BBCF/Lambda-11: Difference between revisions

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==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{BBCF/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
|overview= Lambda is a lockdown focused character armed with tools for zoning, rushdown, and '''some of the best corner carry in the game'''. Though Lambda shares several similar moves with Nu-13, she has a much different playstyle. Lambda's main goal is to carry her opponent to a corner and force them into '''strong oki''' setups. These tools do come with risk, however. With below average health, weak reversals, and long recovery on multiple attacks, Lambda must weigh the risk/reward of many situations and react to her opponent's movement. Smart usage of her movement options such as her great backdash can alleviate some of these problems in neutral.  
{{card|width=4
|header=Overview
|content= Lambda-11 (stylized as <big>ᴧ</big>-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.


Once in the corner, Lambda can get started with her best oki setups and lockdown options. A flexible mindset and good understanding of match flow will take any Lambda player a long way.
[[BBCF/FAQ#Lambda-11_and_Nu-13_seem_to_look_and_play_identically.2C_what.27s_the_difference.3F|For a brief overview of how Nu-13 and Lambda-11 differ, click here.]]
}}
{{BBCF/Infobox
|fastestAttack= [[#5A|5A]] (6F, whiffs some crouchers)<br/>[[#2A|2A]] (7F)
|reversal= [[#Exiga Nail|22D]] (26F)<br/>[[#Calamity Sword|632146D]] (11F)
|fatalStarter= [[#6C|6C]]<br/>[[#Gravity Seed|214A/B/C]]<br/>[[#Act Parcer Tri: Cavalier|236C]]
}}
{{card|width=4
|header=Drive: Sword Summoner EX
|content=
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 {{clr|D|2D}} → {{clr|D|6D}} → {{clr|D|5D}} → {{clr|D|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  {{clr|D|5D}} → {{clr|D|4D}} → {{clr|D|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.


|lore= 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 the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel.
While Sword Summoner EX seems very similar to [[BBCF/Nu-13|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.
|header2=Overdrive: Elysium
|content2=
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.


Having originally appeared as a pallette swap replacement of Nu-13 in ''BlazBlue: Continuum Shift'', Lambda-11 appeared for the first time as a standalone character in ''BlazBlue: Chrono Phantasma Extend''.
Lambda's Drive specials also receive the following changes:
|voice_actor=
|quote=
|summary= uses a combination of zoning and rushdown tools to set up strong oki
|pros=
* '''Good Neutral Game''': Solid zoning abilities allow her to dictate neutral against some of the cast.
* '''Strong Backdash''': Longer than average invuln and distance makes it a good tool for escaping pressure. Also great in neutral for avoiding the opponent's pokes.
* '''Great corner carry''': The combination of gravity seed and specials which push Lambda forward means you can land the opponent in the corner from anywhere. It's easy to juggle an opponent from one corner all the way to the other with good damage.
* '''Above Average Damage''': Can net 3.7k-4.4k from most non-drive starters and 4.7k-6k with CH and/or 50 meter. {{clr|3|5C}}, {{clr|2|236B}} and {{clr|3|236C}} in particular explode the opponent as CH starters.
* '''Very Strong Corner Okizeme''': Spike chaser is a safe, difficult to contest oki in the corner and gravity seed prevents the opponent from being able to jump/dash out.
|cons=
* '''Below Average Health'''
* '''Pressure is unsafe''': Due to many of Lambda's buttons being multi-hit and not jump-cancellable on block, pressure is susceptible to OD and CAs. Can be difficult to open up while staying safe from these options.
* '''Damage or Okizeme''': One must be sacrificed for the other. High damage routes normally don't allow for strong setups.
* '''Huge whiff recovery''': Gives the opponent easy chances to punish you on whiff. Many buttons require you to commit heavily.
* '''Polarized tools''': A good and bad thing. Some characters have a really hard time getting around Sword Summoner EX in neutral; others have high mobility or specific options to deal with it easily — turning the risk-reward against you.
|unique_mechanic1_name= Drive: Sword Summoner EX
|unique_mechanic1=
Sword Summoner EX allows Lambda to manifest sword-like projectiles which she can shoot off at different angles. When a sword comes in contact with an opponent, Lambda will perform an additional hit automatically.


Additionally, Lambda can gatling her D normals up to four times before she has to jump-cancel to get another sword out (Ex: 2D > 4D > 5D > 6D); however, Lambda cannot reuse any sword during a blockstring, and swords 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 utilizing her drives a very important part in learning to play her.
*Gravity Seed recharges at a quicker rate.
|unique_mechanic2_name= Overdrive: Elysium
*Sickle Storm summons two wheels that travel in opposite directions.
|unique_mechanic2=
Lambda's swords grow larger in size, and the second attack of each Drive Normal deals double damage in addition to becoming a level 5 attack (Increasing all forms of stun slightly). Additionally, aerial swords launch grounded opponents.
 
Her special moves also gain new properties:
 
*Sickle Storm summons two saws that travel in opposite directions.
*Spike Chaser travels the entire stage.
*Spike Chaser travels the entire stage.
*Crescent Saber bounces.
*Crescent Saber causes a small groundbounce.
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.
*Gravity Seed recharges at a quicker rate.
*Legacy Edge fires more projectiles.
*Legacy Edge fires more projectiles.
*Calamity Sword tracks the opponent.
*Calamity Sword tracks the opponent horizontally.


This results in Lambda's Drive-related moves becoming much stronger. See each move section for more details.
Her OD gives new conversions that significantly increase her damage without needing to spend Gravity Seed.
}}
}}
</div>
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|4|5A}}</big>===
===<big>{{clr|A|5A}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Lambda_5A.png |Quick poke, not much range
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 6
</div>
|active  = 3
<div class="attack-info">
|recovery = 12
{| class="wikitable attack-data"
}}
{{FrameDataHeader-BBCF}}
A disjointed jab that hits most of the cast crouching but whiffs on some.  {{clr|A|5A}} is decent for stagger and can be used as an anti-air since it has a better hitbox than {{clr|A|6A}}, but it has less reward and no invul.
|-
*Jump-cancelable on hit or block.
{{#cargo_query:tables=MoveData_BBCF
 
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
|where=chara="{{SUBPAGENAME}}" and input="5A"
<table class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="Open" data-collapsetext="Close" width:100%; max-width: 500px;">
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
<tr><th colspan="3"; style="text-align: center>Characters {{clr|A|5A}} Hits While Crouching</th></tr>
<tr><th style="text-align: center>Crouch</th><th style="text-align: center>Crouching Prox. Guard</th><th style="text-align: center>Does Not Hit Any Crouch</th></tr>
<tr><td>
{{CLabel|BBCF|Carl Clover|label=Carl}}<br>
{{CLabel|BBCF|Hakumen|label=Hakumen}}<br>
{{CLabel|BBCF|Hazama|label=Hazama}}<br>
{{CLabel|BBCF|Jubei|label=Jubei}}<br>
{{CLabel|BBCF|Kagura Mutsuki|label=Kagura}}<br>
{{CLabel|BBCF|Nine the Phantom|label=Nine}}<br>
{{CLabel|BBCF|Platinum the Trinity|label=Platinum}}<br>
{{CLabel|BBCF|Relius Clover|label=Relius}}<br>
{{CLabel|BBCF|Iron Tager|label=Tager}}<br>
{{CLabel|BBCF|Yuuki Terumi|label=Terumi}}(Must be staggered)<br>
{{CLabel|BBCF|Valkenhayn R. Hellsing|label=Valkenhayn}}<br>
</td><td>
{{CLabel|BBCF|Amane Nishiki|label=Amane}}<br>
{{CLabel|BBCF|Arakune|label=Arakune}}<br>
{{CLabel|BBCF|Bang Shishigami|label=Bang}}<br>
{{CLabel|BBCF|Lambda-11|label=Lambda}}<br>
{{CLabel|BBCF|Makoto Nanaya|label=Makoto}}<br>
{{CLabel|BBCF|Mu|label=Mu}}<br>
{{CLabel|BBCF|Nu-13|label=Nu}}<br>
{{CLabel|BBCF|Rachel Alucard|label=Rachel}}<br>
{{CLabel|BBCF|Ragna the Bloodedge|label=Ragna}}<br>
{{CLabel|BBCF|Susano'o|label=Susanoo}}<br>
{{CLabel|BBCF|Taokaka|label=Taokaka}}<br>
{{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki}}<br>
</td><td>
{{CLabel|BBCF|Azrael|label=Azrael}}<br>
{{CLabel|BBCF|Bullet|label=Bullet}}<br>
{{CLabel|BBCF|Celica A. Mercury|label=Celica}}<br>
{{CLabel|BBCF|Es|label=Es}}<br>
{{CLabel|BBCF|Hibiki Kohaku|label=Hibiki}}<br>
{{CLabel|BBCF|Izanami|label=Izanami}}<br>
{{CLabel|BBCF|Izayoi|label=Izayoi}}<br>
{{CLabel|BBCF|Jin Kisaragi|label=Jin}}<br>
{{CLabel|BBCF|Kokonoe|label=Kokonoe}}<br>
{{CLabel|BBCF|Litchi Faye Ling|label=Litchi}}<br>
{{CLabel|BBCF|Mai Natsume|label=Mai}}<br>
{{CLabel|BBCF|Naoto Kurogane|label=Naoto}}<br>
{{CLabel|BBCF|Noel Vermillion|label=Noel}}<br>
</td></tr>
</table>
}}
 
===<big>{{clr|B|5B}}</big>===
{{BBCF Move Card
|input=5B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 3
|recovery = 17
}}
One of her best starters. This easily nets 4.0k to 4.7k on any gravity confirm and still hurts without it. {{clr|B|5B}} is good blockstring filler, but {{clr|B|2B}} is used for meaties as it has lower recovery.
 
*Jump-cancelable on hit or block.
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
}}
 
===<big>{{clr|C|5C}}</big>===
{{BBCF Move Card
|input=5C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|isProjectile  = true
|recovery = 56
}}
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 {{clr|C|5C's}} active frames.
 
{{clr|C|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 {{clr|C|5C}} → {{clr|A|236A}} or {{clr|C|5C}} → {{clr|D|236D}}. Both of these can be challenged on their own, but the decent amount of cancels {{clr|C|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.
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
 
===<big>{{clr|A|2A}}</big>===
{{BBCF Move Card
|input=2A
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 7
|active  = 4
|recovery = 12
}}
A crouching jab used for poking out of pressure and setting up TRMs. It's typically outclassed in MUs where {{clr|A|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.
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
}}
 
===<big>{{clr|B|2B}}</big>===
{{BBCF Move Card
|input=2B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active   = 4
|recovery = 13
}}
A good poke that's her best low starter. It can be a strong stagger tool and reverse beats with {{clr|A|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.
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
}}
 
===<big>{{clr|C|2C}}</big>===
{{BBCF Move Card
|input=2C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 10
|recovery = 24
}}
A crouching anti-air. The invul is quite late, but the hurtbox is lower to the ground than the vulnerable frames of {{clr|A|6A}}, and the long actives allow it to be pressed pre-emptively.
 
As a 2X input, {{clr|C|2C}} has uses against jump-ins that target standing hitboxes, or have delayed momentum like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=j.2C|label={{clr|C|j.2C}}}}. However, it can be difficult to convert on normal hit, as CH is needed for most gatlings to connect. Sometimes {{clr|D|2D}} — Lambda's other crouching anti-air, is preferable with its quicker startup and easier hitconfirms.
 
{{clr|C|2C}} is also the only C normal that can be jump cancelled on block. Lambda can use it for resets, backing off, or baiting if the opponent does not have OD available.
 
*Launches on CH
*Jump cancellable on hit/block from 4th hit onwards.
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
 
===<big>{{clr|A|6A}}</big>===
{{BBCF Move Card
|input=6A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 6
|recovery = 17
}}
A standing anti-air. {{clr|A|6A}} is great for reactive use due to the early invul, and is good against deep jump-ins or escaping the corner. Said invul ends after the first active which makes it very poor for pre-emptive use.
 
This button has a very low hitbox — the lowest out of any anti-air in the game — so it's susceptible to whiffing or being beaten by IAD approaches and disjointed jump-ins. In return, it has much higher reward than the average anti-air, and OD safe pressure on block. Fortunately, the low recovery makes this button relatively safe on whiff, and can even be pressed again in response to double jumps.
 
The other purpose of this button is pressure. {{clr|A|6A}} has excellent gatling options, it goes into and reverse beats with {{clr|B|5B}} and {{clr|B|2B}} which are safe against ODR, enable stagger resets, and contain multiple lows. It even goes into {{clr|C|5C}} for high damage routes, and {{clr|B|6B}} for mixups. A staple button for keeping the opponent guessing.
 
*Jump-cancelable on hit or block.
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
}}
 
===<big>{{clr|B|6B}}</big>===
{{BBCF Move Card
|input=6B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 24
|active  = 2
|recovery = 15
|specialRecovery = 8
}}
One of Lambda's two overhead normals. {{clr|B|6B}}'s quicker than {{clr|D|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 {{clr|D|tk.214D}} nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity as {{clr|C|5C}}  → {{clr|B|6B}} always works except from short starters like {{clr|A|5A}}/{{clr|A|2A}}.
 
{{clr|B|6B}} can go over low-hitting buttons like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=3C|label={{clr|C|3C}}}}, but this isn't the main purpose of the move as it has no Foot invul.
}}
 
===<big>{{clr|C|6C}}</big>===
{{BBCF Move Card
|input=6C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 22
|active  = 8
|recovery = 24
}}
The main purpose of {{clr|C|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. Besides that, it will be a natural frametrap from every button that gatlings into it for high-reward baits.
 
*Hard KD on air hit
*Fatal Counter
*Launches on CH
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
 
===<big>{{clr|C|3C}}</big>===
{{BBCF Move Card
|input=3C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 8
|recovery = 22
}}
Lambda's sweep: a multi-hit low with great range, speed and a hurtbox small enough to low-profile moves like {{Character Label|BBCF|Hakumen|label=Hakumen's}} {{MiniMoveCard|game=BBCF|chara=Hakumen|input=4C|label={{clr|C|4C}}}}, being a decent roundstart option. Counter Hit enables conversions with {{clr|D|214D}} or OTG {{clr|B|2B}}/{{clr|C|3C}} for high reward.
 
In pressure, it's not the best because cancels like {{clr|C|3C}} → {{clr|B|236B}} leave a gap that can be reversal'd — Cancelling {{clr|C|3C}} into {{clr|A|214A}} or {{clr|D|22D}} will beat most reversals though.
 
*Hard KD on CH
}}
 
===<big>{{clr|A|j.A}}</big>===
{{BBCF Move Card
|input=j.A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 2
|recovery = 10
}}
}}
|}
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.
==== ====
 
Quick disjointed jab, good as a quick AA and for pressure. Interacts with everyone's crouching hitboxes differently, whiffing on some characters and catching others and also changing with whether the opponent is already in blockstun or not ({{clr|4|5A 5A}} on Jin the first {{clr|4|5A}} will connect but the second will whiff since Jin's crouching hurtbox shrinks in blockstun, for example.) Less committal anti-air tool than {{clr|4|6A}} in exchange for less reward and no head invul.  
It's a good panic button to press in scrambles, and the reverse gatlings are good for pressure or setting up air TRMs.
</div>
</div>


===<big>{{clr|2|5B}}</big>===
*Not jump cancellable
<div class="attack-container">
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j,2C}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Lambda_6B.png |Kick that can be jump cancelled
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Jump Cancelable on hit or block
Lambda roundhouse kicks the opponent. Her best non-counterhit punish, easily netting 4.0k to 4.7k meterless on any gravity confirm and most non-gravity confirms. Decent stagger tool though range is limited. Is not as safe from ODR as {{clr|2|2B}}, however, making it not a great meaty tool.
</div>
</div>


===<big>{{clr|3|5C}}</big>===
===<big>{{clr|B|j.B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Lambda_5C.png |This is not a poke. Don't attempt to poke with this.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 9
</div>
|active  = 4
<div class="attack-info">
|recovery = 12
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
Lambda's best air button— The disjointed hitbox and short recovery make it a great air-to-air or roundstart option. Similar to {{clr|A|j.A}}, it has good gatlings and can cancel into air throw for TRMs. 
==== ====
*Projectile
*All hits are special-cancellable
*Hit 8 is cancelable into other C normals as well as Drives


Lambda throws her blades at the opponent. One of your best punish tools. Good range and disjointed, but given its start-up and recovery, it shouldn't be used as a poke. Manly used for combo filler, frame traps, and punishes. Is relatively safe from ODR but an opponent ODing before at least the first sword connects means eating an EA.
It's common combo filler in IAD routes, and used for safejumps after Tri, for example: {{clr|B|236B}} → 66 → falling {{clr|B|jB}}.
</div>
</div>


===<big>{{clr|4|2A}}</big>===
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|A|j.A}}, {{clr|C|j,C}}, {{clr|C|j,2C}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Lambda_2A.png |{{clr|4|5A}} but shorter
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
A crouching jab. Used for poking out of the opponent's pressure, and to set up TRMs. Slightly disjointed. Its not a particularly strong stagger tool on account of its poor frame advantage and is more effective for abare or resetting pressure from a different normal. Can low profile some air normals.
</div>
</div>


===<big>{{clr|2|2B}}</big>===
===<big>{{clr|C|j.C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Lambda_2B.png |Toe shank
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 9
</div>
|active  = 14
<div class="attack-info">
|recovery = 25
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
One of the fastest {{clr|C|j.C}}s in the game. A good reaching air-to-air, but the initial hitbox isn't as disjointed as {{clr|B|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 kicks the opponent's feet. A good-range poke that hits low and is her best low normal starter. Is a strong stagger/mixup tool with good reward on hit. Low recovery on whiff makes it a strong tool as a poke, rollcheck and an OD check.
Lambda's {{clr|C|j.C}} acts as a solid as a mixup tool; all the hits are overheads and cross behind her, this allows for cross ups with IAD {{clr|C|j.C}} that can be done in blockstrings or {{clr|D|236D}} lockdown.  
</div>
 
</div>
*Hitbox extends fully on frame 11.


===<big>{{clr|3|2C}}</big>===
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|C|j,2C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j,6D}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Lambda_2C.png |Please just use {{clr|4|6A}}
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*All hits are special-cancellable
*Hit 8 is cancelable into other C normals as well as Drives
*Hits 4 and beyond are jump cancelable on hit or block.
Lambda sweeps her blades upwards. One of your AAs. It's generally inferior to {{clr|4|6A}} on account of less reward on hit, awful recovery on whiff (giving the opponent a crouching punish), and her hurtbox not shrinking during startup.  {{clr|3|2C}} serves more as a pressure tool being her only C normal that is jump cancelable on block with {{clr|3|2C 5C}} serving as a high-reward frametrap when pushed out while still retaining all of her C normal, drive, and {{clr|2|6B}} gatlings. This button is however the worst button you can have OD'd through on account of its few actives frames, leaving you crouching, and huge recovery on whiff.
</div>
</div>


===<big>{{clr|4|6A}}</big>===
===<big>{{clr|C|j.2C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Lambda_6A.png |Great anti-air
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 15
</div>
|active  = 8
<div class="attack-info">
|recovery = 10
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
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.
==== ====
 
*Jump cancellable on hit or block
Once the opponent is conditioned, this can set up delayed airdash 50/50s with either {{clr|B|j.B}} {{clr|C|j.C}} {{clr|C|j.2C}}(w) → {{clr|B|2B}} or {{clr|B|j.B}} {{clr|C|j.C}} {{clr|D|j.214D}}, although meter is needed to make the latter safe.  
Lambda thrusts her arms forward, another AA. Very strong antiair on account of its fast head invuln, retaining almost all options on block, relatively low recovery and great reward on antiair hit. Decent pressure tool having all of the gatlings of {{clr|2|5B}} while also being able to reverse beat with {{clr|2|2B}} ({{clr|4|6A}} {{clr|2|2B}} {{clr|4|6A}} or {{clr|2|2B}} {{clr|4|6A}} {{clr|2|2B}}), something {{clr|2|5B}} can't do. Much more susceptible to OD than either normal, however. Its untech time on antiair hit makes it a great combo tool. Is almost always superior to {{clr|3|2C}} as an antiair.
 
</div>
*Has long untech on CH, Lambda can fall to the ground and corner carry.
</div>


===<big>{{clr|2|6B}}</big>===
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j,6D}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Lambda_4B2.png | This is an overhead and it makes you angry
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*110% Bonus Proration
*Ambiguous looking overhead
<!-- Does this low crush?-->
Lambda extends her legs and spins on her side. Good, grounded overhead. Sends opponents flying in a diagonal trajectory. Most consistent overhead to convert when no meter is available, though not a great starter. Guaranteed corner carry on midscreen hit. No hurtbox under her legs as Lambda spins, so it can be used as a ghetto low-crush. It's also used in many crouch confirms to launch when gravity is not available or the opponent is too far for gravity, as {{clr|3|5C}} {{clr|2|6B}} always works on crouching except off short starters like {{clr|4|5A}}/{{clr|4|2A}}. Has no gatlings on hit or block but is safer when used at a distance.
</div>
</div>


===<big>{{clr|3|6C}}</big>===
==Drive Moves==
<div class="attack-container">
*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.
<div class="attack-gallery">
**Automatic followups will counterhit carry from the first hit.
<gallery widths="210px" heights="210px" mode="nolines">
*All Drives except {{clr|D|4D}} are Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames unless overdrive is active.
BBCS_Lambda_6C.png |Breaks eardrums on Fatal Counter
*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.
<gallery widths="300px" heights="300px">
BBCF Lambda groundDrive.png | Ground Drive angles (Click to see full size)
BBCF Lambda AirDrive.png | Air Drive angles (Click to see full size)
</gallery>
</gallery>
</div>
 
<div class="attack-info">
 
{| class="wikitable attack-data"
===<big>{{clr|D|5D}}</big>===
{{FrameDataHeader-BBCF}}
{{BBCF Move Card
|-
|input=5D,5D Followup|versioned=input
{{#cargo_query:tables=MoveData_BBCF
|description=
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
{{#invoke:FrameChart|drawFrameData
|where=chara="{{SUBPAGENAME}}" and input="6C"
|title = <small>5D &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|startup = 15
|isProjectile  = true
|recovery = 34
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>5D Followup</small>
|startup  = 17
|isProjectile  = true
|recovery = 29
}}
}}
|}
A projectile that goes nearly fullscreen, {{clr|D|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.
==== ====
*All hits are special-cancellable
*Last Hit can cancel into Drive
*Fatal Counters


Lambda throws her blades in an arc. Mainly used as combo filler. It sees some use as a frametrap tool or to creates space away from the opponent to open up different mixups and pressure reset options but is generally not a strong offensive or neutral button. There are no gapless gatlings into this normal save for {{clr|3|5C}} > {{clr|3|6C}} if the opponent barriered the final hit of {{clr|3|5C}}, and is thus susceptible to reversals.
It's a key normal for pressure with {{clr|B|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.
</div>
 
</div>
*Crumple stuns on CH
*Frame advantage is for stand block; crouch is -1 or -2 for most characters.
----'''Overdrive Version'''
{{clr|D|5D}} becomes a Lv 5 attack, so going into {{clr|D|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 {{clr|D|5D}} being stronger in combos. This applies to all other drives in OD as well.  
 
*Doesn't crumple stun on CH
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}


===<big>{{clr|3|3C}}</big>===
===<big>{{clr|D|2D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2D,2D Followup|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Lambda_3C.png |Low sweep
{{#invoke:FrameChart|drawFrameData
</gallery>
|title = <small>2D &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
</div>
|startup  = 11
<div class="attack-info">
|isProjectile  = true
{| class="wikitable attack-data"
|recovery = 35
{{FrameDataHeader-BBCF}}
}}
|-
{{#invoke:FrameChart|drawFrameData
{{#cargo_query:tables=MoveData_BBCF
|title = <small>2D Followup</small>
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|startup = 17
|where=chara="{{SUBPAGENAME}}" and input="3C"
|isProjectile  = true
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|recovery = 29
}}
}}
|}
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high in the air like {{Character Label|BBCF|Mu|label=Mu}} and {{Character Label|BBCF|Rachel_Alucard|label=Rachel}}. This can be followed up with either {{clr|B|236B~}}{{clr|C|6C}} or IAD → {{clr|B|j.B}} → {{clr|C|j.C}} → {{clr|A|6A}} routes to land them in the corner.
==== ====
*All hits are special-cancellable
*Only the first 3 hits are lows


Lambda sweeps the ground with her blades. Hits low and has a great horizontal range. Main use is for combos into Gravity Seed or {{clr|2|236B}}. On block, {{clr|3|3C}}>{{clr|2|236B}} has a gap that can be reversal'd. Cancel {{clr|3|3C}} into {{clr|5|22D}} as a counter if the opponent knows to exploit this.
The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.
</div>
 
</div>
*Increases in size the further it flies away


===<big>{{clr|4|j.A}}</big>===
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|4D}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Lambda_jA.png |Bad range air-to-air
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Only air normal not jump cancelable
*Gatlings into itself
Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun or to set up air TRMs.
</div>
</div>


===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|D|6D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6D,6D Followup|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Lambda_jB.png |Overhead
{{#invoke:FrameChart|drawFrameData
</gallery>
|title = <small>6D &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
</div>
|startup  = 14
<div class="attack-info">
|isProjectile  = true
{| class="wikitable attack-data"
|recovery = 32
{{FrameDataHeader-BBCF}}
}}
|-
{{#invoke:FrameChart|drawFrameData
{{#cargo_query:tables=MoveData_BBCF
|title = <small>6D Followup</small>
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|startup = 18
|where=chara="{{SUBPAGENAME}}" and input="j.B"
|isProjectile  = true
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|recovery = 36
}}
}}
|}
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.
==== ====
 
*Jump Cancelable on hit or block
Long-range confirms can be converted with either other swords like {{clr|D|4D}} or Cavalier.  
*Reverse-beats with {{clr|4|j.A}}
An air kick. Useful for jumping in and when the opponent is locked down by {{clr|5|236D}}. Best air normal to contest low-profile attempts. Slightly disjointed. Useful as a mixup tool. Useful for safejump setups after a {{clr|2|236B}} or Blade ender. Can be used for fuzzy mixups except on shorter characters like Es.
</div>
</div>


===<big>{{clr|3|j.C}}</big>===
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Lambda_jC.png |Backwards hitbox
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*All hits are highs
*Jump Cancelable on hit or block
*Unlike other C normals, can be cancelled into {{clr|3|j.2C}} on any hit.
Lambda twirls in the air with her blades. Solid air-to-air poke though on whiff you won't recover until you touch the ground. Easily low-profiled. Can also serve as a mixup tool in conjuction with {{clr|3|j.2C}}(whiff) and {{clr|5|j.214D}} though this demands conditioning the opponent with {{clr|2|j.B}}/{{clr|3|j.2C}} first to not have it low profiled. Has a slight cross-up hitbox.
</div>
</div>


===<big>{{clr|3|j.2C}}</big>===
===<big>{{clr|D|4D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=4D,4D Followup|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Lambda_j2C.png |Combo filler/Situational air-to-air
{{#invoke:FrameChart|drawFrameData
</gallery>
|title = <small>4D &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
</div>
|startup  = 27
<div class="attack-info">
|isProjectile  = true
{| class="wikitable attack-data"
|recovery = 31
{{FrameDataHeader-BBCF}}
}}
|-
{{#invoke:FrameChart|drawFrameData
{{#cargo_query:tables=MoveData_BBCF
|title = <small>4D Followup</small>
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|startup = 17
|where=chara="{{SUBPAGENAME}}" and input="j.2C"
|isProjectile  = true
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|recovery = 32
}}
}}
|}
A summon that tracks the opponent and appears behind them. This overhead is slower than {{clr|B|6B}}, but Lambda can still pressure if it's blocked. In the corner, {{clr|D|4D}} becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose.
==== ====
*First hit is a high, remaining hits are mids
*Jump cancelable on hit or block
Lambda backflips with her blades in the air. 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. Contrary to its animation, this move does not have a hitbox directly above it. Huge untech time on air-to-air CH. Can be whiffed after other air buttons to touch the ground faster, which is useful for mixups like {{clr|3|j.C}}(1) {{clr|3|j.2C}}(whiff) {{clr|2|2B}}.
</div>
</div>
<br style="clear:both;"/>


==Drive Moves==
Be careful, as {{clr|D|5D}} → {{clr|D|4D}} has a gap that's vulnerable against fullscreen supers like {{CLabel|BBCF|Ragna the Bloodedge|label=Ragna's}} {{MiniMoveCard|game=BBCF|chara=Ragna The Bloodedge|input=632146D|label=Carnage Scissors}} — OD {{clr|D|5D}} → {{clr|D|4D}} is gapless on normal block, however.
*All of Lambda's drive normals will followup into the second hit unless RC'd
*Forces crouching on hit.
*All are projectile level 2 and decrease to level 1 after a set amount of active frames
*Only -8 on Tager; advantage is -5 on other characters.
**Always projectile level 2 in OD
*All are attack level 4 and become attack level 5 in OD
*All have a dead zone in front of her where they have no hitbox
*All air drives will launch the opponent on CH or OD
*All are unable to be jump cancelled on block.


===<big>{{clr|5|5D}}</big>===
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Lambda_5D.png |Horizontal sword
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D Followup")
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
*Crumple stuns on CH (doesn't crumple stun on OD CH).
*Becomes + on block in OD. Can be a close-range pressure reset if not IB'd.
Lambda shoots a sword along the ground. Huge recovery on whiff. This can be used as spacing tool against opponents on the ground. As it's only -2 on block {{clr|5|5D}} is good close range for frametrapping (i.e {{clr|5|5D}} into {{clr|2|236B}}). On CH or OD, {{clr|5|5D}}'s hitstun becomes longer, allowing for followups such as {{clr|3|236C}}.
</div>
</div>


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|D|j.D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.D,j.D Followup|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Lambda_2D.png |70º angle sword
{{#invoke:FrameChart|drawFrameData
</gallery>
|title = <small>j.D &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
</div>
|startup  = 13
<div class="attack-info">
|isProjectile  = true
{| class="wikitable attack-data"
|recovery = 45
{{FrameDataHeader-BBCF|version=yes}}
|specialRecovery = 10
|-
}}
{{#cargo_query:tables=MoveData_BBCF
{{#invoke:FrameChart|drawFrameData
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|title = <small>j.D Followup</small>
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2D Followup")
|startup  = 18
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|isProjectile  = true
|delimiter=\n{{!}}-\n
|recovery = 26
|specialRecovery = 10
}}
}}
|}
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|D|5D}}, the second hit pushes the target downwards making it possible to connect with {{clr|D|j6D's}} angle, or to score a soft knockdown at longer range.
==== ====
 
Lambda shoots a sword at a 70° angle. Spans the whole screen. Useful as an AA and generally controlling air space. Can follow up with {{clr|5|5D}} IAD {{clr|2|j.B}} {{clr|3|j.C}} {{clr|4|6A}}... etc to corner carry.  
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.


As the second hit pushes the opponent downwards, you can use this sword to link into Gravity Seed off hitconfirms such as {{clr|2|6B}} and Spada RC which lead to more desirable damage than IAD routes.
</div>
</div>


===<big>{{clr|5|6D}}</big>===
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|D|j.2D}}, {{clr|D|j.6D}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Lambda_6D.png |30° angle sword, the pinnacle of Lambda's range
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6D Followup")
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Lambda shoots a sword at a 30° angle. Huge recovery on whiff. Travels full screen. Useful for AA and generally controlling air space. Can hit some characters like Tager and Izanami while they are standing.
</div>
</div>


===<big>{{clr|5|4D}}</big>===
===<big>{{clr|D|j.2D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.2D,j.2D Followup|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Lambda_4D.png |Make nerds complain about "off screen overheads"
{{#invoke:FrameChart|drawFrameData
</gallery>
|title = <small>j.2D &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
</div>
|startup  = 13
<div class="attack-info">
|isProjectile  = true
{| class="wikitable attack-data"
|recovery = 45
{{FrameDataHeader-BBCF|version=yes}}
|specialRecovery = 10
|-
}}
{{#cargo_query:tables=MoveData_BBCF
{{#invoke:FrameChart|drawFrameData
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|title = <small>j.2D Followup</small>
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4D Followup")
|startup  = 18
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|isProjectile  = true
|delimiter=\n{{!}}-\n
|recovery = 26
|specialRecovery = 10
}}
}}
|}
This summon goes under Lambda. It's mostly combo filler, but as a projectile that stalls air momemtum, it can be used to counter anti-airs. On CH, {{clr|D|j.2D}} will launch the opponent directly upwards to combo into air normals or landing {{clr|B|5B}}.
==== ====
*Tracks the opponent  
*110% Bonus Proration
*Forces crouching


Lambda shoots a sword from behind the opponent aiming at their head. Huge recovery on whiff. 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. On block you can cancel it into another sword or special to continue pressure. {{clr|5|4D}} > {{clr|5|5D}} is gapless when not super far away and is a safe way to hitconfirm while also keeping safe from fullscreen supers.
The deadzone is non-existent, so it can be TK'd in close-range pressure to setup 50/50s with RC.  
</div>
</div>


===<big>{{clr|5|j.D}}</big>===
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|D|j.D}}, {{clr|D|j.6D}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Lambda_jD.png |Aerial 30° angle sword
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.D Followup")
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|5|5D}}. Can be used as an air to air sword and pre-emptively catching opponents trying to air dash. Although at such ranges it is unable to be converted from, cannot be jump cancelled on block, and the recovery on whiff is awful, making it very high risk for no reward. At closer ranges it's filler in staircase combos.
</div>
</div>


===<big>{{clr|5|j.2D}}</big>===
===<big>{{clr|D|j.6D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.6D,j.6D Followup|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Lambda_j2D.png |Aerial -30° angle sword
{{#invoke:FrameChart|drawFrameData
</gallery>
|title = <small>j.6D &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
</div>
|startup  = 13
<div class="attack-info">
|isProjectile  = true
{| class="wikitable attack-data"
|recovery = 44
{{FrameDataHeader-BBCF|version=yes}}
|specialRecovery = 10
|-
}}
{{#cargo_query:tables=MoveData_BBCF
{{#invoke:FrameChart|drawFrameData
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|title = <small>j.6D Followup</small>
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2D Followup")
|startup  = 18
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|isProjectile  = true
|delimiter=\n{{!}}-\n
|recovery = 26
|specialRecovery = 10
}}
}}
|}
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.
==== ====
 
Lambda shoots a sword at a -30° angle towards the ground. Useful as both an air to air sword and air to ground. As the sword goes down steeply, it can be used to bait AAs from opponents and to punish opponents who try to run towards you.  
It vacuums in, so you can KD grounded opponents with Crescent, usually. On CH, the second hit now launches, so it becomes convertible with {{clr|B|665B}}.
</div>
 
</div>
*Much shorter range than {{clr|D|j.D}}
 
----'''Overdrive Version'''
OD {{clr|D|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.  


===<big>{{clr|5|j.6D}}</big>===
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|D|j.D}}, {{clr|D|j.2D}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Lambda_j6D.png |Aerial -15° angle sword
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6D Followup")
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Lambda shoots a sword at a -15° angle towards the ground. 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.
</div>
</div>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=B+C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 23
}}
Lambda's throw launches the opponent high at an angle, and the recovery can only be cancelled into Drive normals or specials. Doing {{clr|D|4D}} → {{clr|D|2D}} → IAD... route is one way to confirm midscreen and {{clr|D|214D}} in the corner. 


===<big>Throw</big>===
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 {{clr|C|3C}} → 214X possible.
<div class="attack-container">
 
<div class="attack-gallery">
*Wall bounces in the corner.
<gallery widths="210px" heights="210px" mode="nolines">
*Backthrow has an identical launch and combo routes, just on the other side.
BBCS_Lambda_throw.png|Forward/Back
BBCS_Lambda_AThrow.png|Air
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Ground Throw}}
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="BC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|-
 
{{AttackVersion|name=Air Throw}}
===<big>Air Throw</big>===
{{#cargo_query:tables=MoveData_BBCF
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
{{BBCF Move Card
|where=chara="{{SUBPAGENAME}}" and input="j.BC"
|input=j.B+C
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 23
|specialRecovery = 3
}}
}}
|}
Similar to ground throw, this is usually converted with Drive normals into IAD routes, in this case Air Throw → {{clr|D|662D}} → {{clr|D|5D}} → IAD... etc.
==== ====
*100% minimum damage
Lambda grabs the opponent and impales them with her swords. Launches the opponent allowing for a follow up combo.


Back throw flips the opponent to the other side.
It's possible to followup with regular normals if they're inside Gravity Seed, however.
----
}}
*100% minimum damage
Lambda grabs the opponent and crushes them with her knees. Causes the opponent bounce into the air upon making contact with the ground, allowing for a combo.
</div>
</div>


===<big>Counter Assault</big>===
===<big>Counter Assault</big>===
<span class="input-badge">'''When blocking {{clr|4|6A}}+{{clr|2|B}}'''</span>
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6A+B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Lambda_6B.png|This WILL whiff
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 13
</div>
|active   = 2
<div class="attack-info">
|recovery = 32
{| class="wikitable attack-data"
}}
{{FrameDataHeader-BBCF}}
Triggers the {{clr|B|5B}} animation with a slightly different hitbox. It's invincible but easily low-profiled by crouching buttons, so be cautious about using this.
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6AB"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*1-20 invul
*180F cooldown
Triggers the {{clr|2|5B}} animation. It is invincible but can be low profiled and/or blocked.
</div>
</div>


===<big>Crush Trigger</big>===
===<big>Crush Trigger</big>===
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span>
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5A+B,5[A+B]|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Lambda_CT.png|"Barrier Smash"
{{#invoke:FrameChart|drawFrameData
</gallery>
|title = <small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
</div>
|startup  = 20
<div class="attack-info">
|active  = 1
{| class="wikitable attack-data"
|recovery = 25
{{FrameDataHeader-BBCF|version=yes}}
}}
|-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=Uncharged}}
|title = <small>Max Charge</small>
{{#cargo_query:tables=MoveData_BBCF
|startup  = 61
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|active   = 1
|where=chara="{{SUBPAGENAME}}" and input="5AB"
|recovery = 25
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|frcStart = 30
|frcEnd = 60
}}
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 {{clr|D|236D}} which can be a safe mixup for 25 meter.
 
*Wall bounces on air hit.
**Wall sticks in the corner.
 
}}
}}
|-
 
{{AttackVersion|name=Charged}}
==Special Moves==
{{#cargo_query:tables=MoveData_BBCF
===<big>Sickle Storm</big>===
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
{{InputBadge|{{clr|D|236D}}}}
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"
{{BBCF Move Card
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|input=236D
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 38
|isProjectile  = true
|recovery = 24
}}
A multi-hit projectile that locks the opponent in place if they block it. An all-around strong move with many applications: {{clr|D|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 {{clr|B|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 {{clr|D|236D}} and does not trigger SMP
}}
}}
|}
==== ====
*Can be charged
Lambda slams her blades together in front of her. Breaks the opponent's guard, provided they're not barrier guarding. Sees little use in combos aside from getting corner carry off a {{clr|3|3C}} hit when you don't have gravity.
</div>
</div>
<br style="clear:both;"/>


==Specials==
===<big>Spike Chaser</big>===
===<big>Spike Chaser</big>===
<span class="input-badge">'''{{clr|5|214D}}'''</span>
{{InputBadge|{{clr|D|214D}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Lambda_SpikeChaser.png|Great corner okizeme
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 29
</div>
|isProjectile  = true
<div class="attack-info">
|recovery = 41
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="214D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
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.  
==== ====
*Travels the entire screen in OD
*Safe from every reversal in the game if spaced correctly.


Lambda summons a wave of spikes that travel half of the screen. Main tool for oki, but also has use in combos and neutral. Minus if blocked on the first spike, but becomes plus if blocked on the second, and so on.
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.
E.g you can catch jump start up with {{clr|2|236B}} and other buttons after this. There is a small window to delay tech through but this is risky as {{clr|5|214D}} is active forever, hurts as a starter, and beaten if the Lambda player delays their input.  
 
</div>
There is a very small window to delay tech through, but this is risky as {{clr|D|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.
</div>
 
----'''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.


===<big>Sickle Storm</big>===
<span class="input-badge">'''{{clr|5|236D}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Lambda_SickleStorm.png |Pizza Cutter. No one barriers this.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Lambda summons two saws in OD
*Hits four times.
*Deals a surprising amount of chip damage
Lambda summons a saw which tracks the opponent along the ground. Has uses as a tool to lockdown the opponent as it's very plus on block — Netting you a mixup. The chip damage from this move builds up to a decent amount if blocked repeatedly. {{clr|5|236D}} is susceptible to delay teching due to its recovery, but if the opponent tries to bait this you can run up {{clr|2|2B}} instead for a blue beat extension.
</div>
</div>


===<big>Crescent Saber</big>===
===<big>Crescent Saber</big>===
<span class="input-badge">'''{{clr|5|j.214D}}'''</span>
{{InputBadge|{{clr|D|j.214D}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.214D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Lambda_CrescentSaber.png |Air Dash> {{clr|5|j.214D}} ad infinitum
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 16
</div>
|active  = 9
<div class="attack-info">
|specialRecovery = 9
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.214D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
Crescent Saber's main function is to '''score knockdowns from air combos'''. It's also used mid-combo for optimal {{clr|A|6A}} and {{clr|B|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.
==== ====
*OD version bounces which allows for easier extensions
*TK {{clr|5|j.214D}} is good in pressure
*Not as quick as the startup implies; takes some additional frames for the hitbox to reach crouching opponents


Lambda summons a saber that arcs downward. Used as an ender in staircase combos and filler in optimal anti-air combos. Not much horizontal range, but goes behind her so you can cross up with it. Non-OD conversions vary with height, with higher hits demanding RC {{clr|3|j.2C}} and lower hits can be converted with {{clr|2|2B}} or {{clr|3|3C}}.
To pickup on non-OD hits, an RC {{clr|C|j.2C}} will be needed if high in the air, or just {{clr|B|2B}} / {{clr|C|3C}} if TK'd properly.
</div>
 
</div>
*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 {{clr|C|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.
}}


===<big>Gravity Seed</big>===
===<big>Gravity Seed</big>===
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}/{{clr|3|C}}'''</span>
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Lambda_GravitySeed.png |Your most important tool.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 13
</div>
|active  = 3
<div class="attack-info">
|recovery = 18
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="214A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
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 {{clr|C|5C}}, {{clr|D|236D}}, {{clr|D|214D}} etc... means it will always be near full by the end of combos.
 
*Field only disappears on hit, not on block
*Fatal Counter
*Fatal Counter
*Summons a field which reduces the opponent's movement to 30% of their normal speed ⁠— This includes momentum from specials and teleport dashes like Nine/Arakune's.  
*All 3 versions are different moves and don't inflict SMP
*The gravity field will still appear on whiff
*After use, the gravity seed meter appears, showing that this move cannot be used until it refills.
*Has a cooldown but only takes up a 1/3 of the gauge on whiff
**If the Initial strike hits, the meter fills in 11 seconds. Otherwise it only takes 4 seconds to fill.
*Recharge becomes faster in OD
**The meter fills twice as fast while in Overdrive.
----
;{{clr|A|214A}}
This summons the field next to Lambda. It's used for corner combos and okizeme after a {{clr|C|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. 
----
;{{clr|B|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 {{clr|C|214C}} is better most of the time.
----
;{{clr|C|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 {{clr|B|214B}} wouldn't travel enough, or at midscreen to ensure they'll wallsplat after {{clr|C|236C}} for high damage routes.
}}
 
===<big>Act Parcer Zwei</big>===
{{InputBadge|{{clr|A|236A}}}}
{{BBCF Move Card
|input=236A
|description=
{{#invoke:FrameChart|drawFrameData
|recovery = 34
|frcStart = 19
|frcEnd = 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 {{clr|B|236B}} or {{clr|C|236C}} for a hefty punish.


Lambda strikes the opponent and creates a field that makes them float towards it on hit. The field can appear next to you ({{clr|4|214A}}), at midscreen-ish ({{clr|2|214B}}) or the opposite end of the screen ({{clr|3|214C}}). It can be used to hinder approaches and is good for zoning in some MUs.
Another use is pressure resets or unexpected throws, and while this can be challeneged on its own, it can cancel into {{clr|D|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.  
Gravity Seed is also good corner okizeme, especially against characters without a standard dash. You can land the opponent in the corner from any screen position and almost any confirm.  
 
</div>
It's not used in combos much, as Tri has an earlier cancel window if forward momentum is needed.
</div>


===<big>Act Parser Zwei</big>===
*Shares the same animation as {{clr|B|236B}} between frames 1-11.
<span class="input-badge">'''{{clr|4|236A}}'''</span>
*Cancellable into various moves, some of which have shortened inputs when cancelled from this move. See below
<div class="attack-container">
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Full Rekka options" data-collapsetext="Hide Full Rekka options">
<div class="attack-gallery">
<gallery class="center">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Lambda_236A.png|200px|thumb|{{clr|A|236A}} Act Parcer Zwei
BBCS_Lambda_ActParserA.png |Advancing on your position
</gallery>
</gallery>
</div>
<gallery class="center">
<div class="attack-info">
BBCF_Lambda_236B.png|200px|thumb|{{clr|B|236B}} Act Parcer Tri
{| class="wikitable attack-data"
BBCS_Lambda_ActParserC.png|200px|thumb|{{clr|C|236C}} Act Parcer Tri: Cavalier
{{FrameDataHeader-BBCF}}
BBCP_Lambda_Exiga_Nail_2.png|200px|thumb|{{clr|D|22D}} Exiga Nail
|-
BBCS_Lambda_throw.png|200px|thumb|{{clr|B|B}}+{{clr|C|C}} or {{clr|B|4B}}+{{clr|C|C}} Ground Throw
{{#cargo_query:tables=MoveData_BBCF
BBCS Lambda SOD.png|200px|thumb|{{clr|D|214214D}} Sword of Destruction
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
</gallery>
|where=chara="{{SUBPAGENAME}}" and input="236A"
<div style="text-align: center;">{{clr|B|236B}} Cancels into</div>
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
<gallery class="center">
BBCS_Lambda_ActParserSpada.png|{{clr|A|6A}} Act Parcer Tri: Spada *
BBCS_Lambda_ActParserB.png|200px|thumb|{{clr|B|6B}} Act Parcer Tri: Blade *
BBCS_Lambda_ActParserC.png|200px|thumb|{{clr|C|6C}} Act Parcer Tri: Cavalier
</gallery>
<div style="text-align: center;">Moves listed with * cannot be performed standalone and must use the previous move in the rekka series</div>
</div><br>
}}
 
===<big>Act Parcer Tri</big>===
{{InputBadge|{{clr|B|236B}}}}
{{BBCF Move Card
|input=236B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 24
|active  = 3
|recovery = 19
|frcStart = 10
|frcEnd = 37
}}
}}
|}
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 {{clr|D|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.  
==== ====
*Command dash with fast speed.
*Small window to cross-up, usually at point blank.  
*Doesn't have invuln but can pass through moves with proximity hitboxes and wakeup reversals as Lambda phases through them before the hitboxes become active.


Not used in optimal combos. Can bait wake up reversals or character specific moves (i.e Hakumen's Yanagi/Guren if he parried {{clr|3|5C}} meaty). Against a lot of reversals you can cancel into {{clr|3|236C}} for a free fatal. You can also {{clr|4|236A}} -> throw but this loses to Throw OS and Upbacking.  
Tri being able to whiff cancel makes it very safe against ODR, going into {{clr|D|22D}} will outright beat EAs and buttons pressed after the flash, and for quite high reward.


{{clr|4|236A}} can be done by itself or from any of Lambda's normals except {{clr|2|6B}}. This gives it use as a risky pressure reset if the opponent is being too respectful or were expecting the dash to come at a different point in the blockstring.
*Hard knockdown on air hit.
</div>
*Crumple stuns on CH.
</div>
*Shares the same animation as {{clr|A|236A}} between frames 1-11.
}}


===<big>Act Parser Tri</big>===
===<big>Act Parcer Tri: Sparda</big>===
<span class="input-badge">'''{{clr|2|236B}}'''</span>
{{InputBadge|{{clr|B|236B}}~{{clr|A|6A}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236B 6A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Lambda_ActParserTri.png |Leads into mixup and pressure resets
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 21
</div>
|active  = 6
<div class="attack-info">
|recovery = 16
{| class="wikitable attack-data"
|specialRecovery = 7
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
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.
==== ====
*Hard knockdown
*Can immediately whiff cancel into any of the 3 followups or Exiga Nail
*Has a long window to cancel into followups or Exiga on block. Good for frametraps and making it harder for the opponent to IB.  


Lambda dashes towards the opponent and does a double kick. Your go-to ender in combos that prioritize damage. Tri travels a good distance and will move you into close-range if done after a Drive like {{clr|5|5D}}.  
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.


If the opponent sees you coming and tries to OD this move, you can whiff cancel it into Exiga to stay safe and/or punish. {{clr|2|236B}} can also be used as a risky pressure reset if you've conditioned the opponent to respect it by previously frametrapping jabs with a delayed {{clr|2|~6B}} or {{clr|5|~22D}}.
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' {{clr|A|2A}}s.
</div>
</div>


===<big>Act Parser Tri: Spada</big>===
*Triggers cross-up protection and can be blocked by holding either 4 or 6.
<span class="input-badge">'''{{clr|4|6A}} (During Tri)'''</span>
*Lambda side-switches on hit/block unless done from far away.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Lambda_ActParserSpada.png |Do a flip
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236B 6A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Launches the opponent on hit
*You sideswitch on both hit and block
Lambda performs a backflip and lands behind the opponent. The backflip is an overhead but does not crossup. Meterless conversions require specific spacing or CH but it's a good starter. Think carefully about using this as it's punishable on block.
</div>
</div>


===<big>Act Parser Tri: Blade</big>===
===<big>Act Parcer Tri: Blade</big>===
<span class="input-badge">'''{{clr|2|6B}} (During Tri)'''</span>
{{InputBadge|{{clr|B|236B}}~{{clr|B|6B}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236B 6B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Lambda_ActParserB.png | Fullscreen low.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 11
</div>
|active  = 6
<div class="attack-info">
|recovery = 16
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236B 6B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
The main way to end combos midscreen. Blade has a long blowback which makes it a very plus knockdown. Sets up {{clr|D|236D}} oki or a safe jump with dash {{clr|C|j.C}}. Near the corner, or inside Gravity Seed, it can be extended with normals to continue combos.  
==== ====
*The range of Blade varies with the time {{clr|2|236B}} was cancelled from. Max range is fullscreen
*Slight low-profile with quite a disjointed hitbox.
*Safe on normal block, but can be punished on IB.  


Lambda slides towards the opponent and sweeps low. Pretty fast. Good at opening up people who expect {{clr|5|4D}}. In midscreen you should RC Blade for the corner carry and damage, but in the corner or inside Gravity Seed it can be converted without meter.  
For offence, it's the low option from Tri and a fast sweep — This makes it good for catching fuzzy jumps and opponents attempting to mash out of rekka resets. During Drive pressure, {{clr|D|5D}} → Blade is a gapless string which is nice for surprising people who expect {{clr|D|4D}}. The hitbox is disjointed, so it 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 {{clr|D|22D}} as well are important.
</div>
 
</div>
*The range of Blade varies with the time {{clr|B|236B}} was cancelled from; max range is fullscreen.
}}


===<big>Act Parser Tri: Cavalier</big>===
===<big>Act Parcer Tri: Cavalier</big>===
<span class="input-badge">'''{{clr|3|236C}} (or {{clr|3|6C}} during Tri)'''</span>
{{InputBadge|{{clr|C|236C}}\{{clr|B|236B}}~{{clr|C|6C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Lambda_ActParserC.png |CHARGE
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup = 30
</div>
|active  = 4
<div class="attack-info">
|recovery = 22
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
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
*Fatal Counter
*Deceptively large vertical hitbox
}}
*Wallsplats
 
Lambda dashes towards the opponent and tackles them. Functions as combo filler, though on fatal is our strongest starter. Used in midscreen routes for corner carry and tacked on the end of corner routes for damage.
</div>
</div>


===<big>Exiga Nail</big>===
===<big>Exiga Nail</big>===
<span class="input-badge">'''{{clr|5|22D}}'''</span>
{{InputBadge|{{clr|D|22D}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=22D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Lambda_Exiga_Nail.png|Situational reversal
{{#invoke:FrameChart|drawFrameData
BBCP_Lambda_Exiga_Nail_2.png|Also good for baits
|title = <small>&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
</gallery>
|startup  = 26
</div>
|active  = 4
<div class="attack-info">
|recovery = 25
{| class="wikitable attack-data"
|specialRecovery = 5
{{FrameDataHeader-BBCF}}
}}
|-
{{#invoke:FrameChart|drawFrameData
{{#cargo_query:tables=MoveData_BBCF
|title = <small>Overdrive</small>
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|startup = 26
|where=chara="{{SUBPAGENAME}}" and input="22D"
|active  = 4
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|recovery = 13
}}
}}
|}
Lambda's meterless semi-reversal where she leaps backwards and fires a sword down at where she was standing. 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.
*Fully invincible from frames 1-7
 
*On ground block is -3 at close range. Goes up to 0/+1 further out.
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 {{Character Label|BBCF|Iron_Tager|label=Tager}} and {{Character Label|BBCF|Valkenhayn|label=Valkenhayn}} in wolf form.
*Is +15 on hit, and crumple stuns on Counter Hit.
 
*Reduced recovery in OD. Can move or block before touching the ground
*Crumple stuns on hit; longer on CH
*Needs CH or air hit to convert without meter.
*Groundbounces on air-hit.
*Frame advantage is -3 point blank, it's often -2 or -1.
*While it is Projectile Level 1, the projectile fired does not delete itself when it hits in the way most do, meaning that the same projectile can hit multiple different entities once each (Such as hitting Nirvana and then hitting Carl).


Lambda jumps back and fires a sword downward. A very hard to use reversal due to its invincibility not carrying over with its active frames, but if timed right can beat anything with less than 8 active frames or which you move out of the hitbox in time (i.e Hazama's Rising Fang).  
----'''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.  


Very punishable if mistimed, but is safe on block and even IB at most distances. {{clr|5|22D}} is a good tool for baiting other reversals and OD/CA. Be weary using this to escape corner pressure as point blank it will whiff on everyone except Tager and Valkenhayn in wolf form.  
For offence, the early recovery enables pressure reset attempts on block, and full combos even on normal hit. E.x: OD {{clr|D|22D}} → AD → {{clr|D|j.2D}} → ({{clr|D|j.6D}}) → {{clr|D|j.214D}} to then land back on the ground and carry them to the corner.
</div>
}}
</div>
<br style="clear:both;"/>


==Distortion Drives==
==Distortion Drives==
===<big>Calamity Sword</big>===
{{InputBadge|{{clr|D|632146D}} (Air OK)}}
{{BBCF Move Card
|input=632146D,j.632146D|versioned=input
|description=
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.
}}
===<big>Legacy Edge</big>===
===<big>Legacy Edge</big>===
<span class="input-badge">'''{{clr|5|236236D}}'''</span>
{{InputBadge|{{clr|D|236236D}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236236D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Lambda_LegacyEdge.png|Strong CH starter.
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 {{Character Label|BBCF|Nu|label=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 → {{clr|B|2B}}, late airdash → {{clr|B|jB}}, IAD → {{clr|C|jC}} crossups, etc...
</gallery>
 
</div>
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.  
<div class="attack-info">
 
{| class="wikitable attack-data"
*Not all hits land on crouchers
{{FrameDataHeader-BBCF}}
 
|-
----'''Overdrive Version'''
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236236D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.
*All the projectiles are level 2 and will beat out any other, but the lack of invul means Legacy Edge cannot be done on reaction to fast ones such as Tager's Sparkbolt nor Hazama's Eternal Coils.  
*It is a strong starter on CH, particularly the OD version which can lead to damage of 5k and upwards.


A super that can be used as a fullscreen punish and 'auto-wins' neutral against some characters. If they get stuck blocking this on the ground, you can get a variety of mixups such as empty jump {{clr|2|2B}}, late airdash {{clr|2|jB}}, IAD {{clr|3|jC}} for a crossup, etc... The downsides are that the opponent can chicken block and mash 4 to IB all the projectiles, giving them a lot of meter.  
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.
</div>
</div>


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. 


===<big>Calamity Sword</big>===
<span class="input-badge">'''{{clr|5|632146D}} (air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Lambda_CalamitySword.png|Reversal and combo ender
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")
|format=template|template=AttackDataWithName-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
*Tracks the opponent fullscreen in OD
*Can be converted from off CH or TK
Lambda summons a giant sword from above, hits overhead. A good combo ender as it has 960 minimal damage. In OD it can be used for fullscreen punishes if the opponent does anything committal in neutral. This is your metered reversal.
</div>
</div>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
===<big>Duo Cultus</big>===
===<big>Duo Cultus</big>===
<span class="input-badge">'''ABCD (In Overdrive)'''</span>
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=A+B+C+D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Lambda_DuoCultus.png|Putting Nu's Supra Rage to shame
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.
</gallery>
*[[BBCF/Mechanics#Exceed_Accel|Behaves the same as every other Exceed Accel.]]
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="ABCD"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Does not cost Heat, but immediately ends Overdrive if used.
*15% minimum damage.
On startup, Lambda swipes in front of herself. On hit, Lambda performs three backflips (four in Active Flow) with her blades. Used as a reversal in Overdrive, or a combo ender. Puts Lambda in Active Flow if she hasn't already been in it already. Has full invuln, but is unsafe on block and cannot be Rapid-canceled.
</div>
</div>


==Astral Heat==
==Astral Heat==
===<big>Sword of Destruction</big>===
===<big>Sword of Destruction</big>===
<span class="input-badge">'''{{clr|5|214214D}}'''</span>
{{InputBadge|{{clr|D|214214D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214214D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Lambda_SOD.png|Hug.exe
Lambda grabs (the move is a strike not a throw) the opponent and plunges a mighty sword down upon them.
</gallery>
 
</div>
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:
<div class="attack-info">
*{{clr|C|5C}}
{| class="wikitable attack-data"
*{{clr|C|3C}}
{{FrameDataHeader-BBCF}}
*{{clr|A|6A}} (air hit)
|-
*{{clr|D|5D}} (air hit)
{{#cargo_query:tables=MoveData_BBCF
*{{clr|C|236C}} (in the corner)
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,attribute,invuln=inv
*And many more
|where=chara="{{SUBPAGENAME}}" and input="214214D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
Lambda grabs the opponent and plunges a mighty sword down upon them. The range of this move is deceptively big and will hit opponents decently beyond Lambda's arms. Some of the things it can combo from from are {{clr|3|5C}}, {{clr|3|3C}}, {{clr|4|6A}} and {{clr|5|5D}} on air hit, along with {{clr|3|236C}} in the corner.
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==External References==
==Colors==
*[https://docs.google.com/document/d/14AEjdLocttOsE40JQquq8bDWSzTjbhTg7wrju4V2scA/edit Lambda Combo Doc from Shinespark]
{{BBCFColors|Size=120|Character=Lambda}}
*[https://docs.google.com/document/d/18rJ79Zg3IhX897JNR0PY68XOW8ZqbujISYasHazsx6c Kasha's Guide to Lambda]
*[https://youtu.be/BnkZblk1coc Lambda Combo Tutorial]
*[https://www.evernote.com/shard/s404/client/snv?noteGuid=8691603a-b338-4223-a94f-98b266eb32c6&noteKey=520fb19052024af44428d83ddfacc89c&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs404%2Fsh%2F8691603a-b338-4223-a94f-98b266eb32c6%2F520fb19052024af44428d83ddfacc89c&title=Lambda%2BCF%2BNotes Notes by Taihenna]
*Japanese Name: ラムダ·イレブン
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=rm&pref=0 Arcade Profile Dan Rankings]
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==Navigation==
==Navigation==
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<center>{{Character Label|BBCF|Lambda-11|size=42px|label=Λ-No.11-}}</center>
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Latest revision as of 08:41, 14 April 2024

Overview

Overview

Lambda-11 (stylized as -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.
BBCF Lambda-11 Nameplate.png


BBCF Lambda Portrait.png
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
Drive: Sword Summoner EX

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 2D6D5D4D 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 5D4D5D 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.
Overdrive: Elysium

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.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5A

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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 6 3 12 -3 +6 B
Total: 20

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
CrouchCrouching Prox. GuardDoes Not Hit Any Crouch

 Carl
 Hakumen
 Hazama
 Jubei
 Kagura
 Nine
 Platinum
 Relius
 Tager
 Terumi(Must be staggered)
 Valkenhayn

 Amane
 Arakune
 Bang
 Lambda
 Makoto
 Mu
 Nu
 Rachel
 Ragna
 Susanoo
 Taokaka
 Tsubaki

 Azrael
 Bullet
 Celica
 Es
 Hibiki
 Izanami
 Izayoi
 Jin
 Kokonoe
 Litchi
 Mai
 Naoto
 Noel

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
160×8 All 16 P{(4)P}×7 Total: 71 -6 P1
Total: 71

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 5C236A or 5C236D. 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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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 +4 F
Total: 22

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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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 +1 F
Total: 25

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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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 Mid×2, All×6 14 2×2,1×6 24 -8 B 11~19 H
Total: 47

A crouching anti-air. The invul is quite late, but the hurtbox is lower to the ground than the vulnerable frames of 6A, and the long actives allow it to be pressed pre-emptively.

As a 2X input, 2C has uses against jump-ins that target standing hitboxes, or have delayed momentum like  Azrael's j.2CBBCP Azrael j2C.pngGuardAllStartup22Recovery10Advantage-. However, it can be difficult to convert on normal hit, as CH is needed for most gatlings to connect. Sometimes 2D — Lambda's other crouching anti-air, is preferable with its quicker startup and easier hitconfirms.

2C is also the only C normal that can be jump cancelled on block. Lambda can use it for resets, backing off, or baiting if the opponent does not have OD available.

  • Launches on CH
  • Jump cancellable on hit/block from 4th hit onwards.

Gatling Options: 6B, 5C, 6C, 3C, 5D, 2D, 6D, 4D

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
620 Mid 11 6 17 -6 -7 B 5~11 H
Total: 33

A standing anti-air. 6A is great for reactive use due to the early invul, and is good against deep jump-ins or escaping the corner. Said invul ends after the first active which makes it very poor for pre-emptive use.

This button has a very low hitbox — the lowest out of any anti-air in the game — so it's susceptible to whiffing or being beaten by IAD approaches and disjointed jump-ins. In return, it has much higher reward than the average anti-air, and OD safe pressure on block. Fortunately, the low recovery makes this button relatively safe on whiff, and can even be pressed again in response to double jumps.

The other purpose of this button is pressure. 6A has excellent gatling options, it goes into and reverse beats with 5B and 2B which are safe against ODR, enable stagger resets, and contain multiple lows. It even goes into 5C for high damage routes, and 6B for mixups. A staple button for keeping the opponent guessing.

  • Jump-cancelable on hit or block.

Gatling Options: 5B, 2B, 6B, 5C, 2C, 6C, 3C

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
680 High 24 2 15+8L -8 H
Total: 48

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 5C6B always works except from short starters like 5A/2A.

6B can go over low-hitting buttons like  Bang's 3CBBCS Bang 3C.pngGuardLowStartup15Recovery21Advantage-9, but this isn't the main purpose of the move as it has no Foot invul.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 53

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. Besides that, it will be a natural frametrap from every button that gatlings into it for high-reward baits.

  • Hard KD on air hit
  • Fatal Counter
  • Launches on CH

Gatling Options: 5D, 2D, 6D, 4D

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 40

Lambda's sweep: a multi-hit low with great range, speed and a hurtbox small enough to low-profile moves like  Hakumen's 4CBBCF Hakumen 4C.pngGuardAllStartup10Recovery24Advantage-4, being a decent roundstart option. Counter Hit enables conversions with 214D or OTG 2B/3C for high reward.

In pressure, it's not the best because cancels like 3C236B leave a gap that can be reversal'd — Cancelling 3C into 214A or 22D will beat most reversals though.

  • Hard KD on CH

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 19

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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 24

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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 47

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 allows for cross ups with IAD j.C that can be done in blockstrings or 236D lockdown.

  • Hitbox extends fully on frame 11.

Gatling Options: j,2C, j.D, j.2D, j,6D

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 32

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 opponent is conditioned, this can set up delayed airdash 50/50s with either j.Bj.Cj.2C(w) → 2B or j.Bj.Cj.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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
5D                  
Total: 48
5D Followup
Total: 45

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
2D                  
Total: 45
2D Followup
Total: 45

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.Bj.C6A 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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
6D                  
Total: 45
6D Followup
Total: 53

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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
4D                  
Total: 57
4D Followup
Total: 48

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 5D4D has a gap that's vulnerable against fullscreen supers like  Ragna's Carnage ScissorsBBCF Ragna the Bloodedge 632146D.pngGuardAllStartup9+(40 Flash)+4~12Recovery58Advantage-43 [-40] — OD 5D4D is gapless on normal block, however.

  • Forces crouching on hit.
  • Only -8 on Tager; advantage is -5 on other characters.

Gatling Options: 5D, 2D, 6D

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
j.D                  
Total: 67
j.D Followup
Total: 53

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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
j.2D                  
Total: 67
j.2D Followup
Total: 53

This summon goes under Lambda. It's mostly combo filler, but as a projectile that stalls air momemtum, it can be used to counter anti-airs. On CH, j.2D will launch the opponent directly upwards to combo into air normals or landing 5B.

The deadzone is non-existent, so it can be TK'd in close-range pressure to setup 50/50s with RC.

Gatling Options: j.D, j.6D

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
j.6D                  
Total: 66
j.6D Followup
Total: 53

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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 32

Lambda's throw launches the opponent high at an angle, and the recovery can only be cancelled into Drive normals or specials. Doing 4D2D → 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.

  • Wall bounces in the corner.
  • Backthrow has an identical launch and combo routes, just on the other side.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
                    
Total: 45
Max Charge
Total: 86

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.

  • Wall bounces on air hit.
    • Wall sticks in the corner.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 61

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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 69

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.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 33

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.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 33

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.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 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 the same animation as 236B between frames 1-11.
  • Cancellable into various moves, some of which have shortened inputs when cancelled from this move. See below
236B Cancels into
Moves listed with * cannot be performed standalone and must use the previous move in the rekka series

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 45

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.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 49

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.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 32

The main way to end combos midscreen. Blade has a long blowback which makes it a very plus knockdown. Sets up 236D oki or a safe jump with dash j.C. Near the corner, or inside Gravity Seed, it can be extended with normals to continue combos.

For offence, it's the low option from Tri and a fast sweep — This makes it good for catching fuzzy jumps and opponents attempting to mash out of rekka resets. During Drive pressure, 5D → Blade is a gapless string which is nice for surprising people who expect 4D. The hitbox is disjointed, so it 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.

  • The range of Blade varies with the time 236B was cancelled from; max range is fullscreen.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
Total: 55

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

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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
                    
Total: 59
Overdrive
Total: 42

Lambda's meterless semi-reversal where she leaps backwards and fires a sword down at where she was standing. 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.
  • While it is Projectile Level 1, the projectile fired does not delete itself when it hits in the way most do, meaning that the same projectile can hit multiple different entities once each (Such as hitting Nirvana and then hitting Carl).

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.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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.

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. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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

Colors

BBCF Lambda color 1.png
BBCF Lambda color 2.png
BBCF Lambda color 3.png
BBCF Lambda color 4.png
BBCF Lambda color 5.png
BBCF Lambda color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Lambda color 7.png
BBCF Lambda color 8.png
BBCF Lambda color 9.png
BBCF Lambda color 10.png
BBCF Lambda color 11.png
BBCF Lambda color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Lambda color 13.png
BBCF Lambda color 14.png
BBCF Lambda color 15.png
BBCF Lambda color 16.png
BBCF Lambda color 17.png
BBCF Lambda color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Lambda color 19.png
BBCF Lambda color 20.png
BBCF Lambda color 21.png
BBCF Lambda color 22.png
BBCF Lambda color 23.png
BBCF Lambda color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

Navigation

 Λ-No.11-


To edit frame data, edit values in BBCF/Lambda-11/Data.


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