BBCPE/Lambda-11

From Dustloop Wiki

Overview

Lambda -No.11- is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. During the True Ending of Blazblue: Continuum Shift, Lambda sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before she faded away, she transferred her remaining power and Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him power to defeat Terumi and rescue Noel. Having originally appeared as a pallette swap replacement of Nu in Blazblue: Continuum Shift, Lambda-11 appears for the first time as a standalone character in BlazBlue: Chrono Phantasma Extend.
Lambda-11

BBCPE Lambda Portrait.png

Health: 10,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 25

Backdash Invincibility: 1-5

Movement Options: Double Jump, 1 Airdash, Dash type: Run

Drive: Sword Summoner EX
Sword Summoner EX allows Lambda to manifest sword-like projectiles which she can shoot off at different angles: 5D, for example, lets Lambda summon a sword that flies straight forward along the ground, while 2D fires one that travels upward at a steep 70-degree angle. When a sword comes in contact with an opponent, an additional hit comes out automatically (a property not present in previous games). Additionally, Lambda can gatling her D normals up to three times before she has to jump cancel to get another sword out (Ex: 4D > 5D > 6D), though it cannot be jump cancelled on block. While Sword Summoner EX makes for a good combo tool, it is also a key part of her zoning abilities, which makes utilising her drives a very important part in learning to play her.
Overdrive: Elysium

Lambda's swords grow larger in size, deal more damage, and have increased hitstun. Her special D moves also gain new properties:

  • 236D summons two saws
  • 214D travels the entire stage
  • j.214D bounds
  • 22D has its recovery reduced, and can be cancelled into an attack or dash after the animation.
  • 236236D fires more swords
  • 632146D tracks the opponent
Pros
Cons
  • Solid zoning abilities allow her to keep some of the cast at a distance
  • An easy character to pick up and play, has simple combos
  • Strong Backdash (capable of backdashing through most DPs)
  • Great corner carry regardless of Heat
  • Good overall damage output
  • Below-average Health
  • Cannot escape pressure easily without meter
  • Okizeme is not always reliable, and can be beaten by opting not to tech or through character-specific means
  • Close range pressure and mix-up are quite poor, so opening opponents up can be difficult
  • Learning how and when to use D attacks is an important part of learning how to play Lambda. As a result, this requires a strong grasp of neutral and matchup knowledge of how to zone and approach each character effectively


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive
Ambox warning.png There has been no official mook released for BBCPE. As a result, Lambda's frame data is incomplete.

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 6 6 9 -3 B -

Quick jab, good as a quick AA and for pressure.

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 SOJR HL 8 1 14 -1 B -

Lambda kicks her opponent's midsection. A good starter for combos, and used primarily in pressure strings because it is jump cancellable.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
125×8 SOR all 16 4(1),4×7 Total 72 -8 BP -
  • Fatal Counter

Lambda throws her blade wings at the opponent. Good range, but given its start-up and recovery, it shouldn't be used as a poke. Manly used as combo filler and within blockstrings.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR all 7 4 12 -4 F -

A crouching jab. Used for poking out of the opponent's pressure, and to set up TRM's.

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
380 SOR L 9 4 10 ±0 F -

Lambda kicks her opponent's feet. A good-range poke that hits low and is her best low normal starter. Generally a good move for using in pressure and mix-up.

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
115×8 SOJR HLx2,Ax6 14 1×6,2×2 24 -9 B 11-17H

Lambda sweeps her blade wings diagonally upwards. One of Lambda's many AAs. Has a decent hitbox but slow start-up. Useful in simple mid-screen combos and a good tool to use in her pressure

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOJR HL 11 3 20 -6 B 5-13H

Lambda thrusts her arms forward, another AA. Faster than 2C but has a worse hitbox.

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 SOJR HL 10 3 17 -3 B -

Lambda performs a weird backflip. Used in her mix-up in order to open the opponent up.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
130×8 SOR HLx2,Ax6 22 1×8 24 -3 B -

Lambda throws her blade wings in an arc in front of her. Main use is within combos and blockstrings, since it is now D cancellable on hit or block.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
100×8 SOR Lx3,Ax5 11 1×7,2 25 -10 F -

Lambda sweeps the ground with her blade wings. Hits low and has a great horizontal range. Main use is for combos into gravity well or for a knockdown into 236D oki.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOR HA 8 2 15 - H -

Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
440 SOJR HA 9 4 12 - H -

An air kick. Useful for jumping in and when the opponent is locked down by 236D.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
125×8 SOJR HA 11 1×2, 2×6 25 - H -

Lambda twirls in the air and attacks with her blade wings. Mainly combo filler. Can be used for air to air or as a mix-up tool against grounded opponents. Don't jump-in with this since it has almost no vertical hitbox.

j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
135×8 SOJR HAx2,Ax6 15 1×8 10 - H -

Lambda backflips in the air, attacking with her blade wings. Combo filler. Has a decent vertical and horizontal hitbox so it can be used against both ground and air opponents, but it can be beaten by better air pokes and AAs.


Drive Moves

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5D 648 SOJR [SOR] all 15 12 48T -17 HBFP* [HBFP*(2)] -
5D (Overdrive) 764 SJR [SR] all 15 12×2 48T -11 HBFP*(2) -

Lambda shoots a sword along the ground. Like all of her drives, it has a dead spot in front of her and you can cancel it into a second sword or special. Huge recovery on whiff. This can be used as spacing tool against opponents on the ground, but the options afterwards are limited since it isn't jump cancelable (on block) and can put Lambda in a bad spot. While in OD mode, 5D can be followed up with 236C for good damage.

2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2D 648 SJOR all 11 15 45T -18 HBFP* [HBFP*(2)] -
2D (Overdrive) 764 SJR all 11 15×2 45T -16 HBFP*(2) -

Lambda shoots a sword in the air at a 70° angle. Like all of her drives, it has a dead spot in front of her and you can cancel it into a second sword. Useful as an AA and generally controlling air space. Can gatling into 4D to push the opponent towards Lambda, or 6D to push them away.

6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6D 648 SOJR all 13 9 45T -16 HBFP* [HBFP*(2)] -
6D (Overdrive) 764 SJR all 13 9×2 45T -10 HBFP*(2) -

Lambda shoots a sword in the air at a 30° angle. Like all of her drives, it has a dead spot in front of her and you can cancel it into a second sword or special. Huge recovery on whiff. Travels full screen. Useful for AA and generally controlling air space. Can hit some characters while they are standing, leading to either pressure or giving you a chance to generate some space.

4D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
4D 648 SOR HA 30 2 57T -11 HBFP* [HBFP*(2)] -
4D (Overdrive) 764 SJR HA 30 2×2 57T -6 HBFP*(2) -

Lambda shoots a sword from behind the opponent aiming at their head. Like all of her drives, it has a dead spot in front of her and you can cancel it into a second sword. Huge recovery on whiff. Travels full screen. Because this move comes from behind the opponent, they have a clear path to you if they read this and dash towards you before the sword hits them. This move is useful as an overhead, albeit a slow one. Has the same downsides as 5D since it isn't jump cancelable on block, but from there you can cancel it into another sword or special to protect yourself.

j.D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.D 648 SOR all 13 8 44+5LT - HBFP* [HBFP*(2)] -
j.D (Overdrive) 764 SJR all 13 8×2 44+5LT - HBFP*(2) -

Lambda shoots a sword while she is in the air at a 30° angle. Like all of her drives, it has a dead spot in front of her and you can cancel it into a second sword. Useful as an air to air sword. Besides that, its main use is in D string combos.

j.6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.6D 648 SOR all 13 8 44+5LT - HBFP* [HBFP*(2)] -
j.6D (Overdrive) 764 SR all 13 8×2 44+5LT - HBFP*(2) -

Lambda shoots a sword while she is in the air at a -15° angle towards the ground. Like all of her drives, it has a dead spot in front of her and you can cancel it into a second sword. Useful as both an air to air sword and air to ground. This sword has an impressive horizontal range towards the ground, good for catching opponents trying to run at you.

j.2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.2D 648 SOR all 13 8 44+5LT - HBFP* [HBFP*(2)] -
j.2D (Overdrive) 764 SR all 13 8×2 44+5LT - HBFP*(2) -

Lambda shoots a sword while she is in the air at a 30° angle towards the ground. Like all of her drives, it has a dead spot in front of her and you can cancel it into a second sword. Useful as both an air to air sword and air to ground. This sword seems to go down steeper than it did in previous iterations. As a result, it can be used to bait AA's from opponents and to punish opponents who try to run towards you.

Universal Mechanics

Ground Throw

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Forward Throw 0,1400 - T (70) 7 3 26 - T -
Back Throw 0,1400 - T (70) 7 3 26 - T -
  • 100% minimum damage

Lambda grabs the opponent, lifts them above her head and impales them with her swords. Launches the opponent allowing for a follwup combo.

Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 -, R T (120) 7 3 18+3L - T -

Lambda grabs the opponent, does a small flip that puts them beneath her, dives downwards, and crushes them with her knees. Is slightly different than its previous incarnations in that it causes the opponent to bounce into the air upon making contact with the ground, allowing for a followup combo.

Counter Assault

6A+B during blockstun

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 2 32 -15 B 1-20 All

Triggers the 5B animation. It is invincible but can be low profiled and blocked.

Crush Trigger

5A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~60 1 25 +2 B -
  • Can be charged

Lambda slams her blade wings together in front of her. Breaks the opponent's guard (provided they're not barrier guarding), and can be used in combos.


Specials

Spike Chaser

214D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R all 35 45 75T -7 HBFP* -

Lambda summons a wave of spikes that travel half of the screen. Used as a tool to hinder the opponent's approach, or to make them move a certain way; also has some use in combos. In OD, Spike Chaser travels the entire screen.

Sickle Storm

236D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
928 R LA 17 - 62T -18 HBFP* -

Lambda summons a circular saw in front of her, hits multiple times. Mainly used as a tool/oki to lock the opponent down. The OD version summons two saws that move in opposite directions.

Crescent Saber

j.214D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R HA 17 4 57T -10 HBFP* -

Lambda summons a curved blade that starts above her and arcs downward. Cannot be feinted, mainly used to end air D combos. The OD version bounds, allowing Lambda to pickup with 2B for a combo afterwards.

Gravity Seed

214A/B/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Gravity Seed 100 - - 13 3 18 -2 - -
Gravity Seed (Field) - - - 35 3 220 - - -

Lambda creates a field a field that slows down the opponent and appears either close (A), medium (B) or long (C) range. When casting the field, there is a hitbox in Lambda's hands; on hit, this move counts as a Fatal Counter. Floats on hit. Uses up Lambda's Gravity Gauge, which needs to refill before using it again. Only takes about 30% of the Gravity Gauge if the actual hit of the move whiffs.

Act Parser Zwei

236A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 - - - - 34T - - -

Lambda teleports towards the opponent. Has some use in certain combos, but is mainly used as a tool to continue pressure after a D string or fake the opponent out with gimmicky shenanigans.

Act Parser Zwei: Blade

236B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 R LA 18~27 2 29 -7 F -

Lambda teleports towards the opponent and hits low. Mainly used in combos Midscreen and in the corner. Can be RC'd Midscreen for massive corner carry. If no meter, oki can be established before the opponent techs.

Act Parser Zwei: Cavalier

236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1500 R HL 30 4 23 -6 B -
  • Fatal Counter

Lambda teleports towards the opponent and tackles them. Used in the corner as a main combo route.

Exiga Nail

22D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 - - - - 33T - - -

Lambda jumps away from the ground and fires a sword downward. Mainly used in corner combos and is a good tool for baiting mash, DP's, and Counter Assaults. Good damage off of CH. It is very punishable on startup, so it's not recommended that you use this outside of its two aforementioned purposes. In OD, its recovery is reduced, allowing Lambda to attack or air-dash without touching the ground.


Distortion Drives

Legacy Edge

236236D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 93×22 R all 16+10 - 57T +73 HBFP*(2) -
Overdrive 93×37 R all 16+10 - 57T +133 HBFP*(2) -

Lambda summons a portal that shoots forth sword projectiles. Has a dead zone directly in front of her, much like her drives. Can be used to reset the pace of neutral, or if you're trying to chip out an opponent who doesn't have much life left.

Calamity Sword

632146D (air OK)

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground (Normal) 2000 R H 10+1 9 68T -27 HBFP*(2) 1-11 All
Ground (Overdrive) 2500 R HL 10+1 9(6)*4 68T -27 HBFP*(2) 1-11 All
Air (Normal) 2000 R HA 8+5 9 till L+5 - HBFP*(2) -
Air (Overdrive) 2500 R all 8+5 9(6)*4 till L+5 ±0 HBFP*(2) -

Lambda summons a giant sword from above, hits overhead. Good air combo ender, as it has 1K minimal, guaranteed damage. In OD, it tracks the opponent across the screen, making full-screen punishes possible. Can also be used as a reversal, but loses to some DP's and reversals.


Astral Heat

Sword of Destruction

214214D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - c.T (40) 13+0 8 25 - T 13-20 All

Lambda grabs the opponent and plunges a mighty sword down upon them. A strike attack that can be comboed into from 5C, 3C, 6A (on air hit), and 236C in the corner.


External References


Navigation

BlazBlue: Chrono Phantasma Extende
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System Explanations

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