I think the high level system breaks and techniques might need clarification for some of them, such as alternating guard.
I’ll make a list soon of stuff I’m confused on then y’all could trim it down to what you get then pass it on
I think the high level system breaks and techniques might need clarification for some of them, such as alternating guard.
I’ll make a list soon of stuff I’m confused on then y’all could trim it down to what you get then pass it on
OK, so after more reading, i’ve learned a few things.
First thing: ** THE GUARD REDUCTION MECHANIC IS THE MOST IMPORTANT HIGH LEVEL MECHANIC.** Mastering this mechanic will separate good from high level play! This is stated in both japanese websites that all of this info is coming from as well as the one in found on the previous thread page.
Second thing: is that understanding exactly how japanese players and the system count frames is important to reading the frame data, but more telling is that understanding the guard reduction mechanic is crucial, since the frame advantage/disadvantage numbers assume that the player performed the guard reduction as fast as possible. understanding how this works may take someone fluent in japanese to explain sections 5 and 9 below, as explained on this page: www006.upp.so-net.ne.jp/syuminoheya/waza01.htm
⑤:技の攻撃判定が最初のフレームでヒットした場合、ガードされた場合の硬直差を剣質毎に表記しています。色分けや多段技の扱いは④や⑥、⑧欄と同様です。キャンセル等を行わず、技を単発で止めた場合の硬直差を、ヒット時/ガードされた時、プラスの数値は技を出した自分のキャラクターが有利、マイナスは不利として表しています。目押しで他の技に繋げる場合は、硬直差のヒット時フレーム数-1以下の発生速度を持つ技を選択する必要がある点に注意してください。例では、発生速度が5-1=4フレーム以下の技であれば繋げることが可能であることを示しています。また、例では攻撃判定の持続が2フレームなので、相手の起き上がり等に重ねて2フレーム目を当てた場合には、発生速度が5フレーム以下の技が繋がることになります。ガードされた場合でも同様に、数値の絶対値より1少ない発生速度の技で反撃されることになります。例では、発生速度6フレーム以下の技で反撃されることを示しています。攻撃判定の2フレーム目をガードされた場合は、5フレーム以下の技で反撃されます。なお、ガードされた場合の硬直差は、相手がガード硬直短縮を最速で行った場合の数値になっています。表記が-のみの部分は、その技がダウンを奪える技だったり、回復可能なよろけを誘発する技だったり、相手キャラクターと行動次第で変化する部分を示しています(一部、単なる調査不足のところで?表記し忘れたところがあるかもしれません)。
⑨:その技をガードした場合の、最小ガード硬直時間です。ガードストップ時間も含めた、現実の硬直フレーム数を表記しています。本ゲームでは、ガード硬直短縮が行われることを前提にして奥深く緻密な攻防が成り立っているため、ガード硬直短縮を行わなかった場合の硬直フレームは表記していません。多段技は「,」で区切って表記しています。
In addition, here, I listed subsections from this website: www006.upp.so-net.ne.jp/syuminoheya/gekka.htm
that could use clarification, as they appear to provide useful information as well as some interesting charts and graphs that may be of good use. of special note may be subsections 4 and 5, because again, they seem to break down the guard reduction mechanic.
2.) explanation of subsection “after playing GC”
3.) explanation of subsection “tricks comparison”
4.) explanation of subsection “specifications of defense”
5.) explanation of subsection “nokezori”
here is what I myself understand about the guard reduction: it is done by either shifting from crouch to stand or stand to crouch guard. shifting multiple times does not mean gradual decrease in guard reduction. whether this means you only must switch guards once is unclear, but seems likely. I am still unsure of what the guard rigidity frames refer to in number 9 in the chart, or how exactly the mechanic works.
Guard rigidity might be referring to attacks in power (force in the websites) that put your character in a reeling animation on block like most A and B attacks. Another thing added to my list of stuff to check.
After playing GC seems to give examples of optimal stuff to do after a ground to air deflect or guard cancel (412D). For Zantetsu in power it says dash slice, air 236a/Bx2 and speed (trick? on the site) it shows jump A, jump B xx air 2C then air 236A/Bx2 for otg. Which are optimal in for damage and meter gain. If your life is flashing then his DM followed by air 236A/B x2 is better for damage.
Tricks comparison I’m still going through.
Hey,here is the frame data of Last Blade 2
http://www.geocities.co.jp/Playtown/3331/gekka/data/
They have power,speed and EX versions
how do you even read that alien text
That’s the same site osh found. Use google catche and copy the text you want translated and try it that way.
Edit: I think that’s the site I found a long time ago actually.
Yeah, but it’s mostly useless stuff - doesn’t even go deep enough to include any frame numbers for anything.
also @StoneDrum, I was thinking more along the lines of getting a translation for a small list of terms - I doubt he’ll have time to translate huge paragraphs of stuff. Plus him posting the response via twitter would probably be a pain. For the larger paragraphs, google translate + existing knowledge of the game should be enough to figure most of it out anyway methinks.
Been spending some time in the training room with Hibiki and I find it interesting that she can cancel into her special moves/DM/SDM off from Run+B. Even more interesting that in Speed/EX Mode, after executing Run+B, she cancel into Down+B > Forward+B > 623+B (very useful if the opponent is placed in the corner for combo possibilities).
I also recently find out that after executing Shikabane wo koeyuku nari (2,2B), she can drop the initial hit of the chain combo and link into her normal moves and SDM.
Yeah all characters get the chains from dashing B in speed/ex. It’s a reliable way for Moriya to combo 2B and be able to cancel it. I.e. Dash B, 2B, BC, 214B, 623A,623B vs cornered opponent. It’s stylish for sure and good damage for most everyone. Washizuka dash B, 2B xx [4] 6 C, 236 C etc. you can’t cancel forward B though to my knowledge.
Character that can combo out of 22A/B of the top of my head: Hibiki (B), Akari (B), Juzoh (B), Yuki (B), Amano (22B, HEADBUTTS) , Zantetsu (after most hits of one of his speed combos) o.kaede (A) and I think Kaede can off of 22A as well, I’ll have to check. Edit: Kaede 22A, 4A into stuff. There’s probably more but most are for style. Zantetsu and Akari can do it for awesome combos and to build a bunch of meter back.
Edit: Mukuro can do 22A/B A,B,C,2C,6AC then link 4A into whatever. Forgot about that one .
I’m kinda struggling with Amano, maybe cuz once the opponent is in I get wrecked. It seems like all of his normals are unsafe on block up close, or at least negative to the point where it’s impossible to guess whether I should immediately block or get my ass thrown xD
Poke with 2A, cancel into 646B xx damage when it hits. You should be able to block anything they try after if they block, if you are in throw range though you are possibly screwed since throws are damn near instant. 4B (BCD) is good for poking too.
The PS4 version is a real disappointment. Noticeable input lag and smearing when the characters move quickly.
my exact issues… it’s really disappointing
Fightcade ftw. Get the ps4 version to support the game, play it on fightcade
Basically what Dracula said, though the PS4 version isn’t all that bad, as long as you don’t bypass 100 pings. For the afterimage filter, I thought that has already existed on home console versions?
I don’t want to support a half assed cash in. If SNK wants to be a real company dedicated to games again, they should output quality.
@Dracula_X or anyone, you play last blade 1? if so what do you think? seems like a really different game because of infinites
FYI for anyone in the Denver colorado area
there’s an arcade called hyperspace 80’s that has two snk cabinets with the 161 games in 1 cartridges. This includes LB1 and 2 among other games.
Is there a Discord chat for this game? I don’t see anyone on Fightcade ever