Setsuna (LB2)

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LastBlade2Logo.gif

Introduction

Setsuna.png

Moves List

Special Moves

Input
Damage
Notes
Anonymity - One

Setsuna raises his sword and makes a forward strike down.

Qcf.png + Snka.gif/Snkb.gif
Snkb.gif version moves slower, but deals more damage.
Anonymity - Two

Setsuna's uppercut.

Dp.png + Snka.gif/Snkb.gif
Snkb.gif version has a slower start up, and is better for hitting opponents at a distance.
Anonymity - Three

Setsuna lauches himself forward to deliver a swipe attack.

Qcb.png + Snkb.gif
Anonymity - Four

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

Dp.png + Snkc.gif
Anonymity - Five

Setsuna charges himself with electricity, giving him a temporary armor.

Hcb.png + Snkc.gif
Follow up with Anonymity - Five Continuation (Hcf.png + Snkc.gif) to perform a mid stun punch.

Desperation Moves

Input
Damage
Notes
Anonymity - Severance

Setsuna performs an Anonymity - One that deals more damage and has more range.

Qcf.png, Qcf.png + Snka.gifSnkb.gif
Chargeable.

Super Desperation Moves

Input
Damage
Notes
Anonymity - Ultimate

Setsuna calls down lighting to empower him with an Anonymity - Five that lasts 10 seconds.

Hcb.png, Hcb.png Snkb.gif
Follow up with Anonymity - Ultimate Continuation (Hcf.png + Snka.gifSnkb.gif) while his armor is still activated for a dramatic animation of Setsuna symbolically damaging your opponents.

The Basics

Combos

Power

Snka.gif + (Qcb0.pngSnkb.gif)
Snka.gif + (Dp0.pngSnkb.gif)
Snka.gif + (Qcf0.pngSnka.gif) + {Qcf0.pngQcf0.pngSnka.gifSnkb.gif}
Snkc.gif + (Qcb0.pngSnkb.gif)
Snkc.gif + (Dp0.pngSnkb.gif)
Snkc.gif + (Qcf0.pngSnka.gif) + {Qcf0.pngQcf0.pngSnka.gifSnkb.gif}
Uf0.pngSnkb.gif + D0.pngSnkb.gif + (Qcf0.pngSnkb.gif)
Uf0.pngSnkb.gif + D0.pngSnkb.gif + {Qcf0.pngQcf0.pngSnka.gifSnkb.gif}
Uf0.pngSnkb.gif + F0.pngSnkc.gif + (Qcf0.pngSnkb.gif) + (Delayed){Qcf0.pngQcf0.pngSnka.gifSnkb.gif}
(Corner)Uf0.pngSnkb.gif + F0.pngSnkc.gif + (Dp0.pngSnkc.gif)
(Corner)(Armor)(Hcb0.pngSnkc.gif) + Uf0.pngSnkb.gif + F0.pngSnkc.gif + (Hcf0.pngSnkc.gif) + (Qcf0.pngSnkb.gif) +
(Delayed){Qcf0.pngQcf0.pngSnka.gifSnkb.gif}
(Corner)(Armor)(Hcb0.pngSnkc.gif) + Uf0.pngSnkb.gif + F0.pngSnkc.gif + (Hcf0.pngSnkc.gif) + (Qcf0.pngSnkb.gif) + (Dp0.pngSnkc.gif)
(Corner)(Armor){Hcb0.pngHcb0.pngSnkb.gif} + Uf0.pngSnkb.gif + F0.pngSnkc.gif
(Hcf0.pngSnkc.gif)(Let them fall for a second once to Reset.png damage counter, then keep doing them) + (Qcf0.pngSnkb.gif) + {Hcb0.pngHcb0.pngSnkb.gif} + D0.pngSnka.gif
Snkc.gifSnkd.gif + Snkc.gif
Df0.pngSnkc.gif + Snkc.gif(You can use Df0.pngSnkb.gif for these, but that actually gives your opponent frame advantage when they get up, so you're totally screwed afterwards).


Speed

D0.pngSnka.gif + (Qcb0.pngSnkb.gif)
D0.pngSnka.gif + (Dp0.pngSnkb.gif)
D0.pngSnka.gif + (Qcf0.pngSnka.gif)
D0.pngSnkc.gif + (Qcb0.pngSnkb.gif)
D0.pngSnkc.gif + (Dp0.pngSnkb.gif)
D0.pngSnkc.gif + (Qcf0.pngSnka.gif)
Snka.gif + D0.pngSnka.gif + D0.pngSnkb.gif + follow-up of your choice


EX

Snka.gif + D0.pngSnka.gif + D0.pngSnkb.gif(cancel off first hit) + (Qcf0.pngSnka.gif) + {Qcf0.pngQcf0.pngSnka.gifSnkb.gif)
D0.pngSnka.gif + (Qcf0.pngSnka.gif) + {Qcf0.pngQcf0.pngSnka.gifSnkb.gif}
D0.pngSnkc.gif + (Qcf0.pngSnka.gif) + {Qcf0.pngQcf0.pngSnka.gifSnkb.gif}
(Corner){D0.pngD0.pngSnka.gif / Snkb.gif} + Snka.gif + Snkb.gif + Snkc.gif + D0.pngSnkc.gif + D0.pngSnkc.gif + F0.pngSnkb.gifSnkc.gif + (Qcf0.pngSnkb.gif) + (Delayed){Qcf0.pngQcf0.pngSnka.gifSnkb.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