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[[File:Last_blade_bakumatsu_roman_-_gekka_no_kenshi_the_set_1_marquee.png|right|frame]]
[[File:The Last Blade Logo.jpg|right]]
 
__TOC__
 
==Introduction==
Last Blade is a weapon-based fighting game with focuses of character variation and power type.
 
==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
 
BC = overhead attack.
 
throw is f/b+B, normal throws cannot be broken and have no wiff animation in Last Blade 1.
 
ABC = 3-hit speed combo
 
dd + AB= Custom combo. Sdm requirements when in speed mode. Let’s you cancel recovery of moves directly something else with a limit. Generally you can do 7 cancels before you run out of time/meter. Can be combod into and out of, can lead to Touch of death combos for almost the entire cast.
 
'''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
 
CC - Custom 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),  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. 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. Custom combos are available with low health and full meter (sdm requirements)
 
 
'''Overheads & Unblockables'''
 
Overheads and Unblockables are performed with BC. Overheads are available only in Speed 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. (NOTE: power mode only unblockables does not get introduced until Last Blade 2. on this iteration, both power and speed mode uses the overhead)
 
 
 
'''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. A down direction (1/2/3+D) a needed against low moves. Deflecting specials or dm’s require 6D or 3D. You cannot deflect in the air in last blade 1
 
'''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
2A 5B/2B 6C/3C/6B
 
Generally either A + B or b + A + A + A + B can cancel into a Special, DM, SDM, SSC
 
==Characters==
[[The Last Blade/Kaede|Kaede]]
 
[[Moriya Minakata (LB1)|Moriya Minakata]]
 
[[Yuki (LB1)|Yuki]]
 
[[Keiichiro Washizuka (LB1)|Keiichiro Washizuka]]
 
[[Shikyoh (LB1)|Shikyoh]]
 
[[Rekka Lee (LB1)|Rekka Lee]]
 
[[Zantetsu (LB1)|Zantetsu]]
 
[[Hyo Amano (LB1)|Hyo Amano]]
 
[[Akari Ichijo (LB1)|Akari Ichijo]]
 
[[Juzoh Kanzaki (LB1)|Juzoh Kanzaki]]
 
[[Genbu Okina (LB1)|Genbu Okina]]
 
[[Shigen Naoe (LB1)|Shigen Naoe]]
 
[[Akatsuki Musashi (LB1)| Akatsuki Musashi]]
 
[[Shinnosuke Kagami (LB1)|Shinnosuke Kagami]]
 
[[Kaede (Awakened) (LB1)|Kaede (Awakened)]]
 
[[Shinnosuke Kagami (Hyper) (LB1)|Shinnosuke Kagami (Hyper)]]
 
[[Category:The Last Blade]]

Latest revision as of 09:04, 12 September 2022

Introduction

Last Blade is a weapon-based fighting game with focuses of character variation and power type.

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

BC = overhead attack.

throw is f/b+B, normal throws cannot be broken and have no wiff animation in Last Blade 1.

ABC = 3-hit speed combo

dd + AB= Custom combo. Sdm requirements when in speed mode. Let’s you cancel recovery of moves directly something else with a limit. Generally you can do 7 cancels before you run out of time/meter. Can be combod into and out of, can lead to Touch of death combos for almost the entire cast.

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

CC - Custom 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), 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. 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. Custom combos are available with low health and full meter (sdm requirements)


Overheads & Unblockables

Overheads and Unblockables are performed with BC. Overheads are available only in Speed 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. (NOTE: power mode only unblockables does not get introduced until Last Blade 2. on this iteration, both power and speed mode uses the overhead)


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. A down direction (1/2/3+D) a needed against low moves. Deflecting specials or dm’s require 6D or 3D. You cannot deflect in the air in last blade 1

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 2A 5B/2B 6C/3C/6B

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

Characters

Kaede

Moriya Minakata

Yuki

Keiichiro Washizuka

Shikyoh

Rekka Lee

Zantetsu

Hyo Amano

Akari Ichijo

Juzoh Kanzaki

Genbu Okina

Shigen Naoe

Akatsuki Musashi

Shinnosuke Kagami

Kaede (Awakened)

Shinnosuke Kagami (Hyper)