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Posted

Throwing that out at Tager while he's on the ground standing there is a deathwish. You should be using 236C to catch people in the air or while they're already in blockstun (or both). Using it in pressure is alright but you need to keep it fresh.

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Posted

I kinda know this as i main Tager lol, for the already in blocktsun part, it's kinda limited at a 214DC or 236D/DC blocked from far away, or a 236236D super, anything like 5DD or 6C into 236C can be stopped easely. But well i like more to go for a mixup, the guard crush system is shit in this game, GCs won't happen a lot at good level. For me 236C is mostly a combo tool and i rarely use it in other situations, but it's a very good move even just with that.

Posted

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).

I meant don't use it specifically for guard crushing. Other than that yeah, it's a great move.

Posted

Guard breaking seems more of a threat than something you might expect to accomplish frequently. Lambda's offense is decent but she doesn't really do a ton of damage off her mixup options aside from rapid-cancelled 3C. Once you get them down to 2 or 3 primers then the notion of guardbreak into 4500+ act parcer combos just encourages them to turtle less and makes them more likely to eat damage from Lambda's strong zoning and AA combos.

Posted

Once you get them down to 2 or 3 primers then the notion of guardbreak into 4500+ act parcer combos.

Anyone know what is a good free combo to do in this case?, or to punish missed DPs ect?

with and without tnesion. the combos i do are doodoo

Posted

I play the game since release and i still don't see guard break as a major threat, unless maybe i play Hazama and have burst so i'm down to 2 primers, but even with that you have to be smart to guard crush. It's not really hard to punish a player that will try too much to guard crush you with Lambda if you look for it, 214 and 236D are slow, 236C is quite risky if you wait for it, the best way would be 2147D, and of course 236236D into anything. Anyway for the combos i would use : - 236C > dash 5C mash > 6C > 2DD > 2147D > 5DD > 6DD > 2DD > jDD > djDD/2DD > j214D That's about 4300 but you'll get only 3500ish off a guard crush thanks to scaling, if the spacing from corner is good, add one rep of 5C mash > 6C for some nice extra damage. If the GC happens in corner or really close to it : - 236C > 5B > 6A > 2147D > (6A > 2147D) x 2 > dash 5B > 6A > 2147D > 6A > 2147D, that's a 4600+ damage combo so about 3600+ out of GC.

Posted

one would think guard crush would amplify the damage for the next combo..

Guard crush =/= barrier burst/out of barrier

Posted

one would think guard crush would amplify the damage for the next combo..

if by amplifying damage u mean leaving himwide open to whatever u can think of, then yes, otherwise, no, not rly, same damage.

Posted

Methinks he meant that guard crushes should have a damage bonus, considering the effort involved in attaining one.

this was what i was aiming for.. sorry for not making it more clear.:psyduck:

Posted

I play the game since release and i still don't see guard break as a major threat, unless maybe i play Hazama and have burst so i'm down to 2 primers, but even with that you have to be smart to guard crush. It's not really hard to punish a player that will try too much to guard crush you with Lambda if you look for it, 214 and 236D are slow, 236C is quite risky if you wait for it, the best way would be 2147D, and of course 236236D into anything.

Anyway for the combos i would use :

- 236C > dash 5C mash > 6C > 2DD > 2147D > 5DD > 6DD > 2DD > jDD > djDD/2DD > j214D

That's about 4300 but you'll get only 3500ish off a guard crush thanks to scaling, if the spacing from corner is good, add one rep of 5C mash > 6C for some nice extra damage.

If the GC happens in corner or really close to it :

- 236C > 5B > 6A > 2147D > (6A > 2147D) x 2 > dash 5B > 6A > 2147D > 6A > 2147D, that's a 4600+ damage combo so about 3600+ out of GC.

thanks for the combos. also i saw someone able to do the loop from the first set up as well if it was close enough to the corner.

now anyone know a good way/combo to punish ragna dp? I tried doing gravety well but Ragna DP beats it.

something like the CS equvalent to this would be sweet.

http://www.youtube.com/watch?v=eyyOLwrGuLg

Posted

Generally, you want Ragna's DP to whiff. Otherwise he can just RC it and continue pressure. So with that in mind, you pretty much have to backdash it or sj air backdash it after baiting in. Or if they uppercut without meter you can punish it just by blocking. In the event you succeed you can punish it with CH 5d/6c/6b -> 236c -> whatever else

Posted

236C doesn't combo after CH 6B and only on crouch CH for 6C (can be used after blocked Jin's 623C for 4700+ dmg), 5D CH into 236C is good but you won't allways bait a DP with iad backwards, baiting it with backdash can be dangerous as Ragna's DP is active for 18 frames with a huge hitbox and your backdash is 6 frames invincible. Anyway if you block one and he can't RC it, there is no equivalent to the CT punishers, without heat you can mostly do 6B > 5C mash > 6C > 236B for 2800ish dmg, 2C CH still bounces but prorates like hell so you won't get much more damage. I'm not sure if raw 236C can be used a punisher there, i'll check this, but if you're close to corner you can get up to 4k dmg out of a CH 236B.

Posted

236C doesn't combo after CH 6B and only on crouch CH for 6C

Yeah, you're right actually, I went to go check out 6B/6C at AI today and that's pretty much what happened. I have no clue why they are listed as combos in the Jwiki.

Posted

Yeah, you're right actually, I went to go check out 6B/6C at AI today and that's pretty much what happened. I have no clue why they are listed as combos in the Jwiki.

Typos happen. It's still pretty funny that a 6B would combo into anything other than 5C spam, 2C or 4B. That would probably be the most OP CH move ever if you could 236C after it.

Posted

So far in every video I've watched of Lambda, I've never once seen anyone 5C mash > 4B yet. Was this removed? It's a valid link and mix up option in CT, although it's normally only fully safe if you have 50 meter to RC if they adjust to block it properly. So, can anyone confirm if 4B still links from 5C?

Posted

5C>4B still works I think ppl dont use it because of the damage scaling makes it not worthy to gamble 50 heat with.

Posted

Good point. But I thought damage scaling only starts taking place the moment the first hit actually lands? If they block my 6B > 5C, I normally go for 4B at least once a match. They tend to go low to block a sweep, but I guess it is safer to 5C > 2C > TK saber. It's just that if 4B yields a hit, in CT it's an easy 2.5-3k combo.

Posted

I personally like 5C > 4B, mostly because get careless because some of the the hits of 5c miss on crouchers at some ranges, they get careless and forget about 4B. On that note, is 2C actually still jump cancelable on block?

Posted

I personally like 5C > 4B, mostly because get careless because some of the the hits of 5c miss on crouchers at some ranges, they get careless and forget about 4B.

On that note, is 2C actually still jump cancelable on block?

I think the only things that got their jump cancel removed were the D swords, so 2C should still work since it is still a combo to 2C > jC j2C > jC j2C > j214D

Posted

He's asking for on block, which would only matter for 2147D/DC. On hit you still can JC, but I'm not too sure about on block. Should be able to though.

Posted

In this video, the lambda player did j.dd crescent cancel into another j.dd. Nothing huge damage wise, but kinda cool.

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