Lambda's combos focus on carrying the opponent to the corner and ending in an okizeme setup, this will usually be Spike Chaser.
Gravity Seed
It is possible to get to the corner no matter the screen position via Gravity Seed which is gone into from close-range 3C with the following route depending on how close you are to the corner. For example:
- X > 3C > 214C > 665C > 6C > (Delay)> 236C > (route ender)
This is the most common route into Gravity, and it has two main variations depending on distance. The easiest and most standard is when you’re around round start distance with the ender being 66C > 236D > 6C > 214D, so a combo at this range would look like:
- 5B > 3C > 214C > 665C > 6C > (Delay) > 236C > 66C > 236D > 6C > 214D
It is possible to do 236C > 214D > 66C… if you are close enough for them to wallstick in the corner.
The other variation is if you are much father back from round start position, like 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:
- 5B > 3C > 214C > 665C > 6C > (Delay) > 236C > 66C(1) > 236B(w)~6C > 6C > 236D > 6C > 214D
This will travel from corner-to-corner and work even off short length starters such as 2A.
Gravity IAD Routes
If you land a confirm but are not in range for 3C, you can still land Gravity through IAD routes, these will typically be done from max-range 2B/5B and 5D confirms and use X > 5D > IAD > j.B > j.C > 663C > 214C. For example:
- 5B > 2B > 5C > 5D > IAD > j.B > j.C > 663C > 214C > 665C > 6C > (Delay) > 236C > 66C > 236D > 6C > 214D
- 5B > 2B > 5C > 5D > IAD > j.B > j.C > 663C > 214C > 665C > 6C > (Delay) > 236C > 66C(1) > 236B(w)~6C > 6C > 236D > 6C > 214D
These routes are still damaging and a good use of Gravity, 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.
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:
- 6B/6D > Delay > 2D > IAD > j.B > j.C > 6A > Delay > 5C > 6C > 236D > 236C > 6C > 214A
- 6B/6D > Delay > 2D > IAD > j.B > j.C > 6A > Delay > 5C > 6C > 236D > 236C > 6C > 2D > 5D > 236B
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:
- 6B > Delay > 2D > IAD > j.B > j.C> 66A > 6C > 236D > 236C > 66C > 2D > 5D > 236B
If the spacing allows, you can do …> 236D > 66 > 6C > 214D for a Spike Chaser setup.