BBCSE/Lambda

From Dustloop Wiki

Overview

Lambda-11 is an imitation Murakumo Unit created and controlled by Kokonoe by combining the body of the 11th experimental replica of Saya with the soul of Nu-13, recovered after falling into the Gates of Sheol during the conclusion of Calamity Trigger's Story Mode. Kokonoe completely erased her memory, and as a result, Lambda is only interested in carrying out Kokonoe's orders.
Drive: Sword Summoner II
Sword Summoner II allows Lambda to manifest sword-like projectiles which she can shoot off at different angles; for example 5D lets Lambda summon a sword that flies straight forward along the ground while 2D fires one that travels upward at a steep 70-degree angle. While Sword Summoner makes for a good combo tool, it is also a key part of her zoning abilities which makes utilising her drives a very important part in learning to play her.
Lambda-11

BBCSE Lambda Portrait.png

Health: 10,000
Guard Primers: 4
Movement Options: 1 Double Jump/Airdash, Run-type Dash

 Lambda is Defensive, Zoning focused

Pros
Cons

Move List

See also: Lambda Full Frame Data

Normal Moves

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 6 6 9 -3 Click!

Quick jab. Main use is for punishing moves or combo filler. Can be used as a quick AA as well.

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
410 169 90 86 8 1 14 -1 Click!

Lambda knees the opponent. Main use is to extend corner combos after you land 236B.

5C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
5C(1) 125 51 90 98 16 4 52 -14 Click!
5C(2-8) 125 51 90 98 10 4 40 -8 Click!

Lambda shoots her blade wings at the opponent. Hold down C to have the last 7 hits come out. Typically used as combo filler and a pressure tool. However, getting a CH 5C(1) leads Lambda's 236C and that is big damage. Also, at the correct range, you can cancel 5C into 4B(2) for a nice high/low mix-up between 4B(2) and 3C.

2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 8 4 12 -4 Click!

Lambda does a crouching jab. Pretty slow poke for a 2A. Mainly used to get out of pressure but you have to be very careful due to relatively slow start-up time. Also useful in setting up TRMs (Throw Reject Misses) while pressuring.

2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
380 157 80 86 9 4 10 0 Click!

Lambda kicks her opponent's feet. Is a good-range poke that hits low and is her best low normal starter. Generally a good move for using in pressure and mix-up.

2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
112×8 46×8 80 89(once) 14 1×6, 2×2 24 -8 Click!

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

6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 256 80 89 11 3 20 -6 Click!

Lambda thrusts her arms forward. Another AA. Faster than 2C but has a worse hitbox.

6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640 264 85 89 10 3 17 -3 Click!

Lambda kicks her opponent's midsection. Mainly useful in pressure for its gatlings and that it can be jump cancelled.

4B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300,800 124, 364 65 94(once) 9 2(6)2 23 -6 Click!

Lambda does a weird sort of backflip. Very important move for Lambda's mix-up since the second hit is an overhead. Whiffing the first hit makes Lambda do the fastest standing normal overhead in the game at 17 frames. In addition to a great mix-up tool, it is used often in her combos.

6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
125×8 51×8 100 92(once) 22 1×8 24 -3 Click!

Lambda throws her blade wings in an arc in front of her. Main use is for combos or pushing the opponents away when they are in a blockstring.

3C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
96×8 39×8 70 92(once) 11 1×7, 2 23 -8 Click!

Lambda sweeps the ground with her blade wings. Hits low and has a great horizontal range. Main use is for combos into gravity well or for a knockdown into 236D oki. Can't be emergency tech on counter hit for the first three hits of this move, so you can follow up with 236C, 236D or 214D.

j.A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 90 84 8 2 15 -- Click!

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

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
440 182 90 86 9 4 12 -- Click!

Lambda kicks the air. Useful for 236D mix-up since it is an overhead. Can be used as a jump-in but it will be beaten by any decent AA.

j.C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
112×8 46×8 90 86(once) 11 1×2,2×6 25 -- Click!

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

j.2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
120×8 49×8 90 89(once) 15 1×8 10 -- Click!

Lambda backflips in the air, attacking with her blade wings. Combo filler again. Has a decent vertical and horizontal hitbox so it can be used against both ground and air opponents, but it can be beaten by better air pokes and AAs.

Counter Assault

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 92 9 3 32 -15 Click!

Lambda does 6B to get the opponent off of her. Like all counter assaults, it is used to get opponents off of Lambda. One of Lambda's few defensive options.


Drive Moves

5D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
5D 480 198 85 89 15 12 Total 48 -17 Click!
5D~D 200 82 85 94 13 13 Total 48 -12 Click!

Lambda shoots a sword along the ground. Like all of her drives, it has a dead spot in front of her and you can cancel it into a second sword. Huge recovery on whiff. This can be used as spacing against opponents on the ground, but the options afterwards are limited since it isn't jump cancelable and can put Lambda in a bad spot. However, it is extremely useful for high damage combos with either a CH 5D or if you have 50 meter.

2D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2D 480 198 85 89 11 15 Total 45 -18 Click!
2D~D 200 82 85 94 4 13 Total 48 -18 Click!

Lambda shoots a sword in the air at a 70° angle. Like all of her drives, it has a dead spot in front of her and you can cancel it into a second sword. Useful for AA and generally controlling air space. Can gatling into 6C or 6D to push the opponent away from Lambda. Jump cancelable so you can use it to start some pressure or generate some space.

6D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
6D 480 198 85 89 4 13 Total 60 -30 Click!
6D~D 200 82 85 94 4 13 Total 48 -18 Click!

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

4D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
4D 480 198 85 89 30 2 Total 57 -11 Click!
4D~D 200 82 85 94 9 13 Total 50 -18 Click!

Lambda shoots a sword from behind the opponent aiming at their head. Like all of her drives, it has a dead spot in front of her and you can cancel it into a second sword. Huge recovery on whiff. Travels full screen. Because this move comes from behind the opponent, they have a clear path to you if they read this and dash towards you before the sword hits them. This move is useful as an overhead, albeit a slow one. Has the same downsides as 5D since it isn't jump cancelable. However if you are close to the opponent, you can gatling into 4B.

j.D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
j.D 480 198 85 89 13 8 Total 47 -- Click!
j.D~D 200 82 85 94 4 13 5f after landing -- Click!

Lambda shoots a sword while she is in the air at a 30° angle. Like all of her drives, it has a dead spot in front of her and you can cancel it into a second sword. Useful as an air to air sword. Useful when combined with gatlings into j2DD and crescent feints.

j.2D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
j.2D 480 198 85 89 13 8 Total 47 -- Click!
j.2D~D 200 82 85 94 4 13 5f after landing -- Click!

Lambda shoots a sword while she is in the air at a 30° angle towards the ground. Like all of her drives, it has a dead spot in front of her and you can cancel it into a second sword. Useful as both an air to air sword and air to ground. This is typically the sword used to control your opponents ground movement since it is less risky than 5D. Generally used with crescent feints.

Throws

Forward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1000 0,414 90,100 100,55 7 3 26 -- Click!

Lambda picks up the opponent and skewers them with her blade wings. Throws the opponent in front of Lambda. Wallbounds in the corner. Easy to pick up anywhere on the screen.

Back Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,1000 0,414 90,100 100,55 7 3 26 -- Click!

Lambda picks up the opponent and skewers them with her blade wings. Exactly the same as Lambda's forward throw except she throws the opponent behind her.

Air Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,2000 0,828 100 100,55 7 3 18 -- Click!

Lambda grabs the opponent and slams them to the ground. Easily one of the best air throws in the game. Has the highest base damage among air throws and great range, making it a good air to air move. If you RC the second hit, you can combo after it.


Special Moves

Spike Chaser

214D(~C)

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
214D 1200 496 80 90 35 42 Total 75 -7 Click!
214D~C 1200 496 80 90 31+32 -- Total 76 +20 Click!

Lambda summons a wave of spikes along the ground. Floats on hit and breaks a primer on guard. Covers just under half the screen but can cover the whole screen with the use of the ~C version. However, the ~C version has an increased start-up. Covers a good size of the screen vertically as well. Used the control the pace of match, scare the opponent when they are low on primers or in combos.

Sickle Storm

236D(~C)

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
214D 250×6 103×6 75 85(once) 38 5(6)x5,5 Total 62 +71 Click!
236D~C 250×6 103×6 75 85(once) 15+29 5(6)x5,5 Total 62 +77 Click!

Lambda summons a circular saw a little distance in front of her which hits the opponent 6 times. The ~C version is the same but starts farther away and moves towards Lambda instead of away. This move counter carries and can be used in combos. This is the bread and butter of Lambda's oki. Doing a combo midscreen into 3C knockdown and then 236D typically gives you a free mix-up (there are some characters who can get out of this). This move does have a cool down time and you have to wait a little while after doing it before you can use it again.

Cresent Saber

214D(~C)

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
j.214D 1000 414 80 89 17 4 Total 57 -8* Click!
j.214D~C -- -- -- -- -- -- 12+21 -- Click!

Lambda creates a curved blade that appears a little distance in front of herself which slashes downwards. A common finishing move for drive combos or can be Tiger-Knee'd for a quick overhead by inputting 2147D. ~C version causes the move to cancel, used either as a feint or as a way of mist-cancelling as part of a combo since it can be cancelled into by other moves and also stops your momentum in the air. Has Fatal counter properties. This cancel may only be used once until you touch the ground again. Incredibly useful for mix-up and controlling the pace of the match with her air drive moves.

  • Off lowest possible jump (start-up 22f).

Gravity Seed

214A/B/C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Gravity Seed 100 41 90 99 13 3 18 -2 Click!
Gravity Seed (Field) -- -- -- -- 35 220 -- -- Click!

Gravity Seed creates a field a field that slows down the opponent and appears either close (A), medium (B) or long (C) range from Lambda. It is throw invulnerable for the first 15 frames. On hit, this move counts as a fatal counter, forces crouch on ground hit, floats on air hit and breaks a primer on guard. Uses up Lambda's gravity guage and you have to wait for it to charge before you can use it again. Only takes about 70% of the gravity gauge if you whiff the actual hit of the move.

Act Parser Zwei

236A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- 35 220 Total 34 -- Click!

Lambda teleports towards the opponent. Has no invincibility. It can travel through opponents and can cancel into a throw, Gravity Seed or Sword of Destruction after 23F. Useful for mix-up or to escape a situation with its cross through ability.

Act Parser Zwei: Blade

236B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1250 517 90 70 18~27 2 20 -1 Click!

Lambda teleports towards the opponent and hits them low. Has no invincibility. Useful as a combo ender midscreen to push the opponent away. With 50 meter or the corner, you can combo after this move. It isn't punishable on block but since it puts you next to your opponent, you should sparingly use this outside of combos or situations where you have no safer option.

Act Parser Zwei: Cavalier

236C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1500 621 80 94 30 4 23 -6 Click!

Lambda teleports towards the opponent and rams them with her body. Has no invincibility. Any combo with this move will be high damaging since it wall bounces for an easy combo pick-up anywhere. Unsafe to throw out on its own as it is easily stuffed and can be punished if the opponent blocks it. Takes off a primer and is air unblockable.

Distortion Drives

Legacy Edge

236236D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
93×22 0 100 75(once) 16+10 -- Total 57 +73 Click!

Lambda summons a portal in front of her that fires off a volley of small swords. Has a huge dead spot in front of her. Each sword causes wall bounce and can easily be combo'd from. On block, it can be used to take off primers or force the opponent to block 236D giving you a free mix-up.

Calamity Sword

632146D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 2000 0 50 80 10+1 9 49 -25 Click!
Air 2600 0 72 20 8+5 9 5f after landing -- Click!

Lambda summons a giant sword from above and brings it directly down in front of her. Is a Fatal Counter, overhead and is easy to combo off of. Breaks 2 primers and can be done in the air. Most useful as an air combo ender for an extra 1k damage. It is also invincible until the active frames start so you can use it as a DP.


Astral Heat

Sword of Destruction

222D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Death -- -- -- 13+0 8 25 -- Click!

Lambda grabs her opponent and summons a gigantic sword to skewer them. It's a command grab so you can't combo into it. Has pitiful range. You're probably never going to use this seriously but you never know when you might have 100 heat, a burst and the opponent sitting next to you not pressing buttons with less than 35% life left.


Strategy

  • For a visual aid, have a look at this tutorial.
-Part 1 covers Lambda's normals, special moves and distortion drives and their various uses in her gameplay.
-Part 2 focuses on Lambda's combos and gives a brief insight to her execution.
-Part 3 looks at Lambda's zoning abilities, okizeme, mix-up and defensive strategies.
λ-11 Tutorial Video - Part 1
λ-11 Tutorial Video - Part 2
λ-11 Tutorial Video - Part 3

Offense

This is where Lambda excels. Lambda controls the pace of most of her match-ups with her drive moves and spike chaser. She also has amazing oki or can force the opponent full screen if she lands a hit. However, you have to be very careful since if you whiff a sword, bad things can happen quite fast to you.

With all of Lambda's AAs(2A, 5A, 6A, 2C, 3C, 6D, 2D, jD and air throw), it will be hard for the opponent to approach you from the air without giving you the initiative to start some pressure or gain some space.

You can use 5D, j2D and spike chaser to control the ground. Spike chaser can usually force the opponent to jump over it or force losing a primer and potentially eating a mix-up if you dashed in after the chaser. 5D and j2D are general spacing tools use well against ground opponents, with j2D typically being the better choice most of the time.

Any hit with a drive move will either force the opponent to full screen again so they have the run the gauntlet again or give Lambda corner oki. Any hit with a normal will either force the opponent full screen or make them eat 236D oki (unless they are in the corner, where you can choose between different oki options). As said above, 236D oki gives Lambda a free mix-up on almost every character and on hit, you can either go into big damage or set them up for 236D oki again.

Generally though, keep them away and frustrated till you can land a gravity well combo or RC combo into corner carry and destroy them in the corner.


Defense

Lambda's defensive options are limited, which makes sense given she is a strong zoning character. 632146D is a good reversal for 50 meter. You can also use her CA which is safer if you are smart while using it(i.e don't use it against jump cancelable moves or moves that low profile). However, both of those options require 50 meter, limiting there usefulness. You will most likely be spending your time using IB barrier, Lambda's amazing backdash and her less than stellar close range pokes to get out of pressure.

Generally though, your best defense is using Lambda's great mobility and her mid to long range tools to keep the opponent away from you so you don't have to worry about pressure.


Combos

Midscreen

A Starter Combos


5A


5A/2A > 5B > 6B > 5C > 3C > 236B(1931/17)

[Crouching Hit] 5A/2A > 5B > 6B > 4B > 2DD > jC > falling j2C > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(2722/35)


6A


[Anti Air] 6A > 2C > jDD > jc > j2DD > j214D~C > falling j2C > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D[(2950/33)

[CH Anti Air] 6A > 3C > 214A > 5C > 6C > 236C > 2C > 5C > 4B[2] > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(4173/48)


B Starter Combos


2B


2B > 6B > 2C > 5C > 3C > 236B(2270/19)

2B > 3C > 214A > 5C > 6C > 236C > 66 > 2C > 5C > 4B[2] > jDD > j2DD > jc > jDD > j2DD > j214D(4024/49)


4B


4B[2] > 2DD > 214A > j214D > 66 > 6A > 6C > 236C > 66 > 2C > 5C > 4B[2] > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(3739/55)

[Counter Hit] 4B > 66 > 5DD > 236C > 2C > 5C > 4B[2] > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(3174/42)


jB


jB > 4B > 2DD > 214A > j214D > 66 > 6A > 6C > 236C > 66 > 2C > 5C > 4B[2] > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(4498/55)


C Starter Combos


5C


5C > 3C > 214A > 2DD > j214D > 66A > 2C > jDD > j2DD > jc > jDD > j2DD > j214D(3574/36)

[Counter Hit] 5C(1) > 236C > 66 > 4B[2] > 2DD > jC > falling j2C > 2DD > j2C > jc > jDD > j2DD > j214D(4116/35)

[Counter Hit] 5C(1) > 236C > 66 > 4B[2] > 2DD > 214A > j214D > 66 > 6B > 2C > jDD > j2DD > jc > jDD > j2DD > j214D(4461/38)


6C


[Counter Hit] 6C(1) > 236C > 66 > 4B[2] > 2DD > jC > falling j2C > 2DD > j2C > jc > jDD > j2DD > j214D(4309/35)

6C > 236B > RC > 5DD > 236C > 662C > 5C > 4B[2] > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(5038/36)


2C


[Anti Air] 2C > jC > j2C > jc > jDD > j2DD > j214D~C > j.DD > j.2DD > j.214D(2491/24)

[Counter Hit or Anti Air] 2C > 5C > 4B[2] > jDD > j2DD > j214D~C > jDD > j2DD > jc > j.DD > j.2DD > j.214D(3104/35)


3C


3C > 214A > 4B[2] > 2DD > j214D >5DD > 236C > 66 > 2C > 5C > 4B[2] > jDD > j2DD > jc > jDD > j2DD > j214D(3776/53)


jC


[Counter Hit] jC > 66 > 3C > 214A > 5C > 6C > 236C > 66 > 2C > 5C > 4B[2] > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(4510/58)


j2C


[Counter Hit] j2C > 2DD > 214A > j214D > 6A > 6C > 236C > 2C > 5C > 4B[2] > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(4636/52)


Drive/Special Starter Combos


5D


[Counter Hit] 5D > 236C > 66 > 4B[2] > 2DD > 214A > j214D > 66 > 6B > 2C > jDD > j2DD > jc > jDD > j2DD > j214D(4232/40)

5DD > 236236D > 66 > 236D~C > 66 > 214D~C > 5DD > 236C > 2DD > 6DD > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(3851/-50/31)


6D


[Anti Air] 6DD > 2DD > jDD > j2DD > j214D~C > jDD > j2DD > jc > j.DD > j.2DD > j.214D(2501/26)

[Anti Air] 6DD > 2DD > j2C > 2DD > 214A > j214D > 66 > 6A > 6C > 236C > 66 > 2C > 5C > 4B[2] > 2DD > jDD > j2DD > jc > j.DD > j.2DD > j.214D(3969/57)


2D


[Anti Air] 2DD > jDD > j2DD > j214D~C > jDD > j2DD > jc > j.DD > j.2DD > j.214D(2401/23)

[Anti Air] 2DD > 214A > j214D > 66 > 6A > 6C > 236C > 2C > 5C > 4B[2] > 2DD > jDD > j2DD > jc > j.DD > j.2DD > j.214D(4289/48)


4D


[Anti Air] 4DD > 236C > 2DD > jDD > j2DD > j214D~C > jDD > j2DD > jc > j.DD > j.2DD > j.214D(3294/32)

4DD > 4B > 2DD > 214A > j214D > 66 > 6A > 6C > 236C > 66 > 2C > 5C > 4B[2] > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(4314/55)


Gravity Seed (214A/B/C)


[Fatal Counter] 214A > 236C > 236D > 66 > 214D~C > 66 > 214D > 66 > 4B[2] > j214D > 66 > 6DD > j2C > 2DD > j214D > 66 > 6DD > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(6078/66)


Throw Combos


Ground Throw


Throw > 6DD > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(2247/25)

Throw - 2DD - 4B(#2) - 2DD - j.DD - j.2DD - dj.DD - dj.2DD - dj.214D(2496/28)

Throw > 66 > 2DD > 214A > j214D > 66 > 6A > 6C > 236C > 66 > 2C > 5C > 4B[2] > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(3446/53)


Air Throw


Air Throw > RC > 236C > 66 > 2C > 5C > 4B[2] > 2DD > jDD > j2DD > jc > jDD > j2DD > j214D(4543/-50/33)

Air Throw > RC > 236C > 66 > 4B[2] > 2DD > 214A > 2DD > j214D > 66 > 6B > 2C > jDD > j2DD > jc > jDD > j2DD > j214D(4708/-50/39)


Corner

A Starter Combos


2/5A


2/5A > 5BB > 3C > 236B > 665A > 6A > 2147D > 6A > j.DD > j.2DD > j.214D – 2,551/33

2/5A > 2B > 3C > 214A > 2147D > 6A > 6C > 236C > 665C > 6C > 236D > 214D~C > 2DD > Aerial D – 3,515/54


6A

6A > 3C > 214A > 2DD > 2147D > 6A > 6C > 236C > 445C > 2C > Aerial D - 3,933/46



B Starter Combos


2B


2B > 3C > 236B > 665A > 6A > 2147D > 6A > 6C > 236C > 44B > Aerial D – 3,608/38

2B> 3C > 214A > 236C > 445C > 6C > 236D > 214D~C > 4B > 2DD > 2147D > 6DD > 2DD > Aerial D – 4,677/62


4B


4B(2)>2DD>j.214D>Dash>6A>6C>236C>Dash Back>6A>Aerial D – 3,392/39

4B(2)> 2DD > j.214D > 5C(x8)> 6C > 236D > 214D~C > 236C > 44B > 2DD > Aerial D – 4,094/57

4B(2) > 632146D > 5C > 6C > 236D > 214D~C > 236C > 445C > 2C > Aerial D – 4,505/45



C Starter Combos


2C


2C > 5C > 3C > 236B > 665B > 6A > 2147D > 6A > 6C > 236C > 44B > 2DD > Aerial D – 4,043/58

2C(CH) > 5C > 4B > 2DD > 2147D > 5C > 6C > 236D > 214D~C > 236C > 44B > 2DD > Aerial D – 4,398/65


3C

3C > 236B > 665B > 6A > 2147D > 6A > 6C > 236C > 445C > 2C > Aerial D – 3,355/51

[CH] 3C(3) > 214D > 6A > 2147D > 6A > 6C > 236C > 5C > 2C > Aerial D – 3,588/47

[CH] 3C(3) > 214D > 5C > 6C > 214D > 5C > 6C > 236C > 4B > 2DD > Aerial D – 3,548/54


5C


5C > 3C > 236B > 665B > 6A > 2147D > 6A > 6C > 236C > 445C > 2C > Aerial D – 4,349/54

5C > 4B(2) > 2DD > 2147D > 5C > 6C > 236D > 214D~C > 236C > 44B > 2DD > Aerial D - 4,875/61

[CH] 5C(1)/6C(1) > 236C > 2C > 5C > 4B > 2DD > 2147D > 5C > 6C > 236D > 214D~C > 2DD > Aerial D – 5,491/61 (5C) 5,322/61 (6C)



Drive/Special Starter Combos


5D


5DD > 236B > 665B > 6A > 2147D > 6A > 6C > 236C > 445C > 2C > Aerial D – 3,817/50


6DD


6DD > 2147D > RC > 5C > 6C > 236D > 214D~C > 214D > 5C > 6C > 236C > 5C > 2C > Aerial D - 4,634/61


Spike Chaser


214D > 6A > 2147D > 6A > 6C > 214D > 5C > 6C > 236C > 445C > 2C > Aerial D - 4,623/57

214D~C > 5C > 6C > 236D > 214D > 236C > 44B > 2DD > 2147D > 6DD > 2DD > Aerial D - 5,378/62


Cresent Saber


2147D>RC>5C(xN)>6C>236D>214D~C>236C>Dash Back>4B>2DD>j.214D>6DD>2DD>Aerial D - 4,983/(-50)53

[FC] 2147D > dash > 5A > 6A > 6C > 236C > 445C > 4B > 2DD > 2147D > 6DD > 2DD > Aerial D - 4,101/52


Throw Combos


Ground Throw


Throw > 6A > j.214D > 6A > 6C > 236C > 445C > 2C > Aerial D - 3,269/44

Throw > 5C > 6C > 214D > 5C > 6C > 236C > 44B> 2DD > Aerial D - 3,279/51

Throw > 236C > 5C > 6C > 236D > 214D~C > 2DD > Aerial D - 3,662/47



Air Throw


Air Throw > RC > 236C > 2C > 5C > 4B > 2DD > 2147D > 6DD > 2DD > Aerial D - 4,824/40

Navigation

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System Explanations

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