Difference between revisions of "The Last Blade 2/Moriya Minakata"

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m (Apparently the active frames of 2b are not why it feels so consistent)
 
(44 intermediate revisions by 3 users not shown)
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[[File:Moriya-minakata.gif|right|frame]]
 
[[File:Moriya-minakata.gif|right|frame]]
 +
==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.
 +
{| class="wikitable"
 +
|+
 +
! Style
 +
! Strengths
 +
! Weaknesses
 +
|-
 +
! scope = row | Power
 +
|
 +
* Strong pokes in neutral
 +
* Easily kills most fireballs on reaction
 +
* Rewarding anti-airs
 +
* Fast meter build means more GC's, enabling much more passive play than other modes
 +
|
 +
* Slow jabs
 +
* Essential tools extend his hurtbox during startup
 +
* Has difficulty resetting his pressure, forcing hit-and-run style offense
 +
* Low meterless damage
 +
|-
 +
! scope = row | Speed
 +
|
 +
* Strong disjointed pokes that can hitconfirm from max range
 +
* Easily kills most fireballs on reaction
 +
* Resets pressure very easily
 +
* Practical, safe high/lows from said pressure resets
 +
* Fairly high damage even from spaced normals
 +
* Incredible oki
 +
|
 +
* Slow jabs
 +
* Essential tools extend his hurtbox during startup
 +
|-
 +
! scope = row | EX
 +
|
 +
* Same strengths as speed, now with higher damage enabling 2 hit kill sequences
 +
|
 +
* Same weaknesses as speed
 +
* Large defense penalty, mostly offset by how hard Moriya is to pin down
 +
|}
 +
 +
==Strategy==
  
 
==Normals==
 
==Normals==
Line 5: Line 46:
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_A.png
 
|image=LB2_Moriya_A.png
|caption=Text
+
|caption=Press "A" to begin blender
 
|name=5A
 
|name=5A
 
|data=
 
|data=
 
{{AttackData-LB2
 
{{AttackData-LB2
|damage=
+
|damage=P 13/1 S 8
 
|startup= 6
 
|startup= 6
|active=  
+
|active= 2
|recovery=  
+
|recovery= 16
 
|state=  
 
|state=  
 
|frame advantage=  
 
|frame advantage=  
Line 19: Line 60:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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.
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
LB2_Moriya_A2.png|2nd Hitbox
 
LB2_Moriya_A2.png|2nd Hitbox
Line 27: Line 68:
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_b+A.png
 
|image=LB2_Moriya_b+A.png
|caption=Text
+
|caption=Fast so inherently useful
 
|name=4A
 
|name=4A
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=  
+
|damage=P 13/1 S 8
 
|startup= 5
 
|startup= 5
|active=
+
|active= 2
|recovery=
+
|recovery= 14
 
|state=  
 
|state=  
 
|frame advantage=  
 
|frame advantage=  
Line 41: Line 82:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|description=Moriya's fastest normal. Has fairly poor range and is easily stuffed, making it mostly a combo/pressure tool.
 
  }}
 
  }}
 
}}
 
}}
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_df+A.png
 
|image=LB2_Moriya_df+A.png
|caption=Text
+
|caption="Yeah I would've blocked that"
 
|name=3A
 
|name=3A
 
|data=
 
|data=
 
{{AttackData-LB2
 
{{AttackData-LB2
|damage=
+
|damage=P 19/2 S 14
 
|startup= 15
 
|startup= 15
|active=  
+
|active= 2
|recovery=  
+
|recovery= 29
 
|state=  
 
|state=  
 
|frame advantage=  
 
|frame advantage=  
Line 60: Line 101:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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.
 
  }}
 
  }}
 
}}
 
}}
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_B.png
 
|image=LB2_Moriya_B.png
|caption=Text
+
|caption=Not the chain version
 
|name=5B
 
|name=5B
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=  
+
|damage=P 30/3 S 16
 
|startup= 13
 
|startup= 13
|active=
+
|active= 1
|recovery=
+
|recovery= 26
 
|state=  
 
|state=  
 
|frame advantage=  
 
|frame advantage=  
Line 79: Line 120:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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.
 
  }}
 
  }}
 
}}
 
}}
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_b+B.png
 
|image=LB2_Moriya_b+B.png
|caption=Text
+
|caption=Misinput that still combos
 
|name=4B
 
|name=4B
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=  
+
|damage=P 26/3 S 16
 
|startup= 12
 
|startup= 12
|active=
+
|active= 2
|recovery=
+
|recovery= 29
 
|state=  
 
|state=  
 
|frame advantage=  
 
|frame advantage=  
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|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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.
 
  <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
  <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
LB2_Moriya_b+B2.png|2nd hitbox
 
LB2_Moriya_b+B2.png|2nd hitbox
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{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_f+B.png
 
|image=LB2_Moriya_f+B.png
|caption=Text
+
|caption=Have you considered 412B?
 
|name=6B
 
|name=6B
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=
+
|damage=P 50/6 S 23
 
|startup= P21 S14
 
|startup= P21 S14
|active=  
+
|active= 1
|recovery=  
+
|recovery= 33
 
|state=  
 
|state=  
 
|frame advantage=  
 
|frame advantage=  
Line 120: Line 161:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|description=Very large, damaging counterpoke from half screen. No real reason to use over a teleport thanks to AC cancels.
 
  }}
 
  }}
 
}}
 
}}
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_C.png
 
|image=LB2_Moriya_C.png
|caption=Text
+
|caption=Pop quiz!
 
|name=5C
 
|name=5C
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=
+
|damage=P 13/1 S 11
 
|startup= 6
 
|startup= 6
|active=  
+
|active= 5
|recovery=  
+
|recovery= 17
 
|state=  
 
|state=  
 
|frame advantage=  
 
|frame advantage=  
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|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=Hits OTG.
+
|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.
 
  }}
 
  }}
 
}}
 
}}
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_f+C.png
 
|image=LB2_Moriya_f+C.png
|caption=Text
+
|caption=Twitter oki
 
|name=6C
 
|name=6C
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=  
+
|damage=P 19/2 S 16
 
|startup= 10
 
|startup= 10
|active=
+
|active= 2
|recovery=
+
|recovery= 31
 
|state=  
 
|state=  
 
|frame advantage=  
 
|frame advantage=  
Line 158: Line 199:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|description=Slow normal that causes a wall bounce. Special cancelable in power.
 
  }}
 
  }}
 
}}
 
}}
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_pBC.png
 
|image=LB2_Moriya_pBC.png
|caption=Text
+
|caption=Stop moving as Moriya
 
|name=BC(Power)
 
|name=BC(Power)
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=
+
|damage= 61
 
|startup= 46~66
 
|startup= 46~66
|active=  
+
|active= 2
|recovery=  
+
|recovery= 43
 
|state=  
 
|state=  
 
|frame advantage=KD  
 
|frame advantage=KD  
Line 177: Line 218:
 
|cancel=  
 
|cancel=  
 
|tech= None
 
|tech= None
|description=.
+
|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.
 
  }}
 
  }}
 
}}
 
}}
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_sBC.png
 
|image=LB2_Moriya_sBC.png
|caption=Text
+
|caption=
 
|name=BC(Speed/EX)
 
|name=BC(Speed/EX)
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=
+
|damage= 19
 
|startup= 22
 
|startup= 22
|active=  
+
|active= 3
|recovery=  
+
|recovery= 22
 
|state=  
 
|state=  
 
|frame advantage=  
 
|frame advantage=  
Line 196: Line 237:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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.
 
  <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
  <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
LB2_Moriya_sBC2.png|2nd Hitbox
 
LB2_Moriya_sBC2.png|2nd Hitbox
Line 204: Line 245:
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_df+B.png
 
|image=LB2_Moriya_df+B.png
|caption=Text
+
|caption=Either they're dead or they're dead
 
|name=3B
 
|name=3B
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=
+
|damage= 21
 
|startup= 12
 
|startup= 12
|active=
+
|active= 2
 
|recovery=
 
|recovery=
 
|state= OTG
 
|state= OTG
Line 218: Line 259:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=Hits OTG.
+
|description=Hits OTG. Used for max damage and still enables oki at closer ranges.
 
  }}
 
  }}
 
}}
 
}}
Line 228: Line 269:
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_dashA.png
 
|image=LB2_Moriya_dashA.png
|caption=Text
+
|caption=Mid/Mid/Mid mixups
 
|name=Dashing High
 
|name=Dashing High
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=  
+
|damage=P 26/3 S 19
 
|startup= 12
 
|startup= 12
|active=
+
|active= 2
 
|recovery=
 
|recovery=
 
|state=  
 
|state=  
Line 242: Line 283:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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
 
{{MoveData
 
|image=LB2_Moriya_dashB.png
 
|image=LB2_Moriya_dashB.png
|caption=Text
+
|caption=Technically still a mix
 
|name=Dashing Low
 
|name=Dashing Low
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=  
+
|damage=P 26/3 S 19
 
|startup= 10
 
|startup= 10
|active=  
+
|active= 10
 
|recovery=  
 
|recovery=  
 
|state=  
 
|state=  
Line 261: Line 302:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|description=A sliding sweep which is wildly unsafe on block. Hits low but the reward is just not worth the risk.
 
  }}
 
  }}
 
}}
 
}}
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{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_5AA.png
 
|image=LB2_Moriya_5AA.png
|caption=Text
+
|caption=Fill them combos
 
|name=5A>A
 
|name=5A>A
 
|data=
 
|data=
 
{{AttackData-LB2
 
{{AttackData-LB2
|damage=
+
|damage= 15
 
|startup= 7
 
|startup= 7
|active=
+
|active= 2
 
|recovery=
 
|recovery=
 
|state=  
 
|state=  
Line 282: Line 323:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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
 
{{MoveData
 
|image=LB2_Moriya_5AB.png
 
|image=LB2_Moriya_5AB.png
|caption=Text
+
|caption=L00ps
 
|name=5A>B
 
|name=5A>B
|data=
+
|data=  
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=
+
|damage= 22
 
|startup= 11
 
|startup= 11
|active=
+
|active=  
 
|recovery=
 
|recovery=
 
|state=  
 
|state=  
Line 301: Line 342:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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.
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
LB2_Moriya_5AB2.png|2nd Hitbox
 
LB2_Moriya_5AB2.png|2nd Hitbox
Line 309: Line 350:
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_5ABC.png
 
|image=LB2_Moriya_5ABC.png
|caption=Text
+
|caption=Not l00ps
 
|name=5A>B>C
 
|name=5A>B>C
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=
+
|damage= 47
 
|startup= 10
 
|startup= 10
 
|active=
 
|active=
Line 323: Line 364:
 
|cancel=  
 
|cancel=  
 
|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.
 
  }}
 
  }}
 
}}
 
}}
Line 331: Line 372:
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_d+A.png
 
|image=LB2_Moriya_d+A.png
|caption=Text
+
|caption="Blocked that too"
 
|name=2A
 
|name=2A
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=  
+
|damage=P 13/1 S 11
 
|startup= 6
 
|startup= 6
|active=  
+
|active= 2
|recovery=  
+
|recovery= 17
 
|state=  
 
|state=  
 
|frame advantage=  
 
|frame advantage=  
Line 345: Line 386:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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.
 
  <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
  <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
LB2_Moriya_d+A2.png|2nd Hitbox
 
LB2_Moriya_d+A2.png|2nd Hitbox
Line 353: Line 394:
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_d+B.png
 
|image=LB2_Moriya_d+B.png
|caption=Text
+
|caption=SNK hitboxes doing their job
 
|name=2B
 
|name=2B
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=  
+
|damage=P 35/4 S 19
 
|startup= 13
 
|startup= 13
|active=  
+
|active= 2
|recovery=  
+
|recovery= 24
 
|state=  
 
|state=  
 
|frame advantage=  
 
|frame advantage=  
Line 367: Line 408:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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.
 
  <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
  <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
LB2_Moriya_d+B2.png|2nd Hitbox
 
LB2_Moriya_d+B2.png|2nd Hitbox
Line 375: Line 416:
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_d+C.png
 
|image=LB2_Moriya_d+C.png
|caption=Text
+
|caption="Okay fine, that hit me"
 
|name=2C
 
|name=2C
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=
+
|damage=P 13/1 S 11
 
|startup= 6
 
|startup= 6
|active=
+
|active= 3
|recovery=
+
|recovery= 12
 
|state=  
 
|state=  
 
|frame advantage=
 
|frame advantage=
Line 389: Line 430:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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.
 
  }}
 
  }}
 
}}
 
}}
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_df+C.png
 
|image=LB2_Moriya_df+C.png
|caption=Text
+
|caption=
 
|name=3C
 
|name=3C
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=
+
|damage=P 24/2 S 19
 
|startup= 9
 
|startup= 9
|active=  
+
|active= 3
|recovery=  
+
|recovery= 26
 
|state=  
 
|state=  
 
|frame advantage=  
 
|frame advantage=  
Line 408: Line 449:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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 415: Line 456:
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_jA.png
 
|image=LB2_Moriya_jA.png
|caption=Text
+
|caption=The neutral
 
|name=j.A
 
|name=j.A
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=  
+
|damage=P 13/1 S 11
 
|startup= 5
 
|startup= 5
|active=
+
|active= 4
 
|recovery=N/A  
 
|recovery=N/A  
 
|state=  
 
|state=  
Line 429: Line 470:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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.
 
  }}
 
  }}
 
}}
 
}}
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_jB.png
 
|image=LB2_Moriya_jB.png
|caption=Text
+
|caption=The funny
 
|name=j.B
 
|name=j.B
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=  
+
|damage=P 26/3 S 13
 
|startup= 13
 
|startup= 13
|active=
+
|active= 4
 
|recovery=N/A  
 
|recovery=N/A  
 
|state=  
 
|state=  
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|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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.
 
  }}
 
  }}
 
}}
 
}}
 
{{MoveData
 
{{MoveData
 
|image=LB2_Moriya_jC.png
 
|image=LB2_Moriya_jC.png
|caption=
+
|caption=The sauce
 
|name=j.C
 
|name=j.C
 
|data=
 
|data=
 
{{AttackData-LB2  
 
{{AttackData-LB2  
|damage=  
+
|damage=P 13/1 S 11
 
|startup= 4
 
|startup= 4
|active=
+
|active= 6
 
|recovery=  
 
|recovery=  
 
|state=  
 
|state=  
Line 467: Line 508:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|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.
 
  }}
 
  }}
 
}}
 
}}
Line 474: Line 515:
 
{{MoveData
 
{{MoveData
 
|input=236A/B
 
|input=236A/B
|image=
+
|image=LB2_Moriya_qcf+A.png
|caption=
+
|caption=A version
 +
|image2=LB2_Moriya_qcf+B.png
 +
|caption2=B version
 
|name=Glancing Blade Moonlight
 
|name=Glancing Blade Moonlight
 
|data=
 
|data=
 
  {{AttackData-LB2
 
  {{AttackData-LB2
|damage=  
+
|version=A
|startup=  
+
|damage= -
|active=  
+
|startup= -
|recovery=  
+
|active= -
|state=  
+
|recovery= -
|frame advantage=  
+
|state= Any
|meter gain=  
+
|frame advantage=  
|guard=  
+
|meter gain=  
|cancel=  
+
|guard= M/H
|tech=  
+
|cancel= ×/×
|description=* A version stars quicker but travels forward only slightly
+
|tech= -
* A version can combo into 3 hits
+
|description=A rekka which can be combo'd into from incredibly far away. Follow up hits are performed by repeating the 236A input. The first and second hits are super cancelable in power/EX, however there's no real reason to cancel off the first one. The second hit of the rekka is unique as in power or EX it will launch the opponent upwards, but in speed it will keep the opponent grounded. Serves mostly as a combo ender if you're unsure whether you're in range for DP.<br \>Click on show hitboxes to see the other rekka moves boxes
* B version stars slower, but travels further ahead and hits one extra time
+
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
* B version can combo into 4 hits
+
LB2_Moriya_qcf+A2.png|2nd rekka
* You can Super Cancel out of this move
+
LB2_Moriya_qcf+A3.png|3rd rekka
 +
</gallery>
 +
}}
 +
{{AttackData-LB2
 +
|version=B
 +
|damage= P 24/3 S 21/2
 +
|startup= 5
 +
|active= 2
 +
|recovery= 72
 +
|state= Low
 +
|frame advantage= --/-40
 +
|meter gain= P 2/8/4 S 1/3/1
 +
|guard= M/H
 +
|cancel= ×/×
 +
|tech= Air
 +
|description=A slower, fullscreen version of the rekka which can be canceled into itself 4 times for a knockdown in any mode. Can still be super canceled, however there are no real ways to combo into it. Pretty much entirely a gimmick for players that don't know how to abare. <br \>Click on show hitboxes to see the other rekka moves boxes
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
LB2_Moriya_qcf+B2.png|2nd part
 +
LB2_Moriya_qcf+B3.png|3rd part
 +
LB2_Moriya_qcf+B4.png|4th part
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
Line 499: Line 562:
 
{{MoveData
 
{{MoveData
 
|input=214A/B/C/D
 
|input=214A/B/C/D
|image=
+
|image=LB2_Moriya_qcb+A.png
|caption=
+
|caption=A version
 +
|image2=LB2_Moriya_qcb+B.png
 +
|caption2=B version
 +
|image3=LB2_Moriya_qcb+C.png
 +
|caption3=C version
 
|name=Glancing Blade Haze
 
|name=Glancing Blade Haze
 
|data=
 
|data=
 
  {{AttackData-LB2
 
  {{AttackData-LB2
|damage=  
+
|version=A
|startup=  
+
|damage=P 30 S 21
|active=  
+
|startup=  
|recovery=  
+
|active= 2
|state=  
+
|recovery=  
|frame advantage=  
+
|state=  
|meter gain=  
+
|frame advantage=  
|guard=  
+
|meter gain=  
|cancel=  
+
|guard= M
|tech=  
+
|cancel=  
|description=* An extended long projectile slash
+
|tech=  
* You can charge this move
+
|description=An extended long slash whose late hit can clash with projectiles. By holding the button, you can delay the move. Delaying it long enough will expand its hitbox to reach nearly fullscreen (indicated by Moriya flashing). Additionally the stance can be canceled at any time by pressing D, however the cancel will take longer depending on how long Moriya was in stance. The first hit of the move can also be canceled by pressing D with good timing, allowing juggles that would normally be impossible or making tech chases significantly safer. Be warned that on all versions the hurtbox will extend a frame before the hitbox, meaning you could potentially get stuffed by pre-emptive pokes at closer ranges (however this is unlikely and will often be too far to combo).
* A version strikes high
+
This version is at a diagonal angle upwards; making it useful as an low commitment anti-air, tech chase, and combo too. Can hit the big bodies standing or dashing, making this your primary grounded poke in those matchups as well.
* B version strikes mid
+
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
* C version strikes low
+
LB2_Moriya_qcb+A2.png|2nd hitbox
* D version cancels the move
+
</gallery>
 +
}}
 +
{{AttackData-LB2
 +
|version=B
 +
|damage=P 28 S 21
 +
|startup= -
 +
|active= 2
 +
|recovery= -
 +
|state= Any
 +
|frame advantage=
 +
|meter gain=
 +
|guard= M
 +
|cancel= ×/×
 +
|tech= -
 +
|description=Same properties as above, now angled directly in front of Moriya. Primary poke from half screen in most matchups, as the disjoint is incredibly difficult to contest and the startup can be canceled if you recognize that a situation is going poorly shortly after pressing. Be warned that many moves which advance forwards can still low stature this version, such as Mukuro's crawl.
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
LB2_Moriya_qcb+B2.png|2nd hitbox
 +
</gallery>
 +
}}
 +
{{AttackData-LB2
 +
|version=C
 +
|damage=P 28 S 21
 +
|startup= -
 +
|active= 2
 +
|recovery= -
 +
|state= Any
 +
|frame advantage=
 +
|meter gain=
 +
|guard= L
 +
|cancel= ×/×
 +
|tech= -
 +
|description=Same properties as the versions above, except this time both hits are low and travel along the ground. Can be used to stuff low statured approaches, however its anti-air presence is completely nonexistent making it often the most committal version in practice. Also has some application to pester opponents blocking high at a little beyond a character length away, eventually conditioning them to get hit by hop j.a.
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
LB2_Moriya_qcb+C2.png|2nd hitbox
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
Line 525: Line 626:
 
{{MoveData
 
{{MoveData
 
|input=623A/B
 
|input=623A/B
|image=
+
|image=LB2_Moriya_dp+A.png
|caption=
+
|caption=A version
 +
|image2=LB2_Moriya_dp+B.png
 +
|caption2=B version
 
|name=Glancing Blade New Moon
 
|name=Glancing Blade New Moon
 
|data=
 
|data=
 
  {{AttackData-LB2
 
  {{AttackData-LB2
|damage=  
+
|version=A
 +
|damage=
 +
|startup=
 +
|active=
 +
|recovery=
 +
|state=
 +
|frame advantage=
 +
|meter gain=
 +
|guard=
 +
|cancel=
 +
|tech=
 +
|description=Multi-hit DP that serves as Moriya's fastest dedicated anti-air. Won't cause a hard knockdown in speed/EX, however it can be followed up with 623B in order to deal massive damage and gain phenominal oki. As such this is your main combo ender in those modes. The follow up can be made consistent at longer ranges by delaying the rekka.
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
LB2_Moriya_dp+A2.png|2nd hitbox
 +
</gallery>
 +
}}
 +
{{AttackData-LB2
 +
|version=B
 +
|damage=
 +
|startup=
 +
|active=
 +
|recovery=
 +
|state=
 +
|frame advantage=
 +
|meter gain=
 +
|guard=
 +
|cancel=
 +
|tech=
 +
|description=A slower version of the above move that covers a larger horrizontal space and causes a hard knockdown. Primarily used in power where the damage is much better, however it can still be used for hard reads in speed/EX.
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
LB2_Moriya_dp+B2.png|2nd hit
 +
LB2_Moriya_dp+B3.png|3rd hit
 +
</gallery>
 +
}}
 +
}}
 +
 
 +
{{MoveData
 +
|input=412A/B/C
 +
|image=LB2_Moriya_412A.png
 +
|caption= Teleports behind you
 +
 
 +
"It's nothing personal kid"
 +
 
 +
Teleports in front of you
 +
 
 +
Teleports behind me
 +
 
 +
Teleports in your general direction
 +
 
 +
Teleports to the moon
 +
|name=Sash Blade Moonwalk
 +
|data=
 +
{{AttackData-LB2
 +
|damage= N/A
 
|startup=  
 
|startup=  
 
|active=  
 
|active=  
 
|recovery=  
 
|recovery=  
 
|state=  
 
|state=  
|frame advantage=  
+
|frame advantage= N/A
 
|meter gain=  
 
|meter gain=  
|guard=  
+
|guard= N/A
|cancel=  
+
|cancel= No
|tech=  
+
|tech= N/A
|description=* Upward slash, grounded anti-air
+
|description=A teleport that will travel to a different spot on the screen depending on the version used.
* Follow up with '''Ittou Sogetsu''' (dp + B) after performing A version
+
* A- Behind Moriya, distance varries based on camera zoom
* '''Ittou Sogetsu''' can only be peformed in Speed or EX Mode
+
* B- Directly in front of the opponent
 +
* C- Directly behind the opponent
 +
Gains low stature(?) and then invincibility very quickly upon use before Moriya reappears at the respective destination. All versions can be followed up with any face button to perform a slower version of 214A/B/C as Moriya reappears. The A and B versions can be followed up with D in order to have Moriya deflect upon reappearing. The A and B versions are also bugged and will cancel with a total of 1f recovery by following up with A+C (indicated by the lack of a voice line). This also stops the momentum normally present in the teleport's recovery, meaning Moriya will be spaced noticeably farther from the opponent than if the move were allowed to play out normally. Note that the series 412A/B>AC>214x is objectively better than canceling directly into stance at the cost of a higher execution barrier. The C version is bugged and will occasionally be left with 1f recovery if performed when the opponent can be counter-hit. Which side Moriya is on is checked just before he disappears, since he slides slightly during the startup this enables some nasty ambiguous cross up oki in near the corner.
 +
 
 +
This is THE defining trait of Moriya. Thanks to the AC cancel, this move can be used to extend pressure, extend combos, hitconfirming, setplay, vastly improved mobility, etc.
 +
* The A version can be thrown very freely as exceptionally few moves can catch it midscreen, essentially allowing you to trade your screen control for safety. The A version is also an incredible tool for timerscams, as in many matchups you are literally guaranteed to run the clock for 5-6 seconds if spammed coast to coast. Additionally this functions as a feint of sorts if the opponent tries reacting to dash ins, as you can freely whiff punish them by immediately following up with a B teleport. Be warned that many characters can force you to either block or give up more screen space if they preemptively jump (not hop) at you. As long as you exercise caution not to corner yourself, this will allow you to whiff many buttons or overextend pressure far more freely than other characters can dream of.
 +
* The B version is by and large your most consistent approach tool. It loses to neutral jumping with normals and many jabs, but if the opponent is repeatedly whiffing stuff like that you can fairly easily pester them with 214A/B. Very importantly, this move can let Moriya punish almost every fireball in the game on reaction with a full combo. This version also enables multiple infinites as it makes all of your B normals absurdly plus on hit while essentially negating pushback as a factor entirely. Resetting pressure with this move, although fake, is also quite notable as the opponent will have to guess between this and the A version. If the opponent is constantly holding down back, you can AC cancel and immediately threaten 3a, j.c,  5a>2a (in speed/EX), or dash throw to punish such passive play.
 +
* The C version lacks an AC cancel, making it far easier to punish. It can be used sparingly for a reactable crossup in order to reset the opponent, however this will result in a big punish should they be ready for it. The more practical use of this move is as a means to escape the corner, as if the opponent hops forwards they will be powerless to punish you. This is still fairly risky in some matchups, but considering that gives you an entire stage length to leverage 412A this is always worth keeping in mind.
 +
 
 +
It's easy to get carried away with this, remember there is still a frame of recovery during an AC cancel and players familiar with the matchup will be fishing to punish that. However the fact that this tool is something that the opponent is constantly forced to respect so much during every aspect of the game allows Moriya to very easily overload the opponent's mental stack or otherwise force an opening with patient and abnormally safe pokes.
 
  }}
 
  }}
 
}}
 
}}
  
 +
==Desperation Moves==
 
{{MoveData
 
{{MoveData
|input=421A/B/C
+
|input=641236AB
|image=
+
|image=LB2_Moriya_f+hcf+AB.gif
|caption=
+
|caption=Are you pressing agai-
|name=Sash Blade Moonwalk
+
Nevermind
 +
|name=Life and Death Moonlight Flash
 
|data=
 
|data=
 
  {{AttackData-LB2
 
  {{AttackData-LB2
|damage=  
+
|damage=P 86/16 S 76/16
 
|startup=  
 
|startup=  
 
|active=  
 
|active=  
Line 563: Line 730:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=* Teleportation
+
|description=A multihit super which can be delayed by holding the button. Does a massive amount of chip, but is very easy to GC so it's very situational in that regard. Primarily used as a combo ender to close a round, however it is prone to uncombo on airborn opponents making the damage inconsistent. If the super uncombos when the opponent would have otherwise died to the previous hit, they will still die upon hitting the ground. Can find some niche use as an anti-air just because of how much space it takes up.
* A version puts Moriya away from opponent
 
* B version puts Moriya in front of the opponent
 
* C version puts Moriya behind the opponent
 
* Pressing A, B, or C during the teleport puts Moriya into the Glancing Blade Haze stance for a long distance strike
 
 
  }}
 
  }}
 
}}
 
}}
  
==Desperation Moves==
+
==Super Desperation Moves==
 +
 
 
{{MoveData
 
{{MoveData
|input=641236AB
+
|input=641236B
|image=
+
|image=LB2_Moriya_fhcfB.png
|caption=
+
|caption= Now are you pres-
|name=Life and Death Moonlight Flas
+
Okay then...
 +
|name=Life and Death Wild Season
 
|data=
 
|data=
 
  {{AttackData-LB2
 
  {{AttackData-LB2
Line 589: Line 754:
 
|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=* Series of multiple Glancing Blade Haze strikes
+
|description=Moriya quickly runs forwards, playing a very damaging cinematic upon hitting an opponent. Surprisingly decent counter-poke or frame trap, however combos into it typically don't add much damage.
* Able to charge
 
 
  }}
 
  }}
 
}}
 
}}
 
==Super Desperation Moves==
 
'''Life and Death Wild Seasons''' - 641236B
 
* Rushing attack, does a series of dramatic strikes when it connects
 
* Only able to perform in Power or EX Mode
 
  
 
==Combos==
 
==Combos==
Line 649: Line 808:
  
 
===Super Speed Combos===
 
===Super Speed Combos===
  A + B + C + A + B + C + A + B + 236C
+
  A + B + C + A + B + C + A + B + 236C (109 Damage)
  A + B + C + A + B + C + C + B + A + 236C
+
  A + B + C + A + B + C + C + B + A + 236C (138 damage)
  A + B + C + 2C + A + 2C + 6BC
+
  A + B + C + 2C + A + 2C + 6BC (96 Damage)
  A + B + C + 2C + A + 6BC + A + B + 236C
+
  A + B + C + 2C + A + 6BC + A + B + 236B (134 Damage)
  
 
==Videos==
 
==Videos==

Latest revision as of 14:14, 14 July 2021

Moriya-minakata.gif

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
  • Strong pokes in neutral
  • Easily kills most fireballs on reaction
  • Rewarding anti-airs
  • Fast meter build means more GC's, enabling much more passive play than other modes
  • Slow jabs
  • Essential tools extend his hurtbox during startup
  • Has difficulty resetting his pressure, forcing hit-and-run style offense
  • Low meterless damage
Speed
  • Strong disjointed pokes that can hitconfirm from max range
  • Easily kills most fireballs on reaction
  • Resets pressure very easily
  • Practical, safe high/lows from said pressure resets
  • Fairly high damage even from spaced normals
  • Incredible oki
  • Slow jabs
  • Essential tools extend his hurtbox during startup
EX
  • Same strengths as speed, now with higher damage enabling 2 hit kill sequences
  • Same weaknesses as speed
  • Large defense penalty, mostly offset by how hard Moriya is to pin down

Strategy

Normals

Standing

5A
LB2 Moriya A.png
Press "A" to begin blender
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 13/1 S 8 6 2 16 - - - -M - -

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.

4A
LB2 Moriya b+A.png
Fast so inherently useful
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 13/1 S 8 5 2 14 - - - M - -

Moriya's fastest normal. Has fairly poor range and is easily stuffed, making it mostly a combo/pressure tool.

3A
LB2 Moriya df+A.png
"Yeah I would've blocked that"
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 19/2 S 14 15 2 29 - - - H - -

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.

5B
LB2 Moriya B.png
Not the chain version
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 30/3 S 16 13 1 26 - - - -M - -

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.

4B
LB2 Moriya b+B.png
Misinput that still combos
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 26/3 S 16 12 2 29 - - - -M - -

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.

6B
LB2 Moriya f+B.png
Have you considered 412B?
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 50/6 S 23 P21 S14 1 33 - - - M - -

Very large, damaging counterpoke from half screen. No real reason to use over a teleport thanks to AC cancels.

5C
LB2 Moriya C.png
Pop quiz!
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 13/1 S 11 6 5 17 - - - M - -

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.

6C
LB2 Moriya f+C.png
Twitter oki
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 19/2 S 16 10 2 31 - - - M - -

Slow normal that causes a wall bounce. Special cancelable in power.

BC(Power)
LB2 Moriya pBC.png
Stop moving as Moriya
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
61 46~66 2 43 - KD - UB - None

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.

BC(Speed/EX)
LB2 Moriya sBC.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
19 22 3 22 - - - H - -

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.

3B
LB2 Moriya df+B.png
Either they're dead or they're dead
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
21 12 2 - OTG N/A - N/A - -

Hits OTG. Used for max damage and still enables oki at closer ranges.

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

Dashing

Dashing High
LB2 Moriya dashA.png
Mid/Mid/Mid mixups
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 26/3 S 19 12 2 - - - - M - -

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.

Dashing Low
LB2 Moriya dashB.png
Technically still a mix
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 26/3 S 19 10 10 - - - - L - -

A sliding sweep which is wildly unsafe on block. Hits low but the reward is just not worth the risk.

Speed chain

5A>A
LB2 Moriya 5AA.png
Fill them combos
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
15 7 2 - - - - M - -

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.

5A>B
LB2 Moriya 5AB.png
L00ps
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
22 11 - - - - - M - -

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.

5A>B>C
LB2 Moriya 5ABC.png
Not l00ps
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
47 10 - - - K - M - -

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

Crouching

2A
LB2 Moriya d+A.png
"Blocked that too"
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 13/1 S 11 6 2 17 - - - M - -

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.

2B
LB2 Moriya d+B.png
SNK hitboxes doing their job
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 35/4 S 19 13 2 24 - - - M - -

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.

2C
LB2 Moriya d+C.png
"Okay fine, that hit me"
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 13/1 S 11 6 3 12 - - - L - -

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.

3C
LB2 Moriya df+C.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 24/2 S 19 9 3 26 - - - L - -

Basic sweep. Nothing to write home about, and in the context of Moriya's kit that makes it pretty rare to see use.

Air

j.A
LB2 Moriya jA.png
The neutral
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 13/1 S 11 5 4 N/A - - - H - -

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.

j.B
LB2 Moriya jB.png
The funny
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 26/3 S 13 13 4 N/A - - - H - -

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.

j.C
LB2 Moriya jC.png
The sauce
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 13/1 S 11 4 6 - - - - H - -

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.

Special Moves

Glancing Blade Moonlight
236A/B
LB2 Moriya qcf+A.png
A version
LB2 Moriya qcf+B.png
B version
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
A - - - - Any - - M/H ×/× -

A rekka which can be combo'd into from incredibly far away. Follow up hits are performed by repeating the 236A input. The first and second hits are super cancelable in power/EX, however there's no real reason to cancel off the first one. The second hit of the rekka is unique as in power or EX it will launch the opponent upwards, but in speed it will keep the opponent grounded. Serves mostly as a combo ender if you're unsure whether you're in range for DP.
Click on show hitboxes to see the other rekka moves boxes

Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
B P 24/3 S 21/2 5 2 72 Low --/-40 P 2/8/4 S 1/3/1 M/H ×/× Air

A slower, fullscreen version of the rekka which can be canceled into itself 4 times for a knockdown in any mode. Can still be super canceled, however there are no real ways to combo into it. Pretty much entirely a gimmick for players that don't know how to abare.
Click on show hitboxes to see the other rekka moves boxes

Glancing Blade Haze
214A/B/C/D
LB2 Moriya qcb+A.png
A version
LB2 Moriya qcb+B.png
B version
LB2 Moriya qcb+C.png
C version
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
A P 30 S 21 - 2 - - - - M - -

An extended long slash whose late hit can clash with projectiles. By holding the button, you can delay the move. Delaying it long enough will expand its hitbox to reach nearly fullscreen (indicated by Moriya flashing). Additionally the stance can be canceled at any time by pressing D, however the cancel will take longer depending on how long Moriya was in stance. The first hit of the move can also be canceled by pressing D with good timing, allowing juggles that would normally be impossible or making tech chases significantly safer. Be warned that on all versions the hurtbox will extend a frame before the hitbox, meaning you could potentially get stuffed by pre-emptive pokes at closer ranges (however this is unlikely and will often be too far to combo). This version is at a diagonal angle upwards; making it useful as an low commitment anti-air, tech chase, and combo too. Can hit the big bodies standing or dashing, making this your primary grounded poke in those matchups as well.

Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
B P 28 S 21 - 2 - Any - - M ×/× -

Same properties as above, now angled directly in front of Moriya. Primary poke from half screen in most matchups, as the disjoint is incredibly difficult to contest and the startup can be canceled if you recognize that a situation is going poorly shortly after pressing. Be warned that many moves which advance forwards can still low stature this version, such as Mukuro's crawl.

Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
C P 28 S 21 - 2 - Any - - L ×/× -

Same properties as the versions above, except this time both hits are low and travel along the ground. Can be used to stuff low statured approaches, however its anti-air presence is completely nonexistent making it often the most committal version in practice. Also has some application to pester opponents blocking high at a little beyond a character length away, eventually conditioning them to get hit by hop j.a.

Glancing Blade New Moon
623A/B
LB2 Moriya dp+A.png
A version
LB2 Moriya dp+B.png
B version
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
A - - - - - - - - - -

Multi-hit DP that serves as Moriya's fastest dedicated anti-air. Won't cause a hard knockdown in speed/EX, however it can be followed up with 623B in order to deal massive damage and gain phenominal oki. As such this is your main combo ender in those modes. The follow up can be made consistent at longer ranges by delaying the rekka.

Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
B - - - - - - - - - -

A slower version of the above move that covers a larger horrizontal space and causes a hard knockdown. Primarily used in power where the damage is much better, however it can still be used for hard reads in speed/EX.

Sash Blade Moonwalk
412A/B/C
LB2 Moriya 412A.png
Teleports behind you

"It's nothing personal kid"

Teleports in front of you

Teleports behind me

Teleports in your general direction

Teleports to the moon

Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
N/A - - - - N/A - N/A No N/A

A teleport that will travel to a different spot on the screen depending on the version used.

  • A- Behind Moriya, distance varries based on camera zoom
  • B- Directly in front of the opponent
  • C- Directly behind the opponent

Gains low stature(?) and then invincibility very quickly upon use before Moriya reappears at the respective destination. All versions can be followed up with any face button to perform a slower version of 214A/B/C as Moriya reappears. The A and B versions can be followed up with D in order to have Moriya deflect upon reappearing. The A and B versions are also bugged and will cancel with a total of 1f recovery by following up with A+C (indicated by the lack of a voice line). This also stops the momentum normally present in the teleport's recovery, meaning Moriya will be spaced noticeably farther from the opponent than if the move were allowed to play out normally. Note that the series 412A/B>AC>214x is objectively better than canceling directly into stance at the cost of a higher execution barrier. The C version is bugged and will occasionally be left with 1f recovery if performed when the opponent can be counter-hit. Which side Moriya is on is checked just before he disappears, since he slides slightly during the startup this enables some nasty ambiguous cross up oki in near the corner.

This is THE defining trait of Moriya. Thanks to the AC cancel, this move can be used to extend pressure, extend combos, hitconfirming, setplay, vastly improved mobility, etc.

  • The A version can be thrown very freely as exceptionally few moves can catch it midscreen, essentially allowing you to trade your screen control for safety. The A version is also an incredible tool for timerscams, as in many matchups you are literally guaranteed to run the clock for 5-6 seconds if spammed coast to coast. Additionally this functions as a feint of sorts if the opponent tries reacting to dash ins, as you can freely whiff punish them by immediately following up with a B teleport. Be warned that many characters can force you to either block or give up more screen space if they preemptively jump (not hop) at you. As long as you exercise caution not to corner yourself, this will allow you to whiff many buttons or overextend pressure far more freely than other characters can dream of.
  • The B version is by and large your most consistent approach tool. It loses to neutral jumping with normals and many jabs, but if the opponent is repeatedly whiffing stuff like that you can fairly easily pester them with 214A/B. Very importantly, this move can let Moriya punish almost every fireball in the game on reaction with a full combo. This version also enables multiple infinites as it makes all of your B normals absurdly plus on hit while essentially negating pushback as a factor entirely. Resetting pressure with this move, although fake, is also quite notable as the opponent will have to guess between this and the A version. If the opponent is constantly holding down back, you can AC cancel and immediately threaten 3a, j.c, 5a>2a (in speed/EX), or dash throw to punish such passive play.
  • The C version lacks an AC cancel, making it far easier to punish. It can be used sparingly for a reactable crossup in order to reset the opponent, however this will result in a big punish should they be ready for it. The more practical use of this move is as a means to escape the corner, as if the opponent hops forwards they will be powerless to punish you. This is still fairly risky in some matchups, but considering that gives you an entire stage length to leverage 412A this is always worth keeping in mind.

It's easy to get carried away with this, remember there is still a frame of recovery during an AC cancel and players familiar with the matchup will be fishing to punish that. However the fact that this tool is something that the opponent is constantly forced to respect so much during every aspect of the game allows Moriya to very easily overload the opponent's mental stack or otherwise force an opening with patient and abnormally safe pokes.

Desperation Moves

Life and Death Moonlight Flash
641236AB
LB2 Moriya f+hcf+AB.gif
Are you pressing agai-

Nevermind

Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 86/16 S 76/16 - - - - - - - - -

A multihit super which can be delayed by holding the button. Does a massive amount of chip, but is very easy to GC so it's very situational in that regard. Primarily used as a combo ender to close a round, however it is prone to uncombo on airborn opponents making the damage inconsistent. If the super uncombos when the opponent would have otherwise died to the previous hit, they will still die upon hitting the ground. Can find some niche use as an anti-air just because of how much space it takes up.

Super Desperation Moves

Life and Death Wild Season
641236B
LB2 Moriya fhcfB.png
Now are you pres-

Okay then...

Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -

Moriya quickly runs forwards, playing a very damaging cinematic upon hitting an opponent. Surprisingly decent counter-poke or frame trap, however combos into it typically don't add much damage.

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)

Videos

Moriya [CHARACTER BREAKDOWN & MOVELIST] by TK_MELLOWLINK
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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