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Butterduck11

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Everything posted by Butterduck11

  1. Has anyone been able to confirm whether or not Lambda can now charge Spike Chaser to go full screen?
  2. Cool, was hoping there might be some tech there but I'll just take it as ransom lulz. Whilst I'm here what are the inputs for Lambda's overdrive specials? There's one I can't figure out, the one off of spike chaser? Edit : Here's a quick video showing gravity seed beating Kagura's 5D > 6D, can't find the Ragna one unfortunately :/ https://youtu.be/mz1g8oUphhM
  3. Yeah I meant 5DD> 4DD, my bad. If removal of that diversifies her strategies then I'm down with it, I'm just hoping she isn't nerfed to crap overall.
  4. Is it true that Nu can't do 5DD > 6DD > 5DD > 6DD anymore?
  5. Does anyone know the exact properties of Lambda's Gravity Seed? I've beaten out some really odd moves with it. I stopped Kagura's 5D > 6D with it, I know that move loses to lows but I've beaten it out when he's been really far away from me before. I've also beaten out Ragna's Carnage Scissors with it. Any info would be appreciated.
  6. Any info from the latest loketests yet?
  7. Any ideas about how to approach this match up? As a Lambda player I struggle against Amane. These are the biggest problems I can identify: * His level 3 projectiles beat Lambda's level 2 projectiles. * His projectiles have pretty much the same range as Lambda's meaning she struggles to out range him. * He can greatly alter his jump arc which makes catching him with swords difficult. The biggest issue seems to be his corner pressure. I've played against a decent Amane player a lot, and even though I can read when he plans to jump cancel to reset pressure, none of Lambda's options work as a counter. Her 6A and 2C anti airs lose based on range, her 2D and 6D lose due her projectiles naturally losing to his, and her 236A teleport starts up too slow to work. This leads to what feels like an infinite loop, until I've insta blocked long enough to build 50 heat for a counter assault. Surely if I can read a jump cancel Lambda should have a tool she can use to get out of the corner? I can do it with many characters, without using a DP, but with Lambda I can't find a way out. Any help would be appreciated
  8. I DID IT FOR THE FIRST TIME EVER! Thanks man xD
  9. Any tips on how to execute 6B > 2D > IAD > B > C > 6A? The IAD B part is giving me massive problems. Thanks
  10. So how does it work as a cross up?
  11. Wait so does it only hit them when the are crouching? Even though it crosses up?
  12. Okay, I went into training, recorded Ragna facing left and holding right (back) to block, stood in front of him and did a TK Crescent Saber and Ragna blocked it. I don't understand, if it crossed up wouldn't Ragna need to be holding left not right when it hit?
  13. Am I missing something or did Lambda's crescent saber cross up at one point? I swear I read about that at one point, only to discover it actually doesn't. I thought having poor range and no ability to cancel it was a trade off for having it cross up?
  14. I just realised looking at Lambda's move list that she still doesn't have a new distortion. I doubt they will add one before release now. It's about time we got a new one, we've had the same two since CT :/
  15. Can anyone explain his mixup a little bit? For instance when he 6D > 5C's at us what can we do when blocking it? Is there a gap that can be exploited before he goes into mix up? If not what mixups does he have before there is an opening to retaliate/escape?
  16. Bummer, guess I need to invest my meter elsewhere. Thanks for the info
  17. Is it possible to get decent damage off of DD > 236B > RC > 236C? It doesn't seem to juggle very well. Something without 6C > 236A > 236C would be awesome as I still can't get it to work consistently :/
  18. The thing I can't figure out is why 236A seems to cancel into 236C easily when done on its own but when done off of 6C it doesn't seem to cancel as smoothly. Is there a reason for that? Her throw combo seems to give me the most trouble.
  19. Another question, how do you get 236A > 236C to work consistently when combing off of 6C? It seems to work when done raw but when done off of 6C it doesn't seem to work as well. Thanks in advance.
  20. I must be missing something, why would recovery need to be longer on whiffed air drives? Both Nu and Lambda have massive recovery on whiffed drives already, why make it even longer?
  21. I'd have to agree, it's just nice to see her strong again. Lambda/Nu hasn't been good enough to be worth using at tournaments since CT. I think I only saw Nu once during CP, and Yoshiki didn't do all that well. Even though I prefer watching Lambda I'm happy enough watching Nu
  22. That's good to hear, I just hope it's a reliable mix up as opposed to what we have now.
  23. Is the new 236B different from the current 236B? Our 6A isn't an overhead so I can't see how that would work if that's the case. I hope this mix up is better than the current 236A > 6B is.
  24. If they took out one of her main combo tools then they will have re-tooled her so she can still combo effectively.Can't say I can picture what her new combo's will look like though. Does anyone know whether Nu is considered "strong" in CPEX or "OP"? I get the impression that she isn't considered broken by any means, so I wouldn't expect ArcSys to try and weaken her in the new version.
  25. Taken from the CF thread. None of this info came from me. the first hit of 236B is a high (jp refers to mids as highs.... in other words, it can be blocked high or low) 2B, 6A, 2B = gatlings 2D, 6C = no gatling 2D, 6B = no gatling Elevated by Gravity, 6A, 5C, 6C, Sickle = works/connects low altitude 6C, 236C = doesn't work 5D Pocket (gap / dead area / etc) = probably hasn't changed 4D, 6B = no gatling 6B, 2D(6D), CT = probably won't connect 6B, 6A pickup = doesn't work / impossible 3CcOD, Exceed Accel = connects Grab, 236D, 6C, 236C did not connect. Because of that, as expected, it seems hopeless to use 236C Feels like Summoner (D attacks, swords) got faster? J5D / J6D = both do not launch on ground hit Lambda (new) 236B = Overhead option (6A) or Low option (6B)...if the initial move hits (aka 236B), you can continue into one of these moves. Your aerials that you usually would use after a grab, input them as you normally would If you input 6A / 6B before 236B comes out, you will cancel out of 236B early and only use the continuation attack midscreen 236C, 5C pickup = easily works 5C cancel is unchanged.... you can't cancel into anything until the 8 hits are done Exceed Accel looks like Terumi's Roaring Fang 5DD>236B> any 236B continuation = connects 5DD> (cancel 236B) 6A continuation = Blue Beat 5DD>(cancel 236B) 6B continuation = connects 236C, 5C, 6C knocks your opponent far back... even so, 6C doesn't have SMP SMP is only related to special moves From 6C... 6D is unconfirmed 5D>4D> 236B doesn't connect? (depends on distance? not confirmed yet) 236B >6A continuation = even though it's not fatal, it connects 236B in corner >6B continuation = doesn't connect speaking of in the corner, 236B>236C = stable combo part 6A continuation > RC = leaves you in the air. 6A continuation > RC >land > 6D = doesn't connect CH Calamity = can float and follow up with combo I'm not really sure what all of this means but does it seem like we now have a rushing overhead? If so that should make her stronger up close than she is now.
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