The Last Blade 2/Genbu no Okina

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Okina121.gif

Overview

Largely considered to be the token zoner of the game, Okina relies on fast disjointed pokes and high damage projectiles to whittle down the opponent from mid to long range. Although the majoriy of his kit is unsafe on block, he has access to a combo-able command grab that leads to either strong safe jumps or an opportunity to build space. In addition to this, Okina possesses a pair of unique command grabs at half and full screen respectively in the form of 623B and 623C, letting Okina threaten the opponent from afar even without lifelead. He also has access to some very strong jabs and a teleport that allow him to get away from the opponent even if they do manage to make him block, making him especially slippery and lets you waste precious seconds from the clock. Despite all of this, Okina has a massive deadzone at roughly 2 character lengths ahead which he must constantly play around with either committal approach attempts or fleeing with his surprisingly strong ground mobility, and his lack of damage output can make him reliant on risky plays in neutral or constantly resetting the opponent. Regardless of his weaknesses, Okina has a very unique playstyle which will likely appeal to those looking for a chance to take the game at their own leisure, breaking down the opponent's mentality with a strong keepaway game or an onslaught of infuriating gimmicks.

Style Strengths Weaknesses
Power
  • High damage combo-able command grab
  • Strong disjointed pokes and projectiles that can easily rack up stun
  • Powerful SDM to build space or chip out the opponent
  • 2f low that leads to oki (does the most damage in this mode)
  • Singnificant deadzone between 5A and 623B which forces you to reposition often
  • Highly unsafe/reactable mixups beyond safe jumps
  • Difficult hitconfirms
Speed
  • Strong disjoints with good empty cancels
  • Long blockstrings with multiple mixes and strong hitconfirms
  • Damage cap deflect conversions for 1 bar
  • Reset opportunities off nearly any hit of a combo
  • 2f low that leads to oki
  • Significant deadzone between 5a and 623B which forces you to reposition often
  • Prone to getting guard canceled often
  • Lacks super confirms without deflects or very hard reads
  • Turtles can't stun in a match, making them even more unsafe than normal
EX
  • Long blockstrings with multiple mixes, strong hitconfirms, and a surprising amount of chip
  • Powerful SDM to build chip or build distance
  • Highest meterless damage of Okina's modes, though only barely off common bnb's
  • 2f low that leads to oki
  • Healthy beard
  • Significant deadzone between 5a and 623B which forces you to reposition often
  • Lacks super confirms without deflects or very hard reads
  • Prone to getting guard canceled often
  • Turtles still can't stun
  • Massive defense penalty, exacerbated by Okina's already low base defense
  • By extension of the previous point, loses almost every trade imaginable. Especially problematic as this requires using 623B/C instead of 236A/B to punish fireball attempts

Normals

Standing

5A
LB2 Okina A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P12/1 S8/0 3 2 17 - P+4/-7 S+4/-11 - M - -

An incredibly fast jab with a giant disjoint that has just as much range as it looks. A phenomenal tool to control space or force the opponent off of you. The biggest issue is the fact that it can't really be hitconfirmed off of in power and it's punishable on block unless canceled. But the latter weakness is somewhat relieved by the move's short duration making it difficult to punish on reaction. Easily one of, if not the single best jab in the game.

4A
LB2 Okina b+A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P12/1 S8/0 3 3 14 - P+6/-7 S+6/-9 - M - -

Similar to 5A, but with less range and a bit more combo potential. Usually 5A is preferred, however the shorter range of this move can make empty cancels off of it more practical.

5B
LB2 Okina B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P24/3 S16/0 13 9 24 - P-4/-10 S-4/-14 - M - -

A very slow normal with a lot of active frames. Useful for walling out the opponent despite its short hitbox. This is especially true in power since it will trade very well with many normals.

6B
LB2 Okina f+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P21+31/2+4 S9+21/0+0 P19 S11 3,3,4 23 - P+3/-13 S+3/-17 - M - -

Okina rolls onto his back and begins spinning with his fishing poll, leading to a multihit and moving him forward slightly. Since the second hit is behind Okina, you will almost never get all 3. However, that does make this move marginally less susceptible to crossups. Note that there is a significant gap between the first and third hits.

6B 2
LB2 Okina f+B2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- P19 S11 3,3,4 23 - - - M - -

Second hit of the above move. You'll almost never hit this in a match, but in theory provides some nice crossup protection. 3f gap between this hit and the previous one.

6B 3
LB2 Okina f+B3.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P21+31/2+4 S9+21/0+0 P19 S11 3,3,4 23 - P+3/-13 S+3/-17 - M - -

The third hit of the move above. For all intents and purposes, this is the second hit. There is a 7f gap between this hit and the previous one, and a 13f gap between this hit and the first one.

5C
LB2 Okina C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P10/1 S9/0 5 6 14 - +3/-12 - M - -

Hits OTG. Deals slightly less damage than most other 5C's, and does less damage than 3B. Regardless, it can find use after a soft knockdown as it doesn't require the opponent to be knocked down before inputting the move, and can also be special canceled to enable certain setups if you have a read.

6C
LB2 Okina f+C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P17/2 S14/0 5 5 26 - -/-22 - M - -

Wallbounces on hit, but the range is absolutely terrible and as such can be difficult to land, especially considering the range Okina is ideally playing at. Can sometimes be used at the end of a speed chain to close distance with the opponent due to its ambiguous animation.

BC(Power)
LB2 Okina pBC.jpg
I'ma go get some coffee, brb.
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
59 86-116 4 53 - KD - UB - -

An insanely slow unblockable with mediocre range to boot. If you'd like, you can hold the input to delay the hit and make the startup even longer.

Absolutely useless.
BC(Speed/EX)
LB2 Okina sBC.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
19/0 22 3 25 - -/-22 - H - -

An overhead that staggers crouching opponents or otherwise launches them. The late hit can work as an anti-air, but that hitbox is only active for 1f so it's not recommended.

BC(Speed/EX)2
LB2 Okina sBC2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
19/0 22 3 25 - -/-22 - H - -

The second part of the move above.

3B
LB2 Okina df+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
21 5 4 18 - N/A - N/A - -

Hits OTG. Decent range and does good damage, while also enabling option selects against ground techs.

  • A, B, and C can cancel in both Power Mode and Speed Mode
  • forward + B (Power and Speed) is not cancellable
  • forward + C in Speed Mode is not cancellable

Crouching

2A
LB2 Okina d+A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P10+6/1+0 S9+4/0+0 2 1,1 19 - P+3/-7 S+3/-12 - L - -

Okina's other god tier jab, it's tied as the fastest jab in the game at 2f startup. Despite its fast startup, it hits low which makes it incredibly difficult to fuzzy guard Okina's jump ins. This move can't be thrown out for free, however, as its long animation will allow the opponent ample time to whiff punish if you miss. Effectively safe on block thanks to how many different ways you can viably cancel out of it. Solid combo starter as well due to how easy it is to cancel out of while also chaining into itself. Note that in power mode blocking the first hit will prevent the second from coming out.

2A 2
LB2 Okina d+A2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P10+6/1+0 S9+4/0+0 2 1,1 19 - P+3/-7 S+3/-12 - L - -

Second hit of the move above. There's a 7f gap between this hit and the previous one.

2B
LB2 Okina d+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P21/2 S19/0 7 2 29 - P-2/-10 S-2/-22 - M - -

Fast anti-air with a simple input and incredible hitbox. This is made especially useful due to Okina's short height delaying when jump ins hit him.

2C
LB2 Okina d+C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P4+6/0+0 S2+4/0+0 5 2,3 22 - -2/-17 - - - -

Really good low in isolation. However, this move doesn't lead to anything combo-wise and is completely outclassed by 2A in almost every foreseeable way. There are a few gimmicks associated with this move due to Okina moving forwards during the animation, but the majority of them are both reactable and unsafe. Special cancelable on block and hit in speed/EX, allowing for empty cancels into 623a which can make it a more committal and rewarding poke than a spaced 5a. However, as the set up is still reactable on block and requires a unique cancel timing as compared to hit, this is very situational.

2C 2
LB2 Okina d+C2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P4+6/0+0 S2+4/0+0 5 2,3 22 - -2/-17 - - - -

Second hit of the move above.

3C
LB2 Okina df+C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P19/2 S16/0 5 2 22 - KD/-15 - L - -

A sweep with good priority but mediocre range. Can be canceled into 623A to immediately follow up with a command grab while still leaving enough time to meaty. If not special canceled, can be linked into OTG 5C or 3B.

Air

j.A
LB2 Okina jA.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13+13/1+1 S11+11/0+0 3 2,2 N/A - - - H - -

A fast multi-hitting normal with strong air-to-air presence. An incredible tool to wall the opponent with a fadeback hop thanks to how large a portion of the screen is painted with priority disjoints, and is also great for extending pressure with forwards hops thanks to leaving you plus on block relatively high in the air compared to most jump ins. This in combination with 2A makes Okina's safe jumps a force to be reckoned with, as they are nearly impossible to fuzzy guard enabling proper high low mixups by landing between the two hits.

Note that if you land both hits this becomes Okina's most damaging jump in for any mode.
j.A 2
LB2 Okina jA2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13+13/1+1 S11+11/0+0 3 2,2 N/A - - - H - -

Second hit of the above move. 6f gap between this hit and the previous one.

j.B
LB2 Okina jB.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P24/3 S13/0 12 5 N/A - - - H - -

Big hitbox, but has some severe hurtbox extension. Okina's most damaging air-to-air in power, but not generally advised to be used over j.a or j.c when jumping in. Notably has the greatest downwards range of Okina's jump ins, making it useful to force trades when trying to end a round or get out of specific tech chase situations.

j.C
LB2 Okina jC.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S11/0 3 4 - - - - H - -

Solid anti-air presence compared to Okina's other jumping normals due to the hitbox being positioned higher. Otherwise pretty obsolete thanks to j.A.

Dashing

Dashing high
LB2 Okina dashHigh.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S19/0 P6 S13 3 P31 S24 - P-5/-10 S+2/-18 - M - -

Basically a different move between modes. In both cases, the move is nearly useless in neutral since everything done afterwards is unsafe on block and the move is not very rewarding relative to how hard it is to land, but it can be used to punish longer range supers (such as Kaede 21416AB or Hibiki 21416AB) for more damage than a 623B would net you. Notably, it has enough recovery in speed/EX that you are able to empty cancel 2 follow ups, typically either 2B>3C, 2B>BC, or 5B>63214C. This enables option selects after landing sBC as a launcher in the corner by immediately performing this move after it hits:

  • If the opponent ground techs, they will get hit by the 6[6]A allowing for a conversion into HKD or resetting the situation
  • If the opponent does not tech, you can attempt a meaty 4a empty canceled into 2A/5A. If they perform regular get up, they will be meatied and you can chain into a mixup. If they forwards or back roll, you will still have time to meaty them with 2A on reaction.
Dashing low
LB2 Okina dashLow.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S19/0 9 3 29 - KD/-23 - L - -

A dashing sweep which hits low. Can sometimes be used if the opponent is respecting hop j.a too much, but is unsafe and won't lead to much on hit so it should not be relied on.

Speed chain

5A>5A
LB2 Okina 5aa.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
5+4/0+0 3 2,2 12 - +9/-6 - M - -

Multihit combo filler. Good for hitconfirming due to being relatively safe on block.

5A>5A 2
LB2 Okina 5aa2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
5+4/0+0 3 2,2 12 - +9/-6 - M - -

Second hit of the move above. 6f gap between this hit and the previous one.

5A>2A
LB2 Okina 5a2a.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
9+4/0+0 3 1,1 16 - +6/-9 - L - -

A fast low to chain off 5a. Even more useful cancel properties compared to Okina's normal 2A, but notably can no longer cancel into 2A itself. Not as useful as a hitconfirm compared to 5A>5A due to being easier to punish on block.

5A>2A 2
LB2 Okina 5a2a2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
9+4/0+0 3 1,1 16 - +6/-9 - L - -

Second hit of the move above. 6f gap between this hit and the previous one.

5A>5B>5C
LB2 Okina 5abc.jpg
A turtle that's useless for turtling
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
28/0 7 4 25 - KD/-23 - M - -

Okina's autocombo ender. Causes a soft knockdown and has greater effective range compared to 3C, but enables less options due to a longer animation and an inability to be canceled.

Special Moves

Turtle Thrust - 236A/B/C

236A Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M - -

Okina tosses a large turtle which crawls along the ground. Serves as a very slow projectile which can catch people trying to punish the B version of this move on reaction. Hits OTG, but leaves you at frame disadvantage upon doing so.

Has a random chance to summon a "white shell" which will travel faster than normal and deal slightly more damage. However, the turtle travels significantly farther before its OTG hitbox becomes active, making 236A as a whole fairly inconsistent as a combo ender.
Has a chance to summon a large dragon turtle instead which will cover the area directly in front of Okina with a giant hitbox, dealing massive damage and still hitting OTG. Note that even the dragon is unsafe on block at close range, and is still a single hit projectile.
236B Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - H - -

Okina tosses a turtle in a very wide arc across the stage, hitting overhead on the way down. An incredibly potent anti-air at mid range, but the long animation makes this move very committal. Since most characters can just run directly under this move, you shouldn't be throwing it out haphazardly. Additionally, be warned that this move is punishable on hit at closer ranges. Deals a significant amount of stun in power, meaning if you plan around it this can serve as a situational anti-air even at close range in said mode.

Has a random chance to summon a "white shell", which will travel much faster than normal, deal slightly more damage, and travel in a much tighter arc.
Like the A version, has a chance of summoning a dragon which will have the same properties as mentioned above.
214C I'm sorry, this is a no-SDM zone
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - UB - -

Okina tosses a small, red-shelled turtle in a tall arc that will walk back towards him upon landing. If this turtle hits any character, they will be healed slightly. Hits OTG for whatever reason. Note that the turtle technically does negative damage, meaning if you're using an attack when it hits the target will be healed even more thanks to the counter-hit multiplier.

Has a random chance to summon a "white shell", which will heal slightly more health and almost immediately make contact with the ground, knocking Okina out of the move's recovery, allowing for gimmicky punishes against people trying to react to this move.
Can still summon the dragon for whatever reason.

Turtle Tremor - 63214A/B

63214A Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M - -

Okina spins to create a small whirlwind, hitting both sides. Unsafe on block, but can be super canceled in power/EX. Hits OTG. Unsafe on hit if the last hit uncombos or the opponent was hit from behind.

63214B Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M - -

A much slower version of 63214A which will crumple on hit. Incredibly committal, but can be used to bait deflects in certain situations in order to confirm a super/fandango. Still unsafe on block, and can hit OTG. Okina's go-to grounded deflect conversion.

Tortoise Tromp - 63214C

63214C Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - H - -

Okina launches himself forwards in an arc, sending the opponent for a soft knockdown on hit. Can be used as a combo-ender at close range for a surprising amount of damage, or as a committal anti-air in neutral to enable a grounded tech chase. Hits overhead, but is wildly unsafe on block and as such it is not advised to use this move unless you're certain it will land.

Fisherman's Feint - 623A/B/C

623A
LB2 Okina dp+A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- 13 8 30 - KD - UB - -

A relatively long range command grab with noticeable startup. Not much to say about this move, but it does allow for some good oki even midscreen while granting OTGs in the corner. Be wary that some of your normals will push the opponent out of this move's range.

623B Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - UB - -

A long range command grab that reaches roughly half-screen. Causes a hard knockdown and does a decent chunk of damage, allowing you to set up more zoning nonsense on hit. Note that the hitbox is on the turtle's mouth, creating a small deadzone between 623A and this move's range, preventing you from viably threatening a grab at that range.

Be warned that Moriya can easily teleport through an attempted meaty 236A/B on reaction and punish you with a full combo, so don't even bother trying.
623C Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - UB - -

A longer range version of 623B. Due to the longer range, it takes even longer for the turtle to return. Generally you won't be using this move unless the opponent absolutely refuses to move ahead from fullscreen.

Punishes Setsuna's primary SDM setups on reaction, which is funny.

Pacificst Pounce - 412A/B/C

421A Feint
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
N/A N/A N/A - - - - N/A - -

Okina teleports a full screenlength behind himself. Can be immediately followed up with any normal or special, notably 5a/2a and 236a/b. This is an incredible tool to disengage from the opponent by canceling off another move during a blockstring, as you will likely be made invincible before the opponent leaves blockstun. Is not invincible frame 1, and can be punished committally if the opponent dashes forwards during the move's startup.

Behaves strangely if the opponent crosses up where Okina was located upon initiating the teleport, so be mindful as to which side you will actually teleport to. Additionally, if your back is in the corner, you will reappear in the same spot making the move function as a proper feint. In that context, 421A>3C just becomes a better version of 421B.
421B Earth
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - L - -

Okina teleports in front of the opponent and sweeps them with a turtle. Hits low and causes a hard knockdown, but is fully reactable and as such is rather niche. Can occasionally catch slower fireballs from fullscreen and allow you some good oki upon doing so, but usually this requires 412B to be precast and as such is still often inferior to approaching more slowly.

421C Heaven
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - H - -

Okina teleports directly above the opponent, dropping down and causing an overhead hit that knocks down. Even slower startup than 623B and doesn't provide any additional reward, so it's almost entirely useless. Notably, if your opponent is always attempting to land a dashing normal on reaction to teleports, this move will go straight over it and meet their face to the mud. Not advised as an anti-air as it is prone to whiff when the opponent jumps forwards.

Desperation Moves

Genbu Blast - 641236AB

641236AB Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M - -

Okina spins and creates a tall, damaging tornado. Very damaging and can do a lot of chip against an opponent without meter, however the slow startup makes it difficult to land. Can find use as an anti-air, but its slow startup and lengthy motion make it impossible to do in reaction to anything.

Super Desperation Moves

Rage of Genbu - 641236B

641236B Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M - -

Okina tosses a dragon turtle straight into the air. Upon leaving the screen, it will plummet onto the opponent's current location. Causes a hard knockdown and OTG's, but has incredibly slow startup. This move is best used as a committal tech chase, as the turtle has a hitbox as it rises and on hit the opponent will have no way to escape the dragon's decent.

Safe on block at max range in most matchups, and does a ton of chip. As such it can occasionally be used to close off a timer-scam attempt after landing a 623B or similar.

Combos

Any Mode

  • 2A 2A 623A
  • Dash A/B, 236B
  • Dash A/B, 63214A
  • j.B, 5B, 236B
  • j.B, 5B, 623A
  • 63214B, 641236AB
*Any 623A landed in the corner can combo into 3B or 5C

Power Mode Only

  • j.B, 6C, 641236B

Speed and EX Mode

  • 5A 6B (enables resets)
  • j.B, 4A 5A 5A 5B, 6B
  • j.B, 4A 5B 3C, 5C
  • Dash A/B, 2B 63214C
  • j.B, 5A 5B, 63214A
  • j.B, 5A 5B, 63214C
  • j.B, 5A 5A, 5A 5B 236A (corner only)
  • j.B, 5A 5A, 2C 623A, 66 3BCD
  • 63214B, 22A/B, A + B + C + A + B + C + A + B + 236C
  • 63214B, 22A/B, A + B + C + 2C + A + 2C + 6BC, (delay) 641236AB

Super Speed Combos

Some parts of Okina's super speed combos have multiple hits, delaying your input and canceling off the second hit will cause the chain to do overall more damage.

  • A + B + C + A + B + C + A + B + 236C
Easy to perform universal SSC, but lacks a second mixup and won't lead to much damage or advantage. Training wheels.
  • A + B + C + A + B + C + C + B + 236A
In theory leads to some solid setplay while doing good damage, but it's largely inferior to even your meterless options after a launching SSC.
  • A + B + C + 2C + A + 2C + 6BC
Hits low for a true 50/50 in combination with the next listed SSC. Launches at the end, making this your most damaging route if you have DM on deck. Can also juggle into 63214C, 236B, or sBC which makes this pretty much just a better version of the previous SSC if you have the awareness to use the correct follow up.
  • A + B + C + 2C + A + BC + A + 236B
Hits overhead for a true 50/50 in combination with the previous SSC. If you allow all hits to play out, this is your most damaging route without meter. The last hit launches the opponent a very large distance away and won't even cause a HKD, immediately ending your turn but potentially allowing you to start zoning depending on the matchup.
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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