RinHara5aki Posted August 2, 2010 Posted August 2, 2010 CH 2C > 6C > Dash > 2DD > j.66 > j.C > 2DD > j.DD > dj.2DD > dj.214D I think it's character specific, and it does about 2457 damage. I can't read that combo D: what is j.66 after 2dd? An IAD? And you can j.c -> land -> 2dd or something? what is this i dont even Also, trying to find corner combo's without meter use with 236b. On Ragna 236b -> 5bb worked, but tight timing, and not very comboable... dash -> 5a -> 6a -> loop is not a piece of cake to land all the time:<
Overheat Posted August 2, 2010 Posted August 2, 2010 It's an IAD. And yeah, you can cross-up j.C into 2DD. Very flashy ^.^ I'm sure there's a more damaging option, but I really like that combo. It might not work on characters with smaller hit-boxes. It might not even have to be a CH. You can add a j.DD > j.214D~C > j.DD > dj.2DD, etc. in there as well for 2550. I've been fooling around with TK RC's, and I've been finding different ways to get 3.5K =/ One is much simpler than the other I find.
Arcade Fire87 Posted August 2, 2010 Posted August 2, 2010 Hmm, so I found that with enough conditioning doing 5DD>4DD>long delay>236C works great. Don't overuse it much, but it's great once in a while I was dissapointed, 5D>236C hasn't caught anyone. While watching Azu he got it off multiple times
Narcowski Posted August 2, 2010 Posted August 2, 2010 You need to 5DD > 236A > Throw more to condition them to jump, I think. Most people online are used to seeing 5DD > 236B, so they just sit and block low when they see one of the Parsers.
Arcade Fire87 Posted August 2, 2010 Posted August 2, 2010 236A is good like...rarely The reality is that online, people will mash. And you'll lose 3000+ I dislike empty teleport a lot. I'll try to make a little more use of it, but it's pretty awful
Denzi Posted August 2, 2010 Posted August 2, 2010 I was dissapointed, 5D>236C hasn't caught anyone. While watching Azu he got it off multiple times If it's a CH 5D the 236C is guaranteed. I'd much rather wait for the counter hit than try to bait people with an empty teleport. 236A never seems to work for me anyway.
kenja0 Posted August 2, 2010 Posted August 2, 2010 It's pretty much impossible to expect a CH 5D in a match- who is going to attack from 1/3 the screen away unless they were Lambda themselves? If you're going to try to hit with 236C out of a combo or start a combo with one, attempt to do it in place of a blockstring that ends in 236A/B. If they keep blocking the 236A/B, then there may be a time where they will try to jump it to dodge the attack, which would be hit by 236C if they didn't barrier instead.
Master Bigode Posted August 2, 2010 Posted August 2, 2010 It's pretty much impossible to expect a CH 5D in a match- who is going to attack from 1/3 the screen away unless they were Lambda themselves? Tager, Ragna, Tsubaki, Hazama, Hakumen, Litchi, Rachel, Lambda, Arakune...
kenja0 Posted August 2, 2010 Posted August 2, 2010 Tager, Ragna, Tsubaki, Hazama, Hakumen, Litchi, Rachel, Lambda, Arakune... I'd expect them to get hit by 6D, but a person hit by 5D means they obviously don't know how mobile they have to be against Lambda.
St1ckBuG Posted August 2, 2010 Posted August 2, 2010 236A is good like...rarely The reality is that online, people will mash. And you'll lose 3000+ I dislike empty teleport a lot. I'll try to make a little more use of it, but it's pretty awful Try using it after catching them blocking in the air: 2DD > 6DD > 236A. They might be a little more hesitant to push a button like that when they're in the air and you're right in front of them on the ground. Also, if they try pushing a button too close to the ground, their normal won't come out and they'll be stuck in landing recovery... which leads you to whatever you want pretty much. Keep track of their air options and use it accordingly: if they use their double jump or air dash they can only fall straight down. Also, if they're really close to the ground you might want to be a little more hesitant to use this trick because they'll land and recovery before your 236A does. To anyone complaining about 5D CH's never happening... you're an idiot. It's a risk to press 5D, but it's also a risk to press 2D and 6D as well. Guessing doesn't always work, but that doesn't mean you shouldn't exercise all your options when zoning (from becoming too flow chart). Some matchups will be easier to play than others in this respect.
RinHara5aki Posted August 2, 2010 Posted August 2, 2010 5d CH, and 236a are both viable, I use them often, but of course not SPAMMED. You HAVE to mixup these options for it to work. I 5CH all the time against dumb tagers, who think that sledge cures EVERYTHING. Just wait like a second and just chuck out the 5d after, the recovery for sledge is terrible. Sometimes hakumens like to 5c or whatever to try to get a barrier, same thing. You have to use it as a punish though, not just randomly thrown out there. Because if you make it a habit of randomly throwing it out there, your 236c will just blocked. And 236a is really usefull what are you talkling about. Against mashers online yes.. it is useless, but if you can get a player mindtrained hardcore for b and c, 236a -> throw is completely free, or even 236a 4b.
Overheat Posted August 2, 2010 Posted August 2, 2010 Keep track of their air options and use it accordingly: if they use their double jump or air dash they can only fall straight down. Also, if they're really close to the ground you might want to be a little more hesitant to use this trick because they'll land and recovery before your 236A does. This 5d CH, and 236a are both viable, I use them often, but of course not SPAMMED. You HAVE to mixup these options for it to work. I 5CH all the time against dumb tagers, who think that sledge cures EVERYTHING. Just wait like a second and just chuck out the 5d after, the recovery for sledge is terrible. Sometimes hakumens like to 5c or whatever to try to get a barrier, same thing. You have to use it as a punish though, not just randomly thrown out there. Because if you make it a habit of randomly throwing it out there, your 236c will just blocked. And 236a is really usefull what are you talkling about. Against mashers online yes.. it is useless, but if you can get a player mindtrained hardcore for b and c, 236a -> throw is completely free, or even 236a 4b. And this. I find that because everyone online is used to 5DD 236B, they always are just complacent with blocking. 5DD 236D works very well if you condition your opponent to wait out block-strings. 214D~C, and if your opponent jumps, you can do a 236C as it's safe if they do block it. A correction about the combo I posted earlier: it seems like you have to super jump IAD, or at least, if you do, it'll be much easier to land.
RinHara5aki Posted August 2, 2010 Posted August 2, 2010 I find that because everyone online is used to 5DD 236B, they always are just complacent with blocking. 5DD 236D works very well if you condition your opponent to wait out block-strings. 214D~C, and if your opponent jumps, you can do a 236C as it's safe if they do block it. A correction about the combo I posted earlier: it seems like you have to super jump IAD, or at least, if you do, it'll be much easier to land. Yeah, conditioning the opponent is a big part of Lambda's "mindgames", do simple zoning for half the match, and then WOW CAVILIER WTF lol Oh, and can someone tell me what the hell is wrong with my tk crescents?? http://www.youtube.com/watch?v=pPUbmWGu_ng , I think I did the first one too early, but getting the recovery timed and the 5dd after I guess is pretty annoying on my part... T^T And yes I play a risky lambda, running up and 3c'ing and chucking random swords.. I know...
St1ckBuG Posted August 2, 2010 Posted August 2, 2010 Damn that Jin needs to learn to hold back. First one was too early, and I'm not even sure if the 5D would've connected because of how long the combo was. (Just tried it, couldn't get it to work...) Note: If it gets that far into the combo just go 2DD > Air Ender. Second one he bursts :< (but it would've connected). The only tricks to relaunch 5DD is doing the TK as early as you can and being somewhat close to them as their falling (while at the same time not having too many hits in the combo... duh).
germanturkey Posted August 3, 2010 Posted August 3, 2010 yeah, the first one was just a bit early. i've been doing that a lot in practice mode. parser c > dash > mash c > 6c > 2dd > tk > 5dd etc. just gotta hold back on the tk a split second. simple yet severely damaging combo at 4k+ also, i've noticed that when i do the standard air combo but i try to dj2dd > feint > djdd sometimes it misses and sometimes it connects. probably just an issue of combo length. also, i've progressed to being able to do 3 reps of the TK loop. WOOOOOOO
zaeris Posted August 3, 2010 Posted August 3, 2010 Yeah, conditioning the opponent is a big part of Lambda's "mindgames", do simple zoning for half the match, and then WOW CAVILIER WTF lol Oh, and can someone tell me what the hell is wrong with my tk crescents?? http://www.youtube.com/watch?v=pPUbmWGu_ng , I think I did the first one too early, but getting the recovery timed and the 5dd after I guess is pretty annoying on my part... T^T And yes I play a risky lambda, running up and 3c'ing and chucking random swords.. I know... @0.28 2DD launch them too high although the optimal combo I would had done after (5c x 8 -> 6c) x 2 -> 6a -> TK crescent-> 5dd ectera once I notice they were too high. thats about it for Tk crescent rest looked fine... although I would say to mash 5c faster since the hit stop affect keeps them bound longer in animation so they will be lower rather mashing slowly lets them float higher with each 5c hit.
kenja0 Posted August 3, 2010 Posted August 3, 2010 To anyone complaining about 5D CH's never happening... you're an idiot. It's a risk to press 5D, but it's also a risk to press 2D and 6D as well. Guessing doesn't always work, but that doesn't mean you shouldn't exercise all your options when zoning (from becoming too flow chart). Some matchups will be easier to play than others in this respect. I never said it wasn't viable. It's just one of those things that might almost never happen. If they try to get close, they'll be in range for 6D which can be jump cancelled which is preferred during a zone. If they're far, it would be unlikely that they do something that would get CH. And, CH 5D>236C only happens if they're relatively close- otherwise they can tech at a distance, and we get whiffed and punished. And it's much scarier to miss with 5D up close if they jump it whereas 6D/2D are slightly safer since it can hit. If I think they were going to sweep or they're Sledgehammering to close in, then I'd surely 5D.
Arcade Fire87 Posted August 3, 2010 Posted August 3, 2010 I think you guy misunderstood me. I wasn't talking about CH 5D>236C being linked. Azu was using it as an anti air mindgame. 5D would be blocked, followed by them possibly jumping or mashing something and being anti air'd by the C parcer. I tried using it as a mindgame and it worked poorly. 5DD>4DD>DELAY>236C worked well, even against some good players. Just condition them with enough spike chasers. Throwing in 236B's makes 236D an actual mixup tool. I'm finding that 214D needs to be fucking abused. D attacks have like 40 frames of recovery, 214D seems to be a better zoning tool. Considering how much of the screen it takes the startup isn't too bad at all. Trades really well too. CH 5D has worked VERY well on Tagers. CH 5D only seems viable when you see a pretty big fuck up, or you think they're gonna fuck up. It doesn't have enough stun to do it purely on reaction. Not useless, you just have to know they messed up from far away or yomi it
Overheat Posted August 3, 2010 Posted August 3, 2010 Yeah, like run in, jump out, punish DP. It happens maybe once every 2 rounds for me.
Andru Posted August 3, 2010 Posted August 3, 2010 I get 5D CH's now and then, I usually just throw out one 5d trying to fish for it against certain characters who have long range options. I'm still not confident using 6A as an AA. I feel like it still gets beat out by a lot of things (Maybe I play against too many Litchi players) that I'd rather just block the attack. If I try to 6A and it fails, I eat a air to ground CH combo which usually really hurts and ends up with me in the corner.
Arcade Fire87 Posted August 3, 2010 Posted August 3, 2010 I get 5D CH's now and then, I usually just throw out one 5d trying to fish for it against certain characters who have long range options. I'm still not confident using 6A as an AA. I feel like it still gets beat out by a lot of things (Maybe I play against too many Litchi players) that I'd rather just block the attack. If I try to 6A and it fails, I eat a air to ground CH combo which usually really hurts and ends up with me in the corner. Andru, pretty sure you're just doing 6A at the wrong time. I know for a fact in CT Nu's 6A beat out Litchi's j.b all the time, can't imagine that's changed. In fact it beat out a lot of things. 6A only had issues when it was Ragna's j.c. If 6A isn't meaty she gets hit by the tip of his sword and lost every single time. Jins j.b was broken Haku's j.C had massive priority Those are the only anti air's it had issues really beating. 6A is a good anti air, it's range is just short
Keo-bas Posted August 3, 2010 Posted August 3, 2010 Greetings guys, Haven't had enough experince with her but I'm starting to warm up to her since she isn't tier whore as much here. Hope I can learned a thing or two here.
Overheat Posted August 5, 2010 Posted August 5, 2010 I may be missing a few things, but here's what I've noticed. Unlimited Lambda (Nu): - 13K HP. - Drive summons 2 Swords instead of 1. - 5DD > 4DD now combo, but both are not jump cancellable. - 2C is fast again. - Besides 2C, all normals are the same as Lambda (including 5C not switching sides, 6C not causing wall-bounce on CH like CT etc.). - 214A/B/C is the same as Nu’s 214A/B/C. - 214D charges automatically, but start-up is as fast as 214D. - 236A is now a command grab (leads into Lambda’s normal throw) but is noticeably slower than Lambda’s 214A. Cannot cancel into Astral. - 236B launches the opponent slightly higher than Lambda’s. - 236C does not cause wall-bounce, regardless of CH (follow-up with 66 Parser). Instead, it knocks back the opponent very far and high. - 236A can cancel into 66 Parser and 44 Parser (why would you do that) - 236B can cancel into 236C, 66 Parser, and 44 Parser. - 236C can cancel into 66 Parser and 44 Parser. - Nu’s 66 and 44 Parser are back. - Nu’s 236D is back (Nu does not have Lambda’s 236D). - 236236D is the same as CT Unlimited Nu. - 632146D is the same as CT Unlimited Nu. - Same taunt as Lambda.
soujiro seta Posted August 5, 2010 Posted August 5, 2010 Is it just me or is makota going to destroy lambda. 214A/B/C can probably get her through swords. 236A can help get rid of 214D. Her rush down, mixup, and damage is insane, aka Bang #2. Once she has 50 heat she can punish a whiffed sword on reaction with 632146D (big bang smash) and lambda's 214D becomes useless. Plus, I won't be surprised if with 50 heat she can punish lambda thousand sword super, don't know the name, on reaction (big bang buffered during super flash). It will obviously trade, but lambda probably won't be able to follow up after. Obviously most of the maks suck now, so we won't know how things will turn out.
Arcade Fire87 Posted August 6, 2010 Posted August 6, 2010 Shit, you're right. With how broken Makato's super is, that could destroy 214D pressure.
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