Xie Posted December 22, 2011 Posted December 22, 2011 (edited) Notations - RC = Rapid Cancel (A+B+C) - CH = Counter Hit - FC = Fatal Counter - Aerial C = j.C > j.2C > jc > j.C > j.2C > j.214D - Aerial D = j.DD > j.2DD > jc > j.DD > j.2DD > j.214D Move List 236A/B/C = Act Parser Zwei/:Blade/:Cavalier 214A/B/C = Gravity Seed 236D = Sickle Storm 214D = Spike Chaser j.214D = Cresent Saber j./632146D = Calamity Sword 236236D = Legacy Edge Notes - 3C can usually be cancelled into either Sickle Storm or Spike Chaser for oki except against certain characters. - Aerial D combo enders can use Calamity Sword instead of Cresent Saber for extra damage. - TK Cresent Saber will be noted as 2147D in the combos listed, but can be input as 2148D or 2149D as well. Use whichever input you're most comfortable with. Edited March 1, 2012 by HexaNoid
Xie Posted December 22, 2011 Author Posted December 22, 2011 (edited) Midscreen A Starter Combos 5A 5A > 2B > 6B > 5C > 3C > 236B - 1,850/17 Air CH 5A > 6A > Aerial D - 1938/19 6A Air 6A > 2C > Aerial C - 2668/23 Air 6A > 2C > jc > j.DD> jc> j.2DD> j.214D~C> j.2C> 2DD > Aerial D - 2950/33 Air CH 6A > 2147D > RC > 5DD > 236C > 665C > 2C > Aerial D - 3639/(-50)29 Air CH 6A> 66A > 214A > 5C > 6C > 236C > 665C > 2C > Aerial D - 3904/41 CH 6A> 663C> 214A> 5C> 6C> 236C> 662C > 5C > 4B > 2DD> Aerial D - 4381/49 B Starter Combos 2B 2B > 3C > 236B > RC > 5DD > 236C > 665C > 2C > Aerial D - 3333/(-50)34 2B > 3C > 214A > 5C > 6C > 236C > 665C > 2C > Aerial D - 3708/42 2B > 3C > 236 B> RC > 5DD > 236C > dash > 5C > 214A > 2147D > 66B > 2C > Aerial D Heat=38 DMG=3710 2B > 3C > 236B > RC > 5DD > 236C > 662C > 5C > 4B > Aerial D Heat= 39 DMG=3711 2B > 3C > 214A > 4B(2) > 2DD > 2147D > 5DD > 236C > dash > 2C > 5C > 4B > 2DD > Aerial D Heat=53 DMG=3776 2B> 3C> 214A> 5C(xN)> 6C> 236C> dash> 2C> 5C(xN)> 4B> 2DD> Aerial D Heat=49 DMG=4024 Blue Beat punish Late/Non-Tech~ers 2B>2C>5C(xN)>3C>(Blue Beat) 236D>214D~C>5DD>236C>Dash>4B>2DD>Aerial D>Calamity Heat=50(-50) DMG=4954 4B 4B(2)>2DD>Aerial D Heat=21 DMG=2318 CH 4B>5C(xN)>2C>Aerial D Heat=26 DMG=2697 4B(2)> 2DD> 214A> j.214D> dash> 6A> 6C> 236C> dash> 2C> 5C(xN)> 4B> 2DD> Aerial D Heat=55 DMG=3739 C Starter Combos j.C CH j.C> dash> 3C> 214A> 5C(xN)> 6C> 236C> dash> 2C> 5C(xN)> 4B> 2DD> Aerial D Heat=58 DMG= 4510 2C Air 2C>j.C>j.2C>jc>j.DD>j.2DD>j.214D Heat=17 DMG=1981 3C 3C>214A>4B>2DD>j.214D>5DD>236C>Dash>5C(xN)>2C>Aerial D Heat=46 DMG=3479 CH 3C> 236D> 214D~C> 5DD> 236C> dash> 2C> 5C(xN)> 4B> 2DD> Aerial D Heat=50 DMG=3636 3C>214B>Dash>6A>j.214D>5C(xN)>6C>236C>Dash>4B>2DD>j.214D>Dash>6DD>2DD>Aerial D Heat=55 DMG=3726 3C>Delay 214C>236C>236D>Dash>214D~C>Dash>5C(xN)>4B>j.214D>Dash>6DD>2DD>Aerial D Heat=54 Dmg=4225 Drive/Special Starter Combos 5D 5DD/4DD>236B Heat=7 DMG=1362 Hits=3 5DD/4DD>Legacy Heat=(-50)2 DMG=1525 hits=24 CH 5D>236C>Dash>5C(xN)>214A>2DD>j.214D>Dash>6B>2C>Aerial D Heat=40 DMG=4017 hits=31 6D 6DD>2DD>jc>j.DD>j.2DD>j.214D~C>j.DD>j.2DD>jc>j.DD>j.2DD>j.214D Heat=26 DMG=2501 Hits=17 2D 2DD> jc> j.DD> jc> j.2DD> j.214D~C> j.2C> 2DD> Aerial D Heat= 30 DMG=2738 Hits=25 2DD> jc> j.DD> jc> j.2DD> j.214D~C> j.2C> 214A> 2147D> dash> 6A> 6C> 236C> dash> 5C(xN)> 2C> Aerial D Heat=51 DMG=3697 Hits=52 2DD > j.DD > jc > j.2DD > j.214D~C > j.2C > 2DD > 2147D > 66D > 2DD > Aerial D - 2,980/38 Spike Chaser CH 214D>5DD>236C>Dash>5C(xN)>2C>Aerial D Heat=36 DMG=4005 Hits=28 Sickle Storm 236D>236C>Dash>5C(xN)>2C>Aerial D Heat=30+ DMG=3474 hits=31 Act Parser Zwei: Cavalier 236C> dash> 5C(xN)> 214A> 2DD> 2147D> dash> 5DD> 2DD> 4B> 2DD> Aerial D Heat=48 DMG=4486 Hits=30 236C>Dash>5C(xN)>214A>4B>2DD>j.214D>5DD>6DD>2DD>Aerial D Heat=45 DMG=4526 Hits=29 236C> dash> 4B> 2DD> 214A> 2147D> dash> 6B> 5C(xN)> 2C> Aerial D Heat=42 DMG=4641 Hits=32 236C>2DD>4DD>4B>Calamity>5DD>6DD>2DD>Aerial D Heat=(-50) DMG=4548 Hits=22 Throw Combos Ground Throw Throw>6DD>2DD>Aerial D Heat=25 DMG=2247 hits=15 Throw>Dash>2DD>214A>j.214D>Dash>6A>6C>236C Heat=21 DMG=2478 Hits=16 Throw>Dash>2DD>4B>2DD>j.C>j.2C>Land>2DD>j.214D>Dash>6DD>2DD>Aerial D Heat=46 DMG=2816 Hits=33 Throw> dash> 2DD> 214A> dash under> 2DD> 6C> 236C> dash> 5C(xN)> 4B> 2DD> Aerial D Heat=46 DMG=3168 Hits=36 Throw> dash> 2DD> 214A> j.214D> dash> 6A> 6C> 236C> dash> 2C> 5C(xN)> 4B> 2DD> Aerial D Heat=53 DMG=3446 Hits=43 Air Throw Air Throw>RC>236C>Dash>5C(xN)>2C>Aerial D Heat=(-50)26 DMG=4198 Hits=27 Airthrow> RC>236C> dash> 5C(xN)> 214A> 2DD> j.214D> dash> 6B> 2C> Aerial D Heat=39 DMG=4584 Hits=33 Airthrow> 3C> 214C> 236C> 236D> dash> 214D~C> dash> 5C(xN)> 2C> Aerial D Heat=44 DMG=5000 Hits=44 Work In Progress Edited March 9, 2012 by HexaNoid
M19Kamikaze Posted December 23, 2011 Posted December 23, 2011 (edited) Corner Combos A Starter Combos 2/5A 2/5A > 5BB > 3C > 236B > 665A > 6A > 2147D > 6A > j.DD > j.2DD > j.214D – 2,551/33 2/5A > 2B > 3C > 214A > 2147D > 6A > 6C > 236C > 665C > 6C > 236D > 214D~C > 2DD > Aerial D – 3,515/54 6A 6A > 3C > 214A > 2DD > 2147D > 6A > 6C > 236C > 445C > 2C > Aerial D - 3,933/46 B Starter Combos 2B 2B > 3C > 236B > 665A > 6A > 2147D > 6A > 6C > 236C > 44B > Aerial D – 3,608/38 2B> 3C > 214A > 236C > 445C > 6C > 236D > 214D~C > 4B > 2DD > 2147D > 6DD > 2DD > Aerial D – 4,677/62 4B 4B(2)>2DD>j.214D>Dash>6A>6C>236C>Dash Back>6A>Aerial D – 3,392/39 4B(2)> 2DD > j.214D > 5C(x8)> 6C > 236D > 214D~C > 236C > 44B > 2DD > Aerial D – 4,094/57 4B(2) > 632146D > 5C > 6C > 236D > 214D~C > 236C > 445C > 2C > Aerial D – 4,505/45 C Starter Combos 2C 2C > 5C > 3C > 236B > 665B > 6A > 2147D > 6A > 6C > 236C > 44B > 2DD > Aerial D – 4,043/58 2C(CH) > 5C > 4B > 2DD > 2147D > 5C > 6C > 236D > 214D~C > 236C > 44B > 2DD > Aerial D – 4,398/65 3C 3C > 236B > 665B > 6A > 2147D > 6A > 6C > 236C > 445C > 2C > Aerial D – 3,355/51 [CH] 3C(3) > 214D > 6A > 2147D > 6A > 6C > 236C > 5C > 2C > Aerial D – 3,588/47 [CH] 3C(3) > 214D > 5C > 6C > 214D > 5C > 6C > 236C > 4B > 2DD > Aerial D – 3,548/54 5C 5C > 3C > 236B > 665B > 6A > 2147D > 6A > 6C > 236C > 445C > 2C > Aerial D – 4,349/54 5C > 4B(2) > 2DD > 2147D > 5C > 6C > 236D > 214D~C > 236C > 44B > 2DD > Aerial D - 4,875/61 [CH] 5C(1)/6C(1) > 236C > 2C > 5C > 4B > 2DD > 2147D > 5C > 6C > 236D > 214D~C > 2DD > Aerial D – 5,491/61 (5C) 5,322/61 (6C) Drive/Special Starter Combos 5DD > 236B > 665B > 6A > 2147D > 6A > 6C > 236C > 445C > 2C > Aerial D – 3,817/50 6DD > 2147D > RC > 5C > 6C > 236D > 214D~C > 214D > 5C > 6C > 236C > 5C > 2C > Aerial D - 4,634/61 Spike Chaser 214D > 6A > 2147D > 6A > 6C > 214D > 5C > 6C > 236C > 445C > 2C > Aerial D - 4,623/57 214D~C > 5C > 6C > 236D > 214D > 236C > 44B > 2DD > 2147D > 6DD > 2DD > Aerial D - 5,378/62 Cresent Saber 2147D>RC>5C(xN)>6C>236D>214D~C>236C>Dash Back>4B>2DD>j.214D>6DD>2DD>Aerial D - 4,983/(-50)53 [FC] 2147D > dash > 5A > 6A > 6C > 236C > 445C > 4B > 2DD > 2147D > 6DD > 2DD > Aerial D - 4,101/52 Throw Combos Ground Throw Throw > 6A > j.214D > 6A > 6C > 236C > 445C > 2C > Aerial D - 3,269/44 Throw > 5C > 6C > 214D > 5C > 6C > 236C > 44B> 2DD > Aerial D - 3,279/51 Throw > 236C > 5C > 6C > 236D > 214D~C > 2DD > Aerial D - 3,662/47 Air Throw Air Throw > RC > 2C > 5C > 6C > 214D > 5C > 6C > 236C > 44B > 2DD > Aerial D - 4,567/47 Air Throw > RC > 236C > 5B > 6A > 2147D > 5C > 6C > 214D > 6A > Aerial D - 4,811/33 Air Throw > RC > 236C > 2C > 5C > 4B > 2DD > 2147D > 6DD > 2DD > Aerial D - 4,824/40 Work In Progress Edited March 29, 2012 by HexaNoid
M19Kamikaze Posted December 23, 2011 Posted December 23, 2011 Just to start filling this with content, it's the same combo but from different ranges. I was messing around in Practice and stumbled across this silliness of this thing. Corner combo, I don't think it will work anywhere in the middle between these spots. CLOSE Version FAR Version
Overheat Posted December 23, 2011 Posted December 23, 2011 214D~C > 236D works mid-screen too, it's just a matter of the opponent's hitbox. It worked in CS2 as well. It's more CV material than anything, although you could do it with a Guard Crush in some situations...
HexaNoid Posted December 23, 2011 Posted December 23, 2011 A compilation of beginner-friendly combos here: http://www.youtube.com/watch?v=SppEsbEOCnQ&feature=g-all-u&context=G2963b8dFAAAAAAAABAA These aren't optimal combos or anything and there's definitely a lot more we can do with her, but it's still worth checking out especially if you're new to Lambda.
someonewhodied Posted December 23, 2011 Posted December 23, 2011 I dont have CSE so someone try this for me: (Corner) 5CxN>6C>236B>RC>5Cx8>6C>2DD>6C>236D>214D~C>236C>66A>Air Ender.
Ryuujinx Posted December 23, 2011 Posted December 23, 2011 6C repeat prorates doesn't it? Wouldn't it make more sense to do 5CxN->3C->236B->RC? It also lets you do stuff like j.214D~C->3C mixup into the 236B->RC.
minlexx Posted December 23, 2011 Posted December 23, 2011 ...2DD > 6C > 236D... i predict that sickle will whiff xD
HexaNoid Posted December 23, 2011 Posted December 23, 2011 What Ryuu and min said are right, someone. Try this combo instead since I assume you're trying to find combo paths that use the new 2DD > 6C gatling: 5C[x8] > 3C > 236B > RC > 5C[x8] > 6C > 236D > 214D~C > 236C > 446A > 2DD > 6C > 2DD > Air D Ender.
Ryuujinx Posted December 23, 2011 Posted December 23, 2011 I'll try it out tomorrow if no one else does it first, tonight I work and then go play magic afterwards.
someonewhodied Posted December 24, 2011 Posted December 24, 2011 It worked in CS2 with an RC after 2DD. I thought it would work in extend too.
Overheat Posted December 24, 2011 Posted December 24, 2011 (edited) It's nowhere near optimal, but frame data says it should work. Unless they changed 236D's start-up or 6C's untech time, it should just barely work. lol, 236D should connect, but the follow-up hits are techable Edited December 24, 2011 by Overheat
someonewhodied Posted December 24, 2011 Posted December 24, 2011 i just want a somewhat flashy 2DD>6C corner combo is all. I know its not optimal. My favorite corner RC is after 236B, instead of 5C, do a 4B(2)>2147D>5CxN>6C>236D>ect...
HexaNoid Posted December 24, 2011 Posted December 24, 2011 but frame data says it should work. A lot of the proration values on Lambda's moves have been changed, so even if it works in CS2 it might not work in Extend. We'll just have to do a lot of testing to see what does/doesn't work before we get our hands on more complete information.
Overheat Posted December 25, 2011 Posted December 25, 2011 (edited) It's easy to find out move's proration values with combo's. I used this for reference. Considering the untech system apparently hasn't changed from CS1 to CS2, I highly doubt it will have changed in Extend. Plus, someone's already posted most of Lambda's normals P1 and P2 values. Specials I mostly assumed to have stayed the same 214D~C > 5C[8] > 6C > 236D > 214D~C > 236C > 6A (.85)0.8*.9*.98^8*.91*.85*.9*.94*620 = 211.24 @ 0m18s: 6A in that combo does 213. Close enough, which means the Sickle P2 value I assumed was the same. I used the combo at 3m20s to find out if Cavalier still had 94 P2. .9*.55*.85*1500 = 631.13 It does 630, so it's P2 is 94. You can cross-reference a lot of the values with CS2's frame data, the known CSE P1/P2 values, and multiple combo's in that video. That's how I calculated it. 236B's P2 is still 75. 6C still has 75 repeat move proration. 5C[8] > 6C > 236B > RC > 5C[8] > 6C > 2DD > 6C > 236D 90*.98^8*.91*.75*.98^8*.91*.75*.89*.94*.91*.75 = X = 17.33 With 17 P2 value at the point where 236D connects, there is -5 untech time. If 6C's untech is 44, it'd be 39 at that point. If 236D's start-up is still 38, it will connect. X*.85=14.72 At that point, there is -5 or -6 untech time, depending if it rounds or truncates. If the gap between 236D is still 6 frames, given 236D's untech time is 10, it's untech time will be 5 or 4. Thus the following hits blue-beat. Assuming those values stayed the same. But you're right, this is still really working off of assuming 6C's untech and 236D's start-up haven't changed. Basically, you can still "see" if things would probably work if you can find a few examples of combo's in videos. It's more just to see if some damaging CS2 combo's would work and how much damage it would do, things like that. Edited December 25, 2011 by Overheat
HexaNoid Posted December 28, 2011 Posted December 28, 2011 That's interesting. I wasn't aware 214B/C > 236C connected. Also, I noticed that you didn't go for 6C > 236C > db 4B > 2DD > Aerial D combo as your ender. Does that ender not work in your combo?
C0R Posted December 28, 2011 Posted December 28, 2011 So I have the game, along with a bunch of recording equipment, if you guys want me to test anything, just post queries and I'll let you know. My Murakumo execution apparently applies to both characters.
lolokoa Posted December 28, 2011 Posted December 28, 2011 (edited) Also, I noticed that you didn't go for 6C > 236C > db 4B > 2DD > Aerial D combo as your ender. Does that ender not work in your combo? it works but the timing feel tighter and i failed in execution i kept failing the aerial part also the 2nd 236C adds only 200 damage and prorate more i think will try out more of these Edited December 28, 2011 by lolokoa
tuka Posted December 28, 2011 Posted December 28, 2011 So I have the game, along with a bunch of recording equipment, if you guys want me to test anything, just post queries and I'll let you know. My Murakumo execution apparently applies to both characters. I'd like to see if 2C is viable as an anti-air. I guess not since no one uses it in match videos but give it a shot against some good jump-ins.
C0R Posted December 28, 2011 Posted December 28, 2011 It has the same startup and similar head invunerability to µ's 2c, though the overall hitbox isn't nearly as good. It's definitely a capable tool. There are situations where it's going to be better than 6a, and situations where 6a is going to be better, you just have to use whatever the time calls for. That's really more of a gameplay question, I was mainly looking to offer help with combo routes and optimization charts,
toanenadiz Posted December 28, 2011 Posted December 28, 2011 What combo do you do after a reversal gold burst when you are in the corner?
tuka Posted December 28, 2011 Posted December 28, 2011 What combo do you do after a reversal gold burst when you are in the corner? Dash (so the opponent is in the corner) > 5C > 6C > 236D > 214D~C > 236C > Dash > 5C > 4B(2) > 2DD > 2147D > 6DD > 2DD > Air Ender C0R you might want to check the 5C > 4B(2) part since the change to 236C untech time might screw this up a bit. If it doesn't work then Dash > 4B(2) should.
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