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toanenadiz

[CSE] Lambda Combo Thread v2

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we don't need it

Yes, well, any combo that uses bursts and requires certain conditions surely isn't needed. But it is equally fun to see the extent of unorthodox combos.

6C is not Lambda's key to max damage. There are better options depending on the situation. 6C as a starter is just very strange.

I figured as much, though I still feel it could do a hefty amount of big game damage. It's a good starter, it just has repeat. 4B bonus only works off fatal counters so it's safe to say Gravity is the best starter.

Also, the best corner 6C combo I could do was this:

6C(CH)>236A>214A>Gold Burst x2>632146D>4B(2)>632146D>5Cx1>6C>236D>66214D~C>214D>5Cx2>6C>236C>445Cx8>2C>Air Swords>j.632146D for about 8.5K

You seem to be missing a 236C near the beginning. So it could be more. Remember, 236C has a fairly high P2.

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You seem to be missing a 236C near the beginning. So it could be more. Remember, 236C has a fairly high P2.

Nah, thats exactly how i wanted it.

Its actually a pretty short combo.

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FC Gravity > 236C > 4B > 2DD > 2147D > 5C[1] > 6C > 236C > 214D~C > 214D > 6A > 2147D > 6A > 2C > j.DD > j.2DD > jc > j.DD > j.2DD > 632146D~ 7040 dmg 63(-50) heat.

Probably Lambda's best practical corner combo. I'm assuming it can be used midscreen-to-corner as well. I'm considering it practical because you can use gravity to punish DPs and if you game it right, you can do 236A > 214A, if your opponent assumes a grab is coming. Depends I suppose.

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Actually, Overheat has found something better already:

214A FC - 236C - delayed 4B (both) - 2149D - 5C (1) - 6C - 236D - 214D-C - 214D - 6C - 214D - 4B (#2) - 2DD - 2147D - 6DD - 2DD - Air Super Ender

7272 with 22 heat (-50)

Getting the spacing for the last 6C - 214D is the hardest part IMO.

Edit: Might as well do the part I said I'd do for the thread right now...

Midscreen:

6A CH Anti air - 236D - dash - 236C - dahsing 6C - 214D - 4B (#2) - 2DD - 2147D - 6DD - 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

4879 with 55 heat

5B Anti air - j.B - dj.B - dj.C - j.214D

1649 with 12 heat

(start of round) 5C (1) CH - 236C - dashing 214C - dashing 6A - 2147D - dashing 6A - 6C - 4B (#2) - 2DD - 2147D - 6DD - 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

4917 with 51 heat (note: There are probably more optimal combos in this situation, but I found this one to be the more pratical and damaging)

(start of round) 3C CH - 236D - dash - 236C - dashing 6C - 214D - 4B (#2) - 2DD - 2147D - 6DD - 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

4045 with 54 heat

5D CH - 236C - dashing 5C (8) - 214A - 4B (#2) - 2DD - 2147D - 5DD - 6DD - 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

4304 with 47 heat

5DD Anti Air - 4DD - 236C - dashing 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

3075 with 29 heat (note: this combo is to use when the opponent is badly spaced for a 5DD - 236C. The 4DD will allow the 236C to land.)

236D-C - 214D - 236C - dashing 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

3573 with 35 heat

Throw - 2DD - 4B(#2) - 2DD - j.DD - j.2DD - dj.DD - dj.2DD - dj.214D

2496 with 28 heat

Air throw - RC - 236C - dashing 5C (8) - 214A - 4B (#2) - 2DD - 2147D - 5DD - 6DD - 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

4775 with 45 heat

Near corner:

Throw - dashing 2DD - 6C - 236C - dashing 5C(1) - 6C - 236D - 214D-C - 236C - dashing 3C

2924 damage with 42 heat

Corner:

6A Anti Air CH - 2147D - 5C (2) - 6C - 236D - 214D-C - 214D - 4B (#2) - 2DD - 2147D - 6DD - 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

4629 with 59 heat

2147D - RC - dashing 5C (8) - 214A - 236C - dashing 5C (1) - 6C - 236D - 214D-C - 214D - 4B (#2) - 2DD - 2147D - 6DD - 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

5398 with 58 heat

2147D FC - RC - dashing 5C (8) - 214A - 236C - dashing 5C (1) - 6C - 236D - 214D-C - 214D - 6C - 214D - 4B (#2) - 2DD - 2147D - 6DD - 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

5405 with 68 heat

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Here is a flashy one you can do midscreen to corner:

214A(FC)>236C>RC>jump>j.5DD(as close to ground as possible)>RC>236B>665B>6A>2147D>6A>2147D>5B>6A>Air Swords>j.214D

It is in no way optimal ,but sOooooo worth the heat to do the beginning of the combo.

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Some of my thoughts and, hopefully new, ideas to this thread.

Remember, the less Drive and 5C hits that you use in your combo's, the more damage potential there is. If it's possible to omit them, then it's usually worth it. My reasoning is that both Drive and 5C don't do enough damage to justify using them to offset their mediocre proration. With that being said, using Drive and 5C certainly can make things easier, but it's just a matter of how comfortable you are in omitting them partially, or completely, whenever possible.

Some examples (a nice balance between moderately challenging and damaging or rewarding, IMO):

(1A.) (opponent is in the corner)

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

- note the lack of Drive being used. You can if you want, but it's not necessary for the combo to work.

(1B.) (Lambda is inside the corner, Throw's opponent to corner)

Throw > 6B > 2C > TK > 5C[2] > 214D > 5C[8] > 6C > 236C > Y

(1C.) (Lambda is close to the corner, but not close enough for #1A or #1B)

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

(1D.) (Lambda is near the corner, but not close enough for #1C)

Throw > Dashing 2DD > 6C > 236C > Dashing 5C[2] > 6C > 236D > 214D~C > 4B[#2 only] > 2DD > air ender

- if going for oki, you can do X > 214D~C > 5C[8] > 6C > 236C > Y, instead of just X > 214D~C > 236C > Y

(2A.) (midscreen)

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

- The 5DD helps a lot with hit-confirming, since TK > RC > 236C is practically impossible to hit-confirm.

- It's safer to do 5D after the RC, just in case the opponent blocks the TK.

- For something like (corner) TK > RC > Dashing 5C, I recommend just doing a few (like 3 or 4), instead of doing all 8.

- You have ample time to see if the TK was a FC in both cases. If it was...

(2B.) (midscreen to corner)

TK FC > RC > 5DD > 236C > 236D > Dashing 214D~C > Dashing 214D > Dashing 5C[1] > 6C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender

(2C.) (midscreen)

TK FC > RC > 5DD > 236C > 236D > Dashing 214D~C > Dashing 214D > Dashing 4B[2] > TK > Dashing 6DD > 2DD > air ender

(2D.) (corner)

TK FC > RC > Dashing 5C[3 or 4] > 214A > 236C > Dashing 5C[1 or 2] > 6C > 236D > 214D~C > 214D > 6C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender

- for X > 214A > 236C > Dashing 5C[1 or 2] > 6C > 236D, I don't recommend a lone 5C[1], since I find it harder than 5C[2] in combo's in terms of height, and the reward isn't much greater. If you can do it consistently, then go for it.

(3A.) (midscreen)

X > 6DD > 2DD > TK > RC > 5DD > 236C

- I don't recommend doing the 5DD in this situation. You've already hit-confirmed that the TK is going to connect, so adding a 5DD doesn't do you any favours for damage. With that being said, this type of combo is usually used for corner carry and oki.

(3B.) (mid-screen to corner)

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

- if 5DD > 236C were used after the RC, the 214D~C > 214D follow-up wouldn't be possible.

(4.) (corner)

X > 236D oki > air dashing j.B > j.C > Dashing 5B/6B > 5C[8] > 4B[2] > TK > 5C[2] > 6C > 236D

- it's also possible to link 4B > TK from a grounded opponent, as seen here.

(5.) (corner) (exception)

214A FC > 236C > 4B[2] > TK > 5C[1] > 6C > 236D > 214D~C > 214D > 6C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender

- with some exceptions (usually in the corner), 2147D or 2148/9D don't really matter for TK's. So just do whatever you feel like doing in these combo situations. In this case, if one does a TK9, or maybe even a TK8, they run the risk of being too close for 6C > 236D to connect. You have enough time during 236D, FC or non-FC, to walk a bit and adjust spacing. This can compensate for being too far away for 6C > 214D.

- although this is an elaborate example, there are other more practical ones, like in #4

- I'm pretty sure that 214D~C > 214D > 6C > 214D can work in non-FC combo's, although harder, of course. You can also do 5C[1] > 6C > 214D.

(6.) (corner combo to oki)

X > 236C > Dashing 3C > 236D oki > TK > Dashing 5B > 2C > TK > 5C[2] > 6C > 214D

- The TK connects, and the 236D oki is still going on, combo'ing the TK and the 236D, allowing for a quick follow-up.

- This improves on the usual 2B > 2C > TK follow-up in many ways.

- 6B is probably possible instead of 5B, against some, if not all, characters.

(7A.) (midscreen)

6DD > 2DD > j.2C > 2DD > j.C > j.2C > 2DD > air ender

- delay your Drive follow-ups, and the j.2C becomes easier to connect by fixing distance and height problems.

(7B.) (blockstring)

X > 5C[staggered] > 4B[#2 only] / 3C

- by staggering or delaying 5C follow-ups, you can fix the distance to allow for a 2 way mix-up of 4B[#2 only] and 3C. It's harder to do than in CS2, but it's still possible and practical, even if it's just a slight stagger.

- Purotosu displays excellent examples of delaying both 5C follow-ups and Drive follow-ups

(8.) (midscreen) (AA)

6A CH > 2B whiff > Dashing 2B > 2C > j.C > j.2C > 2DD > air ender

- easy combo and CH hitconfirm that gives respectable Gravity-less, meterless damage.

(9A.) (near corner) (AA)

5B > 6B > j.B > j.C > j.214D > (Dashing) 5A > 6A > TK > 6A > 6C > 236C > 5C[8] > 6C > 236C > Y

- this idea can also be done with 2DD > j.C > j.2C > j.214D

- this happens sometimes. It's a better way to salvage damage than doing the j.C air ender, or the standard Drive air ender. There are better hit-confirms in these situations most of the time, but sometimes it's difficult to hitconfirm.

(9B.) (near corner) (roll-punish / non-tech punish)

2B > 6B > j.C > j.2C > j.214D > (Dashing) 5A > 6A > TK > 6A > 6C > 236C > Dashing 5C[8] > 6C > 236C > Y

- combo's like #9A and #9B assume that if you're not directly in the positioning to do the combo, the jump cancel is done with a 9. The dashing for 5A is optional as well, but helps if you need to cover a bit more distance.

- combo's that have a bad sequence of starters, like in #1D, #9A, #9B, should have minimal 5C usage, just to err on the side of caution. It's possible that if you use too many 5C's, then the 5C > 6C chain might not connect. (eg. in this case, if you had done X > 6A > 5C[8] > 6C > 236C > Dashing 5C[8] > 6C, the 6C probably would not have connected).

(10.) (near corner)

4B > 2DD > TK > (Dashing) 6DD > 2DD > 6C > 236C > Dashing 5C[8] > 6C > 236C > Y

- there's an oki follow-up after this combo, since the proration is too low.

- Yoshiki does this combo most of the time, since it's so reliable (easy to do).

For all the combo's I listed, you can slightly edit it to your discretion. Ending in oki, or in the standard air ender might require a bit of modification.

As an example, sometimes the X > 2DD > TK > 6DD > 2DD > air ender might be hard to connect. You can just do X > 2DD > air ender instead.

I know I wrote down a lot, but besides being mostly practical and fairly rewarding combo's, I hope you can start implementing some new things that you might not have known before.

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That's gotta be one of the most impractical combos I've ever seen.

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Well, that's actually useful. I meant "impractical" because it didn't really do that much damage, but that new one you posted is something I'd consider doing in a real match.

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Yeah. I only found this one because I wanted a 236A crossunder combo that looks flashy.

Also I should mention that the 214A>236C does NOT need a RC. It just looks cool.

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Lambda can get 5.5K to just under 6K, meterless, from CH 5C[1] punish combo's that are from midscreen to the corner, or that start with the opponent in the corner. For simplicity, we can narrow it down to one combo and work with that.

(midscreen to corner)

CH 5C[1] > 236C > Dashing 6B > 2C > TK > 5C[2] > 6C > 236D > 214D~C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender (5902, 69)

It may be possible to omit the 6B. That should bump up the damage a bit.

The combo is basically the same if it starts in the corner, too. Instead of doing a Dashing 6B, though, you have to back away a bit.

By backing away a bit, you can create the distance needed for 236D to connect. We can infer that we have 4 or more frames to back away, since 5C[1] CH > 236C > 2C connects. 2C has a start-up of 14 frames, and 6B has a start-up of 10 frames. It's a bit hard to do, and it probably won't be able to create the distance necessary for 236D against some characters. In these cases, you can use 5B instead, since it has 8 frames of start-up. It should make the combo easier, and work on more, if not all, characters. It'll do 5.5K, with ~68 Heat gain.

For someonewhodied:

(Lambda is in the corner, puts opponent in the corner)

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

- I'm not sure, but you might not need to do the second RC (as you've alluded to). Even if it looks cool, if you want to do this in a match (as a punish, maybe...), I think you shouldn't waste the Heat. It can help with the DD ender, help with another combo you might want to do, or just help in a later situation.

I'm not sure about this one, and I'll be unable to test it, but it's something you can play around with. I'm guessing the position would be that Lambda is in the corner, but not as close to the corner as before.

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

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(midscreen to corner)

CH 5C[1] > 236C > Dashing 6B > 2C > TK > 5C[2] > 6C > 236D > 214D~C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender (5901, 69)

Curious, depending on the position, can't you omit the 6B > 2C > TK > 5C[2], and go straight to the 6C? A lot of the times I can just do that. I'm thinking it might yield more damage overall, this is just speculation though. Though honestly, the timing is quite a pain to get for the spacing of 6C > 236D, so 5C beforehand for ease. Unless you're talking about beginning of the round mid-screen, then your method would be better.

An aside, how would 5C[1] > 236C > 214A > 6C fare with corner carry? I'm not sure if the person will tech before 6C pushes them out of gravity and into the wall, or how high the person will be for a 236C connect. Actually, it's probably a bad idea to do that.

Well, an easier, safer route that yields about 4k would be CH 5C[1] > 236C > 2C > 5C > 4B > etc. Good amount of corner carry as well. I haven't really found Lambda's best mid-screen combo atm. Best I can manage is j.B, nets about 6.5k. FC gravity would obviously be more, but I like j.B more.

@swd, that combo is fairly impractical and has no use. Even with the 5k you did, 236B while you're in the corner is asking to be punished, and also you'd have to automatically assume you'll get the hit to actually pull the combo off. It's like catching a 5D CH or 5C CH when it's not against a DP or Rachel's stupid cat chair.

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At the beginning of the round, you can't do this combo. IMO, a CH 5C[1] > 236C combo, with a full corner combo, is too hard to do in a match. Nedel already posted an easier version of this.

I've already tried doing CH 5C[1] > 236C combo's from mid-screen to corner, which is the best positioning, IMO. The difference isn't that big. Yes, you can learn two different combo's that are very similar in terms of damage and Heat Gain. It's all personal preference, IMO.

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@swd, that combo is fairly impractical and has no use. Even with the 5k you did, 236B while you're in the corner is asking to be punished, and also you'd have to automatically assume you'll get the hit to actually pull the combo off. It's like catching a 5D CH or 5C CH when it's not against a DP or Rachel's stupid cat chair.

You do know I like impractical flashy combos =D

Imagine pulling that off on a streamed tourney match and finishing the match with it =D

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It seems I was able to extend a combo I posted before, here it is:

midscreen CH AA 6A - 236D - dash - 236C - dashing 6C - 214D - 4B (#2) - 2DD - 2147D - 5C (8) - 6C - 6DD - 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

4953 with 63 heat

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It seems I was able to extend a combo I posted before, here it is:

midscreen CH AA 6A - 236D - dash - 236C - dashing 6C - 214D - 4B (#2) - 2DD - 2147D - 5C (8) - 6C - 6DD - 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

4953 with 63 heat

You should also add that that combo is a midscreen to corner combo, to avoid confusion.

And if you are going for an anti air combo, try this:

6A(CH Airhit)>663C>214A/B/C>236C>236{6}D>66214D~C>{Optional 214D if you are close enough}>{66}4B(2)>2DD>{2147D>6DD>2DD}(If close enough to corner)>Air Swords>Air Ender.

Anything in {}Brackets is optional

Should give about the same damage with less required work. I can't test it now.

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Well, the work would be the timing in the 3C and 214A so that 236C connects. Interesting combo though, I think I'll try it out for a CV or something.

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Lets think of other flashy links we can do =D

Would 3C>214A>Crossunder 6A>TK>6A>6C work with lambda in the corner?

How about 236D(Airhit)>236A Crossthrough>Ect?

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Yeah, that should work. You could do something like (Lambda is in the corner) 3C > 214A > (cross-under) Dashing 6A > TK > 5C > 6C > 236D > etc.

For 236D cross-throughs, you could do (Lambda is in the corner) CH 3C[3] > 236D > (cross-through) Dashing 236A > Dashing 6C > 236C > 5C[1] > 6C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender.

midscreen CH AA 6A - 236D - dash - 236C - dashing 6C - 214D - 4B (#2) - 2DD - 2147D - 5C (8) - 6C - 6DD - 2DD - hj.DD - hj.2DD - dj.DD - dj.2DD - j.214D

4953 with 63 heat

6A(CH Airhit)>663C>214A/B/C>236C>236{6}D>66214D~C>{Optional 214D if you are close enough}>{66}4B(2)>2DD>{2147D>6DD>2DD}(If close enough to corner)>Air Swords>Air Ender.

Anything in {}Brackets is optional

Should give about the same damage with less required work. I can't test it now.

I think both are good, and are just a matter of personal preference. The only hard part about Nedel's combo is hit-confirming the height and the CH. I think one could use Nedel's combo against a very obvious jump-in. Someonewhodied's combo is good as well, with (IMO) the only difficult parts being the 214A > 236C link and the Dashing 236D, if it's necessary.

You could improve it to AA CH 6A > Dashing 3C > 214A > 236C > (Dashing) 236D > Dashing 214D~C > 214D > (5C[1]) > 6C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender

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Hey all, been a while. I've come here in need of an opener for a mid-screen combo (two technically, one of which can potentially be a corner combo if I ever experiment with it that much). The last time I asked for help I got some excellent advice for my Unlimited Nu, now I need some regular Lambda help.

The combos, for reference:

∂: 236236D, 236D+C, run, 3C, 214A, 6A, j214D, 5DD, 6DD, 2DD, Aerial D combo, finisher (j214D or j632146D).

ß: 236236D, 236D+C, 236C, run, 5C(#), 6C, 5DD, 6DD, 2DD, Aerial D combo, finisher (j214D or j632146D).

I really need a spacer that can combo into it.

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There are more examples, but I think these are the more practical, sensible ones.

(1.) 5D CH > 236236D

(2.) 5DD > 236236D

(3.) (anti-air) 2DD > 6C > 236236D (eg. Throw > Dashing 2DD > 6C > 236236D)

(4.) CH 2C > 6C > 236236D

The combo's can be improved. Let me know if you want better combo's, although they'll be a bit harder.

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