Difference between revisions of "The Last Blade 2/Kojiroh Sanada"

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  |description=An unreactable overhead that causes knockdown. Cannot be fuzzy guarded when mixed up with 3c. Beware as both normals are incredibly punishable on block and don't grant much reward, so this is not advised outside of closing rounds.
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  |description=Autocombo ender that causes a hard knockdown from a noticeable distance.
 
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Latest revision as of 17:45, 5 June 2020

Kojirou-med1.gif

Overview

Placeholder

Style Strengths Weaknesses
Power
  • Strength 1
  • Strength 2
  • Weakness 1
  • Weakness 2
Speed
  • Strength 1
  • Strength 2
  • Weakness 1
  • Weakness 2
EX
  • Strength 1
  • Strength 2
  • Weakness 1
  • Weakness 2


Normals

Standing

A
LB2 Kojiroh A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S8/0 5 2 15 - P+6/-7 S+6/-9 - M - -

A fairly average jab with good horizontal priority but terrible anti-air priority. Leads to good damage in speed/EX and can be useful for resetting the opponent after a launch.

b+A
LB2 Kojiroh b+A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S8/0 3 2 15 - P+6/-7 S+6/-9 - M - -

A fast jab that leads to good damage in any mode, but its range is incredibly short and as such becomes fairly situational to use.

B
LB2 Kojiroh B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P36/3 S16/0 12 23 24 - P+1/-10 S+1/-19 - M - -

A slow, short range shoulder bash. Typically inferior to d+B, but has faster startup which leads to tighter blockstrings.

f+B
LB2 Kojiroh f+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P50/6 S23/0 P19 S13 2 33 - P-5/-13 S-5/-23 - M - -

A long range poke whose utility vastly changes depending on whether you're using power or speed/EX. -todo-

C
LB2 Kojiroh C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S11/0 9 2 18 - +3/-12 - M - -

Hits OTG.

f+C
LB2 Kojiroh f+C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P19/2 S16/0 10 8 22 - -/-21 - M - -

A wallbounce with a relatively disjointed hitbox compared to most others. Also an incredibly active normal, so it can find some use as a whiff punish.

BC(Power) Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -

An unblockable which can be held to delay the hit. One of the more viable unblockables in the game because Kojiroh takes a step back before charging, allowing you to bait a lot of moves thanks to the extra distance. Beware that the hitbox can still be deflected, but this can be countered by holding the input for a short while. Note that this move will slide Kojiroh farther and faster the longer it is charged.

BC(Speed/EX)
LB2 Kojiroh sBC.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
19/0 22 3 23 - -/-20 - H - -

A reactable overhead that causes a stagger if landed raw, or a launch if combo'd into. Serviceable as a quick anti-air.

f+BC(Speed/EX) Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - H - -

A command normal exclusive to speed/EX mode which cannot be chained into. Hits high, but is not a very good mixup tool due to being reactable and punishable on block. What this move is incredible at is anti-airing, as the hitbox is very tall and the hit itself is untechable into a hard knockdown. If landed against a jumping opponent, you can even combo directly into a furious fandango (d,d+A/B). If landed too low to do so or you lack meter, it's ideal to instead combo into dp+B or f+B depending on your range.

df+B
LB2 Kojiroh df+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P21 S23 13 8 22 - 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

d+A
LB2 Kojiroh d+A.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S11/0 4 4 18 - P-2/-10 S-2/-22 - L - -

A quick low with decent range. Hitting late with the speed version will increase its hitstun for whatever reason.

d+A2
LB2 Kojiroh d+A2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S11/0 4 4 18 - P-2/-10 S+4/-16 - L - -

Second hitbox of the move above. Barely any difference in range, so you'll rarely ever hit this part instead.

d+B
LB2 Kojiroh d+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S19/0 P17 S18 P3 S4 23 - P+2/-10 S0/-20 - M - -

A long range poke which does solid damage in its own right and can be canceled for more damage. Part of your optimal speed chains, but becomes unsafe on block while in speed/EX so you must hitconfirm correctly.

d+B2
LB2 Kojiroh d+B2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S19/0 P17 S18 P3 S4 23 - P+4/-10 S+4/-16 - M - -

Second hitbox of the above move. There is a 1f/2f gap between the hitboxes (power and speed/EX respectively) despite only being a single hit normal.

d+C
LB2 Kojiroh d+C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S11/0 3 2 16 - +5/-10 - L - -

A 3f low with poor range and priority, but makes for a great mixup tool in either mode. Can be used as an alternative to b+A in some matchups, but will lead to less reward upon doing so.

df+C
LB2 Kojiroh df+C.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P24/3 S19/0 9 2 26 - KD/-19 - L - -

A slide kick with moderate range. Incredibly unsafe on block or whiff, and isn't active for nearly as long as you'd think. As such this move will often be stuffed and isn't nearly as useful as you'd think at first glance.


Air

jA
LB2 Kojiroh jA.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S11/0 4 4 N/A - - - H - -

A quick jumping normal with great air to air priority, and loads your options against grounded opponents very effectively if spaced.

jB
LB2 Kojiroh jB.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S13/0 7 4 N/A - - - - - -

A large normal with an equally large amount of hurtbox extension. Can be used as a commital jump-in while in power mode thanks to the high damage, but is almost entirely inferior to j.C in speed/EX.

jC
LB2 Kojiroh jC.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P13/1 S11/0 3 7 N/A - - - H - -

Kojiroh's primary jump in. Great disjoint against grounded opponents, has minimal hurtbox extension, and still has the range to intercept the opponent if they hop. Couple that with its incredible frame data, and you've got a phenomenal tool to extend pressure or punish projectiles. Can also be used to punish the opponent for dropping tech chases, but is way too risky for what it's worth given Kojiroh's lack of divekicks.

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

Dashing

Dashing high
LB2 Kojiroh dashHigh.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S19/0 9 2 30 - P-3/-10 S-3/-23 - M - -

A high priority dashing normal. Typically not used very often in neutral since Kojiroh's command run loads your options significantly better than a normal dash, but this move can prove useful for certain oki setups due to hitting ground techs.

Dashing low
LB2 Kojiroh dashLow.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P26/3 S19/0 9 10 23 - PKD/-24 SKD/-23 - L - -

A dashing low with a ton of active frames. Everything 3C should have been and more, but unfortunately finds little use due to the prerequisite of dashing.


Speed chain

A>A
LB2 Kojiroh 5aa.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
8/0 4 2 19 - +2/-13 - M - -

Combo filler.

A>2A
LB2 Kojiroh 5a2a.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
11/0 2 4 18 - +1/-14 - L - -

A solid low with more useful cancel properties compared to the normal 2A.

A>2A2
LB2 Kojiroh 5a2a2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
11/0 2 4 18 - +3/-12 - L - -

Second hitbox of the move above.

A>B>C
LB2 Kojiroh 5abc.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
23/0 9 4 26 - KD/-24 - M - -

Autocombo ender that causes a hard knockdown from a noticeable distance.

Special Moves

Flashing Flight - qcb + A

qcb+A
LB2 Kojiroh qcb+a.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P40/0 S29/0 10 3,2 29 - KD/-21 - L - -

A sliding slash which covers a large amount of screen space. The first hit of the move will knockdown, while the latter will leave the opponent standing. This move functions as Kojiroh's primary combo ender, as it does consistent damage while guaranteeing a knockdown that can even be converted into an OTG. In neutral this tool is significantly more situational, but notably if you catch the opponent jumping back with the late hit you will be left in a favorable position to attempt a tech chase.

qcb+A2
LB2 Kojiroh qcb+a2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P30/3 S23/2 10 3,2 29 - -1/-21 - M - -

Second hitbox of the move above. Won't knock down, and is actually minus on hit. As such it's almost always preferable to land the earlier hitbox if possible. This hitbox has a 10f gap between the previous hit and itself.

  • A dashing slash that starts low and finishes mid/high
  • Away from opponent, strikes mid or high
  • Close to opponent or countering, strikes low, sweeping opponent into a knockdown

Black Hole Blade - qcb + B

qcb+B
LB2 Kojiroh qcb+B.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P10+13+19/1+1+2 S9+11+13/1+1+1 12 2,2,2 28 - 0/-20 - M - -

A disjointed multihit with fairly fast startup all things considered. Leaves you neutral on hit, so it can allow you to set up resets against characters with slow/poor jabs. More notably, this move is super cancel able in power/EX mode, allowing for very consistent and damaging combo enders at surprisingly long ranges.

qcb+B2
LB2 Kojiroh qcb+B2.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P10+13+19/1+1+2 S9+11+13/1+1+1 12 2,2,2 28 - 0/-20 - M - -

Second hit of the move above, with an 11f gap between the previous hit and itself.

qcb+B3
LB2 Kojiroh qcb+B3.jpg
Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P10+13+19/1+1+2 S9+11+13/1+1+1 12 2,2,2 28 - 0/-20 - M - -

Third hit of the move above, with a 9f gap between the previous hit and itself.

  • Multiple forward mid strikes
  • Strikes 3 times, strikes further forward with each strike
  • Able to super cancel in power/EX mode

Shujin - qcb + C

qcb+C Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -

A command run that you can follow up with by either inputting a special or a unique command grab by tapping C again. This move will cancel itself automatically after a set amount of time, and can cross up the opponent even in the corner. Specials gain no unique properties when done off of this move (although kara canceling off qcb+C allows them to hit from much farther away). The command grab this move grants you has the same range as your normal throw, and has very similar properties with Kojiroh hurling the opponent a long distance opposite of the direction she's facing. The throw will reverse if you crossup the opponent to hit them, but be warned that this move is reactable at most ranges and the opponent becomes more likely to avoid the situation if you grab late. During during the run's recovery, you can still cancel into special or super. Recovery always faces towards the opponent so if you ran past them, you can input the cancel in their direction Overall this is a very strong tool to disorient your opponent and force a more advantageous position against rushdown characters. But be warned that it has no invincibility and will often get you punished if used recklessly. Leads to OTG upon throwing the opponent into the corner.

  • Dashes forward
  • Follow up with Tenchi C
  • Press C after Kojiroh is near opponent to throw.

Empty Death - dp + A/B

dp+A
LB2 Kojiroh dp+A.jpg
Gee tommy, how come mom lets you have two active frames?
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P31/3 S20/2 9 1 36 - Launch/-28 - M - -

A somewhat commital DP that leads to very lackluster rewards. Combine that with the fact the move's total active frames adding up to a whopping 1, and this move is primarily relegated to a combo ender off specific launchers.

dp+B
LB2 Kojiroh dp+B.jpg
Finally, some actual anti-airs
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
P39/4 S26/3 10 4 43 - Luanch/-38 - M - -

A much higher priority yet more commital DP compared to dp+A. However, this move has a fair number of active frames and as such can sparingly find use as an anti-air in power mode. Still considered an inferior anti-air to f+BC in speed mode both due to the long recovery and nonexistent reward.

  • 45 Degree upward thrust
  • anti-air

Blast-of-Plague Demise - qcf + A/B

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

A basic yet effective fireball. Has a very tall hitbox that can often catch hopping opponents, which is made even more likely due to the fireball stalling in front of you for a short time after the move becomes active. Unsafe at point blank, but becomes safe or even advantageous with very short travel distance.

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

The move starts with Kojiroh effectively performing qcf+A but with longer startup. After that fireball is created, Kojiroh immediately throws a second, faster fireball that catches up with the first and merges to create a massive projectile that does very solid chip. Ironically less safe than qcf+A at closer ranges, but the extra chip can help close a round and the extra active frames make it more likely you will catch a jumping opponent. Note that while the projectiles are separated, they can block a total of two fireballs, but when they combine they can be neutralized by a single projectile. This means that this move is very good at counteracting zoning measures, but requires good timing in order to do so.

  • Slashing projectile
  • A version creates one hit
  • B version starts slower, makes two hits

Desperation Moves

Black Hole Blade - Eagle - qcb,db,f + A/B

qcb+db+f+A Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -

Description.

qcb+db+f+B Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -

Description.

  • Charges forward to deliver several strikes, ends with an Empty Death anti-air if it connects.

Super Desperation Moves

Wolf Fang of Emptiness - qcb,db,f + B

qcb+db+f+B Text
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -

Description.

  • Poses and and dashes through opponent
  • Chargealbe
  • Unblockable at full charging
  • Only able to perform in Power or EX Mode

Combos

Any Mode

C, qcf A
Dash A/B, qcb B
Dash A/B, dp A
qcb C, C, 5c (corner only)
j B, B, qcb B
j B, B, qcb A
j B, B, qcb, db, f AB

Power Mode Only

j B, f C, qcf A
j B, f C, dp B
j B, f C, qcb, db, f, AB

EX Mode Only

Dash A/B, B, qcb B, qcb, db, f AB
j B, b A, A, A, B, qcb B, qcb, db, f AB

Power and EX Mode

Dash A/B, qcb B, qcb, db, f AB
j B, B, qcb B, qcb, db, f AB

Speed and EX Mode

j B, A, B, C
b A, A, d A, d B, qcb C, qcb A (Kara cancel off qcb C in order to get knockdown)
A, A, A, A, d B, qcb, db, f AB (A>A chain into A>A chain only works at point blank)
Dash A/B, d B, qcf A
j B, b A, A, A, B, qcf A
f BC,  qcb, db, f AB
f BC (hit anti-air), d, d A/B, A + B + C + A + B + C + A + B + qcf C
f BC (hit anti-air), d, d A/B, A + B + C + d C + A + d C + f BC, qcb, db, f AB (requires critical life and super)

Super Speed Combos

A + B + C + A + B + C + A + B + qcf C
A + B + C + A + B + C + C + B + A + qcf C
A + B + C + d C + A + d C + f BC
A + B + C + d C + A + f BC + A + B + qcf B
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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