Last Blade 2/Kojiroh

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Introduction

Moves List

Normal Moves

Special Moves

Super Moves

The Basics

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 Crap

-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