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Posted

=P There was lag remember. That wasn't even me at my best for melee Lambda. Any time you TK feint, it is a mind game.

Actually wait. Which vid are you talking about?

EDIT: There's 16 new videos in my channel. No need to analyze them, it's just there for your entertainment.

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Posted

well, seeing as how i basically started this discussion, i meant my zoning /\ is good, but when someone rushes me down and i don't have the time to get out, i'd rather be able to IB and get a ch and start a melee chain rather than reset and try to go back to zoning. hence why i said "i'll try a no swords /\" to become more proficient at melee combat. once that falls nicely, of course i'd go back to zoning first.

as for Hakumen and Hazama, a hakumen that isn't rushing inside your sword range is failing. he can slice your swords and and nullify them. so you can't use them as much. Hazama can out zone /\. his chains are faster and he has a vector of attack in the air that neither 6d or 2d cover. you can't use j2d to zone because he has a horizontal chain, and in the air, his jc owns every jump attack /\ has. which led me to the conclusion that you should IB and try to fight a little closer than stay full screen and let him out zone you.

Posted

What is Hazama going to do though when he's out? If you IB chains he can't get in safely, sure he can fly around the screen like a circus act but that isn't going to get him places on mostly everyone. You need to zone him more intelligently, you don't have to smash D to zone which is what you're making it sound like. There's no need to fear chains that much.

Hakumen is a bit more troublesome but he doesn't have an easy way in, again you just need to zone more intelligently. It's not like he has a 1 frame move that recovers immediately to cut swords with. If he's jumping around trying to cut swords without reacting, shoot one in between the attacks. Mixup with 6A/6D/Airgrab if he airdashes.

@Overheat: How is putting yourself at disadvantage a mind game? There's no way to make a TK Feint safe. That doesn't sound like much of a mind game when you're always at a clear disadvantage. You use it way too much IMO and the people you play aren't punishing it either due to lack of knowledge or they're just bad players. You can get a feint off every now and then but using it every single time you're close is a terrible idea.

Posted
@Overheat: How is putting yourself at disadvantage a mind game? There's no way to make a TK Feint safe. That doesn't sound like much of a mind game when you're always at a clear disadvantage. You use it way too much IMO and the people you play aren't punishing it either due to lack of knowledge or they're just bad players. You can get a feint off every now and then but using it every single time you're close is a terrible idea.

I thought we were going to drop this. I'll do whatever I want to do. Where's videos of your Lambda? What if it's not a TK feint? Is it better then? Do you expect your opponent to be able to see a TK feint, and think that they're going to punish it? What if I just 4B or 214A their punish or something? I use it because I like it. Are you trying to tell me to stop using it so much? Sorry, but I really don't care. I'm not going to change, and you aren't going to either.

Posted

Haha, as soon as 2C being garbage hit, I pretty much knew Lambda was a pretty awful rushdown, melee character.

Losing the big CH damage from TK's is a big one too

Basically you're supposed to spam the shit out of 214D now : /

And if they have the ability to super inbetween most of your stuff you basically can't do anything unless it's hit confirmed : /

Posted
Haha, as soon as 2C being garbage hit, I pretty much knew Lambda was a pretty awful rushdown, melee character.

Losing the big CH damage from TK's is a big one too

Basically you're supposed to spam the shit out of 214D now : /

And if they have the ability to super inbetween most of your stuff you basically can't do anything unless it's hit confirmed : /

I agree, but I agree with Zong as well. I miss 4.7K meterless off a CH TK (lol). It's pretty funny. You can usually get away with spamming 214D while they're in the corner. You can get a clean hit into the loop, and some characters can't do anything.

Such a pessimist.

Use the tools you have.

Say you're fighting Lambda, rather than punish whiffed D swords with dashing 5DD 236B's, I would run up and exploit Lambda's crap recovery. Not to mention Lambda has like the worst DP in the game, and it's so easily baited. Any little mistake Lambda makes is an easy 3K off 5B.

There's different ways to do everything, and I just like to keep my options open. If melee and zoning don't work, I just stick to zoning.

Posted

I wish I played characters that could run when I fight lambda.

It's hard for me to punish stuff unless I am looking to do so, and have myself spaced exactly right for the situation.

Posted
Not to mention Lambda has like the worst DP in the game, and it's so easily baited. Any little mistake Lambda makes is an easy 3K off 5B.

There's different ways to do everything, and I just like to keep my options open. If melee and zoning don't work, I just stick to zoning.

If you bait something like DP by definition all dp are bad and baitable >.< so the point is moot if you're baiting shrug ............ however Lambda dp is weighted better since it goes into damage itself where other cast dp is just a one hit attack and sends people flying instead people fly away. worst DP goes to tsubaki if it wasn't the fact it had projectile property making it ineffective to more attacks and invul which isn't around active frames beside B version but that has no start up invul..

yada yada... isn't this suppose to be a video discussion thread? Why are people posting here about lambda general without a single mention of any vid or vid included.

Posted
Why are people posting here about lambda general without a single mention of any vid or vid included.

Good point. I'll be putting up 35 videos over the next 2 days. Some are quite good. 10 Lambda mirrors, 8 Tager-Lambda, 8 Jin-Lambda, 2 Hazama-Lambda, 2 Mu-Lambda, 2 Litchi-Lambda. The rest are just Tager matches.

Posted

Tuka was right about your video though, you were overusing TK feints way too much : /

I do too sometimes but you went nuts. Against a good opponent that shit'll get you destroyed. I hope you know lots of characters can super in a blockstring involving feints. Some can super even if you go for the real TK. And you can get DP'd out of a TK too, I think. Had the Ragna been good he would have seriously fucked your day up, destroyed your blockstring and then left you in the position to block

And I was playing last night against someone with a really solid defense (but like an American, will fall for overheads), god, Tuka was so right about 236D, it's fucking awful. He jumped and IAD almost everytime and either punished me or left me under pressure. Except maybe in the corner against a lot of pressure and conditioning, that move is really bad against anyone not Tager

Posted

rachel has a difficult time punishing it, however, once i did tempest daliha the move before it came out all the way. outside of that rachel has to kinda block it as well.

Posted

I think people should have a little more faith.

If the guy he played against knew how to punish TK feints properly, he probably wouldn't be spamming them.

If someone's being free, let them be free.

Posted
I think people should have a little more faith.

If the guy he played against knew how to punish TK feints properly, he probably wouldn't be spamming them.

If someone's being free, let them be free.

:psyduck: this 'discussion.'

Posted

And I was playing last night against someone with a really solid defense (but like an American, will fall for overheads), god, Tuka was so right about 236D, it's fucking awful. He jumped and IAD almost everytime and either punished me or left me under pressure. Except maybe in the corner against a lot of pressure and conditioning, that move is really bad against anyone not Tager

So true. Against anyone mediocre even, its pretty easy to just react to 236d and jump the hell out of there. I guess this might be a useful tool for baiting people to jump so you can hit them with your air unblockable 236c, but spike chaser can do that way better than 236d can. 236d is really just a tool against Tager, an occasional gimmick, and a nice primer/lockdown move to use after 236236d.

Posted

Highlights!

Wow, wow, 3:18. That was amazing. I haven't seen it before actually. >>

Or maybe I'm just finding out about it :P

Also, punishing carnage with 5C(1) > 236C was cool. *Continues watching*

5:00 or so, I think I saw that in Riot_Squad's combo vid :P

7:30 - I am so using that.

10:27 - Everyone's using crossunders now..

Posted

The gravity combo is already in the combo thread -

3C > 214A > Dash > 6A > 2147D > 5C x N > 6C > 236C [Corner] > [6A > 2147D] x 4 > Loop Ender – (5.4K)

3C can be replaced by 5C (hitting an airborne opponent in the corner) as you have seen in the video.

Of course you can also go for the [5C x N > 6C] loop but it all depends on the spacing.

Posted

http://www.youtube.com/watch?v=0hIG3iRciBY

http://www.youtube.com/watch?v=4dUSoBICNn8&feature=channel

http://www.youtube.com/watch?v=v6rnNubcMG0&feature=channel

As a Lambda scrub and my second day actually taking her seriously I'll take all criticism and advice to hopefully improve to a level of being a threat. Getting help from yaya, hellknight, and overheat in the precess of learning her. I'm not great but I think I did fine with the minimal knowledge I have of her. The other three didn't start helping me until now...well only overheat as of now.

For those who don't know I'm actually Ragna main and practicing Lambda to improve to my Ragna capabilities or oddly enough surpass him. Been a Ragna main since CT and a Rachel sub. Dropped Rachel in CS and suddenly decided to learn Lambda after given time. To those who are curious, my performance is all on stick.

Posted

You've missed every single Gravity Seed combo in the videos. If you get a CH and are not at the wall, back up a tad bit and then 5CxN>236C>etc- that will work. Otherwise, 66>6A>2147D>5CxN>etc.

CAs are very risky, and if you plan on taking that risk then do 632146D instead- it gives full startup invincibility and will force the opponent to whiff with good timing. I wouldn't suggest using Calamity Sword in a irl situation since people won't get ahead of themselves.

Learn those IAD. Starting matches for Lambda usually involves IAD back>j.2DD; but airgrabbing is also a good option.

Get used to jumping into the air and using j.2D/j.D which can be relatively safe. Keep your mobility up.

You've got good zoning tools. Practice it good.

Posted
CAs are very risky, and if you plan on taking that risk then do 632146D instead- it gives full startup invincibility and will force the opponent to whiff with good timing. I wouldn't suggest using Calamity Sword in a irl situation since people won't get ahead of themselves.
I'd say CA's are actually safer, but it does waste 50 Heat, and could be replaced with an IB > IAD away/back-dash. Depends on who the opponent is, I guess, because then they could super flash buffer something as well.
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