|
|
Line 15: |
Line 15: |
| |recovery=16 | | |recovery=16 |
| |state=Any | | |state=Any |
| |frame advantage= | | |frame advantage=+3/-7 |
| |meter gain=- | | |meter gain=6/3 |
| |guard=M | | |guard=M |
| |cancel=○/○ | | |cancel=○/○ |
Line 29: |
Line 29: |
| |recovery=16 | | |recovery=16 |
| |state=Any | | |state=Any |
| |frame advantage= | | |frame advantage=+3/-12 |
| |meter gain=- | | |meter gain=2/1 |
| |guard=M | | |guard=M |
| |cancel=○/○ | | |cancel=○/○ |
Line 50: |
Line 50: |
| |recovery=17 | | |recovery=17 |
| |state=Any | | |state=Any |
| |frame advantage= | | |frame advantage=+3/-12 |
| |meter gain= | | |meter gain=6/3 |
| |guard=M | | |guard=M |
| |cancel=○/○ | | |cancel=○/○ |
Line 64: |
Line 64: |
| |recovery=17 | | |recovery=17 |
| |state=Any | | |state=Any |
| |frame advantage= | | |frame advantage=+3/-12 |
| |meter gain= | | |meter gain=2/1 |
| |guard=M | | |guard=M |
| |cancel=○/○ | | |cancel=○/○ |
Line 85: |
Line 85: |
| |recovery=17 | | |recovery=17 |
| |state=Any | | |state=Any |
| |frame advantage= | | |frame advantage=+3/-10 |
| |meter gain= | | |meter gain=8/4 |
| |guard=M | | |guard=M |
| |cancel=○/○ | | |cancel=○/○ |
Line 99: |
Line 99: |
| |recovery=17 | | |recovery=17 |
| |state=Any | | |state=Any |
| |frame advantage= | | |frame advantage=+3/-17 |
| |meter gain= | | |meter gain=3/1 |
| |guard=M | | |guard=M |
| |cancel=○/○ | | |cancel=○/○ |
Line 120: |
Line 120: |
| |recovery=23 | | |recovery=23 |
| |state=Any | | |state=Any |
| |frame advantage= | | |frame advantage=+4/-13 |
| |meter gain= | | |meter gain=12/6 |
| |guard=M | | |guard=M |
| |cancel=x/△ | | |cancel=x/△ |
Line 134: |
Line 134: |
| |recovery=23 | | |recovery=23 |
| |state=Any | | |state=Any |
| |frame advantage= | | |frame advantage=+4/-16 |
| |meter gain= | | |meter gain=4/2 |
| |guard=M | | |guard=M |
| |cancel= x/x | | |cancel= x/x |
Line 155: |
Line 155: |
| |recovery=19 | | |recovery=19 |
| |state=Any | | |state=Any |
| |frame advantage= | | |frame advantage=+1/-14 |
| |meter gain= | | |meter gain=6/3 |
| |guard=M | | |guard=M |
| |cancel=○/○ | | |cancel=○/○ |
Line 169: |
Line 169: |
| |recovery=19 | | |recovery=19 |
| |state=Any | | |state=Any |
| |frame advantage= | | |frame advantage=+1/-14 |
| |meter gain= | | |meter gain=3/1 |
| |guard=M | | |guard=M |
| |cancel=○/○ | | |cancel=○/○ |
Line 190: |
Line 190: |
| |recovery=32 | | |recovery=32 |
| |state=Any | | |state=Any |
| |frame advantage= | | |frame advantage=-/-29 |
| |meter gain= | | |meter gain=6/3 |
| |guard=M | | |guard=M |
| |cancel=○/○ | | |cancel=○/○ |
| |tech=None | | |tech=Air |
| }} | | }} |
| {{AttackData-LB2 | | {{AttackData-LB2 |
Line 204: |
Line 204: |
| |recovery=32 | | |recovery=32 |
| |state=Any | | |state=Any |
| |frame advantage= | | |frame advantage=-/-29 |
| |meter gain= | | |meter gain=3/1 |
| |guard=M | | |guard=M |
| |cancel=x/x | | |cancel=x/x |
| |tech=None | | |tech=Air |
| |description=Description. | | |description=Description. |
| }} | | }} |
Line 219: |
Line 219: |
| |data= | | |data= |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage=21 | | |version=Power |
| |startup=10 | | |damage=21/- |
| |active=2 | | |startup=10 |
| |recovery=13 | | |active=2 |
| |state=Ground | | |recovery=13 |
| |frame advantage= | | |state=Ground |
| |meter gain= | | |frame advantage=-/- |
| |guard= N/A | | |meter gain=2/- |
| |cancel=x/x | | |guard=- |
| |tech=N/A | | |cancel=x/x |
| |description=Hits OTG. | | |tech=- |
| | }} |
| | {{AttackData-LB2 |
| | |header=no |
| | |version=Speed |
| | |damage=21/- |
| | |startup=10 |
| | |active=2 |
| | |recovery=13 |
| | |state=Ground |
| | |frame advantage=-/- |
| | |meter gain=1/- |
| | |guard=- |
| | |cancel=x/x |
| | |tech=- |
| | |description=Description. |
| }} | | }} |
| }} | | }} |
|
| |
|
| =====Dashing normals===== | | =====Dashing normals===== |
| Check [[The_Last_Blade_2/System|System]] if you can't get this to come out
| |
| {{MoveData | | {{MoveData |
| |image=LB2_Kagami_DashAB.png | | |image=LB2_Kagami_DashAB.png |
Line 240: |
Line 254: |
| |name=Dashing High | | |name=Dashing High |
| |data= | | |data= |
| | {{AttackData-LB2 |
| | |version=Power |
| | |damage=26/3 |
| | |startup=10 |
| | |active=2 |
| | |recovery=29 |
| | |state=Any |
| | |frame advantage=-3/-10 |
| | |meter gain=8/4 |
| | |guard=M |
| | |cancel=○/○ |
| | |tech=Air |
| | }} |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage=26/3 | | |header=no |
| |startup=10 | | |version=Speed |
| |active=2 | | |damage=19/0 |
| |recovery=29 | | |startup=10 |
| |state= | | |active=2 |
| |frame advantage= | | |recovery=29 |
| |meter gain= | | |state=Any |
| |guard=M | | |frame advantage=-3/-23 |
| |cancel=○/○ | | |meter gain=3/1 |
| |tech= | | |guard=M |
| |description=- | | |cancel=○/○ |
| }} | | |tech=Air |
| | |description=Description. |
| | }} |
| }} | | }} |
| | |
| {{MoveData | | {{MoveData |
| |image=LB2_Kagami_DashBC.png | | |image=LB2_Kagami_DashBC.png |
Line 259: |
Line 289: |
| |name=Dashing Low | | |name=Dashing Low |
| |data= | | |data= |
| | {{AttackData-LB2 |
| | |version=Power |
| | |damage=26/3 |
| | |startup=10 |
| | |active=2 |
| | |recovery=29 |
| | |state=Any |
| | |frame advantage=KD/-23 |
| | |meter gain=8/4 |
| | |guard=L |
| | |cancel=x/x |
| | |tech=Air |
| | }} |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage=26/3 | | |header=no |
| |startup=10 | | |version=Speed |
| |active=2 | | |damage=26/3 |
| |recovery=29 | | |startup=10 |
| |state= | | |active=2 |
| |frame advantage= | | |recovery=29 |
| |meter gain= | | |state=Any |
| |guard=L | | |frame advantage=KD/-23 |
| |cancel=X/X | | |meter gain=3/1 |
| |tech=N/A | | |guard=L |
| |description= - | | |cancel=x/x |
| }} | | |tech=Air |
| | |description=Description. |
| | }} |
| }} | | }} |
|
| |
|
Revision as of 23:19, 20 December 2021
Normals
Standing
5A
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
13/1
|
8
|
2
|
16
|
Any
|
+3/-7
|
6/3
|
M
|
○/○
|
Air
|
Speed
|
8/0
|
8
|
2
|
16
|
Any
|
+3/-12
|
2/1
|
M
|
○/○
|
Air
|
|
|
4A
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
13/1
|
5
|
2
|
17
|
Any
|
+3/-12
|
6/3
|
M
|
○/○
|
Air
|
Speed
|
8/0
|
5
|
2
|
17
|
Any
|
+3/-12
|
2/1
|
M
|
○/○
|
Air
|
|
|
5B
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
30/3
|
16
|
3
|
17
|
Any
|
+3/-10
|
8/4
|
M
|
○/○
|
Air
|
Speed
|
16/0
|
16
|
3
|
17
|
Any
|
+3/-17
|
3/1
|
M
|
○/○
|
Air
|
|
|
6B
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
50/6
|
20
|
2
|
23
|
Any
|
+4/-13
|
12/6
|
M
|
x/△
|
Air
|
Speed
|
23/0
|
16
|
2
|
23
|
Any
|
+4/-16
|
4/2
|
M
|
x/x
|
Air
|
|
|
5C
Text
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
13/1
|
8
|
2
|
19
|
Any
|
+1/-14
|
6/3
|
M
|
○/○
|
Air
|
Speed
|
11/0
|
8
|
2
|
19
|
Any
|
+1/-14
|
3/1
|
M
|
○/○
|
Air
|
|
|
6C
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
19/2
|
23
|
2
|
32
|
Any
|
-/-29
|
6/3
|
M
|
○/○
|
Air
|
Speed
|
16/-
|
23
|
2
|
32
|
Any
|
-/-29
|
3/1
|
M
|
x/x
|
Air
|
|
|
3B
Text
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
21/-
|
10
|
2
|
13
|
Ground
|
-/-
|
2/-
|
-
|
x/x
|
-
|
Speed
|
21/-
|
10
|
2
|
13
|
Ground
|
-/-
|
1/-
|
-
|
x/x
|
-
|
|
|
Dashing normals
Dashing High
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
26/3
|
10
|
2
|
29
|
Any
|
-3/-10
|
8/4
|
M
|
○/○
|
Air
|
Speed
|
19/0
|
10
|
2
|
29
|
Any
|
-3/-23
|
3/1
|
M
|
○/○
|
Air
|
|
|
Dashing Low
Knockdown
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
26/3
|
10
|
2
|
29
|
Any
|
KD/-23
|
8/4
|
L
|
x/x
|
Air
|
Speed
|
26/3
|
10
|
2
|
29
|
Any
|
KD/-23
|
3/1
|
L
|
x/x
|
Air
|
|
|
Crouching
2A
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
13/1
|
8
|
2
|
18
|
Any
|
-
|
-
|
L
|
X/X
|
None
|
Speed
|
11/0
|
8
|
2
|
18
|
Any
|
-
|
-
|
L
|
○/○
|
None
|
|
|
2B
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
28/3
|
18
|
4
|
24
|
Any
|
-
|
-
|
L
|
x/x
|
None
|
Speed
|
23/0
|
18
|
4
|
24
|
Any
|
-
|
-
|
L
|
○/○
|
None
|
|
|
2C
LOOK MOM I'M PLAYING NEUTRAL
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
13/1
|
3
|
2
|
14
|
Any
|
-
|
-
|
L
|
x/x
|
None
|
Speed
|
11/0
|
3
|
2
|
14
|
Any
|
-
|
-
|
L
|
○/○
|
None
|
|
|
3C
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
24/3
|
11
|
2
|
27
|
Any
|
-
|
-
|
L
|
○/○
|
None
|
Speed
|
19/0
|
11
|
2
|
27
|
Any
|
-
|
-
|
L
|
○/○
|
None
|
|
|
- Any buttons are cancellable in Speed Mode
Air
8A
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
13/1
|
8
|
2
|
-
|
Any
|
-
|
-
|
H
|
x/x
|
Air
|
Speed
|
11/0
|
8
|
2
|
-
|
Any
|
-
|
-
|
H
|
x/x
|
Air
|
|
|
8B
Text
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
24/3
|
12
|
2
|
-
|
Any
|
-
|
-
|
H
|
△/△
|
Air
|
Speed
|
13/0
|
12
|
2
|
-
|
Any
|
-
|
-
|
H
|
△/△
|
Air
|
|
|
8C
Text
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
13/1
|
8
|
3
|
-
|
Any
|
-
|
-
|
H
|
x/x
|
Air
|
Speed
|
11/0
|
8
|
3
|
-
|
Any
|
-
|
-
|
H
|
x/x
|
Air
|
|
|
j.2C
Like a Furnace
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
26/3
|
13
|
-
|
-
|
Any
|
-
|
-
|
H
|
○/○
|
Ground
|
Speed
|
23
|
13
|
-
|
-
|
Any
|
-
|
-
|
H
|
○/○
|
Ground
|
Kagami dives into the opponent. Can be followed with a dp into super, or link into combos.
|
|
Speed chain
5A>A
Text
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
15/0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
5A>B>C
Text
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
47/0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
- All moves in this section are exclusive to speed/EX mode
Universal Mechanics
Throw C+D
WHATTHEFU-? BOOOOOOOOOOOOM!!
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
28
|
N/A
|
N/A
|
N/A
|
Any
|
-
|
-
|
N/A
|
N/A
|
Ground
|
|
|
5B+C
Power Version Speed/EX Version
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
61
|
48~68
|
2
|
34
|
Any
|
KD
|
-
|
N/A
|
N/A
|
Ground
|
- Unblockable.
- You can hold it for a while.
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Speed/EX
|
19
|
23
|
3
|
22
|
Any
|
KD,Stagger/-
|
-
|
H
|
x/x
|
Ground
|
|
|
- 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
Special Moves
Shallow Wings of Flight 236A
Text
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
26/3
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Speed
|
23/2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Kagami launches a fiery projectile
|
|
Flaming Talon of Retribution 236B
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
50(24)/6(3)
|
-
|
-
|
-
|
Any
|
-
|
-
|
-
|
-
|
Ground(1st hit)
|
Speed
|
40(20)/4(2)
|
-
|
-
|
-
|
Any
|
-
|
-
|
-
|
-
|
Ground(1st hit)
|
- Kagami makes a motion to leave a streak of fire in-front of him
- Follow up with Shiranui (qcf+B) to set his sword aflame and knock his opponent down with it
|
|
Char-Broiled Blast 623A/B
A version B version
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
32(24)(10)/7(3)(4)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Speed
|
27(19)(9)/5(1)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- A version
- Kagami goes into the air trailing swirling fire behind him
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
39(28)(13)/7(3)(4)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Speed
|
32(11)/5(1)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
- Both version is Super Cancel able
Blazing Brawler 63214A/B(close)
A version
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
- Kagami grabs opponent, lifts them into the air, stabs them with his sword and explodes the opponent with fire
Shizuka Naru Kodou 214C
Text
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Kagami crouches in a stance to create a ring of energy around him
|
|
- Only used to build super meter
Desperation Moves
Sparrow of the Red Lotus Thrust 41236AB(in-air)
Text
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
80/2
|
-
|
-
|
-
|
Any
|
-
|
-
|
H
|
x/x
|
None
|
Speed
|
85/2
|
-
|
-
|
-
|
Any
|
-
|
-
|
H
|
x/x
|
None
|
|
|
- From the air, Kagami dives down like he does in Like a Furnace, incased in fire and hits again making a V shape and taking the opponent on his flight path
Heavenly Phoenix 641236AB
NAGE!
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
72/-
|
-
|
-
|
-
|
Any
|
-
|
-
|
N/A
|
x/x
|
None
|
Speed
|
67/-
|
-
|
-
|
-
|
Any
|
-
|
-
|
N/A
|
x/x
|
None
|
- Kagami throws a large ground wave of fire towards opponent.
|
|
Super Desperation Moves
Phoenix Rising Hack 41236B (in-air)
Text
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
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.
|
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
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
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.
|
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.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
108/2
|
-
|
-
|
-
|
Any
|
-
|
-
|
H
|
N/A
|
None
|
|
|
- Same motion as Sparrow of the Red Lotus Thrust, but deals more damage and creates a phoenix image during the attack
Combos
Any Mode
d C (in air), qcf A
Dash A/B, qcf B (x2), df B
j B, B, qcf B (x2), df B
j B, B, hcb A, df B
d C (in air), hcf AB (in air), df B
EX Mode Only
Dash A/B, d B, dp B, hcf AB (in air)
j B, b A, A, A, d B, BC, dp A, hcf AB (in air), df B
Super Combo A, B, C, d C, A, d C, f BC, dp B, hcf AB (in air), df B
Power and EX Mode
d C (in air), dp B, hcf AB (in air), df B
d C (in air), hcf B (in air)
j B, hcf B (in air)
Speed and EX Mode
j B, b A, A, A, B, f C, df B
Dash A/B, d B, dp B, df B
j B, b A, A, A, d B, hcb A, df B
j B, b A, A, A, d B, qcf B (x2), df B
Super Speed Combos
A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + B + 236A
A + B + C + d C + A + d C + 6BC
A + B + C + d C + A + BC + A + 236B