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Posted (edited)

Use this thread to talk about upcoming Lambda info we're soon to get, loketests are on July 18th and 19th. Do not use this thread for sheer speculation, but feel free to talk about what information we have. I'll update the OP when we get enough info during loketesting.

New move: http://postimg.org/image/3u0yzwbv5/
http://postimg.org/image/iby67w369/
http://postimg.org/image/6lk8qiadt/
http://postimg.org/image/4fpxw06xd/

Appears to be a tackle, then an additional attack.

Loketest Information:

  • Act Parser Zwei Blade replaced with "Act Parser Tri (236B) with follow-ups "Spada" (6A) and "Blade" (6B)
  • Act Parser Zwei Cavalier renamed to Act Parser Tri Cavalier (236C)
  • Exceed Accel is called "Duo Cultus"
  • Lambda-11 Movelist: https://twitter.com/FrostMonarch_/status/621927921398079489
  • Act Paser Tri kicks in front of Lambda, can be followed up with Spada overhead or Blade
  • Lambda can connect A Parser into Tri
  • Lambda cannot connect A Parser into A Parser
  • 5D > 4D connects
  • Cavalier can be followed up midscreen with 6A
  • Drive is faster, angles most likely haven't changed
  • Calamity Sword can hit right in front of Lambda
  • OD Calamity Sword does not track vertically
  • Can probably connect Act into Cavalier
  • Gravity Seed floats
  • j.2D does not float on normal hit, but floats on CH
  • Taunt is still long
  • Spike Chaser gets shot down with Nu's 5D from any range (?)
  • Blade slides down
  • 236B can be blocked high or low
  • 2B > 6A > 2B is a gatling
  • 2D > 6C does not gatling
  • 2D > 6B does not gatling
  • 214A/B/C > 6A > 5C > 6C > 236D connects
  • Low altitude 6C > 236C does not conect
  • 4D > 6B does not gatling
  • 3C > ODC > Exceed Accel connects
  • Throw > 236D > 6C > 236C did not connect
  • j.D and j.6D do not launch on ground hit
  • Lambda's new 236B can be cancelled into her new OH and low options on block
  • If you input 6A/6B before 236B comes out, you'll cancel into the respective move
  • 236C > 5C connects easily
  • 5DD > 236B > 6B/6A connects
  • 5DD > 236B cancel > 6A does not connect
  • 5DD > 236B cancel > 6B conects
  • (in corner) 236B > 236C connects
  • Tri: Blade (236B~6B): similar to CS' 236B; in corner you can follow it up with 5B and other stuff
  • 236C > 22D doesn't connect
  •  (Midscreen) 214B > 6C > 236C >; dash 236D > 214D works (5B after that didn't work)
  • 6B now blows opponent away diagonally upwards; can still combo
  • (Corner) 3C > 236B~6B > 5B > 6A > 6C > 236C > 6C > 22D > dash 5D > 2D
  • 236B (Tri) is a mid
  • Can use 236D as oki after 236B~6B
  • 236B~6A only combos on standing hit
  • 236B > 236C didn't work
  • (Corner) Throw > 214D > 6A > 5C > 6C > 236D > 236C > dash 3C > 236B~6B
  • 236B~6B ender seems good.
Edited by Frost Monarch
Posted

As translated by SoWL:

Lambda:

- Act Parser Tri kicks right in front of you, then follow up with either the Sparda overhead or Blade.

- You can connect A Act into Tri.

- You cannot connect A Act into A Act.

- 5D 4D connects.

- Cavalier can be followed up in mid-screen with 6A.

- Drive is faster, the angles probably haven't changed.

- Calamity Sword can hit right in front of you.

- OD Calamity Sword does not track vertically.

- Can probably connect Act into Cavalier.

- Gravity Seed floats.

- j.2D does not float on normal hit, but floats on counter-hit.

- The taunt is still long.

- Spike Chaser gets shot down with Nu's 5D from any distance?

- Blade slides down (what's Blade?)

Posted

Nu being able to shoot down Spike Chaser either means her D's attack level went up, or ours went down.

Posted

There are no videos of Lambda currently, when (if) they come up, I'll post them here. These changes were received from JP loketest participants and translated by Tokkan and SoWL.

Posted

Taken from the CF thread. None of this info came from me.

 

the first hit of 236B is a high (jp refers to mids as highs.... in other words, it can be blocked high or low)

2B, 6A, 2B = gatlings

2D, 6C = no gatling

2D, 6B = no gatling

Elevated by Gravity, 6A, 5C, 6C, Sickle = works/connects

low altitude 6C, 236C =  doesn't work

5D Pocket (gap / dead area / etc) = probably hasn't changed

4D, 6B =  no gatling

6B, 2D(6D), CT = probably won't connect

6B, 6A pickup = doesn't work / impossible

3CcOD, Exceed Accel = connects

Grab, 236D, 6C, 236C did not connect. Because of that, as expected, it seems hopeless to use 236C

Feels like Summoner (D attacks, swords) got faster?

J5D / J6D = both do not launch on ground hit

Lambda (new) 236B = Overhead option (6A) or Low option (6B)...if the initial move hits (aka 236B), you can continue into one of these moves.

Your aerials that you usually would use after a grab, input them as you normally would

If you input 6A / 6B before 236B comes out, you will cancel out of 236B early and only use the continuation attack

midscreen 236C, 5C pickup = easily works

5C cancel is unchanged.... you can't cancel into anything until the 8 hits are done

Exceed Accel looks like Terumi's Roaring Fang

5DD>236B> any 236B continuation = connects

5DD> (cancel 236B) 6A continuation = Blue Beat

5DD>(cancel 236B) 6B continuation = connects

236C, 5C, 6C knocks your opponent far back... even so, 6C doesn't have SMP

SMP is only related to special moves

From 6C... 6D is unconfirmed

5D>4D> 236B doesn't connect? (depends on distance? not confirmed yet)

236B >6A continuation = even though it's not fatal, it connects

236B in corner >6B continuation = doesn't connect

speaking of in the corner, 236B>236C = stable combo part

6A continuation > RC = leaves you in the air.

6A continuation > RC >land > 6D = doesn't connect

CH Calamity = can float and follow up with combo

 

I'm not really sure what all of this means but does it seem like we now have a rushing overhead? If so that should make her stronger up close than she is now. 

Posted

I'm not really sure what all of this means but does it seem like we now have a rushing overhead?

 

yes, from 236B, she has new followups. 236B~6A (new move) is one of those followups, which is an overhead.

Posted

yes, from 236B, she has new followups. 236B~6A (new move) is one of those followups, which is an overhead.

Is the new 236B different from the current 236B? Our 6A isn't an overhead so I can't see how that would work if that's the case. 

 

I hope this mix up is better than the current 236A > 6B is.  

Posted

Is the new 236B different from the current 236B? Our 6A isn't an overhead so I can't see how that would work if that's the case. 

 

I hope this mix up is better than the current 236A > 6B is.  

 

Yes, 236B is a completely new move.  It never said 6A is an overhead.... 236B~6A is an overhead.

Posted

Yes, 236B is a completely new move.  It never said 6A is an overhead.... 236B~6A is an overhead.

That's good to hear, I just hope it's a reliable mix up as opposed to what we have now.

Posted

Updated the OP with all of the information obtained so far.

 

A few things pique my interest, namely, it seems like Lambda is returning to  her CS roots. I say this because since none of her D normal float on hit anymore, things like 5D > JC > j.2D > j.5D > j.6D will no longer exist. We also got back 5D > 4D, so it looks like we'll be doing combos like 5D > 4D > 236B again. Additionally, since there's a lot of talk about 236C losing a lot of its function in combos, I'm forced to think they changed the animation when they changed the name, much like they did with the new 236B. On that note, sounds like we're going to have some new mixup tools, with Spada and Blade being a Overhead and low respectively. It could be a strong option, seeing how we can cancel the animation of 236B into either of those options. I can already imagine 236A cross over > 236B cancel > 6A/6B Overall, I like what I'm seeing so far.

 

Also, can't tell if it was a mistranslation, but:

"5DD > 236B > 6B/6A does not connect

5DD > 236B cancel > 6A does not connect

5DD > 236B cancel > 6B does connect"

 

I hope this means D strings don't automatically make the second hit come out.

Posted

More informations :

 

-2C float unchanged
-Center stage : 6B > 2Ddl > Tri = works
-Gravity gauge recovery is about 1 second slower, regardless of whether or not you land a hit with it.

-Center Stage 3C > B Gravity > 6C from that position > 236C > slide Sickle > microdash Spike Chaser =  works
-In corner 236C > 22D = doesn't work
-If opponent is not in gravity spot / area, the gravity will disappear instantly. If they are there, it works the same as Nu's gravity.

 

And a drawing :

 

CKXp5yVUAAEflhv.jpg

CKXp6h1UkAAWOOp.jpg

  • 2 weeks later...
Posted

I just realised looking at Lambda's move list that she still doesn't have a new distortion. I doubt they will add one before release now. It's about time we got a new one, we've had the same two since CT :/ 

Posted

Her Exceed Accel is allegedly like Terumi's Soutenjin. And yeah, the animation definitely appears a lot like Supra Rage.

Posted

If that's true, then I hope it adopts Soutenjin's reversal properties as well. Wouldn't hurt to have another defensive option, especially if it can be used as an ODR punish.

  • 4 weeks later...
Posted (edited)

Nothing concrete yet, except "RYO" Relius stating "Lambda hasn't changed much". 

Tweet in question

We should expect to receive more information this weekend, as that's when the public loketesting will begin. The loketest that occurred over the last few days was invite only.

Edited by Frost Monarch
Posted

Loketest information, translated courtesy of @HiagoX

  • Tri: Blade (236B~6B): similar to CS' 236B; in corner you can follow it up with 5B and other stuff
  • 236C > 22D doesn't connect
  •  (Midscreen) 214B > 6C > 236C >; dash 236D > 214D works (5B after that didn't work)
  • 6B now blows opponent away diagonally upwards; can still combo
  • (Corner) 3C > 236B~6B > 5B > 6A > 6C > 236C > 6C > 22D > dash 5D > 2D
  • 236B (Tri) is a mid
  • Can use 236D as oki after 236B~6B
  • 236B~6A only combos on standing hit
  • 236B > 236C didn't work
  • (Corner) Throw > 214D > 6A > 5C > 6C > 236D > 236C > dash 3C > 236B~6B
  • 236B~6B ender seems good.

Posted (edited)

Some Lambda stuff from Yoshiki

  • Input after drives is accepted from 1st hit and from 2nd hit.
  • 6B sends the opponent flying slightly diagonally instead of straight up
  • Cavalier's travel distance extended by between half and 1 whole character
  • Exiga's firing angle is more acute than as it is now (pocket is narrower)
  • Each ground drive has added untechable time
  • Air drives have shorter recovery on whiff
  • You can do the followups to Tri before Tri actually comes out. (example: 23[6]B>A to go straight into Spada) 
  • Spike's startup speed seems slightly faster (is an estimate)
  • Sickle's search for opponent and then moving towards them seems faster (also an estimate)

Not translating this whole tweet, but Yoshiki says if Lambda is like this when the game comes out he will main her.

Edited by Tokkan
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