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Everything posted by Monarch
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I posted those with emphasis on maximizing your damage while at 100% health, because best case scenario you'll get that much damage, and worst case you'll get even more at lower health. They're a bit tricky on timing, but it's matter of getting the microdash down. Regarding the combo you posted, I couldn't get 4.9k with 100 health. And yes there are simpler options, and there's nothing wrong with doing them if you're consistent with landing them. But you sacrifice potential rewards such as extra damage and corner carry.
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Use this thread to talk about upcoming Lambda info we're soon to get, loketests are on July 18th and 19th. Do not use this thread for sheer speculation, but feel free to talk about what information we have. I'll update the OP when we get enough info during loketesting. New move: http://postimg.org/image/3u0yzwbv5/ http://postimg.org/image/iby67w369/ http://postimg.org/image/6lk8qiadt/ http://postimg.org/image/4fpxw06xd/ Appears to be a tackle, then an additional attack. Loketest Information: Act Parser Zwei Blade replaced with "Act Parser Tri (236B) with follow-ups "Spada" (6A) and "Blade" (6B)Act Parser Zwei Cavalier renamed to Act Parser Tri Cavalier (236C)Exceed Accel is called "Duo Cultus"Lambda-11 Movelist: https://twitter.com/FrostMonarch_/status/621927921398079489Act Paser Tri kicks in front of Lambda, can be followed up with Spada overhead or BladeLambda can connect A Parser into TriLambda cannot connect A Parser into A Parser5D > 4D connectsCavalier can be followed up midscreen with 6ADrive is faster, angles most likely haven't changedCalamity Sword can hit right in front of LambdaOD Calamity Sword does not track verticallyCan probably connect Act into CavalierGravity Seed floatsj.2D does not float on normal hit, but floats on CHTaunt is still longSpike Chaser gets shot down with Nu's 5D from any range (?)Blade slides down236B can be blocked high or low2B > 6A > 2B is a gatling2D > 6C does not gatling2D > 6B does not gatling214A/B/C > 6A > 5C > 6C > 236D connectsLow altitude 6C > 236C does not conect4D > 6B does not gatling3C > ODC > Exceed Accel connectsThrow > 236D > 6C > 236C did not connectj.D and j.6D do not launch on ground hitLambda's new 236B can be cancelled into her new OH and low options on blockIf you input 6A/6B before 236B comes out, you'll cancel into the respective move236C > 5C connects easily5DD > 236B > 6B/6A connects5DD > 236B cancel > 6A does not connect5DD > 236B cancel > 6B conects(in corner) 236B > 236C connectsTri: Blade (236B~6B): similar to CS' 236B; in corner you can follow it up with 5B and other stuff236C > 22D doesn't connect (Midscreen) 214B > 6C > 236C >; dash 236D > 214D works (5B after that didn't work)6B now blows opponent away diagonally upwards; can still combo(Corner) 3C > 236B~6B > 5B > 6A > 6C > 236C > 6C > 22D > dash 5D > 2D236B (Tri) is a midCan use 236D as oki after 236B~6B236B~6A only combos on standing hit236B > 236C didn't work(Corner) Throw > 214D > 6A > 5C > 6C > 236D > 236C > dash 3C > 236B~6B236B~6B ender seems good.
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Yoshiki would be a player you should look out for, although I must say, there aren't really any Lambda players that we get consistent footage of, so it's hard to recommend a "best player" to watch for the character when we barely get any footage of the character being played at a decent level. Watch any Lambda you can and see if you can pick something up.
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II. Gameplay-related FAQ Q: What makes Nu a better zoner than Lambda, and what does Lambda do differently? A: Lambda is a zoning/rushdown hybrid character, that has decent zoning capabilities, and sub-par rushdown tools. She has little to no mixup, and lacks strong pressure, making her not very effective at close range. Nu on the other hand, has a stronger zoning game than Lambda because; her D strings gatling up to 4 times, her gravity well recharges at a faster rate, and her spike chaser has the ability to go fullscreen. In addition, she also has access to crescent mixup and stagger pressure with 5B, making her threat at close range as well. Lambda, who doesn't excel in either category, is just not as strong by comparison. A few things that make Lambda stand out from Nu, would be her graphical aura, and her D attacks. Her D's are level 2 projectiles, stronger than Nu's, which mean they can go through other projectiles like Spark Bolt, Kagura's orbs, and even Nu's D attacks. Another difference is that Lambda's D strings only gatling up to three times on block (ex. 6D > 5D > 4D), and since you can't jump cancel them on block, your options after a successfully blocked string are limited to specials. Q: I can't RC or JC my D attacks, what am I doing wrong? A: Unlike Nu, Lambda's D strings attacks summons both swords automatically with a single button press. In order to RC, JC, or ODC any D attack, you must wait until both swords have hit the opponent. Q: How do I connect 214X > 6A > 5C > 6C > 236D/214X > 6A > 5C > 6C > 236A > 236C? A: Perform a slight delay after 6A, and then slightly delay 6C. The purpose is to make sure that the opponent is as low to the ground as they can be during 5C > 6C without them teching out, in order to combo off of 6C. Q: How do I clear Challenge 20? A: (Starting Position) OD > 236C > CT > 214D > 214A > 5C > 6C > 236D > 5C > 5D > 6D > TK j.632146D > j.2D > j.632146D Video Example Q: How do I punish opponents who opt not to tech after my 236D oki? A: 6A > TK j.214D > 2B The j.214D will hit high enough so that the opponent will bounce to the ground before you fall. The resulting 2B will punish opponents who try to quick wakeup, delay tech, or roll. If the opponent normal techs, you're free to continue pressure after 2B. Q: How do I approach neutral? A: Lambda's neutral game revolves around being able to accurately guess where your opponent is going to be, and shoot a sword in that direction to catch them or make them block it. Once you've caught them, you can begin locking them down with more D strings, 214X or 236D, or try and pressure up close. That's the basic meta behind it, of course this varies by matchup, and you'll need to know certain things about characters that may hinder this gameplan or have a glaring weakness that you can exploit. Whiffing a sword can be disastrous, for D recovery is long enough for an opponent to close in on your position. With limited reversal options, your only realistic option from that point is to block until you find an opening to escape and return to neutral. Figuring out your opponents habits and being on point with your D placement is the key to being successful with Lambda.
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Be sure to check here before you post in the "[CPEX] Λ -11- Critique, Q&A, and Help Thread". I. General FAQ questions (Story, colors, non-gameplay related questions) Q: What is Lambda's current relevance in the story? A: Although it is currently unknown how exactly Lambda returned, what we do know is that she regains her previously lost memories through the help of Rachel and Noel. She now resolves to see Ragna again, and presumably save him (again). Q: What are Lambda's reference color palettes? A: Ramlethal Valentine (#11), Lambda's #13 palette from CS (#14), Labrys (#15)
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Can you define what you mean by "sluggish"? She's a pretty mobile character in terms of movement speed, so I'm not sure what you mean.
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When a supposed 0 bar connection is more stable than a 3 bar. Also, seeing a room titled "No S tiers".
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Lambda is a beginner friendly character, she has easy combos and good space control. But, it takes a decent understanding of neutral and certain matchups to be successful with her in the long run. If you're not a fan of blocking, she may not be the character for you. With limited reversal options and an emphasis of your zoning being on point, the moment your opponent gets in blocking, how well you can block is a matter of life or death.
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Great breakdown, geass! Found a more optimal OD route than the one I posted on the previous page: Back to Corner: 5B > 5C > ODC > 66 > 5B > 2C > 5D > 214D > 66 > 5B > 6A > 5C > 6C > 236A > 236C > 66 > 2D > JC > j.D > j.214D (4499, +33) Midscreen: 5B > 5C > ODC > 66 > 5B > 2C > 5D > 214D > 66 > 5B > 6A > 5C > 6C > 236A > 236C > j.2147D (4312, +31) Corner: 5B > 5C > ODC > 66 > 5B > 2C > 5D > 214D > 66 > 5B > 6A > 5C > 6C > 236D > 236C > j.2147D (4512, +33)
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Chrono Phantasma Speculations/Theories [rules updated 10/14]
Monarch replied to Chaoschao222's topic in Zepp Museum
Judging from some of the quotes (Ragna's, Valk's, Bullet etc.), it sounds like Hibiki would have had an interesting playstyle. I hope we get to see it in the future. -
Well, it's a combination of both in my opinion. The only strong Lambda we've had footage of is Yoshiki, and even then footage of him is few and far between. Either he's the only strong player that plays Lambda and we just don't have footage of other possibly good Lambda's, and/or people realize how bad she is in comparison to her counterpart and choose to play Nu over her.
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In order to connect things like 5C > 6C > 236D/5C > 6C > 236A > 236C you need to slightly delay the 6C after 5C, it is not character specific. Although it may take you some time to get the timing down, it is worth it for the extra damage and corner carry routes. Also, I wouldn't advise ending (or even including) a purple throw in your combos. As for double 5B > 6A, it's not really worth it since it can be difficult to connect consistently depending on the opponent's height, and it cuts the combo short too.
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The most optimized you can get with a CH 3C would be the following: (Midscreen) CH 3C > 214D > 5B > 6A > 5C > 6C > 236D > 66 > 4D > 6D > 2D > JC > j.5D > j.6D > j.214D (3718, +28) - Simplicity (Midscreen) CH 3C > 214D > 5B > 6A > 5C > 6C > 236A > 236C > 22D > 2D > JC > j.5D > j.2D > j.6D > j.214D (3990, +29) - Max Damage/Corner Carry (Back to corner/Midscreen but won't hit the corner) CH 3C > 214D > 5B > 6A > 5C > 6C > 236A > 236C > 2D > JC > j.5D > j.6D > j.5D > j.6D > j.214D (3819, +28)
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Make sure that you're jumping as far as you can backwards after 5D, and the same after j.6D, or else the second j.6D may not hit either.
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Nu is better than Lambda for the following reasons: - Nu is able to gatling her drive attacks for up to four times, making her zoning stronger. (ex. 5DD > 4DD > 5DD > 4DD etc.) - Overall better/consistent damage output compared to Lambda - Nu has mixup with j.214D, being able to delay or cancel the attack. Overall, a very strong zoning game and better mix-up makes Nu the superior character (zoner).
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That entire moment was just beautiful.
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Lambda-11 OD4D Combos by Iromono [5/31/2015] Hiro (LA) vs. HTY (JI) [Gamechariot FT5] [6/3/2015] Iwashi (LA) vs. Yutta (RG) [Gamechariot]
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Made a meterless OD route; although it's more practical to go into a gravity well combo with this confirm if you can, this is an alternative if gravity is charging or if you don't want to use gravity. (Combos performed with 100% health) Back to corner Route: 5B > 5C > ODC > 66 > 5B > 2C > 5D > 236C > 4D > 2D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (3941, +31) Midscreen Route: 5B > 5C > ODC > 66 > 5B > 2C > 5D > 236C > 66 > 6A > 5C > 6C > 236D > tk.214D (4153, +30) Corner Route: 5B > 5C > ODC > 5B > 2C > 5D > 236C > 6A > 5C > 6C > 236D > 5D > 2D > JC > j.5D > j.2D > j.214D (4433, +33) The Midscreen route is interchangeable with the back to corner route. I also wanted to say that ODC > 5D > 236C can be quite useful if you're looking for extra damage or to kill off certain confirms like 4D, so keep it in mind.
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Well, I think 236D could be a good option once you've conditioned them to neutral tech with 2B. 2B is the safest and most reliable option, but personally I'd risk it after a while if that meant they might block 236D so I can get a mixup in.
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So I think I've found a solution to the no teching option after 236D. If they opt not to tech, use 2147D while 236D is hitting them. - After you do that, you can either 236D again (this 236D will come out just in time to beat delay techs or no techs), or 2B to catch a quick wakeup. - The only disadvantage to this is that you have to rock-paper-scissors what your opponent will do after the 2147D, 236D will catch the delay/no tech, but you'll be punished if they quick wakeup. 2B will beat all three options, but you'll lose the oki mixup.
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The flaw with video 1 is that it assumes the opponent will wake up and block the 236D. If the opponent chooses to delay tech or won't tech at all, there's nothing that can be done. The same applies for video 2, except the opponent could actually quick wakeup after the 236D and mash out. You can respond by using 2B to catch the quick wakeup attempt and combo accordingly.
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[5/27/2015] ??? (JI) vs. Pino (LA) [sendai Wednesday Tournament] [5/23/2015] Meister (LA) vs. Kobato (NO) [Gamechariot] [5/23/2015] Meister (LA) vs. Wheat (TA) [Gamechariot]
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In that case want me to include nice videos in the OP too?
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6B OD Sideswap route: (With back to corner) 6B > 2D > 5D > ODC > 66 > 6D > CT > 214D > 6A > 5C > 6C > 236D > 236C > tk j.214D (3517, -4) Reminiscent to one of 1.1 Nu's old 6B routes. The combo may have to be adjusted considering how far away from the corner you are.