Shigekazu Posted May 27, 2015 Posted May 27, 2015 Well, her tools are more suited towards a defensive playstyle, but it all depends on you. You can use swords to prevent people from getting in on you and keeping them at bay, or use swords to cover your approach and pressure. We don't have much in terms of solid pressure or mixup, which is why zoning is the usual go to choice. When you do 236A, Lambda should be out of the corner, and when 236C connects the opponent should have their back to the corner. Ok, thanks. Just wanted make sure. I like rushing down sometimes, but having some control over the screen is very useful, ven if means i have to zone more so than rushdown if necessary.
GunBlazer Posted May 28, 2015 Posted May 28, 2015 Hello, I like to start playing Lambda because looks pretty fun. What should be my initial strategy when playing her? Do I zone,play defensively and punish or do rushdown, and use swords to keep my opponent in place? Sorry for asking such silly question, I just don't know how exactly I should play her. Lambda acts as a rushdown/zoning hybrid, so you have both abilities. However, playing Lambda requires to have a high understanding of neutral and MU in order to put these abilites to good use. One thing you should know, however: Whiffing a sword = Recovery for days.
someonewhodied Posted June 7, 2015 Posted June 7, 2015 haven't done much but heres a better corner route: X>236B>662B>6A>6C>236C>214D>5B>6A>2147D>2B if they don't tech, off of the 2B bluebeat just do 2B>6A>TK214D again after like 3 times if they still don't tech the 2B will start a new combo. the 2B catches other tech options and gives you time to 2A meaty neutral tech or block DPs.
Monarch Posted June 16, 2015 Posted June 16, 2015 6B OD Sideswap route: (With back to corner) 6B > 2D > 5D > ODC > 66 > 6D > CT > 214D > 6A > 5C > 6C > 236D > 236C > tk j.214D (3517, -4) Reminiscent to one of 1.1 Nu's old 6B routes. The combo may have to be adjusted considering how far away from the corner you are.
Alpacalypse Posted June 21, 2015 Posted June 21, 2015 Hi, im a new member, im trying to implement the empty jump-late airdash mixup into lambda's corner oki in this video...sorry for the bad quality... but there are some flaws(in the video description) so i would like to know the solution to these flaws video 1: https://www.youtube....h?v=QXGRf_qCOGM video 2: https://www.youtube....h?v=tD6SczPyxBU
Monarch Posted June 21, 2015 Posted June 21, 2015 So I think I've found a solution to the no teching option after 236D. If they opt not to tech, use 2147D while 236D is hitting them. - After you do that, you can either 236D again (this 236D will come out just in time to beat delay techs or no techs), or 2B to catch a quick wakeup. - The only disadvantage to this is that you have to rock-paper-scissors what your opponent will do after the 2147D, 236D will catch the delay/no tech, but you'll be punished if they quick wakeup. 2B will beat all three options, but you'll lose the oki mixup.
someonewhodied Posted June 21, 2015 Posted June 21, 2015 So I think I've found a solution to the no teching option after 236D. If they opt not to tech, use 2147D while 236D is hitting them. - After you do that, you can either 236D again (this 236D will come out just in time to beat delay techs or no techs), or 2B to catch a quick wakeup. - The only disadvantage to this is that you have to rock-paper-scissors what your opponent will do after the 2147D, 236D will catch the delay/no tech, but you'll be punished if they quick wakeup. 2B will beat all three options, but you'll lose the oki mixup. 236D after a crescent is just asking to be fatalled. There is zero risk to that. IMO the best oki is just 2147D ender>2B the 2B catches everything unless they neutral tech and if the combo was longer, the 2B won't bluebeat on nontech. Then you can just block or backdash if they neutral tech.
Monarch Posted June 21, 2015 Posted June 21, 2015 Well, I think 236D could be a good option once you've conditioned them to neutral tech with 2B. 2B is the safest and most reliable option, but personally I'd risk it after a while if that meant they might block 236D so I can get a mixup in.
SpLSlick Posted July 1, 2015 Posted July 1, 2015 So I just bought Extend and I was wondering why exactly is Nu13 better than Lambda11?
Monarch Posted July 1, 2015 Posted July 1, 2015 Nu is better than Lambda for the following reasons: - Nu is able to gatling her drive attacks for up to four times, making her zoning stronger. (ex. 5DD > 4DD > 5DD > 4DD etc.) - Overall better/consistent damage output compared to Lambda - Nu has mixup with j.214D, being able to delay or cancel the attack. Overall, a very strong zoning game and better mix-up makes Nu the superior character (zoner).
SpLSlick Posted July 2, 2015 Posted July 2, 2015 Nu is better than Lambda for the following reasons: - Nu is able to gatling her drive attacks for up to four times, making her zoning stronger. (ex. 5DD > 4DD > 5DD > 4DD etc.) - Overall better/consistent damage output compared to Lambda - Nu has mixup with j.214D, being able to delay or cancel the attack. Overall, a very strong zoning game and better mix-up makes Nu the superior character (zoner). That's good to know...I'll just stick to Lamba cause I like her a little bit more :D
TD Posted July 12, 2015 Posted July 12, 2015 Thinking of trying her for a bit, little test drive. Who are the best players to watch for this character?
Monarch Posted July 12, 2015 Posted July 12, 2015 Yoshiki would be a player you should look out for, although I must say, there aren't really any Lambda players that we get consistent footage of, so it's hard to recommend a "best player" to watch for the character when we barely get any footage of the character being played at a decent level. Watch any Lambda you can and see if you can pick something up.
susano Posted July 12, 2015 Posted July 12, 2015 There's a few matches with Necro Undine floating around. They could be helpful.
Monarch Posted July 19, 2015 Posted July 19, 2015 Filled out most of everything in the Lambda wiki, only things missing are pictures of each move (which I can't get, would appreciate if someone filled those in) and frame data we don't have yet.
Butterduck11 Posted August 5, 2015 Posted August 5, 2015 Am I missing something or did Lambda's crescent saber cross up at one point? I swear I read about that at one point, only to discover it actually doesn't. I thought having poor range and no ability to cancel it was a trade off for having it cross up?
GunBlazer Posted August 6, 2015 Posted August 6, 2015 Filled out most of everything in the Lambda wiki, only things missing are pictures of each move (which I can't get, would appreciate if someone filled those in) and frame data we don't have yet. I actually asked CaliburWarrior for help in this regard. Will reply again once I get an answer.Am I missing something or did Lambda's crescent saber cross up at one point? I swear I read about that at one point, only to discover it actually doesn't. I thought having poor range and no ability to cancel it was a trade off for having it cross up?It does cross-up, because it covers her almost 3/4 of a circle. It was too high of a price, though.
Butterduck11 Posted August 6, 2015 Posted August 6, 2015 I actually asked CaliburWarrior for help in this regard. Will reply again once I get an answer.It does cross-up, because it covers her almost 3/4 of a circle. It was too high of a price, though.Okay, I went into training, recorded Ragna facing left and holding right (back) to block, stood in front of him and did a TK Crescent Saber and Ragna blocked it. I don't understand, if it crossed up wouldn't Ragna need to be holding left not right when it hit?
GunBlazer Posted August 6, 2015 Posted August 6, 2015 Okay, I went into training, recorded Ragna facing left and holding right (back) to block, stood in front of him and did a TK Crescent Saber and Ragna blocked it. I don't understand, if it crossed up wouldn't Ragna need to be holding left not right when it hit? Standing block?
Butterduck11 Posted August 8, 2015 Posted August 8, 2015 Standing block?Wait so does it only hit them when the are crouching? Even though it crosses up?
GunBlazer Posted August 8, 2015 Posted August 8, 2015 Wait so does it only hit them when the are crouching? Even though it crosses up?No, not that. It's an overhead, though.TK'd j.214D will be blocked by a standing opponent.
Butterduck11 Posted August 9, 2015 Posted August 9, 2015 No, not that. It's an overhead, though.TK'd j.214D will be blocked by a standing opponent.So how does it work as a cross up?
oh no, he said Posted August 9, 2015 Posted August 9, 2015 Airdash for the cross up, the hitbox extends behind you since it fans out to cover like 3/4 of a circle.It's a cute little trick, I'll admit, but really not useful since crescent saber can't confirm into diddly squat. That being said, it's great for disrespecting scrubs.
Keech Posted April 9, 2016 Posted April 9, 2016 Okay. I added actual revolver table on wiki. Also i have framedate version 2.0 for her. Maybe add later. Also who is best from jp players on her? Yoshiki?
Monarch Posted April 9, 2016 Posted April 9, 2016 Thank you, appreciate it. Yoshiki, Meister, and Hiro were prominent Lambda players in CPEX and currently in CF.
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