BBCF/Lambda-11/Combos

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 Λ-No.11-


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo List

Damage and Heat Gain values assume all C hits make contact.

5A/2A Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
5A > 5B > 5C > 3C > 236B.6B Anywhere 2004 14 Everyone [1] Very Easy Day 1 combo Example
5A > 5B > 5C > 3C > 236B.6B > 5B > 6A > 6C > 236D > 6C (Near) Corner 2843 23 Everyone [2] Easy 5A Extension near corner. Example
5A > 3C > 214A > 66C > 214D > 66A > 6C > 236D > 6C > 214D Corner 3133 22 Everyone [3] Medium Gravity in the corner. Sets up Spike Chaser. Example
5A > 3C > 214A > 66C > 214D > 66A > 6C > 236D > Forward Walk > 5C > 2D > 5D > 236B Corner 3486 24 Everyone [3] Medium Gravity into Tri ender Example
5A > 3C > 214C > Dash > 5C > 6C > Delay > 236C > Dash > 6C > 236D > Dash > 5C > 2D > 5D > 236B Midscreen 3619 23 Everyone [3] Medium Close range 5A, like if you poke out of pressure after an IB Example
Air hit 5A > 6A > 5C > 6C > 236B(w).6C > Dash > 6C > 236D > Forward Walk > 5C > 2D > 5D > 236B Midscreen 3123 22 Everyone [3] Medium Anti-Air 5A. Need to be roundstart position-ish for the wallstick. Example

6A Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
6A > (Delay) > 5C > 6B > 2D > IAD > j.B > j.C > 6A > (Delay) > 5C > 6C > 236D > 236C > 6C > 236D > 6C > 214D Midscreen 3741 26 Everyone [3] Medium Easy anti air BnB. The delays are for if the opponent is too high in the air to get them lower. Example
6A > 5C > 6B > 2D > IAD > j.B > j.C > 66A > 5C > 6C > 236D > 236C > 6C Cornered 3613 25 Everyone [4] Hard Corner sideswap. You need to buffer 66A while landing to avoid getting 5A. Example
6A > 5C > 6D > tk.214D > 663C > 214C > 665C > 6C > Delay > 236C > 214D > 66C > 236D > 6C Midscreen 4099 29 Everyone [4] Hard Max damage route. Omit 214D if too far from the corner. Example
6A > 5C > 6D > tk.214D > 663C > 214C > 665C > 6C > Delay > 236C > 66C(1) > 236D > 236C > 66C > 214D Cornered 3909 27 Everyone [4] Hard Corner-to-corner w/ tk. crescent. Doesn't work if back is exactly at the corner. Example
CH 6A > 214D > 663C > 214C > 665C > 6C > Delay > 236C > 66C > 236D > 66C > 214D Midscreen 4082 29 Everyone [3] Medium Counter Hit confirm. Example

5B/2B Starter

(5C) means the combo needs running momentum to include it. On some characters, including (5C) will always make the combo drop.

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
5B > 5C > 6C > 5D > 236B.6B Anywhere 2659 19 Everyone [1] Very Easy Basic BnB. Decent corner carry. Example
5B > 5C > 6C > 5D > 236B.6B > 5B > 6A > 5C > 6C > 236D > 6C > 214D (Near) Corner 3625 25 Everyone [2] Easy 5B extension near corner. Example
5B > 5C > 5D > IAD > j.B > j.C > 5B > 2B > 3C > 236B.6B Any 3071 22 Everyone [3] Medium Max range pokes off 5B/2B. Example
5B > 5C > 5D > IAD > j.B > j.C > 663C > 214B > 5C > 6C > 236C > (Delay) > 214D > 6C > 236D > 6C > 214D Midscreen 4261 39 Everyone [3] Medium Max range with gravity. Doesn't work on crouch. Example
5B > (5C) > 3C > 214C > 665C > 6C > Delay > 236C >214D > 66C > 236D > 6C > 214D Midscreen 4439 32 Everyone [3] Medium Midscreen BnB with gravity. Sets up 214D oki. Example
5B > (5C) > 3C > 214C > 665C > 6C > Delay > 236C >214D > 66C > 236D > Forward Walk > 5C > 2D > (Delay) > 5D > 236B Midscreen 4736 33 Everyone [3] Medium Midscreen Gravity into Tri ender. Example
5B > (5C) > 3C > 214C > 665C > 6C > Delay > 236C > Dash > 6C > 236D > 236C > 66C > 214D Cornered 4223 29 Everyone [3] Medium Corner-to-corner with C Gravity. Example
5B > 5C > 214A > 5C > 6C > 214D > 66A > 6C > 236D > 6C > 214D Corner 4116 29 Everyone [3] Medium Corner with Gravity into 214D setup. You can do 5B 3C instead of 5C for more consistency. Example
5B > 5C > 214A > 5C > 6C > 214D > 66A > 6C > 236D > Forward Walk > 5C > 2D > (Delay) > 5D > 236B Corner 4466 31 Everyone [3] Medium Corner gravity into Tri ender Example
5B > 5C > 214A > 5C > 6C > 214D > 66A > 6C > 236B(w).22D > 665C > 5D > 236B.6C > Delay > 3C > 236B Corner 4722 33 Everyone except NO, AR, VA, RE, IZ, AM, BU, AZ, KG, CE, HI, NA, IN, SU, MA, JU [3] Medium Corner Tri ender with more damage. Character specific. Example
5B > 3C > 236B > 22D > Delay > 665D > IAD > j.B > j.C > 5C > 6C > 236D > 5C > (2D) > 5D > 236B Corner 3944 28 Everyone [3] Medium If you have no gravity. You can do the same ender as above but same characters apply. Example
2B > 5C > 6C > 214D > 665C > 6C > 236B(w)~22D > 66A > 5C > 2D > 5D > 236B.6C > Delay > 3C(1) > 236B Corner 4018 32 Everyone except VA, AZ, TA [4] Hard Nice punish if the opponent tries to roll out of the corner after Tri ender. Example
5B > 5C > 6B > 2D > IAD > j.B > j.C > 6A > 5C > 6C > 236D > 236C > 6C > 2D > 5D > 236B Midscreen 4163 29 Everyone [3] Medium Crouch confirm, useful for when Gravity Seed is on cooldown or are too far away for it to connect. Example

6B Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
6B > Delay > 2D > IAD > j.B > j.C > 5C > 6C > 236D > 236C > 6C > 236D > 6C > 214D Midscreen 3264 22 Everyone [3] Medium Midscreen BnB. If you're too close to the corner, do Tri/Gravity Ender. 6A is easier after IAD but less damage. Example
6B > 2D > 236B.6C > 5B > 6A > 6C > 236D > 6C > 214D Corner 2996 21 Everyone [2] Easy Basic corner combo, 236B.6B is easier on VA and AZ. Example
6B > 662D > Delay > 214C > 665C > 6C > Delay > 236C > 214D > Dash > 6C > 236D > 6C > 214D Midscreen 3658 28 Everyone except CA, MA, CE [3] Medium Gravity into Spike Chaser. Needs to be a close 6B.
6B > Delay > 2D > IAD > j.B > j.C > 66A > 6C > 236D > 236C > 66C > 2D > 5D > 236B Cornered 3090 22 Everyone [3] Medium Sideswap route. Need to buffer 66A as you're landing.
CH 6B > Dash > Delay > 5C > 214C > 665C > 6C > 236C > 214D > 66C > 236D > 6C > 214D Midscreen 4010 28 Everyone [3] Medium Slight delay on the 5C or they'll be too high after gravity.
6B > 662D > Delay > 214C > 665C > 6C > 236D > 214D > 2D > 5D > 236B.6C > Delay > 3C > 236B Corner 3726 26 Everyone except BA, CA, MA, IN, ES [3] Medium Maximum damage with gravity, 6B must be a bit spaced.
6B > 662D > Delay > 214C > 665C > 6C > 236B~22D > 66A > Slight delay > 5C > (2D) > 5D > 236B.6C > Delay > 3C > 236B Corner 3708 26 Everyone except TS, IN [4] Hard Use this when you can't use the route above, some characters may need 2D after the second 5C to combo.
6B > 662D > Delay > 214C > 5C > 6C > 214D > (6D) > 2D > 5D > 236B.6C > Delay > 3C > 236B Corner 3713 26 Everyone [3] Medium Universal route, mainly here because is the only one that works on Izanami. Some characters may require 6B to be max range, omitting 6D makes it more stable on certain characters, for both cases is recommended that you use one of the routes above.

5C Starter

All combos in the 5B/2B table also work with 5C as the starter.

2C Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
2C > 2D > Delay > 5D > IAD > j.B > j.C > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D Midscreen 3239 23 Everyone [3] Medium Anti-Air route.
CH 2C > 5C > 6B > Delay > 2D > IAD > j.B > j.C > 5C > 6C > 236D > 236C > 5C > 2D > 5D > 236B Midscreen 3848 27 Everyone [3] Medium Easy CH confirm.
CH 2C > 214D > 663C > 214B > 5C > 6C > 236C > 66C > 236D > 5C > 2D > 5D > 236B Midscreen 4366 31 Everyone [3] Medium CH confirm with Gravity.

6C Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
6C > 5D > IAD > j.B > j.C > 663C > 214B > 5C > 6C > 236C > 214D > 66C > 236D > 6C > 214D Midscreen 3951 28 Everyone [3] Medium Gravity confirm. Doesn't work on crouching opponents.
CH 6C > 236C > 4D > 2D > 5D > IAD > j.B > j.C > 5C > 6C > 236D > 6C Midscreen 3792 22 Everyone [3] Medium Simple Fatal confirm. Landing this will likely be an accident.
CH 6C > 214D > 663C > 214A > 5C > 6C > 236C > 5C > 6C > 236D > 5C > 2D > 5D > 236B Corner 4822 34 Everyone [3] Medium Corner Fatal into Tri ender.

3C Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
3C > 236B.6B Midscreen 1399 10 Everyone [1] Very Easy Day 1 confirm into KD.
CH 3C > 214D > 663C > 214B > 5C > 6C > 236C > 66C > 236D > 6C > 214D Midscreen 4065 28 Everyone [3] Medium Optimal CH confirm. The hard KD gives enough time to react.
CH 3C > 214D > 6D > 2D > 5D > IAD > j.B > j.C > 6A > 6C > 236D > 236C > 6C > 5D > 2D Midscreen 3629 25 Everyone [3] Medium Max range against characters Gravity can whiff on.
3C > 236B.22D > Delay > 665D > IAD > j.B > j.C > 5C > 6C > 236D > 6C > 214D Corner 3219 27 Everyone [3] Medium Corner confirm without Gravity.
3C > 236B > RC > 663C > 214B > 5C > 6C > 236C > 214D > 66C > 236D > 6C > 214D Midscreen 3898 -31 Everyone [3] Medium 3C extension with Gravity. It also works as a 5B/2B extension when needed, use 214C instead of 214B if you can't reach the corner.

5D Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
5D > 4D > 236B.6B Anywhere 1719 12 Everyone [1] Very Easy Can do 4D > 5D as well here.
5D > 4D > 236B.6B > 5B > 6A > 5C > 6C > 236D > 6C > 214D Near Corner 2800 19 Everyone [2] Easy Extension if they get near corner.
5D > IAD > j.B > j.C > 663C > 214B > 5C > 6C > 236C > 214D > 66C > 236D > 6C > 214D Midscreen 3412 24 Everyone [3] Medium Mid-range confirm into corner carry.
5D > 236B.6A > 665B > 214C > 665C > 6C > Delay > 236C > 66C > 236D > 66C Midscreen 3184 22 Everyone [4] Hard Far range confirm into corner carry. 236B has to be max range.
CH 5D > 236A > 5C > 3C > 214C > 665C > 6C > Delay > 236C > (Delay) > 214D > 6C > 236D > 6C > 214D Midscreen 3738 26 Everyone [3] Medium Optimal CH confirm. Delay Spike if they're too high after Cavalier.
CH 5D > 236C > 66 > 6A > 6C > 236D > 66 > 6C > 214D Midscreen 2507 17 Everyone [2] Easy Easier CH confirm.

2D Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
2D > 5D > jc > j.D > j.6D > jc > j.D > j.6D > j.214D Anywhere 2208 15 Everyone [2] Easy Easier sword staircase. Can do this off 6D too if you're not confident.
2D > Delay > ( 5D) > IAD > j.B > j.C > 6A > 6C > 236D > 236C > 6C Midscreen 2543 18 Everyone [3] Medium IAD route into Gravity oki. If they're high enough you can add 236D > 6C > 214D after the 6C.

6D Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
6D > 2D > 5D > 236B.6C > 6C > 2D > 236B.6B Anywhere 2393 16 Everyone [2] Easy Go-to if you're unsure of height and spacing to extend it.
6D >2D > 5D > 236B.6C > 66 > 6A > 6C > 236D > 6C > 214D Midscreen 2699 19 Everyone [3] Medium Need to be high enough for 236B.6C to connect.
6D > 236C > 66 > 2D > IAD > j.B > j.C > 6A > 6C > 236D > 66 > 6C > 214D Near fullscreen 2693 19 Everyone [4] Hard Near-fullscreen air hit conversion. They can bounce off to the other side if too high when Cavalier hits them.
6D > 2D > 5D > 7 jump > j.D > j.2D > j.6D > 8 jump > j.D > j.6D > j.214D Anywhere 2441 17 Everyone [3] Medium Sword staircase. Only worth going for if you want a burst safe kill, really.
CH 6D > 236A > 5B > 6A > 6C > 236D > 664D > Delay > 2D > 5D > 236B.6C > 6C(1) > 236D > 6C > 214D Midscreen 2925 25 Everyone [3] Medium Near fullscreen, air counter hit conversion. Also works from CH 4D, may sideswap after 236A based on distance. Use 236C after 236D if you can't wallsplat them high enough or if you're too far away from the corner.

4D Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
4D > 5D > 236B.6B Anywhere 1611 12 Everyone [1] Very Easy Can do 5D > 4D as well here.
4D > 5D > 236B.6B > 5B > 6A > 5C > 6C > 236D > 6C > 214D Near Corner 2580 18 Everyone [2] Easy Extension if they get near corner .
4D > 214D > 5D > IAD j.B > j.C > 5C >6C > 236D > 236C > 6C > 236D > 6C Midscreen 3205 22 Everyone [3] Medium Close-range confirm into corner carry. Can get this by doing 5C4D in blockstrings.
4D > 214D > 663C > 214B > 5C > 6C > 236C > 66C > 236D > 6C > 214D Midscreen 3484 27 Everyone [3] Medium Close-range confirm that uses gravity, can be hard on thinner characters.
CH 4D > 236B(w).6A > 663C > 214B > 5C > 6C > 236C > 66 > 6C > 236D > 6C > 214D Midscreen 3167 22 Everyone [3] Medium Air hit CH, also works from CH 6D. Gets corner and oki.
Combo Position Damage Heat Gain Works on: Difficulty Notes Video
Throw > 236D > Dash > 6B > 2D > 5D > 236B.6C > 66C > 236D > 6C Midscreen 2877 23 Everyone [2] Easy Easiest combo included for completeness. All the ones below are more optimal. Example
Throw > Delay > 4D > 2D >5D > 236B.6C > 6C > 236D > 6C Midscreen 3086 22 Everyone [3] Medium Midscreen BnB. WIll have to change ender if too close to the corner Example
Throw > 236B(w).6A > 66 > 3C > 214C > 5C > 6C > Delay > 236C > 66 > 6C > 236D > 66 > 6C > 214D Midscreen 3448 22 Everyone [2] Easy Gravity BnB. Can fit 5D > 236B if close enough to corner. Example
Air Throw > 66 > 2D > Delay > 5D > IAD > j.B > j.C > 5C > 6C > 236D > 236C > (6)6C > 236D > 6C Anywhere 3109 22 Everyone [3] Medium Air throw BnB
Throw > 214D > 5C > 6C > 662B > 6A > 6C > 236D > 6C > 214D Corner 3198 22 Everyone [2] Easy Corner BnB into Spike Chaser.
Throw > 214D > 236C > Delay > 5C > 6C > 236D > 5C > 2D > 5DD > 236B Near Corner 3446 24 Everyone [2] Easy Near Corner when they wallstick high. Can swap ender for Spike Chaser. Example
Throw > 214D > Delay > 5C > 214A > 5C > 6C > 236D > 236C > 6C > 5D > 236B Corner 3666 26 Everyone [2] Easy Corner BnB into Tri ender

236B Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
CH 236B > Charged CT > 665C > 3C > 214C > 665C > 6C > Delay > 236C >214D > 66C > 236D > 6C > 214D Midscreen 5253 1 Everyone [3] Medium Great DP punish, or from 5D → Tri frametrap. 19 Tension needed, Heat positive.
CH 236B >214D > 663C > 214C > 665C > 6C > Delay > 236C >214D > 66C > 236D > 6C > 214D Midscreen 4713 33 Everyone [3] Medium If you don't have 25 meter when starting.

236B.6B Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
(236B).6B > 665B > 5C > 6B > Delay > 2D > IAD > j.B > j.C > 5C / (6A) > 6C > 236C >6C > 5D > 236B Midscreen 3680 26 Everyone [3] Medium Midscreen conversion from Blade if Gravity is setdown beforehand. Replace 5C with 6A if Tri is the starter.
236B(w)~6B > RC > 665D > 214D > 663C > 214B > 5C > 6C > 236C > 6C > 236D > 5C > 2D > 5D > 236B Midscreen 4105 -29 Everyone [3] Medium Midscreen conversion from Blade with RC. Doesn't work if Tri is the starter.
236B(w)~6B > 665B > 5C > 6C > 214D > 66A > 5C > 6C > 236D > 6C > 214D Corner 3428 24 Everyone [3] Medium Blade starter in the corner.

236B.6A Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
236B(w).6A > 665B > 5C > 6C > 236B(w).6C > 2D > 236B.6B Midscreen 3208 22 Everyone [3] Medium Midscreen conversion off an instant Sparda cancel so it can be combo'd in time.
236B(w)~6A > 665B > 5C > 6C > 236D > 664D > Delay > 2D > 5D > 236B.6C > 66C(1) > 236D > 6C > 214D Midscreen 3616 25 Everyone [3] Medium Meterless Sparda confirm from midscreen, spacing dependant. Requires wallsplat after Cavalier. Noel, Makoto, Nine and the Murakumos all require shorter delays after 4D.
236B(w)~6A > 663C > 214C > 665C > 6C > Delay > 236C > Dash > 6C > 236D > 6C Midscreen 3868 27 Everyone [3] Medium Early Sparda cancel with Gravity.
236B(w)~6A > 663C > 214C > 665C > 6C > Delay > 236C > 214D > 66C > 236D > 66C > 5D > 236B Midscreen 4305 30 Everyone [3] Medium Max damage if near enough for wallsplat.
236B(w)~6A > RC > Delay > Air Dash > j.C > 214C > 665C > 6C > Delay > 236C > 214D > 66C > 236D > Forward walk > 5C > (Delay) > 5D > 236B Midscreen 4228 -36 Everyone [3] Medium Universal RC conversion. Do a short delay after RC to be low enough to the ground. If too far for wallsplat, go for the alternate route.
236B(w)~6A > 5B > 6A > 2C > 2D > IAD > j.B > j.C > 66A > 6C > 236D > 6C > 214D Corner 3187 22 Everyone [4] Hard Sparda starter in the corner, puts them back on the corner.

214D Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
214D > 665C > 6C > 236B(w)~22D > 66 > 5B > 6A > 5C > 6C > 236D > 665C > (2D) > 5D > 236B.6C > 3C > 236B Corner 4100 30 Everyone [4] Hard Gravity-less 4k for if they didn't respect Spike Chaser oki.

j.214D Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
tk j.214D > RC > 663C > 214C > 665C > 6C > Delay > 236C > 214D > 66C > 236D > 6C Midscreen 3903 -31 Everyone [4] Hard tk Crescent route midscreen.
tk j.214D > RC > 2B > 2C > 2D > IAD > j.B > j.C > 5C > 6C > 236D > 6C Midscreen 3425 -34 Everyone [3] Medium Easier variant, confirms from max range with a microdash 2B.
tk j.214D > RC > 663C > 214C > 66C > 214D > 66A > 6C > 236D > 6C Corner 3512 -34 Everyone [4] Hard tk Crescent route in the corner.
Combo Position Damage Heat Gain Works on: Difficulty Notes
CH 5C > 4D > 214D > 663C > 214B > 5C > 6C > 236C > 66C > 236D > 665C > 2D > (Delay) > 5D > 236B Midscreen 5106 36 Everyone [3] Medium DP punish. Safe-jumping with Barrier block ensures right spacing.
CH 5B > 6B > 2D > IAD > j.B > j.C > 5C > 6C > 236D > 236C > 6C > 5D > 2D Midscreen 3805 27 Everyone [3] Medium Can also be done from CH 2B for about 400~ less damage.
CH 22D > Dash > 5C > 3C > 214B > 5C > 6C > 236C > 66C > 236D > 6C > 214D Midscreen 4061 28 Everyone [3] Medium BnB off 22D. 5C will work on everyone.
CH 632146D > 663C > 214C > 665C > 6C > Delay > 236C > 214D > 66C > 236D > 6C > 214D Midscreen 4946 -37 Everyone [3] Medium Midscreen conversion off CH Calamity.
CH 632146D > 663C > 214C > 665C > 6C > Delay > 236C > 66C(1) > 236B(w)~6C > 6C > 236D > 6C > 214D Cornered 4671 -41 Everyone [3] Medium Corner to corner route.
CH j.6D > 665B > 5C > 6C > 236D > 236C > 662D > Delay > 236B.6B Midscreen 2906 20 Airborne [3] Medium A way to corner carry off CH j.6D. Air-to-ground conversion, this can also be done from CH D.
FC 236C > Delay > 4D > IAD > j.2C > j.214D > 663C > 214B > 665C > 6C > 214D > 66A > 5C > 2D > 5D > 236B Midscreen 5025 36 Everyone [4] Hard Midscreen fatal counter 236C confirm, delay 4D a tiny bit after the wallbounce, doing 236B~22D instead of 214D makes the combo a bit easier for less damage, use 214C > 665C if you can't reach the corner and 236C after that if you somehow didn't get corner with Gravity.
FC 236C > 66214D > 663C > 214C > 665C > 6C > 236B~22D > 665B > 6A > 5C > 6C > 236D > 6C > 214D Midscreen 4999 35 Everyone [3] Medium Midscreen fatal counter 236C confirm, stable, but a bit harder to hitconfirm on reaction, replace 236B~22D for 236C if you can't reach the corner after Gravity.
FC 236C > 214D > 214A > 5C > 22D > 665C > 2C > 6D > tk.214D > 662B > 6A > 6C > 236D > 6C > 214D Corner 5287 37 Everyone [5] Very Hard Corner fatal counter 236C confirm, one of the hardest combos.
FC 236C > 214D > 5C > 214A > 5C > 6C > 236B~22D > 665B > 6A > 5C > 6C > 236D > 6C > 214D Corner 5039 36 Everyone [2] Easy Corner fatal counter 236C confirm, easy, stable version.

Overdrive Combo List

Lambda's overdrive increases her damage for routes that don't involve Gravity, and isn't a character who benefits from OD'ing mid-combo unless it will kill, or the times Gravity is in cooldown.

This list has been written primarily for activating Overdrive during defence or to cash out for round enders. For low times, the usual Gravity BnBs are often equal or better damage, but combos have been listed for players who'd prefer to save it for okizeme.

2 Seconds

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
ODR 5A > 5B > 5C > 5D > 4D > 236C > 2D > 5D > 236B.6B Cornered 3137 26 Everyone [2] Easy Basic ODR combo to escape the corner. Example
ODR 5B > 5C > 5D > 236C > Dash > 6A > 5C > 6C > 236B(w).6C > 2D > 5D > 236B Cornered 3814 27 Everyone [3] Medium If you OD through a big move when stuck in the corner, carries them to the other corner Example
ODR 665B > 214B > 2D > 5D > IAD > j.B > j.C > 66A > 5C > 6C > 236D > Dash > 6C > 214D Cornered 4037 32 Everyone [4] Hard Harder version of above, but better oki. Need to buffer the microdash during OD flash and landing. Example
ODR 5B > 5C > 5D > 4D > 214D > 665B > 6A > 5C > 6C > 236B(w).6C > Dash > 6C > 236D > 6C Midscreen 4727 36 Everyone [3] Medium If you OD through a big move midscreen. Example
j.6D > ODC > j.6D > j.D > j.214D > Dash > 3C > 214B > 6C > 236C> Dash > 6C > 236D > 6C Midscreen 3508 25 Everyone [3] Medium ODC from air drives to corner carry. Can be done with either Gravity or not. Example

Combo Theory

Lambda's combos focus on carrying the opponent to the corner and ending in an okizeme setup, this will usually be Spike Chaser.

There are different routes depending if you can land Gravity Seed or not. The ones where she can are high damage and always ensure the corner, but require Lambda to be close to the opponent such as a melee confirm or through IAD'ing in from midscreen pokes. Routes without Gravity can still land the opponent in the corner but require them be hit in the air, or be launched from a move like 6B or Spike Chaser.

Common Gravity Routes

It's possible to get to the corner no matter the screen position via Gravity Seed from 3C. For example:

  • X > 3C > 214C > 665C > 6C > (Delay)> 236C > (route ender)

This is the most common route into Gravity, and it has two main variations depending on distance. The easiest and standard is when you’re around roundstart with the ender being 66C > 236D > 6C > 214D, so a combo at this range would look like:    

  • 5B > 3C > 214C > 665C > 6C > (Delay) > 236C > 66C > 236D > 6C > 214D

It's possible to do 236C > 214D > 66C… if you are close enough for them to wallstick in the corner.

The other variation is if you're much father back from round start position— if you were cornered yourself. It follows the same pattern as the above, but you do 66C(1) > 236B(w)~6C > 6C > 236D > 6C > 214D. For example:         

  • 5B > 3C > 214C > 665C > 6C > (Delay) > 236C > 66C(1) > 236B(w)~6C > 6C > 236D > 6C > 214D

This will travel from corner-to-corner and work even off short length starters such as 2A. You need to cancel 66C(1) almost immediately for it to be consistent.

Gravity IAD Routes

If you land a confirm but aren't in range for 3C, you can still land Gravity through IAD routes. These can be done from max-range 2B/5B and 5D confirms and use X > 5D > IAD > j.B > j.C > 663C > 214C. For example: 

  • 5B > 2B > 5C > 5D > IAD > j.B > j.C > 663C > 214C > 665C > 6C > (Delay) > 236C > 66C > 236D > 6C > 214D
  • 5B > 2B > 5C > 5D > IAD > j.B > j.C > 663C > 214C > 665C > 6C > (Delay) > 236C > 66C(1) > 236B(w)~6C > 6C > 236D > 6C > 214D

These routes sacrifice little damage and have a good regen amount, but can't be performed from 2A/5A nor air buttons due to the hit stun decay. It's still possible to fit in 214D here for extra damage.

Common IAD routes

This IAD example ties into confirms where Gravity is (usually) not possible to go into, like that of 6B and air hit 6D/2D. Just like before, there are two main variations depending on your distance from the corner: from around roundstart position, and cornered yourself.

The first route is for round start position and uses X > Delay > 2D > IAD > j.B > j.C > 6A > Delay > 5C > 6C > 236D > (route ender). You will usually be too close to the corner after 236C to set up Spike Chaser, so here you would either do 6C > Gravity okizeme, or, if you wanted to squeeze out extra damage, 6C > 2D > 5D > 236B. For example:        

  • 6B/6D > Delay > 2D > IAD > j.B > j.C > 6A > Delay > 5C > 6C > 236D > 236C > 6C > 214A
  • 6B/6D > Delay > 2D > IAD > j.B > j.C > 6A > Delay > 5C > 6C > 236D > 236C > 6C > 2D > 5D > 236B

Ending in 236C > Delay > 3C(1) > 236B is a safejump setup. E.x 236B > 66 > j.B.

Gravity as okizeme cripples the opponent's mobility on wakeup making it good to see what they do and react without the worry of them escaping or doing a reversal, you can also be more aggressive and roll check with 662B after and still meaty if they didn't. As for 236B, it's a hard knockdown which is nice for scoring a KD while getting the most meterless damage out of a confirmor trying to bait a wakeup reversal.

IAD Crossup

The other route, if you are cornered or very far from the next corner, is a sideswitch instead of corner-to-corner, by buffering 66A as Lambda lands she will crossup under the opponent. For example:

  • 6B > Delay > 2D > IAD > j.B > j.C> 66A > 6C > 236D > 236C > 66C > 2D > 5D > 236B

If the spacing allows, you can do …> 236D > 66 > 6C > 214D for a Spike Chaser setup.

Video Examples

CF2 Combo Guide (by Causeifeltlikeit)


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