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kenja0

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Everything posted by kenja0

  1. No, 236D~C has too much recovery and 236C has too much startup. You're not going to be in a position to punish the dodge move. Lambda's zone tools are the only things he's going to be using it on. There is no desirable normal that he will want to dodge: all of Lambda's Cs last way too long and 4B is used only while he's already locked down. The only two things Lambda will have to worry about is raw 236B/C getting baited- which is risky for him because 236A defeats this and j.214D which can be cancelled. He can get out of our ranged pressure which kind of sucks, but he's in no position to hurt us unless we are already committing to the risk.
  2. Are you doing a lot better against Arakune now? I told you, he's not that hard to deal with. I'd fight the best Arakune in the world over a subpar Carl.
  3. Really? I doubt much has changed in the match up. Nothing so dynamic has happened to either character since Nu got frameraped and Hakumen got the projectile barrier. I'm going to list this as 50-50 for now since Hakumen got a bit better and Lambda got a bit worse.
  4. Unless health is below 2500, it isn't a much threat. Ragna's meter is better spent on RCs to get in. If your defense isn't solid enough, then maybe it's a bit more scary.
  5. Uhoh, he already started doing it. His decision. @.@ Also, I'll have everything fully updated by the end of the week. I'll start with the ones with the most changes in the MU first.
  6. Matchup Ranking: 5.5-4.5 The Enemy's Assessment: [CSEX] Rachel vs Lambda Overview General Strategy Good Tools For The Match Up Things To Look Out For Conclusion Will Update With Feedback
  7. Matchup Ranking: 5-5 The Enemy's Assessment: [CSEX] Mu vs Lambda Overview General Strategy Mu is at a disadvantage. Her normals and drive have considerably more start up than Lambda. Mu's main advantage comes from appropriate set up and range which trumps our own. You do not want to give Mu an opening to set up her steins. You give her that set up, you give her control of the match until you can hit her out of it. Good Tools For The Match Up 5D: The best midscreen punisher of stein placement. 6D: The best aerial punisher of stein placement. Sadly for Mu, when she sets up a drive, her aerial mobility halts as to give us an easy target for us to hit. 4D: A questionably good fullscreen punisher of stein placement. Just make sure you don't throw this out too close... because Mu can dash forward as a bait and pencil you into 5k. 236C: An anti air that covers a lot of screen. Things To Look Out For Pencil... 6C: This attack has specific, but great startup and range. 214D: This isn't necessarily something to look out for. Mu can set this up against you in the corner for free pressure. Don't overlap with a stein, just incase Mu explodes them- they actually do a considerable amount of damage. 236D: If you hit Mu and this attack is coming at you, make sure you go into a jump cancellable move to escape Mu starting a CH combo on you. Conclusion Will Update With Feedback
  8. Matchup Ranking: 10-0 The Enemy's Assessment: [CSEX] Lambda vs Lambda Overview General Strategy Good Tools For The Match Up Things To Look Out For Conclusion Will Update With Feedback
  9. Matchup Ranking: 4-6 The Enemy's Assessment: [CSEX] Hazama vs Lambda Overview Hazama is a versatile fighter. His drive allows him to shoot projectiles that he can then use to pull himself to that position. If anything, Hazama drive is reminiscent of our own. However, the problem with Hazama is: his drive can travel farther, in more directions, with more mobility than Lambda. Even his close range game is great compared to ours. Hazama outclasses Lambda in almost every regard... that is except one: Lambda is better at hitconfirming. General Strategy ............................................................................. Run away and anti-air him when he approaches. Good Tools For The Match Up 5A: Lambda needs all the anti-airs she can get... despite 5A not having upperbody invincibility, it is considerably faster than 6A/2C. With the speed that Hazama propels himself towards you at, he might land and block before for 6A/2C will come out. 6A: 2C: Barrier Block (4AB): Hazama suffers from relatively low ranged normals, having to get close. Barrier blocking and perfect barrier blocking will push Hazama out of range so he will have to readjust. Things To Look Out For 50 Heat 236236B: Hazama's signature move. 50 Heat section should usually come last... but this attack is so important to Hazama, his game literally depends on hitting with this. This super will lead to combos that involve Hazama dealing betweeen 4k~6k damage, generating almost all the Heat back in the process. Hazama deals fairly low damage outside of this super, it's important to keep it out. 6A: An overhead, can lead to his super. (214D~A): A really fast overhead that can only be stopped by perfect blocking the attack prior to this and mashing 5A. (236C): A fast command grab that will open Lambda up to Hazama's next attack. Even though the proration on this attack is big, this can still lead to good damage and massive Heat gain for Hazama. Conclusion Will Update With Feedback
  10. Matchup Ranking: 4-6 The Enemy's Assessment: [CSEX] Carl vs Lambda Overview Two against one. If either get behind you, you're in for some trouble. This is the most defense intense match you will be fighting. General Strategy Focus on Carl when you can. Anytime Ada is doing an action, she can be stopped by hitting Carl or forcing him to block. There are instances where you won't be able to hit him, and these are times you are going to recognize. Good Tools For The Match Up Jump Cancellable moves Things To Look Out For Ada Vivace 236A/B: Volante 421]D[: Brio 623]D[: Conclusion Will Update With Feedback
  11. Matchup Ranking: 5.5-4.5 The Enemy's Assessment: [CSEX] Tsubaki vs Lambda Overview General Strategy Good Tools For The Match Up Things To Look Out For Conclusion Will Update With Feedback
  12. Matchup Ranking: 50-50 The Enemy's Assessment: [CSEX] Hakumen vs Lambda Overview General Strategy Have you ever been in a starring contest? That's what this match is going to be. It will be Lambda and Hakumen moving back and forth from mid-to-full screen away, controlling space amongst one another. Lambda will be throwing out swords every so often as to keep Hakumen on his toes and punish mistakes in approach/defense, meanwhile Hakumen is going to play the reactionary foil to this and use those openings to approach/cut projectiles. To Be Continued Good Tools For The Match Up All D moves: Crescent Saber (j.214D): Things To Look Out For Projectile Barrier: Magatama (Heat): (623A): Conclusion The victor of this match is truly determined by your patience and your reactionary skills. Don't get caught making a mistake, otherwise it may cost you the advantage, which in turn can cost you the entire match. Be patient... Will Update With Feedback
  13. Matchup Ranking: 4-6 The Enemy's Assessment: [CSEX] Bang vs Lambda Overview A bad match up for Lambda, and it only got worse. Bang is a highly mobile, mixup king. He's got every option available to rush Lambda down and the damage output to make her quake in her scissor boots. He's got double jump, double airdash, nails, bumpers, guardpoints with teleports, and the extremely threatening Fu-rin-ka-zan. The only things he doesn't have is a reversal move and a dependable anti-air- both of which belong to supers... void in a match where we avoid rushing him down, anyway. General Strategy Play smart and patiently. Defend the best you can and watch out for mixup game. Respond to his openings with good anti-airs like 5A/6A/2C and 3C as a good pressure stopper. Anytime you have the ability to deal pressure, make sure you have an escape plan via jump cancel or 236A, or a good confirm. If you think you have a chance of winning the match and Bang is on the verge of getting all 4 seals, Burst out of it. You should always feel like you have a chance at winning, but there is urgency with preventing that Fu-rin-ka-zan. The mixup potential it gives him is insane. Good Tools For The Match Up Ummm.... 6A 2C 214A/B/C 236A Things To Look Out For 623C: This command grab is powerful. And with 50 Heat and the corner, can lead to a good 4~5k combo. Its only downfall is its range and its lack of combo ability...If he's doing a pressure string, he has to run up to do it successfully. If he's too far away or Lambda is in blockstun, this attack will whiff for an amazing 60+ frames of recovery. j.623C: The aerial version of his command grab. This one is a bit scarier because he can pop this on you as soon as you aerial tech a combo. Don't fall into his trap... The best way to make sure you're safe is to note if he's used all of his airdashes, then aerial tech away. Nails: Guard Point Moves 5D: A great guardpoint, but also one of the hardest ones to time. 6D: The fastest guardpoint that comes out frame one. Sadly for him, it's also the one with the most startup. If he's guardpointing a non-D move, you can probably mash a fast normal to stop him. 2D: You're retreating and you do a j.2D. He does this and teleports under up to anti-air you. j.D: If you're shooting a 6D/2D, and he catches it with this move, he can teleport and smack you. 50 Heat Fu-rin-ka-zan (632146D + 4 Seals): Go to the next round. Conclusion Will Update With Feedback
  14. Matchup Ranking: 4-6 The Enemy's Assessment: [CSEX] Taokaka vs Lambda Overview General Strategy Good Tools For The Match Up Things To Look Out For Conclusion Will Update With Feedback
  15. Matchup Ranking: 6-4 The Enemy's Assessment: [CSEX] Arakune vs Lambda Overview Some things never change. General Strategy Good Tools For The Match Up 7/8/9: Jumping is a relatively good way to escape most of Arakune's shenanigans. 6D: When Arakune is far away, get a random hitconfirm into a standard air combo. 2D: Dashing 2D is considerably more dependable against Arakune than anything else. j.D/j.2D: When the floor is lava (Arakune's j.D or 214214D), these attacks will help you. 236C: 214D: Not the best tool for this match, but definitely forces Arakune to prolong himself in the air. He's probably already used his jumps and has to fall into this if timed well. Just don't get hit by j.Ds while you're charging this. Things To Look Out For 6A: A close ranged overhead that can lead to curse building combos. 6D: Bell bug. Arakune's head has a hitbox this time around, so he can safely cancel from his slide into this... still not that amazing. j.D: This throws (j.236D): Cloud 50 Heat (214214D): Curse Everything. Conclusion Will Update With Feedback
  16. Matchup Ranking: 5-5? The Enemy's Assessment: [CSEX] Valkenhayn vs Lambda Overview I'm pretty sure Valkenhayn has the advantage in this match. His mobility is really good, which leaves Lambda's D moves extremely punishable on whiff. For this match, you're going to rely heavily on normals to stop him. General Strategy Good Tools For The Match Up 5A 6A 2C Things To Look Out For Wolf cancels [w]236D: Command grab Conclusion Will Update With Feedback
  17. Matchup Ranking: 5-5 The Enemy's Assessment: [CSEX] Jin vs Lambda Overview Considering Jin's decrease in midscreen damage, I'd say this match up has finally tilted in Lambda's favor. General Strategy Good Tools For The Match Up Things To Look Out For 5B: 5B...5B>2B...5B.......5B...2A>5B....5B>6A!......5B......5- Not really broken, but you better respect that mixup and learn to perfect block. Conclusion Will Update With Feedback
  18. The Official Lambda vs Ragna Matchup Thread Matchup Ranking: 5.5-4.5 The Enemy's Assessment: [CSEX] Ragna vs Lambda Overview Ragna is a rushdown machine. Despite his options being as plain as a shoto, he is still an effectively powerful character. His weaknesses involve his approach, but his strong points are his simple and ranged pressure game. Lambda can zone him out fine, but if Ragna gets in it could easily turn into a loss. Ragna is also a very popular character. More likely than not, you'll be playing against Ragna online or in some tournaments. Take notes from this thread. General Strategy Ragna's pressure is too simple. He doesn't have tools that make him magically invincible to anything, or that alter his jump's trajectory in a positive way (Gauntlet Hades isn't good for approaching; it's for risky blockstring pressure). He's got 2 options, on the ground or in the air. Any D move and anti-air normal will suffice to keep him out with proper play. To make it much harder for Ragna to get in, it is also good to throw out lots of Spike Chasers. This move breaks a primer, and attacks really high. This forces Ragna to either double jump or super jump to escape it, which takes away his ground approach and limits his air mobility. On the off chance he can't get over it, he just lost a primer/got hit confirmed into a combo. Even if Ragna hits you with j.C, as long as you finish the startup of Spike Chaser- it will trade in Lambda's favor. If Ragna gets in, just be weary of his pressure. Take note of his revolver action table- 6B (his overhead) is pretty scary since he can combo right from it without Heat. Gauntlet Hades is also a really good overhead he can throw out at any time to catch Lambda off guard, but he requires Heat, correct spacing, or a CH to combo from it. Watch out for Dead Spikes in pressure. The move has start up, breaks a primer, and contains heavy blockstun that leaves him at +3 advantage. This attack can essentially reset pressure for him. Lambda has to be really paying attention to escape from Dead Spikes- these are the best openings for Lambda to get out Ragna's pressure. Rapid Cancel: Ragna is most dangerous when he gets 50 Heat. It makes all of his pressure reset. Any Inferno Divider, Hell's Fang, or whatever the end of his blockstring may be, will lead to a RC to get right back in your face. 50 Heat: The Game Starring: Ragna=the=Bloodedge Ragna generates Heat like a madman. Whether it be in pressure or a combo, his Heat builds really fast. It's unfortunate for us too, because as soon as Ragna gets 50 Heat, you're going to be looking at one hell of a scary pressure game. Assume any and all attacks Ragna throws out will be RC'ed. This calls for you to be more attentive than normal. Good Tools For The Match Up [table=width: 800] j.2D Start:13F Recover:32F When Lambda is retreating in the air, this move will cover a lot of Ragna's options for getting in. There's really no way to go wrong with this move. j.214D Overhead Start:17F Advan:-8F Crescent Saber: Covers everywhere Ragna can be coming from. Does Not work at point blank since there is a hole in front of Lambda. 214D© Start(N):35F Start©:63F Spike Chaser: This is a great move to keep Ragna out. Don't know if he'll come from the air or ground? Throw this out. His Dead Spike can destroy these, but it limits his approach, nonetheless, AND he can get hit out of it with proper spacing/timing. [/table] Things To Look Out For [table=width: 800] 6B Overhead Start:24F His overhead, which doesn't require a RC to combo into high damage with it. 5A, 2A, 2B, 2C can lead into it. 623C/D Invul©:1~18F Start:7F Inferno Divider: This is Ragna's go to move. From any gap in pressure to being used as pressure, with 50 Heat this move can convert some heavy damage. 214D Start:28F Advan:3F Dead Spike: Resets his pressure (j)214B Overhead Start(G):20F Start(A):12F Gauntlet Hades 632146D Invul:1~6F Carnage Scissors: It has projectile invincibility around the beginning. If you got less than 2500 HP left, then maybe you should worry about this move. Otherwise, don't sweat it, RC's are far more important to him. [/table] Conclusion The fight can be considered simple with careful zoning tactics and smart reads. However, as soon as Ragna gets in, be ready for some crazy stuff to happen. Also, be sure to pay attention to when he gets 50 Heat. This match can be stressful, but alas, it isn't a bad match up. Will Update With Feedback
  19. Matchup Ranking: 5.5-4.5 The Enemy's Assessment: [CSEX] Makoto vs Lambda Overview Makoto is a type of rushdown reminiscient of Ragna's. She's fast, direct, and very evasive. Because of her style of fighting, Lambda can find real trouble getting out of her pressure strings. General Strategy Be real attentive of Makoto's blockstrings. There is always a small gap somewhere in there that you have to capitalize on. It's hard to see, and a good Makoto will always change it up. Good Tools For The Match Up Barrier Block: This move can push Makoto away, forcing her to depend on 214A to get back in closer. Watch out though, because Barrier Blocking is a limited resources that adds +1 to blockstun. You don't want to have additional blockstun when you need to react to 214A. Things To Look Out For 214A: Can't backdash against this move, which is what you want to do against Makoto in this matchup. Conclusion Will Update With Feedback
  20. Matchup Ranking: 4.5-5.5 The Enemy's Assessment: [CSEX] Platinum vs Lambda Overview General Strategy Good Tools For The Match Up Things To Look Out For Conclusion Will Update With Feedback
  21. Matchup Ranking: 6-4 The Enemy's Assessment: [CSEX] Tager vs Lambda Overview Tager is a slow, close ranged, heavy hitting grapple character. His lack of speed is made up in the form of his magnetism. With certain moves, he can pull a magnetized character closer, throwing off their spacing and pulling them in for some pretty scary mind games and mix up. Lambda is a great zoning character and Tager has major trouble getting in. This would be considered Lambda's best match-up, but that doesn't mean it's a walk in the park. When Tager gets close while Lambda is magnetized, the tables turn, badly. General Strategy Good Tools For The Match Up Backdash: 3C: 5D: A move that should mostly be used to punish poorly timed and spaced Sledge Hammers. CH 5D will lead to 236C, which in turn is big damage. 6D: The best ground zoning tool Lambda should be using. Not only is Tager big enough to get hit by this, this move is jump cancellable, which puts Lambda is a good position to IAD forward or backward when it starts get risky. 4B: A lot of Tager's approach moves are projectile invincible, but not physically invincible. A properly timed 4B will CH Tager for good damage. 236A: At a close enough proximity, this move will phase through Tager. This move is especially useful in our blockstring to get out of the corner. 236B/C: More great punish moves for when Tager is throwing out bad moves. 236D: A good feint to use when Tager uses Sledge Hammer. Properly spaced will CH Tager for some good 236C combos. 214A/B/C: Gravity Wells can be used to make Tager's approach even slower, which may make zoning a lot easier. Things To Look Out For Backdash: Sledge Hammer (236A/B): Sledge Hammer gives Tager a fighting chance against Lambda's D moves. Sledge and Hammer are projectile invincible. With improper spacing, you can get CH out of your zone. Sledge B can be charged; upon release will move Tager forward really far and leave him at +1. You want to IAD backward if you're spaced correctly or block it if you're not. Tager Buster (360A/B): Always bad. Atomic Collider (623C): Don't get predicted and jump into this when you're escaping. If Tager is pulling you in from full screen because you are magnetized, throw out any aerial move to stuff him. Voltic Charge (214D): This move is upperbody invincible. If you do it close up, Tager can cancel into a Sledge Hammer. Use low attacks. Spark Bolt (41236D): This move beats out all projectiles, except 236236D. 50 Heat Magna Tech Wheel (236236B): Emerald Tager Buster (720C): Conclusion Will Update With Feedback
  22. Matchup Ranking: 5-5? The Enemy's Assessment: [CSEX] Litchi vs Lambda Overview General Strategy Good Tools For The Match Up Things To Look Out For Conclusion Will Update With Feedback
  23. Matchup Ranking: 5.5-4.5 The Enemy's Assessment: [CSEX] Noel vs Lambda Overview Noel is a close ranged mix-up character. Her gameplay is filled with high risk/high reward options. Since the CSEX patch, Noel's rewards have been toned down, but her corner damage game has inherited all of it. This match can get annoying really fast, but it is not at all a bad match up since her converts have become worse. General Strategy As a rushdown character, Noel's main objective will be to invade your space using her high mobility and knockdowns from Optic Barrel to close in as quickly as possible. Naturally, yours will be to make sure that never happens using your drives and Spike Chaser in particular to keep a good distance from her and shut down any chance of her landing a good hit. Unlike in CS2, her drives don't lead into ridiculous damage midscreen anymore, but they can still be a threat since they have decent corner carry where she can really deal some damage. Also, assuming you block one of Noel's drives, remember that she can't do two of the same drives in succession, which means that she can't chain a low into a low (d.6D) or high into a high (d.6B). Use this to your adavantage when blocking her drive strings and be careful of her Assault Through (d.214D) that can cross you up. Good Tools For The Match Up Drives: Force Noel to play your game and keep her at bay. You're at a huge disadvantage if she gets in, so stay back and pick her off as much as you can. Spike Chaser (214D): Forces Noel into the air. She doesn't have too many options to stop this except Optic Barrel. 4B: Any character CH out of their moves will get hit with both hits of 4B. But don't just throw it out randomly, do it in prediction to a 5D. Things To Look Out For Optic Barrel (236A/B/C): These projectiles are near instant and can stuff Lambda throwing out D moves as well as Lambda's Spike Chasers. Assault Through (214D): This is one of the enders to her blockstrings. This move can cross up and zip through reversals. If timed correctly, you can grab Noel out of it. j.4D: When Noel is approaching from the air, this move can dodge AAs if they're timed improperly and hit Lambda with a crossup low move. The move takes a while to come out after landing, so hit her out of it with 2B if you can react fast enough. 2D: This attack will beat out crouching attacks like 2A/B and grabs. Gets beaten out easily by AAs, so opt for a quick 6A if you see it coming. 4D: This attack will beat out everything but crouching attacks and throws. FC and leads into some of her best damage in the corner. Conclusion The Noel match-up is very similar to Ragna in the sense that you shouldn't have great difficulty keeping her out with smart zoning and careful play, but the tables can be turned quite rapidly if she gets a good confirm in and even more so if you're in the corner. Keep your distance, play safe and this match-up should be no problem.
  24. Good idea. I had videos on the OP for Relius, but it sounds much better to put them on the second with someone who's willing to update the videos all the time/when we get them in.
  25. I can make new ones and maintain them. Is there any formatting changes I should apply? Is the info Useful? Etc etc.
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