BBCF/Lambda-11

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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 jab, good as a quick AA and for pressure.

5B

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A good starter for combos, and used primarily in pressure strings because it is jump-cancellable.

5C

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  • 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. Good range, but given its start-up and recovery, it shouldn't be used as a poke. Manly used as combo filler and within blockstrings.

2A

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A crouching jab. Used for poking out of the opponent's pressure, and to set up TRM's.

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. Generally a good move for using in pressure and mix-up.

2C

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

Lambda sweeps her blade wings diagonally upwards. One of Lambda's many AAs. Has a decent hitbox but slow start-up. Useful in simple mid-screen combos and a good tool to use in her pressure

6A

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Lambda thrusts her arms forward, another AA. Faster than 2C but has a worse hitbox. Has less untechable time than in CPEX.

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.

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. Main use is within combos and blockstrings, since it is can cancel into Drive attacks on hit and on block.

3C

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  • All hits are special-cancellable

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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Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun.

j.B

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An air kick. Useful for jumping in and when the opponent is locked down by 236D.

j.C

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Lambda twirls in the air and attacks with her blade wings. Mainly combo filler. Can be used for air to air or as a mix-up tool against grounded opponents. Don't jump-in with this since it has almost no vertical hitbox.

j.2C

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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.


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 always cancels into a second sword unless you special cancel. Huge recovery on whiff. This can be used as spacing tool against opponents on the ground, but the options afterwards are limited since it isn't jump-cancelable (on block) and can put Lambda in a bad spot. 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 always cancels into a second sword unless you special cancel. Useful as an AA and generally controlling air space. Can gatling into 4D to push the opponent towards Lambda, or 6D to push them away.

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 on hit always cancels into a second sword unless you special cancel.. 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 generate some space.

4D

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4D
Followup

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 on hit always cancels into a second sword unless you special cancel. 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.

j.D

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j.D
Followup

Lambda shoots a sword while she is in the air at a 30° angle. Like all of her drives, it has a dead spot in front of her and on hit always cancels into a second sword unless you special cancel. Useful as an air to air sword. 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 unless you special cancel. 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 unless you special cancel. 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 follwup 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. Is slightly different than its previous incarnations in that it causes the opponent to 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), and can be used in combos.


Specials

Spike Chaser

214D |caption=

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Lambda summons a wave of spikes that travel half of the screen. Lambda summons the spikes sooner than in previous games. Used as a tool to hinder the opponent's approach, or to make them move a certain way; also has some use in combos. In OD, Spike Chaser travels the entire screen.

Sickle Storm

236D

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Lambda summons a circular saw in front of her, hits multiple times. Lambda summons the saw sooner than in previous games. Mainly used as a tool/oki to lock the opponent down. The OD version summons two saws that move in opposite directions.

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.

Gravity Seed

214A/B/C

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  • Fatal Counter

Lambda creates a field that slows down the opponent and appears either close (A), medium (B) or long (C) range. When casting the field, there is a hitbox in Lambda's hands; on hit, the opponent floats. Uses up Lambda's Gravity Gauge, which needs to refill before using it again. Only takes about 30% of the Gravity Gauge if the actual hit of the move whiffs.

Act Parser Zwei

236A

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Lambda teleports towards the opponent. Has some use in certain combos, but is mainly used as a tool to continue pressure after a D string or fake the opponent out with gimmicky shenanigans. At any point during the move, Lambda can cancel into a throw, Act Parser Tri, Act Parser Tri: Cavalier or Exiga Nail.

Act Parser Tri

236B

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Lambda teleports towards the opponent and attacks with a double kick. This move has three follow-ups, and Lambda can cancel into them before the double kick comes out.

Act Parser Tri: Spada

6A (During Tri)

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Lambda performs a backflip that crosses the opponent up. The backflip is an overhead, but follow-ups are limited to the corner and on Counter Hit

Act Parser Tri: Blade

6B (During Tri)

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Lambda teleports towards the opponent and hits low. This is her 236B from past games. With 50 meter or the corner, Lambda can combo after this move.

Act Parser Tri: Cavalier

236C (or 6C during Tri)

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  • Fatal Counter
  • Deceptively large vertical hitbox

Lambda teleports towards the opponent and tackles them. Covers more distance than in previous games. If the knockback makes the opponent hit the wall, causes wallsplat. Used at midscreen and in the corner as a main combo route.

Exiga Nail

22D

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  • Fully invincible from frames 1-7
  • Crumple stuns on hit, and for a very long time on Counter Hit.

Lambda jumps away from the ground and fires a sword downward. Mainly used in corner combos and is a good tool for baiting mash, run-ins, DP's, and Counter Assaults. Good damage off of CH. It is very punishable on startup, so it's not recommended that you use this outside of its two aforementioned purposes. In OD, its recovery is reduced, allowing Lambda to attack or air-dash without touching the ground. If used with Lambda's back to the wall, it's very likely the sword will go over the opponent's head completely, making it a very poor choice.


Distortion Drives

Legacy Edge

236236D

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Lambda summons a portal that shoots forth sword projectiles. Unlike previous games, Lambda does not have a dead zone directly in front of her. Can be used to reset the pace of neutral, or if you're trying to chip out an opponent who doesn't have much life left.

Calamity Sword

632146D (air OK)

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Ground
Air

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.