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[CSE] Lambda Frequently Asked Questions

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Why this thread?

I noticed a lot of people asking similar questions in the [CSE] Lambda Simple Questions And Answers Thread so I am compiling the frequently asked ones here in one place for people to see and condensed so people don't have to read across pages to find the answers. Don't hesitate to suggestion about questions you think should be in here in the Simple Questions and Answers Thread.


How do I do the air drive ender? I keep dropping it. (Credit to Hakimiru)

"You might actually be mashing too fast. It takes a little getting used to at first, but you want to delay your j2DD so that they land on the top of the sword. This timing changes as you get closer/farther away from the opponent, as well as with your general vertical positioning."


How do I TK crescent saber?

TKing crescent saber is essentially doing the move as fast as you can after you jump. The best ways to do this are to input either 2147D, 2148D or 2149D. After you input 7/8/9, you want to slightly delay pressing D so your character actually starts the jump animation. If you press D too soon, you will get 214D. If you do it too late, you will get j.D.
If you are trying to do TK crescent saber from a jump cancelable move (such as 2C or 2D), you can press 7/8/9 and then do 214D and it will be TK'd as seed. You still have to delay the D though. The first way is better than this method though.


Is there a gravity-less follow-up to 4B > 2DD outside of the air D ender? (Credit to KaizerBlack)

You can do 4B > 2DD > j.214D > 66 > 6DD > 2DD > jc.DD > j.2DD > djc.DD > dj.2DD > dj.214D
You can also do 4B > 2DD > j.214D > 66 > 5DD > 236C > stuff on Carl, Rachel, Bang, Platinum, Relius and Tager.


What is so great about 4B?

Lambda's 4B has 2 hits. The first hit is mid and the second hit is overhead. The first attack comes out in 9 frames and the second one comes out at 17 frames. Since each attack in BB has a certain amount of hitstop, if the opponent blocks the first hit of Lambda's 4B, it becomes incredibly easy to block the second hit. However, if you make the first hit of 4B whiff and only connect with the 2nd hit, 4B becomes an insanely quick overhead that it almost an instant overhead and hard to block. Learning how to space it takes some time (dash 4B[2nd hit only] is easier to do than doing it from standing since your momentum carries you forwards) but it is incredibly useful.
Also, if you have 50 heat, you can intentionally let the first hit connect and then RC it into a low (such as 2B). The opponent will have to guess in these situations if you will RC into a low or continue with the overhead.


What are Lambda's anti-air options and when should I use them? (Credit to Overheat for the first section)

"6A is good as a midrange AA. Maybe a couple character lengths away. Basically the same with 2C, but 2C is slower, and not really seen much. It's more useful as a frametrap, IMO. 6D is really good for fullscreen, or near fullscreen zoning. At that range, it's completely safe, and can frustrate a lot of opponents. You can also use it at midscreen, but that's a bit more risky. 2D has very good range - good for poking out a Rachel from her air summons, for example - plus it's really fast. You can use 2D from midscreen and fullscreen."

5A is typically when the opponent is above and in front of you and haven't committed to a move yet or committed to a move that has a large amount of start-up. Dash 5A is good in this situation due to its speed and hitbox (it also has a good number of active frames on it). Air throw can be used when an opponent is jump cancelling their pressure or when you have them scared of your AAs and they jump in while barrier blocking. 2A and 3C are used for pretty much the same thing and it is just lowering your hitbox to make the opponent whiff their jump-in and your move would punish them. 214D can be a ghetto AA. Not really an AA in the traditional sense but after you end a combo with 236B, if you opponent techs and air dashes towards you, 214D would trade with pretty much any attack they throw out. There are other situations similar to that as well where you can get 214D to trade in your favor.


How do I combo after 236B meterlessly in the corner? (Credit to emjay)

On every character you can do dash 5B after 236B to pick up the combo. You can also check this chart to see character specific ways to continue combo'ing in the corner after 236B.


How can gravity seed be used?

1) Control the pace of the match. Since gravity seed slows your opponent down alot, when correctly used, it pretty much stops most characters from approaching. Rachel can't use her wind to approach, Tsubaki can't shield rush, ect when they are stuck in a field. This can also be used effectively in match-ups like Tager and Hakumen where they have to slowly approach and repeatedly using gravity seed can frustrate them and limit the amount of time they can actually be moving forward.

2) Make shit safe. At certain ranges, if you make someone block a sword, you might not have any follow-up that is good. 236B is safe but puts you next to the opponent. 236D and 214D have a large amount of start-up and you would be screwed using them if your opponent is fast and can stuff the start-up. Doing nothing may give them enough time to get next to you. Gravity seed is a pretty safe solution in that situation because it has a fast start-up and slows down them down if they wanted to approach you. You can also use this to make 3C safe. 3C > 236B isn't a safe blockstring against people with a reversal and 3C itself is punishable. However, 3C > 214A has no gaps in between the moves and since gravity seed is -2 on normal block and -5 on IB, very few characters can punish this. And if you are confident your opponent will punish your 3C, you can slightly delay gravity seed for a frame trap. This will fail if they decided to reversal but I can only think of one reversal which will punish 3C and there is another way to deal with it.

3) Guard breaking. Gravity seed breaks a primer. Some people will forget about this and won't always be looking out for this move. Just add this into a close range blockstring when they have one primer and you see them not barrier blocking. As said before, gravity seed is -2 on normal block and -5 on IB(therefore -4 on IB barrier block), so no characters can punish this(there are things they can do to prevent this if they see it coming though).

4) Baiting throws. Gravity seed has throw invul for the first 15 frames. This lets you use it to bait or punish throws. Use it if you notice your opponent has a certain set-up into a throw and you want to punish it hard(extremely useful against Plat's command grab). Alternatively, if you have a certain throw set-up and your opponent catches on to this, you can use gravity seed in that set-up instead of throw and punish them if they were mindlessly doing yomi throw techs. This is pretty ballsy but it does feel good getting a FC gravity seed.

Obviously combos and zoning are the most important and you should focus using gravity for those most of the time.

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