ElegantShadow Posted July 17, 2012 Posted July 17, 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). Ah, I had no idea you could punish bursts with Legacy Edge. could you perhaps give me an example of how to use it to punish said bursts?
AchedSphinx Posted July 17, 2012 Author Posted July 17, 2012 An example would against Litchi. She does her DP and you block it, it pushes you a good bit away, and she bursts thinking you'll punish her. Then you do Legacy Edge.
Overheat Posted July 17, 2012 Posted July 17, 2012 Well, Litchi's a tricky one. Sometimes you'll have to walk back a bit after blocking the first part of her DP, then do the CH 5D > 236236D trick. It also helps that you can delay a bit. Really, the burst punish is just to do CH 5D > 236236D, with the opponent bursting before 236236D comes out. The other ways you could bait the burst in this case would be CH 5D > 236A, or you could even just do CH 5D and wait for the opponent to burst. If you have the Heat, I think you should just go for CH 5D > 236C, or CH 5D > 236236D if you think they're going to burst. Both are good options.
AchedSphinx Posted July 17, 2012 Author Posted July 17, 2012 Another interesting one would be 2B poke, 236A, Legacy Edge. I'm not sure if you'll recover in time for Lambda to turn around and do Legacy Edge. Worth a shot.
ElegantShadow Posted July 17, 2012 Posted July 17, 2012 (edited) Another interesting one would be 2B poke, 236A, Legacy Edge. I'm not sure if you'll recover in time for Lambda to turn around and do Legacy Edge. Worth a shot. I've done this before [or at least something very close to it], and I can say that it does work but requires quite a bit of timing and luck to pull off [especially against someone with a DP like Ragna or Makoto], although I think 3C would work better then 2B since 3C would knock the opponent down and you can catch them on wake up with Legacy Edge after phasing through them with 236A. Edited July 17, 2012 by ElegantShadow I forgot to mention something
HexaNoid Posted July 17, 2012 Posted July 17, 2012 Another interesting one would be 2B poke, 236A, Legacy Edge. I'm not sure if you'll recover in time for Lambda to turn around and do Legacy Edge. Worth a shot. You can do [CH]5D > Legacy Edge after that, but Legacy Edge raw isn't fast enough to catch them before they recover from their burst.
AchedSphinx Posted July 17, 2012 Author Posted July 17, 2012 Ah I see. Well CH 5D > Legacy seems good. If a person does an air burst on Lambda's drive combo, I think you'll drop down quick enough to do Legacy there as well. If not, there's still CH 5D > Legacy.
Overheat Posted August 9, 2012 Posted August 9, 2012 IIRC, only the first hit of j.2C is an overhead... So it's possible, for example, if doing an airdashing j.2C, that the opponent can block it all high (the first hit whiffed). You can try to use that to your advantage by doing j.2C > j.B, and catching your opponent while they crouch (from IB'ing, perhaps). You could also try to catch mashing by doing something like a lower j.2C > 2B, too. 2DD > j.2C can be burst-safe if you hold back while doing j.2C. If done late enough, the opponent's burst lets you fall to the ground and block the burst. Other practical burst punishes are at 3C, 6C, and 4B[2], where you can RC on reaction sometimes.
AchedSphinx Posted August 11, 2012 Author Posted August 11, 2012 IIRC, only the first hit of j.2C is an overhead... So it's possible, for example, if doing an airdashing j.2C, that the opponent can block it all high (the first hit whiffed). You can try to use that to your advantage by doing j.2C > j.B, and catching your opponent while they crouch (from IB'ing, perhaps). You could also try to catch mashing by doing something like a lower j.2C > 2B, too. 2DD > j.2C can be burst-safe if you hold back while doing j.2C. If done late enough, the opponent's burst lets you fall to the ground and block the burst. Other practical burst punishes are at 3C, 6C, and 4B[2], where you can RC on reaction sometimes. Added it in. Sorry for the delay.
Overheat Posted August 21, 2012 Posted August 21, 2012 For Lambda's air ender, I sometimes try to have the first jump (when positioning is favourable) to be an 8, and the second jump to be a 9. A problem I've noticed with a lot of Lambda's from all skill levels, myself included, is that we sometimes corner ourselves too often. It's not an extraordinary distance, but it does give Lambda more space to fall back on (such as in the Tager match-up). In terms of burst punishes, you can reaction RC to a burst at Air Throw > RC > 236C > (RC), and then IB and punish. Yes, it costs 100 Heat, but if it can win the round, it's worth it.
AchedSphinx Posted December 5, 2012 Author Posted December 5, 2012 I'm considering updating this or making a new thread a month or so after BBCP releases on consoles, if no one else volunteers. Honestly, I think some of the information could prove useful to future Nu players.
toanenadiz Posted December 5, 2012 Posted December 5, 2012 Probably be better to make a new thread than updating this one so people who still care about Extend after CP comes out can check out this one. I'll make the new one (or Hex will) whenever the time feels right
someonewhodied Posted July 4, 2013 Posted July 4, 2013 *Necropost* Any character that follows up 236B with 665B>6A> can replace it with 2B>2C instead for more damage and less proration.
toanenadiz Posted July 4, 2013 Posted July 4, 2013 5B and 2B have the same P2. Similarly, 6A and 2C have the same P2 so there is no change in proration between 5B > 6A and 2B > 2C.
someonewhodied Posted July 4, 2013 Posted July 4, 2013 Strange. When I do 5B>6A and follow act parser C with 44B(2)>2DD>TK>6DD it bluebeats or the opponent techs but when I do 662B>2C, the 6DD connects normally later on.
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