Overheat Posted August 6, 2010 Posted August 6, 2010 I've heard people say that Makoto isn't that good. What's this about? But she'll definitely be more difficult than Ragna as she has a few ways around 214D, and Ragna is supposed to be 50-50. I can see a reaction DD punish from a whiffed 5D O_o
Locke815 Posted August 6, 2010 Posted August 6, 2010 After taking a break from learning/relearning Lambda with playing around with Hakumen and Ragna, then going back to her, I feel much better about how she plays now. I improved on the following that I had trouble with: - 4 TK reps and more ways to start it instead of just grab near corner - garb>dash>6a/6b>5CxN combo - gravity combos - mind games with 236A>throw - mash 4B during blackstrings What I still suck at: - 2DD>TK>5DD (timing and position/height for this is so gay) - zoning at mid range (very risky when misssed cuz of recovery) - TK feint coming out as spike chaser but normal TK doesn't wtf I may have koto problems later on when ppl get good with her idk.
crazycrackers Posted August 6, 2010 Posted August 6, 2010 I've heard people say that Makoto isn't that good. What's this about? But she'll definitely be more difficult than Ragna as she has a few ways around 214D, and Ragna is supposed to be 50-50. I can see a reaction DD punish from a whiffed 5D O_o I think Makoto is pretty good, her range is just really lacking. The matchup with her is probably tricky (I don't really know, I haven't played any GOOD makotos), especially since her super shuts down some zoning options, spike chaser especially. And yeah she might have some ways around spike chaser besides the super, but I don't think they're that difficult to deal with in the sense that they don't end up with Makoto reacting to spike chaser and getting a free hit on Makoto, rather they just make spike chaser a little harder to apply into zoning.
Daidoji Kage Posted August 7, 2010 Posted August 7, 2010 Hey all, I was hoping there might be some simple tip for improving how to land j.2DD after j.DD. I always feel either too slow and they can tech out or that I don't have enough time to jump again... Is it a purely height based thing? Is it that I need to time earlier hits in a slower fashion and that they'll still combo? Eh,...I'm just lost and finishing the combos two hits short right now.
Antihippy Posted August 8, 2010 Posted August 8, 2010 If you're talking about what i think you're talking about you need to do j. 214D~C in between.
Overheat Posted August 8, 2010 Posted August 8, 2010 I think he's talking about j.DD > dj.2DD. In which case you simply have to practice jump cancelling j.DD. Some Lambda's I know do a very small jump cancel into dj.DD, not dj.2DD. I personally don't recommend that, but it works for some people.
SushiMooshi Posted August 8, 2010 Posted August 8, 2010 if you do j.DD than quick jump you can actually go into dj.DD again instead of worrying about going down with the stick/pad in time and than into j.214D. also i like to j.DD>j.DD>j.2DD>j.214D if you time the second j.DD right so that it hits your opponent on the headish part than your j.2DD will connect, you get more dmg in this way.
Denzi Posted August 8, 2010 Posted August 8, 2010 also i like to j.DD>j.DD>j.2DD>j.214D if you time the second j.DD right so that it hits your opponent on the headish part than your j.2DD will connect, you get more dmg in this way. You can get the same effect if you j.DD > JC > j.2DD > j.214D~C > j.DD > j.214D.
DopeSauce Posted August 12, 2010 Posted August 12, 2010 hey guys so im new to lambda and im haveing problems zoning got any tips? cause it seems like i cant keep people off me and i dont really know when i should use 214D and 236D and im having problems keeping the pressure on and i think it would help me alot with my game and im wondering whats a good move to combo into 236C??? cause i hate throwing random ones out hoping for a hit
Overheat Posted August 12, 2010 Posted August 12, 2010 Your best thing to do with Lambda (for now) is to flowchart 5DD. What does your opponent do after 5DD? Do they stay blocking? Do they attempt to jump out of pressure? Your best bet is usually going to be 5DD > 214D. You can throw in 214D~C if they're far enough, but some characters can punish you if they have 50 Heat. 236D is deceptively slow (44 frames), while 214D is 35 frames. Stuff jump ins with 2DD or 6DD. If blocked, cancel into 214D, and zone. If it hits, continue into a combo. A really good combo you can do to lead into 236C is a Counter Hit 5D (1 hit only) > 236C. Or 214A > 5C(8) > 6C > 236C. You could also do 236D > 236C, if they're getting hit by the pinwheel. Try to not randomly spam Parser, and be cautious with D spamming, as they're a lot more punishable now.
SolarMisae Posted August 12, 2010 Posted August 12, 2010 I think he's talking about j.DD > dj.2DD. In which case you simply have to practice jump cancelling j.DD. Some Lambda's I know do a very small jump cancel into dj.DD, not dj.2DD. I personally don't recommend that, but it works for some people. Any reason in specific you don't recommend it? I'm one of those people who do the small jump cancel into dj.DD instead of using dj.2DD. It was just what I was used to when I switched to Lambda after playing Nu. I seem to have more success doing it this way. Is using dj.2DD more practical for any reason or is it personal choice?
.safety Posted August 12, 2010 Posted August 12, 2010 Any reason in specific you don't recommend it? I'm one of those people who do the small jump cancel into dj.DD instead of using dj.2DD. It was just what I was used to when I switched to Lambda after playing Nu. I seem to have more success doing it this way. Is using dj.2DD more practical for any reason or is it personal choice? dj2DD's second hit will bring the opponent closer to you so that dj214D will be in range for them if they are too far from you during an air combo. djDD doesn't bring them closer, so it will cause dj214D to whiff in some situations. I just use djDD though, and only dj2DD when the opponent is too far. it doesn't really matter which you use unless the distance becomes problematic.
SolarMisae Posted August 12, 2010 Posted August 12, 2010 dj2DD's second hit will bring the opponent closer to you so that dj214D will be in range for them if they are too far from you during an air combo. djDD doesn't bring them closer, so it will cause dj214D to whiff in some situations. I just use djDD though, and only dj2DD when the opponent is too far. it doesn't really matter which you use unless the distance becomes problematic. Ahh. Yeah. I do sometimes whiff my dj.214D, rarely, but it happens every so often. I guess thats why. =P So either are practical in the right situation then...
Overheat Posted August 12, 2010 Posted August 12, 2010 Personal choice. It just feels awkward to me. It's a little too fast. Plus, most of the people I see who use it, always do j.DD > dj.D > dj.214D. They miss a hit XD I almost always do j.DD > j.214D~C > j.DD > dj.2DD > dj.214D. But enough talk of a feint mid combo. But whatever, it's not a lot of missed damage anyways. I have to get more Litchi matches recorded. The only one I have is my 3-day Lambda vs. a 2-day Litchi. I thought I had recorded more than that...
SolarMisae Posted August 12, 2010 Posted August 12, 2010 Personal choice. It just feels awkward to me. It's a little too fast. Plus, most of the people I see who use it, always do j.DD > dj.D > dj.214D. They miss a hit XD I almost always do j.DD > j.214D~C > j.DD > dj.2DD > dj.214D. But enough talk of a feint mid combo. But whatever, it's not a lot of missed damage anyways. I have to get more Litchi matches recorded. The only one I have is my 3-day Lambda vs. a 2-day Litchi. I thought I had recorded more than that... Just to be sure I've been practicing doing both variations. I'm at the point where either one feels fine, but dj.DD always feels better for me. I guess I just like being quick hehe. I do occasionally miss a hit, but it's not too often I'd like to hope. =3 Oh, also..I can never seem to pull off the feint version, is there any particular advantage to it? And yes, you must! Would be very helpful to see. I actually haven't seen many Lam vs. Litchi matches, the only ones I've seen were of the same two players on youtube I think. Eventually I need to get a video capture card myself and record my Lambda as well for critique sometime...
Overheat Posted August 12, 2010 Posted August 12, 2010 Oh, also..I can never seem to pull off the feint version, is there any particular advantage to it? And yes, you must! Would be very helpful to see. I actually haven't seen many Lam vs. Litchi matches, the only ones I've seen were of the same two players on youtube I think. Just a bit more damage. Nothing to worry about. My video quality is really bad. I could use my mom's camera, which would make it look very good, but I just use my laptop computer, and save myself the hassle. Unless it's a special fight or request ^.~ I might actually re-record some special fights against some famous players I've fought. Example of bad quality (since I almost always upload wins): http://www.youtube.com/watch?v=HCpJzhMrm6c This is a day-3 Lambda versus a day-2 Litchi, and we're using CT basics to carry us, so... We're both much better now. I'm going to record some offline play of me today, since I'm leaving home for 11 days or so.
ryu-bi Posted August 12, 2010 Posted August 12, 2010 Any reason in specific you don't recommend it? I'm one of those people who do the small jump cancel into dj.DD instead of using dj.2DD. It was just what I was used to when I switched to Lambda after playing Nu. I seem to have more success doing it this way. Is using dj.2DD more practical for any reason or is it personal choice? I don't prefer doing dj.DD for a couple reasons: - if I ever land dj.DD I'll always try add dj.2DD before Cresent but end up dropping the combo right there...happens a lot when I'm not fighting Tager/Ara - I can just hold 2 down after the double jump to do both dj.2DD & Cresent and if I ever need to RC I already got the muscle memory to do it again.
Mr. Kimura Posted August 12, 2010 Posted August 12, 2010 I admit I have trouble getting dj.2DD especially if I catch someone at a distance (like with 214D~C etc) and try to jc towards them. I'll keep hitting jump and D in hopes to catch them before they tech, usually dropping the combo. From my knowledge the j.DD dj.2DD has to be fairly quick? Thats how I land it when I do.
Overheat Posted August 12, 2010 Posted August 12, 2010 From my knowledge the j.DD dj.2DD has to be fairly quick? Thats how I land it when I do. Well, I think that j.DD dj.DD feels not in rhythm, I suppose... Like, 5DD 6DD 2DD j.DD dj.2DD feels like there's the same gap in timing for all those hits, but j.DD dj.2DD feels somewhat faster.
germanturkey Posted August 13, 2010 Posted August 13, 2010 yeah, you gotta do it fairy quick. like a bit slower and you'll drop the combo. i'm amazed at how fast my thumb can move from 8 to 2 on the d-pad.. haha. so anywho, what is this TK7, TK8 and TK9 shenanigans?
Mr. Kimura Posted August 13, 2010 Posted August 13, 2010 When you finish the TK Crescent Saber motion with either 7,8, or 9 basically. So TK7 is basically D,DB,B,UB and 8 is D,DB,B,U (or maybe D,DB,B,UB,B). TK9 is the same except just end with UF. I hope thats what you were asking... hell I hope I'm right lol
Diveman Posted August 15, 2010 Posted August 15, 2010 Im trying to learn how unsafe C act parser actually is...what good examples you have people? Im just getting into lambda after playing nu on ct
A.X.I.S. Posted August 15, 2010 Posted August 15, 2010 C act pulsar is -4 you know...and its safer than hells fang because of the push back, only unsafe on IB.
Antihippy Posted August 15, 2010 Posted August 15, 2010 Really late startup so you can be poked out of it fairly easily.
germanturkey Posted August 15, 2010 Posted August 15, 2010 you also need to make sure they're at the specific range, because it goes a certain distance every time. it doesn't adjust like A and B. so if you do it while they're next to you, there's a large window for them to grab you out or hit you out of it.
Recommended Posts