Last Blade 2 Character Guides/Advanced System thread

Do u mean a server for only lb2 or do mean a server where ppl play?

From my experience the best server for LB2 is Godweapon, but if youā€™re on or near the East coast you might be able to play on Reps. However, donā€™t expect too much. The LB2 community seems pretty small. Players seem divided into a couple of categories: players like kyokuji who beat you so bad you want to quit playing, n00bs who bore you so bad you want to quit playing, and some in between. It took me a while to get to the point where all my games werenā€™t blowouts in one direction or another. That said I think LB2 has a really unique (and fun) system. Itā€™s fairly deep and some of the skills are pretty technical IMO.

Regarding the lack of playersā€¦ Who knows? I took to the game almost immediately. The game doesnā€™t seem overly burdened by itā€™s limitations at high levels of play. I think the tournament match vids attest to that. Poor marketing maybe? :stuck_out_tongue:

this quote is so very true for me xD. its hard to get better at this game. i just canā€™t get any better. The only people i like at that game are Mori, Kaede, Murkuro, and Kojiroh.

iā€™ll play anyone in lb2
MSN: Ultimate_Braver@hotmail.com

Thanks for posting the new tournament vidsā€¦

Iā€™m really impressed with some of the play. However, some of the kagami players (a jump happy S-Kagami comes to mind) seem surprisingly ordinary. I feel I have enough experience with Kagami to be able to identify a highly skilled player, but maybe Iā€™m deluding myself in that regard. Iā€™m curious about other opinions. That said I think every match contained something interesting that I can incorporate into my own play.

Yeah, Iā€™ve taken some stuff from the vids already.
Youā€™re definitely above average, Iā€™ll say that much, and you always get better every time I play you.

Thanks Kyoā€¦

In case I wasnā€™t clear what I meant by opinions was your opinion regarding the quality of play in the new batch of tournament vids. Of course some of the play is insane, but some (IMO) is rather ordinary. Would you agree? Is that just a result of the LB2 community being small in comparison to games like CvsSnk2 or SF3:TS? When I watch tournaments from those games I usually have to change my underwear afterwards.

Iā€™d get better at this game if i could find some time to practice for more than 5-10 minutesā€¦

Yeah, a lot of it is sort of ordinary. I did see some stuff that was sort of eye opening, but Iā€™m pretty sure I could beat a lot of those guys. None of the Washiā€™ players except that one guy use his low :snkc: link enough for example.

i donā€™t see a character guide for akari and since iā€™m learning the game with her can i have some strats and combos for her?

Akari

Stuff unique to her

-:u::snkc: (Hit grounded opponents from anywhere)
-Dash :d: :snka:/:snkb:/:snkc: (hold start)
-You can ground recover off her missed air throw animation or roll after it
-She can be air thrown very easily while getting up, because her get-up animation counts as being OTG.
-Like anyone else with an air throw, she can OTG with herā€™s.
-:hcb::snkc: works the same way as Twelveā€™s x-copy. Youā€™ll turn into your opponent for a short while. Start-up is long, but you change back as soon as youā€™re hit, and thereā€™s no ridiculous recovery time at the end. Not a big fan of these types of moves though, and she doesnā€™t really have any bad match-ups where youā€™d need it.
-Her DM has much longer range on speed.

Talisman effects

:l::d::db::snka: (Reverse left/right controls) (Yellow)
:l::d::db::snkb: (Reverse up/down controls) (Green)
:l::d::db::snkc: (Locks DM/SDM moves) (Blue)

Teleport variations

:dp::snka:/:snkb: > Hold :snka: (roll forwards)/:snkb: (roll backwards)/:snkc: (stationary roll) >
(Can switch directions again) Hold :snka:/:snkb:/:snkc:
Do nothing (She bounces away slowly) (On power, you bounce much farther away, making it a lot safer)

:dp::snka:/:snkb: > Hold :snka: (roll forwards)/:snkb: (roll backwards)/:snkc: (stationary roll) >
(Can switch directions again) Hold :snka:/:snkb:/:snkc:
:ub:/:u:/:uf: :snka: (Launch her up in a screw attack style ball)

:dp::snka:/:snkb: > Hold :snka: (roll forwards)/:snkb: (roll backwards)/:snkc: (stationary roll) >
(Can switch directions again) Hold :snka:/:snkb:/:snkc:
:u: :snkb: > A high late overhead

:dp::snka:/:snkb: > Hold :snka: (roll forwards)/:snkb: (roll backwards)/:snkc: (stationary roll) >
(Can switch directions again) Hold :snka:/:snkb:/:snkc:
:d::snkc: (She vaults up and then rockets downwards)

:dp::snka:/:snkb: > Hold :snka: (roll forwards)/:snkb: (roll backwards)/:snkc: (stationary roll) >
(Can switch directions again) Hold :snka:/:snkb:/:snkc:
:u::snkc: (She bounces away safely)

:dp::snkc: > Any of the above follow-ups minus the initial directional rolling (Can do them late in your descent) (You can also do nothing which makes her fall straight down)

Her teleports can hit people lying down, and the stationary roll will knock down/chip.
The :ub:/:u:/:uf::snka: ones can cross-up, while the :u::snkb: one will hit from behind if you do it close enough.

Air command kick

:d::snkc: can be chained into from an air attack and you can use any one of her teleport follow-ups afterwards.

Power

:l::snkb: > :hcb::r::snkb:
:l::snka:/:snkb: > :l::d::db: :snka:/:snkb:/:snkc:
:l::snka: (x2-3), :snka: > :qcf::snka:
:l::snka: (x2-3), :df::snkc:
:d::snkc:, :l::snka: (x2-3), :snka: > :qcf::snka:
:d::snka:/:d::snkc:, :l::snkb:, :df::snkc:
:l::snka:, :l::snkb:, :r::snkc: > :qcf::snka:
:d::snka:, :l::snkb:, :r::snkc: > :qcf::snka:
:d::snkc:, :l::snkb:, :r::snkc: > :qcf::snka:
:l::snka:, :l::snkb:, :d::snkb: > :qcf::snka:
:l::snka:, :l::snkb:, :d::snkb: > :qcb::db::r::snka::snkb:
:l::snkb:, :d::snkb: > :hcb::snka:/:qcf::snka:
:d::snka:, :l::snkb:, :df::snkc:
:d::snkc:, :l::snkb:, :d::snkb: > :qcf::snka:
:d::snkc:, :l::snkb:, :d::snkb: > :qcb::db::r::snka::snkb:
:d::snka: (x4),
:d::snkc: (x3), :df::snkc:
:d::snkc: (x2-3), :d::snka: (x2-3)
:d::snkc:, :snka: > :l::d::db: :snka:/:snkb:/:snkc:
:l::snkb:, dash-in for half a second :l::snkb: > follow-up of your choice
:l::snka:/:snka:/:l::snkb: > :d::u::snkc:, :d::u::snkc: > :qcb::db::r::snka::snkb: (hold) (late release)
:d::snkc: > :d::u::snkc:, :d::u::snkc: > :qcb::db::r::snka::snkb: (Link, not a cancel)

Speed

:snka:, :d::snka:, :d::snkb: > :hcb::snka:/:l::d::db: :snka:/:snkb:/:snkc:
:l::snka: (x2-3) :snka:, :d::snka:, :d::snkb: > :r::snkc: > :l::snkb: > :qcf::snka:
:snka:, :d::snka:, :l::snkb: > :snka:, :d::snka:, :d::snkb:, :r::snkc:, (Dash-in) :l::snkb: > :qcf::snka:
:snka:, :d::snka:, :d::snkb:, :l::snkb: > :snka:, :d::snka:, :r::snkc:, (Dash-in) :l::snkb: > :qcf::snka:
:snka:, :d::snka:, :l::snkb: > :snka:, :d::snka:, :d::snkb: > :qcb::db::r::snka::snkb:
:snka:, :d::snka:, :d::snkb:, :l::snkb: > :snka:, :d::snkb: > :qcb::db::r::snka::snkb:
:d::snkc:. :snka:, :db::snka:, :l::snkb: > :snka:, :d::snka:, :d::snkb:, :r::snkc:, (Dash-in) :l::snkb: > :qcf::snka:
:d::snkc:. :snka:, :db::snka:, :l::snkb: > :snka:, :d::snkb: > :qcb::db::r::snka::snkb:
:d::snkc:, :l::snkb:, :snka:, :d::snka:, :r::snkc:, (Dash-in) :l::snkb: > :qcf::snka:
:d::snkc:, :l::snkb:, :snka:, :d::snkb: > :qcb::db::r::snka::snkb:
:d::snka:/:snkc: > :l::d::db: :snka:/:snkb:/:snkc:
:d::snkc:, :d::snka: > :l::d::db: :snka:/:snkb:/:snkc:
(Near corner) :snka:, :d::snka:, :d::snkb:, :l::snkb: > :snka:, :d::snka:, :d::snkb:, :r::snkc:, (Dash-in) :l::snkb: >
:qcb::db::r::snka::snkb:
(Corner only) :snka:, :d::snka:, :d::snkb:, :l::snkb: > :snka:, :d::snka:, :d::snkb:, :r::snkc: >
:l::snkb: > (Activate speed special combo :d::d: :snkb:) :snka:, :d::snka:, :d::snkb:, :l::snkb: > :snka:, :d::snka:, :d::snkb:, :r::snkc: > :l::snkb: > :qcb::db::r::snka::snkb:/ :d::u::snkc:, :d::u::snkb:
(Corner only) :snka:, :d::snka:, :d::snkb:, :l::snkb: > :snka:, :d::snka:, :d::snkb:, :r::snkc: > :l::snkb: > (Activate speed special combo :d::d: :snkb:) :snka:, :snkb:, :snkc:, :snka:, :snkb:, :snkc:, :snkc:, :snkb:, :qcf::snka: > :l::snkb: > :qcb::db::r::snka::snkb:/ :d::u::snkc:, :d::u::snkb:

EX

:snka:, :d::snka: >:d::u::snkc:, :d::u::snkc: > :qcb::db::r::snka::snkb:
:snka:, :d::snka:, :d::snkb: > :hcb::r::snkb:
:d::snka:/:snkc: > :d::u::snkc:, :d::u::snkc: > :qcb::db::r::snka::snkb:
:d::snka:/:snkc:, :d::snka:> :d::u::snkc:, :d::u::snkc: > :qcb::db::r::snka::snkb:
:d::snka:/:snkc: > :hcb::r::snkb:
:d::snka:/:snkc:, :d::snka: > :hcb::r::snkb:
(Corner only) :snka:, :d::snka:, :d::snkb:, :l::snkb: > :snka:, :d::snka:, :d::snkb:, :r::snkc: >
:l::snkb: > (Activate speed special combo :d::d: :snkb:) :snka:, :d::snka:, :d::snkb:, :l::snkb: > :snka:, :d::snka:, :d::snkb:, :r::snkc: > :l::snkb: > :d::u::snkc: > :qcb::db::r::snka::snkb: (hold) (late release)

Gameplay

Sheā€™s best on speed, but sheā€™s also very good in power and EX mainly due to the fact that her anti-air game becomes much deadlier.

Akariā€™s probably the most well rounded character in the game. Sheā€™s got everything. Tons of mix-ups, a large fast moving fireball that canā€™t be airblocked, a long range command throw, an air throw, lots of low to high links, sheā€™s quick, she can hit you on the ground from a full screen away, sheā€™s got one of the best cross-ups in the game, and her DM does ridiculous damage even though itā€™s easy to combo into.

Her :l::snkb: talisman is also quick and high priority with a long hit stun duration, and you can use her :r::snkc: to punish ground recoveries closer up. Her anti-air on power/EX is also extremely high priority, difficult to parry and can be super cancelled into her DM.

Then you have her effect talismans which are combo-able and can easily shift the momentum back toward your corner. Be wary though, people may begin moving very erratically if they donā€™t figure out which controls are switched right away.

I canā€™t really tell you how to play her specifically. You could play her as a zoner, or a pressure character or a mix, or whatever. Anything works with her really.
Her only real weakness is that her air game isnā€™t quite as good as Zantetsu, Lee, Amano or Kagamiā€™s and she canā€™t do damage quite as easily as Amano can.

Donā€™t know how useful her teleport is outside of chipping though, since it can be deflected and has a long recovery time. Plus it has the most obvious start-up animation in the world.

I play everyone in this game, but sheā€™s probably the closest thing I have to a main.

oh wow. thanks alot kyokuji. :lovin:

iā€™m gonna go practice with her now.

Updated the tier list with a fully inclusive one, and fixed up/added some stuff in the Akari guide.

Interestingā€¦ I wouldnā€™t have expected S-Mukuro and S-Amano to be so high.

Well, all those are pretty debatable. Mukuro still has all his mix-ups and maneuverability though. He just loses a lot of damage. He does have more of a low game on speed though.
He isnā€™t like Moriya or Lee where they have lots of mix-ups they can use to start combos and whatnot, itā€™s just that once Mukuro hits you, he can keep setting you up to get hit again.

Amano is still Amano. That stick rush still does quite a bit in speed, and he still has his air priority and down :snka: stuff. Plus his speed special combo does ridiculous damage.

Could probably make a case for P. Akari being higher than S. Amano/S. Kagami as well.
A turtling P. Moriya who utilizes the teleport glitch properly is very frustrating to fight. You gotta be really patient, because the damage from those slashes on power adds up very quickly. Only problem is Moriya has like 0 combo ability in power outside of some really basic stuff.

I actually think S. Washizuka is a much better fighter than Shigen now, itā€™s just that Shigen still has his great equalizer, the counter DM.

I guess my surprise lies mostly in the fact that their overheads are sub-par. I would expect that to hurt their rankings more than that list indicates. Then again Iā€™m probably thinking more in Kaillera 20 kf/s terms.

Well, itā€™s not so much that they gain anything good on speed, itā€™s more just that they donā€™t lose enough that they drop down a ton. Using characters like Amano, Kagami and Kaede on speed makes you lose a lot of damage potential though, and it hurts Kaede the most since he loses any way to combo into his DM outside of a command throw, plus the command throw itself becomes less of a threat because of the lack of meter.

Nice thread. A friend loaned me his AES cart, so Iā€™ve finally gotten around to playing this gem. Iā€™m using P Amano and really dig the character. Now with all the useful info itā€™s time to spend some quality time in practice mode and hone my stick swinging skills.

Amano is pimp.

:r: :l: :r: :snka: :snkb: is very niceā€¦ nice to throw into a combo and easy to cancelā€¦ Amano is indeed pimp. Defiantly going to pick up the home cartā€¦:lovin:

Ps2 port

So i got this in the mail a few days ago and hereā€™s what iā€™ve noticed:

The music is perfect minus the character select one. That one sounds more electronic i guess.

Every link and combo iā€™ve tried works except:

Washizukaā€™s Back, forward C -> Back A/ Back A+C

his qcb b -> Back A

Kaedeā€™s B -> A

Leeā€™s dive kick ->back A (this one is super tight thoughā€¦)

Other than that everything Iā€™ve tested so far works

Also as far as i can tell thereā€™s no missing animations. Preety decent port imo. If anything can think of something for me to test let me know.