Last Blade 2 Character Guides/Advanced System thread

Yeah timing the links on kaillera is a bit different due to the delay. I usually start a lone game and go into practice mode and try stuff. Hit me up on msn or aim at some point and we’ll play hopefully.

I agree thaT Onika is deceptivly strong.

I did not want to create a last blade thread,so i post here.
What makes 2 more poular than 1?
In fact i played both and i personally preferred the 1 but not by far and i wondered which one was more balanced?

2 is a lot more advanced in terms of game mechanics.
It has air/ground recovering, air parrying, crouch parrying, much more fluid movement and more advanced combo mechanics compared to Last Blade 1.
It also has much much less slowdown and more characters.

I also prefer Last Blade 1’s music/backgrounds, but 2 plays a hell of a lot better.
As for balance, I have no idea. Last Blade 2 is relatively balanced outside of Zantetsu, but I’ve heard people saying that certain characters are broke in the first one as well.
The main difference with 1 is that you can start speed chains from :d::snka:.

I’ll say this. There’s no match-up in LB2 that’s un-winnable, although Zantetsu’s a load of crap. The only person who has to struggle a lot regardless of the match-up is Yuki, and even then if you learn to utilize her jump :snkb: properly, it’s not ‘that’ bad.
No Yun VS Sean type crap at least.

You got anything for Amano?

Yeah, I’ll toss something up when I’m in the mood.

Amano

Couple things

You can cancel the stick swing move by holding :snkb: and then pressing :snkd:
He has a special taunt with :qcf: start. It’ll fill up some of his super bar, and you have autoguard while you do it, but you take full damage. Not really useful for anything besides well… taunting.

Power

:l::snka: (x2 or 3), :d::snka: > :r::l::r::snka:/:snkb: > :hcb::hcb::snka::snkb:
:d::snka: > :r::l::r::snka:/:snkb: > :hcb::hcb::snka::snkb:
:snkc::snkd:> (Dash-in for half a second) > :dp::snkc: (Difficult)
:l::snkb:, :d::snka: > :r::l::r::snka:/:snkb: > :hcb::hcb::snka::snkb:
:snka:, :l::snka: (x2), :d::snka: > :r::l::r::snka:/:snkb: > :hcb::hcb::snka::snkb:
:hcb::hcb::snka:/:snkb: > (early) :dp::snkc: > :dp::snkc:
Dash :snka:/:snkb: > :d::snka: > Follow-up of your choice
:snka: > :l::snka: (x2), :d::snka: > :r::l::r::snka: > :hcb::hcb::snka::snkb:
:snka: > :d::snka: > :r::l::r::snka: > :hcb::hcb::snka::snkb:
:d::snkc: > :l::snka: > :d::snka: > :r::l::r::snka:/:snkb: > :hcb::hcb::snka::snkb:
:d::snka: > :df::df::snkc:
:d::snka: (x4) > :r::l::r::snka:/:snkb: > :hcb::hcb::snka::snkb: (Difficult)
(Corner)
:uf::snkc: > :d::snkb: > :hcb::snka: > (low-jump) :uf::snkc:, :d::snkb:, :d::snka: > :r::l::r::snka: > :hcb::hcb::snka::snkb: (Extremely difficult) (Not exactly sure what the conditions are to get the :hcb::snka: to chain)

Speed

:l::snka: (x2), :d::snka:, :d::snkb: > :r::l::r::snkb:
:l::snkb: (x2), :l::snka:, :d::snka:, :d::snkb: > :r::l::r::snkb:
:l::snka: (x2), :d::snka: > :df::df::snkc:
:l::snka: (x2), :d::snka: > :dp::snkc:
:d::snkc: > follow-up of your choice
:d::d::snka:/:snkb: > :snka:, :snkb:, :snkc:, :d::snkc:, :d::snkc:, :r::snkb::snkc: > :r::l::r::snka: > (Switch sides)
:dp::snkc:
(Corner)
:l::snka:, :d::snkb:, :snkb::snkc: > (Dash-in) :l::snka: or :d::snka: (Reset) >
:d::d::snka:/:snkb: > :snka:,:snkb:,:snkc:,:snka:,:snkb:,:snkc:,:snkc:, :snkb:, :qcf::snkb: (Tons of damage on this. I think he may have the most damaging speed combo in the game.)
(Corner)
:uf::snkc:, :l::snka:, :d::snkb:, :hcb::snka:, (low-jump) :uf::snkc:, :l::snka:, :d::snkb:, :snkb::snkc: > (Dash-in)
:l::snka: or :d::snka: (Reset) >
:d::d::snka:/:snkb: > :snka:,:snkb:,:snkc:,:snka:,:snkb:,:snkc:,:snkc:, :snkb:, :qcf::snkb:

EX

:l::snka: (x2), :d::snka:, :d::snkb: > :r::l::r::snkb: > :hcb::hcb::snka::snkb:
:l::snkb:, :l::snka: (x2), :d::snka:, :d::snkb: > :r::l::r::snkb: > :hcb::hcb::snka::snkb:
:d::snkc:, :l::snka: (x2), :d::snka:, :d::snkb: > :r::l::r::snkb: > :hcb::hcb::snka::snkb:

Gameplay

Stick to jumping :snkc: for air to air and jump-ins. :snka: is good as well from certain angles. Use :d::snka: for footsies, and :dp::snkc: only to punish air-recoveries or to combo off a ground to air parry.

After any successful :dp::snkc: or any kind of knockdown where they bounce, dash in and punish their ground recovery with :d::snka: :r::l::r::snka: > :hcb::hcb::snka::snkb:.

After any successful stick rush combo, end with either :snkc: (whiff) > :r::l::r::snka: or :df::snkb: > :hcb::snkb: (hold), :snkd: (cancels move) for meter.

Gonna have to do a lot of hit and run with Amano, since he doesn’t have a whole lot mix-up wise, but his damage is just monstrous, and that simple :d::snka: combo is the closest thing you have to
c. MK BS in this game. He’s not a priority whore the way Chun’ is though. Although his jumping :snkc: stuffs a lot of crap.

Avoid jumping :snkb: at all costs. The :l::snkb: stuff can be semi-useful since it’s slightly delayed but recovers quickly.
His SDM isn’t great either. It comes out way too slowly for it to actually have a chance of hitting anyone.
His slide is ok on occasion from max range, but it’s pretty slow as well.

If your :d::snka: gets blocked and you don’t think they’ll jump, link (don’t cancel) into his :df::df::snkc:. It’s an old SF2 style tick throw trick, but it does work on occasion. Probably too risky against better players though.

Any special trick to canceling his down A into his dash besides being extremely fast?

I try to buffer by doing something like forward, down A, back, forward + A, but i always end up with his hcb move.

a quick word on the ports.

You’re best to get the game for AES or MVS. We’ve already mentioned the poor sound in dc versions, and the neocd version has terrible loading (unless you use it with the pc emu neogeocdz). Or…mame :stuck_out_tongue:

^Or get the PS2 port which is merely a copy-paste of the MVS game ;).

OK, I’m planning on getting back into this game so could u plz help me out with-
Power Setsuna & Power Kagami plz. Thanks.

Also I have a rather odd question- What is the family name of each of the cast?

Uh, actually the PS2 version is ‘worse’ than the DC version. Don’t bother with any of them. Buy them to support SNKP if you want, but play the emulated version.

Some of the characters don’t have last names (Setsuna isn’t even human), but you can find them on gamefaqs or something.

Setsuna

Power

:snka: > :qcb::snkb:
:snka: > :dp::snkb:
:snka: > :qcf::snka: > :qcf::qcf::snka::snkb:
:snkc: > :qcb::snkb:
:snkc: > :dp::snkb:
:snkc: > :qcf::snka: > :qcf::qcf::snka::snkb:
:uf::snkb: > :d::snkb: > :qcf::snkb:
:uf::snkb: > :d::snkb: > :qcf::qcf::snka::snkb:
:uf::snkb: :r::snkc: > :qcf::snkb: > (Delayed) :qcf::qcf::snka::snkb:
(Corner) :uf::snkb: :r::snkc: > :dp::snkc:
(Corner) (Activate armor :hcb::snkc:) :uf::snkb: :r::snkc: > :hcf::snkc: > :qcf::snkb: > (Delayed) :qcf::qcf::snka::snkb:)
(Corner) (Activate armor :hcb::snkc:) :uf::snkb: :r::snkc: > :hcf::snkc: > :qcf::snkb: > :dp::snkc:)
(Corner) (Activate super armor :hcb::hcb::snkb:) :uf::snkb:, :r::snkc: >
:hcf::snkc: (Let them fall for a second once to reset damage counter, then keep doing them) > :qcf::snkb: > :hcb::hcb::snkb:, :d::snka:
:snkc::snkd: > :snkc:
:df::snkc: > :snkc: (You can use :df::snkb: for these, but that actually gives your opponent frame advantage when they get up, so you’re totally screwed afterwards).

Speed

:d::snka: > :qcb::snkb:
:d::snka: > :dp::snkb:
:d::snka: > :qcf::snka:
:d::snkc: > :qcb::snkb:
:d::snkc: > :dp::snkb:
:d::snkc: > :qcf::snka:
:snka:, :d::snka:, :d::snkb: > follow-up of your choice

EX

:snka:, :d::snka:, :d::snkb: (cancel off first hit) > :qcf::snka: > :qcf::qcf::snka::snkb:
:d::snka: > :qcf::snka: > :qcf::qcf::snka::snkb:
:d::snkc: > :qcf::snka: > :qcf::qcf::snka::snkb:
(Corner) (Activate speed combo special :d::d::snka:/:snkb:) :snka:, :snkb:, :snkc:, :d::snkc:, :d::snkc:, :r::snkb::snkc: > :qcf::snkb: > (Delayed) :qcf::qcf::snka::snkb:

Gameplay

He’s best in Power, but he’s also surprisingly good in EX.

First off, never ever use his :df::snkb: on a downed opponent no matter how far away you are. It gives your opponent frame advantage. Hell, the recovery on it is so bad that they can actually :snkb: you when they get up.

Because he’s pretty basic combo-wise on power (most of the corner stuff is just for show), you’re basically relying on damage. His :d::snka: is very very quick and long range however, so it’s great for throw mix-ups. Keep in mind that his jump :snkb: can be red parried on the second hit, but it’s hard, so unless you’re being exceedingly predictable with it, you should be ok, and repeated low jump :snkb:'s mixed with :d::snka:'s and throws can be great for pressuring an opponent.

Learn to gauge distance properly with him, if you start a combo from further back, combo off the first hit of his :d::snkb: because the second will likely miss.

As far cancelling his :qcf::snka:, you want it to hit the full 2 times before you cancel. Too early or too late and it’ll get blocked.

Use short dash :snka: > :qcb::snkb: and :snka: > :qcf::snka: > :qcf::qcf::snka::snkb: to punish ground recoveries after :qcb::snkb: combos or overhead launches.
:dp::snka: or :dp::snkc: to punish air recoveries.
Also, after any successful super hit, activate your armor/super armor (this is the only time it’s safe to do this), or if they’re almost dead, dash in and
:snkc:. The armor’s good for one hit, and can be good for getting a throw or something in.

Jump :snka: is his best air to air, and jump :snkc: can be good for long distance poking or air to air from certain angles on occasion.

Setsuna’s main problem on speed is that he has the worst goddamn overhead in the game next to Mukuro and Amano. It has a ton of range, but it’s so goddamn slow and it has terrible recovery. You can’t even get a reset off it to start his speed combo special in the corner.

However, because he gets to combo from :d::snka:/:d::snkc: in speed, and because it’s got such great range, he’s much more versatile in that mode, if a lot more strapped for damage.
This means that Setsuna is one of the few characters who actually benefits from using EX mode, since he can combo into his DM that way.

The advantage with EX is that you’ll have his super armor, plus his long range :d::snka:/:d::snkc: combos and throw mix-ups which puts the opponent in a nasty spot once your health gets low. Remember you take more damage in EX though, so use the armor to avoid resets rather than big damage. Plus, :d::snka: comes out quick, and if someone sees it, their first instinct is to block low. If you cancel into :qcb::snkb: (which is an overhead), you can catch people offguard quite often.

The downside is that you don’t gain meter half as fast, so your damage potential still drops by quite a bit.

Also:

Added Power Hibiki stuff to my post on the first page, and some Power Moriya stuff to his post.
I already made a post on Kagami on the second page, but I changed some stuff, and I added a bunch of info/EX stuff to it.
I also have every single character guide linked in the first post now, and I fixed the broken links and edited some of the guides a little.

^Thanks for the info gonna save this pae to review it later, though I would like to mention that Setsuna’s Crouching C does more damage than Standing C.

One small note: All of the Dm/sdm motions you have listed as:qcb: :db: :r: :snka: :snkb:/:snkb: can be done with just :qcb: :r: :snka: :snkb: /:snkb:

i dunno how different it is but doing it like that makes it much easier to do thing like combo Hibiki’s Dm off of standing :snka: or Kojiroh’s supercancel for example

do any of you have vids of any Juzoh matches? I just started picking this game up and I play him. he’s prety cool, if you can get down the timing for his follow ups they can be the great equalizer, especially the super after the command grab.

I did, but I’m not sure if that’s one of the videos I lost.
I do use Juzoh quite frequently, so I can teach you some stuff if we play on kaillera or something.

Sadly kailerra sucks for me. I only play on Poporu. You should totally get an account there though. Maybe we can start an LB2 revolution or something. Pop is much better then kailerra. If you do find Juzoh vids it’d be much appreciated if you could put them somewhere I can find them.

Ah, right, Oregon is about as west coast as it gets, so you probably have some ridiculous ping in GodWeapon.
If you’re really picky about lag, I have a private server we can use (non emu-linker servers are ‘much’ less picky about ping), or we can try Daroms or another server that’s US Central. As long as both of us are under 80ms, it should be ok.
It’s just me showing you shit anyway.

I’d sign up for Poporu, but I can’t be arsed to go find a fake Korean social security number, and it’s basically identity theft anyway, so I’d probably rather not.
It’s way too late to get a large scene going for this game anyway. If it wanted to happen, it would’ve like 5 years ago. It’s got a decent niche community at a-cho and a couple other arcades at least, although a-cho hasn’t posted videos for like 2 years.

I think the lowest ping I got in Godweapon was like 70 but that was one crazy day, the rest of time time I’m sitting at about 100-110 or so.

But yeah sure I’ll reinstall Mame32k (I generally use kawaks for practice cause the input seems less laggy) and you can show me some stuff.

As for the Korean soc thing, people have been doing that stuff for years just to play Korean only online stuff like back in gunbound days, but I understand were you are coming from, I was lucky and got in on Dandy-J’s free set of accounts.

Zantetsu

Status

I believe either the entire character or just his shadow dash slice is banned in most tournaments.

Stuff unique to him

:u:/:uf:/:ub: :qcf::snka:/:snkb: (x2) on grounded opponents
He can air-chain on speed mode.

Power

:snka:, :qcb::snkb: > :r::hcf::snka::snkb:
:d::snkc: (x2-3), :snkc:/:snka: > :dp::snkc:
:uf::snkb: > :d::snkc:, :d::snkc: (do near the end) > :r::l::r::snkc:, :qcb::snka: (to punish any recovery) or jump :qcf::snka:/:snkb: (x2)
:d::snkc: (x2-3), :snkc:/:snka: > :qcb::snkb: > :r::hcf::snka::snkb:
:d::snkc: (x1-2), :snkc:/:snka: > :qcf::snka: > :uf::snka: > :hcb::snkc:
:d::snkc: (x2-3), :snkc:/:snka: > :r::l::r::snkc:, :qcb::snka: (This one is brutal. It crosses-up sometimes so even if they block, it can often hit, and it’s extremely safe. Better players may deflect it if they see it coming though).
:d::snkc: (x1-2), :snkc:/:snka: > :qcf::u::snka: (Jump-cancel glitch) > :r::l::r::snkc: > :qcb::snka: > :u::snka: > :hcb::snkc:
:d::snkc: (x1-2), :snkc:/:snka: > :qcf::u::snka: (Jump-cancel glitch) > :r::l::r::snkc: > :qcb::snka: > (Repeated) :qcf::u::snka: (Jump-cancel glitch) (Switch directions as necessary) (Can be done infinitely, so it may be banned from tourneys)

Speed

:d::snkc: (x1-2), :snka:, :r::snkc: > :r::l::r::snkc:, :qcb::snka:
:d::snkc: (x1-2), :snka:, :db::snka:, :snkb: > :r::l::r::snkc:, :qcb::snka:
:d::snka: (x2) > :qcf::snka: > :uf::snka: > :hcb::snkc:
:snka:, :d::snka:, :snkb: > :qcb::snkb:
:snka:, :d::snka:, :snkb: > :qcf::snka: :uf::snka: > :hcb::snkc:
:snka:, :d::snka:, :snkb: > :qcf::u::snka: (Jump-cancel) > :r::l::r::snkc:, :qcb::snka: > Follow-up of your choice
:snka:, :d::snka:, :snkb: > :r::snkc: > :r::l::r::snkc:, :qcb::snka:
:snka:, :d::snka:, :snkb: > :r::l::r::snkc:, :qcb::snkb:, :qcf::snka: > :uf::snka: > :hcb::snkc:
:snka:, :d::snka:, :snkb: > :r::hcf::snka::snkb: > (Activate speed combo special)
:snka:, :d::snka:, :snkb: > :r::l::r::snkc:, :qcb::snkb:, :qcf::u::snka: (Jump-cancel) > :r::l::r::snkc:,
:qcb::snka: (Follow-up of your choice)
(Activate speed combo special :d::d::snka:/:snkb:) :snka:, :snkb:, :snkc:, :d::snkc:, :d::snka:, :d::snkc:, :r::snkb::snkc: > (Quickly cancel into) :r::l::r::snkc:, :qcb::snka: (Whiffs/Switches direction) > :u::snka: >
:hcb::snkc:
(Activate speed combo special :d::d::snka:/:snkb:) :snka:, :snkb:, :snkc:, :d::snkc:, :d::snka:, :d::snkc:, :r::snkb::snkc: > (Quickly cancel into) :r::l::r::snkc:, :qcb::snka: (Whiffs/Switches direction) > (Repeated)
:qcf::u::snka: (Jump-cancel) (Switch directions as necessary)

EX

:d::snkc: (x2-3), :qcb::snkb: > :r::hcf::snka::snkb:
:d::snka: (x-2), :qcb::snkb: > :r::hcf::snka::snkb:
:d::snkc: (x1-2), :qcf::snka: > :uf::snka: > :hcb::snkc:
:snka:, :d::snka:, :snkb: > :r::l::r::snkc:, :qcb::snkb:, :qcb::snkb: > :r::hcf::snka::snkb:
:d::snkc: (x1-2)/:d::snka: (x2), :qcf::u::snka: (Jump-cancel) > :r::l::r::snkc: > :qcb::snka: > :u::snka: >
:hcb::snkc:
:d::snkc: (x1-2)/:d::snka: (x2), :qcf::u::snka: (Jump-cancel) > :r::l::r::snkc: > :qcb::snka: > (Repeated)
:qcf::u::snka: (Jump-cancel) (Switch directions as necessary)

Gameplay

Zantetus is best on power, since he has his links and he’ll have tons of meter for DM’s because using :u: :qcf::snka:/:snkb: (x2) on grounded opponents gives you like 50% meter back. He’s good on any mode though.

Zantetsu’s jumping :snka: is godly air to air and can be cancelled into his air throw, his jump :snkc: can be good on occasion from certain angles as well. Utilize his :d::snkc: links to put constant pressure on your opponent, set-up mix-ups and deal damage. Low-jump :snkb: is an awesome cross-up that’s extremely easy to space properly. Resist the urge to use his dive kick a lot. It’s easily punished

You can zone from across the entire screen with his dash slice move, and can use it punish whiffs from far far away. You can also use it to punish ground/air recoveries by setting it up so it hits them from behind. This is ‘the’ move that makes Zantetsu so broken, and along with everything else he has, he’s just way too well rounded.

He gains meter ridiculously fast, does a lot of damage, has a lot of priority in the air, he’s quick, and he’s got air-chains. Plus, the dash slice comes out almost instantly, knocks down, sets up ambiguous cross-ups and has almost no recovery. It can be air deflected or punished with a jump-in if you get too predictable with it though.

The first part of his DM stuns the opponent. However, just like Lee’s, they programmed the stun the same way they did dizzies, so what you can do is actually mash out of the first part of his DM and block the second if you’re fast enough. This is a blessing for other characters, since it seriously cuts down on his damage potential.

His :dp::snkc: is useless. It has god awful start-up/recovery so never ever use it. If you have to anti-air, use :uf::snka: or :qcf::snka: instead.
Again, his :snka::snkc: glitch is banned from any and every tournament. Can’t even use it once, because it totally breaks his high/low game. He doesn’t need it anyway.

One word of caution, never roll towards Zantetsu on wake-up. He’s like Lee where he’s got a 50-50 high/low mix-up. He can either low-jump :snka: > Dive kick or :d::snkc: into the rest of his chain.

And if you’re fighting him, be careful of jumping towards him since his :snka: has ridiculous priority, and his dash slice can easily cross you up in the air. Play defensively and jump straight up to counter his jump :snka:. The dash slice is punishable if you block it, but you gotta be fast.

Thanks for the Zantetsu strat! too bad i have no one to play it with… and watch them so i can learn… oh well. I guess that makes it just more fun to learn because i can learn all by myself. :slight_smile: