! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
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| {{clr|A|6A}} > (Delay) > {{clr|C|5C}} > {{clr|B|6B}} > {{clr|D|2D}} > IAD > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|6A}} > (Delay) > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|236D}} > {{clr|C|236C}} > {{clr|C|6C}} > {{clr|D|214D}} || Midscreen || 3741 || 26 || Everyone || {{ComboDifficulty|Medium}} ||Easy anti air BnB. The delays are for if the opponent is too high in the air to get them lower. || [https://youtu.be/Q8MR1khg7Ys Example]
| {{clr|A|6A}} > (Delay) > {{clr|C|5C}} > {{clr|B|6B}} > {{clr|D|2D}} > IAD > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|6A}} > (Delay) > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|236D}} > {{clr|C|236C}} > {{clr|C|6C}} > {{clr|D|236D}} > {{clr|C|6C}} > {{clr|D|214D}} || Midscreen || 3741 || 26 || Everyone || {{ComboDifficulty|Medium}} ||Easy anti air BnB. The delays are for if the opponent is too high in the air to get them lower. || [https://youtu.be/Q8MR1khg7Ys Example]
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| {{clr|A|6A}} > {{clr|C|5C}} > {{clr|B|6B}} > {{clr|D|2D}} > IAD > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|66A}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|236D}} > {{clr|C|236C}} > {{clr|C|6C}} || Cornered || 3613 || 25 || Everyone || {{ComboDifficulty|Hard}} || Corner sideswap. You need to buffer {{clr|A|66A}} while landing to avoid getting {{clr|A|5A}}. || [https://youtu.be/TzEnGsy_cy8 Example]
| {{clr|A|6A}} > {{clr|C|5C}} > {{clr|B|6B}} > {{clr|D|2D}} > IAD > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|66A}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|236D}} > {{clr|C|236C}} > {{clr|C|6C}} || Cornered || 3613 || 25 || Everyone || {{ComboDifficulty|Hard}} || Corner sideswap. You need to buffer {{clr|A|66A}} while landing to avoid getting {{clr|A|5A}}. || [https://youtu.be/TzEnGsy_cy8 Example]
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! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
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| {{clr|D|4D}} > {{clr|D|5D}} > {{clr|B|236B}}.{{clr|B|6B}} || Anywhere || 1719 || 12 || Everyone || {{ComboDifficulty|Very Easy}} || Can do {{clr|D|5D}} > {{clr|D|4D}} as well here.
| {{clr|D|4D}} > {{clr|D|5D}} > {{clr|B|236B}}.{{clr|B|6B}} || Anywhere || 1611 || 12 || Everyone || {{ComboDifficulty|Very Easy}} || Can do {{clr|D|5D}} > {{clr|D|4D}} as well here.
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| {{clr|D|4D}} > {{clr|D|5D}} > {{clr|B|236B}}.{{clr|B|6B}} > {{clr|B|5B}} > {{clr|A|6A}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|236D}} > {{clr|C|6C}} > {{clr|D|214D}} || Near Corner || 2580 || 18 || Everyone || {{ComboDifficulty|Easy}} || Extension if they get near corner .
| {{clr|D|4D}} > {{clr|D|5D}} > {{clr|B|236B}}.{{clr|B|6B}} > {{clr|B|5B}} > {{clr|A|6A}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|236D}} > {{clr|C|6C}} > {{clr|D|214D}} || Near Corner || 2580 || 18 || Everyone || {{ComboDifficulty|Easy}} || Extension if they get near corner .
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| Throw > Delay > {{clr|D|4D}} > {{clr|D|2D}} >{{clr|D|5D}} > {{clr|B|236B}}.{{clr|C|6C}} > {{clr|C|6C}} > {{clr|D|236D}} > {{clr|C|6C}} || Midscreen || 3086 || 22 || Everyone || {{ComboDifficulty|Medium}} || Midscreen BnB. WIll have to change ender if too close to the corner || [https://youtu.be/h1BHoDTFiyQ Example]
| Throw > Delay > {{clr|D|4D}} > {{clr|D|2D}} >{{clr|D|5D}} > {{clr|B|236B}}.{{clr|C|6C}} > {{clr|C|6C}} > {{clr|D|236D}} > {{clr|C|6C}} || Midscreen || 3086 || 22 || Everyone || {{ComboDifficulty|Medium}} || Midscreen BnB. WIll have to change ender if too close to the corner || [https://youtu.be/h1BHoDTFiyQ Example]
If you land a confirm but aren't in range for {{clr|C|3C}}, you can still land Gravity through IAD routes. These can be done from max-range {{clr|B|2B}}/{{clr|B|5B}} and {{clr|D|5D}} confirms and use X > {{clr|D|5D}} > IAD > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|C|663C}} > {{clr|C|214C}}. For example:
If you land a confirm but aren't in range for {{clr|C|3C}}, you can still land Gravity through IAD routes. These can be done from max-range {{clr|B|2B}}/{{clr|B|5B}} and {{clr|D|5D}} confirms and use X > {{clr|D|5D}} > IAD > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|C|663C}} > {{clr|C|214C}}. For example:
These routes sacrifice little damage and have a good regen amount, but can't be performed from {{clr|A|2A}}/{{clr|A|5A}} nor air buttons due to the hit stun decay.
These routes sacrifice little damage and have a good regen amount, but can't be performed from {{clr|A|2A}}/{{clr|A|5A}} nor air buttons due to the hit stun decay.
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The first route is for round start position and uses X > Delay > {{clr|D|2D}} > IAD > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|6A}} > Delay > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|236D}} > (route ender). You will usually be too close to the corner after {{clr|C|236C}} to set up Spike Chaser, so here you would either do {{clr|C|6C}} > Gravity okizeme, or, if you wanted to squeeze out extra damage, {{clr|C|6C}} > {{clr|D|2D}} > {{clr|D|5D}} > {{clr|B|236B}}.
The first route is for round start position and uses X > Delay > {{clr|D|2D}} > IAD > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|6A}} > Delay > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|236D}} > (route ender). You will usually be too close to the corner after {{clr|C|236C}} to set up Spike Chaser, so here you would either do {{clr|C|6C}} > Gravity okizeme, or, if you wanted to squeeze out extra damage, {{clr|C|6C}} > {{clr|D|2D}} > {{clr|D|5D}} > {{clr|B|236B}}.
Ending in {{clr|C|236C}} > Delay > {{clr|C|3C}}(1) > {{clr|B|236B}} is a safejump setup. E.x {{clr|B|236B}} > 66 > {{clr|B|j.B}}.
Ending in {{clr|C|236C}} > Delay > {{clr|C|3C}}(1) > {{clr|B|236B}} is a safejump setup. E.x {{clr|B|236B}} > 66 > {{clr|B|j.B}}.
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The other route, if you are cornered or very far from the next corner, is a sideswitch instead of corner-to-corner, by buffering {{clr|A|66A}} as Lambda lands she will crossup under the opponent. For example:
The other route, if you are cornered or very far from the next corner, is a sideswitch instead of corner-to-corner, by buffering {{clr|A|66A}} as Lambda lands she will crossup under the opponent. For example:
Numbers represent direction on a keyboard numpad. For example, + becomes 236A.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
Universal route, mainly here because is the only one that works on Izanami. Some characters may require 6B to be max range, omitting 6D makes it more stable on certain characters, for both cases is recommended that you use one of the routes above.
5C Starter
All combos in the 5B/2B table also work with 5C as the starter.
Near fullscreen, air counter hit conversion. Also works from CH 4D, may sideswap after 236A based on distance. Use 236C after 236D if you can't wallsplat them high enough or if you're too far away from the corner.
Meterless Sparda confirm from midscreen, spacing dependant. Requires wallsplat after Cavalier. Noel, Makoto, Nine and the Murakumos all require shorter delays after 4D.
Midscreen fatal counter 236C confirm, delay 4D a tiny bit after the wallbounce, doing 236B~22D instead of 214D makes the combo a bit easier for less damage, use 214C > 665C if you can't reach the corner and 236C after that if you somehow didn't get corner with Gravity.
Midscreen fatal counter 236C confirm, stable, but a bit harder to hitconfirm on reaction, replace 236B~22D for 236C if you can't reach the corner after Gravity.
Lambda's overdrive increases her damage for routes that don't involve Gravity, and isn't a character who benefits from OD'ing mid-combo unless it will kill, or the times Gravity is in cooldown.
This list has been written primarily for activating Overdrive during defence or to cash out for round enders. For low times, the usual Gravity BnBs are often equal or better damage, but combos have been listed for players who'd prefer to save it for okizeme.
Lambda's combos focus on carrying the opponent to the corner and ending in an okizeme setup, this will usually be Spike Chaser.
There are different routes depending if you can land Gravity Seed or not. The ones where she can are high damage and always ensure the corner, but require Lambda to be close to the opponent such as a melee confirm or through IAD'ing in from midscreen pokes.
Routes without Gravity can still land the opponent in the corner but require them be hit in the air, or be launched from a move like 6B or Spike Chaser.
Common Gravity Routes
It's possible to get to the corner no matter the screen position via Gravity Seed from 3C. For example:
This is the most common route into Gravity, and it has two main variations depending on distance. The easiest and standard is when you’re around roundstart with the ender being 66C > 236D > 6C > 214D, so a combo at this range would look like:
It's possible to do 236C > 214D > 66C… if you are close enough for them to wallstick in the corner.
The other variation is if you're much father back from round start position— if you were cornered yourself. It follows the same pattern as the above, but you do 66C(1) > 236B(w)~6C > 6C > 236D > 6C > 214D. For example:
This will travel from corner-to-corner and work even off short length starters such as 2A. You need to cancel 66C(1) almost immediately for it to be consistent.
Gravity IAD Routes
If you land a confirm but aren't in range for 3C, you can still land Gravity through IAD routes. These can be done from max-range 2B/5B and 5D confirms and use X > 5D > IAD > j.B > j.C > 663C > 214C. For example:
These routes sacrifice little damage and have a good regen amount, but can't be performed from 2A/5A nor air buttons due to the hit stun decay.
It's still possible to fit in 214D here for extra damage.
Common IAD routes
This IAD example ties into confirms where Gravity is (usually) not possible to go into, like that of 6B and air hit 6D/2D. Just like before, there are two main variations depending on your distance from the corner: from around roundstart position, and cornered yourself.
The first route is for round start position and uses X > Delay > 2D > IAD > j.B > j.C > 6A > Delay > 5C > 6C > 236D > (route ender). You will usually be too close to the corner after 236C to set up Spike Chaser, so here you would either do 6C > Gravity okizeme, or, if you wanted to squeeze out extra damage, 6C > 2D > 5D > 236B.
For example:
Ending in 236C > Delay > 3C(1) > 236B is a safejump setup. E.x 236B > 66 > j.B.
Gravity as okizeme cripples the opponent's mobility on wakeup making it good to see what they do and react without the worry of them escaping or doing a reversal, you can also be more aggressive and roll check with 662B after and still meaty if they didn't. As for 236B, it's a hard knockdown which is nice for scoring a KD while getting the most meterless damage out of a confirmor trying to bait a wakeup reversal.
IAD Crossup
The other route, if you are cornered or very far from the next corner, is a sideswitch instead of corner-to-corner, by buffering 66A as Lambda lands she will crossup under the opponent. For example: