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[CPEX] Λ -11- Gameplay Discussion Thread

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Use this thread to discuss anything related to Lambda gameplay. Please follow the site rules and keep discussion on topic!

Gameplay Discussion Only Please!:

Remember to keep the discussion strictly gameplay related.

Feel free to discuss Match Videos, Combos, Mixups, Strategies, etc.

This first post will be updated with new information so tell me if something needs to be added

Λ -No.11- (Lambda-11) Basic Guide

SOURCE

Lambda can fight from both long and close range, using D attacks to limit the opponent’s movements from long range and using her forward charging Act Parcer Zwei in combos. She has placement projectiles, and can close distance by creating them in safe situations. Her Drive ability Sword Summoner Kai summons projectiles with the D Button. Combining direction inputs with the D button changes the attack direction. If a D attack hits, a second hit of Sword Summoner is automatically summoned, making hit confirms simple. In addition, each D attack can only be used once in a single Revolver Action. Stand D → 6D → Stand D is an impossible attack, but if you use a jump cancel for example to break the Revolver Action, you can use the same D attack in a single combo.

Principal Moves

Lambda’s foundation is long range fighting. Using all of her D attacks, to keep the opponent from simply cornering her. Use her projectiles based on the opponent’s movements and score damage.

Sword Summoner Kai

Stand D is a forward attack and is the main poke. 6D attacks at a slight diagonally upward angle and prevents jumps. Crouch D is an anti-air attack with a sharp vertical aim. 4D is an overhead attack from behind and over the opponent’s head. For Sword Summoner Kai’s jump versions, Jump D attacks diagonally upward, Jump 6D attacks long range and diagonally downward and Jump 2D attacks sharply downward. If you use her air D attacks after a backdash and before landing, her attacks will have little recovery, convenient for creating space.

6A

An anti-air attack with invincible around the head area. The untechable time is long, making it useful in combos.

6B

An overhead attack that floats the opponent. Used together with her Crouch B low attack, this is her primary weapon for penetrating the opponent’s guard at close range. On hit, follow with Crouch D.

Act Parcer Zwei: Blade

Used as a mid-screen ground combo ender and for continuing combos in the corner. It’s also valuable for beating the opponent’s abare after they block a D attack.

Sickle Storm

A projectile the constrains the opponent for a long time on block. If you make them block the attack you can dash and then break their guard. Use the move after a D attacks is blocked, stopping the opponent’s feet.

Combos

Lambda Fundamental Combos Video

Crouch A → Crouch B → 3C → Act Parcer Zwei: Blade

A combo starting from an A attack. It creates distance and downs the opponent, allowing Lambda to return to long range.

6B → Crouch D → Jump Cancel → 2D → D → Double Jump → 2D → D → Calamity Sword

A combo starting from an overhead. After the Crouch D, based on the opponent’s height you can include 6D in the air D attacks, raising the damage.

Crouch B → 3C → Act Parcer Zwei: Blade → Crouch B → 6A → 6C → Act Parcer: Cavalier → Exiga Nail → Crouch D → Jump Cancel 2D → 6D → D → Crescent Saber

A corner combo starting from a low attack. In the corner you can follow your attack after 3C → Act Parcer Zwei: Blade. You switch out the “Crouch B → 3C” with the overhead starter “6B → delay Crouch B” as well.

Exiga Nail (Counter-hit) → Act Parcer Zwei: Cavalier → Stand C → 6C → Exiga Nail → Dash 6A → Stand C → Crouch D → Act Parcer Zwei: Blade.

A combo starting from an Exiga Nail counter-hit near the corner. If Exiga Nail lands as a counter-hit on a grounded opponent, you can combo into Act Parcer Zwei: Cavalier for a high return. If at mid-screen, you can follow the Cavalier with Dash 6A.

Random notes (until we get more info)

j2D launches on ground hit

236C wallbounces midscreen

5C > 2D gatlings

6C > 5D gatlings

4D > 5D gatlings

j2D > j6D gatlings

Looks like CH carries throughout her 3C so you no longer need to stop at 3 hits to combo into 214D: https://www.youtube.com/watch?feature=player_detailpage&v=DrsWN7pMjDM#t=2503

Air hit 6C combos into 236D: https://www.youtube.com/watch?feature=player_detailpage&v=DrsWN7pMjDM#t=2563

236C maybe safer on block? Haku might have just 3C'd too late: https://www.youtube.com/watch?feature=player_detailpage&v=DrsWN7pMjDM#t=5943

236236 doesn't launch on hit: https://www.youtube.com/watch?v=2GVx6XCSFHI#t=238

https://twitter.com/nao_isLoved/status/520766930819371008

From Yoshiki twitter:

What OD does for Lambda's moves:

Drives - Increases hitstop

Sickle - 2 come out

Spike - Goes until the edge

Crescent - Bounds

Exiga - Can move after recovery ends

Legacy - Doubles the amount of swords

Calamity - Searches for the opponent

Edit:

https://twitter.com/nao_isLoved/status/520767710557270018

What Yoshiki means with Exiga OD version is that you can air dash after the sword flies out.

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So Exiga Nail > 236C > 5C > 6C > 236D might be a thing for a mid screen throw bait. It's easy to imagine how she could optimize that combo.

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The guide they posted made it a point to mention that you could follow up 236C midscreen with dash 6A so midscreen 236C > 5C is probably not possible. But you could still just do 6A > 5C > 6C > 236D or just 6A > 6C > 236D for the same result.

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I haven't played BB since CSE but after watching those videos and reviewing the new gatlings and things that work in the first post, I must say that I'm really excited for this character. It's like all of the things that I wanted to be able to combo with in CSE actually work now in CP 2.0. 6C launch into 236D, the CH 3C (all hits)-> Spikes, it's all so awesome. Plus Cavalier wallbounces midscreen again so it looks like her midscreen combo game is going to be really awesome. By the way, does her 3C still gatling into gravity seed? I don't recall seeing it in the videos but if it does work then her corner carry is going to be really nasty what with the other gatlings mentioned above.

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https://twitter.com/nao_isLoved/status/520766930819371008

 

From Yoshiki twitter:

 

What OD does for Lambda's moves:

Drives - Increases hitstop

Sickle - 2 come out

Spike - Goes until the edge

Crescent - Bounds

Exiga - Can move after recovery ends

Legacy - Doubles the amount of swords

Calamity - Searches for the opponent

 

Edit:

 

https://twitter.com/nao_isLoved/status/520767710557270018

 

What Yoshiki means with Exiga OD version is that you can air dash after the sword flies out.

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https://www.youtube.com/watch?v=a5CjELKGKl0&list=UUyV9c57z3v5Ot5d4PklDxeA This is a combo video for Lambda that was uploaded by Jourdal. I wonder if the fact that they don't use Lambda's wheel in corner combos anymore means that it's not optical? It looks like it's harder to land or at least the placement is different or whatever. Her damage and corner carry overall looks really nice though. I'm digging the Stuff->6C->236A->236C combos lol so flashy.

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It looks like wheel's spacing is different, since we're seeing it used in midscreen combos out of throw.  Tracks maybe?  Maybe when people mess around more we'll see it?  Also the question is what would set it up - since it takes a while to deal the hits, and the combo timer is pretty unforgiving.

 

On the other hand, 6C 236A~236C is absurd corner carry.  Throw >236A > 5A 6A 6C > 236A~236C looks hilarious and it's nice to have easy side switch midscreen off throw.

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236c all the time, whenever i feel like, doesnt matter.

 

My glory has become reality. Neat.

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https://twitter.com/nao_isLoved/status/520766930819371008

 

From Yoshiki twitter:

 

What OD does for Lambda's moves:

Drives - Increases hitstop

Sickle - 2 come out

Spike - Goes until the edge

Crescent - Bounds

Exiga - Can move after recovery ends

Legacy - Doubles the amount of swords

Calamity - Searches for the opponent

 

Edit:

 

https://twitter.com/nao_isLoved/status/520767710557270018

 

What Yoshiki means with Exiga OD version is that you can air dash after the sword flies out.

So they weren't kidding when they said it would be different from Nu's...

 

I can so imagine U. Lambda  :rolleyes:

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I am still trying to understand Lambda:

 

I assume her play style is to frustrate/open the opponent up from mid to long range and then mixup the opponent while  locked down, in close range.

 

Am I hot or cold?

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I am still trying to understand Lambda:

 

I assume her play style is to frustrate/open the opponent up from mid to long range and then mixup the opponent while  locked down, in close range.

 

Am I hot or cold?

Warm at best

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Is this the thread where I say how much I love her new combo routes, especially for throw? Never in all my days did I think I'd see throw>236D>236C>stuff as an actual combo.

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At this point she might just be considered a worse Nu. Lambda was supposed to be lockdown, but Nu does that as well and better. Lambda has oki and mix-up and her crescent saber can cross-up. So I guess a mix of zoning and mix-up/oki.

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At this point she might just be considered a worse Nu. Lambda was supposed to be lockdown, but Nu does that as well and better. Lambda has oki and mix-up and her crescent saber can cross-up. So I guess a mix of zoning and mix-up/oki.

 

And how fast is she in terms of movement?

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Same speed as Nu and Mu. Lambda is one of the faster characters in the game.

Interesting. People always operate her as if she were slower.

 

Why don´t people paly her?

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Interesting. People always operate her as if she were slower.

 

Why don´t people paly her?

One of the key strengths to being good with Nu or Lambda is utlitizing her superior mobility. It's easier said than done however.

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I'm not seeing a lot of gravity use in the matches I've seen. Is that just a feature of these players' playstyles, or is it looking like gravity is less useful overall? She's looking a lot more agressive than 1.1 Nu in my opinion, so maybe players are saving it for gravity or don't find it as useful because they aren't necessarily keeping the enemy out with it?

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