Overview
Move List
- See also: Lambda Full Frame Data
Normal Moves
5A
5B
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
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
6B
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
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
j.B
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
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
Back Throw
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 |
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λ-11 Tutorial Video - Part 2 |
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λ-11 Tutorial Video - Part 3 |
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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