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AchedSphinx

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Everything posted by AchedSphinx

  1. If you use Lambda's air grab, do a dashing 2B, it will cross under and lead to more damage if done right.
  2. I haven't played much. Honestly, I'm just waiting for P4U.
  3. Aw, you already claimed the palette as your avvie. Well, there are more colors to be had. That aside, from all the video's I've seen, Mitsuru looks really strong. I think I watched one where Kanji could do nothing against her. I've already gauged that she's even or has a better match-up against most the cast. Looks like she will be fun to play as, since I've never tried a charge-type character :D
  4. It's good and TD provided some nice insight on Elizabeth because I was genuinely worried about her! Looks like my pseudo-Lambda has been found! :D
  5. 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.
  6. Oh, nice archive. That's really impressive. Now I know what I'm going to do for the new six hours :D
  7. Ignore my previous comment. I read that wrong. If under sickle storm the start-up doesn't matter lol. And Lambda vs Lambda doesn't really follow her own metric/playstyle. I'd love to say it's like flipping a coin and hoping it comes up tails though :P I got you bro. It has been updated. I just have this feeling I'll run out of room to add so many character specific things. Though if I did do it, I'd just lump them into a single category since there aren't many.
  8. Cuz you don't salt. We need salt. Otherwise we're unhappy campers
  9. Yeah, good job, I really couldn't figure out how to separate it like that. Thanks. Could do some character specific tips/tricks, though I'm not sure if it'd be better placed in the match-up thread.
  10. Will get to it soon! I got a bit confused with my wording. But yes, 2B is much better. Consider 2B on his recovery and bait it that way. Well, it's what I do, if I remember. j.2C is fine, but it's really slow. 15F start up, j.C also has a longer horizontal hitbox and it's faster which is why it's recommended. I see j.2C like doing a 5C, I mean sometimes it works, but often times it doesn't. If you have meter though and want to do a fast overhead, 2147D > RC, is ridiculously good in the corner. I use it when I spent gravity.
  11. Here's how I do it. If they're knocked down and have a DP, do 2B as they're recovering, and then wait for the DP. They can't really tell if you're commiting to an attack of a 2B. So it's fairly good to bait DPs. 2A might work, but it recovers too fast imo, 2B has a good enough recovery that they'll probably use a DP.
  12. FC Gravity > 236C > 4B > 2DD > 2147D > 5C[1] > 6C > 236C > 214D~C > 214D > 6A > 2147D > 6A > 2C > j.DD > j.2DD > jc > j.DD > j.2DD > 632146D~ 7040 dmg 63(-50) heat. Probably Lambda's best practical corner combo. I'm assuming it can be used midscreen-to-corner as well. I'm considering it practical because you can use gravity to punish DPs and if you game it right, you can do 236A > 214A, if your opponent assumes a grab is coming. Depends I suppose.
  13. A thread detailing various tips and tricks I have found during my plays with Lambda. Combos 4B, 2 hit, is guaranteed to hit if the starter is a Fatal Counter (i.e Calamity, Crescent Saber, Gravity Seed) 4B, 2 hit, gets a bonus if both hits connect in a combo (if 1st attack hits, 2nd attack's P2 becomes 100). If the opponent is crouching, both hits of 4B will connect. Counter hit 236C, midscreen, 236D is guaranteed to hit without the need of a micro dash. 236D will hit, midscreen, if Gravity seed FC is the starter. i.e FC Gravity > 236C > 236D(doesn't work on Ragna and Tager). Most gravity corner combos can be done midscreen as well. If 6DD connects a fullscreen away, can IAD forward to connect air drives. For any gravity corner combo, 5C[1], guarantees the follow-up ender...5C[8] > 4B[2] > 2DD > 2147D > 6DD. 4D/6D can follow up with 236C if spaced right on aerial opponents. 6C can replace 5C outright in some combos. For higher damage corner combos, the fewer the 5C hits, the better. For awkward corner combos, 6A > 6C is an effective way to complete it. For 236B corner hits, dashing 5B is a good way to connect a combo. Can add 2-3 reps of Crescent Sabers at the end of corner combos to maximize damage. To position the opponent onto the opposite side 5DD > 4DD > 236C mid-combo usually does the trick. i.e 5DD > 236B > RC > 5DD > 4DD > 236C. If spaced properly, most midscreen gravity combos that reach the corner can add 236D to maximize the damage. Can do 214D~C > 214D if 5C[1] is used and the starter is P1 80+ If interested in using gold bursts to maximize damage, gravity seed, 214D~C, 236C, 236D, calamity sword, legacy edge are the only abilities with enough untech time to allow gold burst to be used. Use Rapid Cancels only if you know the following combo will do at least 2000 more damage. Calamity Sword is a good combo ender. It's best use is if the opponent will die from it or if you want them guaranteed in the corner. The first three hits of [CH] 3C can't be emergency teched, thus can be followed up with 236D. For ground combos, ending with 3C > 236D can punish people who don't tech right away. Legacy Edge can be used mid-combo to push the opponent to the corner. 6C airhit can be comboed into 236A > 214A. 2B can be used after 236B on any character in the corner. OkizemeSickle Storm oki allows easy mix-up. Legacy Edge can be used as oki mix-up. 3C > 236D is a good way to force oki. 2B can be used as a tech punish, followed up with 2B > 2C > air stuff. 214D can be used as a tech punish, can easily be followed up. Mix-upsFor overheads, j.B/j.C is preferable. j.214D~C can be used for mix-up and delay fall speed. Doing an empty jump during sickle storm oki is an effective mix-up. A good route for effective mix-up would be 236D oki, empty jump, j.C, j.214D~C...After the j.214D~C you have endless options to break the opponents guard and one of the reasons Lambda becomes scary. Forward air dash j.B > j.C, 2B,ground throw, j.214D, or you can retreat if you think they'll DP. If interested in doing an astral in style do sickle oki, empty jump, j.C, j.214D~C, land and perform the astral. This probably has the highest chance of success as opposed to 236A. For some tricky mix-up, consider RC'ing 4B, the first hit. Quite effective for a high/low. Only the first hit of j.2C is overhead, if air dashing and doing j.2C and the opponents blocks it high, you can take advantage of that by following up with j.B while they crouch. While doing j.2C you can also catch them off guard, or mashing, by going j.2C > 2B Misc. 5C, whiff, can follow up with 4B or 3C. 5C whiff follow-ups will auto-correct if the opponent jumps over. i.e the follow up will hit where the opponent is. 5C, whiff, can follow up with 6C. If your opponent has been conditioned right, 236A can be used to punish grabs with gravity seed. Lambda's air grab has a larger hitbox than it appears (it's one of the largest in the game). Can do dashing 2B/2A on opponent wake-up to cross under. 236C isn't safe on block. If used, don't try to retreat, blocking is safer. 236C can be used as an air unblockable if the opponent has a tendency to jump without barrier. Remember, Lambda is a defense/zoning/spacing character, avoid close-range as much as possible. Try not to be predictable. Lambda's astral can be used as a reversal. Against opponents without effective projectiles, 214D~C is a good way to burn primers. If an opponent has one prime, don't gun for it with 236C, because if they barrier block Lambda is in a bad position. 214D, 214D~C is safer. Calamity sword get blocked? If you have the heat, Rapid Cancel, and punish your opponent. For safer Calamity Swords, have 100 heat. Counter-assault is an effective way to escape an opponent's blockstring. Lambda's CA can be low-profiled and it doesn't pushback much. Use it wisely. Try using barrier block to push your opponent back. Note barrier block is -1 on block. After 236C ender in the corner follow up with 236B, whiff, 4B[2] for an interesting mix-up. Can also do 3C as well. In some situations, 4B can be used as an anti-air. Burst Punishes [*] If you do 2DD > j.2C in a combo, it can be burst safe by holding back while doing j.2C. If done late enough, the opponent's bursts lets you fall to the ground and block the burst. [*]236B's recovery, if holding back, allows you to punish a burst. For instance 5DD > 236B. It depends on how quick they react to the burst. [*]If the round is near completion, as in you need a combo to win, and the opponent has a burst, go for the safe alternative instead of close range 5C or 236C. End the match when you can. [*]Practical burst punishes are 3C, 6C, and 4B[2], where you can RC on reaction. [*]Depending on the spacing, the best ways to punish a burst would be 5DD > 236C > stuff. Or 2DD > 214A. It's very spacing dependent on how you want to punish it. [*]The safest way to punish is a simple air drive combo, however it doesn't do as much damage if Lambda's stronger normals and specials aren't used. Playstyle [*]Can use 2B to bait DPs; your 2B is meant to meaty the opponent (if they blocked) while at the same time being at the right distance to low profile their DP attempt. [*]Can use Gravity seed to punish DPs. [*]Calamity Sword can be used in blockstring openings (reversal). [*]For low attacks, 2B is preferable. [*]5A can be used as an effective anti-air into a decent combo. [*]Gravity Seed can be used in midscreen combos to force opponents to the corner. [*]214D~C, an effective spacing tool, can force opponents into positions they'd rather not be in. [*]If interested in close-range, make sure sickle storm oki is in effect, and always have an escape plan. i.e jump cancelable moves [*]Rapid cancels can also be used to create burst-safe combos your opponent isn't expecting. [*]Lambda often does IAD back, which can become heavily predictable. You can catch your opponent off guard if you IAD forward grab as they're trying to catch you. [*]Use Lambda's backdash, it is one of the best in the game. Don't get too predictable though because it can get punished. [*]Use Lambda's 4B[2] often, it's the fastest overhead in the game. In blockstrings, you can space it so only the 4B[2] hits. i.e 5C[1] > 4B[2]. Takes practice. [*]In a few cases, j.2DD is better than 5D for keeping opponents away. [*]Consider canceling the 5D/4D follow-up into lows or highs. i.e 5D > 4D or 5D > 236B. [*]If you do sickle storm in the corner, consider 4D > 4B mix-up. [*]After an opponent techs your j.214D combo ender, follow-up with either 6D or 214D, to safely zone. 236D~C can be easily punished if you become predictable with it. [*]Legacy Edge, 236236D, can be used to punish bad bursts. [*]214D can punish bursts if 3C is used at max range. [*]236D can punish bursts if 3C is used at max range. Those are the tips and tricks I can think of at the moment. Will add more as they come, or if others have more I will add those. If you have character specific tips & tricks that can be good as well. Edit: Added 13 more tips/tricks. Let me know if any don't really work or shouldn't be considered a tip/trick. Edit Two: Added 16 more tips/tricks. Edit Three: Added 4 more tips/tricks. Edit Four: Added 7 more tips/tricks and split up misc and playstyle. Edit Five: Added 3 more tips/tricks. Edit Six: Added 7 more tips/tricks.
  14. Yeah, I played the the first two games, it was fun. Yeah, from the many videos I've seen, Aigis rushes in a lot more thanks to Orgia mode. But she does have somewhat straightforward projectiles, they're just not used as heavily as Lambda would use them, and don't provide nearly as much damage. But it looks really fun, as you say, dude! I will try out Yukiko and Elizabeth tho, I think Yukiko has that feel of Lambda's wings as least. Well, the last page had some art and whatnot so I thought it was possible.
  15. It's a bit late but thanks for making the tutorial vids for Lambda, Hex. It got a buddy of mine interested in the game because of them.
  16. Looking at your avatar reminds me that I will never see Megaman Legends 3 ever released. That aside, is anyone, aside from me, looking forward to P4U. I've been under the assumption that Aigis plays quite similar to Lambda, which is why I've been interested in her. I'm curious if there are any other fighters that have a character that plays similar to Lambda or is she a unique-type within the zoner archetype. Which is odd, considering how straightforward her zoning is compared to other zoners within BB. edit: also, do you think we should open up a Lambda art thread, or a Lambda/Aigis comparison thread?
  17. Yes, well, any combo that uses bursts and requires certain conditions surely isn't needed. But it is equally fun to see the extent of unorthodox combos. I figured as much, though I still feel it could do a hefty amount of big game damage. It's a good starter, it just has repeat. 4B bonus only works off fatal counters so it's safe to say Gravity is the best starter. You seem to be missing a 236C near the beginning. So it could be more. Remember, 236C has a fairly high P2.
  18. No. I think we're all just delusional because she's not Nu.
  19. Yes, I forgot to mention corner air hit. I'm thinking there is a better combo route for it though.
  20. If you time it right you can do CH 6C[1] > 214A > Gold Burst x 2 > 236C > 4B[2] > Calamity... etc to make a possible 9k+ combo. I haven't actually tried it yet.
  21. Haha, I'm doubting it can get that high. I honestly foresee 10500 is the highest, though I could be wrong. 6C starter might be the best way to do it.
  22. Well, I actually know how I could add about 100-200 more damage to that combo, I'm just being lazy at the moment. You couldn't add 5C there or they'd tech, though I never tested it so I could be wrong. Just going off the untech time for 2C compared to 5C and the prorate. Cool video btw.
  23. (air) 632146D is listed as 2500, instead of 2600. The minimum dmg is also listed as 20%, instead of 40%.
  24. Signed.
  25. 9808 Lambda FC Combo
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