Psyken Posted April 19, 2011 Posted April 19, 2011 (edited) Playing Lambda.. I can't defend for crapppppp... I'm blocking but I'm unable to strike... I can't really run away (+Its just not my thing..). I guess blocking isn't really the problem as much as "returning fire". I'm starting to pick up on Platinum The Trinity and I'm really liking her... I can tell she is much much different from Lambda... obviously since lambda isn't a melee range character.. But the problem will remain as it always does with every character I play... How do I know when to hit back? Any tips? Edited April 19, 2011 by Psyken Spelling error.
TheGreatReptar Posted April 19, 2011 Posted April 19, 2011 In Blazblue, while you're blocking, you have to remember you have a lot of options. No matter how you spin it, you want the other person off of you. To do this, you can either escape during a gap in a string by either backdashing or jumping out, punish unsafe moves in a string, or you can always barrier guard to try to create enough space to where your opponent will whiff a move. To do all this though, you need to know when to do it, which basically comes from playing a lot and learning what other characters' general pressure strings are. Eventually you'll learn when you can press buttons.
Blade Posted April 19, 2011 Posted April 19, 2011 (edited) I'm not the best at this either, but you kinda gather experience regarding what you can and can't do, playing as Haku-men teaches you patience, that's for sure. For example, Valkenhayn's Sturm Wolf OD does a huge combo on block and finishes off with a string of kicks and one big kick, but if you IB (Instant Block) the string of kicks, you can use the last kick in the combo as a counter for Yukikaze. Now, I know Lambda doesn't have anything like Yukikaze, but there are certain things you can do after an IB you wouldn't normally be able to. You just have to know your normals and specials. Instant Blocking on a string, means you have to know what your opponent can do to your while you're guarding, or you can just fish for Instant Blocks if you get your opponent's pattern down via observation. Just beware of what breaks primers, what's an overhead (since you tend to block low most of the time, though in some cases you might just be safer blocking highs). That, and don't be afraid to use barrier, it gives you space when you need it. My main problem lies in that I seldom ever use barrier (mostly because I'm used to Guilty Gear). The most pressure I tend to get in matches are from Bang, Jin, Ragna, Mu-12, Makoto, and Litchi, and in those cases, knowing what they're capable of while you're blocking is essential, so you have to study replays and videos, copy what you see in a recording and memorize what to do. Some stuff they do leaves them wide open, while other stuff is all safe (most high level players play it safe while mixing in a ton of throws if they sense you're trying to barrier them away, so in response to that you have to know when they "like" to throw, and use the throw break as an opening, or IB the least safest normal they throw at you, so long as you got their string down). In many cases you have to create your own opening through good blocking, "safe" bursting, and taking advantage of unsafe moves. It's all hard work to study, I'm still learning it. Edited April 19, 2011 by Blade
huey253 Posted April 19, 2011 Posted April 19, 2011 I'm not the best at this either, but you kinda gather experience regarding what you can and can't do, playing as Haku-men teaches you patience, that's for sure. For example, Valkenhayn's Sturm Wolf OD does a huge combo on block and finishes off with a string of kicks and one big kick, but if you IB (Instant Block) the string of kicks, you can use the last kick in the combo as a counter for Yukikaze. Now, I know Lambda doesn't have anything like Yukikaze, but there are certain things you can do after an IB you wouldn't normally be able to. You just have to know your normals and specials. Instant Blocking on a string, means you have to know what your opponent can do to your while you're guarding, or you can just fish for Instant Blocks if you get your opponent's pattern down via observation. Just beware of what breaks primers, what's an overhead (since you tend to block low most of the time, though in some cases you might just be safer blocking highs). That, and don't be afraid to use barrier, it gives you space when you need it. My main problem lies in that I seldom ever use barrier (mostly because I'm used to Guilty Gear). The most pressure I tend to get in matches are from Bang, Jin, Ragna, Mu-12, Makoto, and Litchi, and in those cases, knowing what they're capable of while you're blocking is essential, so you have to study replays and videos, copy what you see in a recording and memorize what to do. Some stuff they do leaves them wide open, while other stuff is all safe (most high level players play it safe while mixing in a ton of throws if they sense you're trying to barrier them away, so in response to that you have to know when they "like" to throw, and use the throw break as an opening, or IB the least safest normal they throw at you, so long as you got their string down). In many cases you have to create your own opening through good blocking, "safe" bursting, and taking advantage of unsafe moves. It's all hard work to study, I'm still learning it. "fishing for instant blocks" FD/Barrier is used alot in GG, for the extra pushback to escape pressure earlier and 1 frame jump. i don't know how being used to GG would make you not want to use Barrier. other than that, there is some confusing stuff but the general message seems okay :3
Psyken Posted April 19, 2011 Author Posted April 19, 2011 In Blazblue, while you're blocking, you have to remember you have a lot of options. No matter how you spin it, you want the other person off of you. To do this, you can either escape during a gap in a string by either backdashing or jumping out, punish unsafe moves in a string, or you can always barrier guard to try to create enough space to where your opponent will whiff a move. To do all this though, you need to know when to do it, which basically comes from playing a lot and learning what other characters' general pressure strings are. Eventually you'll learn when you can press buttons. I'm not the best at this either, but you kinda gather experience regarding what you can and can't do, playing as Haku-men teaches you patience, that's for sure. For example, Valkenhayn's Sturm Wolf OD does a huge combo on block and finishes off with a string of kicks and one big kick, but if you IB (Instant Block) the string of kicks, you can use the last kick in the combo as a counter for Yukikaze. Now, I know Lambda doesn't have anything like Yukikaze, but there are certain things you can do after an IB you wouldn't normally be able to. You just have to know your normals and specials. Instant Blocking on a string, means you have to know what your opponent can do to your while you're guarding, or you can just fish for Instant Blocks if you get your opponent's pattern down via observation. Just beware of what breaks primers, what's an overhead (since you tend to block low most of the time, though in some cases you might just be safer blocking highs). That, and don't be afraid to use barrier, it gives you space when you need it. My main problem lies in that I seldom ever use barrier (mostly because I'm used to Guilty Gear). The most pressure I tend to get in matches are from Bang, Jin, Ragna, Mu-12, Makoto, and Litchi, and in those cases, knowing what they're capable of while you're blocking is essential, so you have to study replays and videos, copy what you see in a recording and memorize what to do. Some stuff they do leaves them wide open, while other stuff is all safe (most high level players play it safe while mixing in a ton of throws if they sense you're trying to barrier them away, so in response to that you have to know when they "like" to throw, and use the throw break as an opening, or IB the least safest normal they throw at you, so long as you got their string down). In many cases you have to create your own opening through good blocking, "safe" bursting, and taking advantage of unsafe moves. It's all hard work to study, I'm still learning it. Thank you very much for the informative posts! I've been playing for over a year but I guess I still need to learn. XD Just seems like every-time I start to get the handle though they throw in a new version and I'm thrown off my game.. I was never a quick learner (I only know one character FCOL). Now knowing the power of IB I think I'll take more "chances" and learn what I can and can't do.
advancedNoob Posted April 19, 2011 Posted April 19, 2011 If you don't like running away then you are playing the wrong character. 11 is all about running away, you get offensive after you tire your opponent with all the running and they try to be more patient, or in the corner. If you want a zoner who is good at rush down, pick Hazama, or Rachel*, she is a freaking god at overwhelming pressure. *After CS2 is released for consoles.
YukiBlue Posted April 19, 2011 Posted April 19, 2011 Fish or IB's, Of Barrier until he whiffs. With Lambda, I would of thought a 4CCCCC--- Whatever else she does would be enough? Or a 2C to Gravity...Thing? I've no experience with Lambda, So dont use this info as solid rock. Just make use of her nippy backdash. Barrier, and Punish with whatever quick attacks she has, and lead it onto whatever she is best at.
Blade Posted April 20, 2011 Posted April 20, 2011 FD/Barrier is used alot in GG, for the extra pushback to escape pressure earlier and 1 frame jump. i don't know how being used to GG would make you not want to use Barrier. It has to do with the fact I use Ky and FD takes away my Forcebreaks that I need for pressure. If I FD, it eats my Tension. Barrier has nothing to do with Heat anymore, but old habits die hard. :8/:
Chazmobile Posted April 20, 2011 Posted April 20, 2011 I know this may sound boring and generic, but learn how to instant block consistently, on a 2 and over connection there is almost no lag (at least for me) and so it should be fairly easy even online once you get the hang of it; i've also found that each character has a little rhythm which you can instant block to, it sounds stupid but it works for me. Also, go into training mode and set your opponent as the characters (or all the characters for that matter) you play against/encounter the most and learn their most frequent blockstrings to test which moves are punishable when. Finally, as mentioned in the other helpful posts before, barrier/reversals etc are all viable options for shifting momentum and striking back.
TD Posted April 21, 2011 Posted April 21, 2011 easy answer: after an instant block this this this this. pro tip - ib is all you need in most cases. especially in america . ib a move and dp 99% of netplay constantly, consistently, and happily - if you're prepared to get really goddamn salty when lag ruins your combo and you die anyway. against better aka 'average' players ib'ing really trolls people. bb's defense system is so fucked, that ib is enough to put fear in the vaginas of those men. "will he dp!?!?" they will ask. "will he not!?@#" they will ask. of course, you'll dp anyway. and then...
Manta Posted April 21, 2011 Posted April 21, 2011 So I heard Gravity seed is a reversal. I also heard it's not a reversal in CS2. So meh.
Blade Posted April 21, 2011 Posted April 21, 2011 Gravity Seed is an FC in CS2, but really, most anti-pressure solutions for Lambda I know of are: 5B/6B 6A 2C 3C 2A on rare occasions 4B on rare occasions (or not so rare depending on who you're up against and their blocking skills) Learning combos that lead into "spike" and "ground saw" or TK "altering space" should open up your options a little more. I know most Ragnas have trouble with the last one.
Pestilence Posted April 21, 2011 Posted April 21, 2011 Playing Lambda.. I can't defend for crapppppp... I'm blocking but I'm unable to strike... I can't really run away (+Its just not my thing..). I guess blocking isn't really the problem as much as "returning fire". Not to belittle you, this post makes me feel sorry for the 3rd Strike players who moved on to SF4
Psyken Posted May 25, 2011 Author Posted May 25, 2011 (edited) I run away when I can but even with gravity seed I can only predict and zone a player but so much, maybe Lambda isn't my character or I still have a lot to learn.. The IBs are helping out a lot though~ Gravity Seed is an FC in CS2, but really, most anti-pressure solutions for Lambda I know of are: 5B/6B 6A 2C 3C 2A on rare occasions 4B on rare occasions (or not so rare depending on who you're up against and their blocking skills) Learning combos that lead into "spike" and "ground saw" or TK "altering space" should open up your options a little more. I know most Ragnas have trouble with the last one. Thank you for this! Edited May 25, 2011 by Psyken
Klazzix Posted May 26, 2011 Posted May 26, 2011 IB isn't as good anymore IMO. Barrier block then instant block the last hits at a distance so your opponent has limited options on how to continue pressure (e.g. RC and dash, IAD and cross-up, block etc.). If they do try something after and you know you IB'd the last hit (assuming it's a C move), you're more likely to have the advantage during that phase unless it's a Makoto (sad).
dragontamer Posted May 27, 2011 Posted May 27, 2011 IB isn't as good anymore IMO. Barrier block then instant block the last hits at a distance so your opponent has limited options on how to continue pressure (e.g. RC and dash, IAD and cross-up, block etc.). If they do try something after and you know you IB'd the last hit (assuming it's a C move), you're more likely to have the advantage during that phase unless it's a Makoto (sad). This. IB for the heat gain, but it isn't nearly as effective anymore. Its still a must-have, but you need to intelligently IB now.
Halcyone3 Posted May 27, 2011 Posted May 27, 2011 Playing Lambda.. I can't defend for crapppppp... I'm blocking but I'm unable to strike... I can't really run away (+Its just not my thing..). I guess blocking isn't really the problem as much as "returning fire". my advice is pretty much covered by the 2 previous posts. At first, don't worry much about "returning fire", concentrate on just escaping the blockstrings. Proper use of barrier block and IB will let you escape pressure and return the fight to neutral, which u can then turn into your own offensive (or get sent back into defensive, but hey, shit happens). The art of "firing back" depends largely on you having a feel for your moves and your opponent's (which pretty much means every character). This inevitably takes quite a bit of practice and also luck on your part, you need to know which of your moves are better to use in certain situations (A attacks are always a safe bet being fast, though sometimes u can sneak something in with better proration), and how/when the opponent's character can make that situation for you while applying pressure. Reading patterns into your opponent's offense also helps a lot, like if they have a tendency to overuse slow moves like overheads. In short, learn to walk before u try to sprint. Also if running away is not your thing, then lambda may not be the best choice for u, seeing as running away is one of her main things. If u preffer a more direct approach, then you would probably be better off focusing more on plat.
cookiehours Posted May 27, 2011 Posted May 27, 2011 Yeah, I tend to have the same problems too but I'm gradually improving. I play Lambda and the goal *is* to run away a lot so she may not be the right character for you. When you're blocking, just focus on getting out of the pressure. You can either dash back or look for a solid reversal to stop their pressure. Idk but IB is hard to do online, imo. Still working on that. Also, when you're under pressure, DO NOT PANIC. I've had instances where that happened to me and I died in a matchup I could have won if I kept my cool.
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