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Everything posted by AchedSphinx
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Important combos to learn would be any combo that can get you 4k damage and you can end it with calamity for more damage. Gravity combos are good midscreen, most end up corner carrying and provide some good heat. Here's a few I do every now and again. Grab > 662DD > 214A > 2DD > 2147D > 6A > 6C > 236C > stuff. Another would be 4B[2] > 2DD > 214A > 2147D > 6A > 6C > 236C > stuff. Pretty straight forward. Air grabs are good as well if you have meter and like Beaves said, if you get a crouching hit try to get 4B in somehow. Other things to remember are counter hit drives. CH 5D > 236C. 4DD > 236C. 6DD > 236C. These will make some beefy combos. Some other stuff 214D~C > 236C. CH 2C > 214A (in the corner expect 7k at least). An interesting 2C combo midscreen would be 2C > 214A > 2147D > 6A > 6C > 236C > 5C > 6C > 236D > 214D~C > 236C > 66A > j.dd > j.2dd > dj > j.dd > j.2dd > calamity sword. Most of that depends on their position in the corner, but it'll get you about 7k-8k if you do it right. Though, since this is the Extend QA, I'm fairly certain it won't work in Extend only CS2 lol. Abuse grabbing, abuse 236D, abuse overheads. You'll be a happy camper then :D
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Alright, here's my assessment on Lambda and her stuffs. EDIT: Note sure if this fits in the general discussion per se, or warrants another thread, or belongs in Xie's thread, but I wanted to share my thoughts about current and the Lambda of the future. Lambda Reward Assessment: B+ Rank. I think this should be A- at best, well it should have a risk portion additive to it as well. The thing about Lambda's rewards, they're very risky if she wants to go for something really damaging. 236C and 236B essentially counter what Lambda wants to do, but she can't do what she wants to do without them, so it's the paradox that is Lambda. They're safe on block at least, but Lambda does not want to be within range of somebody so, yeah. However, if she succeed, suffice it to say Lambda can and will get 4k damage or more without you touching her. She's very sly like that. Best routes for awesome damage would be D-counter hits into 236C, 214D, 236C, 236B, 214A, j.214D RC. Good routes for good damage would be 2B, 3C, 2C CH, 4B, and 6C if you're lucky. And some moderate routes would be throws, her drives, BnB anti-air, BnB ground, those sorts of things. Overall she's good and sly. Neutral Viability: S- Rank: This is what Lambda excels at and makes everyone, except her, cry for ever challenging her. Her neutral game is so good, well, expect to get many flames and many broken limbs for actually playing how you should. It reminds me of an old western. Where you're out in front of a saloon about the quick draw against a desperado. (Lambda is the desperado in this story.) You really don't know what she will do, she essentially seals your movement if played right and most people don't want her in this position. Neutral is Lambda's game plan and I, personally, think she's the best zoner in the game, because her drives are sick good if used correctly. She has an answer for everything, the only problem is, which is why I think this got a S- instead of an S+ is because if she guesses wrong, well, she's kinda screwed. Either way, this is the place you want to be and where you should continue being if you decide to. Offensive Viability: A Rank: I think this should maybe be A+, because well, 236D exists and is a powerful, powerful tool. It essentially allows Lambda to safely change up her gameplan if she wants to engage in close-quarters, and bait people into doing what they normally wouldn't. Lambda also has the fastest overheads in the game 4B[2] and j.214D, respectively, so she can mix-up and case some trouble if push comes to shove. And never neglect the shenanigans. 236A, good for a lot of things, cross ups, also hugging, lots and lots of hugging. 236B is a good low attack, does good damage, and can lead into many a combo. 236C is really, well, interesting, not as something as a mix-up, but perhaps a means to bait jump outs or usage of 214D~C to force them to jump and lead them into it unawares. Lambda is good at things like this because she's at a distance and enjoys picking people apart like the sadist/masochist(I really don't know at this point) she is. The reason I would give her an A+ on this is because how sketchy some of her options are. A tricky 4B[2] at the right spacing, j.214D can be difficult to pull off in certain situations, and her shenanigans can be read as easily as her drives. If she has to compete in the air, say she wants to for some reason, her air normals lose out a lot of the time, and are fairly slow. Anyways that's my assessment of it, take it how you will. Defensive Viability: C+ Rank: Woo, Lambda's best worst stat, or whatever. Yeah, Lambda's defense is bad. So bad everyone, including their grandmother's uncle knows that Lambda's fatal weakness is her lack of a close game. She doesn't have a DP so people aren't wary of her tossing one out. Her normals are easily defeated so she can't poke out. And essentially her whole gameplan comes to a standstill. Yeah, we know all of that. But honestly, I would probably go with B- or B+ for this. The reason being, Lambda is a really mobile character. Not as fast as some of the higher echelon characters, but she's a speedy one. If you play a really good Lambda I think you'll notice it. Her defense is her keepaway game, you gotta catch her or else bad things happen. And aside from that, she also has Calamity and Counter Assault at 50 meter for them to be wary about, so it's not all bad. So basically, if you want to make this not C+, you just have to use her neutral and offensive game to overcome it. Even in the corner, she has options, now it's just a matter of figuring out which wire to cut. Versatility: B Rank: Don't know what to say about this. She can do different things depending on what's happening. If they're in the air, 2D. If they're lowish and in the air 6D. If they're really close 6A or 2C. And if you're feeling cocky just bring them down with a special Lambda hug. She can play zone or close game if she so chooses. You'd be amazed at how many playstyles there are for a girl with a ponytail blade. Complexity: B Rank: I'd probably go with B+ or A- for this, my own personal gripe. She's like, you know, easy to learn. So easy anyone can do it. You just press a button and you make combos happen. The gripe I have is that she require a lot of spacing for some of her more delicate mechanics, timing, all that good jazz. Oh and the fact that if someone is in your face you actually have to twiddle your thumbs and hope they drop their controller (don't you sometimes wish that happen). Her combos aren't complex, I think they went up a notch or two in extend because you can only use 236C once, but it isn't as troublesome a work around as other characters. And if you're like me, you end up thinking of fifty combo routes at once and don't do anything. Happens all the time. Derp. Current Assessment: A- Rank: Yeah, this sounds about right. Lambda has been a fairly balanced character throughout BBCS. Dunno why, but she just is, if you recall her overzealous mega OP version from CT, which I'm sure many of you miss. Not much has changed with her so she has to change her gameplan for those who have changed. I think that's essentially what Lambda is all about. I'm sure that many people can point out the flaws of our beloved murakumo, but she's actually the perfect blend of a fighter. A person with wonderful ranged but craptastic close-range. It balances itself out, in a perfect world I suppose. Anyways, with regard to her MUs and things like that, most have gotten better so even the crappier ones, like Hazama, Bang, Tao, and Carl, will probably feel slightly easier, but yeah, don't expect a free win. I'm pretty sure most Lambda users have come to expect having to work for wins and Extend is no different. In the long run who knows what could happen, but for now Lambda is still as great a zoner as she always has been.
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I'm not really fond of a Lambda that does CQC with C normals. The bad thing about her normals is that most people know when it's the end of a block string, and that you'll end with a variation of 236B or 214D. If you want to get slightly better with Lambda try tossing in some mix-ups into the dish. Run in 4B[2] or dash TK saber, something like that. Also, if you aren't doing it, it's probably best to actually commit to CQC after they're in 236D, it's one of Lambda's best moves. Preferably, if I'm rushing in, I'll use 2B, a really good normal for spacing, punishing mashes, and bad DP reads. Also, it's really good to use for cross-unders. Anyways, hope my advice helps. Good luck with Lambda :D
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Don't sweat it. Like you said, you learn something new everyday :D
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Yes. - means it's a disadvantage on block and vice-versa.
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You really shouldn't read it like that. Some of Lambda's normals are good for punishing mash outs, like 2B, it's neutral on block so it's good. As long as something isn't -3 or worse on block it's fairly safe to use, unless they IB it. 2B>2C doesn't really matter since 2C is jump cancelable, Lambda can easily just jump dash back or anything really to punish a DP. If you do 2B>2C sure it'll get punished eventually, but only if you're predictable with it. If you end a block string with anything, make sure it's jump cancelable. @ Mr. Crayon, my thoughts were the same as yours which is why I said that. But I did add some flavor of my own, in a shorted condensed version :D
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[CS2/CSE] Lambda Critique And Self-Improvement Thread
AchedSphinx replied to HexaNoid's topic in v -13-
So, to summarize what Mr. Crayon said: Don't mash 5C, don't mash, 5D > 236C gdlk, block. That's essentially all you need to know if you want to be successful as Lambda. Also, read up on some of the frame data for match-ups you aren't sure of, it helps you know what's safe and what isn't, and also prevents you from mashing out on moves that are plus on block. Lambda's normals are crappy so you should already assume you'll lose the mash out. -
[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 7.0!
AchedSphinx replied to gli's topic in Archive
Incidentally, FF9 is my favorite of the series. Now I must find my game disc. It's good to have a PS2 :D -
That's some good stuff. You know the awkwardness of Blazblue is finding another person to play who doesn't think it's a showcase of scantily-clad women and swords. I'll probably sift through the gaming club around here, I'm sure there's at least one fan of the series. I actually began BB as offline with a friend who introduced me to the game, but I started playing online to get better whereas he didn't, so now I'm insanely better and he can't seem to take a win off me. I play on the pad too and know of the woes of mis-inputs. The best being Legacy Edge. For whatever reason that move will not come out when I need it most, and its soooo good too on punish, I love it a lot, but I only use it like once every one hundred matches lol. That dash into j.214D is a really annoying one seriously. I don't know how the pad mis-reads it into calamity, but I think as long as you don't make it 6321479D it will be j.214D. Actually, I won a match on a j.Calamity mis-input. Most of the times though, my pad mis-inputs calamity as 6D. But someone amazing as them to do it, it's pretty something. Actually, I think severin did a mis-input at evo, tournament jitters, one of the main reasons I don't attempt to go, that and money :P CVs are cool because they make Lambda look so incredible, but then, since they're mostly clips and editing and whatnot, the matches normally don't go at that hyped up pace. But they're still inspiring because of all the work that goes into them. Maybe I'll do one in the future if I'm ever able to bypass my skill cap.
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Yes, haha, somehow I made one the other. But that cross-under 2B seems really effective, since the time to react is cut in half compared to IAD forward and doing whatever. I guess it's a playstyle thing. Whenever I see a CV of Lambda I wonder why can I never be that good and then I realize I'm a netplay only person and my woes continue. Then again those guys are pros haha. I need to play more casuals :P
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As far as cross overs are concerned, were you referring to the 2B on neutral tech and Lambda ends up on the other side. I think that might be the best one and safest one she can achieve.
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Sounds like a lot of work for a 4B[2] could just do it after 6B, or dash in 4B. It's practically instant. But, if they're reading you pretty well, sounds like it'll throw them off with all the shenaniganry. I wonder how effective doing 6B > IAD forward > 236B, would be as a cross-up. Frame wise, it'll take roughly 40 frames for it to happen, so two-thirds of a second. It should throw people off since people rarely see a Lambda IAD forward.
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It's probably best to gauge the distance of 4B[2] and go from there. It seems like it would be kind of tough to remember all of that and then base it off rather they barrier block, instant block, block, instant barrier block, air barrier block, instant air barrier block... you get the idea.
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I'm guessing if the opponent instant blocks it also ruins it as well.
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I feel the same way about Ragna. This is from a Lambda perspective, but most of Lambda's bad match-ups are against people who can easily close the gap between her and the enemy relatively easily. Ragna really doesn't have that, unless you count CS, but I'm pretty sure a Lambda won't toss out a random drive when he has meter and is mid-range. Since Ragna lacks an effective gap closer, I don't think he will be even with zoners because they can essentially zone him forever and he can't stop it. He has to be cautious and read the opponent, that's how he gets in. The match-ups could be 5-5 but I think the lack of a gap closer makes that a rough speculation.
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I feel bad for Litchi in that second pic. Lambda just looks so adorable there with Arakune :D Good job with the bigger versions Hex!
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It's like dividing by zero.
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I can't seem to find it but I uploaded on tinypic. Some more Lambda cuteness. And Nu crying because she's not in BBCS.
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Science is the reason why Noel melee's with guns instead of actually shooting them.
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Murki tweaked my old avatar and made this one. It's really cute. Lambda is just so win in it :D And yeah 236A > 214A is something that sounds really cool. I'm pretty sure 214A will beat out mashes and sometimes it clashes with DPs interestingly enough. Kind of like Bang's guardpoints, except it usually beats those.
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[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 7.0!
AchedSphinx replied to gli's topic in Archive
Yeah, that used to get me when I played Rachels, except they neutral tech + wind and then throw because 236D~C is such a natural response for me. Though that was the past me. The Lambda from one month ago and boy did she suck. Now I just, you know, 3C or something. They actually don't do it that often against me anymore. Pretty cool to note that some Rachels don't know that Lambda's swords can pick them up off the ground. For a loli, Rachel sure does let herself go -
I wonder if Lambda's still remember what else 214A does.
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C+? Lower than Tager? How does he fair against Tager then? This seems interesting. And yes, I am asking a question, on top of a question, inside of a question.
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Fair enough. I just figure we need a bit more time before we have anything conclusive. Though all this match-up talk makes me want to sub more characters to figure out the changes myself.
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In the first post it says match ups they're not sure about it became 5-5. So chances are people just don't know how the match-up Ragna has is versus zoners and also take this match-up chart with a grain of salt. Once Extend releases, we'll be able to iron it all out.