HOW TO PLAY

BASIC CONTROLS

NOTE : Assume that all moves are done for a character facing right.

THE PATH OF THE BAKUMATSU

NOTE : Assume that all moves are done for a character facing right.

DASH Shift the joystick or Your character dashes or hops in the specified direction in order to position yourself well against the opponent. Jumping while dashing forward allows characters to long jump to cover more ground in offensive attacks.

BLOCK Press the direction away from your opponent. Whenever you block an opponent's attack, damage is minimized. In Power Mode, any normal or special attack that is blocked cause guard damage. In Speed and EX Mode, only special attacks will do guard damage if blocked. Characters can also block while airborne, but they cannot counterattack while they are recovering from the block in mid-air. Throws and special throws cannot be blocked, however.

REPEL

LOW REPEL

SPECIAL REEL Press D to repel an opponent's jumping/standing attack

Press + D to repel an opponent's low attack

Press + D to repel a non-projectile special attack This is the main way to safely parry an opponent's attack without taking any guard damage, even against Power Mode opponents. Crucial timing is needed to successfully repelling any incoming attack, rendering your opponent helpless for a split second and wide open for a counterattack. More about repelling is discussed below.

QUICK RECOVERY Press D when hit with a knockdown blow When hit with a staggering attack from the air or ground, you can press the D button within the first few frames after being hit by the attack. This will allow your character to land on his feet on the ground.

THROW Near opponent, press CD Use this technique when close to the opponent to toss him for significant damage. Several characters also have command throws as special moves. Remember, a missed throw attempt will leave you open to attack!

PURSUIT ATTACKS Near a floored opponent, or + B or C With a full gauge, you can cancel a defensive block and turn it into offense, crushing the opponent out of his attack for significant damage. Crucial timing is needed for this to be successful, costing the gauge in the process.

SPECIAL ABILITY BC at the same time This ability is unique for your selected Sword type. In Power Mode, pressing BC will perform a slow but unblockable attack which cause huge damage if it connects, but leaves you wide open to attack. In Speed and EX Modes, pressing BC will perform a fast overhead attack that can also strike down airborne opponents.

CHAIN COMBO Press A, B, C buttons in sequence This ability is only available in Speed Mode. The move above is the most basic chain combo that every character can do, and it is up to the player to discover other chain combos possible for each character for strategic variety.

GUARD CANCEL When guarding an attack, + D With a full gauge, you can cancel a defensive block and turn it into offense, crushing the opponent out of his attack for significant damage. Crucial timing is needed for this to be successful, costing the gauge in the process.

SUPER CANCEL When guarding an attack, perform a special move in red letters Only available in Power Mode, this allows you to link a special move into a Super Desperation move when you have a full gauge. It will be very useful to ensure the super move strikes the opponent once the special move connects for massive combined damage.

INITIATE SPEED COMBO

SPEED COMBO ATTACK + A or B, followed up by...

A, B, C, A, B, C, A, B, + C This ability is only usable with a full gauge in Speed or EX Mode. Performing the start-up move sets up your Speed Combo with an initial strike to your character, followed by sequential button presses to execute a smooth Speed Combo for significant damage to the opponent. Listed above is a basic Speed Combo that works for every character. Note that mashing on random buttons will not work.

DESPERATION MOVES Refer to moves in gold boxes in individual character movelists This ability is only usable with a full gauge in Power or EX Mode. Each character has at least one Desperation Move he can use when he amassed full power. When this hidden technique connects, it will inflict a sizable amount of damage to the opponent at the cost of emptying the gauge. Furthermore, if the character's life is dangerously low and flashing red, Desperation Moves can be done indefinitely without expending any power, giving a chance to the character to turn the tides of battle to his favor.

SUPER DESPERATION MOVES Refer to moves in dark gold boxes in individual character movelists This ability is unique in Power Mode. Aside from Desperation Moves, each character has at least one Super Desperation Move he can use when he amassed full power and his life is flashing low. When this ultimate technique connects, it will inflict massive amount of damage to the opponent, which is very useful to turn the tables in one fell swoop during the direst of moments in battle. Be careful not to waste the chance to annihilate the enemy!

ABILITY GAUGE TYPES

The Last Blade had introduced the Ability Gauge, where the player can choose his gauge based on his style of play. As your character performs special moves or gets hit, the gauge slowly builds up. Once the gauge is completely filled, the player can perform a certain devastating move depending on the ability type he chose at the cost of the entire gauge. Power Mode is mainly for aggressive gameplay, while Speed Mode is for a variety of rapid-fire offensive. The Last Blade 2 also introduces the new and secret EX Mode which incorporates both Power and Speed types at the cost of a much higher damage intake. Experiment which types suit your style to play your favorite character!

POWER TYPE

Normal and special attacks inflict more damage.

All blocked attacks will inflict guard damage.

Chain combos are impossible.

Pressing BC will execute a devastating power attack.

Moves in red can be cancelled into a Super Move.

Combo Specials are impossible.

With a full gauge or flashing low health, Desperation Moves are possible.

With a full gauge and flashing low health, Super Desperation Moves are possible.

SPEED TYPE

Normal moves can be linked and cancelled to specials.

Normal and special attacks inflict less damage.

All blocked attacks do not inflict guard damage.

Pressing BC will execute a swift overhead attack.

Certain moves can be cancelled into a Super Move.

Desperation and Super Desperation moves are impossible.

Combo Specials are available with a full gauge.

EX TYPE

Attack power is between Speed and Power types.

Damage intake is higher.

Rate of charging the gauge is slower.

Chain combos are impossible.

All blocked attacks do not inflict guard damage.

Pressing BC will execute a swift overhead attack.

Certain moves can be cancelled into a Super Move.

With a full gauge or flashing low health, Desperation Moves are possible.

Combo Specials are available with a full gauge.

REPELLING

The Last Blade introduced the Repel System, an integral part in gameplay's strategy. The Last Blade 2 further improves the system by allowing to parry even non-projectile special moves or desperation moves, which are impossible during the first. An opponent delivering an physical attack can be attempted to be repelled by pressing the D button, at which he will be stunned for a split second and enabling the defender to perform a swift counter with another press of theD button or a special/desperation attack of his own. While the repel itself does not do damage, the real punishment kicks in with the various ways of counterattack. Anticipation of jumping, standing or crouching attacks will be very helpful in mastery of repelling attacks.