-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The Last Blade 2/Kaede: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Line 48: Line 48:
{{MoveData
{{MoveData
|image=LB2_Kaede_A.jpg
|image=LB2_Kaede_A.jpg
|caption=Text
|caption=Shoto's gotta shoto
|name=5A
|name=5A
|data=
|data=
Line 56: Line 56:
|active=2  
|active=2  
|recovery=16  
|recovery=16  
|state=  
|state= Any
|frame advantage=P+5/-7 S+5/-10  
|frame advantage=P+5/-7 S+5/-10  
|meter gain=  
|meter gain=  
|guard=-M  
|guard=-M  
|cancel=  
|cancel= o/o
|tech=  
|tech= Air
|description=A very fast but decently long range poke with good horizontal priority. Easily Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority.
|description=A very fast but decently long range poke with good horizontal priority. Easily Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority.
  }}
  }}
Line 67: Line 67:
{{MoveData
{{MoveData
|image=LB2_Kaede_b+A.jpg
|image=LB2_Kaede_b+A.jpg
|caption=Text
|caption=Slap
|name=4A
|name=4A
|data=
|data=
Line 75: Line 75:
|active=2  
|active=2  
|recovery=12  
|recovery=12  
|state=  
|state= Any
|frame advantage=+9/-6  
|frame advantage=+9/-6  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel= o/o
|tech=  
|tech= Air
|description=A short jab with a deceptively high priority hitbox. This is likely going to be your primary combo starter in power mode, as it links into itself easily and can be used to great effect in disadvantage due to its fast and disjointed hitbox.
|description=A short jab with a deceptively high priority hitbox. This is likely going to be your primary combo starter in power mode, as it links into itself easily and can be used to great effect in disadvantage due to its fast and disjointed hitbox.
  }}
  }}
Line 86: Line 86:
{{MoveData
{{MoveData
|image=LB2_Kaede_B.jpg
|image=LB2_Kaede_B.jpg
|caption=Text
|caption=Not a poke
|name=5B
|name=5B
|data=
|data=
Line 94: Line 94:
|active=3  
|active=3  
|recovery=22  
|recovery=22  
|state=  
|state= Any
|frame advantage=P+4/-10 S+4/-16  
|frame advantage=P+4/-10 S+4/-16  
|meter gain=  
|meter gain=  
|guard=-M  
|guard=-M  
|cancel=  
|cancel= o/o
|tech=  
|tech= Air
|description=A fairly slow normal with moderate range and is unsafe on block. Notably can combo into 214A from a significant distance away from the opponent, making it a solid punish tool in power mode against unsafe blockstrings. Not advisable to use in neutral.
|description=A fairly slow normal with moderate range and is unsafe on block. Notably can combo into 214A from a significant distance away from the opponent, making it a solid punish tool in power mode against unsafe blockstrings. Not advisable to use in neutral.
  }}
  }}
Line 105: Line 105:
{{MoveData
{{MoveData
|image=LB2_Kaede_f+B.jpg
|image=LB2_Kaede_f+B.jpg
|caption=Text
|caption=Is a poke
|name=6B
|name=6B
|data=
|data=
Line 113: Line 113:
|active=4  
|active=4  
|recovery=34  
|recovery=34  
|state=  
|state= Any
|frame advantage=P-8/-13 S-8/-28  
|frame advantage=P-8/-13 S-8/-28  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel= x/x
|tech=  
|tech= Air
|description=A long range poke which is deceptively safe at max range in power mode. Typically doesn't lead to much damage due to not being cancelable (especially so in speed/EX), but can leave you with solid frame advantage. Does a sizable chunk of damage on counter hit in power mode, and comes out very quickly in speed/EX. A damaging and consistent ender for speed chains.
|description=A long range poke which is deceptively safe at max range in power mode. Typically doesn't lead to much damage due to not being cancelable (especially so in speed/EX), but can leave you with solid frame advantage. Does a sizable chunk of damage on counter hit in power mode, and comes out very quickly in speed/EX. A damaging and consistent ender for speed chains.
  }}
  }}
Line 124: Line 124:
{{MoveData
{{MoveData
|image=LB2_Kaede_C.jpg
|image=LB2_Kaede_C.jpg
|caption=Text
|caption=You didn't want to commit to 3b
|name=5C
|name=5C
|data=
|data=
Line 132: Line 132:
|active=4  
|active=4  
|recovery=16  
|recovery=16  
|state=  
|state= Any
|frame advantage=+3/-12  
|frame advantage=+3/-12  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel= o/o
|tech=  
|tech= Air
|description=Hits OTG.
|description=Hits OTG.
  }}
  }}
Line 143: Line 143:
{{MoveData
{{MoveData
|image=LB2_Kaede_f+C.jpg
|image=LB2_Kaede_f+C.jpg
|caption=Text
|caption=1f time
|name=6C
|name=6C
|data=
|data=
Line 151: Line 151:
|active=3  
|active=3  
|recovery=32  
|recovery=32  
|state=  
|state= Any
|frame advantage=-/-26  
|frame advantage=-/-26  
|meter gain=  
|meter gain=  
|guard= M
|guard= M
|cancel=  
|cancel= Po/o Sx/x
|tech=  
|tech= None
|description=A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled into 236a/623a, however it can always be punished if what you do (or don't do) after the hit is read.
|description=A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled into 236a/623a, however it can always be punished if what you do (or don't do) after the hit is read.
  }}
  }}
Line 162: Line 162:
{{MoveData
{{MoveData
|image=LB2_Kaede_pBC.jpg
|image=LB2_Kaede_pBC.jpg
|caption=Text
|caption="This player may be using wifi"
|name=BC(Power)
|name=BC(Power)
|data=
|data=
Line 170: Line 170:
|active=2  
|active=2  
|recovery=44  
|recovery=44  
|state=  
|state= Any
|frame advantage=KD  
|frame advantage=KD  
|meter gain=  
|meter gain=  
|guard=UB  
|guard=UB  
|cancel=  
|cancel= x/x
|tech=  
|tech= None
|description=An unblockable which can be held down to delay. Due to significant startup and being possible to deflect, it's typically rather useless. In theory you can bait deflects fairly easily with it, but 41236C is just generally better at doing that.
|description=An unblockable which can be held down to delay. Due to significant startup and being possible to deflect, it's typically rather useless. In theory you can bait deflects fairly easily with it, but 41236C is just generally better at doing that.
  }}
  }}
Line 181: Line 181:
{{MoveData
{{MoveData
|image=LB2_Kaede_sBC.jpg
|image=LB2_Kaede_sBC.jpg
|caption=Text
|caption=Reset time
|name=BC(Speed/EX)
|name=BC(Speed/EX)
|data=
|data=
Line 189: Line 189:
|active=3  
|active=3  
|recovery=23  
|recovery=23  
|state=  
|state= Any
|frame advantage=-/-20  
|frame advantage=-/-20  
|meter gain=  
|meter gain=  
|guard=H  
|guard=H  
|cancel=  
|cancel= x/x
|tech=  
|tech= Air/ground
|description=An overhead which can lead to combo. Reactable, and Kaede's lows are already fairly underwhelming, so it's not often very useful during pressure situations. Also works as an anti-air.
|description=An overhead which can lead to combo. Staggers if the opponent was blocking low, otherwise causes a launch (soft knockdown against grounded opponents, air techable restand against airborne opponents). Reactable, and Kaede's lows are already fairly underwhelming, so it's not often very useful during pressure situations. Also works as an anti-air.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kaede_df+B.jpg
|image=LB2_Kaede_df+B.jpg
|caption=Text
|caption=Stabby
|name=3B
|name=3B
|data=
|data=
Line 208: Line 208:
|active=2  
|active=2  
|recovery=27  
|recovery=27  
|state=  
|state= Ground
|frame advantage=N/A  
|frame advantage=N/A  
|meter gain=  
|meter gain=  
|guard=N/A  
|guard=N/A  
|cancel=  
|cancel= x/x
|tech=  
|tech=N/A
|description=Hits OTG.
|description=Hits OTG. Like other OTG 3b's, this can be performed out of a microdash by inputting 3BCD instead.
  }}
  }}
}}
}}
Line 224: Line 224:
{{MoveData
{{MoveData
|image=LB2_Kaede_d+A.jpg
|image=LB2_Kaede_d+A.jpg
|caption=Text
|caption=Objectively worse 4a
|name=2A
|name=2A
|data=
|data=
Line 232: Line 232:
|active=3  
|active=3  
|recovery=16  
|recovery=16  
|state=  
|state= Any
|frame advantage=+4/-11  
|frame advantage=+4/-11  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel=  
|tech=  
|tech= Air
|description=A normal which doesn't lead to anything, and despite the animation, doesn't require a low deflect. Inferior to standing 4A in almost every way. In speed or EX, you can continue chaining off of it if chained into from 5A, but it's still generally worse than just following up with the second hit of 5A unless you manage to get a punish at point blank, in which case it will do 1 more point of damage.
|description=A normal which doesn't lead to anything, and despite the animation, doesn't require a low deflect. Inferior to standing 4A in almost every way. In speed or EX, you can continue chaining off of it if chained into from 5A, but it's still generally worse than just following up with the second hit of 5A unless you manage to get a punish at point blank, in which case it will do 1 more point of damage.
  }}
  }}
Line 243: Line 243:
{{MoveData
{{MoveData
|image=LB2_Kaede_d+B.jpg
|image=LB2_Kaede_d+B.jpg
|caption=Text
|caption=SNK hitboxes at their finest
|name=2B
|name=2B
|data=
|data=
Line 251: Line 251:
|active=4  
|active=4  
|recovery=26  
|recovery=26  
|state=  
|state= Any
|frame advantage=P-1/-10 S-1/-21  
|frame advantage=P-1/-10 S-1/-21  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel= o/o
|tech=  
|tech= Air
|description=A slow poke with a high priority hitbox against lows and can easily force trades with jump ins late into the animation. Not very useful in neutral due to being less rewarding than other options and being incredibly committal. Can be useful for far reaching speed chains due to the move's range and high damage.
|description=A slow poke which can serve as a low crush. Not very useful in neutral due to being less rewarding than other options and being incredibly committal. Can be useful for far reaching speed chains due to the move's range and high damage, but otherwise it's not advised.
}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
}}
LB2_Kaede_d+B2.jpg|2nd hitbox
{{MoveData
</gallery>
|image=LB2_Kaede_d+B2.jpg
|caption=Text
|name=2B2
|data=
{{AttackData-LB2
|damage=P28/3 S23/0
|startup=13
|active=4
|recovery=26
|state=
|frame advantage=P-1/-8 S-1/-19
|meter gain=
|guard=M
|cancel=
|tech=
|description=Second hitbox of the move above. This is where the aforementioned priority comes from.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kaede_d+C.jpg
|image=LB2_Kaede_d+C.jpg
|caption=Text
|caption=Your best low (sadly)
|name=2C
|name=2C
|data=
|data=
Line 289: Line 273:
|active=2  
|active=2  
|recovery=17  
|recovery=17  
|state=  
|state= Any
|frame advantage=+4/-11  
|frame advantage=+4/-11  
|meter gain=  
|meter gain=  
|guard=L  
|guard=L  
|cancel=  
|cancel= Px/x So/o
|tech=  
|tech= N/A
|description=A pretty standard low. Doesn't lead to anything, so the most you'll really get for landing it is a tic throw.
|description=A pretty standard low. Doesn't lead to anything, so the most you'll really get for landing it is a tic throw. Special cancelable in speed/EX, however the damage increase is minimal despite all your specials being unsafe at this range.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kaede_df+C.jpg
|image=LB2_Kaede_df+C.jpg
|caption=Text
|caption=Your second and worst low
|name=3C
|name=3C
|data=
|data=
Line 308: Line 292:
|active=3  
|active=3  
|recovery=26  
|recovery=26  
|state=  
|state= Any
|frame advantage=KD/-20  
|frame advantage=KD/-20  
|meter gain=  
|meter gain=  
|guard=L  
|guard=L  
|cancel=  
|cancel= o/o
|tech=  
|tech= N/A
|description=A low sweep with decent range, but still mediocre compared to the sweeps of other characters. Can be situationally useful for microspacing. Chains during a speed series, and as such can sometimes catch opponents trying to fuzzy guard sBC attempts.
|description=A low sweep with decent range, but still mediocre compared to the sweeps of other characters. Can be situationally useful for microspacing. Chains during a speed series, and as such can sometimes catch opponents trying to fuzzy guard sBC attempts.
  }}
  }}
Line 321: Line 305:
{{MoveData
{{MoveData
|image=LB2_Kaede_jA.jpg
|image=LB2_Kaede_jA.jpg
|caption=Text
|caption=Air-to-air
|name=j.A
|name=j.A
|data=
|data=
Line 329: Line 313:
|active=2  
|active=2  
|recovery=N/A  
|recovery=N/A  
|state=  
|state= Any
|frame advantage=  
|frame advantage= N/A
|meter gain=  
|meter gain=  
|guard=H  
|guard=H  
|cancel=  
|cancel= x/x
|tech=  
|tech= Air
|description=A fast normal with long horizontal range and leaves Kaede in a favorable position on hit. Easily his best air-to-air.
|description=A fast normal with long horizontal range and leaves Kaede in a favorable position on hit. Easily his best air-to-air. Decent meaty from a fadeback hop.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kaede_jB.jpg
|image=LB2_Kaede_jB.jpg
|caption=Text
|caption=Whiff punish but in the air
|name=j.B
|name=j.B
|data=
|data=
Line 348: Line 332:
|active=4  
|active=4  
|recovery=N/A  
|recovery=N/A  
|state=  
|state= Any
|frame advantage=  
|frame advantage= N/A
|meter gain=  
|meter gain=  
|guard=H  
|guard=H  
|cancel=  
|cancel= x/x
|tech=  
|tech= Air
|description=A relatively slow jump in with a large hitbox and a fair number of active frames. Not as useful as it looks due to extending Kaede's hurtbox as far as the hitbox goes, but notably serves as his most damaging power mode jump in.
|description=A relatively slow jump in with a large hitbox and a fair number of active frames. Not as useful as it looks due to extending Kaede's hurtbox as far as the hitbox goes, but notably serves as his most damaging power mode jump in.
  }}
  }}
Line 367: Line 351:
|active=2  
|active=2  
|recovery= N/A
|recovery= N/A
|state=  
|state= Any
|frame advantage=  
|frame advantage= N/A
|meter gain=  
|meter gain=  
|guard=H  
|guard=H  
|cancel=  
|cancel= o/o
|tech=  
|tech= Air
|description=A fast jump in  decent crossup potential. A very useful air-to-ground after a hop or can be used as an instant overhead against big bodies by canceling into j.236 A. In any mode, you can use this move partway into a hop in order to leave yourself at advantage and extend pressure, making it a very valuable tool when attempting to go on the offensive. Due to the very few active frames, this move can be very convincingly whiffed against an opponent for an empty hop 41236C. Be warned that any use of this move which would be an air-tight blockstring leaves you unsafe (even on hit unless canceled into j.236A), so don't get caught relying on this move too heavily. If landed as an air-to-air, it can be canceled into j.236B in order to disengage from the opponent and reliably cover ground techs.
|description=A fast jump in  decent crossup potential. A very useful air-to-ground after a hop or can be used as an instant overhead against big bodies by canceling into j.236 A. In any mode, you can use this move partway into a hop in order to leave yourself at advantage and extend pressure, making it a very valuable tool when attempting to go on the offensive. Due to the very few active frames, this move can be very convincingly whiffed against an opponent for an empty hop 41236C. Be warned that any use of this move which would be an air-tight blockstring leaves you unsafe (even on hit unless canceled into j.236A), so don't get caught relying on this move too heavily. If landed as an air-to-air, it can be canceled into j.236B in order to disengage from the opponent and reliably cover ground techs.
  }}
  }}
Line 381: Line 365:
{{MoveData
{{MoveData
|image=LB2_Kaede_dashA.jpg
|image=LB2_Kaede_dashA.jpg
|caption=Text
|caption=Command run character in spirit
|name=Dashing High
|name=Dashing High
|data=
|data=
Line 389: Line 373:
|active=4  
|active=4  
|recovery=28  
|recovery=28  
|state=  
|state= Any
|frame advantage=P+3/-10 S+3/23  
|frame advantage=P+3/-10 S+3/-23  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel= o/o
|tech=  
|tech= Air
|description=A dashing normal with an incredibly large disjoint, and can combo into 214A or 236236B from the majority of its range. Safe on block if spaced correctly, and can be a massively useful tool to scare opponents out of throwing pokes out haphazardly thanks to its massive base damage. If the opponent begins respecting this move's priority too much, it's not difficult to run in grab or even 41236C.
|description=A dashing normal with an incredibly large disjoint, and can combo into 214A or 236236B from the majority of its range. Safe on block if spaced correctly, and can be a massively useful tool to scare opponents out of throwing pokes out haphazardly thanks to its massive base damage. If the opponent begins respecting this move's priority too much, it's not difficult to run in grab or even 41236C.
  }}
  }}
Line 400: Line 384:
{{MoveData
{{MoveData
|image=LB2_Kaede_dashB.jpg
|image=LB2_Kaede_dashB.jpg
|caption=Text
|caption=Ignore this
|name=Dashing Low
|name=Dashing Low
|data=
|data=
Line 408: Line 392:
|active=2  
|active=2  
|recovery=30  
|recovery=30  
|state=  
|state=Any
|frame advantage=KD/-23  
|frame advantage=KD/-23  
|meter gain=  
|meter gain=  
|guard=L  
|guard=L  
|cancel=  
|cancel= x/x
|tech=  
|tech= N/A
|description=A dashing low. Not particularly useful due to the long effective startup and lackluster priority, but causes a hard knockdown from a pretty noticeable distance.
|description=A dashing low. Not particularly useful due to the long effective startup and lackluster priority, but causes a hard knockdown from a pretty noticeable distance.
  }}
  }}
Line 421: Line 405:
{{MoveData
{{MoveData
|image=LB2_Kaede_5AA.jpg
|image=LB2_Kaede_5AA.jpg
|caption=Text
|caption=Most of why you pick speed
|name=5A>A
|name=5A>A
|data=
|data=
Line 429: Line 413:
|active=2  
|active=2  
|recovery=20  
|recovery=20  
|state=  
|state= Any
|frame advantage=+1/-14  
|frame advantage=+1/-14  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel= o/o
|tech=  
|tech= Air
|description=A chain that can only be obtained off 5A. Has a very strong disjoint, but the hitbox rarely comes into play since it can only be performed after a blocked/hit 5A. Very good for combo filler, especially given its long range and the fact that its only real competition is 2A. Doesn't link into anything, but can be canceled into more chains or specials. Makes for a good empty cancel off 5a thanks to its fast whiff animation, relative safety on block, and ability to be chained into 5b/6b on reaction to 5a landing.
|description=A chain that can only be obtained off 5A. Has a very strong disjoint, but the hitbox rarely comes into play since it can only be performed after a blocked/hit 5A. Very good for combo filler, especially given its long range and the fact that its only real competition is 2A. Doesn't link into anything, but can be canceled into more chains or specials. Makes for a good empty cancel off 5a thanks to its fast whiff animation, relative safety on block, and ability to be chained into 5b/6b on reaction to 5a landing.
  }}
  }}
Line 440: Line 424:
{{MoveData
{{MoveData
|image=LB2_Kaede_5AB.jpg
|image=LB2_Kaede_5AB.jpg
|caption=Text
|caption=Most of why speed is cool
|name=5A>B, 1
|name=5A>B, 1
|data=
|data=
Line 448: Line 432:
|active=3  
|active=3  
|recovery=17  
|recovery=17  
|state=  
|state= Any
|frame advantage=+9/-11  
|frame advantage=+9/-11  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel= o/o
|tech=  
|tech= Air
|description=Identical animation and hitbox to 5b, but has a few unique properties. Most notably it's safer on block compared to 5b, and it can obviously be chained into 5A>B>C.
|description=Identical animation and hitbox to 5b, but has a few unique properties. Most notably it can be linked off of from close range, and it can obviously be chained into 5A>B>C. Almost exclusively a combo tool.
}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
}}
LB2_Kaede_5AB2.jpg|2nd hitbox
{{MoveData
</gallery>
|image=LB2_Kaede_5AB2.jpg
|caption=Text
|name=5A>B, 2
|data=
{{AttackData-LB2
|damage=16/0
|startup=9
|active=3
|recovery=17
|state=
|frame advantage=+9/-9
|meter gain=
|guard=M
|cancel=
|tech=
|description=Second hitbox of the move above.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Kaede_5ABC.jpg
|image=LB2_Kaede_5ABC.jpg
|caption=Text
|caption=Trade damage for a knowledge check
|name=5A>B>C
|name=5A>B>C
|data=
|data=
Line 486: Line 454:
|active=2  
|active=2  
|recovery=36  
|recovery=36  
|state=  
|state= Any
|frame advantage=KD/-33  
|frame advantage=Launch/-33  
|meter gain=  
|meter gain=  
|guard=M  
|guard=M  
|cancel=  
|cancel= x/x
|tech=  
|tech= Air
|description=An unreactable knockdown that must be chained off 5A>B. Leads to knockdown and is one of speed Kaede's single most damaging normals. However, this move is not particularly useful as a combo tool since in the situations you would be able to land this, canceling into DP or juggling off an BC would be preferable. Often inferior to 3C due to hitting mid.
|description= Kaede's autocombo ender. Really solid effective range and sends the opponent at a decent angle for potential tech chases, however 623b does its job better in every possible way. Absolutely no reason to use this against a competent opponent.
  }}
  }}
}}
}}

Revision as of 19:36, 16 February 2021

Overview

Serving as the "shoto" of the roster, Kaede is a fairly well-rounded character with minimal execution barriers. Primarily aiming to fight at mid to close range and built to bait deflects. He's easily the best in Power mode. However, his Speed mode does have some unique advantages.

Style Strengths Weaknesses
Power
  • Strong pokes in neutral
  • Simple yet effective hit confirms
  • Forces favorable trades incredibly easily
  • Incredible anti-air and air-to-air presence
  • Highest meterless damage from command grab
  • Long range pokes typically have significant hurtbox extension
  • No mix beyond his basic stagger pressure
  • Poor oki
Speed
  • 5a>a is one of the best empty cancels in the game
  • Simple yet effective hit confirms
  • Effective low crushes to accentuate strike/throw game plan
  • High metered damage off command grab
  • Long range pokes typically have significant hurtbox extension
  • Low damage on individual hits, compounding the above weakness
  • Struggles to confirm super outside of command grab
EX
  • Same strengths as speed, with slightly higher potential damage from command grab
  • Same weaknesses as speed
  • Massive defense penalty makes trades even worse
  • 214a super cancels don't work mid combo

Strategy

For the majority of matchups, you'll be attempting to poke out the opponent at mid range until you find a chance to get a hop, at which point you can begin baiting deflects and fishing for his incredibly rewarding command grab. Although his mixups are fairly linear and often reactable, Kaede can steal the opponent's turn surprisingly easily even in power mode. This allows him to go on the offensive while still maintaining access to high damage pokes and whiff punishes. Although his long range presence is not particularly strong, he has access to both a fireball and some strong (and frankly underrated) options from dashing in. Put this in tandem with the unique properties of his air-fireball, and Kaede can effectively threaten the opponent from any range. In speed mode, Kaede can bank a lot harder on his pressure, gaining access to a pair of fast overheads and becoming even better at baiting deflects. This makes his command grab all the more threatening, especially when you consider that in speed he can confirm fandangos off of it. However, the majority of Kaede's confirms become weaker in speed, and he generally trades less favorably with most normals (a huge weakness given that Kaede has significant hurtbox extension on his more commital pokes). In either mode, Kaede's disadvantage state is disproportionately strong. This is because he has access to a high-priority jab, standing A reaches relatively far compared to most 4f jabs, and during tech chase situations he has access to two different air fireballs as well as a fast high priority jumping normal. This allows him to viably air tech against the majority of the roster, as he will often force a favorable trade and get the opponent off of him.

Normals

Standing

5A
Shoto's gotta shoto
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S8/0 4 2 16 Any P+5/-7 S+5/-10 - -M o/o Air

A very fast but decently long range poke with good horizontal priority. Easily Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority.

4A
Slap
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S8/0 4 2 12 Any +9/-6 - M o/o Air

A short jab with a deceptively high priority hitbox. This is likely going to be your primary combo starter in power mode, as it links into itself easily and can be used to great effect in disadvantage due to its fast and disjointed hitbox.

5B
Not a poke
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.
P30/3 S16/0 10 3 22 Any P+4/-10 S+4/-16 - -M o/o Air

A fairly slow normal with moderate range and is unsafe on block. Notably can combo into 214A from a significant distance away from the opponent, making it a solid punish tool in power mode against unsafe blockstrings. Not advisable to use in neutral.

6B
Is a poke
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.
P50/6 S23/0 P19 S13 4 34 Any P-8/-13 S-8/-28 - M x/x Air

A long range poke which is deceptively safe at max range in power mode. Typically doesn't lead to much damage due to not being cancelable (especially so in speed/EX), but can leave you with solid frame advantage. Does a sizable chunk of damage on counter hit in power mode, and comes out very quickly in speed/EX. A damaging and consistent ender for speed chains.

5C
You didn't want to commit to 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.
P13/1 S11/0 9 4 16 Any +3/-12 - M o/o Air

Hits OTG.

6C
1f time
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P19/2 S16/0 7 3 32 Any -/-26 - M Po/o Sx/x None

A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled into 236a/623a, however it can always be punished if what you do (or don't do) after the hit is read.

BC(Power)
"This player may be using wifi"
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 45-85 2 44 Any KD - UB x/x None

An unblockable which can be held down to delay. Due to significant startup and being possible to deflect, it's typically rather useless. In theory you can bait deflects fairly easily with it, but 41236C is just generally better at doing that.

BC(Speed/EX)
Reset time
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
16 22 3 23 Any -/-20 - H x/x Air/ground

An overhead which can lead to combo. Staggers if the opponent was blocking low, otherwise causes a launch (soft knockdown against grounded opponents, air techable restand against airborne opponents). Reactable, and Kaede's lows are already fairly underwhelming, so it's not often very useful during pressure situations. Also works as an anti-air.

3B
Stabby
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
21 15 2 27 Ground N/A - N/A x/x N/A

Hits OTG. Like other OTG 3b's, this can be performed out of a microdash by inputting 3BCD instead.

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

Crouching

2A
Objectively worse 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.
P13/1 S11/0 4 3 16 Any +4/-11 - M - Air

A normal which doesn't lead to anything, and despite the animation, doesn't require a low deflect. Inferior to standing 4A in almost every way. In speed or EX, you can continue chaining off of it if chained into from 5A, but it's still generally worse than just following up with the second hit of 5A unless you manage to get a punish at point blank, in which case it will do 1 more point of damage.

2B
SNK hitboxes at their finest
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.
P28/3 S23/0 13 4 26 Any P-1/-10 S-1/-21 - M o/o Air

A slow poke which can serve as a low crush. Not very useful in neutral due to being less rewarding than other options and being incredibly committal. Can be useful for far reaching speed chains due to the move's range and high damage, but otherwise it's not advised.

2C
Your best low (sadly)
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S11/0 5 2 17 Any +4/-11 - L Px/x So/o N/A

A pretty standard low. Doesn't lead to anything, so the most you'll really get for landing it is a tic throw. Special cancelable in speed/EX, however the damage increase is minimal despite all your specials being unsafe at this range.

3C
Your second and worst low
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P24/3 S19/0 8 3 26 Any KD/-20 - L o/o N/A

A low sweep with decent range, but still mediocre compared to the sweeps of other characters. Can be situationally useful for microspacing. Chains during a speed series, and as such can sometimes catch opponents trying to fuzzy guard sBC attempts.

Air

j.A
Air-to-air
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S11/0 5 2 N/A Any N/A - H x/x Air

A fast normal with long horizontal range and leaves Kaede in a favorable position on hit. Easily his best air-to-air. Decent meaty from a fadeback hop.

j.B
Whiff punish but in the air
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P26/3 S11/0 7 4 N/A Any N/A - H x/x Air

A relatively slow jump in with a large hitbox and a fair number of active frames. Not as useful as it looks due to extending Kaede's hurtbox as far as the hitbox goes, but notably serves as his most damaging power mode jump in.

j.C
You thought it was your turn, but it was me, Kaede!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13/1 S11/0 3 2 N/A Any N/A - H o/o Air

A fast jump in decent crossup potential. A very useful air-to-ground after a hop or can be used as an instant overhead against big bodies by canceling into j.236 A. In any mode, you can use this move partway into a hop in order to leave yourself at advantage and extend pressure, making it a very valuable tool when attempting to go on the offensive. Due to the very few active frames, this move can be very convincingly whiffed against an opponent for an empty hop 41236C. Be warned that any use of this move which would be an air-tight blockstring leaves you unsafe (even on hit unless canceled into j.236A), so don't get caught relying on this move too heavily. If landed as an air-to-air, it can be canceled into j.236B in order to disengage from the opponent and reliably cover ground techs.

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

Dashing

Dashing High
Command run character in spirit
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P26/3 S11/0 9 4 28 Any P+3/-10 S+3/-23 - M o/o Air

A dashing normal with an incredibly large disjoint, and can combo into 214A or 236236B from the majority of its range. Safe on block if spaced correctly, and can be a massively useful tool to scare opponents out of throwing pokes out haphazardly thanks to its massive base damage. If the opponent begins respecting this move's priority too much, it's not difficult to run in grab or even 41236C.

Dashing Low
Ignore 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.
P26/3 S19/0 9 2 30 Any KD/-23 - L x/x N/A

A dashing low. Not particularly useful due to the long effective startup and lackluster priority, but causes a hard knockdown from a pretty noticeable distance.

Speed chain

5A>A
Most of why you pick speed
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 2 20 Any +1/-14 - M o/o Air

A chain that can only be obtained off 5A. Has a very strong disjoint, but the hitbox rarely comes into play since it can only be performed after a blocked/hit 5A. Very good for combo filler, especially given its long range and the fact that its only real competition is 2A. Doesn't link into anything, but can be canceled into more chains or specials. Makes for a good empty cancel off 5a thanks to its fast whiff animation, relative safety on block, and ability to be chained into 5b/6b on reaction to 5a landing.

5A>B, 1
Most of why speed is cool
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
16/0 9 3 17 Any +9/-11 - M o/o Air

Identical animation and hitbox to 5b, but has a few unique properties. Most notably it can be linked off of from close range, and it can obviously be chained into 5A>B>C. Almost exclusively a combo tool.

5A>B>C
Trade damage for a knowledge check
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
28/0 9 2 36 Any Launch/-33 - M x/x Air

Kaede's autocombo ender. Really solid effective range and sends the opponent at a decent angle for potential tech chases, however 623b does its job better in every possible way. Absolutely no reason to use this against a competent opponent.

  • All moves in this section are exclusive to speed/EX mode

Special Moves

Morning Star Squall - 236A/B

236A
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 - -

A single hit fireball which can be easily hopped over, and has fairly long recovery. Notably can be made safe at longer ranges, so it's potentially worthwhile to cancel off of standing A in power mode for frame traps.

236B
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 - -

Similar to qcf A, but the projectile travels faster and the animation for the move is generally slower.

  • Kaede launches a ground electric projectile

Morning Star Wind Fang - dp + A/B

623A
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.
P6+17/1+2 S4+16/1+2 5 2-2 P38 S35 - P-33/-31 S-30/-28 - M - -

A basic anti-air which causes an techable launch into a tech chase on hit. Relatively safe to whiff compared to the B version, but is less rewarding and notably has longer startup than the B version.

623B
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.
P6+10+24(+15)/1+1+3 S7+9+16(+9)/1+1+2 3(7) P2-2-2(-4) S2-4-2(-4) P67 S54 - P-60/-57 S-52/-47 - M - -

A high-flying DP which can function as a committal anti-air. However, it's more useful as a combo ender thanks to its high meterless damage, fast startup, and causing a soft knockdown afterwords. Notably, the first part of the move is a multihit, and if the second hit uncombos the opponent is able to ground tech and punish you on hit. Amusingly, this is Kaede's fastest option from standing. There is a 1f gap between the second and third hits in speed/EX, but power is active for the full duration between both hits.

  • Kaede does a electric slashing upperct
  • After performing B verison you can follow up with another B version for an extra hit

Morning Star Fillet Flash = 214A/B

214A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P13+13+32/1+1+4 S9+9+13/1+1+2 18 25-2-2-2 41 - KD/-34 - M - -

A tatsu like function with long startup. The last hit will often crossup against a knocked down opponent in the corner. It's super cancelable in power/EX mode (236236AB only combos in power however), so using it as a combo ender while you're at close range can prove to be very punishing. In addition, this move can catch ground techs in the corner, making it a solid tech chasing tool in power mode. Incredibly unsafe on block and easy to stuff on reaction, so it's a terrible tool in neutral. Completely useless in speed/EX.

214B
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.
P15+19+35/1+2+4 S11+14+28/1+1+3 24 31-2-2-2 38 - KD/-31 - M/H - -

A slower version of qcb A that ends in an overhead. Notably you gain enough hit advantage after the launch to OTG from midscreen. This is generally seen as the inferior version of Kaede's tatsu due to being unable to be combo'd into, and even worse in neutral due to the opponent gaining additional options for how they wish to punish you on block due to Kaede jumping at the end and there being a wider gap between the individual hits.

  • Kaede runs forward to deliver 3 slashes
  • Super cancel able in power

Shinmei Oite - 236A/B (in air)

j.236A
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 - -

An air fireball which catches deflects and causes a soft knockdown. It's easy to force a trade due to the projectile not getting deleted after getting hit, and will trade with most moves favorably, making this a viable tool to escape certain tech chase situations. Be warned that upon landing you will recieve a sizeable amount of recovery, so Kaede will be left punishable if the opponent avoids the fireball, which most characters can do simply by jumping. Can be canceled off IOH j.C in order to make your instant overhead cause a soft knockdown against big bodies, but this is still punishable on block.

j.236B
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 - -

The projectile fired from this version has identical properties to the A version, but this time Kaede will hop backwards slightly upon using the move instead of following his original jump arc. Thanks to the airstall this provides, it allows Kaede even more options during tech chase situations and improves his disadvantage state even further. Can also be used to beat out most anti-airs thanks to said airstall. Be warned that you will have the same landing recovery as before, only now Kaede has been in the air for longer before landing, allowing for very high damage punishes if you get caught overusing this move. Typically unsafe on block from close range.

  • Kaede lauches an electric projectite down at a diagonal direction

East Wind Wallop - 214C

214C
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 N/A 36 - N/A - N/A - -

A roll which can crossup the opponent, even in the corner. Notably doesn't provide any invincibility, rather shortening Kaede's hurtbox. Very reactable, and can often be punished with a full combo if the opponent is aware of it, as such it is not a very useful pressure tool in either mode against players with matchup experience. However, due to the fast travel speed during the move's duration it can have use to side switch while your back is near the corner if you know the opponent will hop/jump, or counter-intuitively get you close enough to an opponent that you will be able to punish select moves on hit. Moves slightly farther ahead in speed/EX mode. Note that no move in Kaede's kit can be canceled safely into this move on block, and as such it is ill-advised to use as a pressure tool.

  • Kaede rolls forward
  • possibly ends up on opposite site of opponent, but may leave him vulnerable

Ittou Raitei - 7/8/9CD (in air)

j.CD
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.
- 0 N/A - - KD - N/A - -

A simple air-throw. Doesn't lead to much advantage on hit, and has fairly poor anti-air priority. Its primary use is as a combo tool, due to being possible to "rejump" into from certain setups. Is part of Kaede's optimal meterless command grab confirms in all three modes.

  • Kaede catches opponent in air and slams them into the ground with an electrical charge

Morning Star Storm Blast - 41236C (in close)

41236C
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.
P14 S13 0 N/A 34 - Launch - N/A - -

A very fast and rewarding command grab. Relatively fast animation on whiff, but still punishable on reaction and has the same range as a regular throw. A cornerstone of Kaede's mixup game in all modes, due to his lackluster high/low opportunities. Learning to cancel into this move off a dash is invaluable, as it's a very fast but rewarding whiff punish for many long range pokes and supers. Note that although the launch is untechable, it will only cause a soft knockdown if you don't follow up.

  • Kaede does a small assault, allows for further juggling after finishes.

Desperation Moves

Morning Star Pounce - 21416AB

21416AB
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 - -

A very high priority projectile which leads to very high damage. This super does about what you'd expect, with the most noteworthy thing being that it's air blockable (however, it's still very advantageous upon the opponent doing so). Punishable on block, but usually not with a full combo unless the opponent did so at close range, as such it becomes a very useful neutral tool to check the opponent with while in desperation. If the opponent trades with this move, the projectile will still play through the entire animation, allowing for some very flashy juggles off of it. Notably does more damage than 236236AB if all hits land, so midscreen it's ideal for command grab conversions.

  • Kaede strikes ground creating a series of vertical forward-moving elecrical strikes
  • Chargeable

Morning Star Revival - 236236AB

236236AB
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.
P90/11 S75/9 P22-62 S30-70 2 50 - KD/-42 - M - -

A massive slash forward with a deceptively short hitbox (virtually no anti-air presence, this ain't captain sword), and a noticeable amount of hurtbox extension. In power mode it's a great confirm off of 214A or 6C, and can also be used as a committal read against fireballs. Due to being a single hit, you can also use this move to deal a massive burst of damage to armored opponents without fear of counter-attack if it will kill (which is particularly useful in the Juzoh matchup, where he would normally run through your projectile super). In speed/EX this move becomes significantly slower, and as such is only really used to combo off a fandango in the corner when in desperation.

  • Kaede raises sword, made longer and stronger with electric energy, then brings the strike down in front of him
  • Chargeable

Super Desperation Moves

Lively "Bad Dragon Rising" - 21416B

21416B
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.
- - - - - KD - M - -

A more damaging, fullscreen version of 21416AB. Notably, each individual bolt of lightning is considered its own projectile, so trading with or reflecting this super will prevent any more bolts from striking.

  • Similar motion to the Morning Star Pounce, only resulting in five strikes.

Morning Star Lance - 236236B

236236B
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.
141 15-55 10 16 - KD/-16 - M - -

A short range, cinematic super. Unsafe on block and difficult to confirm due to pushback, as well as having relatively average base damage compared to other SDMs. But this super scales incredibly well, and can often end up being the optimal conversion off most starters regardless.

  • Kaede makes a low-range mid strike. If it lands, Kaede brings forth a huge electric dragon that rises from the bottom to top of the screen.
  • Chargeable

Combos

Any Mode

  • 4A(x3), 5A, 623B(x2)
  • 41236C, j.CD
  • 41236C, j.B, j.CD
Optimized version of the combo above. Land after j.B and then jump into the opponent quickly to throw
  • Dash A/B, 236B
  • j.B, 5B, 623B(x2)
  • 41236C, 623B(x2)
  • 41236C, 21416AB (midscreen)
  • j.C, j.236A
Big bodies and standing opponents only

Power Mode Only

  • 41236C, 236236AB
Optimal in corner compared to 21416AB. Hold the super slightly.
  • j.B, 5B, 236236AB
  • j.B, 5B, 214A (2 hits), 236236AB
More damage than previous combo, but requires you to be closer.
  • Dash A/B, 214A (2 hits), 236236AB
  • j.B, 6C, 21416B
  • 4A(x3), 6C, 236236AB

EX Mode Only

  • j.B, 4A 5A 5A 5B, 236236B

Power and EX Mode

  • 41236C, 21416B
Does less damage than meterless confirms in the corner
  • 5A, 236236B
  • Dash A/B, 236236B
  • j.B, 5B, 236236B

Speed and EX Mode

  • j.B, 5A 5B 5C
  • j.B, 4A 5A 5A 5B 6C, 3B
  • j.B, 5A 5B, 5A 5A 2B 6B
  • Dash A/B 4B, 236B
  • Dash A/B 5B, 214A
  • Dash A/B 5B BC, 623B(x2)
  • j.B, 4A 5A 5A 5B, 236B
  • 41236C, 22A/B, A + B + C + A + B + C + A + B + 236C
  • 41236C, 22A/B, A + B + C + 2C + A + 2C + 6BC, 2146AB (optimal command grab conversion in desperation. Swap 2136AB for 236236AB in the corner.)

Super Speed Combos

  • A + B + C + A + B + C + A + B + 236C
  • A + B + C + A + B + C + C + B + 236A
  • A + B + C + 2C + A + 2C + 6BC
  • A + B + C + 2C + A + BC + A + 236B
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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