Antihippy Posted December 30, 2009 Posted December 30, 2009 Problem is that they tech it even without delay. At least I think they do. Yeah, been going to timeout for awhile. Only been playing CS for a few days though. I could email or something to meet up. Scrubbing out with hazama too.
CrescentSaber Posted December 30, 2009 Posted December 30, 2009 she's always had good melee potential, to be more blunt because of the changes in BB CS people are forced to melee more due to the remove of several jump cancel of her D swords. Melee is still a strong fort for lamdba with TK feint so its really no surprise. I'm going to say this but nu has always been good at melee, they simply didn't take the focus off zoning they just nerf it like for example they didn't magically bufff her melee ability infact its worst than BB CT Nu. 6C CH remove, if that was in CT it would be a deadly aresenal to her combo. 2C CH? I can't remember it it still lifts on CH. beside that point a lot of her good C moves are now slower, reliance on 6a AA isn't her best strengh but its managable. Yeah I see what you mean. Nu has good melee attacks too you just don't see them used all that often as far as combos go, I don't anyway except for a few really good Nu players that I know. But they nerfed her sword drive and just forced the player to utilize her melee more than with Nu which I actually like much more honestly. Lambda looks like a lot of fun.
Arcade Fire87 Posted December 30, 2009 Posted December 30, 2009 Oh, soaring zero, was that you I had all those games with? You used Litchi, Bang and Ragna, right? Didn't realize it was you. I was trying to focus on a lot of melee against you
CrescentSaber Posted December 31, 2009 Posted December 31, 2009 Oh, soaring zero, was that you I had all those games with? You used Litchi, Bang and Ragna, right? Didn't realize it was you. I was trying to focus on a lot of melee against you That wasn't me. I use Litchi but not Bang and Ragna. I remember fighting you once before in ranked though. I lost pretty bad, but that was before I really figured out how to fight Nu. I remember your GT though, you were pretty freaking good with her.
kenja0 Posted January 2, 2010 Posted January 2, 2010 http://www.youtube.com/watch?v=vVP6iNKESY0 http://www.youtube.com/watch?v=ZZ3ZNdcb8WE&feature=channel http://www.youtube.com/watch?v=vqwO7n2INCc&feature=channel Start the year off with some pretty intense Lambda action. (Last fight of every vid)
germanturkey Posted January 3, 2010 Posted January 3, 2010 so any combo to the crescent to the 5dd 6dd 2dd combo is nasty. i laughed at the 150 hit combo.
kenja0 Posted January 3, 2010 Posted January 3, 2010 Seems to be the Arakune standard these days. Personally, I think if the Lambda would've 632146D when he was high in the air, she could've nailed a victory (Or a guard primer). But I liked how that Lambda was played in all 3 videos, regardless.
Arcade Fire87 Posted January 3, 2010 Posted January 3, 2010 I enjoyed watching that Nu player much more than Kahns. He's a great player and all, but the videos I've seen of him have way too many fights timing out.
kenja0 Posted January 3, 2010 Posted January 3, 2010 Does it seem like 6C has a bigger, higher hitbox? Lambdas seem to be whipping higher targets than I know Nus can.
Antihippy Posted January 3, 2010 Posted January 3, 2010 I think it's just lamb's 5C holding airbourne peeps in place to make linking to 6C possible. Before 5C just pops them up too high. Also, after playing awhile, I've gotta say that 214 D seems like it's going to be used alot more now.
Arcade Fire87 Posted January 3, 2010 Posted January 3, 2010 I don't use 214D a whole lot with Nu so I wonder how wierd that's gonna be. Also, 5C no longer turns the other way, right? I don't use it that often anyway, but am just curious Seems like the good Lambda's are mainly going to use j.2DD strings as their primary zoning now. Glad I started using this as much as 5D or more in CT with Nu
AirMaster Posted January 3, 2010 Posted January 3, 2010 5C doesn't turn the other way anymore. I've also been using j2DD more in the last few weeks and I find it really useful.
CrescentSaber Posted January 4, 2010 Posted January 4, 2010 I think it's just lamb's 5C holding airbourne peeps in place to make linking to 6C possible. Before 5C just pops them up too high. Also, after playing awhile, I've gotta say that 214 D seems like it's going to be used alot more now. Also seems like mastering TK crescent saber and crescent saber feints is going to be pretty essential to her gameplay as well.
Justice7541 Posted January 4, 2010 Posted January 4, 2010 Also seems like mastering TK crescent saber and crescent saber feints is going to be pretty essential to her gameplay as well. What, you mean they weren't before?
Arcade Fire87 Posted January 4, 2010 Posted January 4, 2010 Yeah, it's pretty essential mastering TK cresents and feints now, it just means she'll be pretty unplayable without it past low level play
germanturkey Posted January 6, 2010 Posted January 6, 2010 i remember holding a conversation here about the usefulness of barrier breaking someone, and i still think its fairly pointless. like you break them, you start your combo, and odds are they'll burst out of it because of the removal of danger mode. i just watched that /\ vs ragna again and the thought just came to my head.
Arcade Fire87 Posted January 6, 2010 Posted January 6, 2010 i remember holding a conversation here about the usefulness of barrier breaking someone, and i still think its fairly pointless. like you break them, you start your combo, and odds are they'll burst out of it because of the removal of danger mode. i just watched that /\ vs ragna again and the thought just came to my head. Yeah, but then that leaves them for no barrier burst when you get another combo off, so you breaking their guard can force them into bursting, which helps for later. So, in that aspect, it's useful. But...it seems pointless. I haven't really seen any vids where she broke barrier guards
EiseneFaust Posted January 6, 2010 Posted January 6, 2010 There was an early vid where that was the strat against tager. I was kinda surprised the strat was used but it is amazing how fast 214D and 236C gets rid of primer. It may have been from a loc test, I don't recall when I saw it.
Antihippy Posted January 6, 2010 Posted January 6, 2010 It's not meant to be a main goal, just like a sort of constant threat that it will happen. It puts pressure on the opponent in that sense.
zaeris Posted January 6, 2010 Posted January 6, 2010 i remember holding a conversation here about the usefulness of barrier breaking someone, and i still think its fairly pointless. like you break them, you start your combo, and odds are they'll burst out of it because of the removal of danger mode. i just watched that /\ vs ragna again and the thought just came to my head. Lets examine a few point: A. Guard breaking move makes people react by jumping away from those attacks, B. Burst cuts your primer perma for that round, if they recover from guard break it will be half of their max regardless C. Barrier at final burst will reduce their barrier gauge by lots allowing for AA traps, combine with the opponents lost of jumps option. Point A allows for a systematic approach to your mix up: The situtation are as follow 5DD, the opponent will avoid your attacks by jumping if u do 214D. Air lock can be done with 2dd 6dd into special cancel. If they presist in jumping out of 5dd you can hit them with act C which requires them to air barrier and frame traps. This leads to high damaginh combo. Point B can be a blessing in some way as it forces people to burst early or not which can be advantages vs people with low guard primer rating. At best people like Tao will have 2 constantly where u can set up multiple breaks. having a tool is more essential to gameplay rather the actual results itself, its the same with people with good or bad DP in BB.
St1ckBuG Posted January 6, 2010 Posted January 6, 2010 Against the cast that has 4 or 5 primers you're at a pretty good advantage. A single combo/knockdown can lead to 3 primers gone... if they barrier to save their last primer they're only digging themselves deeper. Remember, when you use barrier to guard your last primer you use half the barrier. No barrier and they're taking 1.5x more damage, not to mention they can't block in the air. You have 4 SAFE moves that break primer: on block they're safe, on hit they lead into combo or knockdown.
Antihippy Posted January 6, 2010 Posted January 6, 2010 You have 4 SAFE moves that break primer: on block they're safe, on hit they lead into combo or knockdown. 2 actually. You wouldn't really want to use j. 214D or zwei C too much. They're pretty punishable.
St1ckBuG Posted January 6, 2010 Posted January 6, 2010 236C can be BEAT by a lot of things, but it's not punishable block. I'm not sure if it's safe on IB, but I wouldn't be surprised... I've never been hit after doing it. j214D is a powerful move in terms of high/low and it's safe on block when you space it well or use it while they're already in hitstun (Super/214D/214DC/236D). All I'm saying is that you have lots of safe/unpunishable ways to remove guard primer. I wouldn't be surprised if she had the best moveset out of the cast for doing so. If you're not taking advantage of this then you're not playing the character to their full potential. I'd say the only GC moves that are 100% PUNISHABLE on block are 214A/B/C and 632146D. Throwing these out without hitconfirming first are always a risk.
Maho Posted January 6, 2010 Posted January 6, 2010 236C isn't safe on IB, Tager can 360B after it so anything 8 frames or faster will punish it.
Recommended Posts