BBCF/Lambda-11

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Overview

Overview

Lambda-11 (stylized as -No.11-) is a hybrid character with tools split between rushdown, zoning and light setplay while having some of the best corner carry in the game. Lambda's main goal is to carry her opponent to the corner and force them into strong okizeme setups — She achieves this through Gravity Seed and Act Parcer Tri: Cavalier, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive has high recovery on whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way.
"Target acquired, moving to annihilate."
Lore:Lambda-11 is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. Lambda once sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before fading 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 been reborn within the Embryo, Lambda still serves under Kokonoe, but would defy even her commands in order to meet Ragna again.
Voice:Kanako Kondō
Playstyle
Lambda-11 uses a combination of zoning and rushdown tools to set up strong oki
Pros Cons
  • Screen Control: Lambda's projectiles are fast, span nearly fullscreen, and can lock the opponent in place. This leads to a neutral that's difficult for some characters to challenge.
  • Good damage: Gravity Seed routes break over 4k from common starters like 2B, and many CH starters can score near to or over 5k without meter.
  • Great Corner Carry: Her specials enable corner-to-corners even off short starters like 2A. Landing a confirm at all usually means the opponent's going in the corner.
  • Strong Corner Okizeme: Spike Chaser is a safe, difficult to contest okizeme that covers nearly every wakeup option. Gravity Seed also prevents the opponent from being able to jump or dash out.
  • Fast: With a dash that has the highest initial speed in the game, and an above average final speed, Lambda can outmanoevre the opponent in neutral and run under many jump in attacks. Her backdash is also faster than average for safe getaways at midscreen.
  • Short Pressure: None of Lambda's normals are plus on block, making her pressure linear and short. Going for extensions requires gimmicks that are very risky.
  • Whiff Recovery: Her moves leave her vulnerable on whiff as they have long recovery — Many characters can punish Lambda on reaction once they have meter or ODR.
  • Below Average Health: Can't take hits as much as others.

Drive: Sword Summoner EX

Lambda's Drive let's her summon projectiles which can be pointed at different angles. There is an automatic follow up hit if it connects with the opponent. Unlike other characters' projectiles, Lambda can gatling hers into other moves on block and hit.

Sword Summoner EX has no limit on the amount of times it can be used, so a string like 2D > 6D > 5D > 4D can be perfomed, and it's possible to go into specials and then summon more later in a combo. However, they can't reverse beat with each other, so a string like 5D > 4D > 5D is not possible.

It's a good tool for controlling screen space since it is much faster than most of the projectiles that other characters have, and can lead to pressure on block, but all of the summons have very high recovery if they miss, so caution is needed in using them.

While Sword Summoner EX seems very similar to Nu-13's Drive, there are differences, notably all of her drive moves spawn different sized projectiles, and typically spawn them much closer to Lambda, reducing her deadzones in exchange for less range.

Overdrive: Elysium

Lambda's swords grow larger in size, the second attack of each Drive deals double damage, and become Level 5 attacks (increasing their P2 and all forms of stun.) Additionally, aerial swords will launch grounded opponents on normal hit.

Her OD gives many new conversions that significantly increase her damage without needing to spend Gravity Seed.

  • Gravity Seed recharges at a quicker rate.
  • Sickle Storm summons two wheels that travel in opposite directions.
  • Spike Chaser travels the entire stage.
  • Crescent Saber ground bounces.
  • Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.
  • Legacy Edge fires more projectiles.
  • Calamity Sword tracks the opponent horizontally.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
300 All 6 6 9 -3 B -

A disjointed jab with lengthy active frames. It hits most of the cast crouching but whiffs on some. 5A is decent for stagger and can be used as an anti-air since it has a better hitbox than 6A, but it has less reward and no invul.

  • Jump-cancelable on hit or block.

Gatling Options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C

Characters 5A Hits While Crouching  
Crouch Crouching Prox. Guard Does Not Hit any Crouch

Carl
Hakumen
Hazama
Jubei
Kagura
Nine
Platinum
Relius
Tager
Terumi(Must be staggered)
Valkenhayn

Amane
Arakune
Bang
Lambda
Makoto
Mu
Nu
Rachel
Ragna
Susanoo
Taokaka
Tsubaki

Azrael
Bullet
Celica
Es
Hibiki
Izanami
Izayoi
Jin
Kokonoe
Litchi
Mai
Naoto
Noel

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
600 Mid 8 3 17 -3 B -

One of her best starters. This easily nets 4.0k to 4.7k on any gravity confirm and still hurts without it. It's okay for stagger. 5B isn't as safe from ODR as 2B, however, so it's not as great for meaties.

  • Jump-cancelable on hit or block.

Gatling Options: 6A, 2B, 6B, 5C, 2C, 6C, 3C

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
160×8 All 16 X{(4)X}×7 Total: 71 -8 P1 -

Another great starter. The range on this is good and disjointed but it's only used in pressure and combos because the startup is slow and the recovery long. It's relatively safe from ODR, but if they OD before the first sword hits then being punished is unavoidable.

  • Counts as a projectile.
    • If this 'clashes' with another projectile, Lambda can whiff cancel into other normals but not specials.

Gatling Options: 6B, 2C, 6C, 3C, 5D, 2D, 6D, 4D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
300 All 7 4 12 -4 F -

A crouching jab used for poking out of pressure and setting up TRMs. It's disjointed but a weak stagger tool because of its unusual minus frames for a jab. It can low profile some air normals.

Gatling Options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
550 Low 9 4 13 0 F -

A good poke that's her best low starter. It can be a strong stagger tool and reverse beats with 6A so it's a staple in pressure. The reward off this button is very high with Gravity scoring 4.2k from midscreen. Gravity-less routes are weaker but it's still possible to get over 3k while carrying them to the corner with IAD routes.

The low recovery on whiff makes it nice for catching rolls and staying safe from ODR.

Gatling Options: 6A, 5B, 6B, 5C, 2C, 6C, 3C

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
140×8 Mid 14 1×6,2×2 24 -9 B 11~19 H

Slower, less rewarding anti-air than 6A, the trade-off being more head invul and better hitbox, although her hurtbox rises a bit before invul.

Being the only C normal that's jump cancellable on block makes it a good option in pressure, but it's the worst button to get OD'd through, as it gives your opponent a crouch confirm.

Gatling Options: 6B, 5C, 6C, 3C, 5D, 2D, 6D, 4D

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
620 Mid 11 6 17 -6 B 5~11 H

Your main close range anti-air. Early invul and fast startup, on top of granting amazing reward on hit, makes it a great reactionary button, the fast recovery means being less vulnerable to baits.

However, 6A has poor vertical reach that makes it easier to clash with or be beaten by disjointed jump-ins, it's also easier to get crossed up in some situations, especially in the corner.

6A is a good pressure tool as its reverse beats with 5B/2B and ability to jump-cancel gives Lambda more options in pressure.

Gatling Options: 5B, 2B, 6B, 5C, 2C, 6C, 3C

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
680 High 24 2 15+8L -8 H -

One of Lambda's two overhead normals. It's quicker than 4D, but has no gatlings left if it's blocked. While not great damage, IAD routes are consistent and converting with tk.214D routes net more reward. It's used in crouch confirms to launch when the opponent is too far for gravity, as 5C 6B always works except from short starters like 5A/2A.

6B can go over low-hitting buttons like Bang's 3CBBCS Bang 3C.pngGuard:
Low
Startup:
15
Recovery:
21
Advantage:
-9
, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown.

  • Untechable on CH.
  • 110% Bonus Proration.

Gatling Options: None

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
180×8 Mid 22 1×6 24 -6 B -

Purely combo filler. The long startup, recovery, and few gatlings left on block make this a weak button for neutral and pressure. There's no true blockstrings into 6C except if 5C were Barrier Blocked, so it can frametrap on occasion.

  • Fatal Counter.

Gatling Options: 5D, 2D, 6D, 4D

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
140×8 Low x 3, All x 5 11 1×8 22 -6 F -

Sweep. It's a multi-hit low with great horizontal range, but limited gatlings on block. In pressure, 3C > 236B has a gap that can be reversal'd — Cancelling 3C into 214A or 22D will beat most reversals.

  • Only the first 3 hits are lows.

Gatling Options: Specials

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
300 High/Air 8 2 10 - H -

Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun or to set up air TRMs as it's self-cancellable.

  • Not jump-cancellable.

Gatling Options: j.A, j.B, j,2C

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
600 High/Air 9 4 12 - H -

This is can be used for jumping in and when the opponent is locked down by 236D. It reverse beats j.A which can be nice for pressuing opponents as they land. It's used for safejump setups after a Tri KD; 236B > 66 > falling jB will beat even 7f reversals.

Except on shorter characters like ES, it's possible to set up fuzzy jumps with this if you have 50 meter for RC.

Gatling Options: j.A, j,C, j,2C

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
150×8 High/Air 9 1×2,2×6 25 - H -

j.C is an okay air-to-air, but isn't as disjointed as j.B. It can act as a mixup tool in conjuction with j.2C(w) and j.214D, noted more below.

  • Hitbox doesn't extend until frame 11.
  • Last 3 hits can land as cross-ups.

Gatling Options: j,2C, j.D, j.2D, j,6D

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
150×8 High/Air x 1, All x 7 15 1×8 10 - H -

j.2C has a decent hitbox, but it's on the slow side, so j.B is used more for air-to-airs and jump-ins, although j.2C is great for jailing opponents to the ground as it makes Lambda fall faster while having decent blockstun. This "fast-fall" is also good for mixups as j.C(1) j.2C(whiff) 2B is a true blockstring while and 50/50 when used with j.B j.C(1) > j.214D.

The untech time on air CH is long, so Lambda can land back on the ground and convert with normals to land them into the corner.

  • Only the first hit of the move is an overhead, not the first hit to connect. It's possible to jump in with just mids.

Gatling Options: j.D, j.2D, j,6D


Drive Moves

  • All Drives will followup automatically into the second hit if it connects with the opponent, but not if it misses or hits a doll or other projectile.
  • All Drives except 4D are Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames unless overdrive is active.
  • All Drives are Attack Level 4 and become Attack Level 5 in OD.
  • All Drives have a deadzone in front of Lambda where they have no hitbox.
  • Air Drives will launch the opponent on CH or OD.
  • None of them can be jump-cancelled on block.

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
5D 600 All 15 18 Total 47 - P2→P1 [P2] -
5D Followup 300 [600] All 17 13 Total: 42 -2 [+2] P1 -

The most common summon. Used to stop the opponent running at Lambda and to punish things from fullscreen. 5D into 236B is a true blockstring when not too far, and becomes a frametrap when further out or delayed. In OD, it can link into Cavalier; on CH, 5D > 236A > 5C is possible.

Also in OD, 5D becomes +2 on block, so going into 4D becomes gapless and safe from reversals, but it's not generally enough to get resets from considering the distance.

  • Crumple stuns on CH but not on OD CH
  • Projectile Level 2 for the first 6 active frames

Gatling Options: 2D, 6D, 4D

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
2D 600 All 12 25 Total: 44 - P2→P1 [P2] -
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 Lambda, like Mu and Rachel. This can be followed up with either 236B~6C or IAD j.B j.C 6A routes to land them in the corner.

The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.

  • Projectile Level 2 for the first 5 active frames

Gatling Options: 5D, 6D, 4D

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
6D 600 All 14 22 Total: 44 - P2→P1 [P2] -
6D Followup 300 [600] All 19 13 Total: 54 -12 [-8] P1 -

Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people trying to jump out of pressure. It can hit tall characters like Tager while they are standing.

Long range confirms can be converted with either other swords like 4D or Cavalier.

  • Projectile Level 2 for the first 2 active frames

Gatling Options: 5D, 2D, 4D

4D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
4D 600 High/Air 27 3 Total: 56 - P1 -
4D Followup 300 [600] All 17 13 Total: 48 -8 [-4] P1 -

A summon that tracks the opponent and appears behind them. This overhead is slower than 6B, but Lambda 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 — But this is a knowledge check. The opponent can even react with a dash straight towards Lambda if done raw.

Be careful, as 5D > 4D has a gap that's vulnerable against fullscreen supers like Carnage ScissorsBBCS Ragna CarnageScissors.pngGuard:
All
Startup:
9+(40 Flash)+4~12
Recovery:
58
Advantage:
-43 [-40]
— OD 5D > 4D is gapless on normal block, however.

  • Forces crouching on hit.
  • 110% Bonus Proration.

Gatling Options: 5D, 2D, 6D

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
j.D 600 All 13 10 Total: 56 - P2→P1 [P2] -
j.D Followup 300 [600] All 18 13 Total: 43 - P1 -

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 medium risk for low reward as Lambda only get a soft KD at most.

  • Plus on block when done low to the ground.
  • Projectile Level 2 for the first 2 active frames

Gatling Options: j.2D, j.6D

j.2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
j.2D 600 All 11 25 Total: 56 - P2→P1 [P2] -
j.2D Followup 300 [600] All 18 13 Total: 43 - P1 -

The least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler. Can sometimes be used to bait Anti-Airs.

  • Projectile Level 2 for the first 2 active frames

Gatling Options: j.D, j.6D

j.6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
j.6D 600 All 13 6 Total: 55 - P2→P1 [P2] -
j.6D Followup 300 [600] All 18 13 Total: 43 - P1 -

An air-to-ground sword, but it's not great on block and can't be converted on normal hit without OD. On CH, the second hit vacuums the opponent, so it's easy to convert with 665B. Good for catching people running at you after an IAD/Jump back.

  • Projectile Level 2 for the first 2 active frames

Gatling Options: j.D, j.2D

Universal Mechanics

Ground Throw

5B+C 4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0, 1500 Throw(70) 7 3 23 - T -

Lambda's throw launches the opponent high at an angle, so it can only be followed up with Drive normals or specials. Going into 4D > 2D > IAD... routes is how you typically confirm.

Despite what it may seem at first, it's very easy to convert into Gravity routes by going into Sparda, as the large untech time and launch make 3C > 214X possible.

  • Backthrow has an identical launch and combo routes, just on the other side.
  • 100% minimum damage.


Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0, 1500 Throw(70) 7 3 23+3L - T -

Similar to ground throw, this is usually converted with Drive normals into IAD routes, in this case Air Throw > 662D > 5D > IAD... It's possible to followup with regular normals if they're inside Gravity Seed, however.

  • 100% minimum damage.


Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0 All 13 2 32 - B 1~20 All

Triggers the 5B animation with a slightly different hitbox. It's invincible but easily low-profiled by crouching buttons, especially if the opponent spaces them, so use this sparingly.

  • Invul on frames 1-20.*180F Heat Gauge cooldown.

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
Uncharged 1000 Guard Break 32/Barrier 20 1 25 0 B -
Charged 1000 Guard Break 60/Barrier 30~61 1 25 0 B -

Breaks the opponent's Guard on normal block, leading to a pretty decent reward when charged. For combos, it's done after a crumple stun like CH Tri for huge damage, it can also be done off 3C to corner carry when gravity's not available.

  • Can be charged.


Specials

Sickle Storm

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
400×4 All 37 Until Offscreen Total 61 - P1 -

Besides combo filler, 236D is used to lockdown the opponent as it's very plus on block, netting Lambda a mixup. CAs can be baited with dash break due to multi-hits and 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.

With that said, chaining into this move is never a true blockstring; thus, it can be jumped or fullscreen super'd on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, run up 2B could be used instead for a blue beat OTG.

  • Lambda summons two wheels in OD.
  • Hits four times.

Spike Chaser

214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1200 All 27 31
[Until Offscreen]
Total: 69 -7 P2 -

The main tool for okizeme, Spike Chaser can be used in combos and taking up space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup.

Spike Chaser covers every wakeup option (forward rolls; reversals; no tech; quick rise etc...) while being very plus and completely unpunishable if spaced right, making it a pretty insane oki option. Always go for this whenever possible. It can be 'looped' by doing combos that end in this one after another, usually by sacrificing some damage in the process.

There is a very small window to delay tech through, but this is risky as 214D is active forever, is a big damage starter (even without Gravity available), and can be beaten by the Lambda player varying their input timing. Lambda is also still safe and can retreat to neutral on successful delay tech.

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

Crescent Saber

j.214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1000 High/Air 16 9 Total: Until L+9 - P1 -

Crescent Saber's main function is to score knockdowns from air combos. It's also used mid-combo for optimal 6A and 6B confirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up.

To pickup on non-OD hits, an RC j.2C will be needed if high in the air, or just 2B / 3C if TK'd properly.

  • OD version bounces which allows for easier pickups.
  • Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22f overhead that's -13 on block.


Gravity Seed

214A/B/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
800 All 13 3 18 -2 B -

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 projectiles nor Ignis / Nirvana, however.

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

  • Fatal Counter.
  • Recharge becomes faster in OD.

214A

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


214B

This version summons the field in the middle of the screen and is used most in neutral. It creates a wall so characters can't run at Lambda 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 possible.


214C

This version summons the field at the opposite end of the screen and is used only in combos. 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. This can also be used midscreen to ensure they'll wallsplat after 236C.


Act Parcer Zwei

236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
- - - - 34 - - -

Lambda's command dash, tied for the fastest in the game. Zwei doesn't have invul but it can pass through moves with proximity hitboxes and wakeup reversals as Lambda phases through before they become active — It can then cancel into 236B to attempt to start pressure or into 236C for a Fatal Counter if used as a bait.

236A can be done at almost any point during pressure for jumpscare Throws. Cancelling into 22D will bait mash attempts, and 236B will catch jump startup.

Once conditioned, it's possible to go for pressure resets and tick throws with 236A > 2A > Throw or 236A > 9 jump > Throw if they begin to jump out, etc...

  • Shares almost the same animation as 236B between frames 1-11
  • Passes through the opponent during frames 8-13.
  • Cancellable into Throw, 236B, 236C, 22D, and Astral.


Act Parcer Tri

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
800 All 18~24 3 19 -5 B -

Tri is the first part of Lambda's rekka. It travels a good distance and is a true blockstring if done close after a Drive like 5D. In pressure, it can be canceled into either Blade or Sparda for high-low mixup. The cancel window is long, so the followups can be delayed to frametrap, and then, once the opponent becomes afraid to press buttons, you can reset pressure by going into normals. This is suceptible to the same problems as other Rekkas, however, so don't get predictable.

Tri being able to whiff cancel makes it very safe against ODR, going into 22D will outright beat EAs and buttons pressed after the flash, and for quite high reward.

  • Shares almost the same animation as 236A between frames 1-11


Act Parcer Tri: Sparda

6A (during 236B)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1100 High/Air 21 6 15+8L -11 H -

Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity ⁠— Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable.

It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. As with most things in this game, don't get too carried away as it is punishable on block.

Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no Foot invul, however, so it can occasionally trade with some characters' 2As.

  • Hard-coded not to hit crossup on standing opponents (it can hit crossup on crouching ones).
  • Lambda side-switches on both hit and block.


Act Parcer Tri: Blade

6B (during 236B)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
950 Low/Air 11 6 16 -5 F -

Low option from Tri. It's a pretty fast sweep that's good at catching people who expect 4D. Lambda slightly low-profiles while having quite a disjointed hitbox, so this can be a decent thing to throw out in neutral from time to time. It is safe on normal block, but can be punished on IB, so adjusting the timing and ending pressure in 22D as well are important.

At midscreen, Blade should be RC'd as the reward is high, but in the corner or inside Gravity Seed it can be converted without meter.

  • The range of Blade varies with the time 236B was cancelled from; max range is fullscreen.


Act Parcer Tri: Cavalier

236C (or 6C during 236B)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1500 Mid 30 4 22 -5 B -

Cavalier is a staple in combos and what makes Lambda's corner carry strong as it has massive blowback while wallbouncing in midscreen loops. The high base damage and Fatal property make it her strongest starter as well.

The vertical hitbox goes much higher than what the animation suggests, so it can be used as a hard read anti-air for great reward. It's not used in either pressure nor frameteraps, but it is safe on normal block.

  • Fatal Counter.
  • Wallbounces midscreen.
  • Wallsticks in the corner.


Exiga Nail

22D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1000 All 26 30 Total 54+5L
[Total 39]
-3~0 P1 1~7 All

Lambda's meterless reversal. It can be hard to use as its invincibility ends before becoming active; if timed right, however, Exiga Nail can beat anything shorter than 8 active frames. It also works if Lambda moves out of an attack's hitbox in time, such as those of many crouching buttons.

It's very susceptible to meaties with long active frames, but leads to great reward on CH, crumple stunning for easy conversions. It's safe on block and even IB, so Exiga can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank except Tager and Valkenhayn in wolf form.

  • Frame advantage is for ground block. It's -3 at the closest possible distance, but goes up to 0 at max spacing.
  • Reduced recovery in OD — Lambda can perform actions midair.
  • Needs CH or air hit to convert without meter.


Distortion Drives

Legacy Edge

236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
130×19 [130×29] All 16+(41 Flash)+9 X{(4)X}×19 [×29] Total: 57 +59 [+99] P2 -

A super that can be used as a fullscreen punish and and winning neutral against some characters for the pricey cost of 50 meter. If they get stuck blocking this on the ground and Lambda is close enough, this enables a variety of mixups: empty jump 2B, late airdash jB, IAD jC for a crossup, etc...

The downsides are that if Lambda is hit during the 9 frames after the superflash, the meter will be spent but the swords won't appear; the opponent can chicken block and mash 4 to IB all the projectiles — giving them a lot of meter while being safe from mixups; not all of the projectiles will land if they are crouching; and, against opponents on the other side of the screen, Lambda get less time to capitalize on the frame advantage. Furthermore, while all the projectiles are level 2, the complete lack of invul means Legacy Edge can't be used as an anti-zoning tool in situations where it would be useful (such as using it against SparkboltBBCP Tager SparkBolt.pngGuard:
All
Startup:
12
Recovery:
Total 47
Advantage:
-1
or Eternal CoilsBBCS Hazama 632146C.pngGuard:
All
Startup:
1+(30 Flash)+15
Recovery:
Total 70
Advantage:
-46
).

For what it's worth, it's a pretty good starter for combos (particularly the OD version). It's also neat for specific MU interactions like blowing up Izanami's Shield of DreamsBBCF Izanami Mujuu no Tate Activate.pngGuard:
-
Startup:
-
Recovery:
46
Advantage:
-
.

  • Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.
  • Minimum damage: 32*19 (OD: 32*29).


Calamity Sword

632146D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
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 -

Metered reversal. It hits overhead and is a good combo ender for the minimal damage. It can combo off CH (which it will usually be), leading to big damage and corner-to-corner combos. In OD, Calamity Sword becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal.

  • Tracks the opponent fullscreen in OD.
  • Minimum damage: 960 (OD: 1260).


Exceed Accel

Duo Cultus

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
600, 200×6, 1230
{600,300×9, 2530}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

This is used either as a reversal in OD or as a combo ender. The KD from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the MU.


Astral Heat

Sword of Destruction

214214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. 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 attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
40000 All 13+(101 Flash)+7 9 21 -9 B 13~28 All
1~28 Burst

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

It has no startup invul, so it can't be used as a reversal unlike most Astrals.


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

Lambda-11
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