Seifuuku Posted August 2, 2010 Posted August 2, 2010 so, discuss this match up. what i have so far.. close range 214d on instant block is a free 5b 214b, on instant block, is a free 5a, which you follow up with the basic HF combo (or 5a 5b 5c 623d 236c 236c) 214c on instant block leads to 5b 3c combo, depending on where you are, adjust the combo. 5b and 5bb can be canceled to TK crescent now - get ready to block high if you see it, along with her 2c 3c is pretty much free 5b 3c if you ib the last hit. exception is if they gravity field, which you can bait. tk crescent on instant block is a free 5b if you are close enough. always barrier in the air. 236c really hurts if it hits. expect throws in the corner, as they lead to TK loops which can be big damage if executed correctly lastly, learn to look for 4b. every normal except 2c and 3c cancels into it for decent damage, so watch out. gimmicks if you have 50 meter and they throw out a 5dd/4dd, it is a free counter hit carnage scissors if they are not throwing out 214d after 5dd. if they do, don't use this gimmick then. at very, very close range this still works if they 214d if you instant block the last sword. watch their meter, in case they try to bait you with a RC. a well timed gravity well stuffs this, so use it only if they don't mash 214d and if they don't have gravity well up/don't buffer gravity well during super flash if you are having trouble with 214d, you can use the 623c gimmick. run up or IAD to them while they use it, and right before it pops, DP them. you shouldn't get hit, and most likely you will get the typical DP combo. however, just landing that counter hit is good enough as it knocks them down to the ground
Overheat Posted August 2, 2010 Posted August 2, 2010 5b and 5bb can be canceled to TK crescent now - get ready to block high if you see it, along with her 2c Almost no Lambda will j.cancel 5B or 6B. It's safer to just stay blocking low as the Lambda will probably just 3C 236B. 2C is the most frequently j.cancelled normal Lambda players use. The Lambda can 2C 3C, or 2C TK, so watch out for the overhead. 3c is pretty much free 5b 3c if you ib the last hit. exception is if they gravity field, which you can bait. Yes, bait her DP! It's not that good, and I've had a lot of Ragna's clash with it. Everything else looks good. Don't be complacent with blocking while Lambda takes away Primers!
Yuai367 Posted August 30, 2010 Posted August 30, 2010 my main problem with fighting Lambda's is i have trouble getting in on her without eating D moves
Overheat Posted August 30, 2010 Posted August 30, 2010 my main problem with fighting Lambda's is i have trouble getting in on her without eating D moves Be patient. Passive-aggressive I suppose. Empty jump, and IB her 6DD/2DD and air-dash right after. The Lambda will probably jump cancel those, or cancel into 214D. Any time Lambda whiffs a sword, rush in. The recovery on her swords are horrible. Jumping up high and BEing is not the answer to 214D(~C). If the Lambda falls for that, well then they're doing something wrong.
Shin Kazuya Posted January 19, 2011 Posted January 19, 2011 Is there in this matchup something you can bait and jump over to punish, or just punish?
Famhuss Posted January 25, 2011 Posted January 25, 2011 Full screen spike chasers rip me a new one. It´s about 2 times rags height so jumping doesn´t help, maybe double jumping? And her block strings seem to go on forever, got my guard crushed in a matter of seconds lol. It would be nice to know what attacks to IB>ID
Jackie Chandler Posted January 25, 2011 Posted January 25, 2011 You definitely want to High Jump -> Double Jump over Spike Chaser if you're running low on Primers, Famhuss. You could even use Berial Edge or Gauntlet Hades to move through the air provided the Lambda you're playing isn't good at punishing, but against a high-level Lambda you REALLY don't want to do that. Instead, like Overheat suggested, play passive-aggressive. Running and jumping in without making attacks is normally safe and gets you close, since a lot of Lambdas have the tendency to use 6D when they see you trying to jump in. And if you think the Lambda you're facing is going to react with a 6D BEFORE you jump in (while you're running on the ground) sometimes you can just run straight in for a free combo. :P As for blockstring pressure, watch out for 2147D for overheads, 236B for sweeps, and 236A for a green throw. When playing rushdown watch out for her 214A, especially when she neutral techs- except for her dropping sword Distortion it's her only reversal, and she can combo out of it. If a smart Lambda rushes in, she's probably going to do one of two things- 3C for a sweep (which gatlings into 214A for pain) or 4B (and you NEED to go to Training Mode and practice blocking that if you haven't already). The only other thing I can think of is her corner 5DD -> 214D pressure. If she gets you in this, instant block the last sword and H.J.C. over Spike Chaser, or 623C/D depending on how close she is. I know this might not seem very related to Ragna, but the thing is, Ragna's options against this matchup are so limited you need to know how Lambda plays before you can start doing well.
Famhuss Posted January 25, 2011 Posted January 25, 2011 mmm, if I hj>jump over spike chaser i can't AD anymore right? Since GH and BE are easy to be punished I can't move closer after jumping. What is going to stop lambda from doing it again, even if she doesn't do another spike chaser she can get a blockstring when you land. A couple of times they even flee(backdash) after the blockstring as to not get caught by any of my normals and punish me when i IAD after them. Also lol @ act parser and 5a being AUB... I'll try the DP for corner pressure, seems golden
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