Last Blade 2/Juzoh: Difference between revisions

From SuperCombo Wiki
m (category added)
Line 5: Line 5:
==Super Moves==
==Super Moves==
=The Basics=
=The Basics=
Stuff unique to him
Dash over fallen opponents to do minor damage.
Juzoh is actually relatively low tier, because he is heavily reliant on being able to land his grapples, but tiers in LB2 are pretty subjective anyway (besides Yuki who struggles).
You'll want to play him in power to take full advantage of the damage on his jumping :snkb:, and to make sure that when you do land a command throw, your opponent knows about it.
Unlike most other characters, Juzoh doesn't have much in the way of combos, nor does he have any really effective power links, instead, you must learn how to zone with his jumping :snkb: and standing :snkb: and you must have a good mix-up game in order to be able to land his
:hcb::snkb: and :hcb::snka:.
So, he's basically the only 'true' grappler in the game. Shigen is more of a striker mix and he's not quite as mobile.
After landing a :hcb::snkb:, your options are:
:hcb::snka: (Grab them again and slam them into the ground)
>:qcf::snka: (Smack them around with the bat) > :hcb::hcb::snka::snkb: >:qcf::snkb: (If you have meter) (Do the last part just after the second stomp) (Though it's a two part super, you don't need to be at low life to use it)
>:qcf::snkb: (Stomp on them with the bat) (This does more damage than the :qcf::snka: variant on its own, but don't get predictable by using the same one all the time)
>Do nothing (He smashes them away) (Can't mash out of this one)
:qcf::snkb: (You get more damage for hitting them later. You'll know because it'll set them on fire)
>:qcf::snkc: > :u::snkb:
:qcf::snka::snkb: (If you have meter) (You get more damage for hitting them later. You'll know because it'll set them on fire))
You can escape from his :hcb::snka: follow-ups by mashing the appropriate button.
For example, if the person's following up with :qcf::snka:, you mash A.
You can't mash out of the DM follow-ups, or his striking ones.
On power, his only real combos are:
:d::snkc: :d::snkc: :d::snkc:
:uf::snkb:/:snkc: > :r::snkc: > :qcf::snkc: > :hcb::snka: > Follow-up of your choice
:uf::snkb:/:snkc: > :r::snkc: > :qcf::snkc: > :dp::snkb:
(Corner only) (Has to be right to the edge) :uf::snkb:/:snkc: > :r::snkc: > :hcb::snka: > Follow-up of your choice
(Corner only) :uf::snkb:/:snkc: > :r::snkc: > (Charge) :r::l::snkc:
(Corner only) :uf::snkb:/:snkc: > :r::snkc: > :hcb::snkc:
:df::snkc: > :dp::snka:/:snkb:
Follow-ups for :qcf::snkc: (While you do have autoguard in this, you still take damage, and you can be thrown out of it)
>:dp::snka:/:snkb:
>:snkd:/:d::snkd:
>:hcb::snka:
>:qcf::qcf::snka::snkb:
>:r::l::snkc:
>:qcf::snka::snkb:
>:hcb::snkc:
Of these, the only ones that are ever really useful are :dp::snkb: :hcb::snka: and :snkd:/:d::snkd:
Your focus should not be on landing a throw from a combo though, but to find ways to land it on its own. You need to have a good short dash/dash throw game, and you need to be able to read your opponent well, since all they have to do is jump straight up to avoid it (but that's where the :hcb::snka: version comes in handy).
Up close, you need to mix things up with his :d::snkc:, low-jump air normals and his command throw.
His :r::snkb: is fantastic for zoning as long as you're careful with it. You can easily catch someone who was trying to dash-in, and it's great for punishing whiffed attacks/combos from a distance.
Be aware that his :hcb::snka: has very poor priority and a lot of air attacks (especially ones jumping forward) will easily snuff it even if it looks like you should've got them (Reminds me a lot of Hugo's mediocre anti-air throw). However if they're jumping straight up and you're right under them, you have a lot better chance of landing it.
Juzoh has some bad match-ups against people with fast ground/air pokes like Zantetsu and Lee. Moriya can also give him some trouble with his constant teleporting (assuming they know the glitch). An Okina who's good at turtle zoning can be very irritating as well, although if you know Juzoh's air game well enough it should be a pretty even match-up.
Speed Juzoh's combos are:
:snka: :snkb: > :qcf::snka:
:snka: :snka: > :r::l::snkc: > :qcf::snkc: > :qcf::snkc: > *:qcf::snkc: (Unblockable but doesn't combo and can be deflected/jumped over)
:snka: > :df::snkc: > :dp::snkb: (His only real mix-up combo, besides the universal :snka: > :snkb::snkc: style ones)
:d::snkc: (x3) > :r::l::snkc::qcf::snkc::qcf::snkc:
With speed Juzoh, you don't have to rely as much on his command throw since he can now chain combo like everyone else, but the problem is, the damage on his combos is pretty average, and he doesn't have a lot of variation to them, so all he really ends up being is a weaker version of the other characters on speed. You can still use his command throw and all that, but the damage is lessened by quite a bit.
As such, I feel it's better to make up for his weaknesses by playing him like a grappler/zoner on power.
That being said, his :snkb::snkc: overhead on speed does give him some nice opportunities for landing his :hcb::snkb:, so you shouldn't rule out speed Juzoh altogether, and he does gain quite a few more mix-up options on speed.
-:qcf::snkc: should be used very very sparingly. I only use it as a follow-up to one of the command throws to try and cross someone up as they're getting up, but I rarely use it on more experienced players since it's easy for them to block either way.
-His :dp::snka:/:snkb: will hit people on the ground but only if he's close, and only in certain situations since both are quite slow. So it's better just to use :u::snkb: most of the time instead.
-:dp::snkb: makes a good early anti-air since it has nice priority on it, but it's quite slow so you'd have to have to seen a jump/jump-in coming already.
-His :hcb::snkc: is completely useless, stay away from it
-His :qcf::snkb: is also fairly poor outside of some occasional use for zoning.
-I would only use his :qcf::snka: as a follow-up if you happen to catch someone with a standing :snkb: somehow.
-His :r::l::snkc: unblockable can be somewhat useful on more inexperienced players, but there's not much reason to use it instead of his overhead, and better players will likely just jump/throw/punish.
-You can hit his :hcb::snka: off a successful ground-air parry, but you gotta do it fast and they have to be relatively high in the air.
-:d::snkb: may look like a good anti-air but it's not, don't use it much.
-:snkb: can work as an anti-air, but it doesn't work against a lot of air normals, and it's highly dependant on what angle they're coming from.
-:uf::snka: is your best late air-air. You can jump-in with it if you think they're gonna jump straight up at the last second.
-:uf::snkc: is also alright as a jump-in/air-air.
-:uf::snkb: is your all purpose air normal. Great range, damage and priority. If you can low-jump reliably, this poke becomes quite godly.
-His unblockable has some nice horizontal range on it, but like all of them it's slow and predictable so be careful with it.
-Like you would figure for a grappler in a game with a parry system, being able to deflect well adds a ton to your game with Juzoh, since it's basically a free command throw for you.
=Advanced Strategy=
=Advanced Strategy=
=Match-Ups=
=Match-Ups=

Revision as of 20:40, 21 November 2015

Introduction

Moves List

Normal Moves

Special Moves

Super Moves

The Basics

Stuff unique to him

Dash over fallen opponents to do minor damage.

Juzoh is actually relatively low tier, because he is heavily reliant on being able to land his grapples, but tiers in LB2 are pretty subjective anyway (besides Yuki who struggles).

You'll want to play him in power to take full advantage of the damage on his jumping :snkb:, and to make sure that when you do land a command throw, your opponent knows about it.

Unlike most other characters, Juzoh doesn't have much in the way of combos, nor does he have any really effective power links, instead, you must learn how to zone with his jumping :snkb: and standing :snkb: and you must have a good mix-up game in order to be able to land his

hcb::snkb: and :hcb::snka:.

So, he's basically the only 'true' grappler in the game. Shigen is more of a striker mix and he's not quite as mobile.

After landing a :hcb::snkb:, your options are:

hcb::snka: (Grab them again and slam them into the ground)

>:qcf::snka: (Smack them around with the bat) > :hcb::hcb::snka::snkb: >:qcf::snkb: (If you have meter) (Do the last part just after the second stomp) (Though it's a two part super, you don't need to be at low life to use it) >:qcf::snkb: (Stomp on them with the bat) (This does more damage than the :qcf::snka: variant on its own, but don't get predictable by using the same one all the time) >Do nothing (He smashes them away) (Can't mash out of this one)

qcf::snkb: (You get more damage for hitting them later. You'll know because it'll set them on fire)

>:qcf::snkc: > :u::snkb:

qcf::snka::snkb: (If you have meter) (You get more damage for hitting them later. You'll know because it'll set them on fire))

You can escape from his :hcb::snka: follow-ups by mashing the appropriate button. For example, if the person's following up with :qcf::snka:, you mash A. You can't mash out of the DM follow-ups, or his striking ones.

On power, his only real combos are:

d::snkc: :d::snkc: :d::snkc:
uf::snkb:/:snkc: > :r::snkc: > :qcf::snkc: > :hcb::snka: > Follow-up of your choice
uf::snkb:/:snkc: > :r::snkc: > :qcf::snkc: > :dp::snkb:

(Corner only) (Has to be right to the edge) :uf::snkb:/:snkc: > :r::snkc: > :hcb::snka: > Follow-up of your choice (Corner only) :uf::snkb:/:snkc: > :r::snkc: > (Charge) :r::l::snkc: (Corner only) :uf::snkb:/:snkc: > :r::snkc: > :hcb::snkc:

df::snkc: > :dp::snka:/:snkb:

Follow-ups for :qcf::snkc: (While you do have autoguard in this, you still take damage, and you can be thrown out of it) >:dp::snka:/:snkb: >:snkd:/:d::snkd: >:hcb::snka: >:qcf::qcf::snka::snkb: >:r::l::snkc: >:qcf::snka::snkb: >:hcb::snkc:

Of these, the only ones that are ever really useful are :dp::snkb: :hcb::snka: and :snkd:/:d::snkd:

Your focus should not be on landing a throw from a combo though, but to find ways to land it on its own. You need to have a good short dash/dash throw game, and you need to be able to read your opponent well, since all they have to do is jump straight up to avoid it (but that's where the :hcb::snka: version comes in handy).

Up close, you need to mix things up with his :d::snkc:, low-jump air normals and his command throw. His :r::snkb: is fantastic for zoning as long as you're careful with it. You can easily catch someone who was trying to dash-in, and it's great for punishing whiffed attacks/combos from a distance.

Be aware that his :hcb::snka: has very poor priority and a lot of air attacks (especially ones jumping forward) will easily snuff it even if it looks like you should've got them (Reminds me a lot of Hugo's mediocre anti-air throw). However if they're jumping straight up and you're right under them, you have a lot better chance of landing it.

Juzoh has some bad match-ups against people with fast ground/air pokes like Zantetsu and Lee. Moriya can also give him some trouble with his constant teleporting (assuming they know the glitch). An Okina who's good at turtle zoning can be very irritating as well, although if you know Juzoh's air game well enough it should be a pretty even match-up.

Speed Juzoh's combos are:

snka: :snkb: > :qcf::snka:
snka: :snka: > :r::l::snkc: > :qcf::snkc: > :qcf::snkc: > *:qcf::snkc: (Unblockable but doesn't combo and can be deflected/jumped over)
snka: > :df::snkc: > :dp::snkb: (His only real mix-up combo, besides the universal :snka: > :snkb::snkc: style ones)
d::snkc: (x3) > :r::l::snkc::qcf::snkc::qcf::snkc:

With speed Juzoh, you don't have to rely as much on his command throw since he can now chain combo like everyone else, but the problem is, the damage on his combos is pretty average, and he doesn't have a lot of variation to them, so all he really ends up being is a weaker version of the other characters on speed. You can still use his command throw and all that, but the damage is lessened by quite a bit. As such, I feel it's better to make up for his weaknesses by playing him like a grappler/zoner on power.

That being said, his :snkb::snkc: overhead on speed does give him some nice opportunities for landing his :hcb::snkb:, so you shouldn't rule out speed Juzoh altogether, and he does gain quite a few more mix-up options on speed.

-:qcf::snkc: should be used very very sparingly. I only use it as a follow-up to one of the command throws to try and cross someone up as they're getting up, but I rarely use it on more experienced players since it's easy for them to block either way. -His :dp::snka:/:snkb: will hit people on the ground but only if he's close, and only in certain situations since both are quite slow. So it's better just to use :u::snkb: most of the time instead. -:dp::snkb: makes a good early anti-air since it has nice priority on it, but it's quite slow so you'd have to have to seen a jump/jump-in coming already. -His :hcb::snkc: is completely useless, stay away from it -His :qcf::snkb: is also fairly poor outside of some occasional use for zoning. -I would only use his :qcf::snka: as a follow-up if you happen to catch someone with a standing :snkb: somehow. -His :r::l::snkc: unblockable can be somewhat useful on more inexperienced players, but there's not much reason to use it instead of his overhead, and better players will likely just jump/throw/punish. -You can hit his :hcb::snka: off a successful ground-air parry, but you gotta do it fast and they have to be relatively high in the air. -:d::snkb: may look like a good anti-air but it's not, don't use it much. -:snkb: can work as an anti-air, but it doesn't work against a lot of air normals, and it's highly dependant on what angle they're coming from. -:uf::snka: is your best late air-air. You can jump-in with it if you think they're gonna jump straight up at the last second. -:uf::snkc: is also alright as a jump-in/air-air. -:uf::snkb: is your all purpose air normal. Great range, damage and priority. If you can low-jump reliably, this poke becomes quite godly. -His unblockable has some nice horizontal range on it, but like all of them it's slow and predictable so be careful with it. -Like you would figure for a grappler in a game with a parry system, being able to deflect well adds a ton to your game with Juzoh, since it's basically a free command throw for you.

Advanced Strategy

Match-Ups