Overview
Lambda-11 (stylized as ᴧ-No.11-) is a hybrid character with tools split between rushdown, zoning and light setplay while having some of the best corner carry in the game. Lambda's main goal is to carry her opponent to the corner and force them into strong okizeme setups — She achieves this through Gravity Seed and Act Parcer Tri: Cavalier, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive has high recovery on whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way.
For a brief overview of how Nu-13 and Lambda-11 differ, click here.

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Health |
10,500 |
Prejump |
4F |
Backdash |
25F (1~7F Inv All) |
Fastest Attack |
5A (6F, whiffs some crouchers) 2A (7F) |
Reversals |
22D (26F) 632146D (11F) |
Fatal Starters |
6C 214A/B/C 236C |
Lambda's Drive lets her summon projectiles which can be pointed at different angles. There is an automatic follow-up hit if said projectiles connect with the opponent. Unlike other characters' projectiles, Lambda can gatling hers into other moves on block and hit.
Sword Summoner EX has no limit on the amount of times it can be used, so a string like 2D → 6D → 5D → 4D can be perfomed, and it's possible to go into specials and then summon more later in a combo. However, they can't reverse beat with each other, so a string like 5D → 4D → 5D is not possible.
Sword Summoner EX is a good tool for controlling screen space since it is much faster than most of the projectiles that other characters have, and can lead to pressure on block, but all of the summons have very high recovery if they miss, so caution is needed in using them.
While Sword Summoner EX seems very similar to Nu-13's Drive, there are key differences. Notably, all of Lambda's Drive moves spawn different-sized projectiles, and they typically spawn much closer to her, reducing her deadzones in exchange for less range and speed.Lambda's swords grow larger in size. Additionally, the second attack of each Drive deals double damage and becomes a Level 5 attack (increasing their P2 and all forms of stun). Furthermore, aerial swords will launch grounded opponents on normal hit.
Lambda's Drive specials also receive the following changes:
- Gravity Seed recharges at a quicker rate.
- Sickle Storm summons two wheels that travel in opposite directions.
- Spike Chaser travels the entire stage.
- Crescent Saber causes a small groundbounce.
- Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.
- Legacy Edge fires more projectiles.
- Calamity Sword tracks the opponent horizontally.
Her OD gives new conversions that significantly increase her damage without needing to spend Gravity Seed.
Normal Moves
5A
A disjointed jab that hits most of the cast crouching but whiffs on some. 5A is decent for stagger and can be used as an anti-air since it has a better hitbox than 6A, but it has less reward and no invul.
- Jump-cancelable on hit or block.
Gatling Options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C
Characters 5A Hits While Crouching | ||
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Crouch | Crouching Prox. Guard | Does Not Hit Any Crouch |
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5B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
600 | Mid | 8 | 3 | 17 | -3 | B |
One of her best starters. This easily nets 4.0k to 4.7k on any gravity confirm and still hurts without it. 5B is good blockstring filler, but 2B is used for meaties as it has lower recovery.
- Jump-cancelable on hit or block.
Gatling Options: 6A, 2B, 6B, 5C, 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODR | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
5C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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160×8 | All | 16 | P{(4)P}×7 | Total: 71 | -6 | P1 |
Another great starter. It's disjointed and has good range but it's mostly combo filler because of the slow startup and lengthy recovery. It's not safe against ODR, but the opponent will be forced into an EA punish instead of a full combo because of 5C's active frames.
5C has high damage so it's used often in combos and any of the hits can be special cancelled so it's a potential reset point with either 5C → 236A or 5C → 236D. Both of these can be challenged on their own, but the decent amount of cancels 5C still has can discourage the opponent from pressing buttons.
- Hitbox doesn't extend until frame 21
- Counts as a projectile.
- If this 'clashes' with another projectile, Lambda can whiff cancel into other normals but not specials.
Gatling Options: 6B, 2C, 6C, 3C, 5D, 2D, 6D, 4D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODR | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
- All hits are special cancellable
- Each P in active frames represents a projectile spawned
- Swords appear in 4F intervals?
- Each sword is active for 3
2A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
300 | All | 7 | 4 | 12 | -4 | F |
A crouching jab used for poking out of pressure and setting up TRMs. It's typically outclassed in MUs where 5A hits crouchers, but can fufill the same functions.
Lambda's hurtbox becomes small and the hitbox is disjointed, so it can low profile some air normals.
Gatling Options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODR | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 80 | 1 |
2B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
550 | Low | 9 | 4 | 13 | 0 | F |
A good poke that's her best low starter. It can be a strong stagger tool and reverse beats with 6A so it's a staple in pressure. The reward off this button is very high with Gravity scoring 4.2k from midscreen. Gravity-less routes are weaker but it's still possible to get over 3k while carrying them to the corner with IAD routes.
The low recovery on whiff makes it nice for catching rolls and staying safe from ODR.
Gatling Options: 6A, 5B, 6B, 5C, 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODR | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
2C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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140×8 | Mid×2, All×6 | 14 | 2×2,1×6 | 24 | -8 | B | 11~19 H |
An anti-air normal. It's slower, and harder to capitalise on than 6A, but it has a better hitbox and is invul during the active frames, although this invul is quite late so it's better for premptive use. 2C is disjointed and active forever so it's good against jump-ins that have a delayed momentum like Azrael's j.2C
GuardAllStartup22Recovery10Advantage-
Being the only C normal that's jump cancellable on block makes it a good option in pressure, but it's the worst button to get OD'd through, as it gives your opponent a crouch confirm.
- Lambda's hurtbox rises before the invul kicks in.
- Jump cancellable on hit/block from 4th hit onwards.
Gatling Options: 6B, 5C, 6C, 3C, 5D, 2D, 6D, 4D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODR | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
- All hits are special cancellable
6A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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620 | Mid | 11 | 6 | 17 | -6 | B | 5~11 H |
Another anti-air normal. 6A is great for reactionary use as it has early invul, although it ends shortly after going active. The low recovery makes this button very safe on whiff or against baits. Compared to 2C and 2D, the reward is far higher as it can score 4k and oki on hit, but the poor hitbox and lack of invul actives can make it susceptible to clashing or being beaten by disjointed jump-ins.
For pressure, 6A is good since it goes into and reverse beats with 5B and 2B which are safe cancels against OD, and the latter is 0 on block to stagger with.
- Jump-cancelable on hit or block.
Gatling Options: 5B, 2B, 6B, 5C, 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODR | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
6B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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680 | High | 24 | 2 | 15+8L | -8 | H |
One of Lambda's two overhead normals. 6B's quicker than 4D, and many normals cancel into it to catch the opponent. While it has no gatlings, the decent pushback combined with Lambda's backdash results in it being quite safe on normal block, futhermore, the recovery can be OD or special cancelled to call out characters mashing or running forward.
On hit, IAD routes are stable and always lead to the corner, but converting with tk.214D nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity as 5C → 6B always works except from short starters like 5A/2A.
6B can go over low-hitting buttons like Bang's 3C
GuardLowStartup15Recovery21Advantage-9, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODR | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 89 | 3 |
- Bonus Proration 110%
- Airborne from frame 28
- Airborne recovery duration can be altered by external forces
- Special cancellable on hit/block after landing
- Untechable on Counter Hit
6C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
180×8 | Mid×2, All×6 | 22 | 1×8 | 24 | -6 | B |
The main purpose of 6C is to be combo-filler. It will knockdown opponents on air hit, making it important for corner carries and okizeme— Usually Spiker Chaser or Gravity.
It has great pushback on block, so it can be used as a pressure ender instead of Blade or Exiga, but the long startup and recovery leave it unsafe to OD. The fatal property is also saboutaged by CH 6C having a low launch that's difficult to convert.
- Hard KD on air hit
- Fatal Counter
Gatling Options: 5D, 2D, 6D, 4D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODR | |||||||||||||||||||||||||||||||||||
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Long | 100 | 82 | 4 |
- All hits are special cancellable
- Fatal Counter
- Maximum Slide duration 5F
3C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
140×8 | Low×3, All×5 | 11 | 1×8 | 22 | -6 | F |
Lambda's sweep: a multi-hit low with great range, speed and a hurtbox small enough to low-profile moves like Hakumen's 4C
GuardAllStartup10Recovery24Advantage-4, being a decent roundstart option. The hard knockdown on Counter Hit enables conversions with 214D or OTG 2B/3C for high reward.
In pressure, it's not the best because cancels like 3C → 236B leave a gap that can be reversal'd — Cancelling 3C into 214A or 22D will beat most reversals though.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
- All hits are special cancellable
- All hits hard KD on Counter Hit
j.A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
300 | High/Air | 8 | 2 | 10 | H |
Lambda's fastest air button. It's on the slower end of air jabs but is disjointed with decent range, and her hurtbox becomes very small.
It's a good panic button to press in scrambles, and the reverse gatlings are good for pressure or setting up air TRMs.
- Not jump cancellable
Gatling Options: j.A, j.B, j,2C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODR | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 80 | 1 |
j.B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
600 | High/Air | 9 | 4 | 12 | H |
Lambda's best air button— The disjointed hitbox and short recovery make it a great air-to-air or roundstart option. Similar to j.A, it has good gatlings and can cancel into air throw for TRMs.
It's common combo filler in IAD routes, and used for safejumps after Tri, for example: 236B → 66 → falling jB.
Gatling Options: j.A, j,C, j,2C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODR | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
j.C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
150×8 | High/Air | 9 | 1×2,2×6 | 25 | H |
One of the fastest j.Cs in the game. A good reaching air-to-air, but the initial hitbox isn't as disjointed as j.B, and the recovery is considerably longer, so keep that in mind. A good place to press it is while retreating after an IABD, as it has no landing recovery.
Lambda's j.C acts as a solid as a mixup tool; all the hits are overheads and cross behind her, this often catches people if they are locked down by 236D or are conditioned.
- Hitbox extends fully on frame 11.
Gatling Options: j,2C, j.D, j.2D, j,6D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
j.2C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
150×8 | High/Air×2, All×6 | 15 | 1×8 | 10 | H |
This button has a decent hitbox, but it's on the slow side, so her other normals are better for air-to-airs. It's great for jailing opponents to the ground with its multi-hits though, and it makes Lambda fall faster.
Once the opponnet is conditioned, this can set up delayed airdash 50/50s with either j.B → j.C → j.2C(w) → 2B or j.B → j.C → j.214D, although meter is needed to make the latter safe.
- Has long untech on CH, Lambda can fall to the ground and corner carry.
Gatling Options: j.D, j.2D, j,6D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
Drive Moves
- All Drives will followup automatically into the second hit if it connects with the opponent, but not if it misses or hits a doll or other projectile.
- Automatic followups will counterhit carry from the first hit.
- All Drives except 4D are Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames unless overdrive is active.
- All Drives are Attack Level 4 and become Attack Level 5 in OD.
- All Drives have a deadzone in front of Lambda where they have no hitbox.
- Air Drives will launch the opponent on CH or OD.
- None of them can be jump-cancelled on block.
5D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
5D | 600 | All | 15 | 18 | Total: 48 | P2→P1 [P2] | ||
5D Followup | 300 [600] | All | 17 | 13 | Total: 45 | -5 [-1] | P1 |
A projectile that goes nearly fullscreen, 5D is used to stop the opponent running at Lambda and to punish things from a far distance. Though the recovery, with all other drives, leaves her vulnerable on whiff, so it's recommended to setup Gravity first before using this.
It's a key normal for pressure with 236B being a true blockstring when not too far, and a powerful frametrap when further out or delayed. The threat of CH Tri makes it a good spot to reset with either Zwei or Sickle Storm, and then fish for high damage frame traps once they become agitated.
- Crumple stuns on CH
- Frame advantage is for stand block; crouch is -1 or -2 for most characters.
Overdrive Version
5D becomes a Lv 5 attack, so going into 4D becomes gapless and safe from reversals. On crouch block, it can be up to +3, making it stronger to reset with.
The extra stun enables conversions into Cavalier and Sparda on normal hit, and the damage buff results in 5D being stronger in combos. This applies to all other drives in OD as well.
- Doesn't crumple stun on CH
Gatling Options: 2D, 6D, 4D
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
5D Followup | Normal | 80 | 92 [94] | 4 [5] |
5D:
- Automatically cancels into followup on hit/block
- During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5D Followup:
- [Crumple Duration 31F, Crumple Fall 64F]
- On CH Crumple Duration 58F [62F], Crumple Fall 81F [84F]
2D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
2D | 600 | All | 11 | 25 | Total: 45 | P2→P1 [P2] | ||
2D Followup | 300 [600] | All | 17 | 13 | Total: 45 | -5 [-1] | P1 |
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high in the air like Mu and
Rachel. This can be followed up with either 236B~6C or IAD → j.B → j.C → 6A routes to land them in the corner.
The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.
- Increases in size the further it flies away
Gatling Options: 5D, 6D, 4D
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
2D Followup | Normal | 80 | 92 [94] | 4 [5] |
2D:
- Automatically cancels into followup on hit/block
- During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
6D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
6D | 600 | All | 14 | 22 | Total: 45 | P2→P1 [P2] | ||
6D Followup | 300 [600] | All | 18 | 13 | Total: 53 | -12 [-8] | P1 |
Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people who try to jump out of pressure. The hitbox is big and will hit most characters standing on the ground, so it can be used to cover both ground and air approaches at the same time.
Long-range confirms can be converted with either other swords like 4D or Cavalier.
Gatling Options: 5D, 2D, 4D
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
6D Followup | Normal | 80 | 92 [94] | 4 [5] |
6D:
- Automatically cancels into followup on hit/block
- During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
4D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
4D | 600 | High/Air | 27 | 3 | Total: 57 | P1 | ||
4D Followup | 300 [600] | All | 17 | 13 | Total: 48 | -8 [-4] | P1 |
A summon that tracks the opponent and appears behind them. This overhead is slower than 6B, but Lambda can still pressure if it's blocked. In the corner, 4D becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose.
Be careful, as 5D → 4D has a gap that's vulnerable against fullscreen supers like Ragna's Carnage Scissors
GuardAllStartup9+(40 Flash)+4~12Recovery58Advantage-43 [-40] — OD 5D → 4D is gapless on normal block, however.
- Forces crouching on hit.
Gatling Options: 5D, 2D, 6D
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4D | Normal | 70 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
4D Followup | Normal | 70 | 92 [94] | 4 [5] |
4D:
- Automatically cancels into followup on hit/block
- Bonus Proration 110%
j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
j.D | 600 | All | 13 | 10 | Total: 57+10L | P2→P1 [P2] | ||
j.D Followup | 300 [600] | All | 18 | 13 | Total: 43+10L | P1 |
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than 5D, the second hit pushes the target downwards making it possible to connect with j6D's angle, or to score a soft knockdown at longer range.
It covers a decent space, but it can't be converted from at long range. On contact, Lambda recovers in time to block or air dash, but on whiff she is stuck in recovery until landing, so use this with caution.
Gatling Options: j.2D, j.6D
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
j.D Followup | Normal | 80 | 92 [94] | 4 [5] |
j.D:
- Automatically cancels into followup on hit/block
- During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.2D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
j.2D | 600 | All | 13 | 8 | Total: 57+10L | P2→P1 [P2] | ||
j.2D Followup | 300 [600] | All | 18 | 13 | Total: 43+10L | P1 |
The least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler. Can sometimes be used to bait Anti-Airs.
Gatling Options: j.D, j.6D
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.2D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
j.2D Followup | Normal | 80 | 92 [94] | 4 [5] |
j.2D:
- Automatically cancels into followup on hit/block
- During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.6D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
j.6D | 600 | All | 13 | 6 | Total: 56+10L | P2→P1 [P2] | ||
j.6D Followup | 300 [600] | All | 18 | 13 | Total: 43+10L | P1 |
An air-to-ground sword. It can be a good summon for catching people running at you after an IAD/Jump back, and it's safe on block as the stun lasts until Lambda lands.
It vacuums in, so you can KD grounded opponents with Crescent, usually. On CH, the second hit now launches, so it becomes convertible with 665B.
- Much shorter range than j.D
Overdrive Version
OD j.6D always launches grounded opponents towards Lambda, and is converted with Crescent's bounce for easy Gravity combos. The damage isn't too crazy, but can be worth spending OD for, as it enables corner carry and Spike Chaser from an otherwise unrewarding hit.
Gatling Options: j.D, j.2D
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.6D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
j.6D Followup | Normal | 80 | 92 [94] | 4 [5] |
j.6D:
- Automatically cancels into followup on hit/block
- During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
Universal Mechanics
Ground Throw
B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
0, 1500 | Throw(70) | 7 | 3 | 23 | T |
Lambda's throw launches the opponent high at an angle, and the recovery can only be cancelled into Drive normals or specials. Doing 4D → 2D → IAD... route is one way to confirm midscreen and 214D in the corner.
Despite what it may seem at first, it's very easy to convert into Gravity routes by going into Sparda, as the large untech time and launch make 3C → 214X possible.
- Backthrow has an identical launch and combo routes, just on the other side.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Air Throw
j.B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
0, 1500 | Throw(70) | 7 | 3 | 23+3L | T |
Similar to ground throw, this is usually converted with Drive normals into IAD routes, in this case Air Throw → 662D → 5D → IAD... etc.
It's possible to followup with regular normals if they're inside Gravity Seed, however.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Counter Assault
6A+B while Blocking
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
0 | All | 13 | 2 | 32 | -15 | B | 1~20 All |
Triggers the 5B animation with a slightly different hitbox. It's invincible but easily low-profiled by crouching buttons, so be cautious about using this.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 50 | 92 | 4 |
Crush Trigger
5A+B (Chargeable)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
5A+B | 1000 | Guard Break 32/Barrier | 20 | 1 | 25 | 0 | B | |
5[A+B] | 1000 | Guard Break 60/Barrier | 30~61 | 1 | 25 | 0 | B |
Lambda's CT is one of the better ones in the game. It's fully disjointed and her hurtbox shifts backwards during the attack, so it can be used to bait DPs or mashes for big reward.
For combos, it's done after CH Tri for huge damage, and then niche applications like corner carry when Gravity's cooldown. It's possible to do charged CT gaplessly after 236D which can be a safe mixup for 25 meter.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 80 | 60 | 3 | ||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 80 | 100 | 3 |
5A+B:
- Maximum Slide duration: 15F
- Crumple Duration 50F, Crumple Fall 83F
5[A+B]:
- Maximum Slide duration: 15F
- Crumple Duration 50F, Crumple Fall 83F
Special Moves
Sickle Storm
236D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
400×4 [×8] | All | 38 | Until Offscreen | Total: 61 | +34 | P1 |
A multi-hit projectile that locks the opponent in place if they block it. An all-around strong move with many applications: 236D is very plus netting Lambda a mixup or safe approach; CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed Bursts/OD. The chip damage from this builds up to a decent amount if blocked repeatedly as well.
With that said, chaining into this move is rarely a true blockstring; it can be jumped or even mashed on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, run up 2B could be used instead for a blue beat OTG.
- Frame advantage is for earliest possible contact
- Can't be used again until Sickle is offscreen.
Overdrive Version
Sickle Storm now spawns two wheels in the same location that go in opposite ways, effectively covering all of the floor. It's still possible to jump over, however. Both the wheels can hit at the same time which makes combos higher in damage and inflicts massive chip on block.
- Considered a different move from vanilla 236D and does not trigger SMP
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 79 [(89)] | 3 |
- Values in [] are during OD
- Deals 20% chip damage on block (80*4 = 320)
- [Second projectile spawns in the same position that travels in the opposite direction, has identical properties except for 89 P2]
Spike Chaser
214D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
1200 | All | 29 | 45 [Until Offscreen] |
Total: 69 | -5 | P2 |
Lambda's strongest option for okizeme, Spike Chaser can be used in combos and controlling space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup.
Spike Chaser covers almost every wakeup option (rolls; reversals; no tech; quick rise etc...) and is unpunishable if spaced right making it a nightmare for most characters to deal with.
There is a very small window to delay tech through, but this is risky as 214D is active forever, is a big damage starter (even without Gravity available), and can be beaten by the Lambda player varying their input timing. Lambda is also still safe and can retreat to neutral on successful delay tech.
Overdrive Version
Spike Chaser now travels the entire stage, and Lambda can act independent and run along the spikes. This makes it even stronger as a screen control option if Gravity is setup beforehand, as most characters won't be able to reach Lambda in time to interrupt the startup, and have to jump to avoid the oncoming Spikes, greatly hindering their movement.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 94 | 5 |
- Creates 4 [infinite] projectiles in 8 frame intervals, until one hits/is blocked
- Each individual projectile is active for 21 frames
Crescent Saber
j.214D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
1000 | High/Air | 16 | 9 | Total: Until L+9 | P1 |
Crescent Saber's main function is to score knockdowns from air combos. It's also used mid-combo for optimal 6A and 6B confirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up.
To pickup on non-OD hits, an RC j.2C will be needed if high in the air, or just 2B / 3C if TK'd properly.
- Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22F overhead that's -13 on block.
Overdrive Version
OD Crescent Saber bounces which makes it a common move in OD combos as the OTG pickups become possible from any position, the 663C link is easier and high damage combos are safer to go for as a result.
If using Crescent as a mixup, the groundbounce means RC is no longer needed for combos, but it's best to have 50 meter availible lest it's blocked.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 89 | 3 |
- Hits crossup during last 4 active frames
Gravity Seed
214A/B/C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
800 | All | 13 | 3 | 18 | -2 | B |
A close range strike that also spawns a gravity field on the floor based on which button pressed. If the strike hits, it causes a long untech time and reduces the opponents gravity to about a 1/20th of normal (Making them seemingly float in the air). The B and C versions also add a lot of horizontal pushback.
The field itself is an infinitely tall column that reduces all horizontal movement for lambda's opponent to 30%, including movement caused by lambda hitting them. This means that the B and C versions appear to "Suck" the opponent towards them, when really what's happening is that they just get launched sideways at high speed until they're over the top of the field. Despite its name, the field does not affect vertical movement in any way. Since only Lambda's opponent is affected, it does not slow down projectiles, Lambda herself nor Ignis / Nirvana.
Gravity is also an important combo tool. It acts as a stabilizer for confirms, allowing Lambda to carry the opponent to the corner from almost anything. The move shines in combos due to its 99 P2 and large untech time which lead to heavy damage. While it has a recharge period, it only takes up a 1/3 of the gauge on whiff, and the long stun of buttons like 5C, 236D, 214D etc... means it will always be near full by the end of combos.
- Field only disappears on hit, not on block
- Fatal Counter
- All 3 versions are different moves and don't inflict SMP
- After use, the gravity seed meter appears, showing that this move cannot be used until it refills.
- If the Initial strike hits, the meter fills in 11 seconds. Otherwise it only takes 4 seconds to fill.
- The meter fills twice as fast while in Overdrive.
- 214A
This summons the field next to Lambda. It's used for corner combos and okizeme after a 6C KD, as the spacing cripples their mobility while keeping Lambda outside the range of reversals. This is very strong against characters without a normal dash.
- 214B
This version summons the field in the middle of the screen and is used most in neutral. It creates a wall so characters can't run at Lambda for free, making it safer to summon Drives for zoning. It can be used in midscreen combos, but 214C is better most of the time.
- 214C
This version summons the field at the opposite end of the screen. It's not used in zoning but is the go-to version for combos. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where 214B wouldn't travel enough, or at midscreen to ensure they'll wallsplat after 236C for high damage routes.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 99 | 4 |
- Fatal Counter
Act Parcer Zwei
236A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
34 |
A command dash. It goes roughly 3/4th of the screen, and is tied for the fastest in the game. One use of this move is to bait things, as while Zwei doesn't have invul, it can pass through wake-up reversals and proximity hittboxes before they become active — It can then cancel into 236B or 236C for a hefty punish.
Another use is pressure resets or unexpected throws, and while this can be challeneged on its own, it can cancel into 22D for a punishing frametrap to deter the opponent mashing. It can still be jumped, but the use of Tri and Blade in pressure can make the opponent reluctant to hold upback, as Zwei's startup animation is identical to the aformentioned move.
It's not used in combos much, as Tri has an earlier cancel window if forward momentum is needed.
- Shares almost the animation as 236B between frames 1-11.
- Cancellable into various moves, some of which have shortened inputs when cancelled from this move. See below
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Can go through opponent 8-13
- Can cancel into throw, 236B, 236C, 22D, EA, or Astral from frame 19
Act Parcer Tri
236B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
800 | All | 18~24 | 3 | 19 | -5 | B |
Tri is the first part of Lambda's rekka. It travels a good distance and is a true blockstring if done close after a Drive like 5D. In pressure, it can be canceled into either Blade or Sparda for high-low mixup. The cancel window is long, so the followups can be delayed to frametrap, and then, once the opponent becomes afraid to press buttons, you can reset pressure by going into normals. This is suceptible to the same problems as other Rekkas, however, so don't get predictable.
Tri being able to whiff cancel makes it very safe against ODR, going into 22D will outright beat EAs and buttons pressed after the flash, and for quite high reward.
- Hard knockdown on air hit.
- Crumple stuns on CH.
- Shares the same animation as 236A between frames 1-11.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
- Can cancel into Act Parcer followups on hit/block
- Can cancel into Act Parcer followups on whiff from frame 10, until 11th frame of recovery
- Maximum Slide duration 5F
- On CH Crumple Duration 54F, Crumple Fall 78F
Act Parcer Tri: Sparda
236B~6A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
1100 | High/Air | 21 | 6 | 16+7L | -10 | H |
Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity — Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions.
In the corner, it's easy to convert with double side-swap routes which are stable. It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. On paper, Sparda should be fairly punishable at -10, but the pushback and lengthy actives can result in Lambda escaping unscathed more than you'd think.
Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no Foot invul, however, so it can occasionally trade with some characters' 2As.
- Triggers cross-up protection and can be blocked by holding either 4 or 6.
- Lambda side-switches on hit/block unless done from far away.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 90 | 82 | 4 |
- Can pass through opponent 1-42F
- Counterhit state ends early, frames 25-26 are still active but not CH state
Act Parcer Tri: Blade
236B~6B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
950 | Low/Air | 11 | 6 | 16 | -5 | F |
Low option from Tri. It's a pretty fast sweep that's good at catching people who expect 4D. Lambda slightly low-profiles while having quite a disjointed hitbox, so this can be a decent thing to throw out in neutral from time to time. It is safe on normal block, but can be punished on IB, so adjusting the timing and ending pressure in 22D as well are important.
At midscreen, Blade can be RC'd for good reward, but in the corner or inside Gravity Seed it can be converted without meter.
- The range of Blade varies with the time 236B was cancelled from; max range is fullscreen.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 79 | 3 |
Act Parcer Tri: Cavalier
236C or 236B~6C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
1500 | Mid | 30 | 4 | 22 | -5 | B |
Cavalier is a staple in combos and what makes Lambda's corner carry strong as it has massive blowback while wallbouncing in midscreen loops. The high base damage and Fatal property make it her strongest starter as well.
The vertical hitbox goes much higher than what the animation suggests, so it can be used as a hard read anti-air for great reward. It's not used in either pressure nor frameteraps, but it is safe on normal block.
- Wallbounces midscreen.
- Wallsticks in the corner.
- Fatal Counter
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 84 | 5 |
- Fatal Counter
- Counterhit state for entire move
Exiga Nail
22D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 26 | 4 | Total: 54+5L [42] |
-3 [+14] | P1 | 1~7 All |
Lambda's meterless reversal. It can be hard to use as its invincibility ends before becoming active; but if timed right, Exiga Nail can beat anything shorter than 8 active frames. The pushback and frame advantage mean Lambda can escape pressure even if the opponent blocks this, as an offset to its slow startup. The opponent can delay their meaties as a callout, but Lambda can safely roll away if they begin to do this.
The reward on CH is great, crumple stunning for easy 4k combos, and it's safe on block and even IB, so Exiga can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank except Tager and
Valkenhayn in wolf form.
- Crumple stuns on hit; longer on CH
- Groundbounces on air-hit.
- Frame advantage is -3 point blank, it's often -2 or -1.
Overdrive Version
The recovery is reduced to the point Lambda is able to act mid-air shortly after Exiga becomes active. It can be air dash cancelled backwards to stay safe even on whiff or to gain more ground when retreating.
For offence, the early recovery enables pressure reset attempts on block, and full combos even on normal hit. E.x: OD 22D → AD → j.2D → (j.6D) → j.214D to then land back on the ground and carry them to the corner.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 92 | 4 |
- Values in [] are during OD
- Situational reversal
- Airborne from frame 8, recovery until landing [recovers airborne]
- Crumple Duration 29F, Crumple Fall 62F
Distortion Drives
Calamity Sword
632146D (Air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
632146D | 2400 [2800] | High | 10+(52 Flash)+1 | 9 | Total: 68 | -27 | P2 | 1~11 All |
j.632146D | 2400 [2800] | High/Air | 8+(42 Flash)+5 | 9 | Total: Until L+5 | P2 |
Lambda's metered reversal. It hits overhead and is used to escape pressure or add damage at the end of combos. It can combo off CH (which it will usually be), leading to big damage and corner-to-corner combos.
It can score up to 5k midscreen, and just under in the corner. The projectile property means it will blow-up moves that only have Body invul, too. But be aware, having this baited will lead to a nasty punish.
Overdrive Version
Calamity Sword's damage and hitbox become bigger, but also now spawns at the opponent's position, and thus becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal. It can be used as a strong anti-zoning tool as a resullt.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146D | Normal | 70 | 82 | 4 | ||||||||||||||||||||||||||||||||||||
j.632146D | Normal | 70 | 82 | 4 |
632146D:
- Values in [] are during OD
- Minimum Damage 40% [45%]: 960 [1260]
- reversal
j.632146D:
- Values in [] are during OD
- Minimum Damage 40% [45%]: 960 [1260]
Legacy Edge
236236D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
130×19 [130×29] | All | 16+(41 Flash)+9 | P{(4)P}×19 [×29] | Total: 57 | +59 [+99] | P2 |
Legacy Edge is an anti-zoning super that fires forth a barrage of projectiles. All of them are level 2 and will beat any other projectile attack in the game short of Nu's Legacy Edge — But it has no invul, so it has to be used pre-emptively in some cases. Legacy can also be used to skip neutral for the price of 50 heat to immediately begin pressure, and Lambda can use the frame advantage to perform a variety of mixups such empty jump → 2B, late airdash → jB, IAD → jC crossups, etc...
The super is guarenteed to come out after the superflash so trading with this is very bad for the opponent. Although if they aren't committed to an action, they can chicken block and mash to IB all the projectiles which gives them a ton of heat while staying safe from mixups.
- Not all hits land on crouchers
Overdrive Version
OD Legacy Edge is a strong starter, but landing it is situational. Other than that, it fires more projectiles to capitalise on the frame advantage from further away, or to carry them further after launch.
There are unblockable setups involving Crush Trigger in the corner, these lead to high damage and are difficult to escape, so it can be a strong round closer but requires almost max resources.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 79 | 3 |
- Values in [] are during OD
- Each P in active frames represents a projectile spawned
- Minimum Damage 10%: 312 [481]
- Swords appear in 4F intervals
Exceed Accel
Duo Cultus
A+B+C+D during Overdrive
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
600, 200×6, 1230 {600,300×9, 2530} |
All | 20 [10] | 3 | 34 | -10 | B | 1~22 All [1~12 All] |
This is used either as a reversal in OD or as a combo ender. The knockdown from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the Matchup.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 125 | 80 |
- Values in [] are when canceled into or immediately after activating Overdrive
- Values in {} are during Active Flow
- Minimum Damage 10%: 303 {583+58}
Astral Heat
Sword of Destruction
214214D when Astral Conditions are met
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|
40000 | All | 13+(101 Flash)+7 | 9 | 25 | -13 | B | 13~28 All 1~28 Burst |
Lambda grabs (the move is a strike not a throw) the opponent and plunges a mighty sword down upon them.
It has no startup invul, so it can't be used as a reversal, but it's very easy and practical to combo into from buttons such as:
- 5C
- 3C
- 6A (air hit)
- 5D (air hit)
- 236C (in the corner)
- And many more
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 5 |
Colors
