BBCF/Lambda-11

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Overview
Overview

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

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


Lore:Lambda -No.11- is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. During the True Ending of BlazBlue: Continuum Shift, Lambda sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before she faded away, she transferred her remaining power and the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel. Having originally appeared as a pallette swap replacement of Nu-13 in BlazBlue: Continuum Shift, Lambda-11 appeared for the first time as a standalone character in BlazBlue: Chrono Phantasma Extend.
Playstyle
BBCF Lambda-11 Icon.png Lambda-11 uses a combination of zoning and rushdown tools to set up strong oki
Pros Cons
  • Good Neutral Game: Solid zoning abilities allow her to dictate neutral against some of the cast.
  • Strong Backdash: Longer than average invuln and distance makes it a good tool for escaping pressure. Also great in neutral for avoiding the opponent's footsies and pokes.
  • Great corner carry: The combination of gravity seed and specials which push Lambda forward means you can land the opponent in the corner from anywhere. It's easy to juggle an opponent from one corner all the way to the other while dealing respectable damage.
  • Above Average Damage: Can net 3.7k-4.4k from most non-drive starters and 4.7k-6k with CH and/or 50 meter. 5C, 236B and 236C in particular explode the opponent as CH starters.
  • Very Strong Corner Okizeme: Spike chaser is a safe, difficult to contest oki in the corner and gravity seed prevents the opponent from being able to jump/dash out.
  • Below Average Health
  • Pressure is unsafe: Due to many of Lambda's buttons being multi-hit and not jump-cancellable on block, pressure is susceptible to OD and CAs. Can be difficult to open up while staying safe from these options.
  • Damage or Okizeme: One must be sacrificed for the other. Lambda's more damaging routes don't allow for as strong setups.
  • Long recovery on buttons: Long recovery on her normals and specials leaves you in a dangerous position on whiff- it is easy to lose momentum and get punished.
  • Polarized tools: A good and bad thing. Some characters have a really hard time trying to get around Sword Summoner EX in neutral; others can easily deal with it by strong movement options or other specific ways which places great risk on Lambda throwing it out.
Drive: Sword Summoner EX
Sword Summoner EX allows Lambda to manifest sword-like projectiles which she can shoot off at different angles. When a sword comes in contact with an opponent, Lambda will perform an additional hit automatically. Additionally, Lambda can gatling her D normals up to four times before she has to jump-cancel to get another sword out (Ex: 2D > 4D > 5D > 6D); however, Lambda cannot reuse any sword during a blockstring, and swords cannot be jump-cancelled on block. While Sword Summoner EX makes for a good combo tool, it is also a key part of her zoning abilities, which makes utilizing her drives a very important part in learning to play her.
Overdrive: Elysium
Lambda's swords grow larger in size, and the second attack of each Drive Normal deals double damage in addition to becoming a level 5 attack (Increasing all forms of stun slightly). Additionally, aerial swords launch grounded opponents.

Her special moves also gain new properties:

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


Normal Moves

5A

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

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

5B

5C

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

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

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

2A

2B

2C

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

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

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

6A

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

  • Jump cancellable on hit or block

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

6B

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

  • 110% Bonus Proration
  • Ambiguous looking overhead

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

6C

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

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

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

3C

j.A

j.B

j.C

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

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

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

j.2C

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

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

Lambda backflips with her blades in the air. Combo filler. Has a decent vertical and horizontal hitbox so it can be used against both ground and air opponents, but it can be beaten by better air pokes and AAs. Contrary to its animation, this move does not have a hitbox directly above it. Huge untech time on air-to-air CH. Can be whiffed after other air buttons to touch the ground faster, which is useful for mixups like j.C(1) j.2C(whiff) 2B.


Drive Moves

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

5D

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

  • Crumple stuns on CH (doesn't crumple stun on OD CH).
  • Becomes + on block in OD. Can be a close-range pressure reset if not IB'd.

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

2D

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

Lambda shoots a sword at a 70° angle. Spans the whole screen. Useful as an AA and generally controlling air space. Can follow up with 5D IAD j.B j.C 6A... etc to corner carry.

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

6D

4D

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

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

Lambda shoots a sword from behind the opponent aiming at their head. Huge recovery on whiff. Because this move comes from behind the opponent, they have a clear path to you if they read this and dash towards you before the sword hits them. This move is useful as an overhead, albeit a slow one. On block you can cancel it into another sword or special to continue pressure. 4D > 5D is gapless when not super far away and is a safe way to hitconfirm while also keeping safe from fullscreen supers.

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
j.D 600 All 13 10 Total: 56 - P1* -
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. Can be used as an air to air sword and pre-emptively catching opponents trying to air dash. Although at such ranges it is unable to be converted from, cannot be jump cancelled on block, and the recovery on whiff is awful, making it very high risk for no reward. At closer ranges it's filler in staircase combos.

j.2D

j.6D

Universal Mechanics

Throw

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground Throw 0, 1500 Throw(70) 7 3 23 - T -
Air Throw 0, 1500 Throw(70) 7 3 23+3L - T -

  • 100% minimum damage

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

Back throw flips the opponent to the other side.


  • 100% minimum damage

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

Counter Assault

When blocking 6A+B

Crush Trigger

5A+B (Chargeable)


Specials

Spike Chaser

214D

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

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

Lambda summons a wave of spikes that travel half of the screen. Main tool for oki, but also has use in combos and neutral. Minus if blocked on the first spike, but becomes plus if blocked on the second, and so on. E.g you can catch jump start up with 236B and other buttons after this. There is a small window to delay tech through but this is risky as 214D is active forever, hurts as a starter, and beaten if the Lambda player delays their input.

Sickle Storm

236D

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

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

Lambda summons a saw which tracks the opponent along the ground. Has uses as a tool to lockdown the opponent as it's very plus on block — Netting you a free mixup. The chip damage from this move shouldn't be ignored either; you can steal kills if they block this at little health. 236D is susceptible to delay teching which leaves you in a bad position due to its recovery, but if the opponent tries to bait this you can run up 2B for a blue beat extension.

Crescent Saber

j.214D

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

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

Lambda summons a saber that arcs downward. Used as an ender in staircase combos and filler in optimal anti-air combos. Not much horizontal range, but goes behind her, meaning you can cross up with it. Non-OD conversions vary with height, with higher hits demanding RC j.2C and lower hits can be converted with 2B or 3C.

Gravity Seed

214A/B/C

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

  • Fatal Counter
  • Summons a field which reduces the opponent's movement to 30% of their normal speed ⁠— This includes momentum from specials and Nine/Arakune's teleport dash.
  • The gravity field will still appear on whiff
  • Has a cooldown but only takes up a 1/3 of the gauge on whiff
  • Recharge becomes faster in OD

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

Act Parser Zwei

236A

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

  • Command dash with fast speed.
  • Small window to cross-up, usually at point blank.
  • Doesn't have invuln but can pass through moves with proximity hitboxes and wakeup reversals as Lambda phases through them before the hitboxes become active.

Not used in optimal combos. Can bait wake up reversals or character specific moves (i.e Hakumen's Yanagi/Guren if he parried 5C meaty). Against a lot of reversals you can cancel into 236C for a free fatal. You can also 236A -> throw but this loses to Throw OS and Upbacking.

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

Act Parser Tri

236B

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

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

Lambda dashes towards the opponent and does a double kick. Your go-to ender in combos that prioritize damage. Tri has good momentum and is a key tool in helping Lambda get into close range combat, typically from a blocked 5D.

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

Act Parser Tri: Spada

6A (During Tri)

Act Parser Tri: Blade

6B (During Tri)

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

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

Lambda slides towards the opponent and sweeps low. Throw this out to stop the opponent auto-blocking high at a distance/during Sword Summoner strings. Can be RC'd midscreen for good corner carry and damage. Can be converted without meter in the corner or if the opponent is in a gravity seed. Safe on normal block, but can be punished on IB.

Act Parser Tri: Cavalier

236C (or 6C during Tri)

Exiga Nail

22D

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

  • Fully invincible from frames 1-7
  • On ground block is -3 at close range. Goes up to 0/+1 further out.
  • Is +15 on hit, and crumple stuns on Counter Hit.
  • Reduced recovery in OD. Can move or block before touching the ground

Lambda jumps back and fires a sword downward. A very hard to use reversal due to its invincibility not carrying over with its active frames, but if timed right can beat anything with less than 8 active frames or which you move out of the hitbox in time (i.e Hazama's Rising Fang). Very punishable if mistimed, but is safe on block and even IB at most distances. Also used in corner combos and is a good tool for baiting other reversals and OD/CA. Needs CH or air hit to convert without meter. Not recommended in using to escape corner pressure as close range it will whiff on everyone except Tager and Valkenhayn in wolf form.


Distortion Drives

Legacy Edge

236236D

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

  • Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.
  • All the projectiles are level 2 and will beat out any other, but the lack of invul means Legacy Edge cannot be done on reaction to fast ones such as Tager's Sparkbolt nor Hazama's Eternal Coils.
  • It is a strong starter on CH, particularly the OD version which can lead to damage of 5k and upwards.

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


Calamity Sword

632146D (air OK)

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

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

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


Exceed Accel

Duo Cultus

ABCD (In Overdrive)

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

  • Does not cost Heat, but immediately ends Overdrive if used.
  • 15% minimum damage.

On startup, Lambda swipes in front of herself. On hit, Lambda performs three backflips (four in Active Flow) with her blades. Used as a reversal in Overdrive, or a combo ender. Puts Lambda in Active Flow if she hasn't already been in it already. Has full invuln, but is unsafe on block and cannot be Rapid-canceled.

Astral Heat

Sword of Destruction

214214D


External References


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