Jump to content

Archived

This topic is now archived and is closed to further replies.

toanenadiz

[CSE] Lambda Combo Thread v2

Recommended Posts

Aww. How about a

X>236D(First hit only)>dashing 2B>other stuff?

It would have to be 6D, 2D, or 2C counter, but I have no idea how to make the combo afterwards awesome.

Share this post


Link to post
Share on other sites

blech. I can't seem to do it on tsubaki (who is my test dummy for now). I got it to hit only once after a 6A AA CH but thats all that works on tsubaki.

Share this post


Link to post
Share on other sites

I feel like there is some exploitable gimmick we haven't found yet. I've been experimenting on 236B Whiff Crossunder Okis.

Works after a corner 236C, or midscreen 4B (CH), 214D(or with ~C), Gravity Seed. Dunno what else but it makes for an interesting Oki game. Depending on timing, you may crossunder, you may not.

Share this post


Link to post
Share on other sites

Tempest Dahlia has also mentioned the 236B whiff cross-under after a corner 236C before. I actually saw Hellknight do it a long long time ago, as well.

I would recommend against doing 236B to cross-under after a 236C. It may work once or twice, but there are more solid options like just a simple Dashing 3C. I also don't think it's that ambiguous, especially compared to something like a Dashing 2B, for example.

I don't recommend doing it midscreen. IMO, combo's and positioning are more important than starting a set-up from those moves. If it's from a 4B, I suppose it's alright situationally (when proration is low, or when you can't combo from the 4B).

- - - - -

Here are some midscreen combo's taking advantage of 236D's long duration during oki.

X > 3C > ~236D > (Dashing) Y > (236D[2]) > etc.

- all the combo's and situations assume that you're midscreen, except for a couple of the last combo's.

(1.) 3C > ~236D > Dashing 4B[#2 only] > (236D[2]) > Dashing 2B > 2C > air ender

(2437, ~30)

- not really new, but it's an easy and solid option to use. Safe as well.

3C > ~236D > Dashing 4B[#2 only] > Dashing 4B[#2 only]

- an example of a mixup you could do. You could also replace the second 4B with a 5A or 5B, etc. (to catch mashing).

3C > ~236D > 236B > 4B[#2 only]

- you have time to hitconfirm, and adjust positioning.

When using 214D, there isn't a very large gap between 2B > 214D, and especially 3C > 214D. It's fairly safe. Depending on the range that you use it, you could also potentially be at frame advantage still, even if the opponent blocks 2B/3C > 214D.

(2.) 3C > ~236D > Dashing 2B > (236D[2]) > 214D > 6DD > 2DD > j.2C > 2DD > air ender

(2815, ~40)

(3.) 3C > ~236D > Dashing 2B > (236D[2]) > 214D > 6DD > 2DD > 4B[#2 only] > 2DD > air ender

(2867, ~39)

(4.) 3C > ~236D > Dashing 3C > (236D[2]) > 214D > Dashing 2DD > 4B[#2 only] > 2DD > air ender

(2492, ~36)

- an example of a simple combo using 3C instead.

- as seen here, you don't have to worry about your distance to the opponent as much when using 3C instead of 2B.

- you have to cancel 3C a little bit early.

(5.) 3C > ~236D > Dashing 2B > (236D[2]) > 5C[8 delayed] > 4B[#2 only] > 2DD > j.2C > 2DD > 6C > 236A

(2433, ~28)

- easy hitconfirm. If you can stagger 5C, then you get an option of 3C/4B. If the opponent is blocking, you could cancel into 2C and IAD away, etc.

- remember that 2DD > 6C > 236A is good for corner carry.

(6.) 3C > ~236D > Dashing 2B > (236D[2]) > 214D > 5DD > 236C > Dashing 4B[#2 only] > 2DD > TK > Dashing 6DD > 2DD > air ender

(3610, ~52)

(7.) 3C > ~236D > Dashing 2B > (236D[2]) > 236C > Dashing 5C[8] > 4B[#2 only] > 2DD > j.2C > 2DD > 4B[#2 only] > 2DD > air ender

(3464, ~52)

(8.) (midscreen to corner) 3C > ~236D > Dashing 2B > (236D[2]) > 236C > IAD j.2C > 2C > TK > 5C[2] > 6C > 214D > 5C[8] > 4B[#2 only] > 2DD > air ender

(4187, ~61)

- 2C, in combo's off decent starters, is better than 6A in every way.

(9.) 3C > ~236D > 236B > (236D[2]) > Dashing 5B > 2C > j.C > j.2C > 2DD > air ender

(3431, ~40)

- safe and easy hitconfirm into a simple combo.

(10.) (midscreen to corner) 3C > ~236D > TK > (236D[2]) > (Dashing) 5DD > 236C > Dashing 6C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender

(4363, ~60)

- this combo will only work on a few characters (I'm guessing Rachel, Arakune, Tager[lol], Hakumen[lol]).

3C is a lot more safe and practical (mostly due to its range), but it leads to less damage. Plus, some of these combo's wouldn't have been possible with a 3C starter.

214D is a safe option, especially with 3C. 236C isn't that unsafe either, but I think 214D is just the better option in this case.

Share this post


Link to post
Share on other sites

ah the Parser B cross under, like Overheat said use it responsibly it is just a gimmick after all

though It's better to do a 2B cross under since it catches anyone that's rolling as well

I find myself using the Parser B cross under when my opponent gets used to Sickle oki, I feel like I'm going to drop the combo, see that the combo isn't worth it and feel like going for a guessing game, if they have already seen the 2B cross under or if I'm just testing a new opponent

don't bother doing it midscreen, but I do remember that Parser B whiff will cross under after a grounded CH 2C and it's completely useless unless you wanna look cool :B

also Overheat when have you seen me play Extend? I don't believe we have fought since CT/CS1 unless there was a stream I was in that I don't remember about lol

Share this post


Link to post
Share on other sites

Just some comparisons on the bases of some moves. Move (Damage, Heat, Proration)

5B (410, 1.69, 86%)

6B (640, 2.64, 89%)

6A (620, 2.56, 89%)

2C (809, 3.68, 89%)

5B > 6A (943, 4.25, 76.54%)

6B > 2C (1360, 6.32, 79.21%)

Share this post


Link to post
Share on other sites

question. i haven't seen anything about this in the combo thread but is it better to end you combos with j.DD > crescent instead of j.2DD > crescent? i was watching some vids on youtube and this guy ended his combo: 6DD j.DD crescent. the thing about it is, when he hit the ground from the crescent, he didn't immediately tech, in fact he had enough time to do 236D for what seems to be decent oki. so what i'm asking is, is there a reason why i shouldn't do this for combos that end in 6DD 2DD air ender?

Share this post


Link to post
Share on other sites

I should be finishing my research paper, but watching that trailer of Nu just made me have to play this game and do something.

Mid-screen:

CH5D>236C>IAD>j.2C>2DD>214A>TK>6A>6C>2DD>6DD>2DD>j.DD>j.2DD>dj.DD>j.2DD>j.632146D [5374 DMG] [50 Heat]

CH5D>236C>j.2DD>214D©>j.2C>2DD>4B>TK>6DD>2DD>j.DD>j.2DD>dj.DD>j.2DD>j.632146D [~4828+ DMG depends on hits from j.2C] [50 Heat]

Corner:

CH236B>5CxN>6C>236D>214DC>2DD>TK>6A>6C>236C>66>4B>2DD>Air Combo>Calamity Sword [6045 DMG] [50 Heat]

Share this post


Link to post
Share on other sites

I could improve the combo's without making it much more difficult if you'd like.

- - - - -

I'll post my CV here as well. It's got a few interesting CSE ideas. More info is in the description.

涙【CS/CS2/CSE Lambda-11 CV】

Some CSE combo examples:

(midscreen) Throw > Dashing 2DD > 4B[#2 only] > 2DD > TK > Dashing 5DD > 236C > 6DD > 2DD > air ender

(3101, 49)

(corner to corner) 5DD > 236B > RC > Dashing 5DD > 236C > Dashing 236D > Dashing 214D~C > Dashing 214D > 2DD > 4B[#2 only] > 2DD > air ender

(4671, 49) start 43

(start of round) Dashing 3C[3] CH > 236D > Dashing 214D~C > Dashing 214D > Dashing 5C[8] > 6C > 236C > Dashing 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender

(4232, 63) or (5216, 9)

(midscreen) 3C > 214A > 6C > 236C > Dashing 214D~C > Dashing 214D > 2DD > 4B[#2 only] > 2DD > TK > Dashing 6DD > 2DD > air ender

(4641, 64) or (5627, 10)

(midscreen) Guard Crush > backdash/positioning > 214D > 236C > Dashing 236D > Dashing 214D~C > Dashing 214D > etc.

(6098, ~62) or (7064, ~7)

Share this post


Link to post
Share on other sites

2C(CH)>5A>6B>j.C>j.2C>2DD>TK>66DD>2DD>Air Swords>Air Ender

It actually does more damage than

2C(CH)>5A>6A>j.DD>dj.2DD>j.214D~C>j.2C>2DD>Air Swords>Air Ender.

Share this post


Link to post
Share on other sites

Tager Specific Combo:

3C(Non CH)(Tager Wakeup and gets countered)>214D(2 hits)>214D>214A>Gold Burst x2>236C>44B(2)>632146D>5Cx8>6C>236D>214D~C>236C>446A>5Cx8>2C>Air Swords>j.632146D for about 8K

3C>Wakeup 214D(CH)(2 Hits)>214D>214A>Gold Burst x2>632146D>4B(2)>632146D>5Cx8>6C>236D>214D~C>236C>5Cx8>2C>Air Swords>j.632146D (Low health required for extra heat) 8.3K

I wonder what other shenanigans we can come up with with this 214D 2 hits on wakeup thing against tager.

Share this post


Link to post
Share on other sites

What is our best dmg legacy edge starter combo? (I'd even be happy with a sickle storm starter too) universal please

i didnt really find anything in the combo thread

Share this post


Link to post
Share on other sites

See the following:

Could someone give me a relatively optimised combo of a raw legacy edge? Mid screen and corner variant would great, thanks in advance

Sorry, I don't know how I didn't see this earlier.

(midscreen) 236236D > 236D~C > 214D > 236C > 5C[8] > 4B[#2 only] > 2DD > air ender

You may have to adjust your positioning a little depending on the character. You can also run or airdash before doing 236D or 236D~C for greater corner carry.

Unless it's a midscreen to corner combo, there's not much you can get off of something like Legacy Edge unless you increase the difficulty by a very high amount.

(midscreen to corner) 236236D > Dashing 236C > Dashing 5C > 6C > 236D > 214D~C > 214D > 5C > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender

5C in this combo is pretty much optional.

(corner) 236236D > 214D~C > 214D > Dashing 5C > 214A > 236C > Dashing 5C > 6C > 236D > 214D~C > 214D > 5C > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender

Try to get as few hits of 5C as possible. You can probably omit the first and last 5C if you try it out a little bit. The 2DD > TK > 6DD can just be replaced with 2DD > air ender if you're not comfortable with that link at that proration.

If you'd like more difficult combo's, then let me know.

Overheat or Nedel will probably be along soon enough to give you optimal combos from raw 236D. No one can match them with respect to combo knowledge

Share this post


Link to post
Share on other sites

I don't think 236D is a very reliable starter. It's pretty tricky to come up with combo's for 236D without knowing what distance you are from the opponent. It'd also be nice to know if the opponent was standing (or crouching) or if they roll-teched into it, for example.

(midscreen) 236D > 214D > 5DD > 236C > Dashing 5C[8] > 4B[#2 only] > 2DD > air ender

- you'll probably have to delay the 5DD for 236C to connect.

(midscreen) 236D > 236C > Dashing 5C[8] > 4B[#2 only] > 2DD > j.2C > 2DD > (4B[#2 only] > 2DD) > air ender

(midscreen) 236D > 214D > (Dashing) 2DD > 4B[#2 only] > 2DD > j.2C > 2DD > 214A > TK > Dashing 6A > 6C > 236C > Dashing 5C[8] > 4B[#2 only] > 2DD > air ender

- can replace 5C[8] > 4B[#2 only] with 5C[8] > 2C > air ender as well.

(midscreen to corner) 236D > Run > 236C > Dashing 6C > 214D > 4B[#2 only] > (2DD) > TK > 5C[8] > 6C > (6DD) > 2DD > air ender

- can replace the 5C[8] with 6DD > 2DD > air ender.

(corner) 236D > 214D > 2DD > 6C > 236C > Dashing 4B[#2 only] > (2DD) > TK > 6DD > 2DD > air ender

(corner) 236D > 214D~C > 214D > 5C[8] > 6C > 236C > Dashing 4B[#2 only] > (2DD) > TK > 6DD > 2DD > air ender

If you want more examples, let me know.

Midscreen Only

Gravity (whiff, opponent in gravity)>4DD/3C>236B>665B>6A>4B(2)>2DD>632146D>5DD>6DD>2DD>Air Swords>Air Ender

You can usually omit the 2DD in X > 4B[#2 only] > 2DD > 632146D. Considering the starter here, though, it doesn't really matter as much.

Share this post


Link to post
Share on other sites

You can usually omit the 2DD in X > 4B[#2 only] > 2DD > 632146D. Considering the starter here, though, it doesn't really matter as much.

They are too far for you to hit them with an empty distortion. My first attempts were without it.

Share this post


Link to post
Share on other sites

×