Last Blade 2/Juzoh: Difference between revisions

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*9B, 6C xx 236C, 63214A then whatever followup you want.
*9B, 6C xx 236C, 63214A then whatever followup you want.


Follow-ups for qcf+ C (While you do have super armor in this, you still take damage, and you can be thrown out of it)
Follow-ups for 236C (While you do have super armor in this, you still take damage, and you can be thrown out of it)
*623A/B
*623A/B
*5D/2D
*5D/2D

Revision as of 20:28, 26 November 2016

Introduction

Moves List

Normal Moves

Special Moves

Bopper - qcf + A/B

Juzoh hops forward, slams his club into the ground creating an explosion B version has a short hop delay

Rock Crusher - f, b + C

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

Violent Quake - dp + A/B

Juzoh hops and strikes ground with his club. If not blocked low, will knockdown. Also applicable as a ground hit. B version hits farther than A A version will cancel into his 236236AB DM

Mozuhana - qcb + C

A sneeze that creates a low hit Charbeable

Pile Drive Burial - hcf + A

  • ground-to-air grab. If not followed by anything, he bats opponents away.
  • Follow up with Suritsubushi (qcf + A)
  • if successful you can follow with:
  • Follow up with Ranmoku (hcb, hcb + AB); also a DM
  • Follow up with Chougeki Dou Ja (qcf, qcf + B); also a SDM (free sdm as it doesn't require any extra meter or low life. Can be done in speed mode as well.
  • can also follow the air grab with 236B
  • note your opponent can break out of the follow ups by pressing A/B depending on which follow up you use.

Hammer Whop - hcb + B

  • Follow up with Kattobashi (qcf + B) then Futtobashi (qcf+C)
  • Follow up with Homerun! (qcf + AB); also a DM. Perfect timing will do a full bar (or nearly in the case of shigen and juzoh) of damage to your opponent

Desperation Moves

"Just Dandy" Invincible - qcf, qcf + AB

Juzoh does a small jump and slams club into the ground

Super Desperation Move

Ultra-Violent Eruption - 236236B

Juzoh attacks with a headbutt, then launches opponent into the air, and slams the club into the ground, exploding it and the opponent. Has some super armor so it can stuff some things. It has to much startup to be used in combos, even if used instantly after a deflect your opponent will be able to block before it hits. You might be able to use it to punish some wiffed dp's but that's about it. Over all not that useful.

The Basics

Combos

On power, his only real combos are:

  • 2Cx3
  • uf B / C > f C > qcf+ C > dp+ B
  • (Corner only) jump in B, 6C 63214A or 236236AB
  • (Corner only) uf B / C > f C > (Charge) f b C
  • (Corner only) uf B / C > f C > hcb C
  • 3C > 623+ A / B

Midscreen/anywhere:

  • 9B, 6C xx 236C, 63214A then whatever followup you want.

Follow-ups for 236C (While you do have super armor in this, you still take damage, and you can be thrown out of it)

  • 623A/B
  • 5D/2D
  • 63214
  • 236236AB
  • 6(charge) 4C
  • 236A/B
  • 63214C

Of these, the only ones that are ever really useful are 623B, 63214A, 236236AB and 5D/2D

Speed Juzoh's combos are:

  • A B > qcf+ A
  • A A > f b C > qcf+ C > qcf+ C > * qcf+ C (Unblockable but doesn't combo and can be deflected/jumped over)
  • A > df C > dp+ B (His only real mix-up combo, besides the universal A > B C style ones)
  • d C (x3) > f b C qcf+ C qcf+ C

His speed combo specials are all about the same in usefulness so use what you want. If you use 22A/B, A,B,C, 2C,2C, 6BC, you can do his 63214A grab and follow ups or if you're low on life do his 236236AB DM

Really don't use him in speed mode unless you want more of a challenge.

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 63214B and 63214A So, he's basically the only 'true' grappler in the game. Shigen is more of a striker mix and he's not quite as hard to use.


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 2C, low-jump air normals and his command throw. His 6B 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.

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 B+C overhead on speed does give him some nice opportunities for landing his 63214A so you shouldn't rule out speed Juzoh altogether, and he does gain quite a few more mix-up options on speed.

  • 236C 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 623A/B 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 jump B most of the time instead.
  • 623B 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 63214C is mostly useless, stay away from it
  • His 236Bis also fairly poor outside of some occasional use for zoning.
  • I would only use his 236A as a follow-up if you happen to catch someone with a standing B somehow.
  • His 6,4C 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 63214A off a successful ground-air parry, but you gotta do it fast and they have to be relatively high in the air.
  • 2B may look like a good anti-air but it's not, don't use it much.
  • 5Bcan 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.
  • 9A 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.
  • 9C is also alright as a jump-in/air-air.
  • 9B is your all purpose air normal. Great range, damage and priority. If you can low-jump reliably, this poke becomes quite godly.
  • His B+C 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