|
|
Line 11: |
Line 11: |
| |version= Power | | |version= Power |
| |damage= 15/1 | | |damage= 15/1 |
| |startup= 5 | | |startup= 6 |
| |active= 7 | | |active= 7 |
| |recovery= 12 | | |recovery= 12 |
Line 25: |
Line 25: |
| |version= Speed | | |version= Speed |
| |damage= 8/0 | | |damage= 8/0 |
| |startup= 5 | | |startup= 6 |
| |active= 7 | | |active= 7 |
| |recovery= 12 | | |recovery= 12 |
Line 46: |
Line 46: |
| |version= Power | | |version= Power |
| |damage= 15/1 | | |damage= 15/1 |
| |startup= 5 | | |startup= 6 |
| |active= 7 | | |active= 7 |
| |recovery= 9 | | |recovery= 9 |
Line 60: |
Line 60: |
| |version= Speed | | |version= Speed |
| |damage= 8/0 | | |damage= 8/0 |
| |startup= 5 | | |startup= 6 |
| |active= 7 | | |active= 7 |
| |recovery= 9 | | |recovery= 9 |
Line 81: |
Line 81: |
| |version= Power | | |version= Power |
| |damage= 27/3 | | |damage= 27/3 |
| |startup= 15 | | |startup= 16 |
| |active= 2 | | |active= 2 |
| |recovery= 24 | | |recovery= 24 |
Line 95: |
Line 95: |
| |version= Speed | | |version= Speed |
| |damage= 16/0 | | |damage= 16/0 |
| |startup= 15 | | |startup= 16 |
| |active= 2 | | |active= 2 |
| |recovery= 24 | | |recovery= 24 |
Line 116: |
Line 116: |
| |version= Power | | |version= Power |
| |damage= 50/6 | | |damage= 50/6 |
| |startup= 19 | | |startup= 20 |
| |active= 5 | | |active= 5 |
| |recovery= 28 | | |recovery= 28 |
Line 130: |
Line 130: |
| |version= Speed | | |version= Speed |
| |damage= 23/0 | | |damage= 23/0 |
| |startup= 13 | | |startup= 14 |
| |active= 5 | | |active= 5 |
| |recovery= 28 | | |recovery= 28 |
Line 151: |
Line 151: |
| |version= Power | | |version= Power |
| |damage= 43/5 | | |damage= 43/5 |
| |startup= 24 | | |startup= 25 |
| |active= 4 | | |active= 4 |
| |recovery= 34 | | |recovery= 34 |
Line 165: |
Line 165: |
| |version= Speed | | |version= Speed |
| |damage= 31/0 | | |damage= 31/0 |
| |startup= 16 | | |startup= 17 |
| |active= 2 | | |active= 2 |
| |recovery= 28 | | |recovery= 28 |
Line 187: |
Line 187: |
| |version= Power | | |version= Power |
| |damage= 15/1 | | |damage= 15/1 |
| |startup= 9 | | |startup= 10 |
| |active= 4 | | |active= 4 |
| |recovery= 20 | | |recovery= 20 |
Line 201: |
Line 201: |
| |version= Speed | | |version= Speed |
| |damage= 14/0 | | |damage= 14/0 |
| |startup= 9 | | |startup= 10 |
| |active= 4 | | |active= 4 |
| |recovery= 20 | | |recovery= 20 |
Line 222: |
Line 222: |
| |version= Power | | |version= Power |
| |damage= 8+24/1+3 | | |damage= 8+24/1+3 |
| |startup= 7 | | |startup= 8 |
| |active= 2-3 | | |active= 2-3 |
| |recovery= 28 | | |recovery= 28 |
Line 236: |
Line 236: |
| |version= Speed | | |version= Speed |
| |damage= 4+21/0+0 | | |damage= 4+21/0+0 |
| |startup= 7 | | |startup= 8 |
| |active= 2-3 | | |active= 2-3 |
| |recovery= 28 | | |recovery= 28 |
Line 259: |
Line 259: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= 61 | | |damage= 61 |
| |startup= 45~65 | | |startup= 46~66 |
| |active= 2 | | |active= 2 |
| |recovery= 44 | | |recovery= 44 |
Line 279: |
Line 279: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= 19/0 | | |damage= 19/0 |
| |startup= 22 | | |startup= 23 |
| |active= 3 | | |active= 3 |
| |recovery= 23 | | |recovery= 23 |
Line 300: |
Line 300: |
| |version= Power | | |version= Power |
| |damage= 26/3 | | |damage= 26/3 |
| |startup= 20 | | |startup= 21 |
| |active= 1 | | |active= 1 |
| |recovery= 34 | | |recovery= 34 |
Line 314: |
Line 314: |
| |version= Speed | | |version= Speed |
| |damage= 21/0 | | |damage= 21/0 |
| |startup= 20 | | |startup= 21 |
| |active= 1 | | |active= 1 |
| |recovery= 34 | | |recovery= 34 |
Line 335: |
Line 335: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= 2 | | |damage= 2 |
| |startup= 30 | | |startup= 31 |
| |active= - | | |active= - |
| |recovery= - | | |recovery= - |
Line 357: |
Line 357: |
| |version= Power | | |version= Power |
| |damage= 15/1 | | |damage= 15/1 |
| |startup= 5 | | |startup= 6 |
| |active= 5 | | |active= 5 |
| |recovery= 13 | | |recovery= 13 |
Line 371: |
Line 371: |
| |version= Speed | | |version= Speed |
| |damage= 14/0 | | |damage= 14/0 |
| |startup= 5 | | |startup= 6 |
| |active= 5 | | |active= 5 |
| |recovery= 13 | | |recovery= 13 |
Line 392: |
Line 392: |
| |version= Power | | |version= Power |
| |damage= 17/2 | | |damage= 17/2 |
| |startup= 22 | | |startup= 23 |
| |active= 2-2 | | |active= 2-2 |
| |recovery= 30 | | |recovery= 30 |
Line 406: |
Line 406: |
| |version= Speed | | |version= Speed |
| |damage= 14/0 | | |damage= 14/0 |
| |startup= 22 | | |startup= 23 |
| |active= 2-2 | | |active= 2-2 |
| |recovery= 30 | | |recovery= 30 |
Line 430: |
Line 430: |
| |version= Power | | |version= Power |
| |damage= 15/1 | | |damage= 15/1 |
| |startup= 5 | | |startup= 6 |
| |active= 3 | | |active= 3 |
| |recovery= 16 | | |recovery= 16 |
Line 444: |
Line 444: |
| |version= Speed | | |version= Speed |
| |damage= 14/0 | | |damage= 14/0 |
| |startup= 5 | | |startup= 6 |
| |active= 3 | | |active= 3 |
| |recovery= 16 | | |recovery= 16 |
Line 465: |
Line 465: |
| |version= Power | | |version= Power |
| |damage= 26/3 | | |damage= 26/3 |
| |startup= 9 | | |startup= 10 |
| |active= 3 | | |active= 3 |
| |recovery= 25 | | |recovery= 25 |
Line 479: |
Line 479: |
| |version= Speed | | |version= Speed |
| |damage= 21/0 | | |damage= 21/0 |
| |startup= 9 | | |startup= 10 |
| |active= 3 | | |active= 3 |
| |recovery= 25 | | |recovery= 25 |
Line 501: |
Line 501: |
| |version= Power | | |version= Power |
| |damage= 15/1 | | |damage= 15/1 |
| |startup= 1 | | |startup= 2 |
| |active= 5 | | |active= 5 |
| |recovery= N/A | | |recovery= N/A |
Line 515: |
Line 515: |
| |version= Speed | | |version= Speed |
| |damage= 11/0 | | |damage= 11/0 |
| |startup= 1 | | |startup= 2 |
| |active= 5 | | |active= 5 |
| |recovery= N/A | | |recovery= N/A |
Line 536: |
Line 536: |
| |version= Power | | |version= Power |
| |damage= 30/3 | | |damage= 30/3 |
| |startup= 15 | | |startup= 16 |
| |active= 2 | | |active= 2 |
| |recovery= N/A | | |recovery= N/A |
Line 550: |
Line 550: |
| |version= Speed | | |version= Speed |
| |damage= 13/0 | | |damage= 13/0 |
| |startup= 15 | | |startup= 16 |
| |active= 2 | | |active= 2 |
| |recovery= N/A | | |recovery= N/A |
Line 571: |
Line 571: |
| |version= Power | | |version= Power |
| |damage= 15/1 | | |damage= 15/1 |
| |startup= 3 | | |startup= 4 |
| |active= 8 | | |active= 8 |
| |recovery= N/A | | |recovery= N/A |
Line 585: |
Line 585: |
| |version= Speed | | |version= Speed |
| |damage= 11/0 | | |damage= 11/0 |
| |startup= 3 | | |startup= 4 |
| |active= 8 | | |active= 8 |
| |recovery= N/A | | |recovery= N/A |
Line 607: |
Line 607: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= 17 | | |startup= 18 |
| |active= 2 | | |active= 2 |
| |recovery= | | |recovery= |
Line 627: |
Line 627: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= 31 | | |startup= 32 |
| |active= 3,3,4 | | |active= 3,3,4 |
| |recovery= | | |recovery= |
Line 656: |
Line 656: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= P 27/S 22 | | |startup= P 28/S 23 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 679: |
Line 679: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= 24 | | |startup= 25 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 700: |
Line 700: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= 19 | | |startup= 20 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 722: |
Line 722: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= 9 | | |startup= 10 |
| |active= 1 | | |active= 1 |
| |recovery= 43 | | |recovery= 43 |
Line 742: |
Line 742: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= 21 | | |startup= 22 |
| |active= 2 | | |active= 2 |
| |recovery= 44 | | |recovery= 44 |
Line 762: |
Line 762: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= 21 | | |startup= 22 |
| |active= 6 | | |active= 6 |
| |recovery= 44 | | |recovery= 44 |
Line 788: |
Line 788: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= 1 | | |startup= 2 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 823: |
Line 823: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= 20 | | |startup= 22 |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 848: |
Line 848: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= LOL | | |damage= LOL |
| |startup= 7 | | |startup= 10 |
| |active= 14 | | |active= 14 |
| |recovery= 28 | | |recovery= 28 |
Line 869: |
Line 869: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= 26 | | |startup= 27 |
| |active= 1 | | |active= 1 |
| |recovery= 36 | | |recovery= 36 |
Line 891: |
Line 891: |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= P 30/Ex 18 | | |startup= P 31/EX 19 |
| |active= 1 | | |active= 1 |
| |recovery= 35 | | |recovery= 35 |
Line 900: |
Line 900: |
| |cancel= | | |cancel= |
| |tech= | | |tech= |
| |description=Grab boasting incredible range. Starts up faster in ex mode than power. Ignores damage scaling. Cannot be combod normally (with a few exceptions) | | |description=Grab boasting incredible range. Starts up faster in EX mode than Power. Ignores damage scaling. Cannot be combod normally (with a few exceptions) |
| }} | | }} |
| }} | | }} |
Normals
Standing
5A
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
|
15/1
|
6
|
7
|
12
|
Any
|
+4/-11
|
-
|
M
|
o/o
|
-
|
Speed
|
8/0
|
6
|
7
|
12
|
Any
|
+4/-11
|
-
|
M
|
o/o
|
-
|
A slow jab with a bulky hitbox. Tied for the single most active jab in the game at a whopping 7f, matched only by Shigen's 4a.
|
|
4A
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
|
15/1
|
6
|
7
|
9
|
Any
|
+7/-8
|
-
|
M
|
x/x
|
-
|
Speed
|
8/0
|
6
|
7
|
9
|
Any
|
+7/-8
|
-
|
M
|
o/o
|
-
|
An incredibly active jab with a sizable disjoint. Incredible tool to wall out opponents as it will catch most hops while out-prioritizing many grounded pokes.
|
|
5B
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
|
27/3
|
16
|
2
|
24
|
Any
|
+3/-10
|
-
|
M
|
o/o
|
-
|
Speed
|
16/0
|
16
|
2
|
24
|
Any
|
+3/-17
|
-
|
M
|
o/o
|
-
|
Primarily used in speed chains. Rebounds on block in power
|
|
6B
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
|
50/6
|
20
|
5
|
28
|
Any
|
-3/-13
|
-
|
M
|
x/x
|
-
|
Speed
|
23/0
|
14
|
5
|
28
|
Any
|
-3/-23
|
-
|
M
|
x/x
|
-
|
|
|
4B
Pushing buttons, are we?
|
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
|
43/5
|
25
|
4
|
34
|
Any
|
KD/-28
|
-
|
M
|
-
|
-
|
Speed
|
31/0
|
17
|
2
|
28
|
Any
|
-3/-20
|
-
|
M
|
-
|
-
|
Basically an entirely new move in either power or speed, but in both cases this move has super armor during startup and can serve as a rather effective anti-air due to it.
Causes Hard Knockdown. Against airborne, you can get run in OTG throw afterward.
|
|
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
|
15/1
|
10
|
4
|
20
|
Any
|
-1/-16
|
-
|
M
|
o/o
|
-
|
Speed
|
14/0
|
10
|
4
|
20
|
Any
|
-1/-16
|
-
|
M
|
o/o
|
-
|
|
|
6C
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
|
8+24/1+3
|
8
|
2-3
|
28
|
Any
|
-/-23
|
-
|
M
|
o/o
|
None
|
Speed
|
4+21/0+0
|
8
|
2-3
|
28
|
Any
|
-/-23
|
-
|
M
|
x/x
|
None
|
A 2 hit normal that will cause a wallbounce on the second hit.
|
|
BC(Power)
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.
|
61
|
46~66
|
2
|
44
|
Any
|
KD
|
-
|
UB
|
x/x
|
None
|
An unblockable which can be held to extend the startup and increase damage. Due to the insanely long minimum startup and mediocre rewards, this move is not particularly useful.
|
|
BC(Speed/EX)
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.
|
19/0
|
23
|
3
|
23
|
Any
|
-/-20
|
-
|
H
|
x/x
|
-
|
An overhead that will cause a crouching opponent to stagger. Launches otherwise.
|
|
3C (OTG)
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
|
21
|
1
|
34
|
Ground
|
N/A
|
-
|
N/A
|
x/x
|
-
|
Speed
|
21/0
|
21
|
1
|
34
|
Ground
|
N/A
|
-
|
N/A
|
x/x
|
-
|
|
|
Special Taunt
START
A round of applause
|
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.
|
2
|
31
|
-
|
-
|
Any
|
-18
|
-
|
UB
|
x
|
N/A
|
A unique taunt with a hitbox tied to it. Technically unblockable, however it can be crouched under (and has slow enough startup for the opponent to do so on reaction). Unsafe on hit. Deals a very slight amount of damage, meaning you can technically end the round with this.
|
|
Crouching
2A
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
|
15/1
|
6
|
5
|
13
|
Any
|
+5/-10
|
-
|
M
|
o/o
|
-
|
Speed
|
14/0
|
6
|
5
|
13
|
Any
|
+5/-10
|
-
|
M
|
o/o
|
-
|
Cancelable 2A in power mode, making it a reliable confirm to 214A 236236AB. Links from 4A, not considered a low attack
|
|
2B
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
|
17/2
|
23
|
2-2
|
30
|
Any
|
-5/-10
|
-
|
L
|
x/x
|
-
|
Speed
|
14/0
|
23
|
2-2
|
30
|
Any
|
-5/-23
|
-
|
L
|
o/o
|
-
|
A low that's slow enough to become reactable. However, the range on this move can give it some utility as a poke. Can only combo after a dashing A/B in speed or ex mode.
|
|
2C
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
|
15/1
|
6
|
3
|
16
|
Any
|
+4/-11
|
-
|
L
|
x/x
|
-
|
Speed
|
14/0
|
6
|
3
|
16
|
Any
|
+4/-11
|
-
|
L
|
o/o
|
-
|
not used a lot but can set up a 632146C on hit in power.
|
|
3C
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
|
10
|
3
|
25
|
Standing/Air
|
KD/-19
|
-
|
L
|
-
|
-
|
Speed
|
21/0
|
10
|
3
|
25
|
Standing/Air
|
KD/-19
|
-
|
L
|
-
|
-
|
sees use occasionally in speed chains. Cancelling into 214A on block is common though not entirely safe
|
|
Air
jA
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
|
15/1
|
2
|
5
|
N/A
|
Any
|
N/A
|
-
|
H
|
x/x
|
-
|
Speed
|
11/0
|
2
|
5
|
N/A
|
Any
|
N/A
|
-
|
H
|
x/x
|
-
|
The 1f startup on this normal makes it difficult for many characters to contest directly, as they will need to throw out an air-to-air preemptively rather than reacting to the fact you jumped.
|
|
jB
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
|
30/3
|
16
|
2
|
N/A
|
Any
|
N/A
|
-
|
H
|
x/x
|
-
|
Speed
|
13/0
|
16
|
2
|
N/A
|
Any
|
N/A
|
-
|
H
|
x/x
|
-
|
slow to come out and very hard to hit with. You can mix it in to throw off a deflect happy opponent occasionally. If you do hit it on a grounded opponent it can connect to a dashing B attack.
|
|
jC
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
|
15/1
|
4
|
8
|
N/A
|
Any
|
N/A
|
-
|
H
|
x/x
|
-
|
Speed
|
11/0
|
4
|
8
|
N/A
|
Any
|
N/A
|
-
|
H
|
x/x
|
-
|
This move's solid air-to-ground priority and myriad of active frames make it an effective tool for covering a variety of options in the vein of a body splash. Can be used as a cross up
|
|
Special Moves
White Tiger Talon - 214A/B
214A
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.
|
-
|
18
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Super cancel. Used in power/ex for combos. Knocks down vs air
|
|
214B
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.
|
-
|
32
|
3,3,4
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
B version has super armor, 3rd hit causes knockdown. Super cancelable on all hits, but you need to cancel by the 2nd hit for the dm to connect. Not used much outside of an occasional anti air. Will combo after 6C near a corner in power or after 214Cx2 in speed/ex if you wanted.
|
|
- Shigen hits with stone hand
- Super Cancel able
- Causes Hard Knockdown against airborne, allows you to do a run in OTG throw.
White Tiger Pounce - 214C
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.
|
-
|
P 28/S 23
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
high damage shoulder attack in power and start of a rekka (214Cx2) in speed/ex. Hard knockdown by itself.
|
|
- Follow up with Pounce Continued (qcb + C) in speed/ex
Exploding Spirit Blast - 623A
623A
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.
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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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-
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25
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-
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-
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Crumples on hit, guaranteeing an otg throw after. In speed/ex you can confirm a fandango from this if it hits at point blank.
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Shout Blast - 623B
623B
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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-
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20
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-
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Unblockable and undeflectable (is this a word?) anti air grab.
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Kingfisher Crunch 41236 A/B/C (in-close)
41236A
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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-
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10
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1
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43
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-
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-
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-
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Recovery is when the move misses. Can be used in combos in power mode.
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41236B
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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-
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22
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2
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44
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-
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-
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in power mode this is armored. More range than A version
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41236C
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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-
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22
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6
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44
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-
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same speed as B version with longer range.
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- Shigen gets a hold on opponet and chokes them and slams them to the ground
- on Power mode, A version can be comboed
- on Power mode, B version invokes Shigen's super armor
- C version is a long-range grab
Diamond Smasher - 632146C (in-close)
632146C
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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2
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Near instant command grab, has more range in power than speed/ex.
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- On Power mode, You can combo into it.
- Shigen grabs opponent and throws them into the air, and slams them into the ground
- From Diamond Smasher, perform Kai (41236A) A to break
- From Kai, perform Kai (214A) A to break
- Follow up from [1st] Kai with Retsu (214B) B to break
- Follow up from [1st] Kai with Shinden Taichi (6321463214AB) DM. A to break
- From Diamond Smasher, perform Aku (41236B) B to break
- From Aku, perform Shou (214A) A to break
- Follow up from Aku with Da (214C) C to break
- Follow up from Aku with Dohatsu Taiten (6321463214C) sdm requirements for this follow up. Broken out of with C
- Opponent can mash buttons to match what you used. If successful they break the throw. If the opponent breaks out of DM or SDM followups your meter will not be consumed. Note that mashing all the buttons together isn’t a reliable escape method.
- You can do no follow up to counter opponent's mashing. It will put them into special launch state, can be ground teched, where you can do a run in OTG throw or dash attack to counter tech.
Desperation Moves
Bouko Hyouga - 236236AB
236236AB
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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22
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- Shigen activates his stone armor and dashes shoulder-first against opponent
- Follow up with Kyouten Douji (6321463214B)
- Follow up with Yuuchuu Maisai (41236B)
Inga ouhou - 412364AB
412364AB
What is damage scaling?
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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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LOL
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10
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14
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28
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Shigen crosses his fists in a counter-stance. He has super armor during the startup. If hit while his arms are being crossed he grabs opponent and smashes them in a pile of spikes for the single highest damage move in the game. Will counter anything physical that hits high or mid (including Moriya’s 214A/B from a distance) will not counter lows or projectiles. The active frames coincide with the dm flash animation for a visual que.
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Destiny's Retribution - 6321463214AB
6321463214AB
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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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27
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1
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36
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-
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Command grab super boasting extended range. Cannot be combod into normally (with a few exceptions). Recovery listed is when it misses
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Super Desperation Moves
Fugu Taiten
6321463214B
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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P 31/EX 19
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1
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35
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Grab boasting incredible range. Starts up faster in EX mode than Power. Ignores damage scaling. Cannot be combod normally (with a few exceptions)
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Combos
Any Mode
Dash A/B 214A/623A/214C
jB 5B 214C dash otg CD
Dash A/B 236236AB 41236B/6321463214B
jB 5B 236136AB 41236B/6321463214B
Power Mode
Dash A/B, 41236A
j B, B, 41236A
j B, B, 632146C, 41236B, 214A, otg CD (if opponent doesn’t air tech)
6C 214C/623B
Dash A/B, 641236C, 41236B, 6321463214C
4Ax1/2 2A 214A 236236AB 41236B/6321463214B
4Ax1-3 5A 214A 236236AB 41236B/6321463214B Use this or the above when you have meter.
Whatever into 5A/2A/5B/5C 214A 6321463214AB crouching Lee, Setsuna, and Kojiroh only
5B 6321463214B crouching Lee, Setsuna, Kojiroh only
EX Mode Only
Dash A/B 2B 214A 236136AB 41236B/6321463214B
jX 4A 5A 5A 5B 214A 236236AB 41236B/6321463214B
JB dash B 2B 6321463214B crouching Lee, Setsuna and Kojiroh only
5A 5B 214A 6321463214AB crouching Lee, Setsuna, and Kojiroh only
Power and EX Mode
Dash A/B, 214A 236236AB 41236B/6321463214B
j B B 214A 236236AB 41236B/6321463214B
632146C 41236B 6321463214C. Can be combo’d into on power from anything cancelable. Followups are breakable but the damage it can do is worth going for.
Speed and EX Mode
4A 5A 5A 5B 214C(x2) 623B bnb outside a corner
4A 5A 5A 5B 214C(x3) otg CD bnb near or in a corner.
Dash A/B 2B 214C(x2) 623B or 214Cx3 otg CD near a corner
J.B dash B 2B 214C etc. J.B has just enough hitstun to connect a dashing attack after.
5A 5B 214C etc. use this when you hit 5A from farther away
4A 5A 2A 5B 214C etc. optimal when close
4A 5A 5A 5B 236236AB 6321463214B
JB dash B 2B 6321463214AB crouching Lee, Setsuna and Kojiroh only
5A 5A 5B 6321463214AB crouching Lee, Setsuna, and Kojiroh only
Guard cancel
412D 623B
412D 214A CD otg
412D 4B CD otg. Optimal for damage
Super Speed Combos
A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + 236B
A + B + C + 2C + 2C + 6BC
A + B + C + 2C + BC + 236B
descriptions about each speed combo routes, dont know about any detail or form around these sections.
1. H, H, H, M, H, H, H, H, Throw. As all universal routes are, this is worst one by far. don't use this. does only 113 damage and they can block all by standing.
2. H, H, H, M, H, H, M, L, L, H. It does somewhat low damage for low route, 125 damage. they can recover after this and it leaves them pretty far away so you lose your offense turn. Don't use this as well. might try some mixup around with latter ones.
3. H, H, H, L, H, M. Your goto. it does 115 damage. but you can follow into 4B then OTG throw (CD). it will do 151 damage. highest possible damage for Speed Shigen.
4. H, H, H, L, M, H, H, H, H. Your second goto. does less damage than launcher route, 133 damage, but its hard knockdown and has fast enough recovery to add a run up OTG throw. total 146 damage.