BBCF/Lambda-11

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Revision as of 22:05, 18 February 2023 by Wakeup720 (talk | contribs) (→‎Overview: Getting rid of R2A per the wishes of the BBCF community. Didn't last long, but this seems to be the best solution)

Overview

Overview

Lambda-11 (stylized as -No.11-) is a hybrid character with tools split between rushdown, zoning and light setplay while having some of the best corner carry in the game. Lambda's main goal is to carry her opponent to the corner and force them into strong okizeme setups — She achieves this through Gravity Seed and Act Parcer Tri: Cavalier, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive has high recovery on whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way.

For a brief overview of how Nu-13 and Lambda-11 differ, click here.
BBCF Lambda-11 Nameplate.png


BBCF Lambda Portrait.png
Health
10,500
Prejump
4F
Backdash
25F (1~7F Inv All)
Fastest Attack
5A (6F, whiffs some crouchers)
2A (7F)
Reversals
22D (26F)
632146D (11F)
Fatal Starters
6C
214A/B/C
236C
Drive: Sword Summoner EX

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

Sword Summoner EX has no limit on the amount of times it can be used, so a string like 2D6D5D4D can be perfomed, and it's possible to go into specials and then summon more later in a combo. However, they can't reverse beat with each other, so a string like 5D4D5D is not possible.

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

While Sword Summoner EX seems very similar to Nu-13's Drive, there are key differences. Notably, all of Lambda's Drive moves spawn different-sized projectiles, and they typically spawn much closer to her, reducing her deadzones in exchange for less range and speed.
Overdrive: Elysium

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

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

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

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 12 -3 +6 B

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

  • Jump-cancelable on hit or block.

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

Characters 5A Hits While Crouching
CrouchCrouching Prox. GuardDoes Not Hit Any Crouch

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

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

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

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 8 3 17 -3 B

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
160×8 All 16 P{(4)P}×7 Total: 71 -6 P1

Another great starter. It's disjointed and has good range but it's mostly combo filler because of the slow startup and lengthy recovery. It's not safe against ODR, but the opponent will be forced into an EA punish instead of a full combo because of 5C's active frames.

5C has high damage so it's used often in combos and any of the hits can be special cancelled so it's a potential reset point with either 5C236A or 5C236D. Both of these can be challenged on their own, but the decent amount of cancels 5C still has can discourage the opponent from pressing buttons.

  • Hitbox doesn't extend until frame 21
  • Counts as a projectile.
    • If this 'clashes' with another projectile, Lambda can whiff cancel into other normals but not specials.

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

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 4 12 -4 +4 F

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Low 9 4 13 0 +1 F

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

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

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

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
140×8 Mid×2, All×6 14 2×2,1×6 24 -8 B 11~19 H

An anti-air normal. It's slower, and harder to capitalise on than 6A, but it has a better hitbox and is invul during the active frames, although this invul is quite late so it's better for premptive use. 2C is disjointed and active forever so it's good against jump-ins that have a delayed momentum like  Azrael's j.2CBBCP Azrael j2C.pngGuardAllStartup22Recovery10Advantage-

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

  • Lambda's hurtbox rises before the invul kicks in.
  • Jump cancellable on hit/block from 4th hit onwards.

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

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
620 Mid 11 6 17 -6 -7 B 5~11 H

Another anti-air normal. 6A is great for reactionary use as it has early invul, although it ends shortly after going active. The low recovery makes this button very safe on whiff or against baits. Compared to 2C and 2D, the reward is far higher as it can score 4k and oki on hit, but the poor hitbox and lack of invul actives can make it susceptible to clashing or being beaten by disjointed jump-ins.

For pressure, 6A is good since it goes into and reverse beats with 5B and 2B which are safe cancels against OD, and the latter is 0 on block to stagger with.

  • Jump-cancelable on hit or block.

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

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
680 High 24 2 15+8L -8 H

One of Lambda's two overhead normals. 6B's quicker than 4D, and many normals cancel into it to catch the opponent. While it has no gatlings, the decent pushback combined with Lambda's backdash results in it being quite safe on normal block, futhermore, the recovery can be OD or special cancelled to call out characters mashing or running forward.

On hit, IAD routes are stable and always lead to the corner, but converting with tk.214D nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity as 5C6B always works except from short starters like 5A/2A.

6B can go over low-hitting buttons like  Bang's 3CBBCS Bang 3C.pngGuardLowStartup15Recovery21Advantage-9, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
180×8 Mid×2, All×6 22 1×8 24 -6 B

This button is combo filler. The long startup, recovery, and few gatlings left on block make this weak for neutral and pressure. There's no true blockstrings into 6C except if 5C were Barrier Blocked, so it can frametrap on occasion, but you shouldn't use this as a blockstring if the opponent has a DP or OD.

The main purpose of 6C is to setup Spike Chaser okizeme as it knocks-down and cancels into it for unpunishable setups. 6C → Gravity is another common oki setup for variety or matchups where Spike Chaser can be countered.

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

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
140×8 Low×3, All×5 11 1×8 22 -6 F

Lambda's sweep, it's a multi-hit low with great range and speed while also making her hurtbox small enough to low-profile moves like  Hakumen's 4CBBCF Hakumen 4C.pngGuardAllStartup10Recovery24Advantage-4, being a decent roundstart option. The hard knockdown on Counter Hit enables conversions with 214D or OTG 2B/3C for high reward.

In pressure, it's not the best because cancels like 3C > 236B leave a gap that can be reversal'd — Cancelling 3C into 214A or 22D will beat most reversals though.

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 8 2 10 H

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 High/Air 9 4 12 H

Lambda's best air button. It's disjointed hitbox and short recovery makes it the go to air-to-air and a decent roundstart option. It has good gatlings and can cancel into air throw for TRMs.

For mixups, it can be used while the opponent is locked down by 236D, and, except on shorter characters like  Es, it's possible to set up fuzzy jumps, but most characters will require RC for a conversion. There's also a safejump setup after Tri KD which will beat even 7f reversals: 236B → 66 → falling jB

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

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
150×8 High/Air 9 1×2,2×6 25 H

An okay air-to-air, but not as disjointed as j.B and the recovery is considerably longer, so j.C tends to be used when retreating after an IABD. All of the hits are overheads, so it can be used as a mixup tool in conjuction with j.2C(w) and j.214D, noted more below.

It's not recommended to use this as a jump-in until the opponent is conditioned as the hurtbox is easily challenged.

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

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

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
150×8 High/Air×2, All×6 15 1×8 10 H

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

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

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

Drive Moves

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


5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D 600 All 15 18 Total: 48 P2→P1 [P2]
5D Followup 300 [600] All 17 13 Total: 45 -5 [-1] P1

A projectile that goes nearly fullscreen, 5D is used to stop the opponent running at Lambda and to punish things from a far distance. Though the recovery, with all other drives, leaves her vulnerable on whiff, so it's recommended to setup Gravity first before using this.

It's a key normal for pressure with 236B being a true blockstring when not too far, and a powerful frametrap when further out or delayed. The threat of CH Tri makes it a good spot to reset with either Zwei or Sickle Storm, and then fish for high damage frame traps once they become agitated.

  • Crumple stuns on CH
  • Frame advantage is for stand block; crouch is -1 or -2 for most characters.

Overdrive Version

5D becomes a Lv 5 attack, so going into 4D becomes gapless and safe from reversals. On crouch block, it can be up to +3, making it stronger to reset with.

The extra stun enables conversions into Cavalier and Sparda on normal hit, and the damage buff results in 5D being stronger in combos. This applies to all other drives in OD as well.

  • Doesn't crumple stun on CH

Gatling Options: 2D, 6D, 4D

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
5D Normal 80 92 4
5D Followup Normal 80 92 [94] 4 [5]

5D:

  • Automatically cancels into followup on hit/block
  • During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2


5D Followup:

  • [Crumple Duration 31F, Crumple Fall 64F]
  • On CH Crumple Duration 58F [62F], Crumple Fall 81F [84F]

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2D 600 All 11 25 Total: 45 P2→P1 [P2]
2D Followup 300 [600] All 17 13 Total: 45 -5 [-1] P1

This summon goes steeply upwards and is a good Anti-Air against characters who like to go high in the air like  Mu and  Rachel. This can be followed up with either 236B~6C or IAD → j.Bj.C6A routes to land them in the corner.

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

  • Increases in size the further it flies away

Gatling Options: 5D, 6D, 4D

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6D 600 All 14 22 Total: 45 P2→P1 [P2]
6D Followup 300 [600] All 18 13 Total: 53 -12 [-8] P1

Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people who try to jump out of pressure. The hitbox is big and will hit most characters standing on the ground, so it can be used to cover both ground and air approaches at the same time.

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

Gatling Options: 5D, 2D, 4D

4D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
4D 600 High/Air 27 3 Total: 57 P1
4D Followup 300 [600] All 17 13 Total: 48 -8 [-4] P1

A summon that tracks the opponent and appears behind them. This overhead is slower than 6B, but Lambda can still pressure if it's blocked. In the corner, 4D becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose.

Be careful, as 5D4D has a gap that's vulnerable against fullscreen supers like  Ragna's Carnage ScissorsBBCF Ragna the Bloodedge 632146D.pngGuardAllStartup9+(40 Flash)+4~12Recovery58Advantage-43 [-40] — OD 5D4D is gapless on normal block, however.

  • Forces crouching on hit.

Gatling Options: 5D, 2D, 6D

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D 600 All 13 10 Total: 57+10L P2→P1 [P2]
j.D Followup 300 [600] All 18 13 Total: 43+10L P1

One of Lambda's furthest reaching drives, going almost fullscreen and more distance than 5D, the second hit pushes the target downwards making it possible to connect with j6D's angle, or to score a soft knockdown at longer range.

It covers a decent space, but it can't be converted from at long range. On contact, Lambda recovers in time to block or air dash, but on whiff she is stuck in recovery until landing, so use this with caution.


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

j.2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.2D 600 All 13 8 Total: 57+10L P2→P1 [P2]
j.2D Followup 300 [600] All 18 13 Total: 43+10L P1

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

Gatling Options: j.D, j.6D

j.6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.6D 600 All 13 6 Total: 56+10L P2→P1 [P2]
j.6D Followup 300 [600] All 18 13 Total: 43+10L P1

An air-to-ground sword, it's safe on block as the stun lasts until Lambda lands, but j.6D can't be converted normal hit without OD. On CH, the second hit vacuums the opponent so it's easy to convert with 665B.It can be a good summon for catching people running at you after an IAD/Jump back.

  • Much shorter range than j.D

Overdrive Version

OD j.6D vacuums grounded opponents towards Lambda and is converted with Crescent's bounce for easy Gravity combos. The damage isn't too crazy, but enables corner carry and Spike Chaser from an otherwise unrewarding hit.

Gatling Options: j.D, j.2D

Universal Mechanics

Ground Throw

B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 T

Lambda's throw launches the opponent high at an angle, and the recovery can only be cancelled into Drive normals or specials. Doing 4D2D → IAD... route is one way to confirm midscreen and 214D in the corner.

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

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

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23+3L T

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 2 32 -15 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

Like other CTs, this breaks the opponent's guard on normal block, leading to decent reward when charged. Lambda's in particular shifts her hurtbox back while having a completely disjointed hitbox which is fairly nice. For combos, it's done after a crumple stun like CH Tri for huge damage, it can also be done off 3C to corner carry if Gravity isn't available.

It's possible to do charged CT gaplessly after Sickle Storm okizeme, either in the corner or midscreen after a Tri knockdown. This can be a safe mixup for 25 meter and depletes a huge chunk of the opponent's barrier gauge if blocked, making the threat of Danger State real.

Special Moves

Sickle Storm

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400×4 [×8] All 38 Until Offscreen Total: 61 +34 P1

A multi-hit projectile that locks the opponent in place if they block it. An all-around strong move with many applications: 236D is very plus netting Lambda a mixup or safe approach; CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed Bursts/OD. The chip damage from this builds up to a decent amount if blocked repeatedly as well.

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

  • Deals 20% chip damage on block (80*4 = 320).

Overdrive Version

Sickle Storm now spawns two blades in the same location that go in opposite ways, effectively covering all of the floor. It's still easy to jump over however.

Both the saws can hit at the same time which makes OD combos higher in damage and inflicts massive chip on block.

Spike Chaser

214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200 All 29 45
[Until Offscreen]
Total: 69 -5 P2

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

Spike Chaser covers almost every wakeup option (rolls; reversals; no tech; quick rise etc...) and is unpunishable if spaced right making it a nightmare for most characters to deal with.

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


Overdrive Version

Spike Chaser now travels the entire stage, and Lambda can act independent and run along the spikes. This makes it even stronger as a screen control option if Gravity is setup beforehand, as most characters won't be able to reach Lambda in time to interrupt the startup, and have to jump to avoid the oncoming Spikes, greatly hindering their movement.

Crescent Saber

j.214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 High/Air 16 9 Total: Until L+9 P1

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

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

  • Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22F overhead that's -13 on block.

Overdrive Version

OD Crescent Saber bounces which makes it a common move in OD combos as the OTG pickups become possible from any position, the 663C link is easier and high damage combos are safer to go for as a result.

If using Crescent as a mixup, the groundbounce means RC is no longer needed for combos, but it's best to have 50 meter availible lest it's blocked.

Gravity Seed

214A/B/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 13 3 18 -2 B

This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed ⁠— This includes momentum from specials and teleport dashes like  Azrael,  Nine and  Arakune's. It does not slow down projectiles nor Ignis / Nirvana.

Gravity is also an important combo tool. It acts as a stabilizer for confirms, allowing Lambda to carry the opponent to the corner from almost anything. The move shines in combos due to its 99 P2 and large untech time which lead to heavy damage. While it has a recharge period, it only takes up a 1/3 of the gauge on whiff, and the lack of hitstop on buttons like 5C, 236D, 214D etc... means it will always be near full by the end of combos.

  • Recharge becomes faster in OD.
  • All 3 versions are different moves and don't inflict SMP

214A

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


214B

This version summons the field in the middle of the screen and is used most in neutral. It creates a wall so characters can't run at Lambda for free, making it safer to summon Drives for zoning. It can be used in midscreen combos, but 214C is better most of the time.


214C

This version summons the field at the opposite end of the screen. It's not used in zoning but is the go-to version for combos. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where 214B wouldn't travel enough, or at midscreen to ensure they'll wallsplat after 236C for high damage routes.

Act Parcer Zwei

236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
34

A command dash. It goes roughly 3/4th of the screen, and is tied for the fastest in the game. One use of this move is to bait things, as while Zwei doesn't have invul, it can pass through wake-up reversals and proximity hittboxes before they become active — It can then cancel into 236B or 236C for a hefty punish.

Another use is pressure resets or unexpected throws, and while this can be challeneged on its own, it can cancel into 22D for a punishing frametrap to deter the opponent mashing. It can still be jumped, but the use of Tri and Blade in pressure can make the opponent reluctant to hold upback, as Zwei's startup animation is identical to the aformentioned move.

It's not used in combos much, as Tri has an earlier cancel window if forward momentum is needed.

  • Shares almost the same animation as 236B between frames 1-11.
  • Cancellable into various moves, some of which have shortened inputs when cancelled from this move. See below
236B Cancels into
Moves listed with * cannot be performed standalone and must use the previous move in the rekka series

Act Parcer Tri

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 18~24 3 19 -5 B

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

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

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

Act Parcer Tri: Sparda

236B~6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1100 High/Air 21 6 16+7L -10 H

Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity ⁠— Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable. It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. Don't get too carried away as it is very punishable on block.

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

  • Triggers cross-up protection and can be blocked by holding either 4 or 6.
  • Lambda side-switches on hit/block unless done from far away.

Act Parcer Tri: Blade

236B~6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
950 Low/Air 11 6 16 -5 F

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

At midscreen, Blade can be RC'd for good reward, but in the corner or inside Gravity Seed it can be converted without meter.

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

Act Parcer Tri: Cavalier

236C or 236B~6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1500 Mid 30 4 22 -5 B

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

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

  • Wallbounces midscreen.
  • Wallsticks in the corner.

Exiga Nail

22D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 26 4 Total: 54+5L [42]
-3 [+14] P1 1~7 All

Lambda's meterless reversal. It can be hard to use as its invincibility ends before becoming active; but if timed right, Exiga Nail can beat anything shorter than 8 active frames. The pushback and frame advantage mean Lambda can escape pressure even if the opponent blocks this, as an offset to its slow startup. The opponent can delay their meaties as a callout, but Lambda can safely roll away if they begin to do this.

The reward on CH is great, crumple stunning for easy 4k combos, and it's safe on block and even IB, so Exiga can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank except  Tager and  Valkenhayn in wolf form.

  • Frame advantage is -3 point blank, but goes up to 0 when spaced.
  • Groundbounces on air-hit.

Overdrive Version

The recovery is reduced to the point Lambda is able to act mid-air shortly after Exiga becomes active. It can be air dash cancelled backwards to stay safe even on whiff or to gain more ground when retreating.

For offence, the early recovery enables pressure reset attempts on block, and full combos even on normal hit. E.x: OD 22D → AD → j.2D → (j.6D) → j.214D to then land back on the ground and carry them to the corner.

Distortion Drives

Calamity Sword

632146D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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

Lambda's metered reversal. It hits overhead and is used to escape pressure or add damage at the end of combos. It can combo off CH (which it will usually be), leading to big damage and corner-to-corner combos.

It can score up to 5k midscreen, and just under in the corner. The projectile property means it will blow-up moves that only have Body invul, too. But be aware, having this baited will lead to a nasty punish.


Overdrive Version

Calamity Sword's damage and hitbox become bigger, but also now spawns at the opponent's position, and thus becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal. It can be used as a strong anti-zoning tool as a resullt.

Legacy Edge

236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
130×19 [130×29] All 16+(41 Flash)+9 P{(4)P}×19 [×29] Total: 57 +59 [+99] P2

Legacy Edge is an anti-zoning super that fires forth a barrage of projectiles. All of them are level 2 and will beat any other projectile attack in the game short of  Nu's Legacy Edge — But it has no invul, so it has to be used pre-emptively in some cases. Legacy can also be used to skip neutral for the price of 50 heat to immediately begin pressure, and Lambda can use the frame advantage to perform a variety of mixups such empty jump → 2B, late airdash → jB, IAD → jC crossups, etc...

The super is guarenteed to come out after the superflash so trading with this is very bad for the opponent. Although if they aren't committed to an action, they can chicken block and mash to IB all the projectiles which gives them a ton of heat while staying safe from mixups.

  • Not all hits land on crouchers

Overdrive Version

OD Legacy Edge is a strong starter, but landing it is situational. Other than that, it fires more projectiles to capitalise on the frame advantage from further away, or to carry them further after launch.

Exceed Accel

Duo Cultus

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 200×6, 1230
{600,300×9, 2530}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

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

Astral Heat

Sword of Destruction

214214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
40000 All 13+(101 Flash)+7 9 25 -13 B 13~28 All
1~28 Burst

Colors

BBCF Lambda color 1.png
BBCF Lambda color 2.png
BBCF Lambda color 3.png
BBCF Lambda color 4.png
BBCF Lambda color 5.png
BBCF Lambda color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Lambda color 7.png
BBCF Lambda color 8.png
BBCF Lambda color 9.png
BBCF Lambda color 10.png
BBCF Lambda color 11.png
BBCF Lambda color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Lambda color 13.png
BBCF Lambda color 14.png
BBCF Lambda color 15.png
BBCF Lambda color 16.png
BBCF Lambda color 17.png
BBCF Lambda color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Lambda color 19.png
BBCF Lambda color 20.png
BBCF Lambda color 21.png
BBCF Lambda color 22.png
BBCF Lambda color 23.png
BBCF Lambda color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

Navigation

 Lambda-11


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


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