Last Blade 2/Amano

From SuperCombo Wiki

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