Jump to content
Dustloop Forums

Recommended Posts

Posted

It's so cool! Do you have a link to the original image? :O

And yeah, you can pretty much substitute a 214A for a throw in most obvious tick throw setups if you think your opponent would be looking for a throw. Like 2A-2A->microdash->throw can be changed to 214A and I'm pretty sure it pushes people away so that it's hard to punish and it takes a primer. Also yeah you're right, it does clash with DPs sometimes depending on the timing, so if you can react to a clash and guard afterwards against certain characters that like to mash their DP (cough ragna) then you could get a free combo after it or something. >:3

  • Replies 1.5k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

The best part of 214A is how some people will try to do dash->normal to catch you after it and because of the gravity slow-down, they usually whiff their normal and you can punish them

Posted

I always just tried to 2D it, or jump over it.

It was annoying when it was a DP, but I'm still a tad upset that she lost that.

Even though I hate the matchup, Lambda is the only character that I've caught myself saying "it would be cool if she had this buff:" you know, aside from Noel.

Posted

I just realized I preordered the PS3 LE. I should probably pick up an Xbox copy as well.

Posted
It's so cool! Do you have a link to the original image? :O

I can't seem to find it but I uploaded on tinypic.

30totqt.jpg

Some more Lambda cuteness.

9kz488.jpg

And Nu crying because she's not in BBCS.

25ugo6a.jpg

Posted

I feel bad for Litchi in that second pic. Lambda just looks so adorable there with Arakune :D

Good job with the bigger versions Hex!

Posted
The best part of 214A is how some people will try to do dash->normal to catch you after it and because of the gravity slow-down, they usually whiff their normal and you can punish them

I think Ragna's 5B will kick you (without dash) if you don't block after 236A > 214A.

Posted

So i went and listed some of the 4B(2) mixups for each character.

Rg: 2A>5B>6A>(Wait)

Ji: 2A>5B>6A>2B

No: 2A>5B>2B>6B

Ra: 2A>6A>5B>(Wait)

Ta: 2A>5A>5B>6A

Ca: 2A>6A>2B(Wait)

Li: 2A>5B>6A>2B

Ar: 2A>5B>6A>2B

Tg: 2A>5B>6A>2B

Ba: 2A>5B>2B>6B

La: 2A>6A>5B>2B

HK: 2A>5B>6A>2B

Hz: 2A>5B>6A>(Wait)

Ts: 2A>6A>5B>2B

Mu: 2A>6A>(wait a tiny bit before gatling)5B>2B

Ma: 2A>6A>5B>2B

Va: 2A>2A>5B>6A

Pt: 2A>6A>6B OR 2A>2A>5B>6A

All can be gatlinged into a high OR low. (4B will give a 4B(2) for all of these, which is the point of them. Otherwise, you could just go for the good ol 5C stuff)

All can be used for wheel pressure.

Of course you can safely jump cancel any of the ones that end in 5B, 6A, or 6B.

Oh, and these dont work if your opponent barrier blocks at any point. These are for normal blocking.

Posted (edited)

Well yeah. if your opponent instant blocks, i think an extra 1 or 2 2As will do the trick.

Edit: Nope.

Listing instant block mixups now

Edited by someonewhodied
Posted

It really is just better learning the distance for 4B[#2 only]. Depends on the starter, how close you "landed" that starter, if they Barrier / IB / etc.

On another note, being in hitstun / blockstun slightly changes the opponent's hitbox, but it's not a huge difference.

Posted

For instantblocks.

Rg: 2A(x3)>5B>6A>2B>6B

Ji: 2A(x3)>5B>6A>2B>6B

No: 2A(x2)>5B>6A>5B>2B>6B

Ra: 2A(x2)>5B>6A>5B>6A>2B>(Wait)

Ta: 2A>5B>6A>5B>6A>2B>6B

Ca: 2A>5B>6A>5B>2B>6B

Li: 2A(x2)>5B>6A>5B>6A>6B

Ar: 2A(x3)>6A>5B>6A>5B>2B

Tg: 2A>5B>6A>5B>6A>5B>2B>6B

Ba: 2A(x3)>6A>5B>6A>2B>6B

Too lazy to do the rest.

Posted

It's probably best to gauge the distance of 4B[2] and go from there. It seems like it would be kind of tough to remember all of that and then base it off rather they barrier block, instant block, block, instant barrier block, air barrier block, instant air barrier block... you get the idea.

Posted

My favorite setup into 4B(2) is:

2A->2B->6B->IAD backwards->j.2DD->j.214D©->66->4B(2)

The stuff can be changed in the front into pretty much anything that can be jump cancellable at the end, lol

Posted
My favorite setup into 4B(2) is:

2A->2B->6B->IAD backwards->j.2DD->j.214D©->66->4B(2)

The stuff can be changed in the front into pretty much anything that can be jump cancellable at the end, lol

Sounds like a lot of work for a 4B[2] could just do it after 6B, or dash in 4B. It's practically instant. But, if they're reading you pretty well, sounds like it'll throw them off with all the shenaniganry.

I wonder how effective doing 6B > IAD forward > 236B, would be as a cross-up. Frame wise, it'll take roughly 40 frames for it to happen, so two-thirds of a second. It should throw people off since people rarely see a Lambda IAD forward.

Posted

Hmm that would probably work, not sure how much damage it would do if it's not a FC though. I wonder if you could do an IAD j.214D->RC cross-up combo? So much to experiment with, so little time xD

Also I love shenanigans lol

Posted

The problem is that those IAD over set-ups take too much time... You might be able to land it sometimes against some people, but keep in mind that there's so much time to get mashed out of it, or just react to the cross-up.

Here's something I saw Rio do once. It's decent, but I don't think Lambda's much of a cross-over character, so to speak.

(in corner) X blockstring > jump cancellable move > IAD over > j.C > j.214D > RC > 5C[8] > 6C > 236D > etc.

I suppose you could do it mid-screen as well, although I think that'd be a bit more questionable.

Posted

If you're talking about jump cancellable move > IAD over > j.214D~C > something. That was just for show. Yes, it might work once in a while, but there's a lot of time to mash out, still. The one I listed a bit above is safer.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...