BBCF/Lambda-11

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Lambda-11
BBCF Lambda Portrait.png
Play-style
Defensive, Hybrid Rushdown/Zoning

Overview

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.

Drive: Sword Summoner EX

Sword Summoner EX allows Lambda to manifest sword-like projectiles which she can shoot off at different angles: 5D, for example, lets Lambda summon a sword that flies straight forward along the ground, while 2D fires one that travels upward at a steep 70-degree angle. 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, deal more damage, and have increased hitstun. Additionally, aerial swords launch grounded opponents. Her special D moves also gain new properties:

  • 236D summons two saws
  • 214D travels the entire stage
  • j.214D bounds
  • 22D has its recovery reduced, and can be cancelled into an attack or dash after the animation.
  • 236236D fires more swords
  • 632146D tracks the opponent

Strengths/Weaknesses



Normal Moves

5A
5A
BBCS Lambda 5A.png
Quick poke, not much range
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Quick jab, good as a quick AA and for pressure.

5B
5B
BBCS Lambda 6B.png
Kick that can be jump cancelled
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Lambda kicks her opponent's midsection. A good starter for combos, and used primarily in pressure strings because it is jump-cancellable.

5C
5C
BBCS Lambda 5C.png
Yes, this is a projectile
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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
2A
BBCS Lambda 2A.png
Same story as 5A
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A crouching jab. Used for poking out of the opponent's pressure, and to set up TRM's.

2B
2B
BBCS Lambda 2B.png
Hits low
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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
2C
BBCS Lambda 2C.png
Decent anti-air
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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
6A
BBCS Lambda 6A.png
A situational anti-air with head invulnerability
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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
6B
BBCS Lambda 4B2.png
This is an overhead and it makes you angry.
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  • 110% Bonus Proration

Lambda performs a weird backflip. Used in her mix-up in order to open the opponent up. Sends opponents flying in a diagonal trajectory.

6C
6C
BBCS Lambda 6C.png
Mainly used in combos
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  • All hits are special-cancellable
  • Hit 8 is cancelable into Drives

Lambda throws her blade wings in an arc in front of her. Main use is within combos and blockstrings, since it is D cancellable on hit or block.

3C
3C
BBCS Lambda 3C.png
Low sweep
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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
j.A
BBCS Lambda jA.png
Bad range air-to-air
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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
j.B
BBCS Lambda jB.png
Overhead
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An air kick. Useful for jumping in and when the opponent is locked down by 236D.

j.C
j.C
BBCS Lambda jC.png
Backwards hitbox
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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
j.2C
BBCS Lambda j2C.png
Combo filler/Situational air-to-air
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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
5D
BBCP Lambda 5D.png
Horizontal sword
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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
2D
BBCP Lambda 2D.png
70º angle sword
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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
6D
BBCP Lambda 6D.png
30° angle sword
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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
4D
BBCP Lambda 4D.png
Overhead sword
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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
j.D
BBCP Lambda jD.png
Aerial 30° angle sword
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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
j.2D
BBCP Lambda j2D.png
Aerial -30° angle sword
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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
j.6D
BBCP Lambda j6D.png
Aerial -15° angle sword
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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
Throw
BBCS Lambda throw.png
Forward/Back
BBCS Lambda AThrow.png
Air
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  • 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.

Air Throw
  • 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
Counter Assault
6A+B during blockstun
BBCS Lambda 6B.png
If you need to use this, you're gonna have a bad time.
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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
Crush Trigger
5A+B
BBCP Lambda CT.png
"Barrier Smash"
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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
Spike Chaser
214D
BBCP Lambda SpikeChaser.png
Use, but don't abuse
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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
Sickle Storm
236D
BBCP Lambda SickleStorm.png
Pizza Cutter
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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
Crescent Saber
j.214D
BBCP Lambda CrescentSaber.png
Air Dash>214D ad infinitum
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Lambda summons a curved blade that starts above her and arcs downward. Mainly used to end air D combos. The OD version bounds, 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
Gravity Seed
214A/B/C
BBCS Lambda GravitySeed.png
Combo tool. Field is useful for zoning.
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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
Act Parser Zwei
236A
BBCS Lambda ActParserA.png
Advancing on your position
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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
Act Parser Tri
236B Breaking midsections
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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
Act Parser Tri: Spada
6A (During Tri)
BBCS Lambda ActParserSpada.png
Backflip
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Lambda performs a backflip that crosses the opponent up. The backflip is an overhead, but follow-ups are only possible on Counter Hit or with an RC.

Act Parser Tri: Blade
Act Parser Tri: Blade
6B (During Tri)
BBCS Lambda ActParserB.png
Breaking Ankles
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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
Act Parser Tri: Cavalier
236C (or 6C during Tri)
BBCS Lambda ActParserC.png
CHARGE
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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
Exiga Nail
22D
BBCP Lambda Exiga Nail.png
Not a reversal
BBCP Lambda Exiga Nail 2.png
It's pronounced "Ex-she-ga"
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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.


Distortion Drives

Legacy Edge
Legacy Edge
236236D
BBCP Lambda LegacyEdge.png
UNLIMITED BLADE WORKS
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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
Calamity Sword
632146D (air OK)
BBCP Lambda CalamitySword.png
Combo Ender
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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)
BBCF Lambda DuoCultus.png
Putting Nu's Supra Rage to shame
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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
BBCS Lambda SOD.png
Hug.exe
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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.