Last Blade 2/Kojiroh: Difference between revisions

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Only able to perform in Power or EX Mode
Only able to perform in Power or EX Mode


=The Basics=Power Mode:
=The Basics=


b A (x2) > QCB B > QCB db f + A B (Have to cancel on the first hit of the 3 hit slash) (You need to get this down if you want to play her on power)
Power Mode:
b A (x2) > QCB A
 
b A (x2) > DP B
b A (x2) > QCB B > QCB db f + A B (Have to cancel on the first hit of the 3 hit slash) (You need to get this down if you want to play her on power)<br>
b A (x2) > QCF A
b A (x2) > QCB A<br>
b A (x2) > d C
b A (x2) > DP B<br>
b A (x2) > QCB C > DP A
b A (x2) > QCF A<br>
A > QCB B > QCB db f A B (More practical than the b A one)
b A (x2) > d C<br>
f C > QCB C > DP A
b A (x2) > QCB C > DP A<br>
f C > QCB db f A B  
A > QCB B > QCB db f A B (More practical than the b A one)<br>
B C (Hold until red) > QCB db f A B
f C > QCB C > DP A<br>
d C > b A C > Any follow-up  
f C > QCB db f A B <br>
d C > b A C > QCB B > QCB db f A B  
B C (Hold until red) > QCB db f A B<br>
d C > b A C > Any follow-up <br>
d C > b A C > QCB B > QCB db f A B <br>


Speed mode:
Speed mode:


:bA (x2)  A, d A, d B > QCB B
b A (x2)  A, d A, d B > QCB B<br>
A, d A, d B > QCB A
A, d A, d B > QCB A<br>
A, d A, d B > QCF A
A, d A, d B > QCF A<br>
A, d A, d B > DP B
A, d A, d B > DP B<br>
A, d A, d B > QCB db f A B
A, d A, d B > QCB db f A B<br>
A, d A, d B > QCB C > DP A
A, d A, d B > QCB C > DP A<br>
A, d A, d B > QCB C > QCB A
A, d A, d B > QCB C > QCB A<br>
d C > b A C, b A, A, d A, d B > Any follow-up  
d C > b A C, b A, A, d A, d B > Any follow-up <br>
b A, b A, d + C > DP + B or QCF + A or QCB B or QCB A
b A, b A, d + C > DP + B or QCF + A or QCB B or QCB A<br>
d A> DP B or QCF A or QCB B or QCB A
d A> DP B or QCF A or QCB B or QCB A<br>
d C > DP B or QCF Aor QCB B or QCB A
d C > DP B or QCF Aor QCB B or QCB A<br>
f B C > QCB db f A B
f B C > QCB db f A B<br>
(Activate speed combo special d d A / B) A, B, C, d C, d A, d C, f B C >  
(Activate speed combo special d d A / B) A, B, C, d C, d A, d C, f B C > QCB db f A B<br>
QCB db f A B
(Corner) (Activate speed combo special d d A / B) A, B, C, d C, d A, d C, f B C > f B C >QCB db f A B<br>
(Corner) (Activate speed combo special d d A / B) A, B, C, d C, d A, d C, f B C > f B C >  
(Activate speed combo special d d A / B) A B, C, d C, d A, d C, f B C > QCB C > <br>
QCB db f A B
(In reverse) QCB db f A B (Stun glitch) > Dash uf B > A, d A, d B > QCB db f A B <br>
(Activate speed combo special d d A / B) A B, C, d C, d A, d C, f B C > QCB C >  
(MAX 180 damage combo)<br>
(In reverse) QCB db f A B (Stun glitch) > Dash uf B > A, d A, d B > QCB db f A B  
(*Akari only) A, B, C > QCF A / B<br>
(MAX 180 damage combo)
(*Akari only) A, B, C > QCB db f A B or d d A / B<br>
(*Akari only) A, B, C > QCF A / B
(*Akari only) A, B, C > QCB db f A B or d d A / B


Unsure/Testing
Unsure/Testing


(Corner) (*Akari only)A, B, C (cross-up) > (Do these in reverse) f B C > QCB db f A B (Stun glitch) Dash uf B > A, d A, d B > QCB db f A B
(Corner) (*Akari only)A, B, C (cross-up) > (Do these in reverse) f B C > QCB db f A B (Stun glitch) Dash uf B > A, d A, d B > QCB db f A B
(MAX 180 damage combo)
(MAX 180 damage combo)<br>
I think I could do this with a programmable pad. Just need to walk back a split second before you do the super.  f C hits off f B C, so I figure the super will too if you space it/time it right.
I think I could do this with a programmable pad. Just need to walk back a split second before you do the super.  f C hits off f B C, so I figure the super will too if you space it/time it right.<br>


EX mode:
EX mode:


A, d A, d B > QCB B > QCB db f A B
A, d A, d B > QCB B > QCB db f A B<br>
A, b A, d C > QCB B > QCB db f A B
A, b A, d C > QCB B > QCB db f A B<br>
(*Akari only) Have her do her air throw and dash under it as she falls, then from behind do:  
(*Akari only) Have her do her air throw and dash under it as she falls, then from behind do: <br>
f B C > QCB db f A B > QCB db f B
f B C > QCB db f A B > QCB db f B<br>


=Advanced Strategy=
=Advanced Strategy=

Revision as of 17:09, 31 December 2015

Introduction

Moves List

Normal Moves

Special Moves Flashing Flight - qcb + A

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

Multiple forward mid strikes Strikes 3 times, strikes further forward with each strike Able to super cancel

Shujin - qcb + C

Dashes forward

Tenchi - C

Follow up to Shujin Press C after Kojiroh is near opponet to throw.

Empty Death - dp + A/B

45 Degree upward thrust anti-air

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

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

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

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

The Basics

Power Mode:

b A (x2) > QCB B > QCB db f + A B (Have to cancel on the first hit of the 3 hit slash) (You need to get this down if you want to play her on power)
b A (x2) > QCB A
b A (x2) > DP B
b A (x2) > QCF A
b A (x2) > d C
b A (x2) > QCB C > DP A
A > QCB B > QCB db f A B (More practical than the b A one)
f C > QCB C > DP A
f C > QCB db f A B
B C (Hold until red) > QCB db f A B
d C > b A C > Any follow-up
d C > b A C > QCB B > QCB db f A B

Speed mode:

b A (x2) A, d A, d B > QCB B
A, d A, d B > QCB A
A, d A, d B > QCF A
A, d A, d B > DP B
A, d A, d B > QCB db f A B
A, d A, d B > QCB C > DP A
A, d A, d B > QCB C > QCB A
d C > b A C, b A, A, d A, d B > Any follow-up
b A, b A, d + C > DP + B or QCF + A or QCB B or QCB A
d A> DP B or QCF A or QCB B or QCB A
d C > DP B or QCF Aor QCB B or QCB A
f B C > QCB db f A B
(Activate speed combo special d d A / B) A, B, C, d C, d A, d C, f B C > QCB db f A B
(Corner) (Activate speed combo special d d A / B) A, B, C, d C, d A, d C, f B C > f B C >QCB db f A B
(Activate speed combo special d d A / B) A B, C, d C, d A, d C, f B C > QCB C >
(In reverse) QCB db f A B (Stun glitch) > Dash uf B > A, d A, d B > QCB db f A B
(MAX 180 damage combo)
(*Akari only) A, B, C > QCF A / B
(*Akari only) A, B, C > QCB db f A B or d d A / B

Unsure/Testing

(Corner) (*Akari only)A, B, C (cross-up) > (Do these in reverse) f B C > QCB db f A B (Stun glitch) Dash uf B > A, d A, d B > QCB db f A B (MAX 180 damage combo)
I think I could do this with a programmable pad. Just need to walk back a split second before you do the super. f C hits off f B C, so I figure the super will too if you space it/time it right.

EX mode:

A, d A, d B > QCB B > QCB db f A B
A, b A, d C > QCB B > QCB db f A B
(*Akari only) Have her do her air throw and dash under it as she falls, then from behind do:
f B C > QCB db f A B > QCB db f B

Advanced Strategy

Basic Gameplan

Kojiroh's range is her greatest asset. Her standing and crouching :snka:'s are godly pokes, and on power they do great damage as well. The combination of those 2 pokes with her crouching :snkb: and her command dash allows her to do speed combos from a much greater distance than most other characters.

Her command dash is great for getting quick throws in, and if you mix it up with dash throws/fireballs/DP's, you can really psyche the opponent out.

Remember, you can't air block while jumping forward, so :dp::snka:/:snkb:, is a great mix-up with the dash if you think they're going to try to do that to avoid the throw. Use the dash fireball when you think someone's going to try and run in.

Try to avoid using the :snkb: version of her fireball, unless you're at max distance or playing fireball wars with someone, it's slow and leaves you open as hell.

You can use her command dash throw to grab people who're landing from a jump, or people who're afraid to move after being pressured.

It's much faster than a simple dash throw, so it's quite useful. Especially if you're playing her on power.

It's not as godly as some people seem to think it is though. She doesn't have the power to pressure people the way someone like Lee or Kagami can, so she really can't make as much use of this as you might think.

Miscellaneous


-You're probably better off playing Kojiroh in speed. She has more high/low options. If you play her in power, you're much more reliant on her :snka: pokes and dash mix-ups.
-Her jumping :snka: is your best air-air and her jumping :snkc: is your best jump-in close up.
-Low jump :snka: and :snkc: are your friends.
-Jumping :snkc: can cross up.
-Off a sucessful ground-air parry, do :dp::snkb:
-Do her speed combos without the first :l::snka: you get like 432902 times more range.
-Using :snka: instead of :l::snka: in power lets you get your DM off from a huge distance away provided that you can cancel it consistently enough.
-Try command dashing behind people and then doing a fireball. (Alternatively you can try doing her super, but it's not safe if blocked)
-You must manually block every hit of her DM (Except for like the last few), otherwise you'll get hit by the whole thing. She's the only character this is true for.
-You can also do most :qcb::db::r:+:snka::snkb: motions with :hcb::r:+:snka::snkb: or :qcb::qcf:. I honestly don't know which one is the real motion anymore.
-If you can't seem to do her super cancel consistently. Try hitting her DM off :uf:+:snkc:/:snkb: > :r:+:snkc: instead. -If you hold :snkb: on her SDM long enough, it becomes unblockable.
-Holding BC until she glows red for her unblockable makes it travel further.
-Her :df:+:snkb: ground attack has shit range. Use standing :snkc: instead.
-More of a general tip: speed combo activations are only ever guaranteed off a parry, or an overhead hit.

Match-Ups