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XD Hard to show everything you know when fighting match-ups where you have to play a certain way. eg. Arakune, Ragna, and Tager, for the most part. Other characters allow more leniency in how you deal with them; having a strong melee game certainly takes many by surprise. For the 66 2B, a tip is to do the 2B as soon as you see the tech. So it's actually done a bit later than one would think. If you do it too much, I find opponents start roll-teching away from Lambda, and you're never supposed to roll-tech against Lambda anyways =P In terms of approaching, or just air-to-air in general, I put Lambda's j.B as her best air move. Fast, decent hit-box, gatlings into a quick j.C. Best ground move for Lambda I'd say is 6A. It would be 5B if it had better range, but since 6A is an anti-air and gatlings into 5B, it seems like a clear choice. Careful not to whiff air-throws too much. By then, the Arakune probably already anticipated some throws, for better or for worse.