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The Last Blade 2/Strategy: Difference between revisions

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All characters can do the following. The "basic" route after a jump-in.  
All characters can do the following. The "basic" route after a jump-in.  
>Air attack (usually jC or jB)
>Air attack (usually jC or jB)
  >Hit?  
  >Hit?  
    >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! Since air attacks are always high, you can and should attempt one.  
    >Throw (c+d) Depending on the character, resets neutral or gives you free okizeme  
    >Throw (c+d) Depending on the character, resets neutral or gives you free okizeme
 
==Reducing Blockstun==
==Reducing Blockstun==
While you're in blockstun, if you crouch or get up, 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.
While you're in blockstun, if you crouch or get up, 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.

Revision as of 19:34, 11 February 2020

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 is a counterhit, dealing 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! Since air attacks are always high, you can and should attempt one. 
    >Throw (c+d) Depending on the character, resets neutral or gives you free okizeme

Reducing Blockstun

While you're in blockstun, if you crouch or get up, 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.

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.

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)

  • If your opponent is crouching, the throw won't work either. It only works against standing opponents.