tuka
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Everything posted by tuka
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4424 damage 42 meter. It's really unstable (except on Tager, you don't even have to dash), especially against characters with a small hitbox. More like some corner launcher (5c -> 6c)x3 -> gravity -> godly proration -> damage Although I don't like spending a DP unless it kills.
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4330 Damage 41 meter Standard combo is 4329 39 meter I find double 236C to be less stable than the standard one.
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You can do it on some other characters (notably Ragna in combo vids) but it's not universal. Kinda not worth the 100 damage because of the tight timing on the dash, although it's free in the corner.
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I broke my previous record of an 81 hit combo (shown in the duck video) and reached 101 Bang only - FC 632146D > RC > 6C > Dash [Corner] > [5C x 8 > 6C] x 5 > 6A > 2147D > RC > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.2147D - 8628 Damage
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I agree with loerg, this match is 6-4 in Lambda's favor and nothing more. Don't take Tager for granted, it's not a free match (though this thread makes it seem you fight some pretty bad Tagers). He HAS answers to zoning, but he must use them carefully, and when he does he can easily turn the tables on you. It's a slow and mind-game oriented match, Lambda's goals are zoning, running away not making mistakes while chipping away his life bar, and Tager's goal is forcing that one mistake out of you that could cost the match.
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The only thing you need to do is hit the lowest part of the opponent's hitbox with the highest part of the crescent's hitbox while making sure the TK is low as possible. THAT'S IT. Any other part of the combo is irrelevant. The only other thing that can factor into that is how deep you Dash > 2DD, a small dash could possibly require another dash after 2147D and dashing too deep might make you whiff the 2DD or the TK.
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Moving it here Exaggeration much? No offense but how crappy are the Taos you play that this one made your jaw drop? All I saw was standard and very solid Tao play, he's a good player and he certainly knows the Lambda matchup that will always be in his favor, which brings me to- Shakugan, Work on your combos ASAP, the outcome of those matches could have been very different if you had managed to optimize your damage, you do know Tao has an hilariously small health bar right? In the second match for example, I saw a throw combo and a 214D (in the corner nonetheless) combo, the former should do just short of 4K while the latter is an easy 6K, and that's already more than her hit points (9500). As for pressure, it's indeed a bit hard to deal with Tao, as always you should try to IB everything and gain decent meter from blockstrings, counter-assaults and IB > DP are very recommended here. Her mix-up game isn't that good either. 6A and 2D her air approach and throw some 214D's to fuck her real hard if she's reckless. NEVER do 236D it sucks hard especially against Tao. By the way, why are you vids on speed? I thought it was just me but after comparing to regular ones I see that your video is running too fast.
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Exaggeration much? No offense but how crappy are the Taos you play that this one made your jaw drop? All I saw was standard and very solid Tao play, he's a good player and he certainly knows the Lambda matchup that will always be in his favor, which brings me to- Shakugan, Work on your combos ASAP, the outcome of those matches could have been very different if you had managed to optimize your damage, you do know Tao has an hilariously small health bar right? In the second match for example, I saw a throw combo and a 214D (in the corner nonetheless) combo, the former should do just short of 4K while the latter is an easy 6K, and that's already more than her hit points (9500). As for pressure, it's indeed a bit hard to deal with Tao, as always you should try to IB everything and gain decent meter from blockstrings, counter-assaults and IB > DP are very recommended here. Her mix-up game isn't that good either. 6A and 2D her air approach and throw some 214D's to fuck her real hard if she's reckless. NEVER do 236D it sucks hard especially against Tao. By the way, why are you vids on speed? I thought it was just me but after comparing to regular ones I see that your video is running too fast.
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JC 4DD confirmed hoax
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The gravity combo is already in the combo thread - 3C > 214A > Dash > 6A > 2147D > 5C x N > 6C > 236C [Corner] > [6A > 2147D] x 4 > Loop Ender – (5.4K) 3C can be replaced by 5C (hitting an airborne opponent in the corner) as you have seen in the video. Of course you can also go for the [5C x N > 6C] loop but it all depends on the spacing.
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His ability to improvise is really superb.
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lol Lambda has no mixups. Block low until you see him jumping for crescent saber (which could be out-poked by 5A, maybe even 5B or 6A), 4B is a horrible overhead and very easy to react to. Always have your fingers on B+C for escaping throws, obviously. IB > Backdash / IB > Gravity also works well.
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Dash 5DD
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Lambda collects ducks http://www.youtube.com/watch?v=YgR7wIZ0dRs All recording was done 4 hours nonstop so I blame fatigue for minor screw-ups and non-optimal combos. Most of them are just for flash anyway.
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It simply didn't come to mind when I was writing. Updated, thanks.
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Kikkoman makes soy sauce /spam
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Actually I was talking about offline, take in mind it's all in comparison to Japanese level.
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I'm very much reluctant to say so, especially on these boards, but what the hell- Did it ever occur to you that pro american level isn't that...pro? :P Anyway lets not dwell on this topic too much. Ever seen Reria? Japanese guy played a crazy rushdown Nu, had it going good until Lambda (without god-tier-2C) came along. All that awesomeness is now kinda worthless, by watching his handful of vids online I came to the conclusion that while playing rushdown hes losing more than ever. I played once with unlimited Lambda (Nu) against my friends Bang, old 2C alone could probably take her to high A tier.
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IB'ing as much as you can is never a bad thing, you get meter and the option to escape after some moves; but when you want to retaliate you need to know exactly when to do so, else you'll just get out-poked, or simply blocked if your'e too obvious. Final point? I'd say Lambda is without a doubt a zoning oriented character. While zoning she has the maximum amount of strengths and minimum amount of weaknesses. I indeed play a very safe Lambda; experience taught me, especially against the top tiers, that a mistake can easily cost me the round (whiffed sword against a closing Bang? GG man). On the other hand, when there's an opening I will also close in and inflict every last point of damage I can possibly achieve. Playing safe also keeps me calm and calculated, I can easily recognize mistakes and opportunities. While watching some of your vids I saw (as I see with many rushdown Lambda's) that your fast paced style made you less concentrated resulting in a lot of dropped combos and missed opportunities. Even if you like that style and want to keep playing it, I'd advise you to slow things down a little, and play on your opponent weaknesses while relying a little less on you rushdown melee play. I mean, you were all rush-that-shit-down on Tager, that's a slippery slope.
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No one ever sits and blocks 236D, at the very least no one I know of. Also, why would anyone just IB > something out of the blue? There are very specific moves that you can punish after an IB, namely moves that can't be canceled or punishes between unsafe strings (Bang can Daifunka between Lambda's 2C > 6C for example). About where I live, try farther, like middle east farther.
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720 is 5 frames, like a lot of 5A's in the game, so anything it can punish they can as well. Not including jump frames, Crescent Saber has 17 frames of startup (12 for feint), that's A LOT of room for punishment. Also take in mind that 5B is -1, 6B is -6 and 2C is -9. Unless you jump back or jump and block than they're not so safe, even worse if they get IB'ed, so TK's are a risk. And no one is used to a melee lambda because she wasn't meant to be played like that, and even when she does it's far easier to counter than a true melee character. In high level play it's only natural for you opponents to know your general gameplan and blockstrings, one of the traits of a good player is knowing when and how to to use which one while at the same time keeping the opponent within a mindset of uncertainty. Being predictable is always bad. The point I was trying to make is that no matter how many times I (or any decent player) faces a melee Lambda, he would stand against her mixups and melee pressure with ease, because they are lacking compared to the rest of the cast, and weren't meant to be relied upon so heavily, you are playing an obvious zoning character after all. FYI, I'm very, very fond of IB's Pretentiousness aside, I consider myself to be a good Lambda, I know how to play both melee and zoning, and yet personal experience against players of equal level has taught me that it's just not the way she was meant to be played. There's absolutely nothing wrong with trying to spice things up with a melee rushdown... once in a blue moon. Although you have much better alternatives. Oh and "It's just zone until you get a 236D"... I hope it was a typo, that move is useless
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Sorry for being a douche but if american pros can't handle Lambda's crappy melee/mixup game (and I'm sure, or at least I hope, most of them can) than there's a lot of room for improvement. I wasn't trying to bash you, and I saw no indication of you doing that on purpose, so I jumped to a conclusion. And it does matter if a player is good or not. Of course Lambda can perform all those blockstrings and mixups you demonstrated, it's part of the game, the question is whether she should do it in the first place, to which I personally answer with a big no. But if you opponent knows that there are a lot of openings in her strings then he would exploit them to his advantage, unlike an unexperienced player that just resorts to blocking due to his lack of knowledge. These are safe strings, and when your'e applying pressure they are just fine until the point you decide to TK feint. No matter the situation a TK feint is never safe, it's a good tool nonetheless, but it's a tool to be used sparingly. And what punish does Tager have that cant be done by others? (talking about IB 720?)
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I wholeheartedly disagree with you. Surprisingly enough (not really) two of my best friend also play Hakumen and Hazama, and they absolutely force you to use your swords. What have they done to make you think you shouldn't? both outclass Lambda's normals by miles. Hakumen has a hard time with good zoning, he blocks and waits for inevitable holes in your strings, once he's in you should just IB everything and backdash or 2/5A to reset the situation. Hazama will just try to out-zone you, especially with his j.6D's, it's pretty much mindgames. Best solution is IB'ing his chains and 5A if he pulls himself in, it will greatly reduce the chain spam. Keep in mind he will rape you from up close with his 2/5A and 5B, not to mention easily counter any air approach from Lambda with 5A, 2C or 214D~B.
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Sorry to disappoint you both but melee Lambda is a horrible idea; both Ragnas and the Lambda you played against were just bad. Any decent player (especially Ragna) could EASILY out-poke anything you throw at him. Hell even Lambda can out-poke her mixups in a mirror. Her normals weren't meant for more than a 3-4 hit blockstring into 2C or 5/6B for a jump cancel to safety. Throwing a feint or two once in a while is a good idea but revolving your entire game around it is crazy dangerous. This barely applies to random online players, and even then I would recommend taking it with a grain of salt. If you're in the mood for advice, try doing the complete opposite. Play a swords only Lambda, don't let the opponent even get near you. Once you master that you'll make the opponent get into the exact mentality you were talking about, he will obviously try approaching you but he's going to be very reluctant to do so, giving you the best opening to go for some melee strings.
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Can someone here actually do corner 6A > 2147D > 5C x 8 > 6C > 236C > 6A etc. without using the turbo button on C? I can obviously do all 8 hits, but they need to be done so extremely fast that either I lack Asian hands or it's just impossible under normal conditions. The combo itself is very much doable, but not with 5C x 8, 3-4 maybe before the opponent is too high and 236C sends them flying backwards.