The Last Blade 2/Akari Ichijo

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Akari-sm.gif

Overview

Placeholder. We could copy some of this stuff after review: http://wiki.shoryuken.com/Akari_(LB2)#Advanced_Strategy

Style Strengths Weaknesses
Power
  • faster meter gain gain, higher overall damage making small pokes add up quickly.
  • Can shut down most air approaches thanks to the threat eating a DM from her anti air when she has meter/desperation
  • combos are more difficult than speed, 4B linked to 6C is needed for her stronger combos
Speed
  • can extend combos thanks to 4B being a chain combo normal
  • one of a few characters than can combo into fandango (22A/B) making her damage potential higher than average.
  • DM has more horizontal range than power, allowing it to be combod into farther away.
  • slower meter gain than power
EX
  • 2A confirm to dm
  • anti air is as big of a threat as power mode when she has meter/desperation
  • DM shares the same range increase as speed, and does nearly a bar of health by itself.
  • No meter gained for blocked normals, damage taken increased 1.3x

Normals

Standing

5A
LB2 Akari A.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P12/1 S8/0 6 2 14 - P+7/-7 S+7/-8 - M - -

Slow jab with a high priority hitbox

4A
LB2 Akari b+A.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P12/1 S8/0 6 2 13 - +8/-7 - M - -

An equally slow jab with slightly less range

5B
LB2 Akari B.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S16/0 10 3 25 - P+1/-10 S+1/-19 - M - -

Solid anti-air priority

6B
LB2 Akari f+B.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P50/6 S23/0 P19 S15 4 29 - P-3/-13 S-3/-23 - M - -

Description

4B
LB2 Akari b+B.png
Ever want to learn an infinite?
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P24/4 S16/0 3 2 15 - +12/-8 - M - -

An incredibly fast move which just so happens to be untechable in the air. As such, it leads to some of the easiest loops in the game. However, do note that it won't launch on its own, so you'll need to combo into a launcher before looping your opponent. This move is also relatively safe on block and can be combo'd off of normally. Can link into every ground normal she has not named 6B, making it her go to normal for extended combos. Nullifies non dm projectiles during its active frames. Can link from 2C, 2A, 4A, 5A (for power mode combos)

5C
LB2 Akari C.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P12/1 S11/0 12 4 4 - +4/-11 - M - -

Hits OTG, only real use for this normal

6C
LB2 Akari f+C.png
Metered confirm here we go!
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P17/2 S14/0 9 7 23 - -/-23 - M - -

Low priority kick that causes a wallbounce. Sets up all your damaging juggles. Never throw it out on its own (unless you have a punish). Note that hitting on its later frames makes follow ups more difficult due to the recovery. This can be in issue in speed/ex, in power mode it doesn’t come up as often.

3B
LB2 Akari df+B.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
21 21 2 30 - N/A - N/A - -

Hits OTG. Doesn’t get much use

8C
LB2 Akari u+C.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
21 27 3 23 - N/A - N/A - -
  • Hits OTG. Slow but great effective range
  • 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 Taunt

Taunt Button
LB2 Akari Start(wtf).png
Achievement Unlocked: Childish Gumbino
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P2 S2 - - - - - - - - -

Only use this move as a meme if your opponent is at a pixel of HP. It's unblockable in the air however it's able to be deflected. If you manage to KO with this then congratulations, you might as well have won a lottery with this. :D

Crouching

2A
LB2 Akari d+A.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P12/1 S11/0 3 2 15 - +6/-7 - L - -

A very fast but long range jab which hits low for good measure. An incredible normal in general. Links into itself up to 4 times, links to 4B up close for damaging conversions. Use it

2B
LB2 Akari d+B.png
1st hit
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
15+17+2+? 7 4-1-1-1-1 48 - P-32/-10 S-32/-52 - -10/-52 - -
  • A multi-hit anti-air with good priority on most of the hits. Only the first two hits come out on block.
  • The first hitbox is active for 4f, subsequent hits are only active for a frame each and have gaps between one another.
2C
LB2 Akari d+C.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P10/1 S9/0 7 2 11 - +10/-5 - L - -

A kick that hits low and is very plus on hit, links into a lot of Akari's stuff which makes it a pretty useful normal despite having slower startup than 2A.

3C
LB2 Akari df+C.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P19/2 S14/0 5 4 28 - KD/-23 - L - -

Fast startup for a sweep

Air

jA
LB2 Akari jA.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P12/1 S11/0 5 2 N/A - - - H - -

Has both strong air to ground and air to air priority while still coming out quite quickly

jB
LB2 Akari jB.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/2 S13/0 12 3 N/A - - - H - -

Higher damage for a jump in. Can be used as air to air if they’re a bit below you but it’s not as reliable as her other air normals.

jC
LB2 Akari jC.png
Her reliable crossup button. Also tied for fastest button in the game
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P12/1 S11/0 1 6 N/A - - - H - -

Horrible hitbox, but that 1f startup can't be ignored. Despite the hitbox being not the best it’s her best air to air thanks to the speed of it (only Zan has a normal at the same speed) Pretty reliable as a cross up.

j2C
LB2 Akari jdC.png
Stomp for knockdown
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P12/1 S11/0 7 2 N/A - - - H - -
  • Behaves differently in power and speed/ex. In power mode it will knock a grounded opponent down, in speed and ex it only knocks down against airborne opponents. On hit or block in speed/ex you can cancel into 8C (quick flip away), 2C (diving roll that knocks down on hit), 8B (jumping stomp that knocks down) or 8A (slowish rolling attack that will knockdown if the downward hits somehow connect)
  • Best air to ground priority of Akari's jump ins
  • All but low A and low C in Power mode can cancel when crouching

Dashing

66A
LB2 Akari dashA.png
High five!
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S19/0 9 2 30 - P-2/-23 S-3/-23 - M Special/dm/sdm -

Description

66B
LB2 Akari dashb.png
Le faceplant
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S19/0 9 2 41 - KD/-35 - L - -

Description

Universal Mechanics

Throw
LB2 Akari CD.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - 33 - - - - - -

Can follow with 8C otg for extra damage with good timing. Recovery time is for a missed throw

Power

B+C
LB2 Akari pBC.png
Special Attack
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
59 39-59 2 44 - KD - UB - -

Incredibly short range and insanely long starup that can be held to make longer. Basically useless despite being unblockable

Speed

B+C
LB2 Akari sBC.png
Overhead
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
19 22 3 23 - -/-20 - H - -
  • Available in EX as well.
  • An overhead that causes a stagger (vs crouching opponent blocking) launches otherwise. Average speed for an overhead (most universal overheads share the same startup) but can still catch opponents off guard thanks to how diverse Akari's toolkit is. In a corner you can confirm a 4B into whatever followup you like, midscreen you can reset with a 5A/2A, 236A or try to tech chase

Speed Chain

A>A
LB2 Akari 5AA.png
Behold the combo filler-inator
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
8 3 2 25 - -4/-19 - M - -

Moves akari forward marginally. Despite this it can miss in chain combos from farther out, making 2A a better option for some combos.

A>B>C
LB2 Akari 5ABC.png
Stumbling into a shmixup
LB2 Akari 5ABC2.png
Second hitbox
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
11+19 12 5-5 13 - KD/-12 - M - -

5f gap between first and second hits.

Special Moves

Messianic Blast
236A/B
LB2 Akari qcf+A.png
A version
LB2 Akari qcf+B.png
B version
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
A - - - - - - - - - -
  • Akari launches a blue fireball. Decent for zoning use and some combos, travels full screen.
  • Cannot be blocked in the air
B - - - - - - - - - -
  • B version is stronger, but travels a shorter distance
  • Cannot be blocked in the air
Astro-Revolve
28C
LB2 Akari d,u+C.png
Ever wanted to make people stop jumping?
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -
  • Akari leaps into the air swirling blue energy around her
  • Anti-air properties, and incredibly good at it. One of very few moves that boasts some invincibility. (upper body) Only Lee’s flash kick is as reliable as an anti air special. In power(or ex) this move is a major deterrent for anyone jumping in on you since you can confirm dm from it for a chunk of damage.
  • Is Super Cancelable in Power/EX on the first hit
Tenmon Kakageshi Tenshin - - - - - - - - - -
  • Follow up with Tenmon Kakageshi Tenshin (28B) standard juggle ender
Tenmon Tenzuru Hokuto - - - - - - - - - -
  • Follow up with Tenmon Tenzuru Hokuto (28C) super cancel. Timing required to connect the dm as a juggle here, you can cancel late in the animation as well. Dm will not connect on a cornered opponent from this followup
  • 28C can also be followed with 28D to make akari jump, allowing you to connect an air throw or j2C
Rice Patty Demon Dicer
623X
LB2 Akari dp+A.png
A version
LB2 Akari dp+B.png
B version
LB2 Akari dp+C.png
C version
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
A - - - - - - - - - -
  • Akari disappears and uses her demon forces to drop her around her opponent.
  • A version puts her in front of opponent
B - - - - - - - - - -
  • B version puts her behind the opponent
C - - - - - - - - - -
  • C version puts her directly above opponent
  • Follow up with MeiRyu Mari Otoshi (2C) so Akari can bounce back and do more damage
  • Follow up with MeiRyu Mari Houri (8C) so Akari can move away safely after attack
  • Follow up with MeiRyu Houri (8B) so Akari additionally stomps on opponent
  • Follow up with MeiRyu Mari Koroge (hold A/B) so Akari moves away (A) or toward (B) opponent
Koumyou Gojuugo
421A/B/C
LB2 Akari rdp+A.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
A - - - - - - - - - -
  • Reifu Uou Saou (A version) Akari hits opponent with a talisman making the left or right controls reversed
  • Drains some super meter
B - - - - - - - - - -
  • Reifu Tenchi Muyou (B version) Akari hits opponent with a talisman making the up or down controls reversed
  • Drains some super meter
C - - - - - - - - - -
  • Reifu Anchuu Mosaku (C version) Akari hits opponent with a talisman temporarily locking out special moves
  • Drains some super meter
Pure Princess Parry
63214A
LB2 Akari hcb+A.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -
  • Akari puts her staff to the ground. If hit connects, a demon bell drops on her her opponent, exploding seconds later. Can be combod into, or used as a tick throw. Has a 2nd animation that can trigger that does slightly more damage, but it makes otg follows impossible (akari falls inside the bell). There’s no way to control which you get, it’s purely rng. Has a lot of range for a grab (2nd only to Shigen’s 41236B/C command grabs and his dm/sdm)
  • Command Grab
Changing Troll
63214B
LB2 Akari hcb+B.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -
  • Akari fakes sleeping and awaits a counter. If opponent hits her as she "sleeps" she disappears and reappears above opponent to land on them
Transforming Troll
63214C
LB2 Akari hcb+C.png
Copy Zantetsu, profit
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -
  • Uses paper talisman to turn into her opponent temporarily (same character and power type). Cannot use DM or SDM as transformed person, and will revert to herself if hit

Desperation Moves

Sextex Synthesis
2146AB
14A26674-0844-4BD0-941A-00E47D96E7E0.png
Gives people Scolopendrphobia
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -
  • Akari hops and hits low to summon a demon centipede. If it hits, the centipede will come from the ground to carry opponet, while Akari rides the centipede on it's side. Has slightly more horizontal range in speed than in power. Can connect from any B attack (minus 6B) as a ground combo in any mode, and from 4B in juggle.

Super Desperation Moves

100 Demon Sabbath
632146B
LB2 Akari hcb+f+B.png
Que parade fanfare
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -
  • A legion of demons or spirits come to trample opponent and Akari. Opponent will take damage, Akari will not. Has some use as anti air, but mostly used in juggles. Horizontal range is slightly less than 5A. Fast enough to combo from anything cancelable on the ground if you’re in range. 4A 4A 5A 632146B can work in power

Combos

Any Mode

  • Juggling with 4B more than twice in a combo is generally frowned upon
  • 4B, 4B
4B can be repeated indefinitely vs grounded opponent, (albeit difficultly) short dash forwards between 4B hits.
  • Dash A/B, 236B
  • Dash A/B, 421C
  • 2C, 28C 28B/C. 28C here is a link for power mode
  • j.B, 2B, 28C, 28C, 8C
  • j.B, 6C, 4B, 28C, 28B 5C
  • j.B, 4B, 2B(1) 2146AB
  • j.B, 4B, 4B, 5B, 2146AB. 4B, 5B is a one frame link. Corner only in power mode.
  • Grounded portion of combos works from any jump in attack
  • 28C 28D, j2C/jCD

Power Mode

  • 6C, 2146AB
  • 6C, 632146B corner
  • learning to link into 4B and the 4B, 6C link is important for her stronger combos in power.
  • 2A, 4B, 6C, dash 4B 236A. Good damage from a strong low poke.
  • 2C, 4A, 4B, 6C dash 4B 236A
  • 4/5A, 2A, 4B, 6C dash 4B 2146AB
  • 6C dash 4B dash jCD
  • whatever into 4B, 6C, dash 28C 28C 2146AB

EX Mode

  • 2A 2A 28C(1) 2146AB
  • 5A 2B(1) BC, 632146B (corner only)
  • 5A 2A 2B(1) 632146B
  • 4A 5A 5A 632146B (easier than the above combo)
  • 5A 2A 4B 5A 2A 6C 28C 28C 2146AB works anywhere but deep in a corner. Fancy confirm for fun, doing an extended chain into Dm is slightly more damage.
  • chain combo to 6C 4B 28C(1) 2146AB (corner) you need to hold the dm to have it connect.
  • All speed combos work in ex

Power and EX Mode

  • 2C (link) 28C, 2146AB
  • 5A/5B, 632146B
  • j.B, 6C, 4B 632146B (corner)
  • 5A, 28C, 28C, 2146AB
  • 4A, 4A, 5A 632146B

Speed

  • 4A 5A 5A 5B 6C 8C otg
  • BC, 236A
  • 5A, 2A, 2B(1), 4B, 5A, 2A, 5B 2146AB
  • Dash A/B 5B, 236B
  • 4A 5A 5A 5B 6C, dash 4B, 2146AB
  • 4A 5A 2A 2B(1) 6C, 4B, 236A, 9CD (corner)
  • A + B + C + A + B + C + C + B + 236A, 4B 28C 28B (corner)
  • 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C dash 4B 236A (bnb outside a corner) can end with 4B 2146AB with meter/desperation.
  • 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 22B(1), 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 28C 28B otg 5C (corner)
  • chain into 6C 4B 22B(1) 4B, dash 4B, dash 5A 2A 4B, 5A 2A 6C 4B 28C 28B corner. Above combo is more consistent, this is for showing off.

Super Speed Combos

  • A + B + C + A + B + C + A + B + 236C
  • A + B + C + A + B + C + C + B + 236A
  • A + B + C + 2C + A + 2C + 6BC
  • A + B + C + 2C + A + BC + A + 236B


Guard cancel

  • 421D, 4B, dash 4B 236A. Use 4B 28C 28B if opponent is put in a corner
  • 421D, 4B, dash 4B 2146AB (with desperation)
  • 412D, 28C, 28B otg 5C (easiest)
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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