The Last Blade 2/Genbu no Okina

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Okina121.gif

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.

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 is completely inferior to 3B as an OTG. Regardless, it can find use after a soft knockdown as it doesn't require the opponent to be knocked down before inputting the move.

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.

  • 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.

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.

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.

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.

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 - -

Description.

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

  • All but low C in Power mode can cancel when crouching

Dashing

Dashing high
LB2 Okina dashHigh.jpg
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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. Not particularly noteworthy in any of them though.

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.

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 hard 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 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.

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.

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.

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.

Tortoise Tromp - hcb + C

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

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 an anti-air in neutral to enable a grounded tech chase.

Fisherman's Feint - 623A/B/C

623A Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - 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. 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.

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.

Pacificst Pounce - 412A/B/C

412A 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, 412A>3C just becomes a better version of 412B.
412B 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.

412C 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.

Desperation Moves

Genbu Blast - f, hcf + AB

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

Dash A/B, 236B
Dash A/B, 63214A
j.B, 5B, 236B
j.B, 5B, 623A
63214B, 641236AB

Power Mode Only

j.B, 6C, 641236B

Speed and EX Mode

j.B, 4A 5A 5A 5B, 6B
j.B, 4A 5B 5C, 3B
Dash A/B, 2B, 63214C
j.B, 5A 5B, 63214A
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

A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + B + 236A
A + B + C + 2C + A + 2C + 6BC
A + B + C + 2C + A + BC + A + 236B
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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