Xie Posted May 23, 2011 Posted May 23, 2011 (edited) Here is an overarching view of match-ups from the JP BBS and myself. Discuss non-specifics and overarching thoughts here, instead of cluttering up each character's thread. The Charts Here are a few rudimentary lists of Lambda's Matchups. Consider each one carefully before coming to a conclusion of your own. List 1: Latest update: March 28th / Source: JP BBS Diagram/Lambda Thread \|RG.||JN.||NO.||TG.||TK.||RC.||AR.||LC.||CA.||BN.||HK.||Λ.||TU.||HZ.||μ.||MK.||VK.||PT.|| Λ |5.5||5.0||5.0||6.0 ||3.5||5.5||5.5||5.0||4.0 ||4.0||6.0||-.-||5.0||4.0||5.5||5.0||5.0||5.5|| List 2: Latest update: May 23rd/ Source: Non Lambda Players on JP BBS \|RG.||JN.||NO.||TG.||TK.||RC.||AR.||LC.||CA.||BN.||HK.||Λ.||TU.||HZ.||μ.||MK.||VK.||PT.|| Λ |5.5||5.0||5.0||6.0 ||4.0||5.5||6.0||5.5||4.0 ||4.0||5.5||-.-||5.0||4.0||5.5||5.0||5.0||5.0|| List 3: Latest update: May 23rd / Source: Xie, Everyone This is a list I've compiled myself based on discerning opinions on the JP BBS (IE, what other players think their matchup versus Lambda is) and input from myself. Obviously, this is the one you should take with a decent amount of salt. \|RG.||JN.||NO.||TG.||TK.||RC.||AR.||LC.||CA.||BN.||HK.||Λ.||TU.||HZ.||μ.||MK.||VK.||PT.|| Λ |5.5||5.0||5.0||6.0 ||4.0||5.5||5.5||5.0||4.0 ||4.0||6.0||-.-||5.0||4.0||5.5||5.0||5.0||5.0|| How to Interpret Match-ups Coming Soon. Edited May 23, 2011 by Xie
toanenadiz Posted May 23, 2011 Posted May 23, 2011 The Arakune match-up is only barely in our favor? It was 6.5-3.5 in Lambda's favor in CS1, right? What has changed?
Fireryda Posted May 23, 2011 Posted May 23, 2011 I would think that its when arakune hits 50 meter it becomes hard to zone him because of f of g reaction punish into 100% curse
Xie Posted May 23, 2011 Author Posted May 23, 2011 Arakune players have learned to play much more passively in this matchup and will bide their time to win against Lambda. F of G not only lets him curse on a single opening, but is also very good for punishing a baited out sword, so winning each round must be done very carefully.
Fireryda Posted May 23, 2011 Posted May 23, 2011 What's made the tager matchup harder? Is it because magnetism is stronger that it's harder to keep tager away with his 6A buff and more sledge gimmicks ?
mAc Chaos Posted May 23, 2011 Posted May 23, 2011 Xie, could you get the matchups for the other characters and post it somewhere?
Xie Posted May 23, 2011 Author Posted May 23, 2011 (edited) I assume Tager's previous difficulty in the match-up was something like, even if he guessed right and sledged a projectile, Lambda could just dp him out of it for like 3000 damage and 50 meter. With that gone, Tager can actually attempt to sledge (and sledge follow-up) a bad 5d attempt, which opens up an avenue to attack. Tager's 720c also now has ridiculous magnetism range, so he can actually grab Lambda from about 1/3rd of the screen away if he is a skilled player. With these extra options, it probably gives Tager that tiny boost he needs to guess right and win. Xie, could you get the matchups for the other characters and post it somewhere? I could probably look for them, but it kind of takes awhile to sift through the BBS chatter, and some characters don't have up to date lists. Edited May 23, 2011 by Xie
kenja0 Posted May 23, 2011 Posted May 23, 2011 (edited) For Arakune, I'd say he's much better offensively at the sacrifice of his defense. The new super properties makes him a lot better, making ground zoning harder for Lambda. His easy access 6B also makes him easily combo into it now since he can do it from any basic hit. Also, Bellbugs appear farther away, where Lambda wants to be comfortable. His teleports though are ungodly slow and the fact that aerial defense has been killed really hurts him... it's just too bad Lambda doesn't have consistently good close range AAs. Also, Lambda's full range 6D really snipes Arakune out in the air. All in all, I still think the matchup is just as good as it was in CS1. On another note, should Bang still have 4.0 against Lambda? I know it was 3.0 before, but he lost a lot of consistent damage and it's much tighter to combo with him than a normal character. Sure he still has a powerful approach like he's always had, but it takes him about 3~4 combos to kill her as opposed to 2~3. Edited May 23, 2011 by kenja0
lilseph Posted May 24, 2011 Posted May 24, 2011 Haz 4.0? Really? What is the reasoning behind this i really want to know because i do think that Haz is a 3.5 and not a 4.
Fireryda Posted May 24, 2011 Posted May 24, 2011 I'd think its because of his combo damage and meter gain nerf. Getting good starters on Lambda is hard if she's full screen (3c ch). His chains have gotten more annoying but he doesn't really get much off them and a lot of his combos really put you far away after, which is where you want to be. That and lambda has increased damage off random air sword confirms and such.
Oromashu Posted May 25, 2011 Posted May 25, 2011 I assume Tager's previous difficulty in the match-up was something like, even if he guessed right and sledged a projectile, Lambda could just dp him out of it for like 3000 damage and 50 meter. With that gone, Tager can actually attempt to sledge (and sledge follow-up) a bad 5d attempt, which opens up an avenue to attack. Tager's 720c also now has ridiculous magnetism range, so he can actually grab Lambda from about 1/3rd of the screen away if he is a skilled player. With these extra options, it probably gives Tager that tiny boost he needs to guess right and win. 214A/B/C, gravity seed, has throw invincibility, so would that effect the match up that much?
Xie Posted May 25, 2011 Author Posted May 25, 2011 I think Gravity Seed is a pretty good IN YOUR FACE I TOTALLY READ YOU attack to throw out when you expect a Buster and the return is quite good, but I don't feel as though it's safe enough to use at all. The Tager player can basically do any non-throw attack and you will get totally punished for doing it. Because of this, I personally don't think that it's a good enough an option to contribute to match-ups, but rather an ALL OR NOTHING type attack.
koremoke Posted May 26, 2011 Posted May 26, 2011 Has lambda's 6a gotten nerfed or hazama's chains gotten buffed? I recall fondly that 6A was pretty awesome at keeping hazama from using chains to get in your face all the time.
C0R Posted May 26, 2011 Posted May 26, 2011 Has lambda's 6a gotten nerfed or hazama's chains gotten buffed? I recall fondly that 6A was pretty awesome at keeping hazama from using chains to get in your face all the time. Chains start up slower, but travel faster, in addition the trajectory on a few of his d-followups got changed so he moves differently.
zeech Posted May 28, 2011 Posted May 28, 2011 I'm surprised to see Makoto is considered even with Lambda?
zaeris Posted May 28, 2011 Posted May 28, 2011 (edited) I'm surprised to see Makoto is considered even with Lambda? It is also a match up chart based on peoples opinion. From the general look rush down vs zoning is consider 5:5 which shows you how the match up works, either they can get in or your are able to successful keep them out. Its fair game since there are holes in lambda zoning so its has to do more with guessing. Makoto general risky strategy would be 3c which can be baited. Ragna looks like 214d spam and running away will keep him at bay ^^ When lambda is in the corner it would 8:2 ^^ and she will just die lol/ Edited May 28, 2011 by zaeris
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