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.
Health: 10,000
Guard Primers: 4
Play-style: Defensive, Zoning
Movement Options: 1 Double Jump/Airdash, Run-type Dash
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.
Move List
- See also: Lambda Full Frame Data
Normal Moves
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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6A |
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6B |
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4B |
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6C |
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3C |
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j.A |
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j.B |
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j.C |
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j.2C |
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Counter Assault |
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Drive Moves
5D |
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2D |
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6D |
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4D |
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j.D |
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j.2D |
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Throws
Forward Throw |
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Back Throw |
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Air Throw |
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Special Moves
Spike Chaser 214D(~C) |
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Sickle Storm 236D(~C) |
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Cresent Saber 214D(~C) |
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Gravity Seed 214A/B/C |
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Act Parser Zwei 236A |
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Act Parser Zwei: Blade 236B |
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Act Parser Zwei: Cavalier 236C |
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Distortion Drives
Legacy Edge 236236D |
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Calamity Sword 632146D |
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Astral Heat
Sword of Destruction 222D |
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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