-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The Last Blade 2/Strategy: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Felsen 2020 (talk | contribs)
Dracula X (talk | contribs)
 
(11 intermediate revisions by the same user not shown)
Line 1: Line 1:
==Neutral==
==Neutral==
Neutral in this game is similar to samurai shodown, slow-paced and patient at first, then explosive offense. Using your normals correctly is vital, as any bnb can take more than 30% of your life (Some of them, like Moriya's can take more than 50%!) so take care and don't throw buttons randomly.
Neutral in this game is similar to samurai shodown, slow-paced and patient at first, then explosive offense. Using your normals correctly is vital, as any bnb can take more than 30% of your life (Some of them, like Moriya's can take more than 50%!) so take care and don't throw buttons randomly.
Using deflect in neutral is also very risky, as after the deflect window is over, you'll be completely vulnerable for a while, your opponent can get a free combo, which the starter is a counterhit, dealing more damage.
Using deflect in neutral is also very risky, as after the deflect window is over, you'll be completely vulnerable for a while, your opponent can get a free combo, which the starter can be a counterhit, dealing slightly more damage.


A really big part of the gameplay in LB2 is the air game, air normals are really strong, and they always allow for a combo. Most characters will try to jump-in, and that's where the game starts it's mindgames.
A really big part of the gameplay in LB2 is the air game, air normals are really strong, and they always allow for a combo. Most characters will try to jump-in, and that's where the game starts it's mindgames.
Line 10: Line 10:
     >Guaranteed Free Combo! And you'll most likely be able to do your BnB with highest damage.  
     >Guaranteed Free Combo! And you'll most likely be able to do your BnB with highest damage.  
   >Block?  
   >Block?  
     >Free mixup! Since air attacks are always high, you can and should attempt one.  
     >Free mixup! (If spaced correctly) Since air attacks are always high, you can and should attempt one. Poorly spaced jump ins can almost be universally punished by a throw or command grab so be wary.  
     >Throw (c+d) Depending on the character, resets neutral or gives you free okizeme
     > land then throw (c+d) Depending on the character, resets neutral or gives you free okizeme


==Reducing Blockstun==
==Reducing Blockstun==
Line 18: Line 18:
Before you get into it, Switchguard is not entirely perfect.
Before you get into it, Switchguard is not entirely perfect.
*Be careful about fast strings, especially low ones cause you have to wake up for Switchguard and you might eat a low there
*Be careful about fast strings, especially low ones cause you have to wake up for Switchguard and you might eat a low there
*Be careful about command grabs, Switchguard reduces your blockstun means your throw invulnerable ends faster than normal.
*Be careful about command grabs, Switchguard reduces your blockstun making your throw invulnerable frames end faster than without switchguard.
*Don't be delusional to it, you need to block something to use Switchguard. it means they can empty throw you or delay low etc.
*Don't be delusional to it, you need to block something to use Switchguard. It means they can empty throw you or delay low etc.
*You can’t buffer normals to come out asap after switch guard, you must time the button press or you may miss your punish. Specials/DM’s can be buffered however.


==Throwing==
==Throwing==
The throw game is a very important part of the game, as they win against missed deflects and blocking. If you whiff a throw, however, you'll be punished with a counter-hit. The distance that they're done is really close, point-blank and almost point-blank. All characters can do throw setups, but for most of them, they have better ways of doing damage.
The throw game is a very important part of the game, as they win against missed deflects and blocking. If you whiff a throw, however, you'll be punished with a counter-hit. All standard throws universally have 33 recovery frames if they whiff, which is enough for someone with crazy execution to get a free fandango, (this isn’t realistic in a match, but just as a worst case scenario example) or a full jump in combo if they read the throw, so do your best to make sure they will connect. The distance that they're done is almost point-blank. All characters can do throw setups, but for most of them, they have better ways of doing damage. Universally all standard throws grab 1F after input in range.  


You can also setup tick-throws, but these are difficult to do. Because the throw invul window after hitstun and blockstun is pretty big (It's smaller for blockstun)
You can also setup tick-throws, but these can be somewhat tricky to do. After hit or blockstun ends, there are 8 frames where characters are throw invulnerable (with a few exceptions), so the timing for a tic throw is later than it seems like it should be.
*If your opponent is crouching, the throw won't work either. It only works against standing opponents.
 
Kaede, O. Kaede, Akari, and Shigen have air throws. These follow the same rules as normal throws and have a lengthy recovery on a whiff. They can be used in combos in most cases, and Shigen can empty cancel air normals to and from his air throw animation if it misses for whatever reason.
 
*If player 1 and player 2 input a throw on the same frame, player 1 will always win. This quirk does not seem to apply to same frame command grabs.


{{Navbox LB2}}
{{Navbox LB2}}


[[Category:The Last Blade 2]]
[[Category:The Last Blade 2]]

Latest revision as of 06:39, 24 May 2023

Neutral

Neutral in this game is similar to samurai shodown, slow-paced and patient at first, then explosive offense. Using your normals correctly is vital, as any bnb can take more than 30% of your life (Some of them, like Moriya's can take more than 50%!) so take care and don't throw buttons randomly. Using deflect in neutral is also very risky, as after the deflect window is over, you'll be completely vulnerable for a while, your opponent can get a free combo, which the starter can be a counterhit, dealing slightly more damage.

A really big part of the gameplay in LB2 is the air game, air normals are really strong, and they always allow for a combo. Most characters will try to jump-in, and that's where the game starts it's mindgames.

All characters can do the following. The "basic" route after a jump-in.

>Air attack (usually jC or jB)
  >Hit? 
    >Guaranteed Free Combo! And you'll most likely be able to do your BnB with highest damage. 
  >Block? 
    >Free mixup! (If spaced correctly) Since air attacks are always high, you can and should attempt one. Poorly spaced jump ins can almost be universally punished by a throw or command grab so be wary. 
    > land then throw (c+d) Depending on the character, resets neutral or gives you free okizeme

Reducing Blockstun

Reducing Blockstun, or "Guard Rigidity Shortening Operation", or "Switchguard". While you're in blockstun, if you switch from standing to crouch or inversely, you'll be able to recover faster than usual. This is vital to escape blockstrings and make "safe" things unsafe, allowing the player to do either a deflect or a punish after a risky move.

Before you get into it, Switchguard is not entirely perfect.

  • Be careful about fast strings, especially low ones cause you have to wake up for Switchguard and you might eat a low there
  • Be careful about command grabs, Switchguard reduces your blockstun making your throw invulnerable frames end faster than without switchguard.
  • Don't be delusional to it, you need to block something to use Switchguard. It means they can empty throw you or delay low etc.
  • You can’t buffer normals to come out asap after switch guard, you must time the button press or you may miss your punish. Specials/DM’s can be buffered however.

Throwing

The throw game is a very important part of the game, as they win against missed deflects and blocking. If you whiff a throw, however, you'll be punished with a counter-hit. All standard throws universally have 33 recovery frames if they whiff, which is enough for someone with crazy execution to get a free fandango, (this isn’t realistic in a match, but just as a worst case scenario example) or a full jump in combo if they read the throw, so do your best to make sure they will connect. The distance that they're done is almost point-blank. All characters can do throw setups, but for most of them, they have better ways of doing damage. Universally all standard throws grab 1F after input in range.

You can also setup tick-throws, but these can be somewhat tricky to do. After hit or blockstun ends, there are 8 frames where characters are throw invulnerable (with a few exceptions), so the timing for a tic throw is later than it seems like it should be.

Kaede, O. Kaede, Akari, and Shigen have air throws. These follow the same rules as normal throws and have a lengthy recovery on a whiff. They can be used in combos in most cases, and Shigen can empty cancel air normals to and from his air throw animation if it misses for whatever reason.

  • If player 1 and player 2 input a throw on the same frame, player 1 will always win. This quirk does not seem to apply to same frame command grabs.
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

Akari IchijoGenbu no OkinaHibiki TakaneHyo AmanoJuzoh KanzakiKaede (Original)KaedeKeiichiro WashizukaKojiroh SanadaKouryuMoriya MinakataMukuroRekka LeeSetsunaShigen NaoeShinnosuke KagamiYukiZantetsu