BBCF/Lambda-11

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Overview[edit]
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.
  • Great Corner Carry: The combination of gravity seed and specials which push Lambda forward mean you can land the opponent in the corner from anywhere.
  • Above Average Damage: Can net 3.7-4.2k from most non-drive starters and 4.7-5.9k with CH and/or 50 meter.
  • Very Strong Corner Okizeme: Spike chaser is an almost absolute oki in the corner and gravity seed makes it difficult for the opponent to escape.
  • Below Average Health
  • Unreliable Midscreen Okizeme: Spike chaser and Gravity Seed aren't nearly as effective outside the corner and 236D isn't reliable.
  • Pressure is unsafe: Due to many of Lambda's buttons being multi-hit and not jump-cancellable on block, pressure is easily beaten by OD and CAs. Can be difficult to open up at close range.
  • Weak Air-to-Ground Game: Many of her air normals are easily low profiled.
  • Long recovery on buttons: Long recovery on her normals and specials leaves you in a dangerous position on whiff- it is easy to lose momentum and get punished.
  • Polarized Match-Ups: Struggles greatly against characters with strong movement options or answers to zoning.
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 and become level 5 attacks (Increasing all forms of stun slightly). Additionally, aerial swords launch grounded opponents. Her special D moves also gain new properties. See each move section for more details.

Normal Moves[edit]

5A[edit]

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. Independant 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 -

[edit]

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[edit]

5C[edit]

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. Independant 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 -

[edit]

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

Lambda throws her blades at the opponent. One of Lambda's 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[edit]

2B[edit]

2C[edit]

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. Independant 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

[edit]

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

Lambda sweeps her blades upwards. One of Lambda's AAs. Is generally inferior to 6A on account of 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[edit]

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. Independant 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

[edit]

  • Jump cancellable on hit or block

Lambda thrusts her arms forward, another AA. Very strong antiair on account of its fast head invuln, 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[edit]

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. Independant 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 -

[edit]

  • 110% Bonus Proration
  • Ambiguous looking overhead

Lambda extends her legs and spins on her side. 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. Is 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[edit]

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. Independant 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 -

[edit]

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

Lambda throws her blades in an arc. Mainly used as combo filler. 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 tool. 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[edit]

j.A[edit]

j.B[edit]

j.C[edit]

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. Independant 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 -

[edit]

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

Lambda twirls in the air and attacks with her blades. Solid air-to-air poke though on whiff you won't recovery 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[edit]

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. Independant 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 -

[edit]

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

Lambda backflips with her blades in the air. 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. 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[edit]

  • All of Lambda's drive normals will followup into the second hit unless RC'd
  • All are projectiles which start at level 2 and decrease to level 1 after a set amount of active frames
    • Always projectile level 2 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[edit]

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. Independant 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* -
Followup 300 [600] All 17 13 Total: 42 -2 [+2] P1* -

[edit]

  • Normally stuns for a long time on CH but weirdly this is not the case if you land a counter while in OD.

Lambda shoots a sword along the ground. Huge recovery on whiff. This can be used as spacing tool against opponents on the ground. As it's only -2 on block 5D is good close range for frametrapping (i.e 5D into 236B). On CH or OD, 5D's hitstun becomes longer, allowing for followups such as 236C.

2D[edit]

6D[edit]

4D[edit]

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. Independant 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* -
Followup 300 [600] All 17 13 Total: 48 -8 [-4] P1* -

[edit]

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

Lambda shoots a sword from behind the opponent aiming at their head. Huge recovery on whiff. 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. On block you can cancel it into another sword or special to protect yourself. 4D > 5D is gapless when not super far away and is a safe way to hitconfirm while also keeping safe from fullscreen supers.

j.D[edit]

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. Independant 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* -
Followup 300 [600] All 18 13 Total: 43 - P1* -

[edit]

Lambda's furthest reaching drive, going almost fullscreen and more distance than 5D. Can be used as an air to air sword and pre-emptively catching opponents trying to air dash. Although at such ranges it is unable to be converted from, cannot be jump cancelled on block, and the recovery on whiff is awful, making it very high risk for no reward. At closer ranges, its main use is in staircase combos.

j.2D[edit]

j.6D[edit]

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. Independant 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.6D 600 All 13 6 Total: 55 - P1* -
Followup 300 [600] All 18 13 Total: 43 - P1* -

[edit]

  • You can land back on the ground in time and get a decent conversion on CH.

Lambda shoots a sword at a -15° angle towards the ground. 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.

Universal Mechanics[edit]

Throw[edit]

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. Independant 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.
Ground Throw 0, 1500 Throw(70) 7 3 23 - T -
Air Throw 0, 1500 Throw(70) 7 3 23+3L - T -

[edit]

  • 100% minimum damage

Lambda grabs the opponent and impales them with her swords. Launches the opponent allowing for a follow up combo.

Back throw flips the opponent to the other side.


  • 100% minimum damage

Lambda grabs the opponent and crushes them with her knees. Causes the opponent bounce into the air upon making contact with the ground, allowing for a combo.

Counter Assault[edit]

When blocking 6A+B

Crush Trigger[edit]

5A+B (Chargeable)


Specials[edit]

Spike Chaser[edit]

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. Independant 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 -

[edit]

  • Travels the entire screen in OD

Lambda summons a wave of spikes that travel half of the screen. Used as a tool to hinder the opponent's approach, also has use in combos and Oki. 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 with 236B and other buttons after this. Very nice corner okizeme that is safe from reversals.

Sickle Storm[edit]

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. Independant 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 -

[edit]

  • Lambda summons two saws in OD
  • Deals a surprising amount of chip damage

Lambda summons a saw which tracks the opponent along the ground. Hits four times. Mainly used as a tool to lockdown and approach the opponent as it's very plus on block. Although 236D is susceptible to delay teching which can leave you in a bad position due to its recovery. You can get a free blue beat and corner carry if the opponent tries to bait this.

Crescent Saber[edit]

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. Independant 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 -

[edit]

  • OD version bounces, allowing you to pickup with 2B for combos
  • TK j.214D is good in pressure
  • Not as quick as the startup implies; takes some additional frames for the hitbox to reach crouching opponents

Lambda summons a saber that arcs downward. Mainly used to end air D combos. Not much horizontal range, but goes behind her, meaning you can cross up with it. Non-OD conversions vary with height, with higher hits demanding RC j.2C and lower hits can be converted with 2B or 3C.

Gravity Seed[edit]

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. Independant 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 -

[edit]

  • Fatal Counter
  • Recharge becomes faster in OD
  • Gravity field will still appear on whiff
  • The field reduces the opponent's movement to 30% of their normal speed.
  • Has a cooldown but only takes up a 1/3 of the gauge on whiff

Lambda strikes the opponent and creates a field that makes them float towards it. The field appears close range (A), mid-range (B) or long-range (C). The field can be used to hinder approaches. Gravity Seed is also good corner okizeme, especially against characters without a standard dash. Allows you to corner carry from any screen position and almost any confirm.

Act Parser Zwei[edit]

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. Independant 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 - - -

[edit]

  • Crosses up if done point blank.

Lambda's command dash. Not used in general combos. If timed right, it can be used to bait an opponent's wakeup DP/reversal as Lambda will cross through them before being hit. You can cancel this move into 236B, 236C, 22D and throws. Due to its fast speed you can catch people off guard with an unexpected throw. Can be used as a risky pressure reset if the opponent is being too respectful.

Act Parser Tri[edit]

236B

Act Parser Tri: Spada[edit]

6A (During Tri)

Act Parser Tri: Blade[edit]

6B (During Tri)

Act Parser Tri: Cavalier[edit]

236C (or 6C during Tri)

Exiga Nail[edit]

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. Independant 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

[edit]

  • Fully invincible from frames 1-7
  • Is +15 on hit, and stuns for a very long time on Counter Hit.
  • Reduced recovery in OD. Can move or block before touching the ground

Lambda jumps back and fires a sword downward. 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- including throws. Very punishable if mistimed, but is safe on block. Also used in corner combos and is a good tool for baiting other reversals and OD/CA. Needs CH or air hit to convert without meter. Not recommended in using to escape corner pressure as it will whiff on everyone except Tager and Valkenhayn in wolf form.


Distortion Drives[edit]

Legacy Edge[edit]

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. Independant 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 -

[edit]

Lambda summons a portal that shoots forth 19 (29 during OD) projectiles in rapid succession. Has no deadzone but lacks any sort of invincibility and cannot be used as reversal- even against other projectiles. It can be used to reset the pace of the neutral or force your opponent to block, can also punish the opponent fullscreen in some situations.


Calamity Sword[edit]

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. Independant 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.
Ground 2400 [2800] High 10+(52 Flash)+1 9 Total: 68 -27 P2 1~11 All
Air 2400 [2800] High/Air 8+(42 Flash)+5 9 Total: Until L+5 - P2 -

[edit]

  • Tracks the opponent fullscreen in OD
  • Can be converted from off CH or TK

Lambda summons a giant sword from above, hits overhead. Good combo ender, as it has 960 minimal damage. In OD it can be used for fullscreen punishes if the opponent does anything committal in neutral. This is your metered reversal.


Exceed Accel[edit]

Duo Cultus[edit]

ABCD (In 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. Independant 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]

[edit]

  • 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[edit]

Sword of Destruction[edit]

214214D


External References[edit]


Navigation[edit]

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