BBCF/Lambda-11

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Lambda-11
BBCF Lambda Portrait.png
Play-style
Defensive, Hybrid Rushdown/Zoning

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

Strengths Weaknesses
  • 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



Normal Moves

5A
5A
BBCS Lambda 5A.png
Quick poke, not much range
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 3 12 -3 +6 B CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCS Lambda 5A.png
BBCF Lambda 5A-1-.PNG
Frames 6-8;


Quick jab, good as a quick AA and for pressure.

5B
5B
BBCS Lambda 6B.png
Kick that can be jump cancelled
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 Mid 8 3 17 -3 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCS Lambda 6B.png
Great reward
BBCF Lambda 5B-1-Hitbox.png
Watch out for low profiles


Lambda kicks her opponent's midsection. A good starter for combos, and used primarily in pressure strings because it is jump-cancellable.

5C
5C
BBCS Lambda 5C.png
Yes, this is a projectile
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
160×8 All 16 P{(4)P}×7 Total: 71 -6 P1 SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 21 22 35 0/+5 +5 +7
BBCS Lambda 5C.png
Don't poke with this
BBCF Lambda 5C-1-Hitbox.pngBBCF Lambda 5C-2-Hitbox.pngBBCF Lambda 5C-3-Hitbox.png
Frame 16 • Frame 18 • Frame 21
These overlap and linger forever in-game
All hits are special cancellable
Each P in active frames represents a projectile spawned
Swords appear in 4F intervals?
Each sword is active for 3


  • Hits 1-7 are special-cancellable

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
BBCS Lambda 2A.png
Same story as 5A
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 7 4 12 -4 +4 F CSR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCS Lambda 2A.png
BBCF Lambda 2A-1-Hitbox.pngBBCF Lambda 2A-2-Hitbox.png
Frame 7 • Frames 8-10


A crouching jab. Used for poking out of the opponent's pressure, and to set up TRM's.

2B
2B
BBCS Lambda 2B.png
Hits low
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550 Low 9 4 13 0 +1 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCS Lambda 2B.png
Main low
BBCF Lambda 2B-Hitbox.png


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
BBCS Lambda 2C.png
Decent anti-air
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
140×8 Mid×2, All×6 14 2×2,1×6 24 -8 B 11~19 H SR×3,SJR×5 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 19 19 Launch 33 2 +0 +2
BBCS Lambda 2C.png
Good for reads
BBCF Lambda 2C-1-Hitbox.pngBBCF Lambda 2C-2-Hitbox.pngBBCF Lambda 2C-3-HitboX.png
Frames 14-17 • Frames 18-21 • Frames 22-23
All hits are special cancellable


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
BBCS Lambda 6A.png
A situational anti-air with head invulnerability
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
620 Mid 11 6 17 -6 -7 B 5~11 H SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 26 22 40 11 +0 +2
BBCS Lambda 6A.png
Good for reactions
BBCF Lambda 6A-Hitbox.PNG


Lambda thrusts her arms forward, another AA. Faster than 2C but has a worse hitbox. Has less untechable time than in CPEX.

6B
6B
BBCS Lambda 4B2.png
This is an overhead and it makes you angry.
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
680 High 24 2 15+8L -8 H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Launch 42 Launch 56 11 +0 +2
BBCS Lambda 4B2.png
This is an overhead and it makes you angry
BBCF Lambda 6B-Hitbox.png
Bonus Proration 110%
Airborne from frame 28
Airborne recovery duration can be altered by external forces
Special cancellable on hit/block after landing
Untechable on Counter Hit


  • 110% Bonus Proration.

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
BBCS Lambda 6C.png
Mainly used in combos
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
180×8 Mid×2, All×6 22 1×8 24 -6 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 24 36 + Slide Launch 54 + Slide 2 +0 +5
BBCS Lambda 6C.png
BBCF Lambda 6C-1-Hitbox.png
All hits are special cancellable
Fatal Counter
Maximum Slide duration 5F


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
BBCS Lambda 3C.png
Low sweep
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
140×8 Low×3, All×5 11 1×8 22 -6 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 36 Launch 50 + Down 23 3 +0 +2
BBCS Lambda 3C.png
Can catch fuzzy jumps
BBCF Lambda 3C-1-Hitbox.pngBBCF Lambda 3C-2-Hitbox.pngBBCF Lambda 3C-3-Hitbox.pngBBCF Lambda 3C-4-Hitbox.png
Frames 11-12 • Frames 13-14 • Frames 15-16 • Frames 17-18
All hits are special cancellable
All hits hard KD on Counter Hit


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
BBCS Lambda jA.png
Bad range air-to-air
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 8 2 10 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCS Lambda jA.png
Lambda jA Hitbox.png


Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun.

j.B
j.B
BBCS Lambda jB.png
Overhead
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 High/Air 9 4 12 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCS Lambda jB.png
BBCF Lambda jB-1-Hitbox.png


An air kick. Useful for jumping in and when the opponent is locked down by 236D.

j.C
j.C
BBCS Lambda jC.png
Backwards hitbox
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
150×8 High/Air 9 1×2,2×6 25 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 20 22 34 2 +0 +2
BBCS Lambda jC.png
Crosses up
BBCF Lambda jC-1-Hitbox.pngBBCF Lambda jC-2-Hitbox.pngBBCF Lambda jC-3-Hitbox.pngBBCF Lambda jC-4-Hitbox.png
Frames 9-10 • Frames 13-14 • Frames 15-16 • Frames 19-20


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
BBCS Lambda j2C.png
Combo filler/Situational air-to-air
Template:AttackDataHeader-BBCF
j.2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
150×8 High/Air×2, All×6 15 1×8 10 H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 24 22 38 3 +0 +2
BBCS Lambda j2C.png
No hitbox behind Lambda
BBCF Lambda j2C-1-Hitbox.pngBBCF Lambda j2C-2-Hitbox.pngBBCF Lambda j2C-3-Hitbox.pngBBCF Lambda j2C-4-Hitbox.png
Frames 15-16 • Frames 17-18 • Frames 19-20 • Frames 21-22


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
BBCP Lambda 5D.png
Horizontal sword
Template:AttackDataHeader-BBCF
5D


5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 15 18 Total: 48 P2→P1 [P2] R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 19 19 24 44 0/+12 +16 +21
BBCP Lambda 5D.png
Horizontal summon
Automatically cancels into followup on hit/block
During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
Followup


5D Followup
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 [600] All 17 13 Total: 45 -5 [-1] P1 S(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 [94] Normal 4 [5] 18 [22] 22 [Crumple] 25 [27] Crumple 40 [43] 0/+5 +5 +10 [+13]
BBCF Lambda 5DD.png
Followup hits crouchers in its later actives, making it more plus.
[Crumple Duration 31F, Crumple Fall 64F]
On CH Crumple Duration 58F [62F], Crumple Fall 81F [84F]

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.

2D
2D
BBCP Lambda 2D.png
70º angle sword
Template:AttackDataHeader-BBCF
2D


2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 11 25 Total: 45 P2→P1 [P2] R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 19 19 24 44 0/+12 +16 +21
BBCP Lambda 2D.png
70º
Automatically cancels into followup on hit/block
During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
Followup


2D Followup
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 [600] All 17 13 Total: 45 -5 [-1] P1 S(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 [94] Normal 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] 0/+5 +5 +10 [+13]
BBCF Lambda 2DD.png
Pushes downwards for oki or other summons.

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.

6D
6D
BBCP Lambda 6D.png
30° angle sword
Template:AttackDataHeader-BBCF
6D


6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 14 22 Total: 45 P2→P1 [P2] R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 19 19 24 34 0/+12 +12 +16
BBCP Lambda 6D.png
30º. The pinnacle of Lambda's range
Automatically cancels into followup on hit/block
During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
Followup


6D Followup
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 [600] All 18 13 Total: 53 -12 [-8] P1 S(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 [94] Normal 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13]
BBCF Lambda 6DD.png
Pushes them upwards and towards you

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.

4D
4D
BBCP Lambda 4D.png
Overhead sword
Template:AttackDataHeader-BBCF
4D


4D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 High/Air 27 3 Total: 57 P1 R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 19 19 24 34 0/+12 +12 +16
BBCP Lambda 4D.png
Automatically cancels into followup on hit/block
Bonus Proration 110%
Followup


4D Followup
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 [600] All 17 13 Total: 48 -8 [-4] P1 S(J)R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 [94] Normal 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13]
BBCF Lambda 4DD.png
Both swords push them towards you

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.

j.D
j.D
BBCP Lambda jD.png
Aerial 30° angle sword
Template:AttackDataHeader-BBCF
j.D


j.D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 13 10 Total: 57+10L P2→P1 [P2] R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 19 [Launch] 10 Launch 25 [40] 0/+10 +14 +19
BBCP Lambda jD.png
30º
Automatically cancels into followup on hit/block
During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
Followup


j.D Followup
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 [600] All 18 13 Total: 43+10L P1 S(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 [94] Normal 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13]
BBCF Lambda j5DD.png
Pushes them downwards, sets up j.6D

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.

Launches grounded opponents on CH or while in OD.

j.2D
j.2D
BBCP Lambda j2D.png
Aerial -30° angle sword
Template:AttackDataHeader-BBCF
j.2D


j.2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 13 8 Total: 57+10L P2→P1 [P2] R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 19 [Launch] 10 Launch 25 [40] 0/+10 +14 +19
BBCP Lambda j2D.png
-30º
Automatically cancels into followup on hit/block
During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
Followup


j.2D Followup
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 [600] All 18 13 Total: 43+10L P1 S(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 [94] Normal 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13]
BBCF Lambda j2DD.png
Gets them back in front of you

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.

Launches grounded opponents on CH or while in OD.

j.6D
j.6D
BBCP Lambda j6D.png
Aerial -15° angle sword
Template:AttackDataHeader-BBCF
j.6D


j.6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 13 6 Total: 56+10L P2→P1 [P2] R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 19 [Launch] 10 Launch 25 [40] 0/+10 +14 +19
BBCP Lambda j6D.png
-15º
Automatically cancels into followup on hit/block
During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
Followup


j.6D Followup
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 [600] All 18 13 Total: 43+10L P1 S(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 [94] Normal 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13]
BBCF Lambda j6DD.png
Pulls them in

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.

Launches grounded opponents on CH or while in OD.

Universal Mechanics

Throw
Throw
BBCS Lambda throw.png
Forward/Back
BBCS Lambda AThrow.png
Air
Template:AttackDataHeader-BBCF
  • 100% minimum damage

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
BBCS Lambda 6B.png
If you need to use this, you're gonna have a bad time.
Template:AttackDataHeader-BBCF
  • 1-20 invul
  • 180F cooldown

Triggers the 5B animation. It is invincible but can be low profiled and blocked.

Crush Trigger
Crush Trigger
5A+B
BBCP Lambda CT.png
"Barrier Smash"
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • Can be charged

Lambda slams her blade wings together in front of her. Breaks the opponent's guard (provided they're not barrier guarding), and can be used in combos.


Specials

Spike Chaser
Spike Chaser
214D
BBCP Lambda SpikeChaser.png
Use, but don't abuse
Template:AttackDataHeader-BBCF
214D
Spike Chaser
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 All 29 45
[Until Offscreen]
Total: 69 -5 P2 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94 Long 5 20 Launch 40 Launch 56 0/+15 +15 +15
BBCP Lambda SpikeChaser.pngBBCF Lambda 214D 2.png
"Activating systems."
• Great corner okizeme
Creates 4 [infinite] projectiles in 8 frame intervals, until one hits/is blocked
Each individual projectile is active for 21 frames


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
BBCP Lambda SickleStorm.png
Pizza Cutter
Template:AttackDataHeader-BBCF
236D
Sickle Storm
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400×4 [×8] All 38 Until Offscreen Total: 61 +34 P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 [(89)] Long 3 16 17 30 + Down 23 22 44 + Down 23 0/+4 +4 +6
BBCP Lambda SickleStorm.png
"Dimensional personification"
Pizza cutter
Values in [] are during OD
Deals 20% chip damage on block (80*4 = 320)
[Second projectile spawns in the same position that travels in the opposite direction, has identical properties except for 89 P2]


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
BBCP Lambda CrescentSaber.png
Air Dash>214D ad infinitum
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j.214D
Crescent Saber
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 High/Air 16 9 Total: Until L+9 P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Launch 40 + Down 28 Launch 40 + Down 28 0/+7 +7 +9
BBCP Lambda CrescentSaber.png
"Altering state."
Hits crossup during last 4 active frames


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
BBCS Lambda GravitySeed.png
Combo tool. Field is useful for zoning.
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214A
Gravity Seed
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 13 3 18 -2 B R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99 Long 4 18 Launch 45 Launch 63 12 +0 +5
BBCS Lambda GravitySeed.pngBBCF Lambda GravitySeedPositions.png
"Warping time-space."
A mistranslation of Gravity Ceed • Relative positions
BBCF Lambda Gravity Seed-1-Hitbox.png
Fatal Counter


  • Fatal Counter

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
BBCS Lambda ActParserA.png
Advancing on your position
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236A
Act Parcer Zwei
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
34
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Lambda 236A.png
"Shift"
Parcer is another mistranslation
Can go through opponent 8-13
Can cancel into throw, 236B, 236C, 22D, EA, or Astral from frame 19


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 Breaking midsections
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236B
Act Parcer Tri
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 18~24 3 19 -5 B R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 21 31 + Slide Crumple 45 + Slide 15 +0 +2
BBCF Lambda 236B.png
"Inversion"
It's meant to be Pulsar like the car
BBCF Lambda 236B Hitbox.png
Can cancel into Act Parcer followups on hit/block
Can cancel into Act Parcer followups on whiff from frame 10, until 11th frame of recovery
Maximum Slide duration 5F
On CH Crumple Duration 54F, Crumple Fall 78F


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)
BBCS Lambda ActParserSpada.png
Backflip
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Lambda performs a backflip that crosses the opponent up. The backflip is an overhead, but follow-ups are only possible on Counter Hit or with an RC.

Act Parser Tri: Blade
Act Parser Tri: Blade
6B (During Tri)
BBCS Lambda ActParserB.png
Breaking Ankles
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Lambda teleports towards the opponent and hits low. This is her 236B from past games. With 50 meter or the corner, Lambda can combo after this move.

Act Parser Tri: Cavalier
Act Parser Tri: Cavalier
236C (or 6C during Tri)
BBCS Lambda ActParserC.png
CHARGE
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236C
Act Parcer Tri: Cavalier
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1500 Mid 30 4 22 -5 B R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
84 Long 5 20 Launch 60 + WBounce 36 Launch 79 + WBounce 60 + WStick 39 20 +0 +8
BBCS Lambda ActParserC.png
"Mirror"
Corner carries
BBCF Lambda Cavalier-1-Hitbox.pngBBCF Lambda Cavalier-2-Hitbox.png
Frames 30-31 • Frames 32-33
Fatal Counter
Counterhit state for entire move


  • Fatal Counter
  • Deceptively large vertical hitbox

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
BBCP Lambda Exiga Nail.png
Not a reversal
BBCP Lambda Exiga Nail 2.png
It's pronounced "Ex-she-ga"
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22D
Exiga Nail
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 26 4 Total: 54+5L [42]
-3 [+14] P1 1~7 All R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Crumple 19 + GBounce Crumple 34 + GBounce + WBounce 44 0/+12 +12 +17
BBCP Lambda Exiga Nail.pngBBCP Lambda Exiga Nail 2.png
"Fading"
Situational reversal • Also good for baits
BBCF Lambda 22D Hitbox.png
Values in [] are during OD
Situational reversal
Airborne from frame 8, recovery until landing [recovers airborne]
Crumple Duration 29F, Crumple Fall 62F


  • Fully invincible from frames 1-7
  • 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.


Distortion Drives

Legacy Edge
Legacy Edge
236236D
BBCP Lambda LegacyEdge.png
UNLIMITED BLADE WORKS
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236236D
Legacy Edge
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
130×19 [130×29] All 16+(41 Flash)+9 P{(4)P}×19 [×29] Total: 57 +59 [+99] P2 R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Normal 3 16 17 40 + WBounce 22 54 + WBounce 0/+2 +2 +4
BBCP Lambda LegacyEdge.png
"Annihilate."
If you really need to win neutral
Values in [] are during OD
Each P in active frames represents a projectile spawned
Minimum Damage 10%: 312 [481]
Swords appear in 4F intervals


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)
BBCP Lambda CalamitySword.png
Combo Ender
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Ground


632146D
Calamity Sword
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2400 [2800] High 10+(52 Flash)+1 9 Total: 68 -27 P2 1~11 All R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 100 + GBounce Launch 115 + GBounce 0/+12 +0 +5
BBCP Lambda CalamitySword.png
"Thunder of Heaven"
Great combo starter/ender
BBCF Lambda 632146D Hitbox.png
Values in [] are during OD
Minimum Damage 40% [45%]: 960 [1260]
reversal
Air


j.632146D
Air Calamity Sword
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2400 [2800] High/Air 8+(42 Flash)+5 9 Total: Until L+5 P2 R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 100 + GBounce Launch 115 + GBounce 0/+12 +0 +5
BBCP Lambda CalamitySword.png
"Thunder of Heaven"
Great combo starter/ender
BBCF Lambda 632146D Hitbox.png
Values in [] are during OD
Minimum Damage 40% [45%]: 960 [1260]

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.


Exceed Accel

Duo Cultus
ABCD (In Overdrive)
BBCF Lambda DuoCultus.png
Putting Nu's Supra Rage to shame
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  • 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.

Astral Heat

Sword of Destruction
214214D
BBCS Lambda SOD.png
Hug.exe
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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.


External References


Navigation


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.