Last Blade 2/Amano: Difference between revisions

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Power
Power


b A (x2 or 3), d A > f b f A / B > HCB HCB A B
*b A (x2 or 3), d A > f b f A / B > HCB HCB A B
d A > f b f A / B > HCB HCB A B
*d A > f b f A / B > HCB HCB A B
C D> (Dash-in for half a second) > DP C (Difficult)
*C D> (Dash-in for half a second) > DP C (Difficult)
b B, d A > f b f A / B > HCB HCB A B
*b B, d A > f b f A / B > HCB HCB A B
A, b A (x2), d A > f b f A / B > HCB HCB A B
*A, b A (x2), d A > f b f A / B > HCB HCB A B
HCB HCB A / B > (early) DP C > DP C
*HCB HCB A / B > (early) DP C > DP C
Dash A / B > d A > Follow-up of your choice
*Dash A / B > d A > Follow-up of your choice
A > b A (x2), d A > f b f A > HCB HCB A B
*A > b A (x2), d A > f b f A > HCB HCB A B
A > d A > f b f A > HCB HCB A B
*A > d A > f b f A > HCB HCB A B
d C > b A > d A > f b f A / B > HCB HCB A B
*d C > b A > d A > f b f A / B > HCB HCB A B
d A > df df C
*d A > df df C
d A (x4) > f b f A / B > HCB HCB A B (Difficult)
*d A (x4) > f b f A / B > HCB HCB A B (Difficult)
(Corner)
*(Corner)
uf C > d B > HCB A > (low-jump) uf C, d B, d A > f b f A > HCB HCB A B (Extremely difficult) (Not exactly sure what the conditions are to get the HCB A to chain)
*uf C > d B > HCB A > (low-jump) uf C, d B, d A > f b f A > HCB HCB A B (Extremely difficult) (Not exactly sure what the conditions are to get the HCB A to chain)


Speed
Speed


b A (x2), d A, d B > f b f B
*b A (x2), d A, d B > f b f B
b B (x2), b A, d A, d B > f b f B
*b B (x2), b A, d A, d B > f b f B
b A (x2), d A > df df C
*b A (x2), d A > df df C
b A (x2), d A > DP C
*b A (x2), d A > DP C
d C > follow-up of your choice
*d C > follow-up of your choice
d d A / B > A, B, C, d C, d C, f B C > f b f A > (Switch sides)  
*d d A / B > A, B, C, d C, d C, f B C > f b f A > (Switch sides)  
DP C  
*DP C  
(Corner)
b A, d B, B C > (Dash-in) b A or d A (Reset) >
d d A / B > A, B, C, A, B, C, C, B, QCF B (Tons of damage on this. I think he may have the most damaging speed combo in the game.)
(Corner)
(Corner)
uf C, b A, d B, HCB A, (low-jump) uf C, b A, d B, B C > (Dash-in)  
*b A, d B, B C > (Dash-in) b A or d A (Reset) >
b A or d A (Reset) >  
*d d A / B > A, B, C, A, B, C, C, B, QCF B (Tons of damage on this. I think he may have the most damaging speed combo in the game.)
d d A / B > A, B, C, A, B, C, C, B, QCF B
*(Corner)
*uf C, b A, d B, HCB A, (low-jump) uf C, b A, d B, B C > (Dash-in)  
*b A or d A (Reset) >  
*d d A / B > A, B, C, A, B, C, C, B, QCF B


EX
EX


b A (x2), d A, d B > f b f B > HCB HCB A B
*b A (x2), d A, d B > f b f B > HCB HCB A B
b B, b A (x2), d A, d B > f b f B > HCB HCB A B
*b B, b A (x2), d A, d B > f b f B > HCB HCB A B
d C, b A (x2), d A, d B > f b f B > HCB HCB A B
*d C, b A (x2), d A, d B > f b f B > HCB HCB A B


=Advanced Strategy=
=Advanced Strategy=

Revision as of 02:11, 7 December 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

Power

  • b A (x2 or 3), d A > f b f A / B > HCB HCB A B
  • d A > f b f A / B > HCB HCB A B
  • C D> (Dash-in for half a second) > DP C (Difficult)
  • b B, d A > f b f A / B > HCB HCB A B
  • A, b A (x2), d A > f b f A / B > HCB HCB A B
  • HCB HCB A / B > (early) DP C > DP C
  • Dash A / B > d A > Follow-up of your choice
  • A > b A (x2), d A > f b f A > HCB HCB A B
  • A > d A > f b f A > HCB HCB A B
  • d C > b A > d A > f b f A / B > HCB HCB A B
  • d A > df df C
  • d A (x4) > f b f A / B > HCB HCB A B (Difficult)
  • (Corner)
  • uf C > d B > HCB A > (low-jump) uf C, d B, d A > f b f A > HCB HCB A B (Extremely difficult) (Not exactly sure what the conditions are to get the HCB A to chain)

Speed

  • b A (x2), d A, d B > f b f B
  • b B (x2), b A, d A, d B > f b f B
  • b A (x2), d A > df df C
  • b A (x2), d A > DP C
  • d C > follow-up of your choice
  • d d A / B > A, B, C, d C, d C, f B C > f b f A > (Switch sides)
  • DP C

(Corner)

  • b A, d B, B C > (Dash-in) b A or d A (Reset) >
  • d d A / B > A, B, C, A, B, C, C, B, QCF B (Tons of damage on this. I think he may have the most damaging speed combo in the game.)
  • (Corner)
  • uf C, b A, d B, HCB A, (low-jump) uf C, b A, d B, B C > (Dash-in)
  • b A or d A (Reset) >
  • d d A / B > A, B, C, A, B, C, C, B, QCF B

EX

  • b A (x2), d A, d B > f b f B > HCB HCB A B
  • b B, b A (x2), d A, d B > f b f B > HCB HCB A B
  • d C, b A (x2), d A, d B > f b f B > HCB HCB A B

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