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toanenadiz

[CPEX] Λ -11- Gameplay Discussion Thread

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Well, her tools are more suited towards a defensive playstyle, but it all depends on you. You can use swords to prevent people from getting in on you and keeping them at bay, or use swords to cover your approach and pressure. We don't have much in terms of solid pressure or mixup, which is why zoning is the usual go to choice.

When you do 236A, Lambda should be out of the corner, and when 236C connects the opponent should have their back to the corner.

Ok, thanks. Just wanted make sure. I like rushing down sometimes, but having some control over the screen is very useful, ven if means i have to zone more so than rushdown if necessary.

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Hello, I like to start playing Lambda because looks pretty fun. What should be my initial strategy when playing her? Do I zone,play defensively and punish or do rushdown, and use swords to keep my opponent in place? Sorry for asking such silly question, I just don't know how exactly I should play her.

Lambda acts as a rushdown/zoning hybrid, so you have both abilities. However, playing Lambda requires to have a high understanding of neutral and MU in order to put these abilites to good use.

One thing you should know, however:

 

Whiffing a sword = Recovery for days.

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haven't done much but heres a better corner route:
 

X>236B>662B>6A>6C>236C>214D>5B>6A>2147D>2B

 

if they don't tech, off of the 2B bluebeat just do 2B>6A>TK214D again

 

after like 3 times if they still don't tech the 2B will start a new combo.

 

the 2B catches other tech options and gives you time to 2A meaty neutral tech or block DPs.

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6B OD Sideswap route:

(With back to corner)

6B > 2D > 5D > ODC > 66 > 6D > CT > 214D > 6A > 5C > 6C > 236D > 236C > tk j.214D (3517, -4)

Reminiscent to one of 1.1 Nu's old 6B routes. The combo may have to be adjusted considering how far away from the corner you are.

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Hi, im a new member, im trying to implement the empty jump-late airdash mixup into lambda's corner oki in this video...sorry for the bad quality... but there are some flaws(in the video description) so i would like to know the solution to these flaws

 

video 1: https://www.youtube....h?v=QXGRf_qCOGM

video 2: https://www.youtube....h?v=tD6SczPyxBU

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So I think I've found a solution to the no teching option after 236D. If they opt not to tech, use 2147D while 236D is hitting them.

- After you do that, you can either 236D again (this 236D will come out just in time to beat delay techs or no techs), or 2B to catch a quick wakeup.

- The only disadvantage to this is that you have to rock-paper-scissors what your opponent will do after the 2147D, 236D will catch the delay/no tech, but you'll be punished if they quick wakeup. 2B will beat all three options, but you'll lose the oki mixup.

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So I think I've found a solution to the no teching option after 236D. If they opt not to tech, use 2147D while 236D is hitting them.

- After you do that, you can either 236D again (this 236D will come out just in time to beat delay techs or no techs), or 2B to catch a quick wakeup.

- The only disadvantage to this is that you have to rock-paper-scissors what your opponent will do after the 2147D, 236D will catch the delay/no tech, but you'll be punished if they quick wakeup. 2B will beat all three options, but you'll lose the oki mixup.

 

 

236D after a crescent is just asking to be fatalled. There is zero risk to that.

 

IMO the best oki is just 2147D ender>2B

 

the 2B catches everything unless they neutral tech and if the combo was longer, the 2B won't bluebeat on nontech.

Then you can just block or backdash if they neutral tech.

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Well, I think 236D could be a good option once you've conditioned them to neutral tech with 2B. 2B is the safest and most reliable option, but personally I'd risk it after a while if that meant they might block 236D so I can get a mixup in.

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Nu is better than Lambda for the following reasons:

- Nu is able to gatling her drive attacks for up to four times, making her zoning stronger. (ex. 5DD > 4DD > 5DD > 4DD etc.)

- Overall better/consistent damage output compared to Lambda

- Nu has mixup with j.214D, being able to delay or cancel the attack.

Overall, a very strong zoning game and better mix-up makes Nu the superior character (zoner).

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Nu is better than Lambda for the following reasons:

- Nu is able to gatling her drive attacks for up to four times, making her zoning stronger. (ex. 5DD > 4DD > 5DD > 4DD etc.)

- Overall better/consistent damage output compared to Lambda

- Nu has mixup with j.214D, being able to delay or cancel the attack.

Overall, a very strong zoning game and better mix-up makes Nu the superior character (zoner).

That's good to know...I'll just stick to Lamba cause I like her a little bit more :D

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Thinking of trying her for a bit, little test drive. Who are the best players to watch for this character?

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Yoshiki would be a player you should look out for, although I must say, there aren't really any Lambda players that we get consistent footage of, so it's hard to recommend a "best player" to watch for the character when we barely get any footage of the character being played at a decent level. Watch any Lambda you can and see if you can pick something up.

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Filled out most of everything in the Lambda wiki, only things missing are pictures of each move (which I can't get, would appreciate if someone filled those in) and frame data we don't have yet.  

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Am I missing something or did Lambda's crescent saber cross up at one point? I swear I read about that at one point, only to discover it actually doesn't. I thought having poor range and no ability to cancel it was a trade off for having it cross up?

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Filled out most of everything in the Lambda wiki, only things missing are pictures of each move (which I can't get, would appreciate if someone filled those in) and frame data we don't have yet.  

I actually asked CaliburWarrior for help in this regard. Will reply again once I get an answer.

Am I missing something or did Lambda's crescent saber cross up at one point? I swear I read about that at one point, only to discover it actually doesn't. I thought having poor range and no ability to cancel it was a trade off for having it cross up?

It does cross-up, because it covers her almost 3/4 of a circle. It was too high of a price, though.

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I actually asked CaliburWarrior for help in this regard. Will reply again once I get an answer.

It does cross-up, because it covers her almost 3/4 of a circle. It was too high of a price, though.

Okay, I went into training, recorded Ragna facing left and holding right (back) to block, stood in front of him and did a TK Crescent Saber and Ragna blocked it. I don't understand, if it crossed up wouldn't Ragna need to be holding left not right when it hit? 

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Okay, I went into training, recorded Ragna facing left and holding right (back) to block, stood in front of him and did a TK Crescent Saber and Ragna blocked it. I don't understand, if it crossed up wouldn't Ragna need to be holding left not right when it hit? 

Standing block?

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Wait so does it only hit them when the are crouching? Even though it crosses up?

No, not that. It's an overhead, though.

TK'd j.214D will be blocked by a standing opponent.

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Airdash for the cross up, the hitbox extends behind you since it fans out to cover like 3/4 of a circle.

It's a cute little trick, I'll admit, but really not useful since crescent saber can't confirm into diddly squat. That being said, it's great for disrespecting scrubs.

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Okay. I added actual revolver table on wiki. Also i have framedate version 2.0 for her. Maybe add later. Also who is best from jp players on her? Yoshiki?

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Thank you, appreciate it. Yoshiki, Meister, and Hiro were prominent Lambda players in CPEX and currently in CF.

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