Last Blade 2/Amano: Difference between revisions

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=The Basics=
=The Basics=
=Advanced Strategy=
=Advanced Strategy=
Gameplay
==Gameplay==


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


After any successful :dp::snkc: 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:.
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.
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
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.
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.


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 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.
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.
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=
=Match-Ups=

Revision as of 11:18, 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