Jump to content
Dustloop Forums

ElegantShadow

Members
  • Posts

    293
  • Joined

  • Last visited

Everything posted by ElegantShadow

  1. Here's how I see Lambda/Nus' astral should go... Lambda/Nu Warps in front of the opponent [kind of like how Nu in CT could warp after using certain attacks] then grabs the opponent and activates the astral, which if it's unblockable would make it useful in combos. Now what makes this fair is that it would only work when the opponent is on the ground and if they aren't then Lambda/Nu will be left defenseless long enough for the opponent to react
  2. I'm talking about the fact that Nu/Lambda's astral is a command grab with poor range [which to me doesn't really work with her style of play], and also it can't be used in a combo [that is unless you're online with heavy lag, 100% of meter, a burst/OD, and the opponent isn't pressing anything], not to say it doesn't have it's uses, it's just the fact that it becomes... difficult to find a situation where it would be better to use rather then say using Calamity Sword or Legacy Edge.
  3. Oh my, can we please not have an argument break out over whether or not astrals should be more useful? Although I do think they should be more viable [especially Lambda/Nus', Carls' and Rachels']. Also we Don't know what ASW has up their sleeves, for now we'll just have to wait and see.
  4. The dream may be dead for now, but it will be reborn for the dream was implied to be rebuilding herself and will likely be better then ever. :D
  5. If someone could please answer this I'd be most grateful to him/her. You see, This is the Gravity Seed Combo I use... Gravity seed followed by 2D then Crescent saber into 6A 6C then 236C followed by 2D J.D J2.D and finally Crescent Saber. Now my question is Does it matter at all that instead of just using Crescent Saber after Gravity Seed I use 2D followed by said Crescent Saber? The reason I'm asking is because I've seen other people in videos use this combo without 2D, and I want to know if it makes a difference damage wise. Thank you in advance for answering. :D
  6. The reason I think Lambda/Nu and Mu have yet to be announced is because Arc System Works is still tweaking a few things on them or even still putting the final touches on them. The reason being is that Lambda/Nu would require tweaks to make them more....usable in the game, what I mean is that with the new system in place if they didn't change them some it would be very difficult for them to zone and lock down the opponent [also with the Guard Crush system Lambda/Nu Spike Chaser has just lost some of it's usefulness]. As for Mu it could just be story related, not to say they won't find a way to either bring her back or or at least her style of play. Hopefully we'll get some info on them soon. [fingers crossed]
  7. OH MY YES!!!!! Blazblue three is finally coming. :D This all looks very interesting. and I must say that the new characters all look quite awesome as well [Especially Amane who from what I can gather looks like a zoner of sorts]. :D Although I do have one question.... WHERE ARE YOU MY MURAKUMO UNNITS!!!??? Q_Q Also, Am I the only one who noticed it looks a little more like CT?
  8. Listen to these guys over me, they all know far more; I'm just some random netplayer who happens to play Mu.
  9. Hello all, I'm still fairly new here and could use a little help, Now before I ask my questions keep in mind that Mu is my sub. Okay now that that's out of the way.... First off, I tend to have problems with Mu's stein placement, should I use them as a means of keep my opponent at bay and trapping them for fear of me using 214D or should I use them to to cover me and lock down said opponent with 236D while I try for an approach/poke? Secondly [this is more of a personal problem], you see I main Lambda and I use her more often then I do Mu, but whenever I use them one after another for some reason I sometimes end up trying to use an attack of the other character, so my question is is there anyway I can keep myself from doing that? And lastly, is it a good idea to use 623C [Origins] on wake up even if the opponent might not attack? I'm also open to any other advice any of you might have. :D
  10. I've done this before [or at least something very close to it], and I can say that it does work but requires quite a bit of timing and luck to pull off [especially against someone with a DP like Ragna or Makoto], although I think 3C would work better then 2B since 3C would knock the opponent down and you can catch them on wake up with Legacy Edge after phasing through them with 236A.
  11. Ah, I had no idea you could punish bursts with Legacy Edge. could you perhaps give me an example of how to use it to punish said bursts?
  12. Oooooh, I see now. :D Actually I think I do that a lot without noticing lol
  13. Wait how would this get the opponent in the air? [i'm still looking at the frame data to understand the letters and numbers so it doesn't make much since to me], can you please explain?
  14. Ah, I see, thanks for the info. :D By the way is it a good idea to use 236A to get out of the corner after using Lambdas air grab and to get some space when used at mid-screen?
  15. I'm not sure if this is a good trick but... Crescent Saber[~c] followed by another Crescent Saber can be used as a fake out of sorts [it can be used in block strings to confuse your opponent into a combo with a rapid or you can follow up the attack with Sickle Storm and thus getting them into another block string] [you can also use it against Hakumen when he counters in a block string so said counter will wiff and he'll take the hit], also if you do it close to the ground you can loop it or instead of using Crescent Saber you can use 2B or 3C for a high low mix up [although I'm pretty sure most people already do something close to this].
  16. Um....if you're talking to me I can if you'd like. :D
  17. Hello Dustloop I'm fairly new here [and this is the first thread/forum I've ever been in so bear with me please], but I'd like to think that have quite a bit of experience with Lambda. Now that that's out of the way I have a few tricks and combos I'd like to share with you all. Sickle Storm in the corner into 4D and then 4B is a good way to trick your opponent into a combo [it's because they're right next to the corner so they can't see 4D coming] [NOTE, this attack will only work on crouching opponents], it can also be used at mid-screen, although you will most likely have better options then that. Another trick is to use a fully charged Spike Chaser and either 6D or 2D to take off a few primers [spike chaser covers the ground while 6D or 2D stops them if they jump, but it requires some practice and timing to know what situation calls for what attack]. Also I've noticed that 6C can eat most of Tagers super armor attacks [particularly Sledge Hammer and 2D], but it requires some spacing and you may need to use Spike Chaser [fully charged] to cover yourself, 3C and 2C also works on Sledge Hammer and 2D but it's a little more risky [but unlike with 6C you can get a combo off of them without using a rapid]. And this may sound foolish but I think 4B can be used as a very situation anti air [but the only time it should only be used as such is either when the opponent is directly above you or they're air dashing towards you and you know 6A and 2C won't catch them]. And here's a few combos, Sickle Storm into 5C then Gravity Seed followed by 2B 4B then 6D 2D J.D J.2D and then Crescent Saber [there are many variations of this attack and add on's so don't be afraid to experiment, also using Sickle Storm[~C] is optional]. Also Sickle Storm[~c] into 236B then 2B 2C j.C j.2C then J.D J.2D and then Crescent Saber [you can also use 236C instead of 236B for more damage, but it won't work on Tager] [i learned this combo from watching Noel fight and like with the previous combo you can experiment with it]. Well....that's all I have for now, and I hope some people will get some use out of all of this. Also please tell me if there is anyway I can improve these tricks/combos, thank you.
×
×
  • Create New...