The Last Blade 2/Kojiroh Sanada

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Kojirou-med1.gif

Overview

Placeholder

Style Strengths Weaknesses
Power
  • Strength 1
  • Strength 2
  • Weakness 1
  • Weakness 2
Speed
  • Strength 1
  • Strength 2
  • Weakness 1
  • Weakness 2
EX
  • Strength 1
  • Strength 2
  • Weakness 1
  • Weakness 2


Normals

Standing

5A
LB2 Kojiroh A.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 13/1 5 2 15 Any +6/-7 - M o/o -
Speed 8/0 5 2 15 Any +6/-9 - M o/o -

A fairly average jab with good horizontal priority but terrible anti-air priority. Leads to good damage in speed/EX and can be useful for resetting the opponent after a launch.

4A
LB2 Kojiroh b+A.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 13/1 3 2 15 Any +6/-7 - M o/o -
Speed 8/0 3 2 15 Any +6/-9 - M o/o -

A fast jab that leads to good damage in any mode, but its range is incredibly short and as such becomes fairly situational to use.

5B
LB2 Kojiroh B.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 36/3 12 23 24 Any +1/-10 - M o/o -
Speed 16/0 12 23 24 Any +1/-19 - M o/o -

A slow, short range shoulder bash. Typically inferior to 2B, but has faster startup which leads to tighter blockstrings.

6B
LB2 Kojiroh f+B.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 50/6 19 2 33 Any -5/-13 - M x/x -
Speed 23/0 13 2 33 Any -5/-23 - M x/x -

A long range poke whose utility vastly changes depending on whether you're using power or speed/EX. -todo-

5C
LB2 Kojiroh C.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 13/1 9 2 18 Any +3/-12 - M o/o -
Speed 11/0 9 2 18 Any +3/-12 - M o/o -

Hits OTG.

6C
LB2 Kojiroh f+C.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 19/2 10 8 22 Any -/-21 - M o/o None
Speed 16/0 10 8 22 Any -/-21 - M x/x None

A wallbounce with a relatively disjointed hitbox compared to most others. Also an incredibly active normal, so it can find some use as a whiff punish.

BC(Power)
LB2 Kojiroh pBC.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - Any - - UB x/x None

An unblockable which can be held to delay the hit. One of the more viable unblockables in the game because Kojiroh takes a step back before charging, allowing you to bait a lot of moves thanks to the extra distance. Beware that the hitbox can still be deflected, but this can be countered by holding the input for a short while. Note that this move will slide Kojiroh farther and faster the longer it is charged. Super cancelable when charged long enough

BC(Speed/EX)
LB2 Kojiroh sBC.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
19/0 22 3 23 Any -/-20 - H x/x -

A reactable overhead that causes a stagger if it hits a crouch blocking opponent, or a launch if combo'd into. Serviceable as a quick anti-air.

6BC(Speed/EX)
LB2 Kojiroh df+BC.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - Any - - H x/x -

A command normal exclusive to speed/EX mode which cannot be chained into. Hits high, but is not a very good mixup tool due to being reactable and punishable on block. What this move is incredible at is anti-airing, as the hitbox is very tall and the hit itself is untechable into a hard knockdown. Dm can juggle after and if landed against a jumping opponent, you can even combo directly into a fandango (22A/B). If landed too low to do so or you lack meter, it's ideal to instead combo into 623B or 6B depending on your range.

3B
LB2 Kojiroh df+B.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 21 13 8 22 Ground N/A - N/A x/x N/A
Speed 23 13 8 22 Ground N/A - N/A x/x N/A

Hits OTG.

Crouching

2A
LB2 Kojiroh d+A.png
That's not how meaties work
LB2 Kojiroh d+A2.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 13/1 4 4 18 Any -2(-2)/-10(-10) - L o/o -
Speed 11/0 4 4 18 Any -2(+4)/-22(-16) - L o/o -

A quick low with decent range. Hitting late with this move will alter its hitstun slightly (shown in brackets). If playing in power mode this becomes a primary poke for keeping opponents at bay. At -2 (on its first hitbox) it’s one of the few truly safe normals in this game when used on it’s own

2B
LB2 Kojiroh d+B.png
Mind the gap here
LB2 Kojiroh d+B2.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 26/3 17 1-(1)-2 23 Any +2(+4)/-10(-10) - M o/o -
Speed 19/0 18 2-(2)-2 23 Any 0(+4)/-20(-16) - M o/o -

A long range poke which does solid damage in its own right and can be canceled for more damage. Part of your optimal speed chains, but becomes unsafe on block while in speed/EX so you must hitconfirm correctly. There is a gap during the active frames of this move despite only being one hit, and connecting the late part of the move will change its hitstun (shown in brackets).

2C
LB2 Kojiroh d+C.png
Cross under 82c for extra schmix
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 13/1 3 2 16 Any +5/-10 - L x/x -
Speed 11/0 3 2 16 Any +5/-10 - L o/o -

A 3f low with poor range and priority, but makes for a great mixup tool in either mode. Can be used as an alternative to 4A in some matchups, but will lead to less reward upon doing so.

3C
LB2 Kojiroh df+C.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 24/3 9 2 26 Any KD/-19 - L o/o -
Speed 19/0 9 2 26 Any KD/-19 - L o/o -

A slide kick with moderate range. Incredibly unsafe on block or whiff, and isn't active for nearly as long as you'd think. As such this move will often be stuffed and isn't nearly as useful as you'd think at first glance.

Air

J.A
LB2 Kojiroh jA.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 13/1 4 4 N/A Any N/A - H x/x Air
Speed 11/0 4 4 N/A Any N/A - H x/x Air

A quick jumping normal with great air to air priority, and loads your options against grounded opponents very effectively if spaced.

J.B
LB2 Kojiroh jB.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 26/3 7 4 N/A Any N/A - H x/x Air
Speed 13/0 7 4 N/A Any +6/-9 - H x/x Air

A large normal with an equally large amount of hurtbox extension. Can be used as a commital jump-in while in power mode thanks to the high damage, but is almost entirely inferior to j.C in speed/EX.

J.C
LB2 Kojiroh jC.png
Win condition
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 13/1 3 7 N/A Any N/A - H x/x Air
Speed 11/0 3 7 N/A Any N/A - H x/x Air

Kojiroh's primary jump in. Great disjoint against grounded opponents, has minimal hurtbox extension, and still has the range to intercept the opponent if they hop. Couple that with its incredible frame data, and you've got a phenomenal tool to extend pressure or punish projectiles. Can also be used to punish the opponent for dropping tech chases, but is way too risky for what it's worth given Kojiroh's lack of divekicks.

Dashing

Dashing high
LB2 Kojiroh dashHigh.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 26/3 9 2 30 Any -3/-10 - M o/o -
Speed 19/0 9 2 30 Any -3/-23 - M o/o -

A high priority dashing normal. Typically not used very often in neutral since Kojiroh's command run loads your options significantly better than a normal dash, but this move can prove useful for certain oki setups due to hitting ground techs.

Dashing low
LB2 Kojiroh dashLow.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 26/3 9 10 23 Any KD/-24 - L - -
Speed 19/0 9 10 23 Any KD/-23 - L - -

A dashing low with a ton of active frames. Everything 3C should have been and more, but unfortunately finds little use due to the prerequisite of dashing.

Speed chain

5A>A
LB2 Kojiroh 5aa.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
8/0 4 2 19 Any +2/-13 - M o/o -

Combo filler.

5A>2A
LB2 Kojiroh 5a2a.png
Consistent hitstun unlike the raw version
LB2 Kojiroh 5a2a2.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
11/0 2 4 18 Any +1/-14 - L o/o -

A solid low with more useful cancel properties compared to the normal 2A.

C of A>B>C
LB2 Kojiroh 5abc.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
23/0 9 4 26 Any KD/-24 - M x/x Air

Autocombo ender that causes a tech chase from a noticeable distance.

Special Moves

Flashing Flight - 214A

214A
LB2 Kojiroh qcb+a.png
Text
LB2 Kojiroh qcb+a2.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 40,30/0+3 10 3-(10)-2 29 Any KD,-1/-21 - L/M x/x -
Speed 29,23/0+2 10 3-(10)-2 29 Any KD,-1/-21 - L/M x/x -

A sliding slash which covers a large amount of screen space. The first hit of the move will hit low and knockdown, while the latter will leave the opponent standing and can be blocked high. This move functions as Kojiroh's primary combo ender, as it does consistent damage while guaranteeing a knockdown that can even be converted into an OTG. In neutral this tool is significantly more situational, but notably if you catch the opponent jumping back with the late hit you will be left in a favorable position to attempt a tech chase.

Black Hole Blade - 214B

214B
LB2 Kojiroh qcb+B.png
Text
LB2 Kojiroh qcb+B2.png
LB2 Kojiroh qcb+B3.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 10+13+19/1+1+2 12 2-(11)-2-(9)-2 28 - 0/-20 - M o/o -
Speed 9+11+13/1+1+1 12 2-(11)-2-(9)-2 28 Any 0/-20 - M x/x -

A disjointed, advancing multihit with fairly fast startup all things considered. Leaves you neutral on hit, so it can allow you to set up resets against characters with slow/poor jabs. More notably, this move is super cancel able in power/EX mode (on the first hit only), allowing for very consistent and damaging combo enders at surprisingly long ranges.

Shujin - 214C

214C
LB2 Kojiroh qcb+C.png
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
N/A - - - Any N/A - N/A o/o N/A

A command run that you can follow up with by either inputting a special or a unique command grab by tapping C again. This move will cancel itself automatically after a set amount of time, and can cross up the opponent even in the corner. Specials gain no unique properties when done off of this move (although kara canceling off 214C allows them to hit from much farther away). The command grab this move grants you has the same range as your normal throw, and has very similar properties with Kojiroh hurling the opponent a long distance opposite of the direction she's facing. The throw will reverse if you crossup the opponent to hit them, but be warned that this move is reactable at most ranges and the opponent becomes more likely to avoid the situation if you grab late. During during the run's recovery, you can still cancel into special or super. Recovery always faces towards the opponent so if you ran past them, you can input the cancel in their direction Overall this is a very strong tool to disorient your opponent and force a more advantageous position against rushdown characters. But be warned that it has no invincibility and will often get you punished if used recklessly. Leads to OTG upon throwing the opponent into the corner.

Empty Death - 623A/B

623A
LB2 Kojiroh dp+A.png
Gee tommy, how come mom lets you have two active frames?
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 31/3 9 1 36 Any -/-28 - M x/x -
Speed 20/2 9 1 36 Any -/-28 - M x/x -

A somewhat commital DP that leads to very lackluster rewards. Combine that with this move only having a single active frame, and this move is primarily relegated to a combo ender off specific launchers.

623B
LB2 Kojiroh dp+B.png
Finally, some actual anti-airs
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 39/4 10 4 43 Any -/-38 - M x/x -
Speed 26/3 10 4 43 Any -/-38 - M x/x -

A much higher priority yet more commital DP compared to 623A. However, this move has a fair number of active frames and as such can sparingly find use as an anti-air in power mode. Still considered an inferior anti-air to 6BC in speed mode both due to the long recovery and nonexistent reward.

Blast-of-Plague Demise - 236A/B

236A
LB2 Kojiroh qcf+A.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power - - - - Any - - M x/x -
Speed - - - - Any - - M x/x -

A basic yet effective fireball. Has a very tall hitbox that can often catch hopping opponents, which is made even more likely due to the fireball stalling in front of you for a short time after the move becomes active. Unsafe at point blank, but becomes safe or even advantageous with very short travel distance.

236B
LB2 Kojiroh qcf+B.png
Text
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power - - - - Any - - M x/x -
Speed - - - - Any - - M x/x -

The move starts with Kojiroh effectively performing qcf+A but with longer startup. After that fireball is created, Kojiroh immediately throws a second, faster fireball that catches up with the first and merges to create a massive projectile that does very solid chip. Ironically less safe than qcf+A at closer ranges, but the extra chip can help close a round and the extra active frames make it more likely you will catch a jumping opponent. Note that while the projectiles are separated, they can block a total of two fireballs, but when they combine they can be neutralized by a single projectile. This means that this move is very good at counteracting zoning measures, but requires good timing in order to do so.

Desperation Moves

Black Hole Blade - Eagle - 2146AB

2146AB
LB2 Kojiroh qcb+db+f+A.png
Knowledge check time
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - H - -

Solid damage and solid chip damage on block (not safe however) resets position on hit. Easily used in chain combos, juggling into it makes it lose some damage compared to hitting it vs a grounded opponent, but it’s still a strong damage option in those situations

Super Desperation Moves

Wolf Fang of Emptiness - 2146B

2146B
LB2 Kojiroh qcb+db+f+B.png
GATOTSU!
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -
  • Poses and dashes through opponent
  • Chargeable
  • Unblockable after charging for 99f, gets a damage boost after 96f
  • Only able to perform in Power or EX Mode

Combos

Any Mode

5c 236A
Dash A/B 214B
Dash A/B 623A
214C>C, 5c (corner only)
jB, 5B 214B
jB, 5B 214A
jB, 5B 2146AB

Power Mode Only

jB, 6C 236A
jB, 6C 623B
jB, 6C 21416AB

EX Mode Only

Dash A/B >B 214B 21416AB (214B>2146AB must be canceled off the first hit)
jB, 4A, 5A, 4A, 5A, 5A, 2B 214B 2146AB

Power and EX Mode

Dash A/B 214B 2146AB
jB, 5B 214B 2146AB
2C, 4A 214B 2146AB
4Ax3 214B 2146AB
5A 214B 2146AB. Far reaching dm confirm in power

Speed and EX Mode

4A>A>2A>2B 214C, 214A (Kara cancel off 214C in order to get knockdown, bnb)
5A>A, 5A>A>B 21416AB (A>A chain into A>A chain only works at point blank)
4A 5A, 4A 5A 2A 2B 214C 214A. Alternate to the above combo 5A 4A link works from a little farther out. 2A>2B must be chained together very quickly or the combo may drop. 
2C, 4A combo of choice. 
jB, 5A>A>A>B 236A
6BC, 21416AB
6BC (hit anti-air), 22A/B > A + B + C + A + B + C + A + B + 236C
6BC (hit anti-air), 22A/B > A + B + C + 2C + A + 2C + 6BC, 6BC, 21416AB (requires critical life and super)
22A/B 5A 5B 5C 2C 2A 2C 6BC 214C (crossunder) 2146AB, dash jump in j.B, combo of choice. The dm hitting from behind glitches and causes the opponent to go into a stagger. Requires desperation and full meter, does not work in a corner.

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
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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