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Posted

Buffs

+ j.C and j.2C's damage increased.

+ If you are hit while in Gravity's startup frames, the gauge does not disappear.

+ "Corner throw > 5C > 6C > Spike Chaser > 5C > 6C > 236C > 6A > 6C > 2DD > Aerial combo" is possible, deals around 3000 damage.

+ "236C > 5C > Gravity > 2DD > Crescent > 6A > 6C > 236C > Aerial combo" is possible.

+ Gravity is now a Fatal Counter.

+ "FC Gravity > 5C > 6C > 236C" is possible.

+ 5C[1](CH) > 236C alot easier to do now

+ 6B faster

+ 5DD/4DD > 236236D easier to do

+ Whiffed gravity doesn't use up whole gauge (2/3?)

+ j.DD > j.2DD works on every character

+ Faster air backdash

+ 2B > 2C combos now, regardless of standing or non-CH

+ 2C > 5C gatling added, however it is impossible to backwards gatling these normals e.g. 2C > 5C > 2C or 5C > 2C > 5C isn't possible

+ Untech time on all second Drive follow-ups * (D)D * has been increased, making it easier to hitconfirm and combo off of (eg. 236B > RC > 5DD > 236C connects very easily)

+ j./632146D is comboable regardless of FC or not without the need of an RC, is faster, and the air version has minimum damage of 1040

+ 6D travels further on the screen making Lambda's zoning even better

Nerfs

- 214D recovery slightly longer

- Minimum TK Crescent Height is higher

- Midscreen Cresent > 5DD.. no longer possible

- Crescent Loop can be done for 3~4 reps max.

- Throw does less damage, and is combos using a dashing 2DD instead of dashing 6A

- 236236D does less damage

- 632146D/j.632146D has a damage decrease, prorates worse

- 2DD > 6C no longer combos

Neutral

o From 5A anti air, you can deal about 2400 damage.

o 6C does not wallbound.

o 236A cross up range needs testing (2B > 236A seems to be optimal range for cross up, 3C > 236A seems to stop at the opponent so whiff 4B might still be viable)

o Max range 3C > 236D makes a good...meaty?

o 236B > RC > 5DD>236C's float is alot lower now, investigating potential combos

o RC Airgrab on Arakune no longer puts you on opposite side(same is assumed for Bang)

o 4B is safer on block, but is now even easier to block

o 236B is now -1(-4 on IB) – loss of frame advantage but no longer punishable on IB

Posted (edited)
Buffs

(1.) "Corner throw > 5C > 6C > Spike Chaser > 5C > 6C > 236C > 6A > 6C > 2DD > Aerial combo" is possible, deals around 3000 damage.

(2.) "236C > 5C > Gravity > 2DD > Crescent > 6A > 6C > 236C > Aerial combo" is possible.

(3.) "FC Gravity > 5C > 6C > 236C" is possible.

Nerfs

(4.) Throw does less damage, and is combos using a dashing 2DD instead of dashing 6A

Neutral

(5.) 236A cross up range needs testing (2B > 236A seems to be optimal range for cross up, 3C > 236A seems to stop at the opponent so whiff 4B might still be viable)

I'm not sure about these listed changes... Some of them went in-depth, but some of them were really general. IDK what 1, 3, and 5 mean. 2 was always possible (or at least, the idea of getting a 6C > 236C without 6C's wall-bounce). 3, IDK if it's possible at all (22 hitstun, +2 from FC, +2 from crouch...). 4 gives an example of things we could go more in-depth about.

If we're going to go as in-depth about 6B being a frame faster on start-up, I think it wouldn't be a waste of time to make a complete list of all of Lambda's changes. I think it should be organized by move, since there are still quite a few things that should be put there.

IDK what everyone else thinks, but I was thinking we could compare frame data from CS1 to CS2 as well. If no-one else wants to do it, then I'll volunteer to do a complete (known) change-list from CS1 to CS2.

Edited by Overheat
Posted

That would be great, Heat. I haven't actually gotten the game on PSP yet, so I couldn't verify these changes or make them more clear/in-depth; they were for the most part copypasted from the changes thread in the BB Gameplay forum.

I pretty much added this thread because we were lacking one so if there's any information you feel needs to be changed or something, run it by me and I'll update the first post. Of course, I'll also be willing to help you out with a frame data comparison if you need my assistance.

Posted
I thought this bitch died in the end of CS1 da FACK :8/:

CS2 doesn't take place after CS1. Storywise, it's just CS1 with some extra stuff thrown in (some backstory on the NOL girls and Kokonoe).

Posted
CS2 doesn't take place after CS1. Storywise, it's just CS1 with some extra stuff thrown in (some backstory on the NOL girls and Kokonoe).

Sucks i wanted to see another murakumo bitch,

I guess lambda will have to do. :keke:

Posted

I'm done all the actual frame data changes. However, there were a few things not mentioned in the CS2 frame data I had to add. Also, I have to format all of this information, so that'll take me some time. I'm going to create another thread later, if that's alright.

One (or more) post(s) will be reserved for strict frame data calculations, and maybe some in-depth observations / implications, while the another will just be a list of general changes, without any numbers. I still have to do the implications of some frame data changes, as well as the general changes.

There're also some things that weren't clear in the frame data, so I'll have those indicated in some way (by bold, underline, italic, etc.).

Should be up either today or tomorrow.

Posted
-Gravity seed has no invinc frames

This is huge can't forget this one.

its fine no one ever writes this in ^^, people will keep thinking it is invul.

Posted

I'll hold off on creating the new thread until tomorrow or Friday. If PSN gets it, then I'll confirm a few uncertainties and vague things. It's ~80% done, but there're lots of ways to interpret / read it.

Posted

Is it just me or did lambda really turn into a god tier character? or did everyone else beef up too so that lambda's improvements seem minor?

Posted (edited)

I'm waiting till I get CS2 before I create the new thread, so sorry if it's not up until Tuesday to Thursday.

The follow-up to 5D (that is, 5DD) went from 9 frames in CS1 to 13 frames in CS2. Also, her hitstop on her Drive has increased, making things come out "slower", but still having the same effect. Maybe that's why everyone's been saying that her Drive seems slower.

Edited by Overheat
  • 2 weeks later...
Posted

Haha, I finally finished that dumb changelist. IDK if it's too long or what =/

I have it in 3 versions, so to speak. One with raw frame data changes and notes, another with a complete move list and a short word description, and another with general changes.

I'll definitely post the general changes, but who would be interested in raw frame data changes? It seems a bit too analytical, but there are some very telling and useful stuff in there. The move list is short and succinct, so if you've been generally following Lambda through videos and the like, it'll be good review.

The frame data version would be the best, but only for those who can fully understand it. It's the most comprehensive version, along with the general changes one.

Thoughts? It'll unfortunately need a new thread, which I plan on creating in a few days.

Posted

Post the general one, spoiler the other two? If all three are made, with dustloop spoiler tags it'll be nice to just have all of them. I'm personally preferential towards frame data at least.

Posted

Sounds like a good idea.

Probably will have the first one as the General (since it the makes sense), then have the move list one in-between (in spoilers), and the O__O Frame Data in spoilers after that. I might need at least 5 posts with how long the frame data part might be.

I'll try and keep it neat.

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