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Posted

I'm stuck on on challenge #5 myself. Anyone have any tips for the timing on the dash after the throw in the Throw>dash>6A... opening? The dash rarely ever comes out, and when it does it's too late to connect 6A.

Edit: Ah, just noticed that there's a topic dedicated solely to this maneuver. Whoops.

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Posted
its an early special cancel.. im probably guessing that you're doing it slow but you just need to be able to cancel it as earliest as possible since that is more of a staple BnB in real matches. Once you Rc just input 236c asap.
what about the 5DD? You have do that first. Can 236C be buffered in the second D?
Posted
Zoning is still just as effective. It's just that you have to be a lot smarter about it, and make swords connect. At 43f recovery, you're going to be hurting if you miss a sword.

Guess I should start writing that zoning guide then.

That would be a pretty nice idea actually.

Posted
That would be a pretty nice idea actually.

Haven't seen you psn for a while, should go on and show me how much you've improve...

what about the 5DD? You have do that first. Can 236C be buffered in the second D?
Keep practising, at this point its just the case of inputting fast and earliest as possible even 236B rc 5dd... my mind laspe in thinking sometimes since to me the hardest part is special canceling 5dd into 236c. If you hit 5dd asap after rc you should be able to get this part easily.
Posted
Zoning is still just as effective. It's just that you have to be a lot smarter about it, and make swords connect. At 43f recovery, you're going to be hurting if you miss a sword.

Guess I should start writing that zoning guide then.

I know she had some bullshit in CT but even in CT if you miss a sword or they guessed right to get in you were still in a world of pain.

She feels like a sack of bricks now, ugh.

Le sigh~

Posted
Haven't seen you psn for a while, should go on and show me how much you've improve...

I haven't actually played much blazblue for awhile. Or anything really. School. Probably rusty as fuck now.

Plus I can't get the game till probably next week.

She feels like a sack of bricks now, ugh.

I feel the same way at first, but it's mostly from her nerfed dashes.

Posted
I haven't actually played much blazblue for awhile. Or anything really. School. Probably rusty as fuck now.

Plus I can't get the game till probably next week.

I feel the same way at first, but it's mostly from her nerfed dashes.

making me sadface... its fine a lot of my friends (noobs) are waiting on the US release ^^. new week should be interesting.

Posted

Once I get it it'll be on like donkey kong though.

Still could mostly play at only 4 pm - 6 pm.

I'll be trying to unlock Mu first. Goddamn story mode unlocks.

Posted

well, i found tonight that playing against unlimited Hazama is a great way to practice zoning. haha. i inevitably lost every round, but its satisfying whittling his health down via zoning only, considering how much they nerfed her sword damage.

i also found a love for using calamity sword as a reversal. its very satisfying to see the thing drop on them. but she still seems slow to me. obviously the increase in recovery time.

Posted

Better be careful with that. Calamity Sword is ok but it has no invul till super flash. Not a true reversal. CA is so much better to get them off you.

Posted

It's just 4 frames slower, but it actually starts up faster now.

It's more viable as a reversal this time around.

Posted
Better be careful with that. Calamity Sword is ok but it has no invul till super flash. Not a true reversal. CA is so much better to get them off you.

I for sure have never been hit out of it's start up, so it's definitely invincible before the super flash.

Posted

Frame data says that it has invincibility from the 1st-3rd frame after the super flash. It doesn't say anything about invincibility before the super flash though. It probably just has a very good hit-box before the super flash.

Posted
It's just 4 frames slower, but it actually starts up faster now.

It's more viable as a reversal this time around.

I was planning on writing something long but opt to say otherwise but instead...

Gravity RC is rather more safer and better but only when calamity sword does decent unburst-able single damage would it be the prefer use for final kill. As a reversal if you have bar to do DD, gravity RC is safer and unless it is still charging.

Posted

I suppose my problem isn't the "Oh my god, all I did was zone!". I'm feeling a bit constricted that as Lambda you're mainly supposed to just do 5DD>214D with some 236B and 5D>236D here and there. It feels sluggish.

I'm not liking her teleport attacks too much, 236D and 236C is so fucking telegraphed it's not even funny. I haven't used it much or been using it much, but the few times I used 236C I was bitch smacked right in the face. I was using it so rarely so it's like I was being predictable. Not liking that it mainly only works if the opponent is in the middle of the screen.

Her 236A just seems like a bad fucking idea to use except on super rare occasional mixups

236D is too slow and too telegraphed as well

I can live without 2C, not an issue. I just feel like Lambda's tools have been limited..severely. I'm feeling like there's less room for mindgames

Still have melee and some mixups with that, but eh.

I am a little confused with some of her situational and spacing stuff that involves 236C into corner loops

Posted

If you're coming straight from Nu to lambda you'll feel restricted, definitely.

But it's the whole point y'know, lambda is supposed to be a more restricted version of Nu. She takes a bit to get used too. Hell, probably more than a bit. However, limited in just movement and mixup wise compared to Nu from what I feel. She still have great zoning tools, okay pokes, good AA and a decent reversal.

On the whole, don't random 236C unless you think that they're going to jump back, or if they jump far away. Like I've said, start up is too slow. Used more for combos. Or use them after 5DD or 6DD once in awhile. Gimmicky but if you've been cancelling them into 214D or whatever they won't be expecting it.

If you want to parcer use 236B. Decently fast and it hits low, which is not what alot of people expect at that distance, plus you're still fairly safe.

Just don't use 236D all that much unless you use it during her sword spam DD or against tager.

She's still a goddess of zoning though, and that's mostly how i play.

Posted

I spent the entire day trying to Unlock MU, as soon as I started training with MU I had the biggest urge to train with Lambda again. I don't know why, but her corner throw>TK loop started clicking a lot more with me. I can do 4TK's pretty consistently and 5 sometimes. I'm kinda tempted to omit the 6th TK for now.

I don't know why, but I've been practicing on this TK loop more than her intermediate combo's. I can't do 214789, so I've been doing

6A>TK>5B>6A>TK>dash>6A>TK>5B>6A>TK

I kinda am having a hard time linking the 5th TK. Does it become stricter near the end of the combo?

Posted

If you don't do the crescents at the bare minimum jump height then I think they can tech.

I learned it while doing her challenge 9.

6a > 9 > 214d > 6a > 9 > 214d x N

Replace 9 with 7 or 8 to adjust spacing.

The problem is it's much easier with the direction closest to the 6a..you kinda get into a rhythm while doing it. Off a throw if you use 9 first though it whiffs on some characters..like Ragna..who's really popular. x_x Gotta practice dat 7.

Posted
If you don't do the crescents at the bare minimum jump height then I think they can tech.

I learned it while doing her challenge 9.

6a > 9 > 214d > 6a > 9 > 214d x N

Replace 9 with 7 or 8 to adjust spacing.

The problem is it's much easier with the direction closest to the 6a..you kinda get into a rhythm while doing it. Off a throw if you use 9 first though it whiffs on some characters..like Ragna..who's really popular. x_x Gotta practice dat 7.

Tk whiff due to the opponent hit boxes there a few that falls (ragna and noel) into this when they're too close to the ground and lambda to bypass them you hit them higher since crescent is more likely to catch their hit boxes when you're not too close. This also applies to 236b rc combo when you dash to near corner it will also whiff. Hence learning to walk rather than dash helps gets the spacing.

5dd pressure is rather dead beside making them angry if you rather want the nu like mix up use her melee version with TK and Tk feints and use less 5dd since that part hasn't change.

Posted
I'm feeling a bit constricted that as Lambda you're mainly supposed to just do 5DD>214D with some 236B and 5D>236D here and there. It feels sluggish.

I wondered about the same thing... is there no more option other than 214D or the Zwei's after 5D? Without jump cancel, the recovery time on a whiffed 5D/4D is really going to hurt.

Also another thing that bothered me greatly is 2B > 2C doesn't connect anymore. Have to do 2BB > 2C to connect the melee string... which makes the spacing wider and not as effective.

Posted

In general, you should be looking to eliminate 2C from your strings (unless after 5B/5C), as the 5B 2B 6B chain is actually a bit more versatile in the end due to the nerfs of 2C. XXX > 6B > 5C > 3C/6C > oki/236B is going to be your general pattern for connected hits. 2C still has its uses, for instance, if you connect a 5B, and want to punish without burning gravity meter, you combo into 2C, then TK Crescent. The following combo, of course, is all relative to your distance from the corner.

Posted

Try jump cancelling other normals besides 2C. Maybe it's just me, but 2C is the most obvious jump cancellable move. The opponent just has to block low until they see you in the air (min. 21 frames). If you jump cancel 6A/6B, your opponent won't expect it.

And I have a question. Say you are doing random corner pressure / mix-up, and you connect a random TK. I'm assuming you can hit-confirm the TK into Lambda's standard loop?

Posted

A dash 5a 6a is the easiest way to pick up the loop in the corner, or you can RC, then dash 5C(8) > 214A > 6A > loop, for massive damage.

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