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== Differences from Last Blade 2 Moriya ==
== Differences from Last Blade 2 Moriya ==
*No teleport glitch, which made Moriya God Tier in LB2, and an expert-only character with high execution requirements.
*Outside of minor system-specific differences, Moriya is essentially the same character as in LB2


== Okina ==
== Okina ==

Revision as of 07:25, 26 May 2017

  • everything here is a work in progress. Rough it out first, clean it up later.

ADD POUNCE ATTACK SECTION TO EACH CHARACTERS PAGE!

Intro Page. Basic background of the game

The Last Blade

The Last Blade is a 2D fighting game developed and published by SNK for its Neo Geo hardware. Originally released in Japan in 1997, the game has since been ported and re-released countless times on various platforms. It was followed by its more popular sequel, The Last Blade 2, in 1998.

Although often mentioned amongst SNK's flagship titles, The Last Blade finds itself today a lost classic, buried under other great titles such as various entries in The King of Fighters series, the Samurai Shodown series, Garou: Mark of the Wolves, and of course, The Last Blade 2. Those games each have a ton of online resources to learn from, and a plethora of tournament match footage on youtube. But outside of a few basic Gamefaqs movelists and very few casual match videos on youtube, the first Last Blade has virtually no online resources to speak of. Thus, the creation of this wiki: To serve as the ultimate gameplay resource for one of SNK's gems.

FAQ

What is The Last Blade?

The Last Blade is the first installment of a 2D fighting game series developed and published by SNK. It was released in 1997 for SNK's Neo Geo hardware, followed by its sequel, The Last Blade 2, in 1998, and eventually, a portable rendition, The Last Blade: Beyond the Destiny, released for the Neo Geo Pocket Color in 2000. It is often compared to SNK's Samurai Shodown series because its fighters use weapons to do battle. Unlike the Samurai Shodown series however, The Last Blade is not set during Japan's feudal era, but rather the Bakumatsu period, in which Japan's strict policy of isolationism was coming to an end, the Tokugawa Shogunate would soon fall, and Western influence would begin to shape Japan. As such, the game has a drastically different aesthetic and tone than the Samurai Shodown series.

What is the storyline of the game?

This wiki has been created specifically as in-depth gameplay resource for the game, as there is no other online. For information regarding the storyline of the game and each of its characters, check out the following link: [1]

How would you describe the gameplay of the Last Blade in comparison to other fighting games?

  • It has the pace/speed, importance of normals, pokes, and spacing from various Street Fighter and Samurai Shodown games
  • A short hop from the King of Fighters series
  • A high risk/reward deflect mechanic that works somewhat like the parry system in 3rd Srike
  • Short chain combos similar to those of Vampire Savior

As such, the game is not all offense and not all defense, but a balance between the two. Traditional fireball/dragon punch wars do not really take place in the game, and the deflect mechanic tones down aggressive rushdown styles of play in favor of more calculated offensive approaches. I will add that, more than most fighting games, air-to-air combat is prominent in the Last Blade. Not air combos or anything like that, but rather, air footsies. Cross-ups and ambiguous cross-ups are also a huge part of the game, more so than just about any fighting game I have played. Like all fighting games, you never want to be stuck in the corner, but in The Last Blade, being cornered is not the nightmare it is in Street Fighter. Sweeps, being a huge part of combat in Street Fighter, are not a very big part of the game.

One thing to note would be that games like Street Fighter often have clearly defined roles for each character. Dhalsim is a zoner. Zangief is a grappler. Their gameplay designs are tailored for each to be played in specific ways. These designations/distinctions are less apparent in the Last Blade. In Street Fighter, you play Ryu, or Dhalsim, or Zangief, or Guile, or Ibuki. Each, in a sense, its own system. In the Last Blade, you play the game's system. The characters are of course different from one another, but the differences are more subtle, and the approaches are more or less the same. Think of games like Marvel vs. Capcom, in which each character is obviously different, but the end goal is to get into your launcher/combos/air combos/infinites.

I've only played the Last Blade 2 (Or I've never played either). What are the main differences between The Last Blade and The Last Blade 2?

There are too many to list, but here are some of the main ones:

  • The Last Blade, as a whole, is a simpler game than The Last Blade 2. It has fewer mechanics and fewer combo possibilities, and, in a lot of cases, less special moves.
  • The Last Blade plays at a much slower and controlled pace than The Last Blade 2. There are no air and ground recoveries in the first game, resulting in more breaks in the action. You end up with a less hectic, frantic pace.
  • Air combat is very different between the two games. You cannot deflect while in the air in the first game, only in the second game. And so, although air combat remains important in the first game, it is not as sophisticated as it is in the second game.
  • When playing in Speed Mode, The Last Blade employs a Custom Combo system akin to that of Street Fighter Alpha 2. The Last Blade 2 replaced this with a totally different system.
  • The Last Blade has fewer characters than the second. The characters that both games do share, play differently between the two games, some slightly, and some being almost completely rebuilt for the second game. For specifics, see the individual character pages.
  • In the Last Blade, each character has their own stage. In the Last Blade 2, characters share stages.
  • Dizzies and Guard Breaks occur fairly often in the first game, at both low and high level play. I have rarely seen dizzies occur in the Last Blade 2, even when an expert is destroying a beginner. I am not even sure if the Last Blade 2 has Guard Breaks, because I cannot remember ever seeing one. For more on this, check out the System Mechanics page.
  • The Last Blade 2 is full of game defining glitches, some infinites, and horrible game balance, with a God tier similar to that of Marvel vs. Capcom 2. The Last Blade, although not perfectly balanced, is a more balanced and polished game.
  • In the Last Blade, Power Mode has, in general, far fewer combo/link possibilities compared to second game, in which Power Mode is defined by links.
  • The Last Blade 2 has dash moves, meaning, dashing A is different from standing A. The first game does not have dash moves. If you dash and hit A, standing A will come out.
  • Short hops are much easier to execute in the first game.

For more specific information, I advise checking out the Last Blade 2 guide on the Shoryuken Wiki. It is an excellent resource and goes into great detail about the Last Blade 2's system mechanics.

How can I play?'

Since it's original release, The Last Blade has been ported several times, first to the Playstation in Japan, then for the Playstation 2 in Japan (packaged with the Last Blade 2 as a collection), and more recently through various online platforms such as Steam, the Wii's Virtual Console, etc.

But the best way to play today would be through the online client known as Fightcade. It's free, has excellent online play, and is not a port, but the original game itself, in file form, running on perfect emulation of the Neo Geo. So you get to play the real game, as it was played in arcades in 1997, with your own arcade stick, gamepad, or keyboard.

Is there a Training Mode?

Yes. To access the training mode through fightcade, launch the game, go to Game, Set Dipswitches, change from MVS to AES, then press F3 to reset the emulator. The training mode will be in the main menu.

If you want to then play online, make sure to go to Set Dipswitches again, reset to defaults, and press F3 to reset the emulator. If you don't do this, you will get desync issues with your opponent.

Controls

Notation

(Put the numpad and buttons here)

The numbers above correspond to the numpad on a standard computer keyboard, each number representing a directional input on an arcade stick or video game controller, 5 being the neutral position (no directional input being made). The letters above represent the Neo Geo's four buttons, each of which has a specific gameplay function.

IMPORTANT: The remainder of this guide will be written from the perspective of PLAYER 1 FACING RIGHT. So if you see 6B for instance, which translates to the forward direction and the B button, this command must be done in reverse if you are the player facing LEFT, so 6C becomes 4C. Everything just flips when facing left.

(Put all universal control stuff here. what each button does, how to dash, jump, short hop, all universal command normals like 6B, 4A, sweep, throws,

System Mechanics

Each character in The Last Blade can be played in one of two modes: Power or Speed.

Power Mode

  • Attacks do more damage than in Speed Mode and normal attacks cause chip damage
  • No Chain Combos, only Links (see individual character pages)
  • Each character has one Special Move that can be canceled into their Desperation Move, also known as a Super Cancel (see individual character pages)
  • Access to Desperation Moves (require a full super meter to be done once, or can be done an infinite number of times when health is low/flashing)
  • Access to Super Desperation Moves (require a full super meter and low/flashing health)

(Super Cancels. What Links are, whatever else is Power Mode specific. Maybe the full Super Cancel movelist, just as a quick reference, which can also be showed in inidividual character pages)

Speed Mode

  • Attacks do less damage than in Power Mode and normal attacks do not cause chip damage
  • Access to both Chain Combos and Links, and the ability to combine the two (more on this in the individual character pages)
  • No Super Cancels, but the ability to finish chain combos with Desperation Moves (see individual character pages)
  • Access to Desperation Moves (require a full super meter to be done once, or can be done an infinite number of times when health is low/flashing)
  • No access to Super Desperation Moves, instead access to a Custom Combo (requires a full super meter and low/flashing health. Must be activated. Meter drains over time and drains further when attacks are used. Light attacks will drain small portions of the meter while strong attacks will drain larger portions of the meter)

(Universal Speed Chain system should be put right here. And Custom Combo system details and rules. Little details like being able to cancel crouch C into any/all specials)

Repel/Deflect

Throws

Ground Attacks/Pursuit Attacks

Guard Breaks

Dizzy/Stun

Tiers

TOP Yuki, Kaede, Moriya

HIGH Zantetsu, Shikyoh

MID Washizuka, Lee, Akari, Amano

LOW Shigen, Juzoh, Okina

Tier Analysis

Keep it short and simple. Details will go in the character pages. More comprehensive tier list will be worked out.

Kaede

Introduction NO STORY STUFF ONLY BASIC CHARACTER INTRO, NOT STRATEGY. Maybe pros and cons? those are always simple and nice to have

Normal Moves

Standing

Crouching

Jumping

Special Moves

Ittou Hayate - 236A/B fireball

Ittou Kuga - 623A/B Shoryuken

Ittou RenjinZan - 214A/B (x3) rekka, super cancel

Ittou TabaKaze - 214C command roll

Ittou ArashiUchi - 41236C command grab

Ittou RaiTei 4/2/6B (air) Air Throw

Desperation Moves

Kakusei - BCD awakened kaede transformation

Kasshin FukuRyu - 21416AB lighting bolt dm, hold to delay

Super Desperation Moves

Kasshin KouRyu - 21416AB lighting bolt sdm, hold to delay

Unique to this character

By Pressing BCD, Kaede "Awakens", transforming into a superior version of himself. All his moves are faster and stronger in every way, with the tradeoff being that his health slowly ticks away until there is a pixel left (health will not tick to 0).

Awakened Kaede

Introduction

Special Moves

Shinmei Hayate - 236A/B

Shinmei Kuga - 623A/B

Shinmei RenjinZan - 214A/B (x3)

Shinmei TabaKaze - 214C command roll

Shinmei ArashiUchi - 41236C command grab

Ittou RaiTei - 4/2/6B (air) Air Throw

Desperation Moves

Kasshin FukuRyu - 21416AB lightning bolt DM, hold to delay

Kasshin SeiRyu - 236236AB lightsaber slash DM hold to delay

Super Desperation Moves

Kasshin KouRyu - 21416B lightning bolt SMD hold to delay

Kasshin SouRyu - 236236B hold to delay, other SMD, i think it's the gut stab one from LB2, must double check

Strategy

Kaede's greatest asset is his dominant 5A. It has outstanding range, gets him into his rekka series from nearly maximum range, and keeps the opponent out. His jumping A is just as dominant in the air. His jumping B is also a dominant tool, particularly for jump-ins and low hops, but for air-to-air, jumping A is the more sure thing, although jumping B is not really worse. So Kaede has normals to control both ground and air combat. Mix this up with empty hop and dash-in command grabs, and Kaede becomes an absolute nightmare to defend.

Power Mode (analysis)

power mode strategy and such here

Combos

power combos here

Speed Mode (anaysis)

speed mode strategy and analysis here

Combos

speed combos here

Differences from Last Blade 2 Kaede

differences here. Don't get too nitty gritty. Main key differences that affect his basic design and gameplay. Don't make this section too big.

Yuki

Introduction

Normal Moves

Standing

Crouching

Jumping

Special Moves

HyouJin - 236A/B fireball

SouKa - 623A/B DP

ShunSetsuZan - 214A/B dash slash

HyouKyou - 41236C reflector

Suizan - 63214C command grab

Desperation Moves

YukishiMaki - 21416AB DM slash, follow with 236B/C

Super Desperation Moves

Shin YukishiMaki - 21416B Blizzard Cyclone Crystal SDM

Unique to this character

Strategy

Power Mode (analysis)

Combos

Speed Mode (anaysis)

Combos

Differences from Last Blade 2 Yuki

Juzoh

Introduction (character story, gameplay basics)

Normal Moves

Standing

Crouching

Jumping

Special Moves

Geki Shin - 623A/B ground pound

GouDanShou - hold A/B/C hold/release slam thing

Fugaku - 63214B command grab. follow up with 236B for the club swing, and 236B for the fireball. then include the pounce/pursuit attack

Kongou JuTsui - 236A/B the running club swing combo thing

Desperation Moves

KatsuMoku DaiGekidou - 21416AB follow with 236B

Super Desperation Moves

KatsuMoku ChoGekidou - 6321463214B Command grab SDM

Unique to this character

Include all his various pounce/pursuits here. he has a ton.

Strategy

Power Mode (analysis)

Combos

Speed Mode (anaysis)

Combos

Differences from Last Blade 2 Juzoh

Akari

Introduction (character story, gameplay basics)

Normal Moves

Standing

Crouching

Jumping

Special Moves

ShikiGami Tenku - 236A/B fireball

Tenmon Hoshi no Meguri - 28C sparkly up and down move

Gaiki DorotaBou - 623A/B/C portal moves. include the various follow ups. MeiRyu Mari Otoshi - 1/2/3C MeiRyu Mari Houri - 7/8/9C MeiRyu Mari Koroge - hold A/B

Gaiki KiyoHime - 63214A command grab

Mamori HitoGata - 63214B paper thing... dont know what it does still

Henka HitoGata - 63214C transforms into opponent

Desperation Moves

ShikiGami Rikugou - 21416AB demon centipede DM

Super Desperation Moves

ShikiGami HyakkiYakou - 632146B Shinto Ghost parade SDM

Unique to this character

Strategy

Akari is equal parts offense and defense, with a subpar air game.

Power Mode

2A, 28C, and 236A/B are the gameplan here. Maintain good spacing, never become predictable, and use these tools wisely. Throw in a command grab here and there. Her Super Cancel is generally hard to land and makes her DM next to useless in Power Mode. Her game becomes centered mostly around pokes and space control with her Specials. Must play very fundamentally sound to do well with her in Power Mode.

Combos

Speed Mode

Akari's greatest asset in Speed Mode is her ability to easily chain into her DM. With chain combos comes easier offense, but she is still by no means a high-pressure character and should be played with the same sort of unpredictable rhythm as in Power Mode, switching between offense and defense seamlessly, letting the game come to her and taking what's there.

Combos

Differences from Last Blade 2 Akari

Amano

Introduction (character story, gameplay basics)

Normal Moves

Standing

Crouching

Jumping

Special Moves

Keima no Taka - 623C uppercut DP punch move

Suzume Sashi - 616A/B stick charge! can be done with 646 as well, no issue.

Shougi Doushi - 33C command grab headbutts

Ibisha Anaguma - tap A repeatedly hundred hand slap move. can finish with Anaguma no Fudoshi Nugi - 236B for a final hit to the gut

Hisshi - 63214B stick swing wind up. hold to delay and build power

Takabisha - 63214C Counter move. use sparingly if at all.

Desperation Moves

Banjo Kono Itte "Tokin" - 6321463214AB his DM, hold to delay

Super Desperation Moves

Banjo Kono Itte "Hisha"/"Kaku" - 6321463214A/B his SDM. each version does a different disc throw. pretty terrible SDM.

Unique to this character

Strategy

Amano's game plan is very different depending on which mode you choose to play him in. His jumping and hop C should be used to control the match both offensively and defensively. Abuse his 2A as often as possible, as it is his best poke. It is extremely fast and has deceptively long range. Mix all this up with some empty hops and command grabs.

Power Mode

The ultimate goal here is to land Amano's Super Cancel. It does outrageous damage, and makes up for his otherwise lackluster offensive options. Play sound defensively, annoy the opponent with 2A and hop C, control the air with jump C, and throw in empty hops and command grabs until your opponent makes a mistake. If you get one repel, or the opponent makes a bad whiff, punish with the Super Cancel. Practice this in training mode until you have a 100% success rate. It is imperative.

Combos

Speed Mode

Amano's DM becomes completely useless here and he trades it in for a great offensive high/low game centered around his chain combos. Just about every 2A can be chained into 2B, which can then be canceled into his 636A/B stick charge move, and finished off with a ground attack. Pressure the opponent cautiously using hop C, empty hops, 2A, and just about every light attack landed should result in a full combo.

Combos

Differences from Last Blade 2 Amano

Moriya

Introduction (character story, gameplay basics)

Normal Moves

Standing

Crouching

Jumping

Special Moves

Ittou Oboro Jodan/Chuudan/Gedan - 214A/B/C yamazaki zoning sword whip moves. can be held to delay, and canceled with D.

Ittou Shingetsu (Ura) - 623A/B A version can be followed with Ittou Sogetsu - 623B only in Speed Mode. HIS MOON ARC DP!

Ittou TsukiKage - 236A/B (x3) rekka series. elite.can be stopped short to finish with DP, or even reset with another rekka slash.

Taitou Hogetsu - 412A/B/C teleport. A is away from opponent, B is right in front, C is behind. C version is most useful for a teleport into a throw. really good option and integral to his game.

Desperation Moves

Kassatsu Izayoi Gekka - 641236AB million slash DM. hold to delay.

Super Desperation Moves

Kassatsu MidareSetsu Gekka - 641236B Raging Demon looking SDM

Unique to this character

Strategy

Power Mode (analysis)

Combos

Speed Mode (anaysis)

Combos

Differences from Last Blade 2 Moriya

  • No teleport glitch, which made Moriya God Tier in LB2, and an expert-only character with high execution requirements.
  • Outside of minor system-specific differences, Moriya is essentially the same character as in LB2

Okina

Introduction (character story, gameplay basics)

Normal Moves

Standing

Crouching

Jumping

Special Moves

Ki Paku - 236A/B/C turtles

Kame Mai Chi - 63214A/B basket spin

Make Mai Ten - 63214C cyclone spin overhead, great move, great anti air

Muku Yu - 22C drops from sky on opponent's head, very unsafe gimmick

Desperation Moves

Genbu no Hoko - 641236AB Hurricane spin DM

Super Desperation Moves

Genbu no Ikari - 641236B Giant dragon turtle SDM

Unique to this character

Strategy

Power Mode (analysis)

Combos

Speed Mode (anaysis)

Combos

Differences from Last Blade 2 Okina

Lee

Introduction (character story, gameplay basics)

Normal Moves

Standing

Crouching

Jumping

Special Moves

Ryu Tsui Sen- 214C (x3) rekka kick series

En Sen Shou - 623B DP fire kick, follow with 2B

Kasumi - AB dodge move. has various follow ups: Hokage - A/B/C Homura - 214B Senpuu - 1/2/3C

Enryu Haibi - 63214A/B firepalm dash charge thing. follow B version with another 63214B

Muei Kyaku - 2C (air) divekick series

Ibuki - Hold Start dont know what this does. need to check in training mode

Desperation Moves

Ougi Enryu Tenshin - 21416AB fan toss dash with fire trail DM

Super Desperation Moves

Hiougi Soten Muei Kyaku - 21416B Dashes to opponent and does insane combo, similar to Moriya SDM

Unique to this character

Strategy

Power Mode (analysis)

Combos

Speed Mode (anaysis)

Combos

Differences from Last Blade 2 Lee

  • Lee's AB Dodge Move is nowhere near as overpowered as it is in LB2
  • Power Lee is a juggernaut in LB2, but offensively challenged in this game, as his 2C links do not link into his 5B, which was the main source of damage for Power Lee in LB2.

Washizuka

Introduction (character story, gameplay basics)

Normal Moves

Standing

Crouching

Jumping

Special Moves

Shikku Satsu - 46A/B fireball

Koku Satsu - 28A/B flashkick charge down up sword slash anti air move

RouGa - 46C shoulder charge, follow ups are: Rouga Shashiki - 214C Rouga Onshiki - 236C

Shun Satsu - 214A/B flash poke medium range thing. follow with tap A/B repeatedly

Desperation Moves

Shin RouGa - 21416AB Shoulder tackle charge DM

Super Desperation Moves

Saishu RouGa - 21416B single slash mega damage SDM across screen. hold to delay

Unique to this character

Strategy

Washizuka is two very different characters depending on which mode you play him in. His greatest tools are his jumping A slash for air-to-air combat, his low hop C for pressure and cross ups, and his 214A/B special as a poke for controlling mid range combat. His zoning tools are decent and he should not be played strictly as a zoning character, but employ those tools when the situation calls for it. Washizuka requires strong fundamentals to play well. Knowing when to play offense, defense, rush in, approach slowly, back off, and use each of his specials. This is because he has no truly dominant tools outside of his jumping A slash which can stuff just about all air advances from the opponent.

Power Mode

Offensively challenged. Requires strong fundamentals to win with. Space control, smart use of all specials. Virtually no high/low game. Must master the mid range, as turtling will not work if you fall behind. Imperative to super cancel shoulder charge into DM. Must maximize all punish opportunities.

Combos

Speed Mode

The goal is to get in and stick to the opponent like glue, but a slow and steady approach is recommended. Has a decent high/low game. Chain combo into his DM whenever you can.

Combos

Differences from Last Blade 2 Washizuka

Shikyoh

Introduction (character story, gameplay basics)

Normal Moves

Standing

Crouching

Jumping

Special Moves

Hage Washi - 214A/B boomerang throw, can lose weapon. follow with Tsuibami - 8B

Kaiten Kimo Eguri - 623A/B cyclone spin thing tap A/B repeatedly to follow

ZanNiku Kamaitachi - 41236A/B crawl grab bite. not a throw, can be blocked. amazing special for both combos and punishing whiffs and dashes and such.

Ji Name Subari - 646C Crawl move. Lasts as long as you hold forward. sets up all sorts of mix ups and mind games.

ZanNiku Obasami - (air) 214B sword dive from the air, diagonal angle, fast

Mujihi Sashi - 63214C Command grab

Desperation Moves

MeiKyoShisui Kyoki - 236236AB juggling cyclone sword throw. lose weapon. can follow with Kosho - press Start then follow with KeiKyoShisui Kyoki - 63214AB

Super Desperation Moves

Kyoki Mijin Kizami - 236236B just like moriya and lee SDM, but faster and way more damage.

Unique to this character

Strategy

Power Mode (analysis)

Combos

Speed Mode (anaysis)

Combos

Differences from Last Blade 2 Mukuro

  • Although still a strong character with high damage output, Shikyoh is nowhere near the steroid freak God Tier hellish beast Mukuro is in LB2. His damage output is much lower, and he moves at a speed similar to the rest of the cast. In LB2, Mukuro stands apart. In this game, Shikyoh is just another strong character.
  • His projectile is far more unsafe in this game, as he can lose his weapon.
  • Different DM

Zantetsu

Introduction (character story, gameplay basics)

Normal Moves

Standing

Crouching

Jumping

Special Moves

Ryuei Jin - 236A/B arc slash, reflects fireballs. follow with 236A/B for a second slash, combos with the first.

Hagane Tachi Kai - 641236B Moon Crescent fireball

Tenma Otoshi - 63214C command grab

Kikou Hou - 214B shuriken flash toss, short range, super fast, super cancelable in power mode

Minamo Gakure - 421A invisibility

Mukuro Nui - (air) 236A/B in air, throw shurikens unto ground

Tenma Kyaku - (air) 2C divekick series, follow with 2C for a moon kick

Oboro Giri - 623C moonsault kick DP move

Desperation Moves

Toro Soujin - 21416AB multi slash close range DM, follow with 236B or 236B 236B or 236C 236C or 236C. need to work this out, confusing.

Super Desperation Moves

YamiGari - 6321463214B Command grab SDM

Unique to this character

Strategy

Power Mode (analysis)

Combos

Speed Mode (anaysis)

Combos

Differences from Last Blade 2 Zantetsu

  • Zantetsu was almost totally rebuilt in LB2.
  • Different DM. His projectile DM in LB2 is a regular projectile he has in this game, obviously much weaker. His DM in this game is a close range multi-slash combo.
  • The Shadow Dash Slash from LB2 is not present here.
  • Zantetsu does not have his strange LB2 air AC infinite in this game

Shigen

Introduction (character story, gameplay basics)

Normal Moves

Standing

Crouching

Jumping

Special Moves

Byakko So - 214A/B downward claw slash

Retsu Hoko - 623A the horizontal arm... thing. tap A repeatedly to follow.

Zetsu Hoko - 623B anti air arm thing, tap B repeatedly to follow

Hisui Sai - 41236C long range command grab

Kongo Sai - 632146C Diamond crusher command grab

Desperation Moves

Inga Ohou - 6321463214AB command grab DM

Super Desperation Moves

Fugu Taiten - 6321463214B command grab SDM

Unique to this character

Strategy

Power Mode (analysis)

Combos

Speed Mode (anaysis)

Combos

Differences from Last Blade 2 Shigen