Last Blade 2/Washizuka

From SuperCombo Wiki

Introduction

Washizuka is a solid mid to upper mid tier character. The A version of his fireball is good, his Dm is great for punishing ground and air recoveries and he's fairly quick. He has high low links and some very safe block strings in speed/ex since he can switch high to low at any time in his chain combos. He is the only real charge character in the game and as such has issues dashing in and punishing things or starting combo off a dash. Most times he will toss a fireball but there are ways around it.

He is best in speed but he can be played effectively in any mode. In power he's more dangerous mid screen and in ex he can finish his bnb speed chain combos with a Dm for more damage. The damage tradeoff in Ex isn't worth it in my opinion but if it works for you then go for it. Rob Noe 18:39, 6 October 2009 (UTC)

Moves List

Washizuka has no real useless normals or specials.

Normal Moves

Standing attacks

  • A: Vertical slash. Has good range and is decent as a poke. Cancels in all modes. Links to Back+A
  • Back+A: Less range than A but better in combos. Cancels in all modes and links to Back+A.
  • B: Horizontal Stab. Good range on this. Causes recoil if blocked. Cancels in all modes and mainly used in speed combos.
  • Forward B: Similar to Standing B but has more range and comes out slower. Cannot be canceled in any mode and can only combo in speed chains.
  • C: Short ranged low kick. Hits low but can be blocked either way. Cancels in all modes.
  • Forward+C: Horizontal kick. Hard knockdown on hit. Can be canceled in power and can be linked after near the corner in all modes with his "flash kick" move

Special Moves

Charge Back,Forward + A/B. Wave type projectile. A version fires one, B version fires two. A version can be used in combos.

Charge Down,Up + A/B. Anti air attack at about a 70 degree angle. Both versions can be used in combos. The opponent can air recover after getting hit. Good to use after a mid air deflect (charge down immediately after the deflect and press up+A/B as you land)

QCB + A/B Quick horizontal stab type attack. You can mash the buttons for more hits. Both versions can be used in combos and the B version can be linked after if you are close. B version is useful in block strings and as a long ranged poke.

Charge Back, Forward + C Shoulder charge. Can be super canceled and has 3 followups.

  • QCB + C Leaping stab. Must be blocked high. use as a mixup if opponent is crouch blocking.
  • QCB + B Low stab. Knocks down on hit and must be blocked low. Use as a mixup occasionally if opponent is blocking standing up.
  • QCF + C Horizontal attack. Knocks down on hit, can be blocked high or low. Main combo tool and it can be super canceled.

Rob Noe 09:20, 6 October 2009 (UTC)

Super Moves

DM: QCB-F + AB 14 hit rush DM. Can combo normally after B attacks, super cancel in power/ex otherwise. Good in combos but don't throw it out randomly.

SDM: QCB-F + B Single strike for big damage. Becomes unblockable and does more damage if you hold B until Washizuka turns red. Cannot be used in combos. Best bet is to use it after a deflect (instantly, don't hold) or sometimes as a meaty after a knockdown forward+C in power mode. Not to useful overall.

Rob Noe 09:31, 6 October 2009 (UTC)

The Basics

Advanced Strategy

Match-Ups