Introduction
The main character of the Last Blade series. After defeating Kagami at the end of the first game, he is now able to maintain his Seiyuu form indefinitely. He enters the sequel as a stronger character who is much more reliant on fast poking and his +
follow-up variations.
Moves List
Special Moves
Kaede does a electric slashing uppercut.
Kaede runs forward to deliver 3 slashes.
Kaede rolls forward- possibly ends up on opposite site of opponent, but may leave him vulnerable.
Kaede catches opponent in air and slams them into the ground with an electrical charge.
Kaede does a small assault, allows for further juggling after finishes.
Desperation Moves
Kaede strikes ground creating a series of vertical forward-moving electrical strikes.
Kaede raises sword, made longer and stronger with electric energy, then brings the strike down in front of him.
Super Desperation Moves
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.
Basic Strategy
All Modes
Power Mode


(If they block the first one or two 's don't keep following it up.You'll probably get parried.)
Speed Mode







EX Mode







Advanced Strategy
Gameplan
Kaede's big advantage is his +
move and all its respective follow-ups, which makes him a nice mix between a grappler and a striker. The fact that it has no start-up time combined with Last Blade 2's run-throw game makes it very dangerous. You can get big damage off of this in any mode. Just find an opening, or put them in block-stun, then dash in and use the command throw. Some good ones are:
His power links have surprising range, so don't be afraid to throw out 2 or 3 's even if it looks like you've been pushed back a bit too far. His air throw is good for bunny hoppers in the corner. His DM is relatively safe on its own compared to most supers, and is great for chipping a near dead opponent, or as an anti-air if you're sure it'll hit (only use it like that when your life is flashing), but its greatest strength is that it can be chained off his command throw. Avoid using his
+
/
at all costs. It's listed in some combos, but you have to be almost point blank for it to hit, and even then you have to cancel into it really fast, otherwise it gets blocked and you eat a combo. His fireball has a lot of lag on it, even with the
version, so use it sparingly; even if it hits during a combo, some characters can actually hit him back right after because it gives them the frame advantage. His roll doesn't have any invincibility on it, so don't use it too much unless you really need to get out of the corner, or it's part of a combo.
His standing on power is godly. Abuse it to hell. Don't do it so much that it gets parried, but keep them on their toes. It comes out unbelievably fast, has great range, and has like no recovery so you can get a lot of chip damage this way. Just short dash standing
(not dashing
) over and over.
Kaede's main problem is he has crap in terms of his high-low game. It's a bit better on speed with his >
+
and his overhead, but on power, he's got nothing.
+
is his only low poke, and it has lousy start-up/recovery.
Important info
Kaede has a very unique advantage in that quick roll recovering from a fall around him is somewhat suicidal. After a knockdown with his +
/
or his DM, you can dash in and do a running
or
+
and it's a guaranteed hit if they quick roll recover. If the hits, you get to combo with
+
(x2) OR
+
OR
-
+
.
Use
+
if they're too close for a dashing
.
If the
+
hits, you get to follow up with any of his supers (Except
-
+
). This is much, much more helpful on power, because you can't link into his DM's on speed, and the dashing
does a lot more damage on power.
It may seem like the -
+
throws them back way too far for you to hit, but you can. If you start the dashing
soon enough after the DM animation, it's a guaranteed hit when they quick roll recover. Be careful though, if you do it too late, they can parry it.
Miscellaneous
- Kaede's a lot better in power because his meter fills up fast as hell, he has his godly stagger block
poke, and he has his nasty power link combos. The only real advantage he has on speed is that he can link into his speed combo easier than anyone else. Only problem is, his DM's do just as much damage on power.
- Dashing
+
is an absolute must with Kaede. Especially on power. Get it down pat.
+
has more horizontal range than
+
- You may need to use
+
only once or twice sometimes, when you're not within ideal range.
- His overhead on speed mode comes out very quickly and has decent range. Combined with his fast
poke, this can make for some nasty mix-up/pressure options. Especially in the corner. I've kept people in there for the entire round just by alternating
>
,
on its own and
>
+
. You could also dash
or
+
on occasion to mess them up even more (Make sure you hold back as you do
though, so Kaede doesn't toss them out of the corner).
- If
hits in the corner, do a standing
poke to reset them, then dash in quickly and repeat with one of those 3 mix-ups mentioned above. If you're not confident they'll fall for it again just follow up with
+
(x2) or something.
- Alternate between his
/
versions of his air fireball for mix-ups. You'll get a better idea of when to use which as you go on.
- You can't juggle into his SDM
- Off a successful ground-air parry, do
+
(x2)
- You can cancel his air fireball off any of his air normals in speed, but only off
and
in power mode.
- His jumping
is his best air-air poke if done early, and can cross-up as well.
- Up close, his low-jump
is his best cross-up option. In fact, his
in general is a much more reliable cross-up then . Even when running.
- I wouldn't use his jumping
too much when you're really really close up. It misses most of the time. I'd stick with
for poking and
for starting combos (Especially because crosses up).
is nice from a bit further away though as long you're sure you won't get parried. The low jump version stuffs some specials pretty nicely as well.
- One good tactic after using his
+
is to run in, poke once with
, then do an unblockable as they land. If they know how to parry it, hold it longer and they'll probably whiff the repel and get hit.
- If you dash jump the actual fireball will cross-up. Very useful if you can space it right. Good players probably won't fall for it though.
- After you score a knockdown. Run in and use
for the usual ground hit, but whiff
+
after. Great for building meter, and it's fast enough that they're not off the ground yet. Very very useful in power. Builds like 15% meter there.
- You can actually get 4
+
's by running in after the first poke, but it's insanely hard to time. You can do even more on large characters like Shigen.
- He also has some weird bugs with his electricity DM if Power Shigen uses his
+
when it hits him.
+
does not hit low.
- Low jump
and
are your friends. Low-jump
is great cross-up.
- You can follow up
-
+
with
in the corner.
- The timing for canceling his
from
+
his is weird for some reason.
- Kaede is upper-mid' tier on power, and mid' tier on speed.
- You can dash
+
>
(Reset) > Dash
+
forever on some less experienced players in the corner. Fun to mess around with.
- Kaede's Blue Sky stage, along with the Battlefield, Yuki Machi and the Forest, have the least slow-down of any of the stages in the game.