ElegantShadow Posted July 12, 2012 Posted July 12, 2012 Yes you can do that, but the typical inclination is that if Lambda does Crescent Saber, she will attack high, and if she does the fake out she must attack low for it succeed. An interesting way to go about it is Crescent Saber cancel, air dash j.C, Crescent Saber. I've seen plenty of people get mix-up off Crescent Saber cancel into another Crescent Saber. Ah, I see, thanks for the info. :D By the way is it a good idea to use 236A to get out of the corner after using Lambdas air grab and to get some space when used at mid-screen?
AchedSphinx Posted July 12, 2012 Author Posted July 12, 2012 Ah, I see, thanks for the info. :D By the way is it a good idea to use 236A to get out of the corner after using Lambdas air grab and to get some space when used at mid-screen? If you use Lambda's air grab, do a dashing 2B, it will cross under and lead to more damage if done right.
HexaNoid Posted July 12, 2012 Posted July 12, 2012 the typical inclination is that if Lambda does Crescent Saber, she will attack high, and if she does the fake out she must attack low for it succeed. You should also note that you can use this mindset to your advantage; if your opponent is expecting you to go low after the fake out, they'll block low and you can hit them with the second overhead. The important thing to note here is that Lambda's 50/50 relies heavily on conditioning and observing opponent habits; no point going for a Cresent cancel into a low when you know your opponent is just holding downback for example. If you use Lambda's air grab, do a dashing 2B, it will cross under and lead to more damage if done right. This is assuming your opponent neutral techs. If they roll your 2B should catch them, so be prepared to follow up with a 2C > combo. Also, Sphinx, if you need more space for character specific stuff, I'll edit my first post for that instead (although it doesn't look like we'll need to).
AchedSphinx Posted July 12, 2012 Author Posted July 12, 2012 Also, Sphinx, if you need more space for character specific stuff, I'll edit my first post for that instead (although it doesn't look like we'll need to). We shall see. I have a few more in the back of my noggin, but I tend to forget what it was when I hop on the computer. Odd thing when I play with Lambda, everyone neutral techs, so it usually works for me. Though if your opponent is a masher, you'll get hit, like Hazama and his godlike 2a.
someonewhodied Posted July 12, 2012 Posted July 12, 2012 what should I do for a 2b tech catch? would this work? 2B>2C>j.5DD>dj.2DD>j.214D~C>j.2C>2DD>Air Swords>j.214D Or should i go simple and go from 2B>2C straight to air swords?
BeaverDeity Posted July 12, 2012 Posted July 12, 2012 what should I do for a 2b tech catch? would this work? 2B>2C>j.5DD>dj.2DD>j.214D~C>j.2C>2DD>Air Swords>j.214D Or should i go simple and go from 2B>2C straight to air swords? I haven't tested that to see if it would work, but if you're confident in your execution then by all means go for a combo that would do more damage/gain more meter in any situation possible lol. :d
AchedSphinx Posted July 12, 2012 Author Posted July 12, 2012 2B > 2C > 5C > 6C > 236B or 3C into sickle oki.
toanenadiz Posted July 12, 2012 Posted July 12, 2012 what should I do for a 2b tech catch? would this work? 2B>2C>j.5DD>dj.2DD>j.214D~C>j.2C>2DD>Air Swords>j.214D It works. 2B > 2C > 5C > 6C > 236B or 3C into sickle oki. That doesn't work for a tech punish though.
HexaNoid Posted July 12, 2012 Posted July 12, 2012 It works. It does 2,592 and builds 31 heat. The easy version (2B > 2C > Aerial D ender) does 2,159 and builds 20 heat.
someonewhodied Posted July 12, 2012 Posted July 12, 2012 extra 11 heat is soo worth it. Even if the damage difference isn't that great.
ElegantShadow Posted July 12, 2012 Posted July 12, 2012 what should I do for a 2b tech catch? would this work? 2B>2C>j.5DD>dj.2DD>j.214D~C>j.2C>2DD>Air Swords>j.214D Or should i go simple and go from 2B>2C straight to air swords? Wait how would this get the opponent in the air? [i'm still looking at the frame data to understand the letters and numbers so it doesn't make much since to me], can you please explain?
toanenadiz Posted July 12, 2012 Posted July 12, 2012 Wait how would this get the opponent in the air? [i'm still looking at the frame data to understand the letters and numbers so it doesn't make much since to me], can you please explain? Check out this section. When someone rolls and you hit them, it knocks them into the air. This is the same as when someone is lying on the ground and refusing to tech and when you hit them, it will knock them into the air.
Nedel_3773 Posted July 12, 2012 Posted July 12, 2012 A frounded opponent getting hit by 2B will automatically send him in the air, thus allowing for 2C - air combo. Give it a try in training mode. Edit: Ninja'd because I don't refresh mah pages after reading.
AchedSphinx Posted July 12, 2012 Author Posted July 12, 2012 That doesn't work for a tech punish though. Tech punish, yeah it wouldn't. I'm thinking 2B > 2C > 5C > 4B > 2DD > 214A, to corner carry. I thought he was talking hit confirm lol.
HexaNoid Posted July 13, 2012 Posted July 13, 2012 Tech punish, yeah it wouldn't. I'm thinking 2B > 2C > 5C > 4B > 2DD > 214A, to corner carry. Doesn't work. They're way too high in the air for 5C to connect. Also, 2B > 2C > j.C > j.2C > 2DD > Aerial D is a much easier combo that does about the same damage and heat. 2578/32
AchedSphinx Posted July 13, 2012 Author Posted July 13, 2012 Doesn't work. They're way too high in the air for 5C to connect. Also, 2B > 2C > j.C > j.2C > 2DD > Aerial D is a much easier combo that does about the same damage and heat. 2578/32 2B tech punish seems to be something I've never done before. If someone does roll, it's usually into 214D. Ironic that I've never seen 2B used as a tech punish, or rather, I've never used it as one since people normally neutral tech against me lol.
toanenadiz Posted July 13, 2012 Posted July 13, 2012 That's because the rest of us tech punish them with 2B for you.
AchedSphinx Posted July 13, 2012 Author Posted July 13, 2012 Thanks Toan, I learned a tip from my own thread, ain't that sweet. Anyways I'll update the main post with it.
ElegantShadow Posted July 13, 2012 Posted July 13, 2012 Check out this section. When someone rolls and you hit them, it knocks them into the air. This is the same as when someone is lying on the ground and refusing to tech and when you hit them, it will knock them into the air. Oooooh, I see now. :D Actually I think I do that a lot without noticing lol
BeaverDeity Posted July 13, 2012 Posted July 13, 2012 236236D can also punish roll-techs pretty well too if you time it right. Not very many people rolltech after a combo/knockdown but when they do I like to punish it fullscreen with 236236D :d
AchedSphinx Posted July 14, 2012 Author Posted July 14, 2012 236236D can also punish roll-techs pretty well too if you time it right. Not very many people rolltech after a combo/knockdown but when they do I like to punish it fullscreen with 236236D :d Overheat had a CV that had something similar to that. Where he used 236236D on a bad burst. Odd thing about using it with rolltechs is that blind spot. Could be interesting to see how well its used though. @swd, yeah you can do 214A > 236C mid-screen if you time it right. It's rather difficult though. For instance 2B > 3C > 214A > 236C > 5C > stuff.
toanenadiz Posted July 14, 2012 Posted July 14, 2012 Using 236236D to punish bursts has been around for a while. It was stupidly easy to use with Nu. And that might be a good tip, along with the fact that 214D and 236D can also punish bursts (like around max 3C range and further away).
mAc Chaos Posted July 14, 2012 Posted July 14, 2012 Not very many people rolltech after a combo/knockdown but when they do I like to punish it fullscreen with 236236D :d mostinterestinglambdaintheworld.jpg The crescent wheel actually punished my bursts a few times in the matches I played with Toan last night...
BeaverDeity Posted July 14, 2012 Posted July 14, 2012 mostinterestinglambdaintheworld.jpg The crescent wheel actually punished my bursts a few times in the matches I played with Toan last night... The crescent wheel is gdlk for punishing bad bursts too. Like if they burst in the air off of a 6D/2D or something (Which is one of the worst places to burst) then she can punish with the wheel for free for ~3-4kish
AchedSphinx Posted July 15, 2012 Author Posted July 15, 2012 Using 236236D to punish bursts has been around for a while. It was stupidly easy to use with Nu. And that might be a good tip, along with the fact that 214D and 236D can also punish bursts (like around max 3C range and further away). Updated it. Though I may need to reorganize it somehow, I dunno. The crescent wheel is gdlk for punishing bad bursts too. Like if they burst in the air off of a 6D/2D or something (Which is one of the worst places to burst) then she can punish with the wheel for free for ~3-4kish Yeah, I've never done this on reaction, but 6DD > 236C could be used as well, but spacing is the problem. I can't tell you how much I love to hate 236C because it doesn't track like 236B does. But then again, if it did track, Lambda would be invulnerable during start up on up close opponents because the move takes 30F to actually happen and she simply wouldn't exist. Would be funny if that were true.
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