-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The Last Blade 2/Moriya Minakata: Difference between revisions
Felsen 2020 (talk | contribs) |
→Normals: Cleaning up formatting, filled "state" and "cancel" fields |
||
Line 47: | Line 47: | ||
|image=LB2_Moriya_A_image.png | |image=LB2_Moriya_A_image.png | ||
|hitbox=LB2_Moriya_A.png | |hitbox=LB2_Moriya_A.png | ||
|hitbox2=LB2_Moriya_A2.png | |||
|caption=Press "A" to begin blender | |caption=Press "A" to begin blender | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 13/1 | |||
|startup= 6 | |startup= 6 | ||
|active= 2 | |active= 2 | ||
|recovery= 16 | |recovery= 16 | ||
|state= | |state= Any | ||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 8/0 | |||
|startup= 6 | |||
|active= 2 | |||
|recovery= 16 | |||
|state= Any | |||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= | |tech= | ||
|description=Very slow but decently disjointed jab. Primary tool to mash out of pressure or begin blockstrings in speed. Can also serve as a relatively non-commital poke in neutral when the opponent is pressing buttons to stuff 214x. Note that as with many of Moriya's attacks, the hitbox takes a decent amount of time to extend to its full length. | |description=Very slow but decently disjointed jab. Primary tool to mash out of pressure or begin blockstrings in speed. Can also serve as a relatively non-commital poke in neutral when the opponent is pressing buttons to stuff 214x. Note that as with many of Moriya's attacks, the hitbox takes a decent amount of time to extend to its full length. | ||
}} | }} | ||
}} | }} | ||
Line 74: | Line 87: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 13/1 | |||
|startup= 5 | |startup= 5 | ||
|active= 2 | |active= 2 | ||
Line 82: | Line 96: | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 8 | |||
|startup= 5 | |||
|active= 2 | |||
|recovery= 14 | |||
|state= | |||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |tech= | ||
|description=Moriya's fastest normal. Has fairly poor range and is easily stuffed, making it mostly a combo/pressure tool. | |description=Moriya's fastest normal. Has fairly poor range and is easily stuffed, making it mostly a combo/pressure tool. | ||
Line 94: | Line 122: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 19/2 | |||
|startup= 15 | |startup= 15 | ||
|active= 2 | |active= 2 | ||
|recovery= 29 | |recovery= 29 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= H | |guard= H | ||
|cancel= | |cancel= o/o | ||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 14/0 | |||
|startup= 15 | |||
|active= 2 | |||
|recovery= 29 | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=H | |||
|cancel= o/o | |||
|tech= | |tech= | ||
|description=A special cancelable instant overhead. Can be chained into off other A normals in speed/EX, and can set up a knockdown or confirm super for surprising damage in either mode. Wildly unsafe unless canceled into an A teleport (thus giving up your turn), so use with some caution. | |description=A special cancelable instant overhead. Can be chained into off other A normals in speed/EX, and can set up a knockdown or confirm super for surprising damage in either mode. Wildly unsafe unless canceled into an A teleport (thus giving up your turn), so use with some caution. | ||
Line 114: | Line 157: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 30/3 | |||
|startup= 13 | |startup= 13 | ||
|active= 1 | |active= 1 | ||
|recovery= 26 | |recovery= 26 | ||
|state= | |state= Any | ||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 16/0 | |||
|startup= 13 | |||
|active= 1 | |||
|recovery= 26 | |||
|state= Any | |||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= | |tech= | ||
|description=Very large disjoint, but is quite slow across the board. Largely outclassed by your other pokes, but can be decent off a jump in when playing power. Can be linked out of using teleport cancels. | |description=Very large disjoint, but is quite slow across the board. Largely outclassed by your other pokes, but can be decent off a jump in when playing power. Can be linked out of using teleport cancels. | ||
Line 130: | Line 188: | ||
|image=LB2_Moriya_b+B_image.png | |image=LB2_Moriya_b+B_image.png | ||
|hitbox=LB2_Moriya_b+B.png | |hitbox=LB2_Moriya_b+B.png | ||
|hitbox2=LB2_Moriya_b+B2.png | |||
|caption=Misinput that still combos | |caption=Misinput that still combos | ||
|name=4B | |name=4B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 26/3 | |||
|startup= 12 | |startup= 12 | ||
|active= 2 | |active= 2 | ||
|recovery= 29 | |recovery= 29 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard=-M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 16/0 | |||
|startup= 12 | |||
|active= 2 | |||
|recovery= 29 | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |tech= | ||
|description=Somewhat sluggish anti-air. Can be chained into during speed chains, and leads to a combo if teleport canceled. Once again largely outclassed by your other tools, but has a few niche uses thanks to its relative safety on block. | |description=Somewhat sluggish anti-air. Can be chained into during speed chains, and leads to a combo if teleport canceled. Once again largely outclassed by your other tools, but has a few niche uses thanks to its relative safety on block. | ||
}} | }} | ||
}} | }} | ||
Line 157: | Line 228: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage= 50/6 | ||
|startup= 21 | |||
|active= 1 | |active= 1 | ||
|recovery= 33 | |recovery= 33 | ||
|state= | |state= Any | ||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=23/0 | |||
|startup= 14 | |||
|active= 1 | |||
|recovery= 33 | |||
|state= Any | |||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=Very large, damaging counterpoke from half screen. No real reason to use over a teleport thanks to AC cancels. | |description=Very large, damaging counterpoke from half screen. No real reason to use over a teleport thanks to AC cancels. | ||
Line 177: | Line 263: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 13/1 | |||
|startup= 6 | |startup= 6 | ||
|active= 5 | |active= 5 | ||
|recovery= 17 | |recovery= 17 | ||
|state= | |state= Any | ||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 11/0 | |||
|startup= 6 | |||
|active= 5 | |||
|recovery= 17 | |||
|state= Any | |||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= | |tech= | ||
|description=Hits OTG. If whiffed behind a knocked down opponent in the corner it will cause a fake crossup. Preferred OTG if you have a guaranteed timerscam lined up as it can be immediately and safely canceled into teleport. | |description=Hits OTG. If whiffed behind a knocked down opponent in the corner it will cause a fake crossup. Preferred OTG if you have a guaranteed timerscam lined up as it can be immediately and safely canceled into teleport. | ||
Line 197: | Line 298: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 19/2 | |||
|startup= 10 | |startup= 10 | ||
|active= 2 | |active= 2 | ||
|recovery= 31 | |recovery= 31 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= o/o | ||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 16/0 | |||
|startup=10 | |||
|active=2 | |||
|recovery= 31 | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |tech= | ||
|description=Slow normal that causes a wall bounce. Special cancelable in power. | |description=Slow normal that causes a wall bounce. Special cancelable in power. | ||
Line 221: | Line 337: | ||
|active= 2 | |active= 2 | ||
|recovery= 43 | |recovery= 43 | ||
|state= | |state= Any | ||
|frame advantage=KD | |frame advantage=KD | ||
|meter gain= | |meter gain= | ||
|guard=UB | |guard=UB | ||
|cancel= | |cancel= x/x | ||
|tech= None | |tech= None | ||
|description=Mediocre unblockable that can be delayed by holding the input. Can be deflected and Moriya's setplay is already absurd, so it's very rarely useful. | |description=Mediocre unblockable that can be delayed by holding the input. Can be deflected and Moriya's setplay is already absurd, so it's very rarely useful. | ||
Line 233: | Line 349: | ||
|image=LB2_Moriya_sBC_image.png | |image=LB2_Moriya_sBC_image.png | ||
|hitbox=LB2_Moriya_sBC.png | |hitbox=LB2_Moriya_sBC.png | ||
|hitbox2=LB2_Moriya_sBC2.png | |||
|caption=Stop pressuring as Moriya | |caption=Stop pressuring as Moriya | ||
|name=BC(Speed/EX) | |name=BC(Speed/EX) | ||
Line 241: | Line 358: | ||
|active= 3 | |active= 3 | ||
|recovery= 22 | |recovery= 22 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard=H | |guard=H | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= Ground/Air | ||
|description=Moriya steps forward and then performs a large overhead that can also clip jumping opponents. Staggers crouching opponents or otherwise launches. Unsafe on block. In the majority of pressure situations TP into 3A is more consistent and rewarding (while still not being that much riskier since Moriya's position actually does update during this move's startup), but if the opponent is prone to hold up back this can catch that while still enabling mixups. | |description=Moriya steps forward and then performs a large overhead that can also clip jumping opponents. Staggers crouching opponents or otherwise launches. Unsafe on block. In the majority of pressure situations TP into 3A is more consistent and rewarding (while still not being that much riskier since Moriya's position actually does update during this move's startup), but if the opponent is prone to hold up back this can catch that while still enabling mixups. | ||
}} | }} | ||
}} | }} | ||
Line 260: | Line 374: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power | |||
|damage= 21 | |damage= 21 | ||
|startup= 12 | |startup= 12 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
|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 | ||
}} | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 21 | |||
{{ | |||
| | |||
| | |||
|damage= | |||
|startup= 12 | |startup= 12 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
|state= | |state= Ground | ||
|frame advantage= | |frame advantage= N/A | ||
|meter gain= | |meter gain= | ||
|guard= | |guard=N/A | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= N/A | ||
|description= | |description=Hits OTG. Used for max damage and still enables oki at closer ranges. | ||
}} | }} | ||
}} | }} | ||
====Crouching==== | ====Crouching==== | ||
{{MoveData | {{MoveData | ||
|image=LB2_Moriya_d+A.png | |image=LB2_Moriya_d+A.png | ||
|hitbox=LB2_Moriya_d+A.png | |||
|hitbox2=LB2_Moriya_d+A2.png | |||
|caption="Blocked that too" | |caption="Blocked that too" | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 13/1 | |||
|startup= 6 | |startup= 6 | ||
|active= 2 | |active= 2 | ||
|recovery= 17 | |recovery= 17 | ||
|state= | |state= Any | ||
|frame advantage= | |||
|meter gain= | |||
|guard=L | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 11/0 | |||
|startup= 6 | |||
|active= 2 | |||
|recovery= 17 | |||
|state= Any | |||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= | |guard=L | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=Quick low that leads to damage in speed/EX. Not as big or disjointed as it looks, but is key to Moriya's pressure in speed/EX thanks to how hard it is to option select in tandem with 3A during chains. | |description=Quick low that leads to damage in speed/EX. Not as big or disjointed as it looks, but is key to Moriya's pressure in speed/EX thanks to how hard it is to option select in tandem with 3A during chains. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=LB2_Moriya_d+B.png | |image=LB2_Moriya_d+B.png | ||
|hitbox=LB2_Moriya_d+B.png | |||
|hitbox2=LB2_Moriya_d+B2.png | |||
|caption=SNK hitboxes doing their job | |caption=SNK hitboxes doing their job | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 35/4 | |||
|startup= 13 | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery= 24 | |recovery= 24 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 19/0 | |||
|startup= 13 | |||
|active= 2 | |||
|recovery= 24 | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |tech= | ||
|description=Decent one button anti-air. Strong hitbox and paints a good portion of the screen, letting it close rounds fairly easily against more aggressive players. | |description=Decent one button anti-air. Strong hitbox and paints a good portion of the screen, letting it close rounds fairly easily against more aggressive players. | ||
}} | }} | ||
}} | }} | ||
Line 431: | Line 482: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 13/1 | |||
|startup= 6 | |startup= 6 | ||
|active= 3 | |active= 3 | ||
|recovery= 12 | |recovery= 12 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= N/A | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 11/0 | |||
|startup= 6 | |||
|active= 3 | |||
|recovery= 12 | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= N/A | |||
|description=Fast low that links into 4a. In all modes this is your go-to low during oki situations or off jump-ins as it is the hardest to fuzzy block and synergizes well with 82 oki. | |description=Fast low that links into 4a. In all modes this is your go-to low during oki situations or off jump-ins as it is the hardest to fuzzy block and synergizes well with 82 oki. | ||
}} | }} | ||
Line 450: | Line 516: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 24/2 | |||
|startup= 9 | |startup= 9 | ||
|active= 3 | |active= 3 | ||
|recovery= 26 | |recovery= 26 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
|cancel= | |cancel= o/o | ||
|tech= | |tech= N/A | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 19/0 | |||
|startup= 9 | |||
|active= 3 | |||
|recovery= 26 | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= N/A | |||
|description=Basic sweep. Nothing to write home about, and in the context of Moriya's kit that makes it pretty rare to see use. | |description=Basic sweep. Nothing to write home about, and in the context of Moriya's kit that makes it pretty rare to see use. | ||
}} | }} | ||
Line 471: | Line 552: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 13/1 | |||
|startup= 5 | |startup= 5 | ||
|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 | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 11/0 | |||
|startup= 5 | |||
|active= 4 | |||
|recovery= N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
|description=A fast air normal with a deceptively useful hitbox (and it already looks pretty good). Neutral jumping and slightly delaying this normal can make it incredibly difficult for characters reliant on hops for approaches to get in while still covering many common anti-airs. Can also be a decent jump-in as s/EXMoriya get a full combo from even max range. | |description=A fast air normal with a deceptively useful hitbox (and it already looks pretty good). Neutral jumping and slightly delaying this normal can make it incredibly difficult for characters reliant on hops for approaches to get in while still covering many common anti-airs. Can also be a decent jump-in as s/EXMoriya get a full combo from even max range. | ||
}} | }} | ||
Line 490: | Line 586: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power | |||
|damage=P 26/3 S 13 | |damage=P 26/3 S 13 | ||
|startup= 13 | |startup= 13 | ||
|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 | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 13/0 | |||
|startup= 13 | |||
|active= 4 | |||
|recovery= N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
|description=Does the most damage of your air normals, but not that much more and lacks a disjoint. Optimal if you see the opponent whiff something big as you start your jump. | |description=Does the most damage of your air normals, but not that much more and lacks a disjoint. Optimal if you see the opponent whiff something big as you start your jump. | ||
}} | }} | ||
Line 509: | Line 620: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 13/1 | |||
|startup= 4 | |||
|active= 6 | |||
|recovery= N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 11/0 | |||
|startup= 4 | |startup= 4 | ||
|active= 6 | |active= 6 | ||
|recovery= N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= Air | |||
|description=Your fastest air normal, and also the one with the best air-to-ground disjoint. Crosses up fairly easily. At closer ranges this is often the preferred means of extending pressure when the opponent is trying to mash from fear of teleports. As this is your only cross up button, it's also used very frequently during oki situations. | |||
}} | |||
}} | |||
====Dashing==== | |||
{{MoveData | |||
|image=LB2_Moriya_dashA.png | |||
|caption=Mid/Mid/Mid mixups | |||
|name=Dashing High | |||
|data= | |||
{{AttackData-LB2 | |||
|version=Power | |||
|damage= 26/3 | |||
|startup= 12 | |||
|active= 2 | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 19/0 | |||
|startup= 12 | |||
|active= 2 | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
|description=Massively disjointed normal with forwards momentum. Can be linked out of with TP cancels. Chains into B/C normals when playing speed/EX allowing for hitconfirms into your TP loop just within its max range. Spaced perfectly with 412A>AC while the camera is zoomed in, allowing for some gimmicks between this and feinting teleports. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Moriya_dashB.png | |||
|caption=Technically still a mix | |||
|name=Dashing Low | |||
|data= | |||
{{AttackData-LB2 | |||
|version=Power | |||
|damage= 26/3 | |||
|startup= 10 | |||
|active= 10 | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=L | |||
|cancel= x/x | |||
|tech= N/A | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 19/0 | |||
|startup= 10 | |||
|active= 10 | |||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= | |||
|meter gain= | |||
|guard=L | |||
|cancel= x/x | |||
|tech= N/A | |||
|description=A sliding sweep which is wildly unsafe on block. Hits low but the reward is just not worth the risk. | |||
}} | |||
}} | |||
====Speed chain==== | |||
{{MoveData | |||
|image=LB2_Moriya_5AA.png | |||
|caption=Fill them combos | |||
|name=5A>A | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= 15 | |||
|startup= 7 | |||
|active= 2 | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
|description=Combo filler. Does less damage than 5a>2a and won't enable high/lows with 3a, but it combos from slightly farther away making it decent for the first rep of a TP loop. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Moriya_5AB.png | |||
|hitbox=LB2_Moriya_5AB.png | |||
|hitbox2=LB2_Moriya_5AB2.png | |||
|caption=L00ps | |||
|caption2=*Confused screaming* | |||
|name=5A>B | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= 22 | |||
|startup= 11 | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= | |||
|description= Exists to be TP canceled. Massive frame advantage on hit if canceled into 412B>AC allowing for a fairly easy hitconfirmable infinite that does good damage. Can also be canceled into 412A>AC on block to make virtually any speed chain safe, and is difficult enough to react to that resetting pressure with 412B>AC or even 412C is very practical. Be warned that there is a large gap when using an aggressive teleport, allowing the opponent to mash out. This can however be baited in a number of ways, most notably either by canceling TP into deflect or using the A TP immediately before attempting a B TP. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Moriya_5ABC.png | |||
|caption=Not l00ps | |||
|name=5A>B>C | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= 47 | |||
|startup= 10 | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage=K | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |tech= | ||
|description= | |description=Moriya's autocombo ender. Completely undermines Moriya's incredible damage and oki, never use this. Even if you want an easy combo 236A(x3) is miles better by every metric. | ||
}} | }} | ||
}} | }} | ||
*All moves in this section are exclusive to speed/EX mode | |||
==Special Moves== | ==Special Moves== |
Revision as of 20:45, 7 April 2022
Overview
Despite Moriya's incredible set of midrange zoning tools, he remains defined by possessing the greatest mobility option in the game: a nearly instant teleport. These two traits in tandem allow Moriya to heavily dominate every aspect of neutral through largely reactionary play. This all culminates into his setplay which thanks to some advanced techniques essentially translates to a safe 4 way that can ignore recovery rolls. Despite requiring relatively strong execution to bring into his full potential, masters of the character will be able to run circles around the opponent and still find a way to directly beat out many staple pokes.
Style | Strengths | Weaknesses |
---|---|---|
Power |
|
|
Speed |
|
|
EX |
|
|
Strategy
Normals
Standing
5A
|
---|
4A
|
---|
3A
|
---|
5B
|
---|
4B
|
---|
6B
|
---|
5C
|
---|
6C
|
---|
BC(Power)
|
---|
BC(Speed/EX)
|
---|
3B
|
---|
Crouching
2A
|
---|
2B
|
---|
2C |
---|
3C |
---|
Air
j.A |
---|
j.B |
---|
j.C |
---|
Dashing
Dashing High |
---|
Dashing Low |
---|
Speed chain
5A>A |
---|
5A>B
|
---|
5A>B>C |
---|
- All moves in this section are exclusive to speed/EX mode
Special Moves
Glancing Blade Moonlight 236A/B
|
---|
Glancing Blade Haze 214A/B/C/D
|
---|
Glancing Blade New Moon 623A/B |
---|
Sash Blade Moonwalk 412A/B/C |
---|
Desperation Moves
Life and Death Moonlight Flash 641236AB |
---|
Super Desperation Moves
Life and Death Wild Season 641236B |
---|
Combos
Any Mode
- Dash A/B, 214B
- Dash A/B, 623B
- Dash A/B, 236A(x3)
- jB, 5B, 214B
- jB, 5B, 623B,
- jB, 5B, 236A, 214B
- jB, 5B, 236A(x2), 623B
- Requires delayed 623B in power/EX
- jB, 5A/B, 631236AB
- 236B(x3) 623B
Power Mode Only
- jB, 6C, 214B
- jB, 6C, 623B, 3B
- jB, 6C, 641236AB
Speed Mode Only
- 236B (x3), 214A, 623A
EX Mode Only
- Dash A/B>5B, 641236B
- jB, 4A>A>A>5B, 631236B
- jB, 4A>A>A>B 236A(x2), 214A, 623A 623B, 3B
Power and EX Mode
- 236B(x4), 641236AB
- jB, 5B 236A 641236AB
- Dash A/B 641236B
Speed and EX Mode
- 236B(x3), 623A 623B, 663BCD
- jB, 4A>A>A>5B 236A(x2) 623a 623b, 663BCD
- Requires delayed 623a in EX
- jB, 5A>B>C
- Autocombo. No reason to go for this other than ease of execution.
- jB, 4A>A>A>5B 6C
- BC, 214B
- Dash A/B>2B 236A 214B
- 236B(x3) 641236AB
- Becomes a cancel in EX, but there's also no reason to only use 3 rekkas in it
- jB, (5A>2A>5B 412B, AC,)x2, 4A>A>5B 236a(x2) 623A>623B, 3B
- Moriya's teleport loop
- jB, 5A>2A>5B 412B, AC, 4a>2a>5b 236a(x2) 623a>623B, 3B
- Some formats limit Moriya teleport to one use per combo, in which case use this. The damage difference is slight so this is also worth going for if you're not consistent with the loop yet.
- 22A/B A + B + C + 2C + A + 2C + 6BC, 623a>623B 3B
- Anti-air deflect conversion
Super Speed Combos
A + B + C + A + B + C + A + B + 236C (109 Damage) A + B + C + A + B + C + C + B + A + 236C (138 damage) A + B + C + 2C + A + 2C + 6BC (96 Damage) A + B + C + 2C + A + 6BC + A + B + 236B (134 Damage)