Last Blade 2/Amano: Difference between revisions

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=Moves List=
=Moves List=
==Special Moves==
==Special Moves==
Keima's Rage - dp + C
Keima's Rage - dp + C<br>
 
<br>
Amano creates a grounded uppercut
Amano creates a grounded uppercut<br>
Windmill - qcb + A
Windmill - qcb + A<br>
 
<br>
Amano swings and hits with his sake jug
Amano swings and hits with his sake jug<br>
Piercing Sparrow - f, db, f + A/B
<br>
 
Piercing Sparrow - f, db, f + A/B<br>
Amano plunges his scabbard into the opponent and shifts to the opposite side
<br>
Super Cancel able
Amano plunges his scabbard into the opponent and shifts to the opposite side<br>
Domino Toppler - df, df + C
Super Cancel able<br>
 
<br>
Amano reaches forward to headbutt opponent multiple times
Domino Toppler - df, df + C<br>
Badger Bash - A repeatedly
<br>
 
Amano reaches forward to headbutt opponent multiple times<br>
Amano swings his scabbard back and forth
<br>
Follow up with Anaguma no Fundoshi Nugi (qcf + B)
Badger Bash - A repeatedly<br>
Choujouhatsu - qcf + Start
<br>
 
Amano swings his scabbard back and forth<br>
Amano rubs something against his face
<br>
Meant to increase his super meter
Follow up with Anaguma no Fundoshi Nugi (qcf + B)<br>
Destiny - hcb + B
<br>
 
Choujouhatsu - qcf + Start<br>
Amano swings his scabbard in a circle. After releasing the button, it can break guard if held long enough
<br>
Chargeable
Amano rubs something against his face<br>
Loudmouth - hcb + C
Meant to increase his super meter<br>
 
Destiny - hcb + B<br>
Amano taunts opponent as a counter. If hit, he ends up on the opposite side, striking the opponent
<br>
 
Amano swings his scabbard in a circle. After releasing the button, it can break guard if held long enough<br>
Chargeable<br>
Loudmouth - hcb + C<br>
<br>
Amano taunts opponent as a counter. If hit, he ends up on the opposite side, striking the opponent<br>
<br>
==Desperation Moves==
==Desperation Moves==
Checkmate of the Queen - hcb, hcb + AB
Checkmate of the Queen - hcb, hcb + AB<br>
 
<br>
Amano tosses a ball that explodes on the ground
Amano tosses a ball that explodes on the ground<br>
Chargeable
Chargeable<br>


==Super Desperation Moves==
==Super Desperation Moves==
Checkmate of the Rook - hcb, hcb + A/B
Checkmate of the Rook - hcb, hcb + A/B<br>
 
<br>
Similar to Amano's DM, but has a bigger impact
Similar to Amano's DM, but has a bigger impact<br>
A version shoots up, B version shoots further out
A version shoots up, B version shoots further out<br>
<br>


=The Basics=
=The Basics=

Revision as of 11:19, 22 November 2015

Introduction

Moves List

Special Moves

Keima's Rage - dp + C

Amano creates a grounded uppercut
Windmill - qcb + A

Amano swings and hits with his sake jug

Piercing Sparrow - f, db, f + A/B

Amano plunges his scabbard into the opponent and shifts to the opposite side
Super Cancel able

Domino Toppler - df, df + C

Amano reaches forward to headbutt opponent multiple times

Badger Bash - A repeatedly

Amano swings his scabbard back and forth

Follow up with Anaguma no Fundoshi Nugi (qcf + B)

Choujouhatsu - qcf + Start

Amano rubs something against his face
Meant to increase his super meter
Destiny - hcb + B

Amano swings his scabbard in a circle. After releasing the button, it can break guard if held long enough
Chargeable
Loudmouth - hcb + C

Amano taunts opponent as a counter. If hit, he ends up on the opposite side, striking the opponent

Desperation Moves

Checkmate of the Queen - hcb, hcb + AB

Amano tosses a ball that explodes on the ground
Chargeable

Super Desperation Moves

Checkmate of the Rook - hcb, hcb + A/B

Similar to Amano's DM, but has a bigger impact
A version shoots up, B version shoots further out

The Basics

Advanced Strategy

Gameplay

Stick to jumping C for air to air and jump-ins. :snka: is good as well from certain angles.

Use :d::snka: for footsies, and :dp::snkc: only to punish air-recoveries or to combo off a ground to air parry.

After any successful f,d,df+C or any kind of knockdown where they bounce, dash in and punish their ground recovery with :d::snka: :r::l::r::snka: > :hcb::hcb::snka::snkb:.

After any successful stick rush combo, end with either :snkc: (whiff) > :r::l::r::snka: or :df::snkb: > :hcb::snkb: (hold), :snkd: (cancels move) for meter.

Gonna have to do a lot of hit and run with Amano, since he doesn't have a whole lot mix-up wise, but his damage is just monstrous, and that simple :d::snka: combo is the closest thing you have to c. MK BS in this game. He's not a priority whore the way Chun' is though. Although his jumping :snkc: stuffs a lot of crap.

Avoid jumping :snkb: at all costs.

The :l::snkb: stuff can be semi-useful since it's slightly delayed but recovers quickly.

His SDM isn't great either. It comes out way too slowly for it to actually have a chance of hitting anyone.

His slide is ok on occasion from max range, but it's pretty slow as well.

If your :d::snka: gets blocked and you don't think they'll jump, link (don't cancel) into his :df::df::snkc:.

It's an old SF2 style tick throw trick, but it does work on occasion. Probably too risky against better players though.

Match-Ups