Kaede (LB2)

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LastBlade2Logo.gif

Introduction

Kaede.png

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 Hcf.png+Snkc.gif follow-up variations.

Moves List

Special Moves

Input
Damage
Notes
Morning Star Squall

Kaede launches a ground electric projectile.

Qcf.png + Snka.gif/Snkb.gif
Morning Star Wind Fang

Kaede does a electric slashing uppercut.

Dp.png + Snka.gif/Snkb.gif
After performing Snkb.gif version, you can follow up with another Snkb.gif version for an Extra.png hit.
Morning Star Fillet Flash

Kaede runs forward to deliver 3 slashes.

Qcb.png + Snka.gif/Snkb.gif
Snkb.gif version ends in a knockdown.
Super cancellable.
Shinmei Oite

Kaede lauches an electric projectile down at a diagonal direction.

Qcf.png + Snka.gif/Snkb.gif
Air only.
East Wind Wallop

Kaede rolls forward- possibly ends up on opposite site of opponent, but may leave him vulnerable.

Qcb.png + Snkc.gif
Ittou Raitei

Kaede catches opponent in air and slams them into the ground with an electrical charge.

U.png + Snkc.gifSnkd.gif
Air only.
Morning Star Storm Blast

Kaede does a small assault, allows for further juggling after finishes.

Hcf.png + Snkc.gif (in close)

Desperation Moves

Input
Damage
Notes
Morning Star Pounce

Kaede strikes ground creating a series of vertical forward-moving electrical strikes.

Qcb.png, Df.png, F.png + Snka.gifSnkb.gif
Chargeable.
Morning Star Revival

Kaede raises sword, made longer and stronger with electric energy, then brings the strike down in front of him.

Qcf.png, Qcf.png + Snka.gifSnkb.gif
Chargeable.

Super Desperation Moves

Input
Damage
Notes
Lively "Bad Dragon Rising"

Qcb.png, Df.png, F.png + Snkb.gif
Similar motion to the Morning Star Pounce, only resulting in five strikes.
Morning Star Lance

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.

Qcf.png, Qcf.png + Snkb.gif

Basic Strategy

All Modes

(Hcf0.pngSnkc.gif) + {Qcb0.pngQcf0.pngSnka.gifSnkb.gif}
(Hcf0.pngSnkc.gif) + (Dp0.pngSnkb.gif)(x2)
(Hcf0.pngSnkc.gif) + Uf0.pngSnkc.gifSnkd.gif
(Corner)(Hcf0.pngSnkc.gif) + (Lowjump)Uf0.pngSnkb.gif + U0.pngSnkc.gifSnkd.gif


Power Mode

B0.pngSnka.gif(x3) + Snka.gif + (Dp0.pngSnkb.gif)(x2)
B0.pngSnka.gif(x3) + Snka.gif + {Qcf0.pngQcf0.pngSnkb.gif}
B0.pngSnka.gif(x3) + F0.pngSnkc.gif + {Qcb0.pngQcf0.pngSnka.gifSnkb.gif}
B0.pngSnka.gif(x3) + F0.pngSnkc.gif + (Qcb0.pngSnkc.gif) + (Reverseside)Snka.gif + U0.pngSnkc.gifSnkd.gifmidscreen, doesn't work from fullscreen
B0.pngSnka.gif(x3) + F0.pngSnkc.gif + {Qcf0.pngQcf0.pngSnka.gifSnkb.gif} (Hold)(Late release)
(Hcf0.pngSnkc.gif) + {Qcb0.pngQcf0.pngSnkb.gif}
Snkb.gif + (Qcb0.pngSnka.gif) + {Qcf0.pngQcf0.pngSnka.gifSnkb.gif}
(Timing is tight on the F0.png + Snkc.gif link) (If they block the first one or two B0.pngSnka.gif's don't keep following it up.You'll probably get parried.)


Speed Mode

B0.pngSnka.gif + Snka.gif + Snka.gif + Snkb.gif + (Qcf0.pngSnka.gif / Snkb.gif) OR (Dp0.pngSnka.gif / Snkb.gif)(x2) OR F0.pngSnkc.gif
B0.pngSnka.gif + Snkb.gif + (Qcb0.pngSnka.gif)
(F0.pngSnkc.gif is mentioned because it's useful for him more than anyone since the range on his specials suck and his (Qcf0.pngSnka.gif / Snkb.gif) is sometimes punishable even on hit).
OPTIONAL: Do the first B0.pngSnka.gif 2 or 3 times then link it into the rest of the speed combo. Much harder to do, and probably not worth the small amount of Extra.png damage you get compared to the range you lose.
(Hcf0.pngSnkc.gif) + {D0.pngD0.pngSnka.gif / Snkb.gif}
(Corner)B0.pngSnka.gif + Snka.gif + Snka.gif + Snkb.gif + Snkb.gifSnkc.gif + (Dp0.png + Snkb.gif)(x2)
D0.pngSnkc.gif + (Dp0.pngSnka.gif / Snkb.gif)
{D0.pngD0.pngSnka.gif / Snkb.gif} + Snka.gif + Snkb.gif + Snkc.gif + D0.pngSnkc.gif + D0.pngSnka.gif + D0.pngSnkc.gif + F0.pngSnkb.gifSnkc.gif
+ (Qcb0.pngSnkc.gif) + Snka.gif + U0.pngSnkc.gifSnkd.gif
{D0.pngD0.pngSnka.gif / Snkb.gif} + Snka.gif + Snkb.gif + Snkc.gif + D0.pngSnkc.gif + D0.pngSnka.gif + D0.pngSnkc.gif + F0.pngSnkb.gifSnkc.gif +

{Qcb0.pngQcf0.pngSnka.gifSnkb.gif} OR {Qcf0.pngQcf0.pngSnka.gifSnkb.gif} OR (Dp0.pngSnka.gif / Snkb.gif)(x2) OR Uf0.pngSnkc.gifSnkd.gif

(Corner){D0.pngD0.pngSnka.gif / Snkb.gif} Snka.gif + Snkb.gif + Snkc.gif + D0.pngSnkc.gif + D0.pngSnka.gif + D0.pngSnkc.gif + F0.pngSnkb.gifSnkc.gif + (Low-jump)Uf0.pngSnkb.gif + U0.pngSnkc.gifSnkd.gif (Be careful if they air recover, the timing of the Snkc.gifSnkd.gif changes)

EX Mode

Use speed mode combos for him for EX. His super cancel won't work in ex because his sword super is too slow to combo after his 9Qcb0.pngSnka.gif). You can however do a chain combo or D0.pngSnkc.gif into his {Qcf0.pngQcf0.pngSnkb.gif} if you want.

Advanced Strategy

Gameplan

Kaede's big advantage is his Hcf.png+Snkc.gif 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:

  • Low-jump Snka.gif/Snkb.gif/Snkc.gif >Dash Hcf.png+Snkc.gif (Delayed)
  • Empty Low-jump or Low-jump (late) Snka.gif/Snkc.gif > Dash Hcf.png+Snkc.gif

His power links have surprising range, so don't be afraid to throw out 2 or 3 Snka.gif'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 Qcb.png+Snka.gif/Snkb.gif 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 Snka.gif 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 Snka.gif 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 Snka.gif (not dashing Snka.gif) 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 Snka.gif > Df.png+Snkc.gif and his overhead, but on power, he's got nothing. D.png+Snkc.gif 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 Dp.png+Snka.gif/Snkb.gif or his DM, you can dash in and do a running Snka.gif or F.png+Snkc.gif and it's a guaranteed hit if they quick roll recover. If the hits, you get to combo with Dp.png+Snkb.gif (x2) OR Qcf.png+Snka.gif OR Qcf.png-Qcf.png+Snka.gifSnkb.gif . Use F.png+Snkc.gif if they're too close for a dashing Snka.gif. If the F.png+Snkc.gif hits, you get to follow up with any of his supers (Except Qcf.png-Qcf.png+Snkb.gif). This is much, much more helpful on power, because you can't link into his DM's on speed, and the dashing Snka.gif does a lot more damage on power.

It may seem like the Qcb.png-Qcf.png+Snka.gifSnkb.gif throws them back way too far for you to hit, but you can. If you start the dashing Snka.gif 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 Snka.gif 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 Hcf.png+Snkc.gif is an absolute must with Kaede. Especially on power. Get it down pat.
  • Dp.png+Snka.gif has more horizontal range than Dp.png+Snkb.gif
  • You may need to use Snkb.gif+Snka.gif 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 Snka.gif 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 Snka.gif > Snkb.gifSnkc.gif , Snkb.gifSnkc.gif on its own and Snka.gif > Df.png+Snkc.gif . You could also dash Snkc.gifSnkd.gif or Hcf.png+Snkc.gif on occasion to mess them up even more (Make sure you hold back as you do Snkc.gifSnkd.gif though, so Kaede doesn't toss them out of the corner).
  • If Snkb.gifSnkc.gif hits in the corner, do a standing Snka.gif 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 Dp.png+Snkb.gif (x2) or something.
  • Alternate between his Snka.gif/Snkb.gif 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 Dp.png+Snkb.gif (x2)
  • You can cancel his air fireball off any of his air normals in speed, but only off Snka.gif and Snkc.gif in power mode.
  • His jumping Snka.gif is his best air-air poke if done early, and can cross-up as well.
  • Up close, his low-jump Snkc.gif is his best cross-up option. In fact, his Snkc.gif in general is a much more reliable cross-up then . Even when running.
  • I wouldn't use his jumping Snkb.gif too much when you're really really close up. It misses most of the time. I'd stick with Snka.gif for poking and Snkc.gif for starting combos (Especially because crosses up). Snkb.gif 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 Hcf.png+Snkc.gif is to run in, poke once with Snka.gif, 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 Snkc.gif for the usual ground hit, but whiff Hcf.png+Snkc.gif 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 B.png+Snka.gif'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 B.png+Snkb.gif when it hits him.
  • D.png+Snka.gif does not hit low.
  • Low jump Snka.gif and Snkb.gif are your friends. Low-jump Snkc.gif is great cross-up.
  • You can follow up Qcb.png-Qcf.png+Snka.gifSnkb.gif with Snka.gif in the corner.
  • The timing for canceling his Snkb.gifSnkc.gif from Snkd.gif+Snkb.gif his is weird for some reason.
  • Kaede is upper-mid' tier on power, and mid' tier on speed.
  • You can dash Hcf.png+Snkc.gif> Snka.gif (Reset) > Dash Hcf.png+Snkc.gif 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.

Discussion