BBCF/Lambda-11

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Overview

Overview

Lambda is a lockdown focused character armed with tools for zoning, rushdown, and some of the best corner carry in the game. Though Lambda shares several similar moves with Nu-13, she has a much different playstyle. Lambda's main goal is to carry her opponent to a corner and force them into strong oki setups. These tools do come with risk, however. With below average health, weak reversals, and long recovery on multiple attacks, Lambda must weigh the risk/reward of many situations and react to her opponent's movement. Smart usage of her movement options such as her great backdash can alleviate some of these problems in neutral.

Once in the corner, Lambda can get started with her best oki setups and lockdown options. A flexible mindset and good understanding of match flow will take any Lambda player a long way.


Lore: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.
Playstyle
BBCF Lambda-11 Icon.png Lambda-11 uses a combination of zoning and rushdown tools to set up strong oki
Pros Cons
  • Good Neutral Game: Solid zoning abilities allow her to dictate neutral against some of the cast.
  • Strong Backdash: Longer than average invuln and distance makes it a good tool for escaping pressure and avoiding pokes in neutral.
  • Above Average Damage: Can net 3.7k-4.4k from most non-drive starters and 4.7k-6k with CH and/or 50 meter. 5C, 236B and 236C are explosive CH starters.
  • Great corner carry: You can land the opponent in the corner from any position and almost any confirm due to the nature of Lambda's specials
  • Very Strong Corner Okizeme: Spike chaser is a safe, difficult to contest oki in the corner and gravity seed prevents the opponent from being able to jump/dash out.
  • Below Average Health
  • Pressure is unsafe: Many buttons are multi-hit and not jump-cancellable on block, so it's easy to disrespect Lambda's blockstrings with OD and CAs.
  • Damage or Okizeme: One must be sacrificed for the other. High damage routes normally don't allow for strong setups.
  • Huge whiff recovery: Gives the opponent easy chances to punish you on whiff. Many buttons require you to commit heavily.
  • Polarized tools: A good and bad thing. Some characters have a really hard time getting around Sword Summoner EX in neutral; others have high mobility or specific options to deal with it easily — turning the risk-reward against you.
Drive: Sword Summoner EX
Sword Summoner EX allows Lambda to manifest sword-like projectiles which she can shoot off at different angles. 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 in addition to becoming a level 5 attack (Increasing all forms of stun slightly). Additionally, aerial swords launch grounded opponents.

Her special moves also gain new properties:

  • Sickle Storm summons two saws that travel in opposite directions.
  • Spike Chaser travels the entire stage.
  • Crescent Saber bounces.
  • Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.
  • Gravity Seed recharges at a quicker rate.
  • Legacy Edge fires more projectiles.
  • Calamity Sword tracks the opponent.
This results in Lambda's Drive-related moves becoming much stronger. See each move section for more details.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 6 3 12 -3 B -

Quick disjointed jab, good as a quick AA and for pressure. Interacts with everyone's crouching hitboxes differently, whiffing on some characters and catching others and also changing with whether the opponent is already in blockstun or not (5A 5A on Jin the first 5A will connect but the second will whiff since Jin's crouching hurtbox shrinks in blockstun, for example.) Less committal anti-air tool than 6A in exchange for less reward and no head invul.

5B

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
160×8 All 16 X{(4)X}×7 Total: 71 -8 P1 -

  • Projectile
  • All hits are special-cancellable
  • Hit 8 is cancelable into other C normals as well as Drives

One of your best punish tools. Good range and disjointed, but given its start-up and recovery, it shouldn't be used as a poke. Manly used for combo filler, frame traps, and punishes. Is relatively safe from ODR but an opponent ODing before at least the first sword connects means eating an EA.

2A

2B

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
140×8 Mid 14 1×6,2×2 24 -9 B 11~19 H

  • All hits are special-cancellable
  • Hit 8 is cancelable into other C normals as well as Drives
  • Hits 4 and beyond are jump cancelable on hit or block.

One of your Anti-Airs. It's generally inferior to 6A on account of less reward on hit, awful recovery on whiff (giving the opponent a crouching punish), and her hurtbox not shrinking during startup. 2C serves more as a pressure tool being her only C normal that is jump cancelable on block with 2C 5C serving as a high-reward frametrap when pushed out while still retaining all of her C normal, drive, and 6B gatlings. This button is however the worst button you can have OD'd through on account of its few actives frames, leaving you crouching, and huge recovery on whiff.

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
620 Mid 11 6 17 -6 B 5~11 H

  • Jump cancellable on hit or block

A very strong Anti-Air on account of its fast head invul, retaining almost all options on block, relatively low recovery and great reward on antiair hit. Decent pressure tool having all of the gatlings of 5B while also being able to reverse beat with 2B (6A 2B 6A or 2B 6A 2B), something 5B can't do. Much more susceptible to OD than either normal, however. Its untech time on antiair hit makes it a great combo tool. Is almost always superior to 2C as an antiair.

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
680 High 24 2 15+8L -8 H -

  • 110% Bonus Proration
  • Ambiguous looking overhead

Good, grounded overhead. Sends opponents flying in a diagonal trajectory. Most consistent overhead to convert when no meter is available, though not a great starter. Guaranteed corner carry on midscreen hit. No hurtbox under her legs as Lambda spins, so it can be used as a ghetto low-crush. It's also used in many crouch confirms to launch when gravity is not available or the opponent is too far for gravity, as 5C 6B always works on crouching except off short starters like 5A/2A. Has no gatlings on hit or block but is safer when used at a distance.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
180×8 Mid 22 1×6 24 -6 B -

  • All hits are special-cancellable
  • Last Hit can cancel into Drive
  • Fatal Counters

Mainly used as combo filler. It sees some use as a frametrap tool or to creates space away from the opponent to open up different mixups and pressure reset options but is generally not a strong offensive or neutral button. There are no gapless gatlings into this normal save for 5C > 6C if the opponent barriered the final hit of 5C, and is thus susceptible to reversals.

3C

j.A

j.B

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
150×8 High/Air 9 1×2,2×6 25 - H -

  • All hits are highs
  • Jump Cancelable on hit or block
  • Unlike other C normals, can be cancelled into j.2C on any hit.

Solid air-to-air poke though on whiff you won't recover until you touch the ground. Easily low-profiled. Can also serve as a mixup tool in conjuction with j.2C(whiff) and j.214D though this demands conditioning the opponent with j.B/j.2C first to not have it low profiled. Has a slight cross-up hitbox.

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
150×8 High/Air 15 1×8 10 - H -

  • First hit is a high, remaining hits are mids
  • Jump cancelable on hit or block

Combo filler. It 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. Contrary to its animation, this move does not have a hitbox directly above it. Huge untech time on air-to-air CH. Can be whiffed after other air buttons to touch the ground faster, which is useful for mixups like j.C(1) j.2C(whiff) 2B.


Drive Moves

  • All of Lambda's drive normals will followup into the second hit unless RC'd
  • All are projectile level 2 and decrease to level 1 after a set amount of active frames
    • Always projectile level 2 in OD
  • All are attack level 4 and become attack level 5 in OD
  • All have a dead zone in front of her where they have no hitbox
  • All air drives will launch the opponent on CH or OD
  • All are unable to be jump cancelled on block.

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
5D 600 All 15 18 Total 47 - P1* -
5D Followup 300 [600] All 17 13 Total: 42 -2 [+2] P1* -

  • Crumple stuns on CH (doesn't crumple stun on OD CH).

Your most common summon. You use this to stop the opponent running at you and to whiff punish things from fullscreen. As it's only -2 on block, 5D is good close range for frametrapping (i.e 5D into delayed 236B). On CH or OD, the hitstun becomes longer, allowing for followups such as Cavalier.

In OD, 5D becomes +2 on block and so going into 2B becomes a legitimate frametrap/reset, if they didn't IB.

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2D 600 All 12 25 Total: 44 - P1* -
2D Followup 300 [600] All 17 13 Total: 45 -5 [-1] P1* -

This summon goes steeply upwards and is a good Anti-Air against characters who like to go high above you. Ex: Mu, Rachel, and Izanami. You can follow up with 236B~6C or, at lower heights, IAD j.B j.C 6A... etc to corner carry.

As the second hit pushes the opponent downwards, you can use this sword to link into Gravity Seed off hitconfirms such as 6B and Spada RC which lead to more desirable damage than IAD routes.

6D

4D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
4D 600 High/Air 27 3 Total: 56 - P1* -
4D Followup 300 [600] All 17 13 Total: 48 -8 [-4] P1* -

  • Tracks the opponent
  • 110% Bonus Proration
  • Forces crouching

A summon that 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 overhead is slower than 6B, but you can still pressure if it's blocked. In the corner, 4D becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose.

Be careful as 5D > 4D has a gap that's vulnerable against fullscreen supers.

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
j.D 600 All 13 10 Total: 56 - P1* -
j.D Followup 300 [600] All 18 13 Total: 43 - P1* -

  • Plus on block when done low to the ground.

One of Lambda's furthest reaching drives, going almost fullscreen and more distance than 5D. It covers a decent angle and pre-emptively catches opponents trying to air dash. But it can't be converted from at long range and can't be jump cancelled, so this button is high risk for poor reward.

j.2D

j.6D

Universal Mechanics

Ground Throw

5B+C 4B+C

Air Throw

j.B+C

Counter Assault

6A+B while Blocking

Crush Trigger

5A+B (Chargeable)


Specials

Spike Chaser

214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1200 All 27 31
[Until Offscreen]
Total: 69 -7 P2 -

  • Travels the entire screen in OD
  • Safe from every reversal in the game if spaced correctly.

Your main tool for okizeme, but it's also used in combos and taking up space in neutral. It's minus if blocked on the first spike, but becomes plus if blocked on the second, and so on. E.g you can catch jump start up after this is blocked, allowing for a lot of mixup opportunities.

There is a small window to delay tech through but this is risky as 214D is active forever, hurts as a starter, and beaten if the Lambda player delays their input.

Sickle Storm

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
400×4 All 37 Until Offscreen Total 61 - P1 -

  • Lambda summons two saws in OD
  • Hits four times.
  • Deals a surprising amount of chip damage

Besides combo filler, 236D is used as a tool to lockdown the opponent as it's very plus on block — Netting you a mixup. It's active until it disappears from the screen so it can catch poorly timed bursts and ODs. The chip damage from this move builds up to a decent amount if blocked repeatedly.

236D is susceptible to delay teching due to its recovery, but if the opponent tries to bait this you can run up 2B instead for a blue beat combo.

Crescent Saber

j.214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 High/Air 16 9 Total: Until L+9 - P1 -

  • OD version bounces which allows for easier pickups.
  • Not as quick as the startup implies; the top part becomes active and then takes more frames to reach crouchers.

This is used as an ender in air sword combos and filler in optimal anti-air combos. Not much horizontal range, but it goes behind her so you can cross up with it. Non-OD conversions vary with height: higher hits demand RC j.2C and lower hits can be converted with 2B or 3C.

Gravity Seed

214A/B/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 All 13 3 18 -2 B -

  • Fatal Counter, but the P1 proration is poor.
  • Recharge becomes faster in OD

This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed ⁠— This includes momentum from specials and teleport dashes like Azrael, Nine and Arakune's. It does not slow down Ignis nor Nirvana, however.

It has a cooldown but only takes up a 1/3 of the gauge on whiff.


214A summons the field next to you. It's used for corner combos and okizeme after a 6C KD, as the spacing cripples their mobility while keeping you outside the range of reversals. This is very strong against characters without a normal dash.


214B summons the field in the middle of the screen. This is the version you'll see the most use of. It creates a wall so characters can't run at you for free, making it safer to throw out Swords in neutral. But this move really shines when used in combos as it gives access to high damage routes with its high P2 while doing great corner carry. The recharge flows back uninterruped during 5C, 236D, and 214D so it's always worth spending this if you can.


214C summons the field at the opposite end of the screen. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where 214B wouldn't travel enough.

Act Parser Zwei

236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - 34 - - -

  • Command dash with incredibly fast speed.
  • Small window to cross-up, you usually have to be point blank.

Not used in optimal combos. Zwei doesn't have invul but it can pass through moves with proximity hitboxes and wakeup reversals as Lambda phases through them before they become active — You can then cancel into 236C for a free fatal, usually. You can also 236A -> throw but this loses to Throw OS and Upbacking.

236A can be done by itself or from any of Lambda's normals except 6B. This gives it use as a risky pressure reset if the opponent is being too respectful or were expecting the dash to come at a different point in the blockstring.

Act Parser Tri

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 All 18~24 3 19 -5 B -

  • Hard knockdown
  • Can immediately whiff cancel into any of the 3 followups or 22D
  • Has a long window to cancel into followups or Exiga on block. Good for frametraps and making it harder for the opponent to IB.

Tri is the first part of your rekka. It travels a good distance and will move you into close-range if done after a Drive like 5D. In pressure you can cancel into either Blade or Spada for a high-low mixup. Your go-to ender in combos where 214D oki isn't possible.

If the opponent sees you coming and tries to OD this move, you can whiff cancel it into 22D to stay safe and/or punish. 236B can be a risky pressure reset if you've conditioned the opponent to respect it by previously frametrapping jabs with a delayed ~6B or ~22D.

Act Parser Tri: Spada

6A (During 236B)

Act Parser Tri: Blade

6B (During 236B)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
950 Low/Air 11 6 16 -5 F -

  • The range of Blade varies with the time 236B was cancelled from. Max range is fullscreen
  • Slight low-profile with quite a disjointed hitbox.
  • Safe on normal block, but can be punished on IB.

Low option from Tri. It's a pretty fast sweep that's good at catching people who expect 4D. In midscreen, you should RC Blade for the corner carry and damage, but in the corner or inside Gravity Seed, it can be converted without meter.

Act Parser Tri: Cavalier

236C (or 6C during 236B)

Exiga Nail

22D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 All 26 30 Total 54+5L
[Total 39]
- P1 1~7 All

  • Fully invincible from frames 1-7
  • On ground block is -3 at close range. Goes up to 0/+1 further out.
  • Is +15 on hit, and crumple stuns on Counter Hit.
  • Reduced recovery in OD. Can move or block before touching the ground
  • Needs CH or air hit to convert without meter.

A very hard to use reversal due to its invincibility not carrying over with its active frames, but if timed right can beat anything with less than 8 active frames or which you move out of the hitbox in time (i.e Hazama's Rising Fang).

Very punishable if mistimed, but is safe on block and even IB. 22D is a good tool for baiting other reversals and OD/CA. Be weary using this to escape corner pressure as point blank it will whiff on everyone except Tager and Valkenhayn in wolf form.


Distortion Drives

Legacy Edge

236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
130×19 [130×29] All 16+(41 Flash)+9 X{(4)X}×19 [×29] Total: 57 +59 [+99] P2 -

  • Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.
  • All the projectiles are level 2 and will beat out any other, but the lack of invul means Legacy Edge can't be done on reaction to fast ones like Tager's Sparkbolt or Hazama's Eternal Coils.

A super that can be used as a fullscreen punish and 'auto-wins' neutral against some characters for the cost of 50 meter. If they get stuck blocking this on the ground, you can get a variety of mixups such as empty jump 2B, late airdash jB, IAD jC for a crossup, etc... The downsides are that the opponent can chicken block and mash 4 to IB all the projectiles, giving them a lot of meter.

236236D is a strong starter on CH, particularly the OD version which nets 5k and above.


Calamity Sword

632146D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
632146D 2400 [2800] High 10+(52 Flash)+1 9 Total: 68 -27 P2 1~11 All
j.632146D 2400 [2800] High/Air 8+(42 Flash)+5 9 Total: Until L+5 - P2 -

  • Tracks the opponent fullscreen in OD
  • Can combo off CH.

This is your metered reversal. It hits overhead and is a good combo ender because of the 960 minimal damage. It will usually CH, leading to big damage and corner-to-corner combos. In OD it becomes very threatening in neutral as it can be used for fullscreen punishes if the opponent does anything committal.


Exceed Accel

Duo Cultus

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 200×6, 1230
{600,300×9, 2530}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

  • 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. 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 and cannot be Rapid-canceled.

Astral Heat

Sword of Destruction

214214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
40000 All 13+(101 Flash)+7 9 21 -9 B 13~28 All

  • No startup invul. Unlike most Astrals, it can't be used as a reversal.
  • The range is deceptively big, going far beyond Lambda's arms.

Lambda grabs the opponent and plunges a mighty sword down upon them.

It's no longer a command throw, but the range on it has been buffed a lot. It's pretty easy to combo into from 5C and 3C on ground hit, 6A and 5D on air hit, and 236C after a wallsplat.

Colors

BBCF Lambda color 1.png
BBCF Lambda color 2.png
BBCF Lambda color 3.png
BBCF Lambda color 4.png
BBCF Lambda color 5.png
BBCF Lambda color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Lambda color 7.png
BBCF Lambda color 8.png
BBCF Lambda color 9.png
BBCF Lambda color 10.png
BBCF Lambda color 11.png
BBCF Lambda color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Lambda color 13.png
BBCF Lambda color 14.png
BBCF Lambda color 15.png
BBCF Lambda color 16.png
BBCF Lambda color 17.png
BBCF Lambda color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Lambda color 19.png
BBCF Lambda color 20.png
BBCF Lambda color 21.png
BBCF Lambda color 22.png
BBCF Lambda color 23.png
BBCF Lambda color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


External References


Navigation

Ambox notice.png To edit frame data, edit values in BBCF/Lambda-11/Data.