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Posted (edited)

I don't seem to have problems with 4d too much. 4d does get a high damage meterless combo from an air hit, but why would you be in the air while being full screen away. There is no point for mu to do that, because she can't safely set up steins seeing that even 6d can hit her.

Lambda's swords don't hit full screen in neutral , except her distortion, spikes and 4d . I am waiting for a reckless or impatient lambda to use 4d and i dash up to her while lambda is stuck recovering from the whiff.

Edited by bakahyl
Posted
I don't seem to have problems with 4d too much. 4d does get a high damage meterless combo from an air hit, but why would you be in the air while being full screen away. There is no point for mu to do that, because she can't safely set up steins seeing that even 6d can hit her.

Lambda's swords don't hit full screen in neutral , except her distortion, spikes and 4d . I am waiting for a reckless or impatient lambda to use 4d and i dash up to her while lambda is stuck recovering from the whiff.

4D is fairly safe if Mu is already in the air and you time it as she's falling, only need one hit. I never use 4D unless Mu's in the air and I'm trying to time a hit and even that is rare because I can do 6D or 2D and still follow up with 236C. 5D is rather good at neutral for Lambda because it almost gets full screen from neutral, which can throw Mu's off if they think they can't get in so they'll sit back and get hit by one of her many anti-airs. In my opinion Lambda is probably superior at zoning compared to Mu, so it's better if Mu's rely on their normals more since Lambda lacks a DP, though she does have a number of ways to get out, such as a well timed backstep, counter assault, or calamity sword.

Oh and if you're jump happy, be careful of Lambda's air throw... it's pretty deadly as you're well aware :P

Posted (edited)

I did say that jumping as Mu while being at the edge of the screen (full screen) is pointless because lambda's 6d and 4d can snipe her (eventhough a good placed super jump can avoid both, but you will leave yourself open afterwards, so it's still pointless). 4d is only dangerious in the air for an easy combo and it's a rather slow overhead and at full screen most people can react to it. But 4d is one of the few moves that she has that can hit from full screen range.

Mu is still quite safe at full screen range, because 5d, 2d, 6c, sickle storm all can't hit her at that range. So lambda has to try a rushdown or go for riskier moves that can hit Mu at that range.

I doubt lambda should be the one throwing out airthrows unless you were expecting Mu to jump to avoid mixups , because Mu's normals in the air and anti air should beat Lambda air throw attempts easily.

I never said Lambda is not the better zoner, but her zoning has some faults that mu can exploit. Most of them have either high recovery on whiff, being negative on block or startup. One wrong move and Mu get's in.

And Mu's 6c also seems effective for fishing fatals against lambda, if you space it properly.

Edited by bakahyl
Posted (edited)

That works, sure, but you seem to assume a Lambda won't move to get a 6D or 4D or 2D hit. If she moves a bit, she can hit 2D from any height Mu decides to go, or 6D, Lambda won't really stand there and wait for you to decide to go. Also, even Mu can't do much full screen against Lambda so her best alternative is rushdown as well, which is risky if Lambda uses 5D for spacing and follows up with a RC combo. Sickle Storm is good for baiting jump outs, so be careful of that. Keep barrier up in case a 236C comes right after it.

Lambda doesn't necessarily need to rushdown or do risky moves to get what she wants, most times she can do a simple dash 6D or 5D, or basic spacing and anti-air tools to counter a Mu that's steins happy. Once Lambda has the momentum in her favor, it becomes difficult for Mu to keep her away and prevent Lambda from having her way. You have a DP, but if Lambda reads it, you're pretty screwed, since it's a high risk/low reward kind of deal. The problem with this match up for Mu is that she needs the momentum in order to win, if she doesn't, she won't have steins for protection, and Lambda will have her way. Giving Lambda free time is probably something I wouldn't recommend in this match up.

Air throw probably isn't the best move in the world to do, but it can happen, so being wary of it if you think you're safe in the air doing steins and Lambda is under you. Also, 4D isn't for sniping, it's quite impossible if it was, it's timed as she's landing. If it hits she can follow up with 236C, so it's something to watch out for.

In my opinion, the whole fight boils down to who has the momentum. Lambda has the advantage throughout so Mu will have to work a bit harder to turn things in her favor.

EDIT: Haha, I got confused with Sickle Storm and Spike Chaser. Not sure how I wanted that sentence to read so I'll just say Sickle Storm is good for applying mixups. Lambda does have a near instant overhead in 4B[2] or 2147D; both of which can lead into a high damage combo, though the 4B combo will take a bit of skill to do. And Spike Chaser can bait jump outs with 236C or random anti-air drives so be wary and barrier if you're unsure what Lambda will do.

Edited by AchedSphinx
Posted

Lambda beats us in this matchup no question, imo. Her zoning is better than ours, but our mid-range game trashes hers. The problem is getting close to her. Mu does indeed have to kind of rush down in this matchup, putting her out of her comfort zone. You have to be VERY patient against Lambda. You're gonna be moving forward a lot and blocking, trying to get to the range where it's unsafe for her to do things. Once you have pressure on her you can keep doing it. She's got no options out without meter, and Calamity sword is so very baitable.

Mu has to take a lot of risks to close in on her. Mu usually forces others to take risks to get on on her not the other way around, so you really need to change your entire game plan for this one. That makes it pretty difficult. Lambda's zoning does have holes in it, so you have to find them and act quick on them. Otherwise you'll just lose.

My guess is 6/4 lambda but in Mu's favor once she catches her.

Posted

Run > Barrier. That's pretty much how most match-ups against Lambda are and should be played. Jumping works as well, but that's a bit slower and limits your options.

236A is good a lot of the times as well. I think you should focus on getting in first, then set up some Steins after a knockdown to maintain pressure and safe mix-up. Force a midscreen or closer fight. Perhaps the most important thing is to play safe while trying to get in.

Posted

236A eats her swords yeah, it can aid in getting closer. Knock her down, then set stuff up and don't give her any room to breathe. Play Mu like a rushdown character in this matchup pretty much. =/

I don't really like this matchup cause I don't play Mu to rushdown, thats what Noel is for lol.

  • 5 weeks later...
Posted

So I played this matchup. Need to play it more but I didn't realize how much of a pain in the ass it was until I saw it from Mu's perspective, o_o

Posted (edited)

It's all about patience in this matchup. I like to jump around (even backwards, or superjumping, etc) to see what Lambda does. About 90% of lambdas you fight (the bad ones) will do any of these:

1. mashing upback in any kind of blockstring -> air throw her, dash in and 6a her, 6c fatal her, etc.

2. getting way too comfortable with xDD 236a/b/c -> IB them, predict green throws, and you have the upper hand.

3. mashing 6d or 2d to badly anticipate IAD -> Let her whiff, then dash in (most will IAD back)

What makes this matchup difficult vs a good lambda is that she has the upper hand in neutral, and can limit your getting in on reaction. If at any point lambda starts getting predictable, that's when you go punch her face in.

Also I like to keep things simple in this MU and try to keep her honest. Meaty her every knockdown when she doesn't have meter, don't get fancy with oki, etc.

Edit: would like to add that 236a outside of blockstring seems pretty useless.. (i.e. to start setting up steins.) In fact, I drop a stein only when I see her whiff a sword. Though, 1 stein can shift the momentum. Just be safe, like she has VD in her blades.

Edited by xntrikcat
Posted
It's all about patience in this matchup. I like to jump around (even backwards, or superjumping, etc) to see what Lambda does. About 90% of lambdas you fight (the bad ones) will do any of these:

1. mashing upback in any kind of blockstring -> air throw her, dash in and 6a her, 6c fatal her, etc.

2. getting way too comfortable with xDD 236a/b/c -> IB them, predict green throws, and you have the upper hand.

3. mashing 6d or 2d to badly anticipate IAD -> Let her whiff, then dash in (most will IAD back)

What makes this matchup difficult vs a good lambda is that she has the upper hand in neutral, and can limit your getting in on reaction. If at any point lambda starts getting predictable, that's when you go punch her face in.

Also I like to keep things simple in this MU and try to keep her honest. Meaty her every knockdown when she doesn't have meter, don't get fancy with oki, etc.

Edit: would like to add that 236a outside of blockstring seems pretty useless.. (i.e. to start setting up steins.) In fact, I drop a stein only when I see her whiff a sword. Though, 1 stein can shift the momentum. Just be safe, like she has VD in her blades.

I guess when I used Lambchops against you, I was predictable as hell. I haven't played her since I was training with Mu so she's pretty bad now. Need to learn her new shtuff for Extend. x_x

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