Last Blade 2/Amano: Difference between revisions

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=The Basics=
=The Basics=
=Advanced Strategy=
=Advanced Strategy=
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.
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:.
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=
=Match-Ups=



Revision as of 20:42, 21 November 2015

Introduction

Moves List

Normal Moves

Special Moves

Super Moves

The Basics

Advanced Strategy

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.

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:.

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