The Last Blade 2/Kaede

From Dream Cancel Wiki
Jump to navigation Jump to search
Kaede-lb.gif

Overview

Pros and cons

+Strong pokes in neutral

+Simple yet effective hitconfirms

+Versatile gameplan

+Instant command grab that leads to good damage

+Priority jabs

+Two unique air fireballs and priority air-to-ground grant a uniquely strong disadvantage state

+Can maintain pressure for a surprisingly long time thanks to hop J.C, even in power mode

-Long range pokes typically have significant hurtbox extension

-Fireballs can be easily hopped and punished

-High/lows can often be fuzzy guarded, even in speed/EX

-Lackluster oki, which is exacerbated by his mediocre sweeps

-EX mode is garbo

-Requires either clean confirms or tight links in order to combo into super

Strategy

Serving as the "shoto" of the roster, Kaede is a fairly well rounded character with minimal execution barriers, primarily aiming to fight at mid to close range and built to bait deflects. He's easily the best in power, however speed mode does have some unique advantages. For the majority of matchups, you'll be attempting to poke out the opponent at mid range until you find a chance to get a hop, at which point you can begin baiting deflects and fishing for his incredibly rewarding command grab. Although his mixups are fairly linear and often reactable, Kaede can steal the opponent's turn surprisingly easily even in power mode. This allows him to go on the offensive while still maintaining access to high damage pokes and whiff punishes. Although his long range presence is not particularly strong, he has access to both a fireball and some strong (and frankly underrated) options from dashing in. Put this in tandem with the unique properties of his air-fireball, and Kaede can effectively threaten the opponent from any range. In speed mode, Kaede can bank a lot harder on his pressure, gaining access to a pair of fast overheads and becoming even better at baiting deflects. This makes his command grab all the more threatening, especially when you consider that in speed he can confirm fandangos off of it. However, the majority of Kaede's confirms become weaker in speed, and he generally trades less favorably with most normals (a huge weakness given that Kaede has significant hurtbox extension on his more commital pokes). In either mode, Kaede's disadvantage state is disproportionately strong. This is because he has access to a high-priority jab, standing A reaches relatively far compared to most 4f jabs, and during tech chase situations he has access to two different air fireballs as well as a fast high priority jumping normal. This allows him to viably air tech against the majority of the roster, as he will often force a favorable trade and get the opponent off of him.

Normals

Standing

5A
LB2 Kaede A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S8/0 4 2 16 - P+5/-7 S+5/-10 - -M - -

A very fast but decently long range poke with good horizontal priority. Easily Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority.

4A
LB2 Kaede b+A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S8/0 4 2 12 - +9/-6 - M - -

A short jab with a deceptively high priority hitbox. This is likely going to be your primary combo starter in power mode, as it links into itself easily and can be used to great effect in disadvantage due to its fast and disjointed hitbox.

5B
LB2 Kaede B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P30/3 S16/0 10 3 22 - P+4/-10 S+4/-16 - -M - -

A fairly slow normal with moderate range and is unsafe on block. Notably can combo into 214A from a significant distance away from the opponent, making it a solid punish tool in power mode against unsafe blockstrings. Not advisable to use in neutral.

6B
LB2 Kaede f+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P50/6 S23/0 P19 S13 4 34 - P-8/-13 S-8/-28 - M - -

A long range poke which is deceptively safe at max range in power mode. Typically doesn't lead to much damage due to not being cancelable (especially so in speed/EX), but can leave you with solid frame advantage. Does a sizable chunk of damage on counter hit in power mode, and comes out very quickly in speed/EX. A damaging and consistent ender for speed chains.

5C
LB2 Kaede C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S11/0 9 4 16 - +3/-12 - M - -

Hits OTG.

6C
LB2 Kaede f+C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P19/2 S16/0 7 3 32 - -/-26 - M - -

A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled into 236a/623a, however it can always be punished if what you do (or don't do) after the hit is read.

BC(Power)
LB2 Kaede pBC.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
61 45-85 2 44 - KD - UB - -

An unblockable which can be held down to delay. Due to significant startup and being possible to deflect, it's typically rather useless. In theory you can bait deflects fairly easily with it, but 41236C is just generally better at doing that.

BC(Speed/EX)
LB2 Kaede sBC.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
16 22 3 23 - -/-20 - H - -

An overhead which can lead to combo. Reactable, and Kaede's lows are already fairly underwhelming, so it's not often very useful during pressure situations. Also works as an anti-air.

3B
LB2 Kaede df+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
21 15 2 27 - 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 Kaede d+A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S11/0 4 3 16 - +4/-11 - M - -

A normal which doesn't lead to anything, and despite the animation, doesn't require a low deflect. Inferior to standing 4A in almost every way. In speed or EX, you can continue chaining off of it if chained into from 5A, but it's still generally worse than just following up with the second hit of 5A unless you manage to get a punish at point blank, in which case it will do 1 more point of damage.

2B
LB2 Kaede d+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P28/3 S23/0 13 4 26 - P-1/-10 S-1/-21 - M - -

A slow poke with a high priority hitbox against lows and can easily force trades with jump ins late into the animation. Not very useful in neutral due to being less rewarding than other options and being incredibly committal. Can be useful for far reaching speed chains due to the move's range and high damage.

2B2
LB2 Kaede d+B2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P28/3 S23/0 13 4 26 - P-1/-8 S-1/-19 - M - -

Second hitbox of the move above. This is where the aforementioned priority comes from.

2C
LB2 Kaede d+C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S11/0 5 2 17 - +4/-11 - L - -

A pretty standard low. Doesn't lead to anything, so the most you'll really get for landing it is a tic throw.

3C
LB2 Kaede df+C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P24/3 S19/0 8 3 26 - KD/-20 - L - -

A low sweep with decent range, but still mediocre compared to the sweeps of other characters. Can be situationally useful for microspacing. Chains during a speed series, and as such can sometimes catch opponents trying to fuzzy guard sBC attempts.

Air

j.A
LB2 Kaede jA.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S11/0 5 2 N/A - - - H - -

A fast normal with long horizontal range and leaves Kaede in a favorable position on hit. Easily his best air-to-air.

j.B
LB2 Kaede jB.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S11/0 7 4 N/A - - - H - -

A relatively slow jump in with a large hitbox and a fair number of active frames. Not as useful as it looks due to extending Kaede's hurtbox as far as the hitbox goes, but notably serves as his most damaging power mode jump in.

j.C
LB2 Kaede jC.jpg
You thought it was your turn, but it was me, Kaede!
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S11/0 3 2 N/A - - - H - -

A fast jump in decent crossup potential. A very useful air-to-ground after a hop or can be used as an instant overhead against big bodies by canceling into j.236 A. In any mode, you can use this move partway into a hop in order to leave yourself at advantage and extend pressure, making it a very valuable tool when attempting to go on the offensive. Due to the very few active frames, this move can be very convincingly whiffed against an opponent for an empty hop 41236C. Be warned that any use of this move which would be an air-tight blockstring leaves you unsafe (even on hit unless canceled into j.236A), so don't get caught relying on this move too heavily. If landed as an air-to-air, it can be canceled into j.236B in order to disengage from the opponent and reliably cover ground techs.

  • all but low A and low C in Power mode can cancel when crouching

Dashing

Dashing High
LB2 Kaede dashA.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S11/0 9 4 28 - P+3/-10 S+3/23 - M - -

A dashing normal with an incredibly large disjoint, and can combo into 214A or 236236B from the majority of its range. Safe on block if spaced correctly, and can be a massively useful tool to scare opponents out of throwing pokes out haphazardly thanks to its massive base damage. If the opponent begins respecting this move's priority too much, it's not difficult to run in grab or even 41236C.

Dashing Low
LB2 Kaede dashB.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S19/0 9 2 30 - KD/-23 - L - -

A dashing low. Not particularly useful due to the long effective startup and lackluster priority, but causes a hard knockdown from a pretty noticeable distance.

Speed chain

5A>A
LB2 Kaede 5AA.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
8/0 7 2 20 - +1/-14 - M - -

A chain that can only be obtained off 5A. Has a very strong disjoint, but the hitbox rarely comes into play since it can only be performed after a blocked/hit 5A. Very good for combo filler, especially given its long range and the fact that its only real competition is 2A. Doesn't link into anything, but can be canceled into more chains or specials. Makes for a good empty cancel off 5a thanks to its fast whiff animation, relative safety on block, and ability to be chained into 5b/6b on reaction to 5a landing.

5A>B, 1
LB2 Kaede 5AB.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
16/0 9 3 17 - +9/-11 - M - -

Identical animation and hitbox to 5b, but has a few unique properties. Most notably it's safer on block compared to 5b, and it can obviously be chained into 5A>B>C.

5A>B, 2
LB2 Kaede 5AB2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
16/0 9 3 17 - +9/-9 - M - -

Second hitbox of the move above.

5A>B>C
LB2 Kaede 5ABC.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
28/0 9 2 36 - KD/-33 - M - -

An unreactable knockdown that must be chained off 5A>B. Leads to knockdown and is one of speed Kaede's single most damaging normals. However, this move is not particularly useful as a combo tool since in the situations you would be able to land this, canceling into DP or juggling off an BC would be preferable. Often inferior to 3C due to hitting mid.

  • All moves in this section are exclusive to speed/EX mode

Special Moves

Morning Star Squall - 236A/B

236A
LB2 Kaede qcf+A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M - -

A single hit fireball which can be easily hopped over, and has fairly long recovery. Notably can be made safe at longer ranges, so it's potentially worthwhile to cancel off of standing A in power mode for frame traps.

236B
LB2 Kaede qcf+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M - -

Similar to qcf A, but the projectile travels faster and the animation for the move is generally slower.

  • Kaede launches a ground electric projectile

Morning Star Wind Fang - dp + A/B

623A
LB2 Kaede dp+A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P6+17/1+2 S4+16/1+2 5 2-2 P38 S35 - P-33/-31 S-30/-28 - M - -

A basic anti-air which causes an techable launch into a soft knockdown on hit. Relatively safe to whiff compared to the B version, but is less rewarding and notably has longer startup than the B version.

623B
LB2 Kaede dp+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P6+10+24(+15)/1+1+3 S7+9+16(+9)/1+1+2 3(7) P2-2-2(-4) S2-4-2(-4) P67 S54 - P-60/-57 S-52/-47 - M - -

A high-flying DP which can function as a committal anti-air. However, it's more useful as a combo ender thanks to its high meterless damage, fast startup, and causing a soft knockdown afterwords. Notably, the first part of the move is a multihit, and if the second hit uncombos the opponent is able to ground tech and punish you on hit. Amusingly, this is Kaede's fastest option from standing, being on par with the startup of deflect. There is a 1f gap between the second and third hits in speed/EX, but power is active for the full duration between both hits.

  • Kaede does a electric slashing upperct
  • After performing B verison you can follow up with another B version for an extra hit

Morning Star Fillet Flash = 214A/B

214A
LB2 Kaede qcb+A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13+13+32/1+1+4 S9+9+13/1+1+2 18 25-2-2-2 41 - KD/-34 - M - -

A tatsu like function with long startup. The last hit will often crossup against a knocked down opponent in the corner. It's super cancelable in power/EX mode (236236AB only combos in power however), so using it as a combo ender while you're at close range can prove to be very punishing. In addition, this move can catch ground techs in the corner, making it a solid tech chasing tool in power mode. Incredibly unsafe on block and easy to stuff on reaction, so it's a terrible tool in neutral. Completely useless in speed/EX.

214B
LB2 Kaede qcb+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P15+19+35/1+2+4 S11+14+28/1+1+3 24 31-2-2-2 38 - KD/-31 - M/H - -

A slower version of qcb A that ends in an overhead. Notably you gain enough hit advantage after the launch to OTG from midscreen. This is generally seen as the inferior version of Kaede's tatsu due to being unable to be combo'd into, and even worse in neutral due to the opponent gaining additional options for how they wish to punish you on block due to Kaede jumping at the end and there being a wider gap between the individual hits.

  • Kaede runs forward to deliver 3 slashes
  • Super cancel able in power

Shinmei Oite - 236A/B (in air)

j.236A
LB2 Kaede jqcf+A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M - -

An air fireball which catches deflects and causes a soft knockdown. It's easy to force a trade due to the projectile not getting deleted after getting hit, and will trade with most moves favorably, making this a viable tool to escape certain tech chase situations. Be warned that upon landing you will recieve a sizeable amount of recovery, so Kaede will be left punishable if the opponent avoids the fireball, which most characters can do simply by jumping. Can be canceled off IOH j.C in order to make your instant overhead cause a soft knockdown against big bodies, but this is still punishable on block.

j.236B
LB2 Kaede jqcf+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M - -

The projectile fired from this version has identical properties to the A version, but this time Kaede will hop backwards slightly upon using the move instead of following his original jump arc. Thanks to the airstall this provides, it allows Kaede even more options during tech chase situations and improves his disadvantage state even further. Can also be used to beat out most anti-airs thanks to said airstall. Be warned that you will have the same landing recovery as before, only now Kaede has been in the air for longer before landing, allowing for very high damage punishes if you get caught overusing this move. Typically unsafe on block from close range.

  • Kaede lauches an electric projectite down at a diagonal direction

East Wind Wallop - 214C

214C
LB2 Kaede qcb+C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
N/A N/A N/A 36 - N/A - N/A - -

A roll which can crossup the opponent, even in the corner. Notably doesn't provide any invincibility, rather shortening Kaede's hurtbox. Very reactable, and can often be punished with a full combo if the opponent is aware of it, as such it is not a very useful tool in either mode against players with matchup experience. Moves slightly farther ahead in speed/EX mode. Note that no move in Kaede's kit can be canceled safely into this move on block, and as such it is ill-advised to use as a pressure tool.

  • Kaede rolls forward
  • possibly ends up on opposite site of opponent, but may leave him vulnerable

Ittou Raitei - 7/8/9CD (in air)

j.CD
LB2 Kaede ju+CD.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- 0 N/A - - KD - N/A - -

A simple air-throw. Doesn't lead to much advantage on hit, and has fairly poor anti-air priority. Its primary use is as a combo tool, due to being possible to "rejump" into from certain setups. Is also part of Kaede's optimal meterless command grab confirms in all three modes.

  • Kaede catches opponent in air and slams them into the ground with an electrical charge

Morning Star Storm Blast - 41236C (in close)

41236C
LB2 Kaede hcf+C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P14 S13 0 N/A 34 - Launch - N/A - -

A very fast and rewarding command grab. Relatively fast animation on whiff, but still punishable on reaction and has the same range as a regular throw. A cornerstone of Kaede's mixup game in all modes, due to his lackluster high/low opportunities. Learning to cancel into this move off a dash is invaluable, as it's a very fast but rewarding whiff punish for many long range pokes and supers. Note that although the launch is untechable, it will only cause a soft knockdown if you don't follow up.

  • Kaede does a small assault, allows for further juggling after finishes.

Desperation Moves

Morning Star Pounce - 21416AB

21416AB
LB2 Kaede qcb+df+f+AB.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M - -

A very high priority projectile which leads to very high damage. This super does about what you'd expect, with the most noteworthy thing being that it's air blockable (however, it's still very advantageous upon the opponent doing so). Punishable on block, but usually not with a full combo unless the opponent did so at close range, as such it becomes a very useful neutral tool to check the opponent with while in desperation. If the opponent trades with this move, the projectile will still play through the entire animation, allowing for some very flashy juggles off of it. Notably does more damage than 236236AB if all hits land, so midscreen it's ideal for command grab conversions.

  • Kaede strikes ground creating a series of vertical forward-moving elecrical strikes
  • Chargeable

Morning Star Revival - 236236AB

236236AB
LB2 Kaede qcf+qcf+AB.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P90/11 S75/9 P22-62 S30-70 2 50 - KD/-42 - M - -

A massive slash forward with a deceptively short hitbox (virtually no anti-air presence, this ain't captain sword), and a noticeable amount of hurtbox extension. In power mode it's a great confirm off of 214A or 6C, and can also be used as a committal read against fireballs. Due to being a single hit, you can also use this move to deal a massive burst of damage to armored opponents without fear of counter-attack if it will kill (which is particularly useful in the Juzoh matchup, where he would normally run through your projectile super). In speed/EX this move becomes significantly slower, and as such is only really used to combo off a fandango in the corner when in desperation.

  • Kaede raises sword, made longer and stronger with electric energy, then brings the strike down in front of him
  • Chargeable

Super Desperation Moves

Lively "Bad Dragon Rising" - 21416B

21416B
LB2 Kaede qcb+df+f+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - KD - M - -

A more damaging, fullscreen version of 21416AB. Notably, each individual bolt of lightning is considered its own projectile, so trading with or reflecting this super will prevent any more bolts from striking.

  • Similar motion to the Morning Star Pounce, only resulting in five strikes.

Morning Star Lance - 236236B

236236B
LB2 Kaede qcf+qcf+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
141 15-55 10 16 - KD/-16 - M - -

A short range, cinematic super. Unsafe on block and difficult to confirm due to pushback, as well as having relatively average base damage compared to other SDMs. But this super scales incredibly well, and can often end up being the optimal conversion off most starters regardless.

  • Kaede makes a low-range mid strike. If it lands, Kaede brings forth a huge electric dragon that rises from the bottom to top of the screen.
  • Chargeable

Combos

Any Mode

  • 4A(x3), 5A, 623B(x2)
  • 41236C, j.CD
  • 41236C, j.B, j.CD
Optimized version of the combo above. Land after j.B and then jump into the opponent quickly to throw
  • Dash A/B, 236B
  • j.B, 5B, 623B(x2)
  • 41236C, 623B(x2)
  • 41236C, 21416AB (midscreen)
  • j.C, j.236A
Big bodies and standing opponents only

Power Mode Only

  • 41236C, 236236AB
Optimal in corner compared to 21416AB. Hold the super slightly.
  • j.B, 5B, 236236AB
  • j.B, 5B, 214A (2 hits), 236236AB
More damage than previous combo, but requires you to be closer.
  • Dash A/B, 214A (2 hits), 236236AB
  • j.B, 6C, 21416B
  • 4A(x3), 6C, 236236AB

EX Mode Only

  • j.B, 4A 5A 5A 5B, 236236B

Power and EX Mode

  • 41236C, 21416B
Does less damage than meterless confirms in the corner
  • 5A, 236236B
  • Dash A/B, 236236B
  • j.B, 5B, 236236B

Speed and EX Mode

  • j.B, 5A 5B 5C
  • j.B, 4A 5A 5A 5B 6C, 3B
  • Dash A/B 4B, 236B
  • Dash A/B 5B, 214A
  • Dash A/B 5B BC, 623B(x2)
  • j.B, 4A 5A 5A 5B, 236B
  • 41236C, 22A/B, A + B + C + A + B + C + A + B + 236C
  • 41236C, 22A/B, A + B + C + 2C + A + 2C + 6BC, 2146AB (optimal command grab conversion in desperation. Swap 2136AB for 236236AB in the corner.)

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