BBCF/Lambda-11: Difference between revisions

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*100% minimum damage
*100% minimum damage
Lambda grabs the opponent, lifts them above her head and impales them with her swords. Launches the opponent allowing for a follw up combo.
Lambda grabs the opponent, lifts them above her head and impales them with her swords. Launches the opponent allowing for a follow up combo.


Back throw flips the opponent to the other side.
Back throw flips the opponent to the other side.
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BBCS_Lambda_GravitySeed.png |One of your most important tools. Field is useful for zoning.
BBCS_Lambda_GravitySeed.png |Your most important tool. Field can be useful for zoning in some MUs.
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*Recharge becomes faster in OD
*Recharge becomes faster in OD
*Gravity field will still appear on whiff
*Gravity field will still appear on whiff
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 slows down movement speed and can be used to hinder approaches. Allows Lambda to corner carry from any range and almost any confirm. Also sees much use in combos as it provides very good damage. Has a cooldown but only takes up 30% of the gauge on whiff.
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 slows down movement speed and can be used to hinder approaches. Guarantees a full corner carry from any screen position and almost any confirm. Also sees much use in combos as it provides very good damage. Has a cooldown but only takes up 30% of the gauge on whiff.
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*Crosses up if done point blank
*Crosses up if done point blank


Lambda's command dash. Has some use in certain combos. If timed right, can be used to bait an opponent's wakeup DP/reversal as Lambda will cross through them before being hit. You can cancel this move into 236B, 236C, 22D and throws. Due to its speed you can catch people off guard with unexpected throws with 236A into throw or bait a CH with 236A 22D.
Lambda's command dash. Has minor use in general combos. If timed right, it can be used to bait an opponent's wakeup DP/reversal as Lambda will cross through them before being hit. You can cancel this move into 236B, 236C, 22D and throws. Due to its fast speed you can catch people off guard with an unexpected throw or bait a CH with 236A 22D.
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*Hard knockdown
*Hard knockdown
*Can immediately cancel into any of the 3 followups or Exiga Nail
*Can immediately cancel into any of the 3 followups or Exiga Nail
Lambda dashes towards the opponent and attacks with a double kick. Very generous time window to cancel into the followups. As it has a hard knockdown, this move is a good ender in corner combos when prioritizing damage.  
Lambda dashes towards the opponent and attacks with a double kick. Very generous time window to cancel into the follow-ups. As it has a hard knockdown, this move is a good ender in corner combos when prioritizing damage.
On CH, 236B can convert into 214D for nice damage.  
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BBCS_Lambda_ActParserSpada.png |Backflip
BBCS_Lambda_ActParserSpada.png |Never use this when the opponent is in the corner
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*Crosses up on hit and block
*Crosses up on hit and block
Lambda performs a backflip that crosses the opponent up. The backflip is an overhead. Meterless conversions require very specific spacing or CH.  
Lambda performs a backflip that crosses the opponent up. The backflip is an overhead. Meterless conversions require very specific spacing or CH but is a decent starter.
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Lambda summons a portal that shoots forth sword projectiles. Has no deadzone but lacks any sort of invuln. Can be used to reset the pace of neutral, or punishing certain moves from fullscreen
Lambda summons a portal that shoots forth sword projectiles. Has no deadzone but lacks any sort of invincibility. Can be used to reset the pace of neutral, or punishing certain moves from fullscreen
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Revision as of 03:13, 22 January 2021

{InvisibleHeader}}

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    
Overview
Overview
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.


Lambda-11
BBCF Lambda-11 Portrait.png


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.
Lambda's swords grow larger in size, and the second attack of each Drive Normal deals double damage and become level 5 attacks (Increasing all forms of stun slightly). Additionally, aerial swords launch grounded opponents. Her special D moves also gain new properties. See each move section for more details.

Normal Moves

5A

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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 invuln.

5B

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  • Jump Cancelable on hit or block.

Lambda roundhouse kicks the opponent. Her best non-counterhit punish, easily netting 4.0k to 4.7k meterless on any gravity confirm and most non-gravity confirms. Decent stagger tool though range is limited. Is not as safe from ODR as 2B, however, making it not a great meaty tool.

5C

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

Lambda throws her blade wings 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

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A crouching jab. Used for poking out of the opponent's pressure, and to set up TRM's. Slightly disjointed. Is not a particularly strong stagger tool on its own on account of it's poor frame advantage and is more effective for abare or resetting pressure from a different normal. Can low profile some air normals.

2B

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Lambda kicks her opponent's feet. A good-range poke that hits low and is her best low normal starter. Is a strong stagger/mixup tool with good reward on hit. Low recovery on whiff makes it a strong tool as a poke, rollcheck and an OD check.

2C

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

Lambda sweeps her blade wings diagonally upwards. One of Lambda's many 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 absolute worst button you can have OD'd through on account of its few actives frames, leaving you crouching, and huge recovery on whiff.

6A

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  • 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

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  • 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

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

Lambda throws her blade wings in an arc in front of her. 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

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  • All hits are special-cancellable
  • Only the first 3 hits are lows.

Lambda sweeps the ground with her blade wings. Hits low and has a great horizontal range. Main use is for combos into Gravity Seed or for a knockdown into 236D oki.

j.A

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  • Only air normal not jump cancelable on block
  • Gatlings into itself

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.

j.B

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  • Jump Cancelable on hit or block
  • Reverse-beats with j.A

An air kick. Useful for jumping in and when the opponent is locked down by 236D. Best air normal to contest low-profile attempts. Slightly disjointed. Useful as a mixup tool. Useful for safejump setups after a 236B or Parser Tri: Blade ender. Can be used for fuzzy mixups except on shorter characters like Es.

j.C

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  • 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 blade wings. 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

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

Lambda backflips in the air, attacking with her blade wings. Combo filler. Has a decent vertical and horizontal hitbox so it can be used against both ground and air opponents, but it can be beaten by better air pokes and AAs. Contrary to its animation, this move does not have a hitbox directly above it. Huge untech time on air-to-air counterhit. 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

5D

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5D
Followup

Lambda shoots a sword along the ground. Like all of her drives, it has a dead spot in front of her and on hit or block always cancels into a second sword. 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) or resetting pressure. In CH or while in OD, 5D can be followed up with 236C for good damage.

2D

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2D
Followup

Lambda shoots a sword in the air at a 70° angle. Like all of her drives, it has a dead spot in front of her and on hit or block always cancels into second sword. Spans the whole screen. Useful as an AA and generally controlling air space. Can IAD into jB jC 6A... etc to corner carry.

6D

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6D
Followup

Lambda shoots a sword in the air at a 30° angle. Like all of her drives, it has a dead spot in front of her and always cancels into a second sword on hit or block. Huge recovery on whiff. Travels full screen. Useful for AA and generally controlling air space. Can hit some characters while they are standing, leading to either pressure or giving you a chance to approach.

4D

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4D
Followup

  • 110% Bonus Proration
  • Forces crouching
  • Jump Cancelable on hit

Lambda shoots a sword from behind the opponent aiming at their head. Like all of her drives, it has a dead spot in front of her and always cancels into a second sword on hit or block. Huge recovery on whiff. Travels full screen. Because this move comes from behind the opponent, they have a clear path to you if they read this and dash towards you before the sword hits them. This move is useful as an overhead, albeit a slow one. Has the same downsides as 5D since it isn't jump cancelable on block, but from there you can cancel it into another sword or special to protect yourself. 4D > 5D is gapless when not super far away and is a safe way to hitconfirm while also keeping safe from moves like Ragna's Carnage Scissors.

j.D

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j.D
Followup

Lambda's furthest reaching air drive, going almost fullscreen and noticeably more distance than 5D. Useful as an air to air sword and pre-emptively catching opponents trying to air dash. Besides that, its main use is in D string combos.

Launches grounded opponents on CH or while in OD.

j.2D

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j.2D
Followup

Lambda shoots a sword while she is in the air at a 30° angle towards the ground. Like all of her drives, it has a dead spot in front of her and on hit always cancels into a second sword. Useful as both an air to air sword and air to ground. This sword seems to go down steeper than it did in previous iterations. As a result, it can be used to bait AA's from opponents and to punish opponents who try to run towards you.

Launches grounded opponents on CH or while in OD.

j.6D

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j.6D
Followup

Lambda shoots a sword while she is in the air at a -15° angle towards the ground. Like all of her drives, it has a dead spot in front of her and on hit always cancels into a second sword. Useful as both an air to air sword and air to ground. This sword has an impressive horizontal range towards the ground, good for catching opponents trying to run at you.

Launches grounded opponents on CH or while in OD.

Universal Mechanics

Throw

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Ground Throw
Air Throw

  • 100% minimum damage

Lambda grabs the opponent, lifts them above her head 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, does a small flip that puts them beneath her, dives downwards, and crushes them with her knees. Causes the opponent bounce into the air upon making contact with the ground, allowing for a followup combo.

Counter Assault

When blocking 6A+B

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  • 1-20 invul
  • 180F cooldown

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

Crush Trigger

5A+B (Chargeable)

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Uncharged
Charged

  • Can be charged

Lambda slams her blade wings together in front of her. Breaks the opponent's guard (provided they're not barrier guarding). Sees very little use in combos aside from getting corner carry off a 3C hit when you don't have gravity or niche confirms where 6D CT is worthwhile.


Specials

Spike Chaser

214D

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  • Travels the entire screen in OD

Lambda summons a wave of spikes that travel half of the screen. Used as a tool to hinder the opponent's approach, also has use in combos and Oki. Minus if blocked point blank, but becomes plus if blocked further away. I.e 236B can catch jump startup after 214D oki.

Sickle Storm

236D

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  • Lambda summons two saws in OD

Lambda summons a circular saw which tracks the opponent along the ground. Hits multiple times. Mainly used as a tool to lockdown and safely approach the opponent as it's very plus on block. Although 236D is susceptible to delay teching.

Crescent Saber

j.214D

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  • TK 214D is good in pressure

Lambda summons a curved blade that starts above her and arcs downward. Mainly used to end air D combos. The OD version bounces, allowing Lambda to pickup with 2B for a combo afterwards. Has much less horizontal range than Nu's version, but lacks the same deadzone and has much better vertical range, even capable of hitting behind Lambda for a crossup. 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

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  • Fatal Counter
  • Recharge becomes faster in OD
  • Gravity field will still appear on whiff

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 slows down movement speed and can be used to hinder approaches. Guarantees a full corner carry from any screen position and almost any confirm. Also sees much use in combos as it provides very good damage. Has a cooldown but only takes up 30% of the gauge on whiff.

Act Parser Zwei

236A

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  • Crosses up if done point blank

Lambda's command dash. Has minor use in general combos. If timed right, it can be used to bait an opponent's wakeup DP/reversal as Lambda will cross through them before being hit. You can cancel this move into 236B, 236C, 22D and throws. Due to its fast speed you can catch people off guard with an unexpected throw or bait a CH with 236A 22D.

Act Parser Tri

236B

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  • Hard knockdown
  • Can immediately cancel into any of the 3 followups or Exiga Nail

Lambda dashes towards the opponent and attacks with a double kick. Very generous time window to cancel into the follow-ups. As it has a hard knockdown, this move is a good ender in corner combos when prioritizing damage. On CH, 236B can convert into 214D for nice damage.

Act Parser Tri: Spada

6A (During Tri)

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  • Crosses up on hit and block

Lambda performs a backflip that crosses the opponent up. The backflip is an overhead. Meterless conversions require very specific spacing or CH but is a decent starter.

Act Parser Tri: Blade

6B (During Tri)

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

Lambda slides towards the opponent and sweeps low. 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.

Act Parser Tri: Cavalier

236C (or 6C during Tri)

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  • Fatal Counter
  • Deceptively large vertical hitbox
  • Wallsplats if the opponent reaches the end of the screen

Lambda dashes towards the opponent and tackles them. Functions primarily as combo filler, though on fatal is our strongest starter. Used in midscreen routes for corner carry and tacked on the end of corner routes for damage.

Exiga Nail

22D

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

Lambda jumps away from the ground and fires a sword downward. This is her pseudo-DP. Mainly used in corner combos and is a good tool for baiting mash, run-ins, DP's, and Counter Assaults. Needs CH to convert without metre but leads to good damage. It is very punishable on startup, but in exchange is safe on block. Not recommended if Lambda's back is to the wall, as it's very likely the sword will go over the opponent's head completely.


Distortion Drives

Legacy Edge

236236D

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Lambda summons a portal that shoots forth sword projectiles. Has no deadzone but lacks any sort of invincibility. Can be used to reset the pace of neutral, or punishing certain moves from fullscreen


Calamity Sword

632146D (air OK)

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Ground
Air

  • Can be converted from off CH

Lambda summons a giant sword from above, hits overhead. Good air combo ender, as it has 960 minimal, guaranteed damage. In OD, it tracks the opponent across the screen, making full-screen punishes possible. Can also be used as a reversal, but loses to some DP's and reversals.


Exceed Accel

Duo Cultus

ABCD (In Overdrive)

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

On startup, Lambda swipes in front of herself. On hit, Lambda performs three backflips (four in Active Flow) with her blades, damaging the opponent. Used as a reversal in Overdrive, or a combo ender. Puts Lambda in Active Flow if she hasn't already been in it already. Has full invuln, but is unsafe on block, has no minimal damage and cannot be Rapid-canceled.

Astral Heat

Sword of Destruction

214214D

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Lambda grabs the opponent and plunges a mighty sword down upon them. A strike attack that can be comboed into from 5C, 3C, 6A (on air hit), and 236C in the corner.


External References


Navigation

To edit frame data, edit values in BBCF/Lambda-11/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.