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[[File:Last_blade_bakumatsu_roman_-_gekka_no_kenshi_the_set_1_marquee.png|right|frame]] | [[File:Last_blade_bakumatsu_roman_-_gekka_no_kenshi_the_set_1_marquee.png|right|frame]] | ||
__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 | |||
(when knocked over) + D = Recovery | |||
BC = Special Attack (unblockable in Power, overhead in Speed) | |||
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. | |||
'''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. | |||
'''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 (LB1)|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)]] |
Revision as of 17:49, 1 August 2011
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
(when knocked over) + D = Recovery
BC = Special Attack (unblockable in Power, overhead in Speed)
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.
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.
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