DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
-M
-
-
4A
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.
-
-
-
-
-
-
-
M
-
-
3A
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.
-
-
-
-
-
-
-
-M
-
-
5B
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.
-
-
-
-
-
-
-
-M
-
-
4B
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.
-
-
-
-
-
-
-
-M
-
-
6B
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.
-
-
-
-
-
-
-
M
-
-
5C
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.
-
-
-
-
-
-
-
M
-
-
Hits OTG.
6C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P19/2 S16/0
7
3
32
-
-/-26
-
M
-
-
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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-
-
-
-
KD
-
UB
-
-
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.
-
-
-
-
-
-
-
H
-
-
3B
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.
-
-
-
-
-
N/A
-
N/A
-
-
Hits OTG.
A, B, and C can cancel in both Power Mode and Speed Mode
forward + B (Power and Speed) is not cancellable
forward + C in Speed Mode is not cancellable
Dashing
Dashing High
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
M
-
-
Dashing Low
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
L
-
-
Speed chain
5A>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.
-
-
-
-
-
-
-
M
-
-
5A>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.
-
-
-
-
-
-
-
M
-
-
5A>B>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.
-
-
-
-
-
K
-
M
-
-
All moves in this section are exclusive to speed/EX mode
Crouching
2A
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.
-
-
-
-
-
-
-
M
-
-
2B
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.
-
-
-
-
-
-
-
M
-
-
2C
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.
-
-
-
-
-
-
-
L
-
-
3C
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.
-
-
-
-
-
-
-
L
-
-
Air
j.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.
-
-
-
N/A
-
-
-
H
-
-
j.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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N/A
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j.C
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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Special Moves
Glancing Blade Moonlight - qcf + A/B
A version stars quicker but travels forward only slightly
A version can combo into 3 hits
B version stars slower, but travels further ahead and hits one extra time
B version can combo into 4 hits
You can Super Cancel out of this move
Glancing Blade Haze - qcb + A/B/C/D
An extended long projectile slash
You can charge this move
A version strikes high
B version strikes mid
C version strikes low
D version cancels the move
Glancing Blade New Moon - dp + A/B
Upward slash, grounded anti-air
Follow up with Ittou Sogetsu (dp + B) after performing A version
Ittou Sogetsu can only be peformed in Speed or EX Mode
Sash Blade Moonwalk - b/db/d + A/B/C
Teleportation
A version puts Moriya away from opponent
B version puts Moriya in front of the opponent
C version puts Moriya behind the opponent
Pressing A, B, or C during the teleport puts Moriya into the Glancing Blade Haze stance for a long distance strike
Desperation Moves
Life and Death Moonlight Flash - f, hcf + AB
Series of multiple Glancing Blade Haze strikes
Able to charge
Super Desperation Moves
Life and Death Wild Seasons - f, hcf + B
Rushing attack, does a series of dramatic strikes when it connects
Only able to perform in Power or EX Mode
Combos
Any Mode
Dash A/B, qcb B
Dash A/B, dp B
Dash A/B, qcf A(x3)
j B, B, qcb B
j B, B, dp B,
j B, B, qcf A, qcb B
j B, B, qcf A, dp B
j B, A/B, f, hcf AB
Power Mode Only
j B, f C, qcb B
j B, f C, dp B
j B, f C, f, hcf AB
Speed Mode Only
qcf B (x3), dp B
qcf B (x3), qcb A, dp A
qcf B (x3), f, hcf AB
EX Mode Only
qcf B (x3), dp A, dp B
j B, b A, A, A, B, qcf A (x3)
j B, b A, A, A, B, qcf A (x2), qcb A, dp A, dp B
Dash A/B, B, f, hcf B
j B, b A, A, A, B, f, hcf B
Power and EX Mode
qcf B (x3), qcb B
qcf B (x3), dp B
j B, B, qcf A (x3)
j B, B, qcf A (x2), dp B
qcf B (x4), f, hcf AB
j B, B acf A, f, hcf AB
Dash A/B, f, hcf B
Speed and EX Mode
j B, A, B, C
j B, b A, A, A, B, f C
BC, qcb B
Dash A/B, d B, qcf A, qcb B
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 C