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Everything posted by AchedSphinx
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Your comparison sounds so ironic because it's so how Lambda/Nu is :D But I'm not going to sugarcoat it, being in the corner, even with those things I said, can be tough. Overall, I think it boils down to getting an adequate amount of experience and playing good players. I still have problems myself, but when I manage to escape its wonderful.
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236A is good but I'm not sure. I'm not entirely sure of it's start-up but frame data says it passes through the opponent 8f-13f, whereas the start-up for a jump is 4f. But you don't want to toss those jumps out all willy-nilly same with 236A. Paying attention to openings is key though. You can also use barrier to push the opponent back to create space so you can jump or 236A or what have you. And if you instant-block you can usually poke out by some means. There are a lot of things you can do, but guessing the correct one can be a difficult one. Lately, I've been having some success with 4B, I've been using it for fun, not sure how it fares in a practical sense.
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I think sev needs another Lambda to hug while he's there. There are so few of us D:
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I'm glad I was able to help. I've just started using that advice myself and it works wonders when you realize how speedy Lambda can be (that and my defense has gotten way better). In most cases, if you want the 236D (wheel) to not whiff, you can delay 6C a few frames or so and it will normally not whiff. That's what I do typically since 6C has a good amount of untech time. In some cases, you have to delay it because maybe you hit 5C too earlier or they're too high up, delaying moves can make combos work.
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Follow that air unblockable set up with 6C in the corner with 236D. And yes, air throw is all around amazing, especially if you have meter. I have gotten into a knack of air throwing people out of pressure when they jump, it's fairly good against Taokaka, along with 2B, but this is the combo thread so I'll leave it at that. Air throw is a 2-hit combo right? So the first hit is the 100 P1 and the 2nd hit has the 55 P2 effect immediately, or am I getting that wrong?
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I saw a blue beat. I'm curious if that means it's impossible to tech out of it or that combo is useless if they emergency tech.
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Well, first off, you should read up on some frame data on characters such as Bang and Ragna so you get a feel for what's safe and what isn't. Next up, Lambda is a very mobile character, the thing is you have to use her spacing properly to make it work for you. If you're stuck in the corner, you have options, such as counter assault or calamity, the best thing to do is wait for an opening and you can easily jump out if they're not expecting it. Also, try not to be predictable with running way. I know that's what Lambda does but often times you can IAD forward, double jump, super jump, etc to throw your opponent off. Hope that helps :D
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[CS2/CSE] Lambda Critique And Self-Improvement Thread
AchedSphinx replied to HexaNoid's topic in v -13-
Yeah, most times when I play Rachel they use their wind a lot after the pumpkin is up some I'm weary at times. I know I don't normally go for 5k damage combos, mostly because I either don't think of it at the time, or because it's a bad combo start so I just go for the easier combo. Anyways, I never think to use 2D > 6D, good looking out. I've been trying to incorporate it more but I don't play against a lot of Rachels. This video struck me as odd because I did a bunch of sub-par combos and still managed to win. And the crazy thing about that chair, whenever I see it, I just blank out and spam 5C, really need to get out of that habit. Anyways, how was the mix-up game and things like that, I'm trying to find a middle ground for it. Thanks for the advice guys, I feel my Lambda is getting better every day :D -
I think she's what? A week old? Five seconds old? She has a shorter life span than a fly.
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Don't taint Lambda with your words!
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Why not change that 5C > 6C 236C into 5C > 6C > 236D? Well I don't have extend so I'm not sure if it will work, but anything with 236D in it, in my experience, becomes a pretty good combo.
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You zen monk Toan. Why do I feel that you're calmly crossing your legs and nodding nonchalantly as you impart us with your wisdom? Edit: Oh yeah, I have another question for CX. 6C, in CS2 has 100P1 on its frame data, since 2C dropped to 80P1 I think, are there any new interesting combos that can be made out of 6C starter(as in 9k+ combos are possible off it)? Well, I suppose this is a question that won't be answered for awhile but I wanted to throw it out there.
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I'm bored so I wanted to share a Lambda themed tongue twister. Lackadaisical Lambda lolled lazily while licking a lemon lollipop.
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Popping off a few questions because I'm bored. 5D(1) > 4D viable as mixup? 5C > 4B (2) I saw severin do this at evo, works well on Rachel but haven't figured out how many swords you need per character to push them far enough away so that the 4B(2) hits. Try to rearrange that statement into a question... it's late.
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[CS2/CSE] Lambda Critique And Self-Improvement Thread
AchedSphinx replied to HexaNoid's topic in v -13-
Try not to waste meter if you can help it. Counter assault is one of Lambda's few ways to get out of pressure so it is useful in a pinch, there's also DP Calamity, or even a RC, or a Calamity ender. Combos like 2147D > RC > 5DD > 236C, become possible and lead into huge damage. Legacy Edge is great and all, but only as a punish, and seldom a pressuring tool. -
It depends on the character. A few notable risky characters to toss out 5Ds on would be Tao and Bang... well anyone that's fast really. Most people who dash-in, delay a bit and then air dash to throw Lambda off. If you want to, you can react immediately to a run dash, or wait for the jump and go for that, and hell if you don't know which it will be, 2147D will more than likely hit them. After say, an air combo ender, you can safely do 6D in most cases because they'll tech in the air and you can catch them that way. Also, practice up on 2D, it's really good for catching super high jumpers or those who are really close and your other drives won't reach. Mostly, it's all about understanding the path her drives will go when you use. All her drives have different trajectories, even her jump drives, so finding out which is best is key. Hope that helps.
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Oh snap Beaves. I was wondering who Sylvais was when you sent that friend request. I accepted your friend request but I didn't join your rooms because I was afraid of the latency. Anyways, I'll play some games today if you're on, now that I know!
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Quoting hakimiru here, since I don't know how to do it properly. I can't really read japanese so do you have the notations for the air throw RC 6500 dmg combo and the 6A/2B one, I'm trying to figure out how she gets that much damage. For 2B I'm assuming it's 2B > 3C > gravity. That 8k combo at the bottom looks really cool and fun though and it seems that Lambda's damage isn't that bad compared to CS2. I'll probably have to practice her gravity combos more, seems like she gets a lot more of her damage from those now. Also I do 4B mix up a lot so that 4B combo as well. Lambda looks a bit more interesting to me, even though she already was
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Your [A very bad d.5C sketch] links to something that isn't a drawing. Not sure if that's intentional or not but I like your drawings. If only I could draw, then my dream of a Nu, Noel, Lambda, Mu, Saya paradise will be born. But, I'll keep to the stick peoples :P
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[CSE] Noel Vermillion Critique And Self-Improvement Thread
AchedSphinx replied to HexaNoid's topic in Archive
Hex are you still uploading videos from D-cards? I would be interested in getting my Noel critiqued in the future. -
Okay, so I completed all of the challenge mode combos, as well as Hex's advanced combos on his youtube, and picked through the list of combos Noel has in the archives. I decided to just pick a few combos I'm able to do easily, whereas I'm having a lot of trouble with dash cancel combos and the haida loop. I don't think I need a crazy assortment of combos, I have an air throw combo, a corner throw combo, a crouching cross up combo, and a few bnbs with 2D starters, is that enough to be viable with Noel? I'm worried about dash canceling combos and haida loops the most. Are those really needed? Because I can't figure out how to follow up a move after she does a dash cancel, she just stands there
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[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 7.0!
AchedSphinx replied to gli's topic in Archive
Oh. There's another wedding about to happen. Good stuff. -
Thanks a ton Hexa, your advice really helps me out. I don't think I'm far along enough to do haida loops and whatnot, but this info is a good benchmark to see how far I can go with her. I think I'll be spending a lot of time tonight perfecting her optimized combos. Thanks for the link! :D Edit: Argh, oddly enough I'm having a bit of trouble with dash cancelling and following up with 6C. For Challenge 9, I managed to complete the combo without doing the dash cancel, but I think it'd be easier if I did dash cancel. How long am I supposed to wait to follow up with 6C, I almost seem to miss the 6C when I dash cancel into it.
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Pardon the generic question but I was wondering for Noel, are the majority of her combos timing specific? Like, I'm basing this off my knowledge with Lambda, and it seems a lot of Noel's combos you have to delay the timing a lot of the time to make something connect easier. For Lambda most of her combos you do almost immediately so it's throwing me off a bit. Is there say, a tactful way to know which things I should time and for how long. It took me quite a lot time to nail challenge 8 for Noel, and I got the feeling that if you delay things, the combo becomes much easier. Also, for the ender 2B > 6C > 22B > 22BC > 6C > 236A > 6C > j.D > 6D > 6B > etc, I seem to mess up the j.D > 6D a lot of the time. For that, should I perform the j.D at the shortest possible jump? Because every time I attempted it in challenge combo 8, Bang would tech before the 6D got off. Haha, sorry for all the noob questions pertaining to Noel, but I'm trying to see how good I can get with her.
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[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 7.0!
AchedSphinx replied to gli's topic in Archive
I seriously recall though, in Suikoden, that the main bad guy was like a protagonist in one of the earlier entries of the series. Well, I think you're right. From what I remember, the series doesn't have a continuous feel. Some of the titles are random prequels or sequels or some such, but it was a very different RPG so I found it cool. Aterlier, yeah I don't think they'll be changing the battle system anytime soon, since the fan base mainly enjoy the alchemy portion and the animation/art stills. Though I still enjoyed it somewhat, a few of the series entries. Though it could go the route of Ar Tonelico and be full of innuendos and suggestive themes and animation stills. Too bad the second game was bugged, I was curious about getting the third one though.