zaeris Posted July 31, 2010 Posted July 31, 2010 Personally I'd rather dash 5B/6B counter. Reward is just so much higher (6B > 5cx8 > 6c > 236b = 2300 damage..) and theres really not much skin off your back if you time it wrong and they block as you can just go into mix-ups. Obv 5c(ch) > 236c is better though. Outside of combos I don't think 6c is really that great. You can punish Reversals with 236B as well and get lots off that. Especially with the right positioning. Also does 6C really prorate less than 5C? I hit training mode a while ago 6C > 236C - 236C did 821 damage 5C > 236C - 236C did 843 damage.. its only 5% difference.... lol
Fireryda Posted July 31, 2010 Posted July 31, 2010 When you're as bad as me you need all the damage you can get (with easy links because i drop every hard combo like ever :V)
Overheat Posted July 31, 2010 Posted July 31, 2010 Got CS, played casually for some hours. Things I did / thought that I still do / still think - 3 reps of TK loop (sometimes 4) - Throw > Dash > 6A (timing is dif. but pract. in CT def. helped) - j.DD (hit confirm) > j.214D~C > j.DD > dj.2DD - don’t use 2C outside of block-strings (even then, use rarely) - 5C doesn’t switch sides (not a problem) - Lambda's normals aren't that different from Nu's. - her normals in general are more punishable. - almost everything I do with melee Nu does work with Lambda - different combos, but I'll fix that with time - the way I'm going to play Lambda smoothes the transition - Lambda's should know how to play at least a bit of rush-down with Lambda, especially with TK feints and all her jump cancellable normals. - zoning Nu's will have more trouble transitioning, but melee Nu's will have a much easier time as long as the melee Nu doesn’t get used to 2C, j.cancel 5D/4D, link 5D/4D, back Parser, cross-up Parser - lower average damage Things I was not expecting - Combo’s. Esp. combo’s with dash 5C(8). I can do the combo’s fine, but in Challenge Mode, you have to get all the hits in, and I always miss the first 5C. This will be fixed when I can dash earlier - Primers in CS. Unless you’re fishing for primers, crushes don’t seem to happen a lot (unless they defensively burst) - Lambda’s DP. I simply don’t have the confidence yet to pull this out as a DP in a match. I use it more for zoning Random notes - timing for 2DD > TK > 5DD, etc. was surprisingly easier than I thought it would be - I keep on doing 2B > 2C. I'm switching it to 2B > 6B instead. - I really have to do more firm inputs to get IAD’s and dashes. Will probably be fixed with time - I'm still debating between TK7 and TK7+9. I can do 3 reps either way Finally: I'm not going to be 100% prepared for Lambda, but besides the combos and new moves and timing, my play-style won't change that much. So I'd say I'm 1/3 of the way on to my Lambda. We'll see if what I've done has made the transition smoother than others. I guess what happened is that you all made Lambda sound super hard. She's hard but not super hard. Reminds me of when I couldn't do Noel's Haida, except a bit harder. Most of the problems I've having were expected, and are going to be fixed with time. I've prepared as much as I could have for them, and I think that it definitely is helping ^.^ Keep in mind that this is my personal opinion, so it's subjective.
Sadeyo Posted July 31, 2010 Posted July 31, 2010 Not bad at all overheat. At least you carried over pretty well. From my own experience as a new Lambda user -Strict timing with parser involvement across the screen ( B&C). Your best off buffering your next parser attack after most drives. -Highly recommended you practice short jump Crescent Saber. They work well with any combos. -Short dashes for different pressure approach (essential for all the cast really) Whenever I attempt a TK with Lambda Crescent Saber. I don't seem to notice any difference from a normal one. Someone care to explain? I think I'm motivated to work on a combo video for Lambda. Mainly devoted to forward and back throws and short dashes after them xn. Wish me luck.
Overheat Posted July 31, 2010 Posted July 31, 2010 Whenever I attempt a TK with Lambda Crescent Saber. I don't seem to notice any difference from a normal one. Someone care to explain? I think I'm motivated to work on a combo video for Lambda. Mainly devoted to forward and back throws and short dashes after them xn. Wish me luck. TK's are obviously very important for a Lambda player. For combo's, you will be wanting to do them as soon as possible, as low to the ground as possible. During block-strings, pressure, and mix-up, you can do low TK's or higher TK's by delaying the D-button. For now, just get used to doing TK's as low as possible. If you're comfortable at close range, try doing TK feints into 2B > 3C > 236B, or any other variation.
Arcade Fire87 Posted August 1, 2010 Posted August 1, 2010 TK's are obviously very important for a Lambda player. For combo's, you will be wanting to do them as soon as possible, as low to the ground as possible. During block-strings, pressure, and mix-up, you can do low TK's or higher TK's by delaying the D-button. For now, just get used to doing TK's as low as possible. If you're comfortable at close range, try doing TK feints into 2B > 3C > 236B, or any other variation. Online is full of scrubs so my win ratio's not too bad right now! I have to relearn the Tager matchup though, it's feeling like a struggle. I'm dropping a lot of TK loops in real games, mainly from choking. I'm beginning to see more opportunities to get off TK loops, which is making me happier about her damage input. Overall, I was feeling discouraged but she's fun. I have a lot to learn though. 236B itself is surprisingly good to throw out on a rare occassion. C version, not so much.
Arcade Fire87 Posted August 1, 2010 Posted August 1, 2010 Oh, I wanted to ask you guys with more experience... How often should Lambda do her 236B from a 3C in blockstrings? Like, it is easily mashable, does regular block>DP beat work easily? Does it take strict timing to punish it, etc?
Overheat Posted August 1, 2010 Posted August 1, 2010 Start-up is 18-27 frames (distance-dependant), but most people just wait for Lambda's block-string to end. It gives neither you or your opponent frame-advantage. So unless they IB, it is safe. If your opponent is fond of IB punishes I wouldn't risk it. Other than that, I wouldn't use 3C in block-strings all that much. 2B is also a low that can gatling into 6B and give you a j.cancel option.
Antihippy Posted August 1, 2010 Posted August 1, 2010 Oh damnit. Goryu's lost SBO quals semis with copperdabit. Good shit on Jan though. Only tager in SBO.
Arcade Fire87 Posted August 1, 2010 Posted August 1, 2010 That's too bad Goryus is one of my favorite Lambda/Nu players.
Antihippy Posted August 1, 2010 Posted August 1, 2010 Up against kenneth's bang though. God that matchup sucks.
germanturkey Posted August 1, 2010 Posted August 1, 2010 goryus is the only american (white) /\ player i know. haha. i'm still getting used to playing online. there's a little delay i guess that wasn't as noticeable when you had the leniency of nu's moves..
Overheat Posted August 1, 2010 Posted August 1, 2010 Yeah, I like Goryus's Lambda. Probably my second favourite Lambda. First would be Pulsr.
Arcade Fire87 Posted August 1, 2010 Posted August 1, 2010 There's like, no video's of Pulsr using Lambda so I can't really say I like him better with only 2 video's out. Still, I liked his lambda a lot with the little I had seen
zaeris Posted August 1, 2010 Posted August 1, 2010 Oh, I wanted to ask you guys with more experience... How often should Lambda do her 236B from a 3C in blockstrings? Like, it is easily mashable, does regular block>DP beat work easily? Does it take strict timing to punish it, etc? 3c is -8 on block do 236B anyway unless you are at a safe distance. if they IB your 3c 236b is a must or it is a guarantee punish (-13) and if done to beat mashing IB it can lead to CH 236B combo or at worst leave you at -5 if they IB or 0+/- frame being neutral. what I think about when I use 5dd. 236c = is an anti conditional reaction when you spam enough 214d to get them to jump avoiding primer breakage however by mixing it up with 236c it will beat their pre-emptive jump since it requires people to barrier to avoid getting hit. This works with chip damage too when people are low on health they will try to jump to avoid damage, it magically works more when people have low health as they try to avoid damage. 236B= plays the neutral game since on block it is zero and lambda 5a is 6 frame meaning you have an advantage vs people with no 5 frame attack meaning bang and hazama (from memory) because 5dd is a lvl 3 attack with 16 frame of block stun at 18 frame start up this attack is not mash-able hence you will get a CH more than not leading to 236b CH combo which are free and meterless. 214D = guard primer breaker, using it to safely condition opponents to jump setting extra air pressure such as 2dd, 6dd and 6a AA if you combine with dash air throw to catch people off guard. Which leads to act B and C being usable if you condition them enough.
Arcade Fire87 Posted August 1, 2010 Posted August 1, 2010 Ah, thanks for the tips. Didn't realize 236B was so safe. I have to take the risk and mindgames to throw out 236C when people expect 214D I haven't played enough to react to 236B>6A quite yet. Oh, I managed to get a 5DD>236C>dash out of corner>6A. Shit felt good.
Xithmos Posted August 1, 2010 Posted August 1, 2010 Is it me, or are 236B/C a little too safe? Also after a knockdown from 3C, should I continue to follow up with 214D(~C)? I feel like it can be mashed through, but I'm not sure. Also greetings from the Carl board.
Overheat Posted August 1, 2010 Posted August 1, 2010 236B has no frame advantage to either side. If the opponent IB's, I believe they get a 5 frame advantage. 236C is -4 on block, so if your opponent is grounded when you use it, it should be a free punish. If your opponent blocks it in the air, they won't be able to punish it. After 3C, you can do 236B to get them off you and continue to zone. 214D won't combo, but it'll force your opponent to block and lose a Primer, or make a silly mistake for a huge CH combo. If you hold on to 214D~C, then it'll be too slow and your opponent can punish it if they neutral teched.
Arcade Fire87 Posted August 1, 2010 Posted August 1, 2010 I feel like you should for the 236B, you put them in the corner and that's where Lambda is at her best. Mixup games, TK feints, CH loops, TK loops, etc.
Xithmos Posted August 1, 2010 Posted August 1, 2010 After 3C, you can do 236B to get them off you and continue to zone. 214D won't combo, but it'll force your opponent to block and lose a Primer, or make a silly mistake for a huge CH combo. If you hold on to 214D~C, then it'll be too slow and your opponent can punish it if they neutral teched. Of course 3C>214D won't combo. So I should just input 214D to force them to block? I tend to input 214D~C just in case they try to jump away, possibly landing me a free combo. How is 6B as a normal? I usually use 5A if I can predict if the opponent will attack. It also makes a decent air to air (jA of course).
Overheat Posted August 1, 2010 Posted August 1, 2010 Depends. If you can put them in the corner with 236B, go for it. If they're low on Primers/health, I would go for 214D. If you're stuck in the corner and get a 3C, do 236B to get them out of your face. 6B is a really good normal for Lambda. Something simple like 5B > 6B > 2147D works really well. A lot of people don't expect 6B to be j.cancelled. In fact, I bet some people don't even know it's j.cancellable.
Xithmos Posted August 1, 2010 Posted August 1, 2010 I knew 5B was jump cancel-able, but not 6B. O_o I'm gonna have to try that out! Does it have decent priority?
Overheat Posted August 1, 2010 Posted August 1, 2010 Yes. I use it as a reset if I have 50 Heat. 6B by itself prorates pretty good as well. In general you'd never want to jump cancel 5B/5A anyways, but the option is there. EDIT: My favourite CT combo works in CS! 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.
Antihippy Posted August 1, 2010 Posted August 1, 2010 Hmmm, I wonder if we can have matchup threads for the rest of the characters instead of just 5. Do we do it or do we wait for moderators?
Overheat Posted August 1, 2010 Posted August 1, 2010 I think we can do it, but I don't have too much match-up experience with CS right now... On another note, I inputted Lambda's Astral against a Hazama, and he super flash buffered Jayoku. But the Astral still hit him ^.^
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