Overheat
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Make sure that they're not too close. It works if they are farther away, but then j.214D might connect. In a case like this, you could use j.2DD, sometimes dj.2DD, to bring them up a bit. If you're going to use the feint in an air combo, then make sure it's not near the end of a long combo (eg. a corner combo) or a bad prorater (like a Throw). It's usually done off of something like 6DD > 2DD > j.DD > j.2DD > j.214D~C.
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For j.DD > j.2DD or dj.DD > dj.2DD to connect 99% of the time, you have to have a little delay between the j.DD and j.2DD. So you're not supposed to mash it as quick as possible, nor are you supposed to delay too long. Just a short delay. Keep on practicing.
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5C is not Throw cancellable
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That wouldn't work for a lot of reasons. You're using so many moves with Repeat Move Proration. Right before the air DD, proration is already at 1%, which is very very very low. Usually for unpractical, optimal combo's, proration gets no lower than 8%.
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X > TK > Dashing 6DD worked in CS2 as well. It's just more prominent in CSE (although frame data says nothing has changed, so we can speculate about small hit-box changes). You don't have to TK9 there, but it does help. Yes, an extra TK or two is an option for corner combo's, since 6A > TK works at lower prorations. Tsukasa does it occasionally. I think I may have mentioned it before, but for Lambda's optimal combo's, you want to minimize Drive usage, if not omit it entirely, before the air ender. Also, do as little 5C as possible. Try not to use moves with repeat move proration either. There's a trade-off between damage and heat with regards to lots of 5C, and even Drive mid-combo, but if you're aiming for optimal damage, keep it in mind.
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When your opponent is trying to reset pressure, you can often times jump+barrier or backdash to get out safely. It's best if you get used to IB'ing before you do this, but it's not necessary all the time. Also, Barrier blocking and Barrier IB'ing can help make them out of range as well.
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Yes, it should be slightly difficult, but by no means is it hard with practice. Lambda has a few more practical things that are still harder. My only real advice is to practice, and to quickly input 656, and return to neutral for the 5B (the obvious, but it has to be said). You can substitute a dashing 5A if you find it more practical for you. Or you can do non-dash 5A's and 5B's and 6B's, which are character-specific. Here's a helpful chart from Emjay:
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The most common mistake is not dashing enough, which leads to a 6B. If the opponent isn't high enough, then you might hit with 4B's first hit, which will make the second hit not connect.
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The Rachel should be reaction wind-teching your 236D oki if he doesn't want to block it. The hardest thing about playing Lambda, IMO, is that (at a high level) there isn't much room for error. If and once they get in, the opponent doesn't have to respect your defensive options nearly as much as other characters. Her defensive weakness isn't going to disappear no matter what level you play at. I personally don't like 236236D simply because it has such a huge heat cooldown. It is good, however, for Gravity-less corner carry. I think it's useful for a Hail Mary moment if time is running out For combo's, just focus on getting her basic 236D corner combo down for now, as well as her mid-screen OTG Gravity combo's. Keep at it!
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I think I will do a thread on Lambda mix-up sometime during the end of March. Until then, High (4B[#2 only], TK's, 4D, air normals) / Low (2B, 3C, 236B) / Throw (tick throws, 236A). Some moves also are good as air unblockables if you catch your opponent not Barrier blocking. 5B, 6A, 6B, 2C, 6C, 236C. Keep in mind her grounded jump cancellable moves: 5A, 5B, 6A, 6B, 2C, 6D, 6DD, 2D, 2DD. Pretty much all of her mix-up can be done from TK Crescent feints. Knockdown > 236D, should be self-explanatory. I also highly suggest not throwing out 236C randomly.
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Sagatto and Tsukasa are the same person. Speaking of which, Yoshiki's also known as Nao-san Aishiteru. Goro doesn't play Lambda much, so when he does, it is interesting, to say the least.
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Tsukasa (Ko-hatsu, sometimes a-cho) and Yoshiki (Alpha station, sometimes Tachikawa IIRC and some other places). Everyone else is a notch below IMO. Tsukasa isn't much in terms of consistency, but when he plays good, he blows people up. Yoshiki's very consistent, but fundamentally so.
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You have to delay j.2DD a bit. Just don't make the mistake of delaying it too much, since that's a common mistake that leads to dropped air combo's. Zoning. Keep in mind that it's a limited resource, so there's a balance between using it too much and not having it when you need it, and not using it at all and being in a bad position.
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When done properly, Lambda's Drive air ender (X > 2DD > j.DD > j.2DD > dj.DD > dj.2DD > dj.214D) is burst-safe already. Just make sure you're far enough not to get hit by the burst. Some people burst at (off the ground) X > 214A > burst, so that's an easy punish. If you have 100 Heat, you can Air Throw > RC > 236C and reaction RC to block and punish their burst. I personally don't think Lambda is much of a traditional burst-bait character. I would suggest sticking with her burst-safe air ender and to keep in mind her 214A and Air Throw situations if they happen.
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You'd need to buy and HDMI cable, a converter, a splitter, and even more HDMI cables for the splitter. Unless you're fine with recording in Component, as I am until I get an EVO monitor and the splitter and converter. It can get very expensive, but you'll be able to record on EVO set-ups etc. SORRY KURUSHII
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Workarounds for HDMI to work with Hauppauge: HDfury or some other quality HDMI-Component converter. Powered HDMI splitter PS3 > HDMI cable HDMI cable > HDMI splitter HDMI A > HDfury2 (or w/e) > Hauppauge HDMI B > TV
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I recommend just saving up and getting a Hauppauge for the HD capability. Unless you have USB 3.0 for the Blackmagic, you'll have to do Hauppauge and Component. If you get a Hauppauge, it comes with everything you need. The only other thing you'd need is a Component cable for your PS3. (There are workarounds to work with HDMI, but I'm guessing you don't play on an EVO monitor or something similar with HDMI.)
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Lots of Barrier blocking, Barrier IB'ing when you can. Backdash or jump+Barrier when you're given a gap. Counter Assault is another option as well, just make sure it isn't done predictably. I think the j.2C thing just comes with match-up experience. Hopefully you get a feel for it after playing more Carl's. He's not a common match-up, but I'm lucky to be able to play offline with a good one every now and then.
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I don't think this match-up has changed much from CS2. Jump-cancellable moves against Nirvana and IAD away. I caution against using 6DD too much, since I'm fairly certain Nirvana can deactivate in-between, leaving you stuck with long recovery. I recommend lone 6D's, j.2D's, 2C's, sometimes 6C. If a Carl is using Vivace (his "roll" move) a lot, then try throwing out some 2A or 2B's. Perhaps more so than a lot of other match-ups, you cannot afford to let him get in on you. All that being said, this match-up has always been in Carl's favour IMO, so you're bound to lose some anyway.
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A little preview of a CS1/CS2/CSE Lambda CV that I've been working on. http://www.youtube.com/watch?v=hLQUTiDU2TU
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No, not at all. It's just the nature of this combo, I think. The combo won't work if j.2C isn't done fast enough, and the j.2C > 2DD link isn't something you can freely delay.
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First, let's fix your notation. It'll make things a bit easier and clear up any misunderstandings. 2DD > j.DD > dj.2DD > dj.214D~C > dj.2C > 2DD > 214A > Y What exactly is going wrong? Is 214A not connecting? Or you're having trouble doing a follow-up after? 214A not connecting: My guess is that the opponent is too high. When I've done the combo, the opponent is way too high for 214A. I also don't recommend doing Gravity in this combo, since the damage isn't worth it with this proration IMO. Have you tried delaying 214A?
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It's the Dashing 236D that's hard IMO. The non-dash 236D is similar to 214D~C > 214D, timing-wise.
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Sounds good. That means you have better execution than every Lambda except perhaps a few Japanese Lambda's.
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Nope, but show me a player anywhere else who has consistently gotten those things down in tournament matches. It's pretty much always dropped. It can come close, but it's never finished.