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Posted

Posted Image Λ-11

Matchup Statistics

Japanese Ranking: 5.5-4.5

Personally:

Punishes:

Make black holes from Lambda's D moves and taunt behind it for profit!

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details:

Gaining a lead in HP is much more probable, and hakumen can now use it as leverage. nerf to nu's swords, C moves and hakumen's jC/4C makes things interesting. Slight advantage. (I think this will be even, unless they think the firepower difference will keep it at slight advantage)

Links:

  • 5 weeks later...
Posted
:vbang: I had the joy of playing Pulsr the other day. Hakumen still gets zoned, all I could do is jump forward and barrier or walk/hop forward to get in. Lamda's new act parser C special can't be punished on block (neither 2a, 2b, 5b, 3c, 5c, or 4c, nothing works, wth?), she can just backdash to safety and breaks primer while she's at it. Getting hit with air unblockable parser c is also really gay. Why does she get two reliable anti air's and we don't? The only hits I could get on him were from * ch 4c when he'd do an act parser special, leaves enough stun for 5c 623aa bnb, depends on how close lambda is where the 4c hits though. *landing 5a when he'd act parser, maybe 2a? *2b on blocked act parser B into renka gurren 6c *random 2d's (never really recomended though) when he'd act parser B or C, still not viable though as he caught on and started doing parser A for grab. I was only able to get 4 rounds out of 10-12 matches, but it was my first time playing a high level Lambda, AI usually gets shitty lambda's so I had no real matchup experience going in. I need to watch video's and see what the hell I should be doing. Hitting Lambda's Drive with any attack is incredibly difficult, unless it's 214 D (4c this)or 236 D (3c this), need to edit that JackG.
Posted

From observation, I believe C act pulsr is -4 on regular block. Tager players say B buster is free on IB, so for Hakumen, 2B, 3C, and renka are all legit punishes.

Posted

From observation, I believe C act pulsr is -4 on regular block. Tager players say B buster is free on IB, so for Hakumen, 2B, 3C, and renka are all legit punishes.

regular block....

I just realized I've been barrier blocking it pushing her out of reach of those attacks.

Thanks Ryokoalways, that makes a lot of sense now that I think about it.

  • 3 months later...
Posted

Yeah, I was under the impression that act parser cavaliers from neutral situations was lambda handing you a free combo/zanshen/throw.

Posted
regular block....

I just realized I've been barrier blocking it pushing her out of reach of those attacks.

Thanks Ryokoalways, that makes a lot of sense now that I think about it.

Barrier block increases block stun as well, so if you want to punish something, try to avoid barrier blocking.

  • 1 month later...
Posted

Wait do you guys mean the Act Parsers are punishable on regular block or IB? If AP C is only -4 then that still seems faster than anything we can throw out... 3C has a 9 frame startup, 2B is 9, 2A is 6.

Posted

Yeah, but at the same time, I find them so, so easy just to 2D them. Kinda sucks when they do the A version and get a throw counter though.

  • 1 month later...
Posted

Not to mention parser b is 0 on block. This makes a RPS game that usually ends up neutral but can be for or against you equally.

She doesn't have any moves with less start up than your 5A so she is most likely going to block, backdash or IAD backwards do to her dp being complete shit start-up wise.

There are, however, some brave lambda's that still use their only offenses left, grabs and AH. Her grab leads to decent damage and even if you tech it, it puts you right back into her zoning game. And her AH is just scary. It's rare, but it's a good option for her now. It's 13+0 on start-up and inv. until she's in recovery, so if you haven't jumped before the super flash, you've lost, end of story.

This leaves you with several scenarios.

Your 4C>Their back dash

Your 623AA or 66214B>Their IAD back

Your blockstring/grab>Their blocking

Your TK hotaru/grab tech> Their grab

Your jump>Their AH

those are some of her options against haku after he blocks parser B. Like stated above, it's best to try and counter it, but if they use one of the other two parsers, you either eat a CH parser C due to the long start up, or they get a free throw counter.

Posted

So, how do you guys deal with Lambda's guard break ability? The zoning is giving me a problem right now. I'm still used to CT but I noticed unlike VS Nu where I can block patiently through the swords until the right time, against Lambda between all her guard break moves, I'll be blocking for only a short time and suddenly I'll be one primer short of guard break. That forces me to try and fight out when I'd normally be blocking, which leads to me getting CH, which leads to big damage. I just need more experience but hopefully those who already have it can point out the way.

Posted

4C spikes and j.2C wheel and lambda is just left with tk crescent. As long as you don't turtle too much guard breaks shouldn't be much of a problem with haku's 6 primers.

Posted

seems to me you should hit her with all the 4c you can. this match still has (most) of the annoyance of the ond one, only now she doesn't do damn near more damage than you and her normals are not that hot. as long as you stop the spike chaser and get in pleny of 4c haku should be good. and i agree that a life lead can be adventagious, i've won rounds on it against 11. and is it just me, or is she lots smaller than nu?

  • 2 weeks later...
Posted

Let's say you're waking up in the corner, and Lambda has 214D on the way waiting for you. Normally I'd try to punish it with 4C, but the thing is that by the time you get up, it's already on the way and 4C doesn't come out in time; it hits you out of it before 4C becomes active. It seems the only thing to do then is to either counter or try and jump over it.

Posted

I have severe problems with this matchup, I just can't play this one well. Act Parser A (to grab) and C demolish me, I rarely avoid the grabs, and if I get a block on C, I always seem to be a hair short of punishing it. Usually the Lambda is either a bit too far out of reach, or is able to block/backdash my 4C and 3C. Anything I should watch out for that indicates an Act Parser is coming? A larger problem for me though is catching her and landing a hit on her. I can never get through those swords and get a clean hit in to start wailing on her, and her back dash doesn't help.

I may be playing this matchup the wrong way though. The way I go about this is trying to cut the swords with j.2A and try and see if I can sneak in an air dash to approach with whatever. I generally avoid trying to approach from the ground, as it seems so much more difficult to do so. Not working for me however. Any tips?

Posted

As much as Hakumen has improved, this matchup hasn't. lool

At least, until you can establish control. That's the hard part though. :P

Well, let me revise that. If you fight scrubby Lambdas, it'll be much easier. But when you find the ones who know what they're doing, it's back to the old routine.

Posted

Beating act pulsr is all about reaction. If you are trying to do it online, then you have no choice other than to psychic it.

If you recognize act pulsr quickly enough, you can beat all 3 with just 3C, with B version being the smallest window (but that one also is the least return, so it's not really a big deal).

If you aren't as confident with your reaction, hotaru will beat all 3 with plenty of window to spare.

The most reliable way is just block low and look for throw/tick throw. That's generally how I approach it unless I have a decent amount of meter in stock, in which case I just take the fight to them.

Also, you can only punish C pulsr on IB. If you get IB, start into renka>enma combo. If less than 4 magatama, 3CX2 and gain some ground on her.

I approach from the ground for most of the match from the ground. From neutral, I don't really AD more than 2-3 times per round. This is because in the worst case scenario where Nu guesses two AD correctly, you would have sustained enough damage where you would be forced to play completely out of your game plan due to time constraint, and that's going to make it really hard to come back without a mistake on your opponent's part. Just sit tight, get meter, and then move in (slowly) for the kill. Hakumen can take nu out in back to back combos of any variation, so it's not that big a deal.

  • 2 months later...
Posted

Hay dudes I have problems in this matchup.

Specially a dude who likes abusing Lamby's air wheel move (forgot its name, it's the one you usually use as a finisher in all her air combos) and it doesn't seem liek you can punish that shit with counter on IB (HAKUMANZ can't react on time for that, from what I've tried). And well, the rest is the same, I take a very hard time to approach with those swords :vbang:

Hints?

Posted

Not much I can say on helping you with this match-up, we only recently got a solid lambda player.

But, utilize either hopping or super double jumping to get in close. The crescent slash or wtv, if I understand correctly is -8 on block, so it should be punishable on IB. If you manage to land an IB try 5b to punish, if not just block it, she has time to land which would be a good time to get in close on her for damage.

Posted

Yeah, there's no trick to save you here. It's just going to be a long hard slog to get through all those swords. You have to be on top of your game with everything and not miss any chance to get in on her.

Posted
Yeah, there's no trick to save you here. It's just going to be a long hard slog to get through all those swords. You have to be on top of your game with everything and not miss any chance to get in on her.

Pretty much this, the main change in this match up is that you can cut projectiles and you need to learn which to cut, and which c move to use. You really need to learn how to block in this match up as well.

Posted

Heh, yeah, the timer is the real enemy in the fight, more so for Hakumen I reckon...and Hakumen's biggest hurdle in the fight is simply getting in on a character that can relatively easily run away and maintain distance.

Sad to say that I've only recently learned to properly fight in this matchup but what I've learned after extensive trial & error is the only time I jump to get in on Lamba is to airdash and only when Lambda is airdashing (often away) and when Lambda summons Sickle Storm since she'll be in recovery frames. Other than that, I simply walk forward and maybe Kishuu occasionally since I find being in the air too risky, even if you are properly blocking all the swords and various junk she throws at you.

Learning to 6D and 2D moves like Spike Chaser (4C that junk too) and Sickle Storm helps shut down some of Lambda's BS and help close distance and save your guard meter. IB and 6D/2D Legacy Edge is free meter too.

Try to read when a Lamba is going to throw out an Act Parser, 6D or 2D accordingly and whoop her ass, you'll want to otherwise you can run the risk of being comboed or having your guard crushed.

I have a love/hate of this match, freak'n cat & mouse game.

Posted
Pretty much this, the main change in this match up is that you can cut projectiles and you need to learn which to cut, and which c move to use. You really need to learn how to block in this match up as well.

I noticed. However I can't seem to find a good HAKUMANZ attack to cut those shitz. Specially in mid-air.

j2A and j2C aren't that helpful in that aspect imo ;(

Posted

Imo, this match got a lot easier than it was in CT. Nu could shut you down and do whatever, but now you can void swords and move around more freely than before. Plus, 4c ch makes it easy to get close and mixup. Parsers are also vulnerable, so not much of a threat.

Know what you can cut, check out the Lamb's habits, and you have this made. Being in the air shouldn't be a problem since it's also free sword IB if the Lamb is sword-happy. Lamb can no longer run away like in CT, so use that to your advantage.

Imo, anything less than a really good Lamb should not be a threat. Haku has the advantage as long as you play patiently.

Posted

This Lamby player I fight likes to use j2D as soon as he jumps, and he always uses the stupid air wheel thing. If there's a way to cut those shits before they hit me, I'm all ears.

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