Nakkiel Posted September 18, 2010 Posted September 18, 2010 Crescent Saber height limit? I wonder how high you have to be
severin Posted September 18, 2010 Posted September 18, 2010 That info was from a while ago. CS Lambda has always had to do cresents from a bit higher than CT Nu.
Mr. Kimura Posted October 2, 2010 Posted October 2, 2010 Been a while... I started playing Lambda again. I think I do better with zoners... rushdown characters make me dumb. Not that I was intelligent to being with...
Antihippy Posted October 9, 2010 Posted October 9, 2010 http://generalnantoka.blog35.fc2.com/ Anyone care to translate? From a bad google translate I think I can make out: 4B less recovery? Faster? 236D slightly faster, less recovery, 6 hits? I cannot make out what her weaknesses are.
NewNugget0 Posted October 9, 2010 Posted October 9, 2010 Direct translation by Google Chrome: ● Lambda - Improvements 4B occurs early, short stiff Sickle occurred slightly earlier generation, reduced stiffness, was six times the number of hits - Weakening point The ground was Nokezori Nokezori of gravity. CH Nokezori quite a long time Floating throw increases, the difficulty chase Sounds like 4B + 236D buff. I have no idea what Nokezori is lol, Gravity field?
kenja0 Posted October 9, 2010 Posted October 9, 2010 4B and 236D being faster and better is what I like to hear. Spike Chaser stunning doesn't actually sound half bad-it can't pickup with D moves though. 236A/B/C/D mindgame/combo? If throw sends the opponent higher, and they can't tech until they hit the ground...then that could just mean the dash>6A timing is different.
zreb Posted October 9, 2010 Posted October 9, 2010 http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-Valk-out-on-PS3!-BBCS-2-for-arcades!&p=786660&viewfull=1#post786660 Lambchops - 4B faster, less recovery. - Sickle faster, less recovery, hits 6 times. - 214 moves changed to stun instead. CH is pretty long. - Throw throws higher, harder to combo. Not gonna make any assumptions on 214s, seems most likely to me to mean Gravity Seed. It seems unlikely to me that Spike Chaser would just be bunched up with them as "214s," but I won't discredit that it could be. The prospect of Spike Chaser picking up straight into 236c sounds nasty. :S EDIT: Actually, more comprehensive list here: http://www.dustloop.com/forums/showthread.php?10272-BBCS-LokeTest-2-Oct.-8th-2010-Discussion Lists 214 as Gravity Seed. No mention of Spike Chaser. So much info seems pretty inconsistent and speculative to me, though :s
kenja0 Posted October 9, 2010 Posted October 9, 2010 Since Arcsys doesn't seem to know what to do to her... Lambda totally needs A/B command changes. j.214D~A should throw a Crescent under her, wall bounces, and hits low... in the air. 214D~A should go backwards. 236D~A needs to appear on the ceiling. lolol
RinHara5aki Posted October 9, 2010 Posted October 9, 2010 Lambchops - 4B faster, less recovery. - Sickle faster, less recovery, hits 6 times. - 214 moves changed to stun instead. CH is pretty long. - Throw throws higher, harder to combo. I dunno about you but that sounds delicious to me if thats true 0w0 Since Arcsys doesn't seem to know what to do to her... Lambda totally needs A/B command changes. j.214D~A should throw a Crescent under her, wall bounces, and hits low... in the air. 214D~A should go backwards. 236D~A needs to appear on the ceiling. lolol LAMBDA IS NOW SSS TIER :3
tuka Posted October 9, 2010 Posted October 9, 2010 4B should hit high from the first hit, proper mix-ups amirite? Faster sickle is good. Gravity stun is good because 214A > 236C = more damage. Higher Throw is non-issue since Throw > 2DD > 6C > 236C would be exactly the same as Throw > 6A > etc. And something about 4D moving her back and harder to combo, I dunno.
L1F3 Posted October 9, 2010 Posted October 9, 2010 eh, ive been using 3C > 236A [whiff] > 4B [1st hit whiff] for a meaty overhead if they neutral tech... if 4B is faster, then im not sure how viable the above will work out..... guess ill just have to delay the 4B lol im curious as to how gravity will effect an airborne opponent. i REALLY like the faster 236D tho. not sure if i like the other changes so far lol well its a loketest, 236D speed increase is a must IMO
zreb Posted October 9, 2010 Posted October 9, 2010 Better 236d is definitely nice given that it's kind of gimmicky at the moment...
severin Posted October 10, 2010 Posted October 10, 2010 Additional Changes, as seen in the wiki: Cavalier is slower. Gravity field: Faster, cooldown shortened. On normal hit, stuns, forces crouch. Air hit floats higher, dash 6A goes under now, but 5C is stable most of the time. Untechable time is longer, more time to confirm 5C (?) Now a fatal counter.
Antihippy Posted October 10, 2010 Posted October 10, 2010 Cavalier slower I can deal with, but does it mess with combos? Also, man, gravity sounds hot. Does it say if the stun allow for what kind of follow up though?
Mr. Kimura Posted October 10, 2010 Posted October 10, 2010 Gravity Field a fatal counter? Sounds nice.
germanturkey Posted October 10, 2010 Posted October 10, 2010 Since Arcsys doesn't seem to know what to do to her... Lambda totally needs A/B command changes. j.214D~A should throw a Crescent under her, wall bounces, and hits low... in the air. 214D~A should go backwards. 236D~A needs to appear on the ceiling. lolol hahaha. so ridiculous. i like the backwards spikechaser. mindgames baby.. anywho, i'm still waiting for them to give Nu's 236d back. that was probably my favorite skill of hers. but faster recovery on sickle i guess i can live with.
WintySoSolo Posted October 11, 2010 Posted October 11, 2010 4DD moving lambda backwards seems interesting, really depends on how far back it moves her. I may be overthinking it, but it would give her more space on block.
zaeris Posted October 11, 2010 Posted October 11, 2010 4DD moving lambda backwards seems interesting, really depends on how far back it moves her. I may be overthinking it, but it would give her more space on block. It might making it safer on block/whiff but it also trades with combo since many of lamdba combo from 4dd are distance dependant. Act B being one example which is a combination of early special cancel and distance. 4dd-> distortion dive (legacy edge?)236236d hopefully it will still combo.
WintySoSolo Posted October 11, 2010 Posted October 11, 2010 Actually, it makes me wonder. Is the movement on the second hit, the first hit, or both? Movement on the second hit would possibly allow for stuff to work from first hit. Hitconfirming the block would mean you could throw the second sword to push yourself back then do spikes or wheel or whatever. Wouldn't help make it safe on whiff. If it was a bit of movement on both parts, doing one or two swords before canceling into whatever would add to small adjustments of positioning, which could be helpful for getting the proper spacing if you want to cancel into the wheel. I wish there was video of the move. What I have in my head is her moving back about the length of her leg in 6B. I'd laugh if it turns out to be just her dropping back a few pixels with the intent just to mess over comboing into 236B.
RinHara5aki Posted October 11, 2010 Posted October 11, 2010 Hmm.. the only thing that I combo'd with on 4dd was a long distance 214d~c (CH) into cavelier, or like zaeris 4dd act b. It might affect both those options now.. Retreat on whiff would help, but not that much, Lambda is so free on a missed 4dd anyways :/
RinHara5aki Posted October 12, 2010 Posted October 12, 2010 Here we go guys visual confirmation on Lambda in BBCS2 http://www.youtube.com/watch?v=oaYyVbjcxUQ
RinHara5aki Posted October 12, 2010 Posted October 12, 2010 things confirmed- Throw goes strait into 2dd Uhhhhh 214a lost DP properties.... forces crouching, recharges faster 4bb looks slower on hit?
germanturkey Posted October 12, 2010 Posted October 12, 2010 4b looks like it sends them away from you. can combo straight into 2dd. 214a lost its invincibility. still has recharge meter. how retarded.
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