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Everything posted by Xie
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I assume Tager's previous difficulty in the match-up was something like, even if he guessed right and sledged a projectile, Lambda could just dp him out of it for like 3000 damage and 50 meter. With that gone, Tager can actually attempt to sledge (and sledge follow-up) a bad 5d attempt, which opens up an avenue to attack. Tager's 720c also now has ridiculous magnetism range, so he can actually grab Lambda from about 1/3rd of the screen away if he is a skilled player. With these extra options, it probably gives Tager that tiny boost he needs to guess right and win. I could probably look for them, but it kind of takes awhile to sift through the BBS chatter, and some characters don't have up to date lists.
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Arakune players have learned to play much more passively in this matchup and will bide their time to win against Lambda. F of G not only lets him curse on a single opening, but is also very good for punishing a baited out sword, so winning each round must be done very carefully.
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Here is an overarching view of match-ups from the JP BBS and myself. Discuss non-specifics and overarching thoughts here, instead of cluttering up each character's thread. The Charts Here are a few rudimentary lists of Lambda's Matchups. Consider each one carefully before coming to a conclusion of your own. List 1: Latest update: March 28th / Source: JP BBS Diagram/Lambda Thread \|RG.||JN.||NO.||TG.||TK.||RC.||AR.||LC.||CA.||BN.||HK.||Λ.||TU.||HZ.||μ.||MK.||VK.||PT.|| Λ |5.5||5.0||5.0||6.0 ||3.5||5.5||5.5||5.0||4.0 ||4.0||6.0||-.-||5.0||4.0||5.5||5.0||5.0||5.5|| List 2: Latest update: May 23rd/ Source: Non Lambda Players on JP BBS \|RG.||JN.||NO.||TG.||TK.||RC.||AR.||LC.||CA.||BN.||HK.||Λ.||TU.||HZ.||μ.||MK.||VK.||PT.|| Λ |5.5||5.0||5.0||6.0 ||4.0||5.5||6.0||5.5||4.0 ||4.0||5.5||-.-||5.0||4.0||5.5||5.0||5.0||5.0|| List 3: Latest update: May 23rd / Source: Xie, Everyone This is a list I've compiled myself based on discerning opinions on the JP BBS (IE, what other players think their matchup versus Lambda is) and input from myself. Obviously, this is the one you should take with a decent amount of salt. \|RG.||JN.||NO.||TG.||TK.||RC.||AR.||LC.||CA.||BN.||HK.||Λ.||TU.||HZ.||μ.||MK.||VK.||PT.|| Λ |5.5||5.0||5.0||6.0 ||4.0||5.5||5.5||5.0||4.0 ||4.0||6.0||-.-||5.0||4.0||5.5||5.0||5.0||5.0|| How to Interpret Match-ups Coming Soon.
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My tl;dr thoughts/advice about the match-up, I'll probably clean it up later: How to control space: When pressing the D button, you need to attack in anticipation of your opponent's attack, and not on reaction to the attack itself. If you do it on reaction to the attack, you will just get hit 99.99% of the time, so don't bother doing this. Instead, you need to already put the swords where you think Hazama will be. Lambda's drive attacks have faster start-up across the board and reach their targets faster than Hazama's drive attack will. A common scenario is like this. You start the round, Hazama does jump 6D. Instead of pressing 6D after he's already pressed his drive attack, you need to press it as he begins rising from his jump. If you catch him doing this, you can make a big payoff in terms of damage, and as a whole, Lambda's damage will out match Hazama's from projectile attacks. Of course, this is all easier said than done, because a Hazama player does not have to commit against Lambda and can wait for Lambda to make a decisive move. Because of this, my strategy in neutral is to reverse turtle to gather more information. Lambda is actually quite good at dodging and maneuvering, and also resists negative penalty like a champ, so IADing backwards is a nearly unbeatable way to create space. Hazama's chains do not reach full screen and he does not have good mobility outside of using his drive follow up attacks, so you will force Hazama to commit by doing this. Thus, once you are able to force him to commit, you are then able to begin predicting his movement and attack patterns. How to attack: If you hit Hazama, but end in crescent, you pretty much will need to repeat the above process. On the bright side, if you grind it out in training mode, you'l be able to react to the different air techs and keep Hazama honest (IE, forcing him to block after an air tech, instead of air dashing/jumping/etc), and the above process will continue. If however, you manage to knock him down solidly, you can begin a pretty decent amount of pressure. Specific to this matchup, Hazama is only particularly scary to Lambda when he has meter for Houtenjin. Whatever you do, DO NOT AUTOPILOT WHEN HE HAS 50 METER. You need to specifically try to bait it out, stay with attacks that are safe on block (2B, 5B, 6C) and moves you can jump cancel (5B, 2C, 6A, 6B) and for the love of god, don't press 5C, 3C or 4B. If you only use attacks like this in your block string, you will definitely be able to force the Hazama player to guess whether it's safe to Houtenjin or not, and just by baiting out one of them, you'll be in a good position to win the round (Hazama without meter deals shit damage). One thing worth mentioning, is that while 3C is normally an auto-houtenjin punish, it can be canceled in its recovery frames into Calamity Sword after the superflash of houtenjin. If you are feeling fancy and brave, you can bait a houtenjin this way and score some major OMG BAITEDDDDDD points. How to defend yourself: First off, don't fucking panic. Hazama's blockstrings are linear and he can't deal major damage to you without 50 meter. Instant blocking and backdashing is extremely good in this matchup. His normals and dash are fairly short, so at any point there is a long delay, you can pretty much backdash it clearly and work on getting back to neutral. You can pretty much always backdash out of Ressenga's range, and Jabaki is extremely unrewarding on both hit or block, so you can use these gaps to make your escape. You can also attempt to take his mixup options head on, and this is probably the most important in the corner, where you can't backstep. One example is to look for Ressenga specifically and try to punish it. Ressenga seems pretty fast and is annoying even on block, but you can actually stuff it with a well timed 5A. This sounds risky, but it is extremely rewarding as it will get you around 2000 damage and turn around the momentum of the match. There are a lot of other places where you can play the rock paper scissors game and get out of his pressure, it would be a little bit ridiculous to list them all, so keep an eye out. Once he has 50 meter, okay you can panic. In this case, his options have gotten a lot scarier, but in reality, his pressure is identical. He's awesome against basically every character in this situation, but if you keep your cool and just think of it as the same as previously, you have a way out. As for full screen, you need to come to understand what you can do at what ranges. You must know at what range his Xdd j.b will be unbeatable, and at what ranges you can stuff it with 5A or 6A. Instant blocking the chain will be extremely helpful for punishing a pull-in, so put this into practice as well.
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FOREVER ALONE.
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Gonna be going again.
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Aside from actually omitting the air combo part, you probably will not have to change your combo very much, and just leave it at whichever 236C you want to stop your combo at. You will generally have more than enough time to dash under and perform 236D if you had done the combo correctly. For the most part when you hit with 236C in the corner, it is untechable even at extreme times. In technical terms, even at near maximum proration (Just above 2%, the point right before they autotech out of anything), the -17F to untechable time still makes 236C untechable for over 45 frames. Which basically means, as long as you hit with 236C at an appropriate height, you can almost always do the oki ender.
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I guess placing high in Kouhatsu consistently and losing only to gods like Eki-chan makes him bad. Well, everyone is entitled to their opinion, but I hope you realize that getting to second place means you need to beat a bunch of people beforehand. Just sayin'. This isn't the first time I've heard this. Have you tried reading the first few posts of this thread? While it is still a work in progress, it already tells you a combo pathway for virtually any hit Lambda can land. If that's not enough information for you, maybe you should let us know what more you need?
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Stop fightin'. How you input the combo has no bearing on the legitimacy or existence of a particular move. If you prefer to input 5B 6B as 5BB, you can. If you don't, don't. It doesn't matter because regardless of which way you input it, it will give you the same result.
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First Weekend US Stream casuals: http://www.ustream.tv/recorded/14706328 Only the first 3 hours recorded, next time I'll record all 7 hours or something. Features: Xie(Platinum/Bang), shtkn(Jin), Obaloney(Noel), TheBiter(Valkenhayn), Mikey(Hazama), and (very little) kennyon(Litchi).
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Anyone going to WNF tonight? I'll be there for BB.
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Spending Heat When spending meter in a combo with Lambda, you generally want to spend it on something that will give you good damage for the meter and will turn an otherwise small combo into a longer, more powerful one. Rapid Canceling One awesome thing about Lambda is her go to moves are often good to RC for better damage. These are just some sample combos, but they will vary greatly depending on what you had just done. It's easy to see that something like 4DD 236B RC will lead to much more damage than something like 2a2b3c 236B RC. As you will often notice, you will more often than not Rapid Cancel something so that you can land a 236C. This is something echoed from the previous section - 236C is awesome and leads to good damage when it hits. j214D RC (5DD) 236C ~ 236B RC 5DD 236C ~ Airthrow RC 236C ~ Calamity Sword Calamity Sword is a situationally useful combo tool in a few situations. In those select few situations, it is more powerful than RCing something to land a 236C. The restriction for comboing off of Calamity Sword is that the opponent must be somewhat high in the air - Calamity Sword has tons of untechable time, but it does not launch very high, so usually hitting a low opponent will cause them to hit the ground before you recover, ending the combo. 4B(2nd Hit Only) 641236D 5DD 236C ~ Other than that, the air version of Calamity Sword is an awesome combo ender due to its massive minimum damage (40%!!), so use it whenever you want to close out a round. It can easily replace any Crescent Saber. Legacy Edge Legacy Edge is best spent in one of two ways: 1) whenever you need to deal damage off of 6C midscreen, but have no other reasonable alternative, such as 2C CH or 6A or 2) if you want to turn a midscreen 5D/4D hit into a corner combo [Midscreen] 2C 6C 236236D dash 236C 5C(xN) 6C 236C [Midscreen] 5DD/4DD 236236D dash 236C 5C(xN) 6C 236C
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Situational Hitconfirms 236C Hit No matter the situation, your goal in combos is to hit your opponent with one of these somewhere, as it wallslams the opponent and leads to other damage opportunities. With proper spacing, you can land a 236C from: 5DD Airhit 4DD Airhit 6DD Airhit 2DD Airhit 5D (CH) 5C(1) (CH) 6C Wallbound 214A (FC) 236D 236DC Low altitude j214D RC Airthrow RC And probably a billion other things. Once you hit with a 236C, you will usually do one of the following combos, depending on the situation. These are all samples, and as you may note, are just variations of previous combos that have already been outlined. Check the Mega Combo List to make sure your variation works based on the current starter/proration. [Midscreen] ~236C 5C(xN) 2C > D Aerial Combo [Midscreen, Gravity] ~236C 5C(xN) 214A j214D 5C(xN) 6C 6DD 2DD > D Aerial Combo [Corner] ~236C 5C(xN) 6C 236D 214DC 5C 2C > D Aerial Combo [Corner, Close] 6A j214D 6A 6C 236C dash under 4B 2DD > D Aerial Combo If the opponent happens to be extremely high when your opponent is hit by 236C, those combos won't work. Instead, do: ~236C 2DD > D Aerial Combo Gold Burst A gold burst will send your opponent flying upward. As both a combo starter and a combo extender, it is relatively easy to confirm that it hit and catch an opponent with 5C. From there, it is best to spend a Gravity Seed if you are midscreen, but if you are near a corner, you should be able to 6C them to wallbound them. Note that you can always dash under your opponent after a Gold Burst hits, so you can get a corner combo even if you are the one cornered. [Midscreen] 5C(xN) 214a j214D 6A 6C 236C 5C(xN) 2C > D Aerial Combo [Corner] 5C(xN) 6C 236C 5C 6C 236D 214DC 236C > Ender
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Aerial Hitconfirms Refers to hitting your opponent while they are airborne. There are lots of ways to accomplish this with Lambda, and they make up the majority of her average damage in actual game play. Remember, if your opponent is near the corner, many of these combos can just go straight into a corner combo instead of what is listed here. Close Anti-Air Lambda's best anti air is 6A. It has head-attribute invincibility and has a decent hitbox for what it is does. She also has a few situational Anti-Air attacks, which can be used depending on the matchup. 6A 2C j.C j.2C (Land) 2DD > D Aerial Combo 6A (CH) dash 3C 214A delay 5C(xN) 6C 236C 6DD 2DD > D Aerial Combo Far Anti-Air This usually occurs when your opponent is being struck by aerial swords from afar. They are quite basic, but some stronger hitconfirms exist. Close 2DD j.C j.2C (Land) 2DD > D Aerial Combo Close 2DD 214a j214D 5C(xN) 6C 236C 6DD 2DD > D Aerial Combo Far 2DD (6DD 2DD) > D Aerial Combo Far 6DD 2DD > D Aerial Combo Air to Air Lambda's Air to Air game relies mostly on hitting an opponent before they hit her, as her attacks are not particularly fast or have good hitboxes. j.B dj j.B j.C j.2C j214D j.C (CH) land 5C(xN) 214A 5C(xN) 6C 236C 6DD 2DD > D Aerial Combo Situational Anti-Air Sometimes, both you and your opponent are doing something weird and you managed to hit your opponent out of the air with a really weird move. If you are able to confirm what happened in time, always take the opportunity to land more damage. 5A has really minuscule hitstun on its own, which is why it's the only normal that needs to be counterhit for it to combo into 2C. [Midscreen] 5A 6A 2C > D Aerial Combo [Corner] 5A 6A 6C 236C 5C(xN) 6C 236C > Ender If the opponent gets tagged by any normal that combos into 2C, use it to extend your combo. For 6C to land after 2C, the opponent will need to be a little bit low, if they are too high, just go for the D Aerial Combo instead. [Midscreen] 5A(CH)/Any Other Normal 2C > D Aerial Combo [Corner] 5A(CH)/Any Other Normal 2C 6C 236C 5C(xN) 6C 236C > Ender
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Corner Combos Lambda's corner combos have changed a great deal since last time. They generally begin from hitting your opponent while they are airborne, then using something with a lot of untechable time (236C, 6C) to set up other attacks. If for some reason, you cannot get your opponent airborne for the corner combo, you will be stuck with a normal ground combo. Instead of the Crescent Loop, Lambda corner combos tend to be about hitting the opponent with one of each of her high damaging attacks. If you are anywhere near the corner, DO NOT USE 6C BEFORE YOUR OPPONENT IS AIRBORNE. 6C repeat prorates, so if you use it to do 6C 236B, you intentionally weakening your combo for no reason. Note that 6C 214D and 6C 236D are mostly spacing dependent. Use your judgement to see whether or not those combos are possible from your current location. Also note that it is quite fair to end a combo at just 236C in the corner, as it will allow you to set up a dash under 236D for oki. Throw Lambda's ground throws are good for corner combos. Not really anything special to say about that. Forward Throw 5C(xN) 6C 214D 5C(xN) 6C 236C > dash under 5C 2C > D Aerial Combo Forward Throw 5C(xN) 6C 236D 214DC 236C dash under 5C 2C > D Aerial Combo Back Throw 6A 6C 214D 5C(xN) 6C 236C dash under 6A > D Aerial Combo 236B Route This is the go-to combo for when your opponent is very close to the corner. 236B can be followed up with a dashing 5B in the corner on anyone, which will allow you to extend your ground combos. The follow-up after 236B is often very short because of the proration, but with some starters you can do the entire combo. (Ground String) 3C 236B 5B 6A j214D 5C(xN) 6C 236C dash under 5C(xN) 6C 236C dash under > oki ender (Ground String) 3C 236B 5B 6A j214D 5C(xN) 6C 236C dash under 5C(xN) 2C > D Aerial Combo (Ground String) 3C 236B 5B 6A j214D 5C(xN) 6C 214D C(xN) 6C 236C dash under 5C(xN) 2C > D Aerial Combo (High Prorate Starter) 236B 5B 6A j214D 5C(xN) 6C 236D 214DC 236C dash under 5C(xN) 6C 236C > Ender of choice 236C/6C Wallbound Route Both of these attacks have massive untechable time, so if you are able to take your opponent with one near a corner, you will be able to deal massive damage to them. Most of these combos tend to be from a gravity confirm earlier in the combo or from some other situational starter. Note that if you are point blank to the corner for a grounded 236C hit, you must replace 5C with 6A. (Opponent Airborne) 6C 236C dash under 4b(2nd hit only) j214D 5C 6C 236C > D Aerial Combo (Opponent Airborne) 6C 236C 5C(xN) 6C 236D 214DC 236C dash under 5C 2C > D Aerial Combo 236C 5C(xN) 6C 236D 214DC 236C dash under 5C 2C > D Aerial Combo
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Ground Midscreen Combos Ground midscreen combos have a lot of variety and take a good amount of situation confirmation to maximize. Lambda can do betters combos in many given situations, so it is good to look out for moments where you can increase your damage output. Target Combo This is Lambda's go to basic combo for hitting your opponent midscreen and at no particular special state. It is recommend to use the 3C Oki ender to get another chance to approach, but blowing your opponent away with 236B has its uses also. Make sure to omit any necessary normals if your opponent is too far, the primary culprits being 6B and 2C. It is also possible to start the combo with 2B, 5A, or from a jumping attack. 2A 5B 6B 5C(x8) 2C 3C > Oki Ender 2A 5B 6B 5C(x8) 2C 6C 236B Opponent Crouching If your opponent is crouching, it is possible to combo into 4B directly after many of Lambda's other ground normals, primarily 5B, 6B, and 5C(xN). The damage difference from one of these combos is often worth not getting any oki. Do note that these combos may not work if you used too many normals before you hit with 4B. (Ground String) 5C(xN) 4B 2DD > C Aerial Combo (Ground String) 5C(xN) 4B 2DD delay j.C j.2C (Land) 2DD > D Aerial Combo (Ground String) 5C(xN) 4B 2DD 214A j214D 5C(xN) 6C 236C 6DD 2DD > D Aerial Combo Opponent Close If your opponent is extremely close, immediately cut your ground combo short with 3C and 214A. This will give you a high damaging combo anywhere on the screen. (Ground String) 3C 214A delay 5C(xN) 6C 236C 6DD 2DD > D Aerial Combo (Ground String) 3C 214A dash 6A j214D 5C(xN) 6C 236C 6DD 2DD > D Aerial Combo Throw If you are no where near the corner or you just happen to throw your opponent away from the corner, use one of these combos to deal damage. Throw 6DD 2DD > D Aerial Combo Throw dash 2DD delay j.C j.2C 2DD > D Aerial Combo Throw dash 2DD 214A j214D 5C(xN) 6C 236C 6DD 2DD > D Aerial Combo
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Introduction Work in progress, updated until its finished. Lambda combos, as you know, are extremely modular, so we'll be playing around with formatting the thread until it makes the most sense, without having to list like a million variations of the same combo. But then again, a lot of people like combo lists, so I'll try to have a sample combo from every starter. Remember, the proration/hitstun system is still present in BlazBlue, you must experiment yourself to discover all of the specifics on your own. Table of Contents Links to posts go here. Notation Copy pasta regarding Notation goes here C Aerial Combo = j.C j.2C dj. j.c j.2c j214D D Aerial Combo = j.D j.2D (j214DC j.D j.2D) dj. j.D j.2D j214D
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Just a head's up, Aksys Games is going to throw in some additional prizes to the BB:CS tournament! http://www.aksysgames.com/2011/04/14/revelations-online-tournament-reminder/
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Shoutouts to being late with shoutouts. Shoutouts to getting either 2nd or 9th. Shoutouts to Polka for high-fiving me like every 55 minutes. Shoutouts to Huey for not being able to get enough. Shoutouts to the rest of PNW for coming out and being loud as hell. Shoutouts to pilebunker being 236c. Shoutouts to Yuji for still playing Melty Blood. Shoutouts to MysticD for playing Taokaka and killing me both times in tournament. Shoutouts to Dacidbro for keeping the dream alive. Shoutouts to Scott for commentating with me, even though it was really just himself twice. Shoutouts to not knowing how to play Arcana Heart. Shoutouts to Obaloney for putting me in losers in Arcana. Shoutouts to lark for being a gay brown man. Shoutouts to Sanoshi for leaving her charger in norcal. Shoutouts to Severin not getting 3rd place. Shoutouts to rod for not showing us his penis. Shoutouts to 2GBCombo for being a good sport despite... everything. Shoutouts to Chun for holding the event. Shoutouts to Brett for hosting us. Shoutouts to never coming again unless there's a Marvel 3 tournament. Shoutouts to everyone else for forgiving me for not putting you in this post.
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So we're confirmed at SJSU then? When is Marvel 3? ' ^ '
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Good games. I am really shitty at BB now.