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  • 2 months later...
Posted

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.

Posted (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 by DLM UNDEAD
  • 1 month later...
Posted

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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