Combo Rate: 70%
Jump Startup: 4
Backdash Time: 25
Backdash Invincibility: 1-5
Movement Options: Double Jump, 1 Airdash, Dash type: Run
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.
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.
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
- 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
|Health||100 - 90%||89 - 80%||79 - 70%||69 - 60%||59 - 50%||49 - 40%||39 - 30%||29 - 20%||19 - 10%||9 - 0%|
|There has been no official mook released for BBCPE. As a result, Lambda's frame data is incomplete.|
- 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.
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
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.
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.
|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.
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.
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.
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.
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.
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.
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.
|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.
|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.
6A+B during blockstun
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.
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 (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
Act Parser Zwei: Blade
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
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.
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.
632146D (air OK)
|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||+7||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.
Sword of Destruction
- Japanese Name:λ-11(ラムダ-11)
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread