HolyOrderChipp Posted August 2, 2011 Posted August 2, 2011 I like 2D Autoguard > teleport to get in. Having two air dashes is also quite useful. D autoguards aren't so good at close range, though, because her moves have a million hits and her 3C hits on both sides. Oh, and air nails are crap in this matchup, far as I can tell. I thought I could do jump back > A Nail or whatever, to pester Lambda, but no, got hit by swords every time.
DLM UNDEAD Posted August 2, 2011 Posted August 2, 2011 (edited) I like 2D Autoguard > teleport to get in. Having two air dashes is also quite useful. D autoguards aren't so good at close range, though, because her moves have a million hits and her 3C hits on both sides. Oh, and air nails are crap in this matchup, far as I can tell. I thought I could do jump back > A Nail or whatever, to pester Lambda, but no, got hit by swords every time. Then you are being too predictable with them. I find them useful for locking her in one place, or interrupting her zoning. EDIT: Poison nail air-dash is also good for getting in. Edited August 2, 2011 by DLM UNDEAD
lolRee Posted September 24, 2011 Posted September 24, 2011 The shallow airdash A nail glides are so key for me in this matchup. That and when Lambda tries the spinning wheel on my wake up, I 6D out for free. I don't see too many Lambdas brave enough to use her reversal on wake up, but I know it can be a problem to our pressure. Also, i think her j.D, if it whiffs, leaves her falling to the ground, defenseless. Daifunka is pretty invincible. It's worked for me.
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