Last Blade 2 Character Guides/Advanced System thread

does everybody know the button layout for the jap version of ps2 of the lastblade collection?

Thereā€™s always kaillera. I think this is one case where youā€™re gonna find better compā€™ online than off. Keep in mind that he is often banned/soft banned from tournaments (I think heā€™s banned indefinitely in power) so I wouldnā€™t get ā€˜tooā€™ acquainted with him. That dash slice move just makes things way too random, because he gets to do like 25% damage off any lucky hit. Plus he can just spam it as many times as he wants since you gotta punish it like ā€˜immediatelyā€™.

As for the PS2 layout, Iā€™m pretty sure itā€™s customizable just like every other fighter, so I doubt it matters.

oh well i have it on Dreamcast. Im finding it hard to play. What i really want to play is Mark of the Wolves, but itā€™s impossible to find on the Dreamcast. So, oh well right.

What does Kagamiā€™s:qcb: :snkc: do exactly?

Itā€™s a fairly worthless special that charges his super meter. Youā€™ll need to hold C to keep charging. Cool in principle but, itā€™s startup and recovery time are fairly lengthy so itā€™s utility is almost nonexistent.

The only use Iā€™ve seen for Kagamiā€™s :qcb::snkc: is as a sort of end of match taunt. I saw someone guard cancel into :snkb: and then cancel into that and hold it until his meter was full, which delayed the winpose segment.

Thatā€™s freakinā€™ sweet! Now if I can just stop doing the damn move accidentally each time I go for a :d::snkc: as opponents try to cross me up.

Wachizuka guide please?

Washizuka

Power

:l::snka: > :l::r::snkc: > :qcb::db::r::snka::snkb:
:l::snka: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb:
:l::snka:, :l::snka:, :qcb::snka:/:snkb:
:d::snkc:, :l::snka: > :d::u::snka:/:snkb:
:d::snkc:, :l::snka: > :l::r::snka:
:d::snkc:, :l::snka: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb: > :qcb::snka:
(Must cancel quickly into the :l::r::snkc: from further away)
:d::snkc:, :l::snka: > :l::r::snkc:, :qcb::snkb: > :df::snkb:
:d::snkc:, :l::snka: > :l::r::snkc:, :qcb::snkc: > Follow-up punish ground recovery or dash :df::snkb:
:d::snkc:, :l::snka: > :qcb::snka:/:snkb: (Donā€™t mash it, itā€™s easier to punish if you give them time to react)
:snka:, :d::snkc:, :l::snka: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb:
:snka:, :d::snkc:, :l::snka: > :qcb::snka:/:snkb:
:snka:, :d::snkc:, :l::snka: > :l::r::snkc: > :l::snka::snkc: > :d::u::snka:/:snkb: (Buffer down during the shoulder charge)
:snka:, :d::snkc:, :l::snka: > :l::r::snkc:> :l::snka::snkc: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb:
:snka:, :d::snkc:, :l::snka: > :l::r::snkc:> :l::snka::snkc:, :l::snka: > :qcb::snka:/:snkb:
:snka:, :d::snkc:, :l::snka: > :l::r::snkc:> :l::snka::snkc:, :l::snka: > :l::r::snkc:, :qcf::snkc: >
:qcb::db::r::snka::snkb:

Speed

:l::snka:, :snka:, :snkb: > :l::r::snkc:, :qcf::snkc:/:qcb::snkb:/:snkc:
:l::snka:, :snka:, :snkb: > :qcb::db::r::snka::snkb: > :qcb::snka:
:l::snka:, :snka: > :l::snka:, :snka:, :snkb: > follow-up of your choice.
:l::snka:, :d::snka:, :d::snkb: > :d::u::snka:/:snkb:
:d::snkc:, :d::snka: > follow-up of your choice
:d::snkc:, :l::snka:, :snka: > :l::snka:, :snkb: > follow-up of your choice
:d::snkc:, :l::snka:, :snka: > :l::snka:, :snka:, :snkb: > follow-up of your choice
:l::snka:, :snka: > :d::snkc: > :l::snka:, :snka:, :snkb: > follow-up of your choice
:d::snkc:, :l::snka:, :snka: > :d::snkc:, :l::snka: , :snkb: > follow-up of your choice
:d::snkc:, :l::snka:, :snka: > :d::snkc:, :l::snka:, :snkb: > :l::r::snkc: > :l::snka::snkc:, :snka: > :l::snka:, :snka:, :snkb: > follow-up of your choice.
:l::snka:, :snka: > :l::snka:, :snka:, :snkb: > :l::r::snkc: > :l::snka::snkc:, :snka: > :l::snka:, :snka:, :snkb: > follow-up of your choice.
:snka:, :d::snkc:, :l::snka:, :snka:, :snkb: > follow-up of your choice
:snka:, :d::snkc:, :d::snka: > follow-up of your choice
:d::snkc: (x4)

EX

:l::snka:, :snka:, :snkb: > :l::r::snkc: > :qcb::db::r::snka::snkb: > :qcb::snka:
:l::snka:, :snka:, :snkb: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb: > :qcb::snka:
:l::snka:, :snka: > :l::snka:, :snka:, :snkb: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb: > :qcb::snka:
:d::snkc:, :d::snka: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb: > :qcb::snka:
:d::snkc:, :l::snka:, :snka: > :l::snka:, :snkb: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb: > :qcb::snka:
:d::snkc:, :l::snka:, :snka: > :l::snka:, :snka:, :snkb: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb: >
:qcb::snka:
:l::snka:, :snka: > :d::snkc: > :l::snka:, :snka:, :snkb: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb: >
:qcb::snka:
:d::snkc:, :l::snka:, :snka: > :d::snkc:, :l::snka: , :snkb: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb: > :qcb::snka:
:snka:, :d::snkc:, :l::snka:, :snka:, :snkb: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb:
:snka:, :d::snkc:, :d::snka: > :l::r::snkc:, :qcf::snkc: > :qcb::db::r::snka::snkb:

Gameplay

Heā€™s best on speed, but he can be used effectively on power.

As the only true charge character in the game, and because of the ease with which moves are buffered in LB2, Washizuka has one problem unique to him. Itā€™s difficult for him to dash in and punish someone without tossing a fireball by accident, because you usually hit back to stop the dash in time to avoid doing a dash attack. You can remedy this by starting combos with :d::snkc: or hitting back and then letting it go to neutral and doing smaller combos with :snka: starters to punish instead. You could also cancel the dash with :d: instead and then go into :l::snka:, but that takes a little bit longer and you might accidentally buffer a :qcb::snka:.

Aside from that, heā€™s a solid upper mid-tier character. Heā€™s got a great fireball, and his anti-air and DM can be used to punish air recoveries. His DM is also great off a ground-air parry.

Heā€™s got some of the safest speed combos in the game since he can switch to high/low within his combo at any time, or end with his quick multi-slash move (keep it to one hit most of the time unless youā€™re absolutely sure itā€™s going to hit). This doesnā€™t mean you should just blitz somebody mindlessly with combos, but it does mean that if you do mess up and go too far into one, you can probably get out of it safely.

:l::snka:, :snka: :df::snkc: > :qcb::snka: is probably his safest block string.
You can also do 2 or 3 :qcb::snka:/:snkb:'s one after the other pretty safely, but I would do this very very sparingly.

His ability to start combos off his :d::snkc: also means that he gets a lot of use out of running under someone jumping straight up and jump-cancelling into his low on the other side. Again, watch out for people with good cross-ups when you do this.

He can link in and out of a lot of his stuff, but most of his long link chains arenā€™t all that practical. That being said, none of them are especially difficult besides the multiple back :snka:'s, and the multiple :d::snkc:/:l::r::snkc: ones are pretty much impossible to use in actual play.
The only ones youā€™ll likely see in a tournament situation though, are his :d::snkc: starters and maybe his double :l::snka:, :snka:.

Jump :snka: is his best air-air and :snkc: is a good cross-up/jump-in tool.

He moves really far forward if you charge his unblockable up until heā€™s flashing, making it more difficult to evade than most, but not a whole lot safer.

If youā€™re using him in power, his mid-screen game gets a lot more dangerous because of the high damage on :qcb::snka:/:snkb:.

Yowzers,that was fast. Thank you.

Had a talk with someone and apparently Zantetsu isnā€™t banned outright in most cases, but his kagehoushi tachi koppa (the dash slice move which makes him retarded) is.

This is very bizarre, because itā€™s the first instance of banning an actual move instead of the whole character that Iā€™ve heard of. Itā€™s like banning ST Akumaā€™s air fireball instead of just banning Akuma. I canā€™t confirm any of this yet though.

A-CHO Tournament Ban List for the game:

*NOTE: This is only a partial list. I an unable to obtain the full one at the moment since itā€™s long gone from a-choā€™s web page, and even if it was there, I wouldnā€™t be able to find it on my own. If somebody else has it saved somewhere, itā€™d be much appreciated.

Banned techniques:

Moriya:

Moriyaā€™s teleport glitch loop infinites.

Mukuro:
:l::snka:, :snkb: > :r::l::r::snkc: > :l::snka: :snkb: > Etc.

Kagami:

:l::snka::snkc:, :r::snkb:, :d::snkc: > :l::snka::snkc:, :r::snkb: > Etc.
(This is really really hard anyway)

Zantetsu, Lee and O. Kaedeā€™s air infinites (Similar to Zabelā€™s from Vampire Saviour)

Akari :l::snkb: and Zantetsuā€™s :qcf::u::snka: used repeatedly.

Repeated (infinite) dash-forward :l::snka: with Lee and Mukuro.
(Also exceedingly difficult)

Bugged moves that allow for unintended air combos such as Zantestsu and Leeā€™s air :snka::snkc:, and
O. Kaedeā€™s air combos.

Using Akariā€™s air throw glitch on a grounded Lee/Akari, since their get-up animations allow them to be thrown off the ground over and over.

i have a question thoughā€¦ just what does zantetsuā€™s qcf , up + A look like? the jump-cancel thingā€¦ sorry for the question though. i play LB2 and more or less i can consider myself to be an intermediate player.

wow. just recently found this theadā€¦ iā€™ve been playing for like 2-3 years already and it seemed like there was really a lot that i still dont know just by reading this thead, and the links to previous guides.

It looks exactly the same as his :qcf::snka: except that it shortens the recover on the move so he can juggle with it over and over. Itā€™s not exactly an infinite but he can do it a ton of times. Enough to max out the damage counter.

The thing with the guides is I played for years without ever seeing any match videos, so itā€™s funny that most of what I thought up is exactly the same as what the Japanese did.

Iā€™m thinking of changing my name to Miyagi No Infinites. This way I will have more credibility when I try to enforce these rules.

Well, I dunno how youā€™d dredge up enough good players for a tournament in the first place, and it doesnā€™t really matter too much in casuals since most people either wonā€™t know most of this stuff, or wonā€™t be good enough for it to matter.

LOL, Iā€™m just poking fun at that Miyagi No Throws dude.

oh yeah. i see what you mean. but i always get the TK (Tiger Knee) Version of his qcf+a air version everytime i try to execute that command. am i doing something wrong?

Not doing it quick enough I guess.
Shitā€™s banned anyway, so if you canā€™t get it down, I wouldnā€™t worry about it.
You could try :qcf::uf::snka:

I didnā€™t know you played A3 Mushishi, lol. Or have you just heard about other peopleā€™s run-ins with him?

I donā€™t play A3 at the moment. Iā€™m considering it though. I just saw some posts about Mr. No Throws and they amused me.