Ginseng Posted February 23, 2010 Posted February 23, 2010 Discuss the Tsubaki vs Lambda matchup here. Things to watch out for: Zoning.Act pulsar mixups(low, dash in throw, etc.)Guard crushes, lambda is good at guard crushing.Spike chaser corner lockdown.AIR THROWLambda's gravity field DP Things you can use: 214B projectile invincibility, 22B auto-guard projectile.236x and j214x to get in.
DavidGuard Posted February 24, 2010 Posted February 24, 2010 I'm having a lot of trouble with the Lambda matchup, timing 236.B for projectile autoguard is tough, and I can only get charge after landing her 22 special. You guys have any tips for this matchup?
SuperKawaiiDesu Posted February 24, 2010 Posted February 24, 2010 bait something and 236D her is all i can say ;____;
STenSatsu Posted February 24, 2010 Posted February 24, 2010 You might be able to jump charge from far away in between her 5d and 6d patterns. Also, I know Litchi's kara fastfall was good for getting in on Nu, so I expect the same thing would hold true for Tsubaki's.
Ginseng Posted February 24, 2010 Author Posted February 24, 2010 Tsubaki's isn't a fast fall, since j.D floats her in the air, so it's kind of a really slow-falling glide. Be very patient in this matchup, using B specials for projectile invincibility is a very inconsistent option that often results in you getting counterhit and comboed. Generally only charge when you are positive he won't hit you. I generally play this matchup with very little charge, or even no charge. Getting in and preventing the lambda player from zoning you out takes priority.
Prototype-03 Posted February 24, 2010 Posted February 24, 2010 j.D helped me when they go for that ground sword spikes. Gives me half a charge usually. But yeah, I'd agree with Ginseng... It's better to keep the pressure than to get a charge... Although I'd be careful for the anti gravity DP-like thing... It has priority over most of Tsubaki's moves.
kriaser Posted February 24, 2010 Posted February 24, 2010 Lambda's DP will only hit you if you're in action/not blocking since it is a reversal, it's not a matter of priority. It's baitable, such as 5A mashing over their knocked down body or something. My best advice would be to keep the pressure and stay in D sword dead zone. If you put her in a corner, maybe try to stay a tad bit away to prevent a wake up gravity well. I'd also focus on using meter for DD combos. Since Tsubaki's DD is a great corner pusher, it can put Lambda in a bad spot pretty quickly.
soujiro seta Posted February 24, 2010 Posted February 24, 2010 You don't need charge to beat lambda at all. Same goes for arakune. DO NOT STAND BACK AND ATTEMPT TO CHARGE. Sticking to them like glue and being all up in their grill is what you need to do. Once the match starts your first and only priority should be to get in. Do not back dash and jD or 2D. You are playing into her game. 2D charge right next to lambda after you score a knockdown, and give yourself a little space just incase they try and tech roll out. On lambda's wake up you can safely pressure with 5B > what ever you want. Charging should be the last thing on your mind, cause once lambda gets her distance, you might die before you get in again.
DavidGuard Posted February 26, 2010 Posted February 26, 2010 At soujiro seta, how is 5b safe from wake up gravity well, I'm guessing mid-range 5B then?
soujiro seta Posted February 26, 2010 Posted February 26, 2010 At soujiro seta, how is 5b safe from wake up gravity well, I'm guessing mid-range 5B then? Yes, don't do 5b too close to her. At like mid-range, as you said, on wakeup. That's why i said give yourself a little space on her wake up, what I meant was 5b range. She can still do gravity well on wake up, but it will completely whiff and won't counter you cause your not close enough. After 5b you can then start your pressure. http://www.youtube.com/watch?v=I5Bv58gMxjM#t=1m46s and http://www.youtube.com/watch?v=I5Bv58gMxjM#t=3m9s are basic examples of what I mean. You see at http://www.youtube.com/watch?v=I5Bv58gMxjM#t=3m57s tsubaki was too close and got countered. This entire match http://www.youtube.com/watch?v=pGchMpeA-XU, different from the links above, is the epitome of what i mean. Every time he knocks lambda down, he stays at 5b range, and he adjusts his position as well just incase she tech rolls out of the corner.
kriaser Posted February 27, 2010 Posted February 27, 2010 It's hard to justify what you mean, soujiro. The first video you linked was a whiffed 5B, the 2nd was Tsubaki waiting until the gravity well was down then she 5B. The 3rd video, the 5B whiffed and he was continuing to the 5BB in which he got hit by the gravity well. 5B doesn't beat gravity well. Gravity well gives full body invincibility to Lambda, making any attack impossible to catch her during the active frames of the move. That's why even Tager's 720 loses to Gravity well. HOWEVER, your point isn't completely invalid. You can bait the gravity well with a 5A/5B poke as long as your range is just outside the hit box of the gravity well. Mind you, it's all a matter of how reliant the Lambda player is on using the reversal. Personally, I'm fairly good with dealing with melee pressure as Nu/Lambda, so I'm probably not one you could use this gimmick against.
The Katz Posted July 29, 2010 Posted July 29, 2010 Whiff 5B max range into 22D if you actually have the meter seems like the beter gimmick if you know they'll dp, and if they don't g-well, they block 5B and eat unblockable if they failsauce? A straight up ghetto idea, but it could work. . . once. . . every few different Lamb's you play.
Ginseng Posted July 29, 2010 Author Posted July 29, 2010 You can't cancel into specials if you whiff normals. I'm assuming you're saying hit 5B at max range then 22D.
The Katz Posted July 29, 2010 Posted July 29, 2010 I guess the smarter thing to do would be to 5B roughly around the time they're teching for dp bait, then counter with 22D after you recover. Though, both ideas would more-or-less fail against someone who knew what they were doing when it came to playing DEF. Also, I've seen 236D go through the sawblade special (forgot the name, forgive me). Reasons why?
Slayer Alucard Posted July 30, 2010 Posted July 30, 2010 So the best option is to keep charging at a minimum? Or does 236D have some use for closing in?
Ginseng Posted July 30, 2010 Author Posted July 30, 2010 236D only covers about a bit over half a screen, so you really need to space it correctly before going all-in with it. I say all-in since you're using a charge, and you pretty much have to fish for it to reach her and not get stuffed out.
iamkitkatbar Posted August 24, 2010 Posted August 24, 2010 What punishes that 234C besides jumping back on reaction and 214
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