Last Blade 2/Setsuna: Difference between revisions

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=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==
==Special Moves==
Special Moves
==Super Moves==
Anonymity - One - qcf + A/B
 
Setsuna raises his sword and makes a forward strike down
B version moves slower, but deals more damage
 
Anonymity - Two - dp + A/B
 
Setsuna's uppercut
B version has a slower start up, and is better for hitting opponents at a distance
 
Anonymity - Three - qcb + B
 
Setsuna lauches himself forward to deliver a swipe attack
B version travels much further, missing your opponents if they're close
 
Anonymity - Four - dp + C
 
Setsuna reaches for airborne opponent. Will slam opponent into ground if it connects
Setsuna's opponent must be airborne to perform.
 
Anonymity - Five - hcb + C
 
Setsuna charges himself with electricity, giving him a temporary armor
Follow up with Anonymity - Five Continuation (hcf + C) to perform a mid stun punch
 
Desperation Moves
Anonymity - Severance - qcf, qcf + AB
 
Setsuna performs a Anonymity - One that deals more damage and has more range
Chargeable
 
Super Desperation Moves
Anonymity - Ultimate = hcb, hcb B
 
Setsuna call lighting to empower him with a Anonymity - Five that lasts 10 seconds
Follow up with Anonymity - Ultimate Continuation while his armor is still activated for a dramatic animation of Setsuna symbolically damaging your opponents.
 
=The Basics=
=The Basics=
=Advanced Strategy=
=Advanced Strategy=

Revision as of 01:07, 22 November 2015

Introduction

Moves List

Normal Moves

Special Moves Anonymity - One - qcf + A/B

Setsuna raises his sword and makes a forward strike down B version moves slower, but deals more damage

Anonymity - Two - dp + A/B

Setsuna's uppercut B version has a slower start up, and is better for hitting opponents at a distance

Anonymity - Three - qcb + B

Setsuna lauches himself forward to deliver a swipe attack B version travels much further, missing your opponents if they're close

Anonymity - Four - dp + C

Setsuna reaches for airborne opponent. Will slam opponent into ground if it connects Setsuna's opponent must be airborne to perform.

Anonymity - Five - hcb + C

Setsuna charges himself with electricity, giving him a temporary armor Follow up with Anonymity - Five Continuation (hcf + C) to perform a mid stun punch

Desperation Moves Anonymity - Severance - qcf, qcf + AB

Setsuna performs a Anonymity - One that deals more damage and has more range Chargeable

Super Desperation Moves Anonymity - Ultimate = hcb, hcb B

Setsuna call lighting to empower him with a Anonymity - Five that lasts 10 seconds Follow up with Anonymity - Ultimate Continuation while his armor is still activated for a dramatic animation of Setsuna symbolically damaging your opponents.

The Basics

Advanced Strategy

Gameplay

He's best in Power, but he's also surprisingly good in EX.

First off, never ever use his :df::snkb: on a downed opponent no matter how far away you are. It gives your opponent frame advantage. Hell, the recovery on it is so bad that they can actually :snkb: you when they get up.

Because he's pretty basic combo-wise on power (most of the corner stuff is just for show), you're basically relying on damage. His :d::snka: is very very quick and long range however, so it's great for throw mix-ups. Keep in mind that his jump :snkb: can be red parried on the second hit, but it's hard, so unless you're being exceedingly predictable with it, you should be ok, and repeated low jump :snkb:'s mixed with :d::snka:'s and throws can be great for pressuring an opponent.

Learn to gauge distance properly with him, if you start a combo from further back, combo off the first hit of his :d::snkb: because the second will likely miss.

As far cancelling his :qcf::snka:, you want it to hit the full 2 times before you cancel. Too early or too late and it'll get blocked.

Use short dash :snka: > :qcb::snkb: and :snka: > :qcf::snka: > :qcf::qcf::snka::snkb: to punish ground recoveries after :qcb::snkb: combos or overhead launches.

dp::snka: or :dp::snkc: to punish air recoveries.

Also, after any successful super hit, activate your armor/super armor (this is the only time it's safe to do this), or if they're almost dead, dash in and

snkc:. The armor's good for one hit, and can be good for getting a throw or something in.

Jump :snka: is his best air to air, and jump :snkc: can be good for long distance poking or air to air from certain angles on occasion.

Setsuna's main problem on speed is that he has the worst goddamn overhead in the game next to Mukuro and Amano. It has a ton of range, but it's so goddamn slow and it has terrible recovery. You can't even get a reset off it to start his speed combo special in the corner.

However, because he gets to combo from :d::snka:/:d::snkc: in speed, and because it's got such great range, he's much more versatile in that mode, if a lot more strapped for damage. This means that Setsuna is one of the few characters who actually benefits from using EX mode, since he can combo into his DM that way.

The advantage with EX is that you'll have his super armor, plus his long range :d::snka:/:d::snkc: combos and throw mix-ups which puts the opponent in a nasty spot once your health gets low. Remember you take more damage in EX though, so use the armor to avoid resets rather than big damage. Plus, :d::snka: comes out quick, and if someone sees it, their first instinct is to block low. If you cancel into :qcb::snkb: (which is an overhead), you can catch people offguard quite often.

The downside is that you don't gain meter half as fast, so your damage potential still drops by quite a bit.

Match-Ups