cookiehours Posted September 6, 2010 Posted September 6, 2010 I had trouble with ac1791's melee Lambda and I figured it would be a good time to start this topic. What does one do against these types of Lambdas?
RaveSage Posted September 6, 2010 Posted September 6, 2010 Best thing you can probably do is just not use your grounded swords almost ever. Maybe 6D if he's jumping around to get in but otherwise, you just have to out-melee him and know how to block your own strings. 6A might be helpful too. j.2D/j.D at far screen can help keep em' at bay and stop C Parser I believe. CT Nu mirrors were pretty awful but with the swords mechanics changed it's a little easier imo. Just gotta read the opponent more.
toanenadiz Posted September 6, 2010 Posted September 6, 2010 That's pretty vague. Is there a specific thing you have a problem with? Can you not block the mix-up? Do you have problems keeping your distance? Are you afraid of trying to fight him close range like they do to you?
cookiehours Posted September 6, 2010 Author Posted September 6, 2010 That's pretty vague. Is there a specific thing you have a problem with? Can you not block the mix-up? Do you have problems keeping your distance? Are you afraid of trying to fight him close range like they do to you? I should have been more specific. That's exactly the problem I have. I tend to have problems keeping my distance and I have trouble fighting him at close range. When he rushes me, I'm stuck at blocking and being overwhelmed. I don't know whether it was lag that screwed me over there or it was just me. His mixup game was crazy and I just didn't know what to do.
tuka Posted September 6, 2010 Posted September 6, 2010 lol Lambda has no mixups. Block low until you see him jumping for crescent saber (which could be out-poked by 5A, maybe even 5B or 6A), 4B is a horrible overhead and very easy to react to. Always have your fingers on B+C for escaping throws, obviously. IB > Backdash / IB > Gravity also works well.
crazycrackers Posted September 6, 2010 Posted September 6, 2010 Crescent is a pretty fast overhead, relatively speaking, but its bold animation makes it easier to react to. When you see it coming out block high and if its a feint then poke him out. Feints are only to be used once in a while in cs because they put lambda at a disadvantage and are simply reliant on your opponent not reacting fast enough to them. If you don't think you can react quickly enough to poke her out simply IAD away>j.2dd or something. Lambda really doesn't have a very good melee game. Lambda, like tager though, will destroy opponents who are inexperienced against her, and that seems to be your problen. As for the zoning, don't use 5d very much unless you know you can. When you have the urge to make that first move I would recommend throwing out j.2d. And zoning her in the air is pretty simple so I'm not going to get into that. This matchup requires you to out predict the other lambda player initially, and then take control of the match as long as you can. Use your melee game when its appropriate, not as your absolute backbone as "melee lambdas" would.
kenja0 Posted September 6, 2010 Posted September 6, 2010 I hate this matchup, it's totally rigged in Lambda's favor.
lime93 Posted September 6, 2010 Posted September 6, 2010 I hate this matchup, it's totally rigged in Lambda's favor. so true i hate the fact that i have a harder time fighting Lambda more than Bang and Litchi I'm always the one getting zoned
Overheat Posted September 6, 2010 Posted September 6, 2010 If you stay blocking, you will get guard-crushed. If the Lambda does 214D~C, 5D will cancel it out, and even might give you a 5D CH 236C. Lambda does have mix-up if you let her. Why are there monsters like Riot_Squad, Yaya, and Murasa out there? Anyways, one of the worst moves in this match-up is 4D. It's a free ticket in to melee. If you can't handle Lambda's "mix-up", Counter Assault or IB and get away. Play patiently, and pay attention to Lambda's jump cancellable normals.
cookiehours Posted September 6, 2010 Author Posted September 6, 2010 Crescent is a pretty fast overhead, relatively speaking, but its bold animation makes it easier to react to. When you see it coming out block high and if its a feint then poke him out. Feints are only to be used once in a while in cs because they put lambda at a disadvantage and are simply reliant on your opponent not reacting fast enough to them. If you don't think you can react quickly enough to poke her out simply IAD away>j.2dd or something. Lambda really doesn't have a very good melee game. Lambda, like tager though, will destroy opponents who are inexperienced against her, and that seems to be your problen. As for the zoning, don't use 5d very much unless you know you can. When you have the urge to make that first move I would recommend throwing out j.2d. And zoning her in the air is pretty simple so I'm not going to get into that. This matchup requires you to out predict the other lambda player initially, and then take control of the match as long as you can. Use your melee game when its appropriate, not as your absolute backbone as "melee lambdas" would. I'll keep that in mind. I tend to get overwhelmed too quickly when I deal with that stuff.
kenja0 Posted September 6, 2010 Posted September 6, 2010 Lambda vs Lambda is a game of paper-rock-scissors and the card game, speed, at the same time. Whoever hits first gets the combo. Obviously at the beginning of the match, IAD j.2DD is just expected in a normal matchup, but it won't work against someone who does it too. Opening match options: IAD air grab, j.214D, 2D/6D, 5C, and IAD j.2DD. 6D beats IAD j.2DD but loses to else. 2D beats IAD air grab but lsoes to else. j.214D beats aerial movement but loses to 5C, 5C beats stuff but loses to IAD j.2DD. Take into account timing speed, etc etc. Take with a grain of salt. Since Lambda is not a rushdown or a mixup character, grabbing and crossups become important. Gravity doesn't work well in this matchup but it can stop crossups. IAD j.2DD escape is good blockstring exit, but it does lose to j.DD. 236A/B/C can only win in prediction so do it if you know how they are reacting. 214D is kinda iffy outside of okie since it can get crushed by any projectile. 236D is as slow as fuck. 4D seems to be the only reliable attack from a distanced ground Lambda. If Lambda is aerial approaching, remember that aerial D moves can stall so 6D/2D is harder to predict. Everything with Lambda is a 50-50 shot- there's really no way to counter one except with speed and prediction. Use Lambda's speed to control space and keep up unpredictability.
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