Jump to content
Dustloop Forums

Recommended Posts

Posted

Here's a basic corner combo that does about 6k. (corner) j.B > 3C > 214A > 236C > dash under > 5C > 6C > 236D > 214D~C > 2DD > TK > 6DD > 2DD > air stuff.

.

How much damage would that do if you replaced the TK with a 6C?

  • Replies 342
  • Created
  • Last Reply

Top Posters In This Topic

Posted
How much damage would that do if you replaced the TK with a 6C?

Probably about the same, maybe more. The one I did was 6021 damage, so replacing with 6C might net a bit more damage. You could also replace the 2DD with 214D. It's a basic combo so you can replace how you feel comfortable with :D

  • 2 months later...
Posted

Can someone post some tips on how to connect 214A after 2DD in this combo?

4B(2)> 2DD> 214A> j.214D> dash> 6A> 6C> 236C> dash> 2C> 5C(xN)> 4B> 2DD> Aerial D (video can be found here http://www.dustloop.com/forums/showthread.php?12896-CSEX-Lambda-Combo-Thread )

I guess 2DD should be delayed, but i still can't perform it after 5 or so hours of practise the past 3 days (merely hit it 3 times lol).

Is there anything else im missing? Should 214A be delayed too, (though i have tried both delaying it and not)?

Also about 4B as a starter, can it be the distance the cause of me missing it? I start it a bit further from the guy in the video, i hit him only with the tips of lambdas feet, just at the edge (still its only the 2nd hit that connects, 4B[2] not 4B, have confrimed that by having the doll to block only after 1st hit).

Having problems and i havent even done 1/5 of the combo lol xd

Posted (edited)
Can someone post some tips on how to connect 214A after 2DD in this combo?

4B(2)> 2DD> 214A> j.214D> dash> 6A> 6C> 236C> dash> 2C> 5C(xN)> 4B> 2DD> Aerial D (video can be found here http://www.dustloop.com/forums/showthread.php?12896-CSEX-Lambda-Combo-Thread )

I guess 2DD should be delayed, but i still can't perform it after 5 or so hours of practise the past 3 days (merely hit it 3 times lol).

Is there anything else im missing? Should 214A be delayed too, (though i have tried both delaying it and not)?

Both need to be delayed, but 214A moreso than 2DD. Get the 2DD to hit at the lowest point you can and then delay the 214A; you have plenty of time to connect the Gravity so don't rush it.

Also about 4B as a starter, can it be the distance the cause of me missing it? I start it a bit further from the guy in the video, i hit him only with the tips of lambdas feet, just at the edge (still its only the 2nd hit that connects, 4B[2] not 4B, have confrimed that by having the doll to block only after 1st hit).

The distance shouldn't make any difference, really. It may affect the timing of 214A slightly, but it shouldn't make you miss the combo entirely. Just keep at it and just remember to delay the Gravity a lot and you should be fine.

Edited by HexaNoid
Posted

anyone have any tip for how to land Aerial D constantly? Like I cleared it in challenge mode, but the rate I drop is around 75-80%, and it's always either the first time I do my jc.D or my j2D on my first jump cancel. It some what works fine against Tager (thank you big body), but I rather not drop this crucial damage and heat source. Anyone got tips? Am I mashing the buttons too quickly on the PSP (probably part of the problem)?

My second question is in Extended Challenge mode, where the opponent is jumping and you do 6DD > 2DD > 4B > 2DD > jc > .... I am getting confused at the 4B, b/c I either do nothing, or I am doing 4D. If I am doing 4D, I figure I am mashing buttons too quickly, but I feel that I don't understand the timing to pull off 4B...

Posted
anyone have any tip for how to land Aerial D constantly? Like I cleared it in challenge mode, but the rate I drop is around 75-80%, and it's always either the first time I do my jc.D or my j2D on my first jump cancel. It some what works fine against Tager (thank you big body), but I rather not drop this crucial damage and heat source. Anyone got tips? Am I mashing the buttons too quickly on the PSP (probably part of the problem)?

My second question is in Extended Challenge mode, where the opponent is jumping and you do 6DD > 2DD > 4B > 2DD > jc > .... I am getting confused at the 4B, b/c I either do nothing, or I am doing 4D. If I am doing 4D, I figure I am mashing buttons too quickly, but I feel that I don't understand the timing to pull off 4B...

For the air combo, you might actually be mashing too fast. It takes a little getting used to at first, but you want to delay your j2DD so that they land on the top of the sword. This timing changes as you get closer/farther away from the opponent, as well as with your general vertical positioning.

As for the challenge mode combo, it sounds like you're mashing too many D's. You'll want to move away from mashing and learn to do each move in the combo with a single button press, since mashing is bad practice in general. If you do that, the timing required for each move will just come naturally.

Posted (edited)

Sorry, but mind if i ask a bit more?

1) Can 2147D link after both 4B>2DD and 4B[2]>2DD? Is there any meterless followup after that?

2) Trying to do those oki mixups here http://www.youtube.com/playlist?list=PL907E6077A340FBB8&feature=plcp for the past week and im continuously screwing up. Throw down sickle storm, jump to the front , air dash, j.b>4c so far so good. After that everything falls apart. Tried connecting 6B, 2B, 5C they all work about 25% of the time (wellm probably even less). Is something wrong with the timing i use air dash before? Shall i sto 2C after a certain amount of hits? Is a dash required after 2C?

Can someone post a notation thats concidered easy for me to practise?

3)Also somewhat related to the above: Would you consider just forgetting all of that mixups while the opponent is locked down and going straight for guard crush with spike chaser a viable srategy against charachters with few primers?

4)The optimal non-D anti-air is 6A?

Edited by Legacy Edge
Posted

I have enough time to answer your first question and I'll question your other questions later if someone hasn't done so yet

You can do 4B > 2DD > j214D > 66 > 6DD > D spam

You can do 4B > 2DD > j214D > 66 > 5DD > 236C on Carl, Rachel, Bang, Platinum, Relius and Tager.

I have only tested the second part on Carl, Rachel, Bang and Platinum personally but KaizerBlack, who told me about the 5DD link said it also works on Relius and Tager.

Posted
1) Can 2147D link after both 4B>2DD and 4B[2]>2DD? Is there any meterless followup after that?

Refer to Toan's post.

Can someone post a notation thats concidered easy for me to practise?

Here's what I use most of the time:

Mix-Ups

j.B > j.C > (5B >) 6B > Cresent Saber

Empty jump >

j.B > j.C > 6B > CS Cancel > CS/IAD j.B > j.C - Fake overhead into overhead

"" "" "" "" 2B/3C - Fake overhead into low

"" "" "" "" 66Grab - Fake overhead into grab

j.B can be connected after:

[j.2DD >] CS Cancel > IAD j.B

Blocked Sickle Storm (236D) > jump forward (wait until descent) > IAD j.B

The important thing to note about doing the mix-ups in that video is your height when you IAD. If you're too high in the air, you won't land in time to do an attack before the hitstun of j.C wears off which is why you might be having difficulty connecting the following moves. You won't need to do a dash to connect any of the moves after j.B > jC, so just make sure you're as low as to the ground as you can get before you do your air dash and you should be good.

3)Also somewhat related to the above: Would you consider just forgetting all of that mixups while the opponent is locked down and going straight for guard crush with spike chaser a viable srategy against charachters with few primers?

Like you said, it can be useful when your opponent is low on primers, but otherwise you'll want to stick to mix-up.

4)The optimal non-D anti-air is 6A?

Depends on the situation really. 2C has been given head invulnerability in CSE which makes it more useful as an anti-air, but it may not catch people jumping in directly above you as well as 6A might. 2C does have much better range than 6A though, so you'll just have to judge when which of the two will be more useful to you.

Posted

I figured he meant optimal in terms of damage. You can might be able to do more damage than CH 6A if you do 2C > jDD > jc > j2DD > j214D~C > falling j2C > 2DD > 214A but my controller is busted so I can't really test it out.

Posted

Oh right. In that case:

2C > j.2DD > j.214D~C > j.2C > 2DD > 214A > j.214D > 66A > 6C > 236C > 5C > 2C > j.DD > j.2DD > jc > j.DD > j.2DD > j.214D - 3,481

The same combo with 6A does 3,526. So yeah, 6A is optimal in that sense but by a negligible amount.

Posted

Thanks for checking that out Hex.

And to add to what Hex said about going for guard break during 236D. If you notice that your opponent is barrier happy, you should go for it. They will typically end up with low barrier gauge a lot of the time and if you can get them into danger mode, you do extra damage and go for guaranteed guard break set-ups.

Posted

Thanks again for the replies.

The guy in the video i posted uses a j.b before the IAD, i suppose that is to help with the timing, right?

About the 6A: The main reason i asked is because i see yoshiki going for it a lot lately, while 2C seemed much easier to hit, so i assumed it was because of dmg, but now i guess it is also because of the fact that it hits directly above where 2c doesnt.

anyway thanks again ^^

Posted (edited)

looking back on those vids I made some of them kinda suck ass lol

Lambda mixups after blocked 236D -

God Tier:

:toot:dash > empty jump into 2B:toot:

...

...

...

dash > jump > j.B > j.214D~C > land > throw / 2B

dash > jump > air dash > j.B

Okay Tier:

dash > jump > j.B low as possible

empty jump > dash > 2B

empty jump > dash > 4B(2)

And on a side note

Best-move-in-the-game Tier:

anything into random 4B(2)

Edited by tuka
  • 1 month later...
Posted

I'm having trouble with my full screen oki. It seems like a guessing game and I usually guess wrong. I just recently thought about using the 214B gravity well to make sure no one will forward tech air dash over to me and I have a better chance of catching them in a sickle storm if they're in a well. Is this a good idea? Another problem I'm having is I'll try and punish something with dash 2A or 2B and I'll get beat by something as simple as lambda's 5C. I'm not asking a character specific question, I just wanna know if I should just use 3C or something to punish something and take the Oki setup vs the attempt for more damage. My last question is I don't know what to do if I get to a full range 5C in my block strings. I feel like if they're mashing anything it'll beat any of lambdas command dash attacks or they just hold up back and jump over the spike chaser or out of the sickle storm. I wanna upload me playing to youtube so I can use the critique thread but I haven't been able to do that yet. So here I am asking questions that have probably already been answered. For that I am sorry XD

Posted (edited)

Correct me if I'm wrong, but by fullscreen oki, do you mean after something like 5DD > 236B? Maybe after an air combo? Have you tried doing something like 6DD after to catch a forward airdash?

While it's not a waste to use 214B just in case, I think, for the most part, it's not worth sacrificing the potential extra damage here.

You don't have to worry about having them block 236D all the time. Ideally, you'd just have them chase you around the screen while you zone them. 236D is usually just from 3C(hit) > (opponent neutral tech) 236D.

What are you trying to punish? It's a bit hard to say, since the example you gave is a bit strange. Are you trying to punish mid-blockstring against delayed gatlings or pressure? Is the opponent whiffing a move, and you try to punish? Are you trying to punish a baited reversal? Honestly, the 3 punishes that I probably use the most are from 5D, 5C, and 5A.

5D CH > 236C

5DD > 236B

5C[1] CH > 236C

(Dashing) 5A > 5B > 2C > 5C > 3C > 236D

(Dashing) 5A > 5B > 2C > 5C > 6C > 236B

3C is alright as well, but I can't recommend using it in all situations. It has a fairly good range, and has combo'ing potential on CH, so it's sometimes worth throwing out midrange. If not, a general common idea is to pursue a combo if in the corner, and go for oki everywhere else.

Unless you know how to space with 5C, and lead to 4B[#2 only], or 3C, then I don't recommend using 5C in blockstrings. From what it sounds like, you're doing a 5C > 6C > 236A/B/C blockstring, and you're getting mashed out of it? Or 5C > 6C > 214D/236D. You're right, those things are easily beaten out, or avoided. I would recommend, for now, just not doing 5C in blockstrings. If you do find yourself using 5C in blockstrings, then I suggest 5C > 3C (> 236B/214D), or 5C > 4B. It's not important to learn the spacing right now. That's just to try to give you time to escape.

If you have anymore questions, or need me to clarify something, let me know.

Edited by Overheat
Posted

A couple of beginnerish questions:

1) When would be an appropriate time for any of Lambda's anti-air options(6A,2C,6D,2D,any others).By that I mean which kind of situation would call for each of them.

2) Challenge mode in extend introduced us to the Aerial C ender(j.C>j.2C>jump cancel>j.C>j.2C>Crescent) Is there any time where one would use that over the standard Aerial D spam?

Posted
1) When would be an appropriate time for any of Lambda's anti-air options(6A,2C,6D,2D,any others).By that I mean which kind of situation would call for each of them.

2) Challenge mode in extend introduced us to the Aerial C ender(j.C>j.2C>jump cancel>j.C>j.2C>Crescent) Is there any time where one would use that over the standard Aerial D spam?

(1.) 6A is good as a midrange AA. Maybe a couple character lengths away. Basically the same with 2C, but 2C is slower, and not really seen much. It's more useful as a frametrap, IMO. 6D is really good for fullscreen, or near fullscreen zoning. At that range, it's completely safe, and can frustrate a lot of opponents. You can also use it at midscreen, but that's a bit more risky. 2D has very good range - good for poking out a Rachel from her air summons, for example - plus it's really fast. You can use 2D from midscreen and fullscreen.

(2.) Not really. If you get a really high 6DD > 2DD, or something like that (where the horizontal distance is pretty small), you might be uncomfortable with trying to do j.DD, so you can do j.C > j.2C in those cases.

Posted
1) When would be an appropriate time for any of Lambda's anti-air options(6A,2C,6D,2D,any others).By that I mean which kind of situation would call for each of them.

Overheat covered the standard AAs so I'll try to explain when you would use the less than conventional ones.

5A: Typically when the opponent is above and in front of you and haven't committed to a move yet or committed to a move that has a large amount of start-up. Dash 5A is good in this situation due to its speed and hitbox (it also has a good number of active frames on it).

Air throw: When an opponent is jump cancelling their pressure or when you have them scared of your AAs and they jump in while barrier blocking.

2A/3C: These are used for pretty much the same thing and it is just lowering your hitbox to make the opponent whiff their jump-in and your move would punish them.

214D: Not really an AA but after you end a combo with 236B, if you opponent techs and air dashes towards you, 214D would trade with pretty much any attack they throw out.

  • 2 weeks later...
Posted

Yo, j.2C's an overhead right?

Does it fuzzy after a blocked j.B? I keep getting hit by it after 236D oki even though I block j.B high AND KEEP PRESSING 4.

Posted
Yo, j.2C's an overhead right?

Does it fuzzy after a blocked j.B? I keep getting hit by it after 236D oki even though I block j.B high AND KEEP PRESSING 4.

If you are holding 4, then it doesn't really matter if it is a fuzzy or not. Fuzzies only matter if you are trying to crouch under a move that would normally whiff.

Posted

It happened quite a few times and I'm sure my character was blocking standing. I guess I'll save a replay next time in case I'm missing something :sweatdrop:

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

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