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toanenadiz

[CSE] Lambda Video Thread

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Made a simple combo exhibition vid again: http://www.youtube.com/watch?v=ZLD5NMXMv4M&hd=1

Nothing optimized yet. I just filmed myself playing around in pmode and then cut it together.

Contains simple as well as harder combos. New as well as old stuff with transcription, damage and heat values in the youtube description.

Heh, I like your style, you did pretty much everything I wanted to test myself.

I saw corner 236B > 5B worked on Valk (didn't in CS2), care to do a thorough test on those? I guess they tinkered with the hitbox of some characters.

BTW, try the following mid-screen on a crouching opponent-

j.B > Land > 4B > 2DD > Falling j.2C > Land > 2DD > Falling j.2C > Land > j.C > Falling j.2C > Land > 2DD > j.2C > dj.DD > j.2DD > j.214D

Tell me if it works, and if it does how much damage and meter do you get from it. Thanks :eng101:

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Made a simple combo exhibition vid again: http://www.youtube.com/watch?v=ZLD5NMXMv4M&hd=1

Good job, Emjay. Even though you haven't tried to optimise anything yet, this stuff looks promising.

I can't wait for us all to hit the lab with her and get her best stuff down~

BTW, try the following mid-screen on a crouching opponent-

j.B > Land > 4B > 2DD > Falling j.2C > Land > 2DD > Falling j.2C > Land > j.C > Falling j.2C > Land > 2DD > j.2C > dj.DD > j.2DD > j.214D

I have a feeling that this won't work. Maybe off of a FC Gravity Seed, but even then I'm not sure.

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I have a feeling that this won't work. Maybe off of a FC Gravity Seed, but even then I'm not sure.

Works like a charm in CS2, and since the only thing that changed is j.2C P2 (89 -> 88) I think there shouldn't a problem.

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Works like a charm in CS2, and since the only thing that changed is j.2C P2 (89 -> 88) I think there shouldn't a problem.

The P2 on j.C has also changed from 86 -> 85 too and I can't see any data on j.B either so we don't know whether that's changed or not. Then again, the differences are quite minor so maybe it could still work..

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Heh, I like your style, you did pretty much everything I wanted to test myself.

I saw corner 236B > 5B worked on Valk (didn't in CS2), care to do a thorough test on those? I guess they tinkered with the hitbox of some characters.

BTW, try the following mid-screen on a crouching opponent-

j.B > Land > 4B > 2DD > Falling j.2C > Land > 2DD > Falling j.2C > Land > j.C > Falling j.2C > Land > 2DD > j.2C > dj.DD > j.2DD > j.214D

Tell me if it works, and if it does how much damage and meter do you get from it. Thanks :eng101:

Hehe, thanks. If you check the vid description or the full transcription in the dropbox link youll find the char specific stuff for corner 236B, 5B and 6B. :P

http://dl.dropbox.com/u/19144188/BBCSE_LambdaComboExhibition.txt

Anyway made a pic for you of the spreadsheet I made for better readability:

Lambda_CharSpecific.png

I can probably try the combo tomorrow.

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Emjay I love you. Just to clarify, when you say that dash 5B works on everyone, I'm going to assume dash 5A works on everyone as well. Is there any main reason to go for dash 5B instead of dash 5A other than how 5A hard prorates?

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Emjay I love you. Just to clarify, when you say that dash 5B works on everyone, I'm going to assume dash 5A works on everyone as well. Is there any main reason to go for dash 5B instead of dash 5A other than how 5A hard prorates?

5A has longer reach.

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Emjay I love you. Just to clarify, when you say that dash 5B works on everyone, I'm going to assume dash 5A works on everyone as well. Is there any main reason to go for dash 5B instead of dash 5A other than how 5A hard prorates?

Yea, dash 5A works on everyone too. And just like you already said 5B prorates better, thats my main reason to go for it. Like tuka said, 5A has longer reach and faster startup. So if the opp isn't totally inside the corner, you better go for dash 5A to make sure you connect.

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BTW, try the following mid-screen on a crouching opponent-

j.B > Land > 4B > 2DD > Falling j.2C > Land > 2DD > Falling j.2C > Land > j.C > Falling j.2C > Land > 2DD > j.2C > dj.DD > j.2DD > j.214D

Tell me if it works, and if it does how much damage and meter do you get from it. Thanks :eng101:

Pretty busy atm, so I couldn't get to it till now. It works and does 3847dmg, gains 46 heat with 54 hits.

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Pretty busy atm, so I couldn't get to it till now. It works and does 3847dmg, gains 46 heat with 54 hits.

lol it's actually better in CSE. Thanks again Emjay.

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Part 2 of the Lambda tutorial, dealing with combo parts:

http://www.nicovideo.jp/watch/sm16694138

Also has character-specific notes on Tager, Hazama, Haku, Jin, and Ragna.

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I've moved the posts regarding the critiquing to the appropriate thread.

And yeah, please keep all critique in that thread otherwise it'll be kinda useless having it.

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I think Yoshiki is pissed about GodsGarden, lol.

http://www.nicovideo.jp/watch/sm16832634 (Yoshiki v. Ame (Lambda); Yoshiki v. Hane (Ragna); Yoshiki v. Pet (Tager))

http://www.youtube.com/watch?v=hwOqpfi03G0 (YT mirror of ^, via pktazn)

http://www.nicovideo.jp/watch/sm16833278 (Yoshiki v. Anzu (Makoto); Yoshiki v. Takeyama (Noel); Yoshiki v. Memai (Rachel))

http://www.youtube.com/watch?v=Gx4JxcxrbX0 (YT mirror of ^, via pktazn)

http://www.nicovideo.jp/watch/sm16834179 (Yoshiki v. Asuraman (Bang); Yoshiki v. Shou (Valk); Yoshiki v. Doraheeta (Plat))

http://www.youtube.com/watch?v=eAYOo3EENo4 (YT mirror of ^, via pktazn)

That's right, Yoshiki had 3 OCV's in the one 3on3 tourney.:yaaay:

Edit: Just noticed that his team had Kyaku (Ca), the guy who bumped him out of GodsGarden; plus a Hazama called Sekido.

Edit x2, darn typos.

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That was glorious.

Poor Kyaku and Sekido getting carried, not getting to be recorded. Kyaku is fun to watch sometimes.

Random side note - benefit of jC j2C 7 jDD j2DD crescent over jC j2C 9 jC j2C crescent?

Sent from my DROID RAZR using Tapatalk

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Anytime you're using j.C or j.2C in a combo, it's harder to make it burst-safe. It's possible, but I think it's better to just stick with a brain-dead burst-safe combo

(DDDDDD)

.

j.C > j.2C > dj.DD > dj.2DD > dj.214D works more than j.C > j.2C > dj.C > dj.2C > dj.214D simply because of proration. It might also be possible to make the dj.DD > dj.2DD "effortlessly" burst-safe, depending on distance. The damage benefit, if any, from using j.C and j.2C in an air ender really isn't worth it, IMO

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