The Last Blade 2/Juzoh Kanzaki

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Jyuzo.gif

Introduction

Juzoh is a powerhouse character focused around mixups and punishes. With phenomenal damage off of both of his DMs, his command grab, and his huge j.B, Juzoh can easily control the pace of the match when he gets in. The problem, however, is getting in. Juzoh is a big, slow target with few ways to mitigate fireballs or other space control tools, and has few quick buttons to mash out of pressure. This ultimately leads to Juzoh needing to take as many risks on defense as he does on offense, making his gameplan pretty shaky in practice. If you like high risk, high reward, and high amounts of salt, Juzoh is the character for you.

Style Strengths Weaknesses
Power
  • Incredible punish game, can easily take off 50% with DM
  • Amazing j.B that lets him threaten opponents with a strong overhead and dangerous combos
  • Huge comeback potential
  • Commits hard on both offense and defense; almost no options are truly safe
  • Very poor conversions off of pokes and non j.B buttons
  • Getting into your optimal range can be difficult versus good players
Speed
  • True low conversions help to round out your mixup game
  • 5BC is a strong threat, leading to free command grabs or high damage fandango resets
  • Huge drop-off in command grab and DM damage
  • Juzoh gains very little from Speed mode chains overall
EX
  • Same as speed
  • Extra damage just isn't worth it
  • Makes your defense issues even worse, as Juzoh's larger health pool still doesn't make up for the damage increase

Normals

Standing

5A
LB2 Juzoh A.jpg
Knock Knock
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 15/1 S 8/0 7 5 15 - P +3/-7 S +3/-12 P 6/3 S 2/1 M P ○/○ S ○/○ -

Juzoh taps the opponent with the handle of his club. Decently fast, it can be used as a short range poke or to safely catch jumps.

4A
LB2 Juzoh b+A.jpg
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 15/1 S 8/0 7 4 17 - P +2/-13 S +2/-13 P 6/3 S 2/1 M P ○/○ S ○/○ -

An overall kind of useless normal. Outclassed by A in most every way given that 4A is slower with a worse hitbox.

5B
LB2 Juzoh B.jpg
Practicing for those home runs.
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 30/3 S 16/0 17 1 32 - P -4/-10 S -4/-24 P 8/4 S 3/1 M P ○/○ S ○/○ -

Now we're getting to the fun buttons. Juzoh takes a big swing with his club, with a suitably big hitbox to match. Cancellable and combos nicely into 236A.

6B
LB2 Juzoh f+B.jpg
"Please get hit by this."
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 50/6 S 23/0 P 25 S 15 2 30 - P -2/-13 S -2/-22 P 12/6 S 4/2 M P ×/× S ×/× -

BIG swing. Slow and unsafe, but the distance and damage are amazing, doing 1/4th the opponents health on counter hit. Decent at long range, not much else.

5C
LB2 Juzoh C.jpg
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 15/1 S 14/0 10 2 21 - P 0/-15 S 0/-15 P 6/3 S 3/1 M P ○/○ S ○/○ -

Pretty useless button. Slow, bad frame advantage, and outclassed by pretty much everything else. It's only notable aspect is it hits OTG, but you've got better options for that.

6C
LB2 Juzoh f+C.jpg
"BIGGER BOOT!"
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 24/3 S 19/0 10 2 35 - P KD/-28 S KD/-28 P 8/4 S 3/1 M P ○/○ S ×/× -

Big ol' kick. Cancellable in power, and an important combo tool. Can be combo'd off of a jump-in jB, letting you get a knockdown from anywhere on the screen.

BC(Power)
LB2 Juzoh pBC.jpg
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
63 45~65 2 44 - KD 12 × ×/× -

Unblockable. Not super useful for the same reason as most other unblockables, but it's decently fast. Might be able to hit someone with it once.

BC(Speed/EX)
LB2 Juzoh sBC.jpg
Cool overhead! Too bad you don't get to use it.
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
16/0 22 2 24 - -20 3/1 H ×/× -

A pretty fast overhead, that starts up slightly slower and recovers faster than 5B. You can land 63214B out of the crouching hit stagger, and can followup the launch with 63214A in the corner.

BC(2)(Speed/EX)
LB2 Juzoh sBC2.jpg
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
16/0 22 1 24 - -19 3/1 H ×/× -

Second hitbox of sBC. When hitting with this hitbox in particular, you are -19 instead of -20.

8B
LB2 Juzoh u+B.jpg
Japanese Jumping Grapplers
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 24 S 21 25 1 32 - - P 2 S 1 × ×/× -

Hopping OTG move. Should always be done after a full command grab or headbutt.

Crouching

2A
LB2 Juzoh 2A.jpg
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 15/1 S 13/0 10 5 12 - P +6/-9 S +6/-9 P 6/3 S 3/1 M P ○/○ S ○/○ -

Pretty wack button. Slow and can't combo into anything.

2B
LB2 Juzoh 2B.jpg
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 28/3 S 23/0 19 2 34 - P -7/-10 S -7/-27 P 8/4 S 4/2 M P ○/○ S ○/○ -

Slightly longer, lower to the ground 5B. Not terribly useful, but not bad.

2C
LB2 Juzoh 2C.jpg
Hope you like your singular link.
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 15/1 S 14/0 2 3 14 - P +6/-9 S +6/-9 P 6/3 S 3/1 L P ○/○ S ○/○ -

Your best crouching button by far. A super fast 2 frames of startup, low hitting, and can be linked into itself a maximum of 3 times.

3C
LB2 Juzoh 3C.jpg
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 26/3 S 21/0 9 3 26 - P KD/-20 S KD/-20 P 8/4 S 3/1 L P ○/○ S ○/○ -

Regular old sweep. Your only low hitting knockdown.

Air

jA
LB2 Juzoh jA.jpg
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 15/1 S 11/0 3 5 - - - P 6/3 S 3/1 H P ×/× S ×/× -

Mostly used for an air to air.

jB
LB2 Juzoh jB.jpg
BONK
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 26/3 S 13/0 13 2 - - - P 8/4 S 3/1 H P ×/× S ×/× -

Your best normal, bar none. Quick to start up, great damage, great combo opportunities. Your number 1 high, and an amazing pressure tool when used during a hop.

jC
LB2 Juzoh jC.jpg
Crossups! Maybe.
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 15/1 S 11/0 3 3 - - - P 6/3 S 3/1 H P ×/× S ×/× -

Another good air to air. Best used when they're jumping up at you, and you don't have time for jB. This can actually cross up if you hit it deep enough, so have fun with that.

Ground Hits/OTGs

  • 623A/B: Least use cases, but best damage. Your go-to on a corner command grab. 623A does 26 damage, 623B does 30.
  • 8B: Most reliable, probably what you'll be using the most. Tracks from anywhere on the screen for 24 damage.
  • 5C: Mostly useless. Outclassed by all of your other OTG options, as it's slow and does a measly 15 damage. Despite this it is your only guaranteed OTG after 236236AB.
  • Dash across/on top of opponent: By far the funniest option you have, but definitely not the best. Does only 4 damage.

Special Moves

Bopper - 236A/B

236A
LB2 Juzoh qcf+A.jpg
Wish this knocked down.
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 32(39)/4 S 28(35)/3(4) 22 2 35 - -8/-28 - M - -

Your main followup to a stray 5B or 2B. Doesn't knock down, but is good to tack on extra damage.

236B
LB2 Juzoh qcf+B.jpg
Wish this was faster.
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 35(41)/4(5) S 31(38)/3(4) 29 2 40 - KD/-32 - M - -

Cannot be combo'd into and knocks down. Useful as a gimmicky deflect bait or niche punish at best.

  • Juzoh hops forward, slams his club into the ground creating an explosion.
  • B version has a short hop delay and knocks down.
  • There is a random chance an enhanced version of this move will come out instead; Juzoh appears with a stalk in his mouth, says a different voice clip, causing the attack to deal extra damage, as shown in the parenthesis.

Rock Crusher - [6]4C/[1]3C

[6]4C/[1]3C
LB2 Juzoh f+b+C.png
This isn't what they meant when they said "use your head"
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 70 S 33+11+11, 57 - - - - KD - × - -

A pretty strange gimmick, but a decent one. Does a gigantic chunk of damage, and you can even followup with the 8B OTG afterwards. The Speed version can be combo'd into from 2C. It can actually be charged in two ways; [6]4 and [1]3. Note that for the latter method, you must end on 3.

  • Juzoh leans back to deliver a headbutt
  • Unblockable in Power Mode
  • Follow up with Tetsu Atama (236C)(x3) in Speed Mode
  • Tetsu Atama is three additional headbutt's, the last of which is unblockable

Violent Quake - 623A/B

623A
LB2 Juzoh dp+A.png
Hurray! Super combos!
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 26,(13)/3(1) S 23,(11)/2(1) - - - - - - M - -

Can be super cancelled, but you have to be very close to get it to combo. Doesn't have the same "snap" effect as 623B

623B
LB2 Juzoh dp+B.png
Hurray! Functional anti air!
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 30,(15)/3(1) S 31,(14)/3(1) - - - - - - M - -

A fairly decent anti air tool, since it "snaps" opponents in when they get near the hitbox. Preferred when you don't have the spacing to use 63214A or an air normal.

  • A version is stationary, B version hops forwards.
  • If either version is cancelled into from 236C, both versions will gain extra forward momentum.
  • Both versions have invisible grounded hitboxes that will knock down at range. The damage for these hitboxes is notated in parenthesis.

Yasegaman - 236+C

236C
LB2 Juzoh qcf+C.png
Hammerfall?
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -

A unique, armored run. Can be cancelled into deflect, both DM and SDM, and all special moves except for 63214B. The armor lasts until the run ends.

Mozuhana - 214+C

214C
LB2 Juzoh qcb+C.jpg
Juzoh actually has an allergic reaction to being good.
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 30/3 S 26/3 32~82 4 52 - KD/-45 - M - -

Short range, chargeable sneeze. Only good for a joke. Poor range, super slow, and super unsafe on block.


Pile Drive Burial - 63214A

63214A
LB2 Juzoh hcf+A.png
I'M the only one spamming jump normals around here, bub.
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 14+18 S 10+10

P 14+39 S 10+24

P 14+73 S 10+68

P 14+94 S 10+92

0 1 43 - - - × - -

An anti air grab with multiple followups. The hitbox leaves something to be desired, but the damage is well worth it. The opponent can break out of it if they correctly guess the followup used by hitting A or B. The SDM ender is unique in that it can be done in both Power or Speed, and does not require a full bar of meter to perform; as long as you're below the health threshold, the SDM will be available.

  • Follow up with Suritsubushi (236A)
  • Follow up with Bokunaguri (236B)
  • Follow up 236A with Ranmoku (6321463214AB); Unique DM
  • Follow up 6321463214AB with Chougeki Dou Ja (236236B); Unique SDM
  • Follow up damage is notated as follows: Initial slam + No Followup, 236A (4 hits), 236A(4)+DM, 236A(4)+DM+SDM, 236B

Hammer Whop - 63214B

63214B
LB2 Juzoh hcb+B.jpg
TONDEKEEEEE
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P 54/120 S 45/107 0 1 43 - - - × - -

Juzoh tosses the opponent sky high, setting himself up for the swing of a lifetime. All followups have increased damage the closer they are to the center of Juzoh's swing, with 236AB doing up to 50% on most characters when timed properly. 236B should always be followed with 236C, which can then be followed up with 8B, or 623B for an OTG if you're in the corner. This move can actually be cancelled into 63214A at any time, letting you either followup with that instead or go for a gimmicky reset by hitting the opponent with a normal.

  • Follow up with Kattobashi (236B)
  • Follow up with Futtobashi (236C)
  • Follow up with Homerun! (236AB); Unique DM
  • The damage on 236B and 236C is variable depending on swing timing. Damage listed is for the sweet spot on both 236B and 236AB.

Desperation Moves

"Just Dandy" Invincible - qcf, qcf + AB

qcf+qcf+AB
LB2 Juzoh qcf+qcf+AB.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
112 - - - - - - - - -

Juzoh leaps into the sky and comes crashing down with his club, being fully armored from startup until he hits the ground. Your only super that can be used in combos, whether in corner combos or off of super cancelling 623A.

Super Desperation Move

Ultra-Violent Eruption - qcf, qcf + B

qcf+qcf+B
LB2 Juzoh qcf+qcf+B.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
134 - - - - - - - - -

Juzoh attacks with a headbutt, then launches opponent into the air, and slams the club into the ground, exploding it and the opponent. This super is only guaranteed off of instantly cancelling a deflect; it's too slow to be used in combos at all. It does come with some handy super armor, though.

Combos

Juzoh as one would expect has very lacking combos. While they do hurt, he has few options for meaningful damage off of any non j.B normals.

Any Mode

  • 63214B, 63214A xx 236A/B xx 6321463214AB xx 236236B
You can actually cancel 63214B into 63214A at any time. Not particularly useful, but it exists.
  • 5B xx 236A
Yes, this is all you get.
  • j.B, 6C, 623A (OTG)
  • 2C, 2C, 2C
Your only link combo. Pretty good all things considered, as its on your best mash button and also functions as a tick throw.

Power Mode Only

  • j.B, 6C xx 236C, 623B
Great way to squeeze out extra corner carry and damage from a stray j.B
  • j.B, 6C xx 236B
Trades consistency for slightly more damage and longer corner carry. Cannot be done with your back to the wall as the 6C sends them way too far to follow up.
  • j.B, 6C xx 236C, 63214A xx 236A/B xx 6321463214AB xx 236236B
Another 63214A combo. Trades consistency for much higher damage if you can correctly guess which followup to use.
  • 623A xx 236236AB
An easy combo into DM, although it requires you to be practically point blank.

Corner only

  • j.B, 6C xx 236236AB
Another kind of finnicky DM combo. Requires you to still be pretty close.
  • j.B, 6C xx [6]4C
Your absolute best corner combo. Hits like a truck.

EX Mode Only

Juzoh gains nothing unique in EX mode. All non 6C combos from Power, and all combos from Speed are possible.

Speed Mode Only

  • 2C, 2C xx [1]3C, 236C 236C
Because of the differences in Speed headbutts, you can get a real combo off of 2C. You can choose to do another 236C to try and catch them with the unblockable, but it's not recommended.
  • 66A/B 5B xx 236A
Decent damage off of a running button.
  • 5BC (stagger), 66 63214B
Very nice, easy conversion off of an overhead stagger.
  • 5BC (stagger), 5A 5B xx 236A
If you aren't confident in your dashing skills or just can't find the timing, this works easily.
  • 5BC (launch), 8B


Corner only

  • 5B 5BC (launch), 63214A xx 236A/B xx 6321463214AB xx 236236B
  • 5BC (launch), 5A xx 22A/B
Not a combo, but an interesting gimmick setup. If they air tech the 5A you can easily snatch them with 63214A or 623B, or deflect their falling button. Otherwise they wake up directly into your fandango.
  • 5BC (stagger), 22A/B
This however is a true combo. If you're in desperation, you can use the 6BC Fandango to combo into 63214A and its followups, or 236236AB. Strong, scary corner option.

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
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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