Difference between revisions of "The Last Blade 2"

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qcb hcf - 2141236 - Quarter circle back half circle forward
qcb hcf - 2141236 - Quarter circle back half circle forward
f/b/f - 6,4,6 - press forward back forward





Revision as of 02:01, 1 April 2011

Last blade 2 forwiki.jpg

Introduction

Last Blade 2 (also known as is the successful sequel to Last Blade that adds several new characters and enriched gameplay systems

Game Systems

Attack Notations

A = Weak Slash

b + A = Very Weak Slash

B = Heavy Slash

f + B = Very Heavy Slash

C = Kick

f + C = Knockdown Kick

df + C = Knockdown Sweep Kick

D = Repel

d + D = Low Repel

f + D = Special Repel

df + D = Special Low Repel

(when knocked over) + D = Recovery

BC = Special Attack (unblockable in Power, overhead in Speed/EX)

CD = Throw

ABC = 3-hit speed combo

dd + A/B = Super Combo Starter

A+B+C+A+B+C+A+B+qcfC = Standard Super Speed Combo

Movements

                  up (u)
                    |
 (ub)  up left - 7 8 9 - up right (uf)
     
     (b)   left - 4 5 6 - right (f)

(db) down left - 1 2 3 - down right (df)
                    | 
                  down (d)


Movement Abbreviations

qcf - 236 - d/df/f - Quarter circle forward

qcb - 214 - d/db/b - Quarter circle backward

rqcb - 412 - b/db/d - Reverse Quarter circle backward

hcf - 41236 - b/db/d/df/f - Half circle forward

hcb - 63214 - f/df/d/db/d - Half circle backward

dp - 623 - f/d/df - Dragon Punch motion

rdp - 421 - b/d/db - Reverse Dragon Punch motion

charge - [4]6 or [2]8 - b~f or d~u - Hold in one direction then shift to the designated direction

hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion

b~f - [4]6 - Hold back then press forward

d~u - [2]8 - Hold down then press up

db/f - 1,6 - press down back then forward

d/u - 2,8 - press down then up

d,d - 2,2 - press down twice

qcb hcf - 2141236 - Quarter circle back half circle forward

f/b/f - 6,4,6 - press forward back forward


Notation and Terminology

Sp. - Special Move

DM - Desperation Move

SDM - Super Desperation Move

SSC - Super Speed Combo

j. - jump

Small Jump - briefly tap up

Dash Jump - tap forward twice

Small Dash Jump - tap forward twice, then briefly tap up


Power Mode

Power Mode allows the character to have more damaging strikes, and deal block damage when opponent blocks. This mode also allows for SDMs to be performed (when life is flashing and power bar is full), allows for a Special (Unblockable) Attack to be used, and can link from regular moves to DMs and SDMs.


Speed Mode

Speed Mode allows the character to apply quicker strikes, but only deals block damage with special moves. The Special Attack is one that must be blocked high. Instead of a Super Desperation Move, you can do Super Speed Combos or a regular Desperation move. Supers can be linked from regular slashes but not moves, depending on the character. You can also link 3 b+A hits before a combo.


EX Mode

EX Mode is sort of a balance between Power and Speed, where you are afforded elements of both, but are evenly handicapped by taking more damage and building meter slower. Under EX, you can use the Special Attack that can be blocked high, you can perform Super Desperation Moves or Super Speed Combos, link Supers from regular and Special moves, and link 3 b+A hits before a combo.

  • Access EX Mode by selecting your character than highlighting Speed Mode and pressing C 6 times, the moving to highlight Power Mode and press B 3 times, and back to Speed to press C 4 times again.


Overheads & Unblockables

Overheads and Unblockables are performed with BC. Overheads are available only in Speed and EX mode where they are moves that must be blocked high, can be followed up with another attack or linked to a special move after the overhead lands, and usually has a knockdown effect. Unblockables are only available in Power Mode and are chargeable, take almost or half of your life when charged fully, cannot be followed up by any move, and usually cannot be cancelled out of.


Air Blocking

Last Blade 2 has a simple system of airblocking that when jumping straight up or backwards you can block projectiles, anti-airs, aerial normal attacks, and ground special moves. The attacks you cannot block in airblocking are grounded normals and of course unblockable attacks.


Repelling and Recoveries

Similar to Street Fighter 3 parry or Garou's Just Defend, Repelling is a defensive system that allows parrying and countering, as well as recovering. Unlike Parrying or Just Defend however, Repellling is done with an action button "D" instead of a joystick motion. You are able to repel attacks on the ground, low, in the air, when an opponent attacks you from the air, or when you jump around and opponent and he or she attacks from the ground. Repelling Special moves requires you to press foward from the ground or df from crouching. With the Repelling button, you can also recover your character from knockdowns on the ground or in the air. Recovery is and should be used as a tactical tool; sometimes an opponent might expect you to recover and take advanage of that, so choose wisely when you use it.


Chain Combos Every character has their own form of chain combos but this following is a series of combos everyone is capable of:

b + A + A + A + B + f B/f C/df C A + B + C

Generally either A + B + C or b + A + A + A + B can cancel into a Special, DM, SDM, SSC


Characters

Kaede

Moriya Minakata

Yuki

Setsuna

Kojiroh Sanada

Keiichiro Washizuka

Mukuro

Recca Lee

Zantetsu

Hibiki Takane

Hyo Amano

Akari Ichijo

Juzoh Kanzaki

Shinnosuke Kagami

Genbu Okina

Shigen Naoe

Hagure Hitogata

Kaede (before Awakening)

Kotetsu Naoe

Kouryu