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The Last Blade: Difference between revisions
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__TOC__ | __TOC__ | ||
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df + D = Special Low 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 | ABC = 3-hit speed combo | ||
dd + | 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''' | '''Movements''' | ||
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SDM - Super Desperation Move | SDM - Super Desperation Move | ||
CC - Custom Combo | |||
j. - jump | j. - jump | ||
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'''Power Mode''' | '''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), | 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''' | ||
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. | 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 & 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. | 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) | ||
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'''Repelling and Recoveries''' | '''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 | 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''' | '''Chain Combos''' | ||
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b + A + A + A + B + f B/f C/df C | b + A + A + A + B + f B/f C/df C | ||
A + B + C | A + B + C | ||
2A 5B/2B 6C/3C/6B | |||
Generally either A + B | Generally either A + B or b + A + A + A + B can cancel into a Special, DM, SDM, SSC | ||
==Characters== | ==Characters== |
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