*Crumple stuns on hit, and for a very long time on Counter Hit.
*Crumple stuns on hit, and for a very long time on Counter Hit.
Lambda jumps away from the ground and fires a sword downward. Mainly used in corner combos and is a good tool for baiting mash, run-ins, DP's, and Counter Assaults. Good damage off of CH. It is very punishable on startup, so it's not recommended that you use this outside of its two aforementioned purposes. In OD, its recovery is reduced, allowing Lambda to attack or air-dash without touching the ground.
Lambda jumps away from the ground and fires a sword downward. Mainly used in corner combos and is a good tool for baiting mash, run-ins, DP's, and Counter Assaults. Good damage off of CH. It is very punishable on startup, so it's not recommended that you use this outside of its two aforementioned purposes. In OD, its recovery is reduced, allowing Lambda to attack or air-dash without touching the ground. If used with Lambda's back to the wall, it's very likely the sword will go over the opponent's head completely, making it a very poor choice.
Lambda -No.11- is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. During the True Ending of Blazblue: Continuum Shift, Lambda sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before she faded away, she transferred her remaining power and the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel. Having originally appeared as a pallette swap replacement of Nu-13 in BlazBlue: Continuum Shift, Lambda-11 appeared for the first time as a standalone character in BlazBlue: Chrono Phantasma Extend.
Drive: Sword Summoner EX
Sword Summoner EX allows Lambda to manifest sword-like projectiles which she can shoot off at different angles: 5D, for example, lets Lambda summon a sword that flies straight forward along the ground, while 2D fires one that travels upward at a steep 70-degree angle. When a sword comes in contact with an opponent, Lambda will perform an additional hit automatically. Additionally, Lambda can gatling her D normals up to four times before she has to jump-cancel to get another sword out (Ex: 2D > 4D > 5D > 6D); however, Lambda cannot reuse any sword during a blockstring, and swords cannot be jump-cancelled on block. While Sword Summoner EX makes for a good combo tool, it is also a key part of her zoning abilities, which makes utilizing her drives a very important part in learning to play her.
Overdrive: Elysium
Lambda's swords grow larger in size, and the second attack of each Drive Normal deals double damage and have increased hitstun. Additionally, aerial swords launch grounded opponents. Her special D moves also gain new properties:
236D summons two saws
214D travels the entire stage
j.214D bounds
22D has its recovery reduced, and can be cancelled into an attack or dash after the animation.
Solid zoning abilities allow her to keep some of the cast at a distance
Strong backdash (capable of backdashing through most DPs)
Great corner carry regardless of Heat
Good overall damage output
Below-average Health
Cannot escape pressure easily without meter
Okizeme is not always reliable, and can be beaten by opting not to tech or through character-specific means
Close range pressure and mix-up are sub-par, so opening opponents up can be difficult
Learning how and when to use D attacks is an important part of learning Lambda. As a result, this requires a strong grasp of neutral and matchup knowledge of how to zone and approach each character effectively
Hit 8 is cancelable into other C-Class normals as well as Drives
Lambda throws her blade wings at the opponent. Good range, but given its start-up and recovery, it shouldn't be used as a poke. Manly used as combo filler and within blockstrings.
Lambda kicks her opponent's feet. A good-range poke that hits low and is her best low normal starter. Generally a good move for using in pressure and mix-up.
Hit 8 is cancelable into other C-Class normals as well as Drives
Lambda sweeps her blade wings diagonally upwards. One of Lambda's many AAs. Has a decent hitbox but slow start-up. Useful in simple mid-screen combos and a good tool to use in her pressure
Lambda sweeps the ground with her blade wings. Hits low and has a great horizontal range. Main use is for combos into Gravity Seed or for a knockdown into 236D oki.
Lambda twirls in the air and attacks with her blade wings. Mainly combo filler. Can be used for air to air or as a mix-up tool against grounded opponents. Don't jump-in with this since it has almost no vertical hitbox.
Lambda backflips in the air, attacking with her blade wings. Combo filler. Has a decent vertical and horizontal hitbox so it can be used against both ground and air opponents, but it can be beaten by better air pokes and AAs.
Lambda shoots a sword along the ground. Like all of her drives, it has a dead spot in front of her and on hit always cancels into a second sword unless you special cancel. Huge recovery on whiff. This can be used as spacing tool against opponents on the ground, but the options afterwards are limited since it isn't jump-cancelable (on block) and can put Lambda in a bad spot. In CH or while in OD, 5D can be followed up with 236C for good damage.
Lambda shoots a sword in the air at a 70° angle. Like all of her drives, it has a dead spot in front of her and on hit always cancels into a second sword unless you special cancel. Useful as an AA and generally controlling air space. Can gatling into 4D to push the opponent towards Lambda, or 6D to push them away.
Lambda shoots a sword in the air at a 30° angle. Like all of her drives, it has a dead spot in front of her and on hit always cancels into a second sword unless you special cancel.. Huge recovery on whiff. Travels full screen. Useful for AA and generally controlling air space. Can hit some characters while they are standing, leading to either pressure or giving you a chance to generate some space.
Lambda shoots a sword from behind the opponent aiming at their head. Like all of her drives, it has a dead spot in front of her and on hit always cancels into a second sword unless you special cancel. Huge recovery on whiff. Travels full screen. Because this move comes from behind the opponent, they have a clear path to you if they read this and dash towards you before the sword hits them. This move is useful as an overhead, albeit a slow one. Has the same downsides as 5D since it isn't jump cancelable on block, but from there you can cancel it into another sword or special to protect yourself.
Lambda shoots a sword while she is in the air at a 30° angle. Like all of her drives, it has a dead spot in front of her and on hit always cancels into a second sword unless you special cancel. Useful as an air to air sword. Besides that, its main use is in D string combos.
Lambda shoots a sword while she is in the air at a 30° angle towards the ground. Like all of her drives, it has a dead spot in front of her and on hit always cancels into a second sword unless you special cancel. Useful as both an air to air sword and air to ground. This sword seems to go down steeper than it did in previous iterations. As a result, it can be used to bait AA's from opponents and to punish opponents who try to run towards you.
Lambda shoots a sword while she is in the air at a -15° angle towards the ground. Like all of her drives, it has a dead spot in front of her and on hit always cancels into a second sword unless you special cancel. Useful as both an air to air sword and air to ground. This sword has an impressive horizontal range towards the ground, good for catching opponents trying to run at you.
Lambda grabs the opponent, lifts them above her head and impales them with her swords. Launches the opponent allowing for a follwup combo.
Back throw flips the opponent to the other side.
Air Throw
100% minimum damage
Lambda grabs the opponent, does a small flip that puts them beneath her, dives downwards, and crushes them with her knees. Is slightly different than its previous incarnations in that it causes the opponent to bounce into the air upon making contact with the ground, allowing for a followup combo.
Counter Assault
Counter Assault 6A+B during blockstun
If you need to use this, you're gonna have a bad time.
Lambda summons a wave of spikes that travel half of the screen. Lambda summons the spikes sooner than in previous games. Used as a tool to hinder the opponent's approach, or to make them move a certain way; also has some use in combos. In OD, Spike Chaser travels the entire screen.
Lambda summons a circular saw in front of her, hits multiple times. Lambda summons the saw sooner than in previous games. Mainly used as a tool/oki to lock the opponent down. The OD version summons two saws that move in opposite directions.
Lambda summons a curved blade that starts above her and arcs downward. Mainly used to end air D combos. The OD version bounds, allowing Lambda to pickup with 2B for a combo afterwards. Has much less horizontal range than Nu's version, but lacks the same deadzone and has much better vertical range, even capable of hitting behind Lambda for a crossup.
Lambda creates a field that slows down the opponent and appears either close (A), medium (B) or long (C) range. When casting the field, there is a hitbox in Lambda's hands; on hit, the opponent floats. Uses up Lambda's Gravity Gauge, which needs to refill before using it again. Only takes about 30% of the Gravity Gauge if the actual hit of the move whiffs.
Lambda teleports towards the opponent. Has some use in certain combos, but is mainly used as a tool to continue pressure after a D string or fake the opponent out with gimmicky shenanigans. At any point during the move, Lambda can cancel into a throw, Act Parser Tri, Act Parser Tri: Cavalier or Exiga Nail.
Lambda teleports towards the opponent and attacks with a double kick. This move has three follow-ups, and Lambda can cancel into them before the double kick comes out.
Lambda teleports towards the opponent and tackles them. Covers more distance than in previous games. If the knockback makes the opponent hit the wall, causes wallsplat. Used at midscreen and in the corner as a main combo route.
Crumple stuns on hit, and for a very long time on Counter Hit.
Lambda jumps away from the ground and fires a sword downward. Mainly used in corner combos and is a good tool for baiting mash, run-ins, DP's, and Counter Assaults. Good damage off of CH. It is very punishable on startup, so it's not recommended that you use this outside of its two aforementioned purposes. In OD, its recovery is reduced, allowing Lambda to attack or air-dash without touching the ground. If used with Lambda's back to the wall, it's very likely the sword will go over the opponent's head completely, making it a very poor choice.
Lambda summons a portal that shoots forth sword projectiles. Unlike previous games, Lambda does not have a dead zone directly in front of her. Can be used to reset the pace of neutral, or if you're trying to chip out an opponent who doesn't have much life left.
Lambda summons a giant sword from above, hits overhead. Good air combo ender, as it has 960 minimal, guaranteed damage. In OD, it tracks the opponent across the screen, making full-screen punishes possible. Can also be used as a reversal, but loses to some DP's and reversals.
Does not cost Heat, but immediately ends Overdrive if used.
15% minimum damage.
On startup, Lambda swipes in front of herself. On hit, Lambda performs three backflips (four in Active Flow) with her blades, damaging the opponent. Used as a reversal in Overdrive, or a combo ender. Puts Lambda in Active Flow if she hasn't already been in it already. Has full invuln, but is unsafe on block, has no minimal damage and cannot be Rapid-canceled.
Lambda grabs the opponent and plunges a mighty sword down upon them. A strike attack that can be comboed into from 5C, 3C, 6A (on air hit), and 236C in the corner.
To edit frame data, edit values in BBCF/Lambda-11/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.