Lambda-11 |
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Overview
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, an additional hit comes out 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, deal more 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.
- 236236D fires more swords
- 632146D tracks the opponent
Strengths/Weaknesses
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Normal Moves
5A
5A |
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Quick jab, good as a quick AA and for pressure. |
5B
5B |
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Lambda kicks her opponent's midsection. A good starter for combos, and used primarily in pressure strings because it is jump-cancellable. |
5C
5C |
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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. |
2A
2A |
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A crouching jab. Used for poking out of the opponent's pressure, and to set up TRM's. |
2B
2B |
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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. |
2C
2C |
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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 |
6A
6A |
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Lambda thrusts her arms forward, another AA. Faster than 2C but has a worse hitbox. Has less untechable time than in CPEX. |
6B
6B |
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Lambda performs a weird backflip. Used in her mix-up in order to open the opponent up. Sends opponents flying in a diagonal trajectory. |
6C
6C |
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Lambda throws her blade wings in an arc in front of her. Main use is within combos and blockstrings, since it is D cancellable on hit or block. |
3C
3C |
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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. |
j.A
j.A |
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Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun. |
j.B
j.B |
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An air kick. Useful for jumping in and when the opponent is locked down by 236D. |
j.C
j.C |
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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. |
j.2C
j.2C |
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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. |
Drive Moves
5D
5D | Template:AttackDataHeader-BBCF |
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2D
2D | Template:AttackDataHeader-BBCF |
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6D
6D | Template:AttackDataHeader-BBCF |
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4D
4D | Template:AttackDataHeader-BBCF |
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j.D
j.D | Template:AttackDataHeader-BBCF |
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j.2D
j.2D | Template:AttackDataHeader-BBCF |
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j.6D
j.6D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Throw
Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault 6A+B during blockstun |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Spike Chaser
Spike Chaser 214D |
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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. |
Sickle Storm
Sickle Storm 236D |
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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. |
Crescent Saber
Crescent Saber j.214D |
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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. |
Gravity Seed
Gravity Seed 214A/B/C |
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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. |
Act Parser Zwei
Act Parser Zwei 236A |
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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. |
Act Parser Tri
Act Parser Tri 236B |
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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. |
Act Parser Tri: Spada
Act Parser Tri: Spada 6A (During Tri) |
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Act Parser Tri: Blade
Act Parser Tri: Blade 6B (During Tri) |
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Act Parser Tri: Cavalier
Act Parser Tri: Cavalier 236C (or 6C during Tri) |
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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. |
Exiga Nail
Exiga Nail 22D |
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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. |
Distortion Drives
Legacy Edge
Legacy Edge 236236D |
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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. |
Calamity Sword
Calamity Sword 632146D (air OK) |
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Exceed Accel
Duo Cultus ABCD (In Overdrive) |
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Astral Heat
Sword of Destruction 214214D |
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External References
- Japanese Name: ラムダ·イレブン
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
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Click [★] for character's full frame data
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