* Can be broken on ground. Kaede jumps with the opponent and rolls over them as they hit the ground, Kaede recovering first and in position to cross-up j.B with a normal forward jump.
* Can be broken on ground. Kaede jumps with the opponent and rolls over them as they hit the ground, Kaede recovering first and in position to cross-up j.B with a normal forward jump.
* Air throw prompts a lightning bolt to strike as Kaede and his opponent land, doing a bit more damage and leaving Kaede in the same okizeme position as ground throw.
* Air throw prompts a lightning bolt to strike as Kaede and his opponent land, doing a bit more damage and leaving Kaede in the same okizeme position as ground throw.
** Unfortunately cannot be combo'd into after command grab like in The Last Blade duology.
** Cannot be combo'd into after command grab like in The Last Blade duology.
** Regardless of what direction you held beforehand, Kaede will do the throw in the opposite direction he was facing (e.g. Kaede faces right, air throw has him roll left over the opponent, is still facing right).
** Regardless of what direction you held beforehand, Kaede will do the throw in the opposite direction he was facing (e.g. Kaede faces right, air throw has him roll left over the opponent, is still facing right).
j.A: Can't decide if it wants to be a jump-in or an anti-air. Ends up sucking at both. Cross-up exists and is the most awkward of 3.
j.B: Nice kick angle for jump-in, can cross-up.
j.C: Good committal jump-in swing with some start-up.
j.D: Alright jump-in, best option for air-to-air. Difficult cross-up that you can't land on short characters and a number of crouchers.
Blowback Attack
Pressing the E button while blocking will allow Kaede to counter with the 2nd hit of his qcb+A, and he will then tag out.
Throw
Ittou Rai Tei: b/f + CD (also in air)
Can be broken on ground. Kaede jumps with the opponent and rolls over them as they hit the ground, Kaede recovering first and in position to cross-up j.B with a normal forward jump.
Air throw prompts a lightning bolt to strike as Kaede and his opponent land, doing a bit more damage and leaving Kaede in the same okizeme position as ground throw.
Cannot be combo'd into after command grab like in The Last Blade duology.
Regardless of what direction you held beforehand, Kaede will do the throw in the opposite direction he was facing (e.g. Kaede faces right, air throw has him roll left over the opponent, is still facing right).