The Last Blade (
The game takes place during the late Tokugawa shogunate era in Japan (more precisely during the transition between the Bunkyū and Genji eras), and incorporates various elements of Japanese mythology. As such, the background music generally incorporates synthesized instruments simulating a sound appropriate to the 19th century setting, in a Western classical, pseudo-Romantic style (unusual for a fighting game). Many characters from the series take intentional inspiration from the manga, Rurouni Kenshin. Developers state that it was a friendly nod to the mangaka for being a well-known fan of the Samurai Shodown series.
Story[]
Long before humanity existed, in a far off time of myth, death was an unknown, equally distant concept, but when death first came to the world, the "Messenger from Afar" was born.
With time, the Sealing Rite was held in order to seal Death behind Hell's Gate. At that time, two worlds, one near and one far, were born. Thus the history of life and death began.
Half a year has passed since Zhuque/Suzaku's madness, and the underworld is still linked by a great portal. Kagami's great sin is still heard as if ringing from the heavens. Our world has been called upon. Legends of long ago told of the sealing of the boundary between the two worlds. The Sealing Rite would be necessary to hold back the spirits of that far away world.
However, the Sealing Rite brings together the power of the Four Gods and Sealing Maiden, for the first time properly completing the ritual.
To find the Sealing Maiden, Xuanwu/Genbu began searching in the center of the world, from which all things begin. At the same time in the underworld, in the depths of darkness, many spirits conspired, plotting to hinder the Sealing Rite. They had but one wish, to be reborn into our world.
Plot[]
Here is the series' official timeline. Like the Samurai Shodown series, the chronology of the series takes place in the Edo period (in this case, during the last years of the time period and in the end of the Togukawa Shogunate). The table shows both the Gregorian calendar's year and the Japanese era names; historically speaking, the former would not be officially adopted by Japan until 1872[1] and the latter is still used in Japan.
1863 | Bunkyū Era (4th Year) | The Last Blade |
---|---|---|
1864 | Genji Era (1st Year) | The Last Blade 2: Heart of a Samurai |
Gameplay[]
The Last Blade series is seen as a spiritual successor to SNK's popular Samurai Shodown series, due to it being a similar 2D weapons-based fighting game. The game's mechanics are characterized by two selectable fighting styles, and a unique combo system along with a "deflect/repel" (Hajiki) system which involves pressing the button at an attacker's incoming attack. Upon deflecting, the opponent is left open to attack via a recoil animation. The sequel improves upon its mechanics like so:
- Neutral repels all high/mid-attacks standing.
- + (repelling while crouching) deflects low attacks instead.
- To deflect non-projectile special moves however, + must be used for standing, while + is used for crouching.
- Repels/Deflects can also be used in midair, with the same rules as applying to standing repels via neutral vs. normals and forward vs. non-projectile specials.
- In all games, pressing just upon deflecting an attack on the ground makes the deflect-er follow-up with an automatic knockdown counter attack (not possible in midair), though waiting for a bit after the deflect animation ends allows the deflect-er to instead recover to neutral to follow-up with an attack or starter of their choosing with some timing needed before the victim recovers.
- In The Last Blade 2, this can be also done on the ground while guarding and having a full meter. This repel attack will become a Guard Cancel, consuming the entire power gauge. The damage done however, is negligible, but gives the defender an opportunity to escape from a pinch of onslaughts of attacks through a guaranteed knockdown.
For the other buttons:
- : Weak slash. These variations often have both a neutral variation or input while standing. Back Weak Slashes tend to be reminiscent of quick jabs.
- : Strong slash. While standing, these come in three variations of neutral, or . Pounce/Pursuit Attacks can be performed (faster than in the Samurai Shodown series) with + on a downed foe. Some characters, like Juzoh, instead does this with + , making this command similar to Waku Waku 7, Capcom's Darkstalkers series and Red Earth.
- : Kick. + is a wallbouncing attack that sends the victim away towards an anywhere-wallbounce on hit. While + is instead a universal low-hitting sweep. Most neutral kick normals and all sweeps can also hit a downed foe like a Pounce/Pursuit Attack, though with faster recovery and startup at the cost of damage. Lee and Akari have variations of this using + .
- Prior to The Last Blade 2, to throw an enemy, the victim must be up-close and the attacker must use the input + . As of The Last Blade 2 and its ports, the command + is used to throw instead. Some characters have an air throw, but akin to the Samurai Shodown series, throws in general in The Last Blade series have a whiffing animation if done out of range.
- Pressing and together has no effect, except for Hibiki and Lee, who will dodge an attack akin to The King of Fighters' side-step/spot-dodge maneuver. It is available to them regardless of the style mode chosen.
Hopping, or short jumps, akin to The King of Fighters series is also possible, though hyper hops do not exist throughout the games, nor do running hops.
The special moves are traditionally known as "Ōgi" (Secret Skills) in the Japanese script, localized as "Secret Slashes" (the term is often in other games however, used as the term for super moves rather than special moves).
The super moves/DM's in the series are instead however, known as "Chō Ōgi" (Super Secret Skills), localized as "Super Secret Slashes". At low HP, they can be used infinitely with no meter cost when the user's HP bar is flashing.
The two styles consist of two modes: “Speed” Mode and “Power” Mode;
- Power Mode (Ryoku mode in Japanese):
- Grants the player increased damage potential exponentially (even with normal slash attacks inflicting chip damage on block, but causing weapon recoil/bouncing if a weaponized basic attack is blocked).
- Grants access to "Hidden Secret Slashes" (Senzai Ōgi/Latent Secret Skills in Japanese) which inflict an exorbitant amount of damage (the recommendations to performing them however, requires the player's life bar to flash and have a full power bar).
- Allows the user to perform Super Cancels, known in Japanese as Shōka (昇華, lit. Sublimations); canceling a special move into any Super/Hidden Secret Slash (with the sole exception of Awakened Kaede in the first game who can cancel higher level SS's into each other).
- The second game adds in a Defense-Failing Slash, done with + , which is a delayed unblockable thrust attack that knocks down on hit.
- Power mode always allows for the character's default color scheme when selected as of the second game.
- Speed Mode (lit. Waza/Technique Mode in Japanese) on the other hand:
- Allows players to chain several normal attacks into one another from weak to strong, as well as chaining their weak slashes or strong slashes into themselves as a 'dial string' of sorts. Weaponized basic attacks do not cause recoils in this mode, allowing for continuous offense and attack pressure though with no chip damage on block unlike with Power Mode.
- A larger range of normal attacks can special-cancel into specials or supers by proxy.
- In the place of Hidden Secret Slashes, users can instead execute an "Enigma Frenzy Attack/Speed Combo" (or the Ranbu Ōgi/Wild Dance Secret Skill in Japanese), which is continuous combo rush that lasts until the gauge empties. However, the sequel turns it into a Deadly Rave-type super that can start with a low attack or mid attack that can convert to four varying sequences of inputs unlike the source move of origin.
- Said sequel also adds in the Launching Slash, done with + , which is an upwards launching slash that hits overhead. Landing one on a crouching fighter (if they attempt to block it low) causes the defender/victim to suffer from a stagger hit effect instead of a launch.
- The sequel introduces EX Mode (Kyoku/Extreme Mode in Japanese), which via a code unlock, is a mode that combines both aspects of Power and Speed/Technique Modes. However, the user suffers from a taking extra damage while also not having access to the Defense-Failing Slash from Power Mode (only the Launching Slash is available instead). However, they have access to both Hidden Secret Slashes and Enigma Frenzy Attacks, with the latter also being usable at low HP the same way endlessly.
Interestingly enough, the first Last Blade game is probably the first SNK fighter to incorporate Special-to-Super-type Super Cancels into its game mechanics, first seen in Street Fighter III and Street Fighter EX.
Also unlike in several other SNK games, this series also allows airborne teaching/recovery from airborne knockdown states, and like Samurai Shodown varied getup animations also apply such as rolling back or forward when already downed. Jumping unlike in other fighting games, causes the character's collision box to vanish (allowing both characters to jump past each other).
Games[]
Mainline Games[]
- The Last Blade (
幕末 浪漫 月華 の剣士 , lit. "Curtain Closing Romance: Swordsman of the Moon Luster”) - The Last Blade 2 (
幕末 浪漫 第二幕 月華 の剣士 ~月 に咲 く華 、散 りゆく花 ~, lit. “Curtain Closing Romance Act II: Swordsman of the Moon Luster - On the Moon a Flower Blooming, a Petal Falling”)
Neo Geo Pocket Color[]
- The Last Blade: Beyond the Destiny (
幕末 浪漫 特別編 月華 の剣士 ~月 に咲 く華 、散 りゆく花 ~, lit. “Curtain Closing Romance Special Chapter: Swordsman of the Moon Luster - On the Moon a Flower Blooming, a Petal Falling”)
Pachislot Title[]
- Gekka no Kenshi Gaiden ~ Akari to Nanatsu no Ayakashidama - pachislot side-story centered on Akari.
Compilation[]
- Bakumatsu Rouman: Gekka no Kenshi 1・2 - A compilation of the two mainline titles of the series.
Characters[]
Introduced in The Last Blade[]
Introduced in The Last Blade 2[]
Characters' Participation[]
Participation of the characters in the mainline games of the series, either they canonical or not.
- Note 1: The order of the tables are based on the appearances on the first mainline game of the series.
- Note 2: The list below shows what each colour of the table represents:
- Yellow: for table titles, to be announced entries (TBA) and undefined/dual status.
- Green: Appears in the game.
- Red: Does not appear in the game.
- Forest Green: indicates the characters who participated in all games of the series.
- Fire Brick Red: indicates the characters who were absent from at least one game in the series.
Character | LB 1 | LB 2 |
---|---|---|
Kaede | Regular Character | Regular Character (His Normal [Hidden] and Awakened Version) |
Moriya Minakata | Regular Character | Regular Character |
Yuki | Regular Character | Regular Character |
Okina no Genbu (Genbu no Okina) | Regular Character | Regular Character |
Akari Ichijou | Regular Character | Regular Character |
Juzoh Kanzaki | Regular Character | Regular Character |
Hyo Amano | Regular Character | Regular Character |
Lee Recca | Regular Character | Regular Character |
Zantetsu | Regular Character | Regular Character |
Keiichiro Washizuka | Regular Character | Regular Character |
Shigen Naoe | Regular Character | Regular Character |
Shikyoh | Regular Character | Absent |
Kojiroh Sanada | PlayStation Exclusive Character | Absent |
Ponta "Akari" Ichijou | PlayStation Exclusive Character | Absent |
Deku no Shigen (Shigen Naoe) | PlayStation Exclusive Character | Absent |
Hibiki Takane | Absent | Regular Character |
Setsuna | Absent | Regular Character |
Kaori Sanada | Absent | Regular Character |
Mukuro | Absent | Regular Character |
Hagure Hitogata | Absent | Hidden Character |
Kotetsu Naoe | Absent | Hidden Character |
Musashi Akatsuki | Sub-Boss | Neo Geo CD and Dreamcast Exclusive Character |
Shinnosuke Kagami | Final Boss (His Normal and Awakened Version) | Regular Character |
Kouryu | Absent | Final Boss |
Trivia[]
- This series, the Art of Fighting series and the World Heroes series are the only SNK fighting game series to not have Dream Matches (non-canonical games).
- Hibiki Takane, a character introduced in the second entry of the series, has appeared as a solo representative twice in crossover games, first in Capcom vs. SNK 2, then later as a DLC character in the 2019 Samurai Shodown game.
- This series was heavily inspired by Rurouni Kenshin series, which on the other hand took inspiration from Samurai Shodown series, particularly in its character designs. This inspiration is seen in the Bakumatsu setting, which is heavily featured in the backstory of several Rurouni Kenshin characters, as well as several character designs.
- For instance Moriya Minakata was inspired by Himura Kenshin, Keiichiro Washizuka was inspired by Saitō Hajime, Zantetsu was inspired by Udou Jin'ei and Akari Ichijou was inspired by Makimachi Misao.
- All games of the series were produced and released by former SNK.
- In Japanese in-depth wikis and sources, all repels/deflects and repel-counters have their own actual names. Some of these names would be brought to the forefront as unique specials in Neo Geo Battle Coliseum for Kaede, Moriya, Akari and Washizuka.
- According to Eisuke Ogura and Yasuyuki Oda (SNK's creative director and main producer, respectively), this series, from a story/plot perspective, is considered finished by the company. If a new canonical game in the series is developed, it will be a reboot, just as what happened with the Samurai Shodown series and its 2019 reboot.[citation needed]
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- ↑ "The Japanese Calendar History". National Diet Library, Japan. 2002. Archived from the original on December 3, 2002. Retrieved July 23, 2024.