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Posted

Matchup discussion. Post will be edited with general strategy.

  • 3 weeks later...
Posted

Same as CT. Patience and some manten launching if needed. Don't force yourself in. Keep in mind 5D and 4D from Lambda don't combo anymore, and there is delay on the ground saw, so use those delays to get in. Staff launch cancels ground spikes, if you see her charging them from a distance, just 2D plant and launch. You'll either hit her out of the charge or cancel out the spikes.

Posted

I seem to be having trouble closing in distance against Lambda as well. My roommate mains Lambda and majority of the time she tries to start her combos from 5D or Spike Chaser. I know the 2D plant and launch works against negating Spike Chaser, but how much of a risk it is to use Shishin after 2D to close distance? Judging by how my roommate plays, I know it'll be possible to use Shishin against her, but I wanted to know in the long run would this be worth it or is it too risky to bother?

Posted

Shinshin is all right but not amazing. From a large distance it won't hit her so she can just wait it out. If you are close enough for a Shinshin, she's close enough for a 5D, and start up on Shinshin isn't great. A note on her - if she loves to keep distance and antiair you a lot with 6D(?) you can dash and do a 3C[m]. Excellent sweep against Lambda and gives you an option that doesn't involve trying to jump into her. Airborne against Lambda isn't the best of places to be after all.

Posted

Placing and throwing the staff has helped a lot, but the lambda I play as some pretty serious block strings that only allow me enough time to 2D plant between the projectile attacks and the start up of ground spikes, then I need to block (jumping puts me into a combo).

I need to go through 2 block strings in order to be able to place the staff and then throw the staff during my next opening, and with mixups its not really an option since lambda can just switch up her keep out game.

This is a very frustrating match up, as annoying as hakumen for me. These 2 characters feel like an uphill battle the whole time.

Posted

Ok i'm pretty new player, but i just had a long session with a lambda player. This may be cause i wasn't playing a top lambda, but from what i saw he can't really punish you from jumping unless he catches you in the first few frames of the jump. So block his first few D's and then keeping jumping and blocking while mixing up super jumps and dump jumps while blocking. He will be forced to shoot anti air swords which opens up a quick dash in 5b. Basically i would do things like jump forward block jump forward block jump forward block then dash in 5b and vice versa but walk forward block instead. Super jump over his ground sword wall thing (idk what its called but it removes a primer) and mixup blocking and airdashing since he will often follow up with anti air swords because you can't IAD over it

Posted

I just launch her staff and rush. Lambda only reliable I MEAN ONLY reliable reversal is her 214 A B or C and once you are in lambda face it is basically over. also her gravity thing has to be recharge in a very long time before ever use again and she will mostly use this in her yukizeme -i think that's spelled right-

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