hop jC is almost objectively better at everything this move does.
}}
}}
{{MoveData
|image=LB2_Amano_dashinglow.jpg
|caption=
|name=jA
|data=
{{AttackData-LB2
|damage= P 23/6  S 19/0
|startup= 9
|active= 8
|recovery= 24
|state=
|frame advantage= KD/-23
|meter gain=
|guard= L
|cancel=
|tech=
|description=Basic dashing sweep. Knocks down on hit and has decent range, but overall not very noteworthy.
}}
}}
====Speed chain====
{{MoveData
|image=LB2_Amano_5aa.jpg
|caption=Combo filler
|name=5A>5A
|data=
{{AttackData-LB2
|damage= 8/0
|startup= 7
|active= 1
|recovery= 14
|state=
|frame advantage= +8/-7
|meter gain=
|guard= M
|cancel=
|tech=
|description= Great combo filler and a solid empty cancel on the off chance you precast 5a in neutral, but in realistic pressure scenarios 5A>2A is just better due to being a low and coming out faster.
}}
}}
{{MoveData
|image=LB2_Amano_5a2a.jpg
|caption=The bread and butter (banana flavor)
|name=5A>2A
|data=
{{AttackData-LB2
|damage= 9/0
|startup= 3
|active= 1
|recovery= 14
|state=
|frame advantage= +8/-7
|meter gain=
|guard= L
|cancel=
|tech=
|description= Low poke which is relatively safe on block and chains into the rest of your speed combo if needed. 4A>5A>2A will serve the meat of your pressure in speed, as it's difficult for the opponent to contest without opening themselves up to even more punishing mindgames. Links into 2A rather than canceling. Confirms most of the stuff the non-chain 2a can, enabling some incredibly reliable super confirms in EX mode.
}}
}}
{{MoveData
|image=LB2_Amano_5a5b.jpg
|caption=Remember to chain
|name=5A>5B
|data=
{{AttackData-LB2
|damage= 22/0
|startup= 15
|active= 2
|recovery= 47
|state=
|frame advantage= +1/-19
|meter gain=
|guard= M
|cancel=
|tech=
|description=Combo filler. Notably moves Amano forward during the startup, leaving you closer to the opponent for the next hit of your chain. Incredibly unsafe on block, and the fact you didn't cancel can be easily reacted to, so don't even try to end a blockstring with this as a joke.
}}
}}
{{MoveData
|image=LB2_Amano_ABC.jpg
|caption=Seriously, don't
|name=5A>B>C
|data=
{{AttackData-LB2
|damage= 28/0
|startup= 22
|active= 7
|recovery= 23
|state=
|frame advantage= -/23
|meter gain=
|guard= M
|cancel=
|tech=
|description=Amano's autocombo ender. Doesn't really lead to anything and costs you an actual ender, don't bother.
}}
}}
}}
}}

Revision as of 00:31, 15 October 2020

Normals

Standing

5A
Slower than most B normals
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.
P 12/1 S 8/0 7 1 14 - +8/-7 - M - -

Very slow jab with a gigantic disjoint. Can be decent to poke at the opponent with, but precasting it to wall someone out is often ineffective.

4A
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.
P 12/1 S 8/0 3 1 13 - P +9/-7 S +9/-6 - - - -

Decently disjointed jab. Fast startup and quick recovery, can serve as a surprisingly decent tool to check hops despite its singular active frame.

5B
You've only got one shot
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.
P 40/5 S 22/0 P 19 S 16 2 47 - P +1/-10 S +1/-19 - M - -

An incredibly slow normal that sends Amano into a very lengthy animation if it whiffs. Moves Amano back slightly during startup, so it could be used as a frame trap. Still too risky for the reward in most cases, so it's mostly relegated to niche combo filler.

6B
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.
P 13+50/1+6 S 7+19/0+0 P 7 S 3 P 2-2 S 1-2 44 - P +4/-13 S +4/-16 - M - -

Amano charges forwards before smacking the opponent with his stick. The second hit is incredibly slow, however the first hit can occasionally be used as a frame trap. There is a 22f gap between the hits, and will leave a 16/15f opening if the first hit is switch guarded. Not an especially noteworthy normal.

5C
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.
P 13/1 S 11/0 4 2 17 - +4/-11 - M - -

Hits OTG. Usually 3B is preferred.

6C
The greatest mixup
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.
P 19/2 S 16/0 7 3 26 - -/-20 - M - -

Decently long range normal that leads to a wallbounce on hit. Wildly unsafe on block.

BC(Power)
Forgot I had this
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
61 59-79 2 48 - KD - UB - -

Amano steps back, reveals the true nature of his beloved stick, and slashes at the opponent with a massive unblockable hitbox. Leads to a hard knockdown on hit, pushing the opponent fullscreen. One of the few usable power BC's in the game, it can serve as a decent anti-air and bait many committal pokes for microspacing shenanigans when you have a read. Can be held to delay the startup by up to 20f, enough that you can even bait deflects.

BC(Speed/EX)
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
19/0 22 3 23 - -/-20 - H - -

A reactable overhead that staggers crouching opponents or otherwise launches. Can be used as a mixup sparingly.

3B
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.
P 21-27/3 S 21-23/0 8-98 12 15 ground +2/-18 - M - -

Hits OTG. Can be delayed by holding the button. Unlike most 3B OTG's, this move can hit standing opponents, allowing you to cover ground techs on reaction by holding the button until the opponent is no longer able to ground tech and reacting to any attempt at getting up. A staple ender for most anything Amano does.

  • 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
  • back + A in Power and Speed Mode is not cancellable

Crouching

2A
The bread and butter
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.
P 10/1 S 9/0 3 1 20 - P +2/-7 S +2/-13 - L - -

A fast low that cancels into itself and leads to good damage with or without meter. With its low pushback, it can easily lead into itself or a command grab on block. Serves as the meat of Amano's blockstrings in power, as most characters need a read and good execution in order to do anything besides deflecting out of your pressure. Not quite as strong in speed/EX, but still very practical as a mixup even compared to its chain counterpart. In all modes, this is your go to punish tool at close range, and learning to combo off of it is critical to your success with the character.

2B
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.
P 8+24/1+1 S 7+19/0+0 14 2-2 21 - P (+4/-10),(+6/10) S (+4/-16),(+6/-14) - M - -

A two hit mid with a decent disjoint. The late hit has solid anti-air priority, allowing you to deny a large portion of the screen from your opponent. However, this move can be risky to throw out as it is very unsafe on block and whiff, and the multihit is prone to uncombo at longer ranges. As such, this move is mostly used either to finish off an overly aggressive opponent or as combo filler.

2C
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.
P 13/1 S 11/0 8 3 13 - +7/-8 - L - -

A simple low. Relatively slow compared to 2A, but has a decent disjoint so it can beat a few things that 2A wouldn't. Decent combo filler in any mode thanks to its generous plus frames, but it becomes special cancelable in EX, allowing super confirms from max range.

3C
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.
P 24/3 S 19/0 11 16 20 - KD/-27 - L - -

An incredibly active slide kick with a good disjoint and solid effective range. Can find great use as a counter poke thanks in combination to its low stature, solid disjoint, and incredible effective range allowing it to beat out both dash ins and many defensive normals. Makes for a poor meaty due to being incredibly unsafe even if timed perfectly, and being reactable at any point it would have granted worthwhile reward compared to his other lows.

Air

jA
Good, but you can do better
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.
P 10/1 S 9/0 3 4 N/A - N/A - H - -

A solid air-to-air in isolation, however it must compete with your jC and as such almost never sees use. Notably has more cross up potential than jC during the late hit.

jB
Don't
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.
P 43/5 S 16/0 14 2 N/A - N/A - H - -

An incredibly high damage jump in that has a gigantic hitbox. Unfortunately, Amano will trip over his own feet upon landing, leading to almost a full second of grounded recovery. Almost never worth the risk, especially considering that would mean you have to jump without pushing jC. Completely useless in speed/EX as it doesn't even do that much more damage than your other jump ins.

jC
Theeeeere we go
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.
P 18/2 S 13/0 3 12 N/A - N/A - H - -

Arguably the best jumping normal in the game, this button has absolutely everything and is a cornerstone of Amano's gameplan. It has the greatest horizontal disjoint of any air option in the game, comes out insanely quickly, is among the most active single hit normals in the game at 12f, does above average damage for a jump in, has a small amount of cross up potential, and it doesn't even shift your hurtbox so you don't need to worry about trades. Pretty much any time you enter the air, you should plan on pushing this button on the way down unless you intend to empty hop command grab. Hop 9C is virtually impossible to anti-air without deflects, effectively giving you an IOH or a delayed approach tool that's safe on block and leads to full combo. If spaced correctly, the move is completely safe on switch guard in most matchups even if landing directly on top of a standing opponent, allowing you to play incredibly passively with neutral hop jC (thus also allowing airblocking before you actually push the button). That's not even touching on the move's primary use as an air-to-air, as it will cleanly beat any other air option in the game if spaced properly, and still trades favorably with the overwhelming majority of jumping normals outside of EX. Since the only real counter most characters have to this button is to deflect, Amano is able to easily condition the opponent into eating an empty hop 33C, leading to a massive amount of damage and letting you run your oki.

Dashing

Dashing high
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.
P 26/3 S 19/0 15 2 15 - P +12/-10 S +12/-8 - M - -

A sluggish dashing normal with a great disjoint that can catch a lot of people pushing buttons. Leads to some damage at close range, but is unsafe at block in that range. Unlike most 6[6]A/B's, this move cannot start a speed chain, severely limiting the move's applications in speed/EX mode. Although this move is great in isolation, dash hop jC is almost objectively better at everything this move does.

jA
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.
P 23/6 S 19/0 9 8 24 - KD/-23 - L - -

Basic dashing sweep. Knocks down on hit and has decent range, but overall not very noteworthy.

Speed chain

5A>5A
Combo filler
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
8/0 7 1 14 - +8/-7 - M - -

Great combo filler and a solid empty cancel on the off chance you precast 5a in neutral, but in realistic pressure scenarios 5A>2A is just better due to being a low and coming out faster.

5A>2A
The bread and butter (banana flavor)
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
9/0 3 1 14 - +8/-7 - L - -

Low poke which is relatively safe on block and chains into the rest of your speed combo if needed. 4A>5A>2A will serve the meat of your pressure in speed, as it's difficult for the opponent to contest without opening themselves up to even more punishing mindgames. Links into 2A rather than canceling. Confirms most of the stuff the non-chain 2a can, enabling some incredibly reliable super confirms in EX mode.

5A>5B
Remember to chain
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
22/0 15 2 47 - +1/-19 - M - -

Combo filler. Notably moves Amano forward during the startup, leaving you closer to the opponent for the next hit of your chain. Incredibly unsafe on block, and the fact you didn't cancel can be easily reacted to, so don't even try to end a blockstring with this as a joke.

5A>B>C
Seriously, don't
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
28/0 22 7 23 - -/23 - M - -

Amano's autocombo ender. Doesn't really lead to anything and costs you an actual ender, don't bother.

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

Special Moves

Keima's Rage - dp + C

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.

  • Amano creates a grounded uppercut

Windmill - qcb + A

qcb+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.

  • Amano swings and hits with his sake jug

Piercing Sparrow - f, db, f + A/B

f+db+f+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.

f+db+f+B
File:LB2 Amano f+db+f+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.

  • Amano plunges his scabbard into the opponent and shifts to the opposite side
  • Super Cancel able

Domino Toppler - df, df + C

df,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.

  • Amano reaches forward to headbutt opponent multiple times

Badger Bash - A repeatedly

mash A
File:LB2 Amano mashA.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.

  • Amano swings his scabbard back and forth
  • Follow up with Anaguma no Fundoshi Nugi (qcf + B)

Choujouhatsu - qcf + Start

qcf+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.

  • Amano rubs something against his face
  • Meant to increase his super meter

Destiny - hcb + B

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.

  • Amano swings his scabbard in a circle. After releasing the button, it can break guard if held long enough
  • Chargeable

Loudmouth - 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.

  • Amano taunts opponent as a counter. If hit, he ends up on the opposite side, striking the opponent

Desperation Moves

Checkmate of the Queen - hcb, hcb + AB

hcb+hcb+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.

  • Amano tosses a ball that explodes on the ground
  • Chargeable

Super Desperation Moves

Checkmate of the Rook - hcb, hcb + A/B

hcb+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+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.

  • Similar to Amano's DM, but has a bigger impact
  • A version shoots up, B version shoots further out

Combos

Any Mode

hcb C, hcb B
hcb B, A, A repeatedly, qcf B
Dash A/B, dp C
Dash A/B, f, db, f B
j C, d B, dp C, df B
j C, d B, df, df C, df B

Power Mode Only

j C, f C, hcb B
j C, f C, f, db, f A
j C, f C, dp C, df B

EX Mode Only

hcb C, Dash A, d B, f, db, f B, hcb, hcb AB

Power and EX Mode

hcb C, Dash A, f, db, f B, hcb, hcb AB
j C, d B, f, db, f B, hcb, hcb AB

Speed and EX Mode

j C, A, d B, f C
j C, A, B, dp C
BC, dp C, df B
j C, A, d B, f, db, f B, df B
hcb C, (Combo Super) A, B, C, A, B, C, A, B, qcf C

Super Speed Combos

A + B + C + A + B + C + A + B + qcf C
A + B + C + A + B + C + C + qcf B
A + B + C + d C + d C + f BC
A + B + C + d C + BC + qcf B

descriptions about each speed combo routes, dont know about any detail or form around these sections.

1. H, H, H, H, H, H, H, H, H, H, H, H. As all universal routes are, this is worst one by far. don't use this. does only 115 damage and they can block all by standing.

2. H, H, H, H, H, H, Throw, L, H. G O T O. 167 damage. but it stops at Throw if they blocked. so try to avoid this unless you can hit confirm or on guaranteed situation.

3. H, H, H, L, L, M. You don't have proper follow up for this. don't use this.

4. H, H, H, L, M, Throw, H, H. Your second goto. 148 damage, still beware about Throw part.

The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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