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| ==Combos== | | ==Combos== |
| ===Any Mode=== | | ===Any Mode=== |
| * AB > 5A, 63214B xx 41236B | | * AB > 5A, 63214B xx 41236B |
| 41236B requires to be executed when the 63214B crosses up the opponent in order to get the follow up.
| | 41236B requires to be executed when the 63214B crosses up the opponent in order to get the follow up. |
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| * AB > 5A xx 214C (x3) > 8C | | * AB > 5A xx 214C (x3) > 8C |
| Simple BnB
| | Simple BnB |
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| * AB > 2C (x2) xx 214C (x3) > 8C | | * AB > 2C (x2) xx 214C (x3) > 8C |
| A bit of timing is required here to combo the 2C follow up into 214C.
| | A bit of timing is required here to combo the 2C follow up into 214C. |
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| * Dash A/B xx 214C(x3) > 8C | | * Dash A/B xx 214C(x3) > 8C |
| Simple hitconfirm.
| | Simple hitconfirm. |
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| * jB 236C (2) > 8B ~ 2B | | * jB 236C (2) > 8B ~ 2B |
| Hold 2 while the 236C hits, calculate the recovery and do 8B ~ 2B.
| | Hold 2 while the 236C hits, calculate the recovery and do 8B ~ 2B. |
| This combo's timing is strict and easely can drop, but the reward is good
| | This combo's timing is strict and easely can drop, but the reward is good |
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| * JB > 2C (x3) xx 214C (x3) > 8C | | * JB > 2C (x3) xx 214C (x3) > 8C |
| Time the JB to get the combo properly, outside that another simple one.
| | Time the JB to get the combo properly, outside that another simple one. |
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| * JB > 5B, 63214A xx 21416AB | | * JB > 5B, 63214A xx 21416AB |
| Time the JB to combo it properly and cancel the 63214A as soon as it hits.
| | Time the JB to combo it properly and cancel the 63214A as soon as it hits. |
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| ===Power Mode Only=== | | ===Power Mode Only=== |
Revision as of 00:45, 21 June 2020
Normals
Standing
5A
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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4A
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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5B
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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6B
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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5C
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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6C
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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BC(Power)
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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BC(Speed/EX)
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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8C
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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- A, B, and C can cancel in both Power Mode and Speed Mode
- forward + B (Power and Speed) is not cancellable
- forward + C in Speed Mode is not cancellable
Crouching
2A
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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2B
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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2C
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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3C
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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Air
jA
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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jB
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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jC
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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Special Moves
Dragon Hammer - qcb + C (x3)
214C
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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- Lee hops and twists forward to deliver a flaming kick
- Motion can be done up to 3 times to deliver more damage
Ryu Shou Sen - qcb + C (x2) (in air)
j214C
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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- Same as the Dragon Hammer, only done airborne
- Motion can be done twice
Fan of Flames - d~u + B
[2]8B
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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- Lee rises and swings his fans creating a fiery attack
- Anti-air capability
- Follow up with d + B
Mist Mauler - AB
AB
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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- Lee does a quick evasion
- Follow up with Hokage (A) to spin and attack with his fan
- Follow up with Homura (B) to do an overhead attack
- Follow up with Senpuu (C) to do a low kick. Can be repeated twice more
- Follow up with Hakkei (D) to do a mid-level strike
Serpent Rush - hcb + A/B
A
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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63214B
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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- Lee swings his flaming fan forward
- Super Cancel able
- Follow up with hcf B from B version
Invisible Kick - qcf + C (in air)
j236C
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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- Lee dives down from the air to deliver a kick. If it connects, he delivers several follow-up kicks
Ibuki - Start
Start
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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- Lee enters into a stance and slowly regains life
Desperation Moves
Hidden Serpent Slam - qcb, df, f + AB
21416AB
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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- Lee moves forward after he throws his fan into the air
Super Desperation Moves
Concealed Javelin of Judgement - qcb, df, f + B
21416B
Text
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
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Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
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CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
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TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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- Lee dashes forward into opponent. Makes a long combo if he connects
Combos
Any Mode
* AB > 5A, 63214B xx 41236B
41236B requires to be executed when the 63214B crosses up the opponent in order to get the follow up.
* AB > 5A xx 214C (x3) > 8C
Simple BnB
* AB > 2C (x2) xx 214C (x3) > 8C
A bit of timing is required here to combo the 2C follow up into 214C.
* Dash A/B xx 214C(x3) > 8C
Simple hitconfirm.
* jB 236C (2) > 8B ~ 2B
Hold 2 while the 236C hits, calculate the recovery and do 8B ~ 2B.
This combo's timing is strict and easely can drop, but the reward is good
* JB > 2C (x3) xx 214C (x3) > 8C
Time the JB to get the combo properly, outside that another simple one.
* JB > 5B, 63214A xx 21416AB
Time the JB to combo it properly and cancel the 63214A as soon as it hits.
Power Mode Only
* JB > 6C xx 21416AB
EX Mode Only
- Dash A/B 5B2C (x2)63214A 21416AB
Power and EX Mode
- AB 5A 63214A 2416AB
- AB 2C (x2)21416B
- jB 5B 21416B
Speed and EX Mode
- BC 63214B
- Dash A/B B 2C (x2) 63214B 41236B
- Dash A/B B 2C (x2) 214C (x3)
- Dash A/B B 2C (x2) 21416AB
- jB 5C 5A 5AA 6C 214C
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 + 236B