Last Blade 2/Setsuna

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LastBlade2Logo.gif

Introduction

Akari.png

Moves List

Normal Moves

Special Moves Anonymity - One - Qcf.png + Snka.gif/Snkb.gif

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

Anonymity - Two - Dp.png + Snka.gif/Snkb.gif

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

Anonymity - Three - Qcb.png + Snkb.gif

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

Anonymity - Four - Dp.png + Snkc.gif

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

Anonymity - Five - Hcb.png + Snkc.gif

Setsuna charges himself with electricity, giving him a temporary armor Follow up with Anonymity - Five Continuation (Hcf.png + Snkc.gif) to perform a mid stun punch

Desperation Moves

Anonymity - Severance - Qcf.png, Qcf.png + Snka.gifSnkb.gif

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

Super Desperation Moves

Anonymity - Ultimate = Hcb.png, Hcb.png Snkb.gif

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

Combos

Power

  • Snka.gif > Qcb.png Snkb.gif
  • Snka.gif > Dp.png Snkb.gif
  • Snka.gif > Qcf.png Snka.gif > Qcf.png Qcf.png Snka.gif Snkb.gif
  • Snkc.gif > Qcb.png Snkb.gif
  • Snkc.gif > Dp.png Snkb.gif
  • Snkc.gif > Qcf.png Snka.gif > Qcf.png Qcf.png Snka.gif Snkb.gif
  • Uf.png Snkb.gif >D.png Snkb.gif > Qcf.png Snkb.gif
  • Uf.png Snkb.gif >D.png Snkb.gif > Qcf.png Qcf.png Snka.gif Snkb.gif
  • Uf.png Snkb.gifF.png Snkc.gif > Qcf.png Snkb.gif > (Delayed) Qcf.png Qcf.png Snka.gif Snkb.gif
  • (Corner) Uf.png Snkb.gifF.png Snkc.gif > Dp.png Snkc.gif
  • (Corner) (Activate armor Hcb.png Snkc.gif) Uf.png Snkb.gifF.png Snkc.gif > Hcf.png Snkc.gif > Qcf.png Snkb.gif > (Delayed) Qcf.png Qcf.png Snka.gif Snkb.gif)
  • (Corner) (Activate armor Hcb.png Snkc.gif) Uf.png Snkb.gifF.png Snkc.gif > Hcf.png Snkc.gif > Qcf.png Snkb.gif > Dp.png Snkc.gif)
  • (Corner) (Activate super armor Hcb.png Hcb.png Snkb.gif) Uf.png Snkb.gif,F.png Snkc.gif >
  • Hcf.png Snkc.gif (Let them fall for a second once to reset damage counter, then keep doing them) > Qcf.png Snkb.gif > Hcb.png Hcb.png Snkb.gif,D.png Snka.gif
  • Snkc.gif Snkd.gif > Snkc.gif
  • Df.png Snkc.gif > Snkc.gif (You can use Df.png Snkb.gif for these, but that actually gives your opponent frame advantage when they get up, so you're totally screwed afterwards).

Speed

  • D.png Snka.gif > Qcb.png Snkb.gif
  • D.png Snka.gif > Dp.png Snkb.gif
  • D.png Snka.gif > Qcf.png Snka.gif
  • D.png Snkc.gif > Qcb.png Snkb.gif
  • D.png Snkc.gif > Dp.png Snkb.gif
  • D.png Snkc.gif > Qcf.png Snka.gif
  • Snka.gif,D.png Snka.gif,D.png Snkb.gif > follow-up of your choice

EX

  • Snka.gif,D.png Snka.gif,D.png Snkb.gif (cancel off first hit) > Qcf.png Snka.gif > Qcf.png Qcf.png Snka.gif Snkb.gif
  • D.png Snka.gif > Qcf.png Snka.gif > Qcf.png Qcf.png Snka.gif Snkb.gif
  • D.png Snkc.gif > Qcf.png Snka.gif > Qcf.png Qcf.png Snka.gif Snkb.gif
  • (Corner) (Activate speed combo specialD.png D.png Snka.gif / Snkb.gif) Snka.gif, Snkb.gif, Snkc.gif,D.png Snkc.gif,D.png Snkc.gif,F.png Snkb.gif Snkc.gif > Qcf.png Snkb.gif > (Delayed) Qcf.png Qcf.png Snka.gif Snkb.gif

Advanced Strategy

Gameplay

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

First off, never ever use his Df.pngSnkb.gif 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.gif 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.pngSnka.gif is very very quick and long range however, so it's great for throw mix-ups. Keep in mind that his jump Snkb.gif 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.gif's mixed with D.pngSnka.gif'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.pngSnkb.gif because the second will likely miss.

As far cancelling his Qcf.pngSnka.gif, 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.gif > Qcb.pngSnkb.gif and Snka.gif > Qcf.pngSnka.gif > Qcf.pngQcf.pngSnka.gifSnkb.gif to punish ground recoveries after Qcb.pngSnkb.gif combos or overhead launches. Dp.pngSnka.gif or Dp.pngSnkc.gif 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.gif. The armor's good for one hit, and can be good for getting a throw or something in.

Jump Snka.gif is his best air to air, and jump Snkc.gif 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.pngSnka.gif/D.pngSnkc.gif 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.pngSnka.gif/D.pngSnkc.gif 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.pngSnka.gif comes out quick, and if someone sees it, their first instinct is to block low. If you cancel into Qcb.pngSnkb.gif (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