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[CSE] Lambda Combo Thread

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Notations

- RC = Rapid Cancel (A+B+C)

- CH = Counter Hit

- FC = Fatal Counter

- Aerial C = j.C > j.2C > jc > j.C > j.2C > j.214D

- Aerial D = j.DD > j.2DD > jc > j.DD > j.2DD > j.214D

Move List

236A/B/C = Act Parser Zwei/:Blade/:Cavalier

214A/B/C = Gravity Seed

236D = Sickle Storm

214D = Spike Chaser

j.214D = Cresent Saber

j./632146D = Calamity Sword

236236D = Legacy Edge

Notes

- 3C can usually be cancelled into either Sickle Storm or Spike Chaser for oki except against certain characters.

- Aerial D combo enders can use Calamity Sword instead of Cresent Saber for extra damage.

- TK Cresent Saber will be noted as 2147D in the combos listed, but can be input as 2148D or 2149D as well. Use whichever input you're most comfortable with.

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Midscreen

A Starter Combos

5A

5A > 2B > 6B > 5C > 3C > 236B - 1,850/17

Air CH 5A > 6A > Aerial D - 1938/19

6A

Air 6A > 2C > Aerial C - 2668/23

Air 6A > 2C > jc > j.DD> jc> j.2DD> j.214D~C> j.2C> 2DD > Aerial D - 2950/33

Air CH 6A > 2147D > RC > 5DD > 236C > 665C > 2C > Aerial D - 3639/(-50)29

Air CH 6A> 66A > 214A > 5C > 6C > 236C > 665C > 2C > Aerial D - 3904/41

CH 6A> 663C> 214A> 5C> 6C> 236C> 662C > 5C > 4B > 2DD> Aerial D - 4381/49

B Starter Combos

2B

2B > 3C > 236B > RC > 5DD > 236C > 665C > 2C > Aerial D - 3333/(-50)34

2B > 3C > 214A > 5C > 6C > 236C > 665C > 2C > Aerial D - 3708/42

2B > 3C > 236 B> RC > 5DD > 236C > dash > 5C > 214A > 2147D > 66B > 2C > Aerial D

Heat=38 DMG=3710

2B > 3C > 236B > RC > 5DD > 236C > 662C > 5C > 4B > Aerial D

Heat= 39 DMG=3711

2B > 3C > 214A > 4B(2) > 2DD > 2147D > 5DD > 236C > dash > 2C > 5C > 4B > 2DD > Aerial D

Heat=53 DMG=3776

2B> 3C> 214A> 5C(xN)> 6C> 236C> dash> 2C> 5C(xN)> 4B> 2DD> Aerial D

Heat=49 DMG=4024

Blue Beat punish Late/Non-Tech~ers

2B>2C>5C(xN)>3C>(Blue Beat) 236D>214D~C>5DD>236C>Dash>4B>2DD>Aerial D>Calamity

Heat=50(-50) DMG=4954

4B

4B(2)>2DD>Aerial D

Heat=21 DMG=2318

CH 4B>5C(xN)>2C>Aerial D

Heat=26 DMG=2697

4B(2)> 2DD> 214A> j.214D> dash> 6A> 6C> 236C> dash> 2C> 5C(xN)> 4B> 2DD> Aerial D

Heat=55 DMG=3739

C Starter Combos

j.C

CH j.C> dash> 3C> 214A> 5C(xN)> 6C> 236C> dash> 2C> 5C(xN)> 4B> 2DD> Aerial D

Heat=58 DMG= 4510

2C

Air 2C>j.C>j.2C>jc>j.DD>j.2DD>j.214D

Heat=17 DMG=1981

3C

3C>214A>4B>2DD>j.214D>5DD>236C>Dash>5C(xN)>2C>Aerial D

Heat=46 DMG=3479

CH 3C> 236D> 214D~C> 5DD> 236C> dash> 2C> 5C(xN)> 4B> 2DD> Aerial D

Heat=50 DMG=3636

3C>214B>Dash>6A>j.214D>5C(xN)>6C>236C>Dash>4B>2DD>j.214D>Dash>6DD>2DD>Aerial D

Heat=55 DMG=3726

3C>Delay 214C>236C>236D>Dash>214D~C>Dash>5C(xN)>4B>j.214D>Dash>6DD>2DD>Aerial D

Heat=54 Dmg=4225

Drive/Special Starter Combos

5D

5DD/4DD>236B

Heat=7 DMG=1362 Hits=3

5DD/4DD>Legacy

Heat=(-50)2 DMG=1525 hits=24

CH 5D>236C>Dash>5C(xN)>214A>2DD>j.214D>Dash>6B>2C>Aerial D

Heat=40 DMG=4017 hits=31

6D

6DD>2DD>jc>j.DD>j.2DD>j.214D~C>j.DD>j.2DD>jc>j.DD>j.2DD>j.214D

Heat=26 DMG=2501 Hits=17

2D

2DD> jc> j.DD> jc> j.2DD> j.214D~C> j.2C> 2DD> Aerial D

Heat= 30 DMG=2738 Hits=25

2DD> jc> j.DD> jc> j.2DD> j.214D~C> j.2C> 214A> 2147D> dash> 6A> 6C> 236C> dash> 5C(xN)> 2C> Aerial D

Heat=51 DMG=3697 Hits=52

2DD > j.DD > jc > j.2DD > j.214D~C > j.2C > 2DD > 2147D > 66D > 2DD > Aerial D - 2,980/38

Spike Chaser

CH 214D>5DD>236C>Dash>5C(xN)>2C>Aerial D

Heat=36 DMG=4005 Hits=28

Sickle Storm

236D>236C>Dash>5C(xN)>2C>Aerial D

Heat=30+ DMG=3474 hits=31

Act Parser Zwei: Cavalier

236C> dash> 5C(xN)> 214A> 2DD> 2147D> dash> 5DD> 2DD> 4B> 2DD> Aerial D

Heat=48 DMG=4486 Hits=30

236C>Dash>5C(xN)>214A>4B>2DD>j.214D>5DD>6DD>2DD>Aerial D

Heat=45 DMG=4526 Hits=29

236C> dash> 4B> 2DD> 214A> 2147D> dash> 6B> 5C(xN)> 2C> Aerial D

Heat=42 DMG=4641 Hits=32

236C>2DD>4DD>4B>Calamity>5DD>6DD>2DD>Aerial D

Heat=(-50) DMG=4548 Hits=22

Throw Combos

Ground Throw

Throw>6DD>2DD>Aerial D

Heat=25 DMG=2247 hits=15

Throw>Dash>2DD>214A>j.214D>Dash>6A>6C>236C

Heat=21 DMG=2478 Hits=16

Throw>Dash>2DD>4B>2DD>j.C>j.2C>Land>2DD>j.214D>Dash>6DD>2DD>Aerial D

Heat=46 DMG=2816 Hits=33

Throw> dash> 2DD> 214A> dash under> 2DD> 6C> 236C> dash> 5C(xN)> 4B> 2DD> Aerial D

Heat=46 DMG=3168 Hits=36

Throw> dash> 2DD> 214A> j.214D> dash> 6A> 6C> 236C> dash> 2C> 5C(xN)> 4B> 2DD> Aerial D

Heat=53 DMG=3446 Hits=43

Air Throw

Air Throw>RC>236C>Dash>5C(xN)>2C>Aerial D

Heat=(-50)26 DMG=4198 Hits=27

Airthrow> RC>236C> dash> 5C(xN)> 214A> 2DD> j.214D> dash> 6B> 2C> Aerial D

Heat=39 DMG=4584 Hits=33

Airthrow> 3C> 214C> 236C> 236D> dash> 214D~C> dash> 5C(xN)> 2C> Aerial D

Heat=44 DMG=5000 Hits=44

Work In Progress

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Corner Combos

A Starter Combos

2/5A

2/5A > 5BB > 3C > 236B > 665A > 6A > 2147D > 6A > j.DD > j.2DD > j.214D – 2,551/33

2/5A > 2B > 3C > 214A > 2147D > 6A > 6C > 236C > 665C > 6C > 236D > 214D~C > 2DD > Aerial D – 3,515/54

6A

6A > 3C > 214A > 2DD > 2147D > 6A > 6C > 236C > 445C > 2C > Aerial D - 3,933/46

B Starter Combos

2B

2B > 3C > 236B > 665A > 6A > 2147D > 6A > 6C > 236C > 44B > Aerial D – 3,608/38

2B> 3C > 214A > 236C > 445C > 6C > 236D > 214D~C > 4B > 2DD > 2147D > 6DD > 2DD > Aerial D – 4,677/62

4B

4B(2)>2DD>j.214D>Dash>6A>6C>236C>Dash Back>6A>Aerial D – 3,392/39

4B(2)> 2DD > j.214D > 5C(x8)> 6C > 236D > 214D~C > 236C > 44B > 2DD > Aerial D – 4,094/57

4B(2) > 632146D > 5C > 6C > 236D > 214D~C > 236C > 445C > 2C > Aerial D – 4,505/45

C Starter Combos

2C

2C > 5C > 3C > 236B > 665B > 6A > 2147D > 6A > 6C > 236C > 44B > 2DD > Aerial D – 4,043/58

2C(CH) > 5C > 4B > 2DD > 2147D > 5C > 6C > 236D > 214D~C > 236C > 44B > 2DD > Aerial D – 4,398/65

3C

3C > 236B > 665B > 6A > 2147D > 6A > 6C > 236C > 445C > 2C > Aerial D – 3,355/51

[CH] 3C(3) > 214D > 6A > 2147D > 6A > 6C > 236C > 5C > 2C > Aerial D – 3,588/47

[CH] 3C(3) > 214D > 5C > 6C > 214D > 5C > 6C > 236C > 4B > 2DD > Aerial D – 3,548/54

5C

5C > 3C > 236B > 665B > 6A > 2147D > 6A > 6C > 236C > 445C > 2C > Aerial D – 4,349/54

5C > 4B(2) > 2DD > 2147D > 5C > 6C > 236D > 214D~C > 236C > 44B > 2DD > Aerial D - 4,875/61

[CH] 5C(1)/6C(1) > 236C > 2C > 5C > 4B > 2DD > 2147D > 5C > 6C > 236D > 214D~C > 2DD > Aerial D – 5,491/61 (5C) 5,322/61 (6C)

Drive/Special Starter Combos

5DD > 236B > 665B > 6A > 2147D > 6A > 6C > 236C > 445C > 2C > Aerial D – 3,817/50

6DD > 2147D > RC > 5C > 6C > 236D > 214D~C > 214D > 5C > 6C > 236C > 5C > 2C > Aerial D - 4,634/61

Spike Chaser

214D > 6A > 2147D > 6A > 6C > 214D > 5C > 6C > 236C > 445C > 2C > Aerial D - 4,623/57

214D~C > 5C > 6C > 236D > 214D > 236C > 44B > 2DD > 2147D > 6DD > 2DD > Aerial D - 5,378/62

Cresent Saber

2147D>RC>5C(xN)>6C>236D>214D~C>236C>Dash Back>4B>2DD>j.214D>6DD>2DD>Aerial D - 4,983/(-50)53

[FC] 2147D > dash > 5A > 6A > 6C > 236C > 445C > 4B > 2DD > 2147D > 6DD > 2DD > Aerial D - 4,101/52

Throw Combos

Ground Throw

Throw > 6A > j.214D > 6A > 6C > 236C > 445C > 2C > Aerial D - 3,269/44

Throw > 5C > 6C > 214D > 5C > 6C > 236C > 44B> 2DD > Aerial D - 3,279/51

Throw > 236C > 5C > 6C > 236D > 214D~C > 2DD > Aerial D - 3,662/47

Air Throw

Air Throw > RC > 2C > 5C > 6C > 214D > 5C > 6C > 236C > 44B > 2DD > Aerial D - 4,567/47

Air Throw > RC > 236C > 5B > 6A > 2147D > 5C > 6C > 214D > 6A > Aerial D - 4,811/33

Air Throw > RC > 236C > 2C > 5C > 4B > 2DD > 2147D > 6DD > 2DD > Aerial D - 4,824/40

Work In Progress

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Just to start filling this with content, it's the same combo but from different ranges. I was messing around in Practice and stumbled across this silliness of this thing. Corner combo, I don't think it will work anywhere in the middle between these spots.

CLOSE Version

FAR Version

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214D~C > 236D works mid-screen too, it's just a matter of the opponent's hitbox. It worked in CS2 as well. It's more CV material than anything, although you could do it with a Guard Crush in some situations...

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A compilation of beginner-friendly combos here:

http://www.youtube.com/watch?v=SppEsbEOCnQ&feature=g-all-u&context=G2963b8dFAAAAAAAABAA

These aren't optimal combos or anything and there's definitely a lot more we can do with her, but it's still worth checking out especially if you're new to Lambda.

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6C repeat prorates doesn't it? Wouldn't it make more sense to do 5CxN->3C->236B->RC? It also lets you do stuff like j.214D~C->3C mixup into the 236B->RC.

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What Ryuu and min said are right, someone.

Try this combo instead since I assume you're trying to find combo paths that use the new 2DD > 6C gatling:

5C[x8] > 3C > 236B > RC > 5C[x8] > 6C > 236D > 214D~C > 236C > 446A > 2DD > 6C > 2DD > Air D Ender.

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I'll try it out tomorrow if no one else does it first, tonight I work and then go play magic afterwards.

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It's nowhere near optimal, but frame data says it should work. Unless they changed 236D's start-up or 6C's untech time, it should just barely work.

lol, 236D should connect, but the follow-up hits are techable

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i just want a somewhat flashy 2DD>6C corner combo is all. I know its not optimal.

My favorite corner RC is after 236B, instead of 5C, do a 4B(2)>2147D>5CxN>6C>236D>ect...

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but frame data says it should work.

A lot of the proration values on Lambda's moves have been changed, so even if it works in CS2 it might not work in Extend.

We'll just have to do a lot of testing to see what does/doesn't work before we get our hands on more complete information.

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It's easy to find out move's proration values with combo's. I used this for reference.

Considering the untech system apparently hasn't changed from CS1 to CS2, I highly doubt it will have changed in Extend. Plus, someone's already posted most of Lambda's normals P1 and P2 values. Specials I mostly assumed to have stayed the same

214D~C > 5C[8] > 6C > 236D > 214D~C > 236C > 6A

(.85)0.8*.9*.98^8*.91*.85*.9*.94*620 = 211.24

@ 0m18s: 6A in that combo does 213. Close enough, which means the Sickle P2 value I assumed was the same.

I used the combo at 3m20s to find out if Cavalier still had 94 P2.

.9*.55*.85*1500 = 631.13

It does 630, so it's P2 is 94.

You can cross-reference a lot of the values with CS2's frame data, the known CSE P1/P2 values, and multiple combo's in that video. That's how I calculated it.

236B's P2 is still 75. 6C still has 75 repeat move proration.

5C[8] > 6C > 236B > RC > 5C[8] > 6C > 2DD > 6C > 236D

90*.98^8*.91*.75*.98^8*.91*.75*.89*.94*.91*.75 = X = 17.33

With 17 P2 value at the point where 236D connects, there is -5 untech time. If 6C's untech is 44, it'd be 39 at that point. If 236D's start-up is still 38, it will connect.

X*.85=14.72

At that point, there is -5 or -6 untech time, depending if it rounds or truncates. If the gap between 236D is still 6 frames, given 236D's untech time is 10, it's untech time will be 5 or 4. Thus the following hits blue-beat. Assuming those values stayed the same.

But you're right, this is still really working off of assuming 6C's untech and 236D's start-up haven't changed. Basically, you can still "see" if things would probably work if you can find a few examples of combo's in videos. It's more just to see if some damaging CS2 combo's would work and how much damage it would do, things like that.

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That's interesting. I wasn't aware 214B/C > 236C connected.

Also, I noticed that you didn't go for 6C > 236C > db 4B > 2DD > Aerial D combo as your ender. Does that ender not work in your combo?

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So I have the game, along with a bunch of recording equipment, if you guys want me to test anything, just post queries and I'll let you know.

My Murakumo execution apparently applies to both characters.

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Also, I noticed that you didn't go for 6C > 236C > db 4B > 2DD > Aerial D combo as your ender. Does that ender not work in your combo?

it works but the timing feel tighter and i failed in execution :vbang:

i kept failing the aerial part :v:

also the 2nd 236C adds only 200 damage and prorate more i think

will try out more of these

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So I have the game, along with a bunch of recording equipment, if you guys want me to test anything, just post queries and I'll let you know.

My Murakumo execution apparently applies to both characters.

I'd like to see if 2C is viable as an anti-air. I guess not since no one uses it in match videos but give it a shot against some good jump-ins.

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It has the same startup and similar head invunerability to µ's 2c, though the overall hitbox isn't nearly as good. It's definitely a capable tool.

There are situations where it's going to be better than 6a, and situations where 6a is going to be better, you just have to use whatever the time calls for.

That's really more of a gameplay question, I was mainly looking to offer help with combo routes and optimization charts,

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What combo do you do after a reversal gold burst when you are in the corner?

Dash (so the opponent is in the corner) > 5C > 6C > 236D > 214D~C > 236C > Dash > 5C > 4B(2) > 2DD > 2147D > 6DD > 2DD > Air Ender

C0R you might want to check the 5C > 4B(2) part since the change to 236C untech time might screw this up a bit. If it doesn't work then Dash > 4B(2) should.

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