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

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{{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=
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|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
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|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
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{{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=
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|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=
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|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=
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|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=
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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=
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|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=
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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=
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|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=
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|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=
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|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
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{{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=
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|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=Hits OTG.
+
|description=Hits OTG. Used for max damage and still enables oki at closer ranges.
 
  }}
 
  }}
 
}}
 
}}
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{{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=
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|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=
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|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=
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|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=
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|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
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{{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=
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|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.
 
  }}
 
  }}
 
}}
 
}}
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{{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=
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|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
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{{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=
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|cancel=  
 
|cancel=  
 
|tech=  
 
|tech=  
|description=.
+
|description=Decent one button anti-air. Very active 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
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{{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=
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|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=
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|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.
 
  }}
 
  }}
 
}}
 
}}
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{{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=
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|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=
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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=
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|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.
 
  }}
 
  }}
 
}}
 
}}

Revision as of 12:18, 6 July 2021

Moriya-minakata.gif

Normals

Standing

5A
LB2 Moriya A.png
Press "A" to begin blender
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- 6 - - - - - -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
- 5 - - - - - 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
- 15 - - - - - 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
- 13 - - - - - -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
- 12 - - - - - -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
- P21 S14 - - - - - 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
- 6 - - - - - 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
- 10 - - - - - 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
- 46~66 - - - 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
- 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
- 12 - - 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
- 12 - - - - - 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
- 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
- 7 - - - - - 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
- 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
- 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
- 6 - - - - - 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
- 13 - - - - - M - -

Decent one button anti-air. Very active 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
- 6 - - - - - 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
- 9 - - - - - 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
- 5 - 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
- 13 - 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
- 4 - - - - - 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 ×/× -
  • A version stars quicker but travels forward only slightly
  • A version can combo into 3 hits
  • Speed Mode ends without knockdown
  • You can Super Cancel out of this move.
    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 L ×/× Air
  • B version stars slower, but travels further ahead and hits one extra time
  • B version can combo into 4 hits
  • Speed Mode ends with a knockdown.
  • You can Super Cancel out of this move
    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 - - - - - - - M - -
  • An extended long projectile slash
  • You can charge this move, full charge result into fullscreen projectile
  • A version strikes high
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
B - - - - Any - - M ×/× -
  • You can charge this move
  • B version strikes mid
  • D version cancels the move
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
C - - - - Any - - L ×/× -
  • You can charge this move
  • C version strikes low
  • D version cancels the move
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 - - - - - - - - - -
  • Upward slash, grounded anti-air
  • Follow up with Ittou Sogetsu (dp + B) after performing A version
  • Ittou Sogetsu can only be peformed in Speed or EX Mode
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
B - - - - - - - - - -

-

Sash Blade Moonwalk
412A/B/C
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -
  • Teleportation
  • A version puts Moriya away from opponent
  • B version puts Moriya in front of the opponent
  • C version puts Moriya behind the opponent
  • Pressing A, B, or C during the teleport puts Moriya into the Glancing Blade Haze stance for a long distance strike
  • Pressing D during the teleport will cause Moriya to deflect upon reappearing
  • Pressing A and C at the same time after the A or B versions will reduce the move's recovery to 1f, making this move an incredible movement or pressure tool

Desperation Moves

Life and Death Moonlight Flash
641236AB
LB2 Moriya f+hcf+AB.gif
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -
  • Series of multiple Glancing Blade Haze strikes
  • Able to charge

Super Desperation Moves

Life and Death Wild Season
641236B
LB2 Moriya fhcfB.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -
  • Rushing attack, does a series of dramatic strikes when it connects
  • Only able to perform in Power or EX Mode

Combos

Any Mode

  • Dash A/B, 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
A + B + C + A + B + C + C + B + A + 236C
A + B + C + 2C + A + 2C + 6BC
A + B + C + 2C + A + 6BC + A + B + 236C

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