BBCF/Lambda-11: Difference between revisions

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m (con reword.)
(Short lore change, typo corrections, standarizing words)
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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
|overview= Lambda-11 (stylized as <big>ᴧ</big>-No.11-) is a '''jack-of-all-trades''' 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 Cavalier which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile and 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.
|overview= Lambda-11 (stylized as <big>ᴧ</big>-No.11-) is a '''jack-of-all-trades''' 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.


|quote= Target acquired, moving to annihilate.
|quote= Target acquired, moving to annihilate.
|lore= Lambda-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.
|lore= Lambda-11 is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. Lambda once sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before fading 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. Having been reborn within the Embryo, Lambda still serves under Kokonoe, but would defy even her commands in order to meet Ragna again.
 
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''.
|voice_actor= Kanako Kondō
|voice_actor= Kanako Kondō
|summary= uses a combination of zoning and rushdown tools to set up strong oki
|summary= uses a combination of zoning and rushdown tools to set up strong oki
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* '''Good Neutral''': Lambda's projectiles are fast, span nearly fullscreen, and can be converted into close range pressure. This leads to a neutral that's difficult for some characters to challenge.
* '''Good Neutral''': Lambda's projectiles are fast, span nearly fullscreen, and can be converted into close range pressure. This leads to a neutral that's difficult for some characters to challenge.
* '''Strong Backdash''': Longer than average invul makes it a good tool for escaping pressure and avoiding pokes.  
* '''Strong Backdash''': Longer than average invul makes it a good tool for escaping pressure and avoiding pokes.  
* '''Very high Damage''': Gravity Seed routes break over 4k from common starters like 2B, and many CH starters can score near to or over 5k without meter.
* '''Very High Damage''': Gravity Seed routes break over 4k from common starters like 2B, and many CH starters can score near to or over 5k without meter.
* '''Great Corner Carry''': Her specials enable corner-to-corners even off short starters like 2A. Landing a confirm at all usually means the opponent's going in the corner.  
* '''Great Corner Carry''': Her specials enable corner-to-corners even off short starters like 2A. Landing a confirm at all usually means the opponent's going in the corner.  
* '''Strong Corner Okizeme''': Spike Chaser is a safe, difficult to contest okizeme that covers that covers nearly every wakeup option while leaving you plus. Gravity Seed also prevents the opponent from being able to jump or dash out.  
* '''Strong Corner Okizeme''': Spike Chaser is a safe, difficult to contest okizeme that covers nearly every wakeup option while leaving Lambda plus. Gravity Seed also prevents the opponent from being able to jump or dash out.  
|cons=
|cons=
* '''Pressure Can Be Unsafe''': Besides 2C, All C and D normals are multi-hit and not jump-cancellable on block, so it's easy to disrespect them with OD and CAs.  
* '''Pressure Can Be Unsafe''': Besides 2C, all C and D normals are multi-hit and not jump-cancellable on block, so it's easy to disrespect them with OD and CAs.  
* '''Damage Or Okizeme''': Going for Spike chaser typically loses a few hundred damage instead of other enders which can add up if looping it for okizeme.
* '''Damage Or Okizeme''': Going for Spike Chaser typically loses a few hundred damage instead of other enders, which can add up if looping it for okizeme.
* '''Drive Recovery''': Her projectiles can leave her vunlerable on whiff as they have very long recovery — They are high commitment options.
* '''Drive Recovery''': Her projectiles can leave her vulnerable on whiff as they have very long recovery — They are high commitment options.
|unique_mechanic1_name= Drive: Sword Summoner EX
|unique_mechanic1_name= Drive: Sword Summoner EX
|unique_mechanic1=
|unique_mechanic1=
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|unique_mechanic2_name= Overdrive: Elysium
|unique_mechanic2_name= Overdrive: Elysium
|unique_mechanic2=
|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.
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:
Her special moves also gain new properties:
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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|1|5A 5A}} on Jin the first {{clr|1|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|1|6A}} in exchange for less reward and no head invul.  
Quick disjointed jab, good as a quick AA and for pressure. Interacts with everyone's crouching hitboxes differently, whiffing on some characters while catching others, and also changing with whether the opponent is already in blockstun or not (against Jin, for example, chaining {{clr|1|5A 5A}} will make the second {{clr|1|5A}} whiff because Jin's crouching hurtbox shrinks while in blockstun). Less committal anti-air tool than {{clr|1|6A}} in exchange for less reward and no head invul.  
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Lambda_6B.png |Kick that can be jump cancelled  
BBCS_Lambda_6B.png |Kick that can be jump-cancelled  
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</gallery>
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==== ====
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*Jump Cancelable on hit or block
*Jump-cancelable on hit or block.
Your 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.  
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 it has limited range. Is not as safe from ODR as {{clr|2|2B}}, however, making it not a great meaty.  
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==== ====
==== ====
*Projectile
*Projectile.
*All hits can special cancel; last hit can cancel into C and D normals
*All hits can special-cancel; last hit can cancel into C and D normals.


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.
One of Lambda's 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.
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A good-range poke that's your best low normal starter. It can be a strong stagger tool and has very good reward. Low recovery on whiff makes it nice for catching rolls and staying safe from ODR.
A good-range poke that's also her best low normal starter. It can be a strong stagger tool and has very good reward. Low recovery on whiff makes it nice for catching rolls and staying safe from ODR.
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==== ====
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*All hits can special cancel; hit 8 can cancel into C and D normals
*All hits can special-cancel; hit 8 can cancel into C and D normals.
*Hits 4-8 can jump cancel on hit/block.
*Hits 4-8 can jump-cancel on hit/block.


Your other Anti-Air with invul, it kicks in later than {{clr|1|6A}} and the reward is worse on normal hit, but the vertical range is better and can tag people landing behind you. The reward on CH is equal with {{clr|1|6A}} and is pretty neat. It's your only jump cancellable C normal which can allow for some gimmicks if you condition them, you can frametrap with {{clr|3|2C > 5C}} as well for high damage, too.  
Lambda's other anti-air with invul. It kicks in later than {{clr|1|6A}} and the reward is worse on normal hit, but the vertical range is better and can tag people landing behind Lambda. The reward on CH is equal with {{clr|1|6A}} and is pretty neat. It's also Lambda's only jump-cancellable C normal, which can allow for some gimmicks should the opponent be conditioned. It can frametrap with {{clr|3|2C > 5C}} as well for high damage, too.  


As with other C normals, this button is vulnerable to ODR and gives the opponent a crouching punish.
As with other C normals, this button is vulnerable to ODR and gives the opponent a crouching punish.
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==== ====
==== ====
*Jump cancellable on hit or block
*Jump-cancellable on hit or block.


A very strong Anti-Air as it has fast head invul, relatively low recovery, great reward and retains almost all options on block. It's a decent pressure tool as it reverse beats with {{clr|2|2B}}, but it's more susceptible to ODR than {{clr|2|5B}}.
A very strong Anti-Air as it has fast head invul, relatively low recovery, great reward and retains almost all options on block. It's a decent pressure tool as it reverse beats with {{clr|2|2B}}, but it's more susceptible to ODR than {{clr|2|5B}}.
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<!-- Does this low crush?-->
<!-- Does this low crush?-->


One of your two overhead normals. It's quicker than {{clr|4|4D}}, but you have no gatlings left if it's blocked. While not great damage, IAD routes are consistent and you convert with {{clr|4|tk.214D}} routes if you want more reward. It's used in crouch confirms to launch when the opponent is too far for gravity, as {{clr|3|5C}} {{clr|2|6B}} always works except from short starters like {{clr|1|5A}}/{{clr|1|2A}}.
One of Lambda's two overhead normals. It's quicker than {{clr|4|4D}}, but has no gatlings left if it's blocked. While not great damage, IAD routes are consistent and converting with {{clr|4|tk.214D}} routes nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity, as {{clr|3|5C}} {{clr|2|6B}} always works except from short starters like {{clr|1|5A}}/{{clr|1|2A}}.


{{clr|2|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=3C}}, but this isn't the main purpose of the move as it has no foot invul. Lambda is also not considered airborne and can be thrown.  
{{clr|2|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=3C}}, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown.  
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==== ====
==== ====
*All hits can special cancel; last hit can cancel into D normals
*All hits can special-cancel; last hit can cancel into D normals.
*Fatal Counter
*Fatal Counter.


Purely combo filler. The long startup, recovery, and few gatlings left on block make this a weak button for neutral and pressure. There's no true blokstrings into {{clr|3|6C}} except if {{clr|3|5C}} were barrier'd, so it can frametrap on paper, but more likely you'll get reversal'd for pressing this.
Purely combo filler. The long startup, recovery, and few gatlings left on block make this a weak button for neutral and pressure. There's no true blockstrings into {{clr|3|6C}} except if {{clr|3|5C}} were Barrier Blocked, so it can frametrap on paper, but it's more likely Lambda will get reversal'd for pressing this.
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==== ====
==== ====
*All hits are special-cancellable
*All hits are special-cancellable.
*Only the first 3 hits are lows
*Only the first 3 hits are lows.


Your sweep. It's a multi-hit low with great horizontal range, but limited gatlings on block. In pressure, {{clr|3|3C}} > {{clr|2|236B}} has a gap that can be reversal'd — Cancelling {{clr|3|3C}} into {{clr|4|22D}} will beat most reversals, excluding some like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=623B|label=Panzer Strike}}.   
Sweep. It's a multi-hit low with great horizontal range, but limited gatlings on block. In pressure, {{clr|3|3C}} > {{clr|2|236B}} has a gap that can be reversal'd — Cancelling {{clr|3|3C}} into {{clr|4|22D}} will beat most reversals, excluding some like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=623B|label=Panzer Strike}}.   
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*Only air normal not jump cancellable.
*Only air normal that is not jump-cancellable.
*Gatlings into itself
*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.
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.
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*Reverse-beats with {{clr|1|j.A}}
*Reverse-beats with {{clr|1|j.A}}.
An air kick. Useful for jumping in and when the opponent is locked down by {{clr|4|236D}}. You use this for safejump setups after a Tri KD. Ex. {{clr|2|236B}} > 66 > falling {{clr|2|jB}} will beat even 7f reversals.


Except on shorter characters like {{Character Label|BBCF|Es|label=ES}}, you can set up fuzzy jumps with this button if you have 50 meter for RC.
An air kick. Useful for jumping in and when the opponent is locked down by {{clr|4|236D}}. This is used for safejump setups after a Tri KD; {{clr|2|236B}} > 66 > falling {{clr|2|jB}} will beat even 7f reversals.
 
Except on shorter characters like {{Character Label|BBCF|Es|label=ES}}, it's possible to set up fuzzy jumps with this button and 50 meter for RC.
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*All hits are highs. The last 3 hits will crossup hit.
*All hits are overheads.
*The last 3 hits can hit as crossups.
*Can cancel into {{clr|3|j.2C}} on any hit.
*Can cancel into {{clr|3|j.2C}} on any hit.


Decent air-to-air, but a terrible ground-to-air button. It can act as a mixup tool in conjuction with {{clr|3|j.2C(w)}} and {{clr|4|j.214D}} though you need to condition the opponent with {{clr|2|j.B}}/{{clr|3|j.2C}} first.
Decent air-to-air, but a terrible ground-to-air button. It can act as a mixup tool in conjuction with {{clr|3|j.2C(w)}} and {{clr|4|j.214D}}, though the opponent needs to be conditioned with {{clr|2|j.B}}/{{clr|3|j.2C}} first.
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Lambda_j2C.png |There's no hitbox behind Lambda despite the animation.
BBCS_Lambda_j2C.png |There's no hitbox behind Lambda, despite the animation.
</gallery>
</gallery>
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==== ====
==== ====
*Only the first hit of the move is a high, not the first hit to connect. It's possible to jump in with just mids.
*Only the first hit of the move is an overhead, not the first hit to connect. It's possible to jump in with just mids.


Combo filler. It has a decent hitbox, but it's on the slow side, so {{clr|2|j.B}} is used more for air-to-airs and jump-ins. 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}}.
Combo filler. It has a decent hitbox, but it's on the slow side, so {{clr|2|j.B}} is used more for air-to-airs and jump-ins. 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}}.


The untech time on air CH is pretty long, so you can land back on the ground and convert with normals to land them into the corner.
The untech time on air CH is pretty long, so Lambda can land back on the ground and convert with normals to land them into the corner.
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==Drive Moves==
==Drive Moves==
*All drive normals will followup into the second hit unless RC'd or whiffed
*All Drive normals will followup into the second hit unless RC'd or whiffed.
*All are projectile level 2 and decrease to level 1 after a set amount of active frames
*All Drive normals are Projectile Level 2 and decrease to Level 1 after a set amount of active frames.
**Always projectile level 2 in OD
**Always projectile Level 2 in OD.
*All are attack level 4 and become attack level 5 in OD
*All Drive normals 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 Drive normals have a deadzone in front of her where they have no hitbox.
*Air drives will launch the opponent on CH or OD
*Air drives will launch the opponent on CH or OD.
*None of them can be jump cancelled on block.
*None of them can be jump-cancelled on block.


===<big>{{clr|4|5D}}</big>===
===<big>{{clr|4|5D}}</big>===
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*Crumple stuns on CH but doesn't crumple stun on OD CH.
*Crumple stuns on CH but doesn't crumple stun on OD CH.


Your most common summon. You use this to stop the opponent running at you and to punish things from fullscreen. {{clr|4|5D}} into {{clr|2|236B}} is a true blockstring when not too far, and becomes a frametrap when further out or if delayed. On OD, you can link into Cavalier; on CH, you get enough time to go into {{clr|3|3C}} and even {{clr|3|5C}} if close enough.
The most common summon. Used to stop the opponent running at Lambda and to punish things from fullscreen. {{clr|4|5D}} into {{clr|2|236B}} is a true blockstring when not too far, and becomes a frametrap when further out or if delayed. On OD, it can link into Cavalier; on CH, there is enough time to go into {{clr|3|3C}} and even {{clr|3|5C}} if close enough.


In OD, {{clr|4|5D}} becomes +2 on block, so going into {{clr|4|4D}} becomes gapless and safe from reversals, but it's not generally enough to get resets from considering the distance.
In OD, {{clr|4|5D}} becomes +2 on block, so going into {{clr|4|4D}} becomes gapless and safe from reversals, but it's not generally enough to get resets from considering the distance.
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*Projectile level 2 for the first 5 active frames; always level 2 in OD.
*Projectile level 2 for the first 5 active frames; always level 2 in OD.


This summon goes steeply upwards and is a good Anti-Air against characters who like to go high above you like {{Character Label|BBCF|Mu|label=Mu}} and {{Character Label|BBCF|Rachel_Alucard|label=Rachel}}. You can follow up with either {{clr|2|236B~}}{{clr|3|6C}} or IAD {{clr|2|j.B}} {{clr|3|j.C}} {{clr|1|6A}} routes to land them in the corner.  
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high above Lambda, like {{Character Label|BBCF|Mu|label=Mu}} and {{Character Label|BBCF|Rachel_Alucard|label=Rachel}}. This can be followed up with either {{clr|2|236B~}}{{clr|3|6C}} or IAD {{clr|2|j.B}} {{clr|3|j.C}} {{clr|1|6A}} routes to land them in the corner.  


The second hit pushes the opponent downwards, so you can score a soft KD from it at the end of combos.
The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Lambda_6D.png |30° angle sword, the pinnacle of Lambda's range
BBCP_Lambda_6D.png |30° angle sword. The pinnacle of Lambda's range.
</gallery>
</gallery>
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*Projectile level 2 for the first 2 active frames; always level 2 in OD.
*Projectile level 2 for the first 2 active frames; always level 2 in OD.


Your furthest reaching summon. It's a long-range Anti-Air and good at catching people trying to jump out of pressure. It can hit tall characters like {{Character Label|BBCF|Iron_Tager|label=Tager}} while they are standing.  
Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people trying to jump out of pressure. It can hit tall characters like {{Character Label|BBCF|Iron_Tager|label=Tager}} while they are standing.  


Long range confirms can be converted with either other swords like {{clr|4|4D}} or Cavalier.  
Long range confirms can be converted with either other swords like {{clr|4|4D}} or Cavalier.  
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==== ====
==== ====
*Tracks the opponent  
*Tracks the opponent.
*110% Bonus Proration
*Forces crouching.
*Forces crouching
*110% Bonus Proration.


A summon that comes from behind the opponent. This overhead is slower than {{clr|2|6B}}, but you can still pressure if it's blocked. In the corner, {{clr|4|4D}} becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose — But it is still reactable at 27f startup. The opponent can even react with a dash straight toward you if done raw.
A summon that comes from behind the opponent. This overhead is slower than {{clr|2|6B}}, but Lambda can still pressure if it's blocked. In the corner, {{clr|4|4D}} becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose — But it is still reactable at 27f startup. The opponent can even react with a dash straight toward Lambda if done raw.


Be careful as {{clr|4|5D}} > {{clr|4|4D}} has a gap that's vulnerable against fullscreen supers like  {{MiniMoveCard|game=BBCF|chara=Ragna The Bloodedge|input=632146D|label=Carnage Scissors}} — OD {{clr|4|5D}} > {{clr|4|4D}} is gapless on normal block, however.
Be careful, as {{clr|4|5D}} > {{clr|4|4D}} has a gap that's vulnerable against fullscreen supers like  {{MiniMoveCard|game=BBCF|chara=Ragna The Bloodedge|input=632146D|label=Carnage Scissors}} — OD {{clr|4|5D}} > {{clr|4|4D}} is gapless on normal block, however.
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*Projectile level 2 for the first 2 active frames; always projectile level 2 in OD
*Projectile level 2 for the first 2 active frames; always projectile level 2 in OD.
*Plus on block when done low to the ground.
*Plus on block when done low to the ground.


One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|4|5D}}. It covers a decent angle and pre-emptively catches opponents trying to air dash. But it can't be converted from at long range and can't be jump cancelled, so this button is medium risk for low reward as at most you only get a soft KD
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|4|5D}}. It covers a decent angle and pre-emptively catches opponents trying to air dash. But it can't be converted from at long range and can't be jump-cancelled, so this button is medium risk for low reward as Lambda only get a soft KD at most.
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==== ====
==== ====
*Projectile level 2 for the first 2 active frames; always projectile level 2 in OD
*Projectile level 2 for the first 2 active frames; always projectile level 2 in OD.


Probably the least used sword summon. The angle is weak compared to other drives and the launch on CH can be difficult to convert, so it's restricted to combo filler.
Probably the least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler.
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*Projectile level 2 for the first 2 active frames; always projectile level 2 in OD
*Projectile level 2 for the first 2 active frames; always projectile level 2 in OD.


An air to ground sword, but it's not great on block and can't be converted on normal hit without OD. On CH, the second hit vacuums the opponent, so it's easy to convert with {{clr|2|665B}}.
An air-to-ground sword, but it's not great on block and can't be converted on normal hit without OD. On CH, the second hit vacuums the opponent, so it's easy to convert with {{clr|2|665B}}.
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==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span>
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span>
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*100% minimum damage
*100% minimum damage.


Lambda grabs the opponent and impales them with her swords. Launches the opponent allowing for a follow up combo.
Lambda grabs the opponent and impales them with her swords. Launches the opponent allowing for a follow up combo.


Back Throw, aside from side switching, is virtually identicle to her normal Throw.
Back Throw, aside from side switching, is virtually identical to her normal Throw.
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*100% minimum damage
*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.
Lambda grabs the opponent and crushes them with her knees. Causes the opponent to bounce into the air upon making contact with the ground, allowing for a combo.
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*1-20 invul
*Invul on frames 1-20.
*180F cooldown
*180F Heat Gauge cooldown.
Triggers the {{clr|2|5B}} animation. It is invincible but most of the cast can easily low-profile by just doing crouching buttons — Really, the hitbox is ''that'' poor. You're better off using other mechanics like ODR, Barrier Guard, and IBB than comitting to this.  
 
Triggers the {{clr|2|5B}} animation. It is invincible, but most of the cast can easily low-profile by just doing crouching buttons — Really, the hitbox is ''that'' poor. Using other mechanics like ODR, Barrier Block, and IBB is much more effective than comitting to this.  
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*Can be charged
*Can be charged.
 
Breaks the opponent's Guard on normal block. Geting a KD from Tri allows setting up 236D oki and do a charged CT with no gaps, granting a decent starter and/or force the opponent to deplete a huge amount of Barrier while being safe against reversals.


Breaks the opponent's guard on normal block. If you get a KD from Tri, you can setup 236D oki and do a charged CT with no gaps, so you can get a decent starter and/or force the opponent to deplete a huge amount of barrier while being reversal safe.
For combos, it can be done off {{clr|3|3C}} to corner carry when gravity's not available.
For combos, you can do it off {{clr|3|3C}} to corner carry when you don't have gravity availible.  
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*Travels the entire screen in OD
*Travels the entire screen in OD.
*Safe from every reversal in the game if spaced correctly.
*Safe from every reversal in the game if spaced correctly.


Your main tool for okizeme, Spike Chaser can be used in combos and taking up 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 your mixup.  
The main tool for okizeme, Spike Chaser can be used in combos and taking up 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 every wakeup option (forward rolls; reversals; no tech; quick rise etc...) while being very plus and completely unpunishable if spaced right, making it a pretty insane oki option. Always go for this if you can. It can be 'looped' by doing combos that end in this one after another, usually with some damage sacrified in the process however.
Spike Chaser covers every wakeup option (forward rolls; reversals; no tech; quick rise etc...) while being very plus and completely unpunishable if spaced right, making it a pretty insane oki option. Always go for this whenever possible. It can be 'looped' by doing combos that end in this one after another, usually by sacrificing some damage in the process.


There is a very small window to delay tech through but this is risky as {{clr|4|214D}} is active forever, is a big damage starter (even without Gravity availible), and can be beaten by the Lambda player varying their input time. Lambda is also still safe and can retreat to neutral on successful delay tech.
There is a very small window to delay tech through, but this is risky as {{clr|4|214D}} is active forever, is a big damage starter (even without Gravity availible), and can be beaten by the Lambda player varying their input time. Lambda is also still safe and can retreat to neutral on successful delay tech.
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*Lambda summons two wheels in OD
*Lambda summons two wheels in OD.
*Hits four times.
*Hits four times.


Besides combo filler, {{clr|4|236D}} is used to lockdown the opponent as it's very plus on block netting you a mixup. 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 and ODs. The chip damage from this move builds up to a decent amount if blocked repeatedly too.  
Besides combo filler, {{clr|4|236D}} is used to lockdown the opponent as it's very plus on block, netting Lambda a mixup. 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 and ODs. The chip damage from this move builds up to a decent amount if blocked repeatedly too.  


With that said, it's never a true blockstring and can be jumped or fullscreen super'd on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, you could run up {{clr|2|2B}} instead for a blue beat OTG.  
With that said, it's never a true blockstring and can be jumped or fullscreen super'd on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, run up {{clr|2|2B}} could be used instead for a blue beat OTG.  
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*OD version bounces which allows for easier pickups.
*OD version bounces which allows for easier pickups.
*Hits crouchers on frame 17. If TK'd, Crescent Sabre is a 22f overhead that's -13 on block.
*Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22f overhead that's -13 on block.


Crescent Sabre's main fucntion is to score knockdowns from air combos. It's also used mid-combo for optimal {{clr|1|6A}} and {{clr|2|6B}} confirms. For mixups, it's your second fastest overhead and has quite good reward if you have the meter to RC. It's active for a long time and hits behind Lambda so you can cross up with it on paper.
Crescent Saber's main function is to score knockdowns from air combos. It's also used mid-combo for optimal {{clr|1|6A}} and {{clr|2|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 on paper.


To pickup on non-OD hits you'll need to do RC {{clr|3|j.2C}} if high in the air, or just {{clr|2|2B}} / {{clr|3|3C}} if TK'd properly.
To pickup on non-OD hits an RC {{clr|3|j.2C}}, will be needed if high in the air, or just {{clr|2|2B}} / {{clr|3|3C}} if TK'd properly.
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*Fatal Counter, but the P1 proration is poor.
*Fatal Counter, but the P1 proration is poor.
*Recharge becomes faster in OD
*Recharge becomes faster in OD.


This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed ⁠— This includes momentum from specials and teleport dashes like  {{Character Label|BBCF|Azrael|label=Azrael}},  {{Character Label|BBCF|Nine|label=Nine}} and  {{Character Label|BBCF|Arakune|label=Arakune's}}.
This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed ⁠— This includes momentum from specials and teleport dashes like  {{Character Label|BBCF|Azrael|label=Azrael}},  {{Character Label|BBCF|Nine|label=Nine}} and  {{Character Label|BBCF|Arakune|label=Arakune's}}. It does not slow down projectiles nor Ignis / Nirvana, however.  
It does not slow down projectiles nor Ignis / Nirvana, however.  


It has a cooldown but only takes up a 1/3 of the gauge on whiff.
It has a cooldown but only takes up a 1/3 of the gauge on whiff.
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{{clr|1|214A}} summons the field next to you. It's used for corner combos and okizeme after a {{clr|3|6C}} KD, as the spacing cripples their mobility while keeping you outside the range of reversals. This is very strong against characters without a normal dash.   
{{clr|1|214A}} summons the field next to Lambda. It's used for corner combos and okizeme after a {{clr|3|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.   


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{{clr|2|214B}} summons the field in the middle of the screen. This is the version you'll see the most use of. It creates a wall so characters can't run at you for free, making it safer to throw out Swords in neutral. But this move really shines when used in combos as it gives access to high damage routes with its high P2 while doing great corner carry. The recharge flows back uninterruped during {{clr|3|5C}}, {{clr|4|236D}}, and {{clr|4|214D}} so it's always worth spending this if you can.  
{{clr|2|214B}} summons the field in the middle of the screen. This is the version with the most use. It creates a wall so characters can't run at Lambda for free, making it safer to throw out Swords in neutral. But this move really shines when used in combos, as it gives access to high damage routes with its high P2 while doing great corner carry. The recharge flows back uninterruped during {{clr|3|5C}}, {{clr|4|236D}} and {{clr|4|214D}}, so it's always worth spending this if possible.  


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{{clr|3|214C}} summons the field at the opposite end of the screen. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where {{clr|2|214B}} wouldn't travel enough. You can also use this midscreen to ensure they'll wallsplat after {{clr|3|236C}}.
{{clr|3|214C}} summons the field at the opposite end of the screen. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where {{clr|2|214B}} wouldn't travel enough. This can also be used midscreen to ensure they'll wallsplat after {{clr|3|236C}}.
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Lambda_ActParserA.png |Make the opponent go ''Zwei would you do this''.  
BBCS_Lambda_ActParserA.png |Make the opponent go "''Zwei would you do this?''".  
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*Shares almost the same animation as {{clr|2|236B}} from frame 1-11.
*Shares almost the same animation as {{clr|2|236B}} between frames 1-11.
*Passes through the opponent during frame 8-13.
*Passes through the opponent during frames 8-13.
 
A command dash with incredibly fast speed. Zwei doesn't have invul but it can pass through moves with proximity hitboxes and wakeup reversals, as Lambda phases through them before they become active — It can then cancel into {{clr|2|236B}} to attempt to start pressure or into {{clr|3|236C}} for a free Fatal Counter, usually.  


A command dash with incredibly fast speed. Zwei doesn't have invul but it can pass through moves with proximity hitboxes and wakeup reversals as Lambda phases through them before they become active — You can then cancel into {{clr|3|236C}} for a free fatal, usually.
{{clr|1|236A}} -> Throw can also be used, but this loses to Throw OS and Upbacking.  
You can also {{clr|1|236A}} -> throw but this loses to Throw OS and Upbacking.  


{{clr|1|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.
{{clr|1|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.
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*Can immediately whiff cancel into any of the 3 followups or {{clr|4|22D}}
*Can immediately whiff cancel into any of the 3 followups or {{clr|4|22D}}.
*Has a long window to cancel into followups or Exiga on block. Good for frametraps and making it harder for the opponent to IB.  
*Has a long window to cancel into followups or Exiga on block. Good for frametraps and making it harder for the opponent to IB.  


Tri is the first part of your rekka. It travels a good distance and will move you into close-range if done after a Drive like {{clr|4|5D}}. In pressure you can cancel into either Blade or Sparda for a high-low mixup. This is your go-to ender in combos where Spike Chaser okizeme isn't possible as it gets a hard KD.   
Tri is the first part of the rekka. It travels a good distance and will move Lambda into close-range if done after a Drive like {{clr|4|5D}}. In pressure, it can be canceled into either Blade or Sparda for a high-low mixup. This is the go-to ender in combos where Spike Chaser okizeme isn't possible as it gets a hard KD.   


If the opponent sees you coming and tries to OD this move, you can whiff cancel it into {{clr|4|22D}} to stay safe and/or punish. {{clr|2|236B}} can also be 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|4|~22D}}.
If the opponent sees Lambda coming and tries to OD this move, it can be whiff-canceled into {{clr|4|22D}} to stay safe and/or punish. {{clr|2|236B}} can also be a risky pressure reset if the opponent's been conditioned to respect it by previously frametrapping jabs with a delayed {{clr|2|~6B}} or {{clr|4|~22D}}.
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===<big>Act Parcer Tri: Sparda</big>===
===<big>Act Parcer Tri: Sparda</big>===
<span class="input-badge">'''{{clr|1|6A}} (During {{clr|2|236B}})'''</span>
<span class="input-badge">'''{{clr|1|6A}} (during {{clr|2|236B}})'''</span>
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*Hard-coded not to hit cross up on standing opponents ( it can hit cross up on crouching ones).  
*Hard-coded not to hit crossup on standing opponents (it can hit crossup on crouching ones).  
*Lambda side-switches on both hit and block.
*Lambda side-switches on both hit and block.


Sparda is your fastest overhead, clocking at 21f, and it's your most rewarding one when used with Gravity ⁠— Getting roughly 4k or over plus a Spike Chaser setup. You generally need CH or RC 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.
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 enfore the threat of Blade in mixups. As with most things in this game, don't get too carried away as it is punishable on block.
 
Lambda's hurtbox goes high in the air, so you can use this to low crush butttons, but there's no foot invul, so it can occasionally trade with some characters' {{clr|1|2A}}s.


It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. As with most things in this game, don't get too carried away as it is punishable on block.


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|1|2A}}s.
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===<big>Act Parcer Tri: Blade</big>===
===<big>Act Parcer Tri: Blade</big>===
<span class="input-badge">'''{{clr|2|6B}} (During {{clr|2|236B}})'''</span>
<span class="input-badge">'''{{clr|2|6B}} (during {{clr|2|236B}})'''</span>
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*The range of Blade varies with the time {{clr|2|236B}} was cancelled from. Max range is fullscreen
*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.  
*Slight low-profile with quite a disjointed hitbox.  
*Safe on normal block, but can be punished on IB.  
*Safe on normal block, but can be punished on IB.  


Low option from Tri. It's a pretty fast sweep that's good at catching people who expect {{clr|4|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.  
Low option from Tri. It's a pretty fast sweep that's good at catching people who expect {{clr|4|4D}}. In midscreen, RC Blade for the corner carry and damage, but in the corner or inside Gravity Seed, it can be converted without meter.  
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*Fatal Counter
*Fatal Counter.
*Deceptively large vertical hitbox
*Deceptively large vertical hitbox.
*Wallsplats
*Wallsplats.


Cavalier functions as combo filler, though on fatal it's your strongest starter. It's used in midscreen routes for corner carry and tacked on the end of corner routes for damage. Safe on normal block.
Cavalier functions as combo filler, though it's Lambda's strongest starter due to its Fatal Counter property. It's used in midscreen routes for corner carry and tacked on the end of corner routes for damage. Safe on normal block.
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*Frame advantage is for ground block. It's -3 at the closest possible distance, but goes up to 0 at max spacing.
*Frame advantage is for ground block. It's -3 at the closest possible distance, but goes up to 0 at max spacing.
*Reduced recovery in OD — Lambda can perform actions midair.  
*Reduced recovery in OD — Lambda can perform actions midair.
*Needs CH or air hit to convert without meter.
*Needs CH or air hit to convert without meter.


A hard to use reversal as its invincibility ends before becoming active, but if timed right, Exiga Nail can beat anything shorter than 8 active frames or which you move out of the hitbox in time such as many crouching buttons.  
A hard to use reversal, as its invincibility ends before becoming active; if timed right, however, Exiga Nail can beat anything shorter than 8 active frames. It also works if Lambda moves out of an attack's hitbox in time, such as those of many crouching buttons.  


It's very susceptible to meaties with long active frames, but leads to great reward on CH as it crumple stuns for easy conversions. It's safe on block and even IB, so you can use this instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be weary using this to escape the corner as point blank it can whiff on everyone except {{Character Label|BBCF|Iron_Tager|label=Tager}} and {{Character Label|BBCF|Valkenhayn|label=Valkenhayn}} in wolf form.  
It's very susceptible to meaties with long active frames, but leads to great reward on CH as it crumple stuns for easy conversions. It's safe on block and even IB, so this 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.
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*Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.
*Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.
*Minimum damage: 32*19 OD: 32*29
*Minimum damage: 32*19 (OD: 32*29).


A super that can be used as a fullscreen punish and and winning neutral against some characters for the pricey cost of 50 meter. If they get stuck blocking this on the ground and you are close enough, 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...  
A super that can be used as a fullscreen punish and and winning neutral against some characters for the pricey cost of 50 meter. If they get stuck blocking this on the ground and Lambda is close enough, this enables 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 if you are hit during the 9 frames after the superflash, your meter will be spent but the swords won't appear; the opponent can chicken block and mash 4 to IB all the projectiles — giving them a lot of meter while being safe from mixups; if they are crouching not all of the projectilees will land; and, if you are on the otherside of the screen, you get less time to capitalise on the frame advatange.  
The downsides are that if Lambda is hit during the 9 frames after the superflash, the meter will be spent but the swords won't appear; the opponent can chicken block and mash 4 to IB all the projectiles — giving them a lot of meter while being safe from mixups; not all of the projectiles will land if they are crouching; and, against opponents on the other side of the screen, Lambda get less time to capitalize on the frame advantage. Furthermore, while all the projectiles are level 2, the complete lack of invul means Legacy Edge can't be used as an anti-zoning tool in situations where it would be useful (such as using it against {{MiniMoveCard|game=BBCF|chara=Iron Tager|input=41236D|label=Sparkbolt}} or {{MiniMoveCard|game=BBCF|chara=Hazama|input=632146C|label=Eternal Coils}}).
Furthermore, while all the projectiles are level 2, the complete lack of invul means Legacy Edge can't be used as an anti-zoning tool in situations where it would be useful. Ex. using it against {{MiniMoveCard|game=BBCF|chara=Iron Tager|input=41236D|label=Sparkbolt}} or {{MiniMoveCard|game=BBCF|chara=Hazama|input=632146C|label=Eternal Coils}}.


For what it's worth, it's a pretty good starter for combos. Particularly the OD version. It's also neat for specific MU interactions like blowing up {{Character Label|BBCF|Izanami|label=Izanami's}} {{MiniMoveCard|game=BBCF|chara=Izanami|input=623B|label=Shield of Dreams}}
For what it's worth, it's a pretty good starter for combos (particularly the OD version). It's also neat for specific MU interactions like blowing up {{Character Label|BBCF|Izanami|label=Izanami's}} {{MiniMoveCard|game=BBCF|chara=Izanami|input=623B|label=Shield of Dreams}}.
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*Tracks the opponent fullscreen in OD
*Tracks the opponent fullscreen in OD.
*Can combo off CH.
*Can combo off of it on CH.
*Minimum damage: 960 OD: 1260
*Minimum damage: 960 (OD: 1260).


This is your metered reversal. It hits overhead and is a good combo ender for the minimal damage. It will usually CH, leading to big damage and corner-to-corner or sideswap combos. In OD, Calamity Sword becomes very threatening in neutral as it can be used for fullscreen punishes if the opponent does anything committal.
Metered reversal. It hits overhead and is a good combo ender for the minimal damage. It will usually CH, leading to big damage and corner-to-corner or sideswap combos. In OD, Calamity Sword becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal.
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*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
*[[BBCF/Offense#Exceed_Accel|Behaves the same as every other Exceed Accel.]]
*303/641 Minimum Damage
*Minimum Damage: 303 (AF: 641).


This is used either as a reversal in OD or as a combo ender. The KD 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 MU.
This is used either as a reversal in OD or as a combo ender. The KD 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 MU.
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*No startup invul. Unlike most Astrals, it can't be used as a reversal.    
*No startup invul, so it can't be used as a reversal unlike most Astrals.


Lambda grabs the opponent and plunges a mighty sword down upon them. It's pretty easy to combo into from {{clr|3|5C}} and {{clr|3|3C}} on ground hit, {{clr|1|6A}} and {{clr|4|5D}} on air hit, and {{clr|3|236C}} after a wallsplat.
Lambda grabs the opponent and plunges a mighty sword down upon them. It's pretty easy to combo into from {{clr|3|5C}} and {{clr|3|3C}} on ground hit, {{clr|1|6A}} and {{clr|4|5D}} on air hit, and {{clr|3|236C}} after a wallsplat.  
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Revision as of 08:09, 3 May 2022


Overview
Overview

Lambda-11 (stylized as -No.11-) is a jack-of-all-trades 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.

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.

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:

  • 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 bounces.
  • Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.
  • Legacy Edge fires more projectiles.
  • Calamity Sword tracks the opponent.
This results in Lambda's Drive-related moves becoming much stronger. See each move section for more details.


BBCF Lambda-11 Nameplate.png
BBCF Lambda Portrait.png
Health
10,500
Prejump
4F
Backdash
25F (1~7F Inv All)
Fastest Attack
Reversals
Fatal Starters

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 B

Quick disjointed jab, good as a quick AA and for pressure. Interacts with everyone's crouching hitboxes differently, whiffing on some characters while catching others, and also changing with whether the opponent is already in blockstun or not (against Jin, for example, chaining 5A 5A will make the second 5A whiff because Jin's crouching hurtbox shrinks while in blockstun). Less committal anti-air tool than 6A in exchange for less reward and no head invul.

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

  • Jump-cancelable on hit or block.

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 it has limited range. Is not as safe from ODR as 2B, however, making it not a great meaty.

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

  • Projectile.
  • All hits can special-cancel; last hit can cancel into C and D normals.

One of Lambda's 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.

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 F

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.

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 F

A good-range poke that's also her best low normal starter. It can be a strong stagger tool and has very good reward. Low recovery on whiff makes it nice for catching rolls and staying safe from ODR.

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

  • All hits can special-cancel; hit 8 can cancel into C and D normals.
  • Hits 4-8 can jump-cancel on hit/block.

Lambda's other anti-air with invul. It kicks in later than 6A and the reward is worse on normal hit, but the vertical range is better and can tag people landing behind Lambda. The reward on CH is equal with 6A and is pretty neat. It's also Lambda's only jump-cancellable C normal, which can allow for some gimmicks should the opponent be conditioned. It can frametrap with 2C > 5C as well for high damage, too.

As with other C normals, this button is vulnerable to ODR and gives the opponent a crouching punish.

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 B 5~11 H

  • Jump-cancellable on hit or block.

A very strong Anti-Air as it has fast head invul, relatively low recovery, great reward and retains almost all options on block. It's a decent pressure tool as it reverse beats with 2B, but it's more susceptible to ODR than 5B.

Its untech time makes it a staple in many routes. It's good at jailing opponents as they fall due to the gatlings on block. However, 6A can lose to IADs and IAD crossups due to its poor vertical range, it's better to do 5A in such situations.

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

  • Untechable launch on CH.
  • 110% Bonus Proration.

One of Lambda's two overhead normals. It's quicker than 4D, but has no gatlings left if it's blocked. While not great damage, IAD routes are consistent and converting with tk.214D routes nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity, as 5C 6B always works except from short starters like 5A/2A.

6B can go over low-hitting buttons like  Bang's 3CBBCS Bang 3C.pngGuardLowStartup15Recovery21Advantage-9, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown.

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

  • All hits can special-cancel; last hit can cancel into D normals.
  • Fatal Counter.

Purely combo filler. The long startup, recovery, and few gatlings left on block make this a weak button for neutral and pressure. There's no true blockstrings into 6C except if 5C were Barrier Blocked, so it can frametrap on paper, but it's more likely Lambda will get reversal'd for pressing this.

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

  • All hits are special-cancellable.
  • Only the first 3 hits are lows.

Sweep. It's a multi-hit low with great horizontal range, but limited gatlings on block. In pressure, 3C > 236B has a gap that can be reversal'd — Cancelling 3C into 22D will beat most reversals, excluding some like  Azrael's Panzer StrikeBBCF Azrael PanzerStrike.pngGuardHigh/Low, AllStartup18Recovery30Advantage-.

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

  • Only air normal that is not jump-cancellable.
  • 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.

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

  • Reverse-beats with j.A.

An air kick. Useful for jumping in and when the opponent is locked down by 236D. This is used for safejump setups after a Tri KD; 236B > 66 > falling jB will beat even 7f reversals.

Except on shorter characters like  ES, it's possible to set up fuzzy jumps with this button and 50 meter for RC.

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

  • All hits are overheads.
  • The last 3 hits can hit as crossups.
  • Can cancel into j.2C on any hit.

Decent air-to-air, but a terrible ground-to-air button. It can act as a mixup tool in conjuction with j.2C(w) and j.214D, though the opponent needs to be conditioned with j.B/j.2C first.

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

  • Only the first hit of the move is an overhead, not the first hit to connect. It's possible to jump in with just mids.

Combo filler. It has a decent hitbox, but it's on the slow side, so j.B is used more for air-to-airs and jump-ins. Can be whiffed after other air buttons to touch the ground faster, which is useful for mixups like j.C(1) j.2C(whiff) 2B.

The untech time on air CH is pretty long, so Lambda can land back on the ground and convert with normals to land them into the corner.


Drive Moves

  • All Drive normals will followup into the second hit unless RC'd or whiffed.
  • All Drive normals are Projectile Level 2 and decrease to Level 1 after a set amount of active frames.
    • Always projectile Level 2 in OD.
  • All Drive normals are Attack Level 4 and become Attack Level 5 in OD.
  • All Drive normals have a deadzone in front of her 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

  • Projectile level 2 for the first 6 active frames; always level 2 in OD.
  • Crumple stuns on CH but doesn't crumple stun on OD CH.

The most common summon. Used to stop the opponent running at Lambda and to punish things from fullscreen. 5D into 236B is a true blockstring when not too far, and becomes a frametrap when further out or if delayed. On OD, it can link into Cavalier; on CH, there is enough time to go into 3C and even 5C if close enough.

In OD, 5D becomes +2 on block, so going into 4D becomes gapless and safe from reversals, but it's not generally enough to get resets from considering the distance.

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

  • Projectile level 2 for the first 5 active frames; always level 2 in OD.

This summon goes steeply upwards and is a good Anti-Air against characters who like to go high above Lambda, like  Mu and  Rachel. This can be followed up with either 236B~6C or IAD j.B j.C 6A routes to land them in the corner.

The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.

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

  • Projectile level 2 for the first 2 active frames; always level 2 in OD.

Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people trying to jump out of pressure. It can hit tall characters like  Tager while they are standing.

Long range confirms can be converted with either other swords like 4D or Cavalier.

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

  • Tracks the opponent.
  • Forces crouching.
  • 110% Bonus Proration.

A summon that comes from behind the opponent. 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 — But it is still reactable at 27f startup. The opponent can even react with a dash straight toward Lambda if done raw.

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

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

  • Projectile level 2 for the first 2 active frames; always projectile level 2 in OD.
  • Plus on block when done low to the ground.

One of Lambda's furthest reaching drives, going almost fullscreen and more distance than 5D. It covers a decent angle and pre-emptively catches opponents trying to air dash. But it can't be converted from at long range and can't be jump-cancelled, so this button is medium risk for low reward as Lambda only get a soft KD at most.

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

  • Projectile level 2 for the first 2 active frames; always projectile level 2 in OD.

Probably the least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler.

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

  • Projectile level 2 for the first 2 active frames; always projectile level 2 in OD.

An air-to-ground sword, but it's not great on block and can't be converted on normal hit without OD. On CH, the second hit vacuums the opponent, so it's easy to convert with 665B.

Universal Mechanics

Ground Throw

5B+C 4B+C

No results
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

  • 100% minimum damage.

Lambda grabs the opponent and impales them with her swords. Launches the opponent allowing for a follow up combo.

Back Throw, aside from side switching, is virtually identical to her normal Throw.

Air Throw

j.B+C

No results
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

  • 100% minimum damage.

Lambda grabs the opponent and crushes them with her knees. Causes the opponent to bounce into the air upon making contact with the ground, allowing for a combo.

Counter Assault

6A+B while Blocking

No results
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

  • Invul on frames 1-20.
  • 180F Heat Gauge cooldown.

Triggers the 5B animation. It is invincible, but most of the cast can easily low-profile by just doing crouching buttons — Really, the hitbox is that poor. Using other mechanics like ODR, Barrier Block, and IBB is much more effective than comitting to this.

Crush Trigger

5A+B (Chargeable)

No resultsNo results
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

  • Can be charged.

Breaks the opponent's Guard on normal block. Geting a KD from Tri allows setting up 236D oki and do a charged CT with no gaps, granting a decent starter and/or force the opponent to deplete a huge amount of Barrier while being safe against reversals.

For combos, it can be done off 3C to corner carry when gravity's not available.


Specials

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

  • Travels the entire screen in OD.
  • Safe from every reversal in the game if spaced correctly.

The main tool for okizeme, Spike Chaser can be used in combos and taking up 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 every wakeup option (forward rolls; reversals; no tech; quick rise etc...) while being very plus and completely unpunishable if spaced right, making it a pretty insane oki option. Always go for this whenever possible. It can be 'looped' by doing combos that end in this one after another, usually by sacrificing some damage in the process.

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 availible), and can be beaten by the Lambda player varying their input time. Lambda is also still safe and can retreat to neutral on successful delay tech.

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

  • Lambda summons two wheels in OD.
  • Hits four times.

Besides combo filler, 236D is used to lockdown the opponent as it's very plus on block, netting Lambda a mixup. 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 and ODs. The chip damage from this move builds up to a decent amount if blocked repeatedly too.

With that said, it's never a true blockstring and can be jumped or fullscreen super'd 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.

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

  • OD version bounces which allows for easier pickups.
  • Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22f overhead that's -13 on block.

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 on paper.

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.

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

  • Fatal Counter, but the P1 proration is poor.
  • Recharge becomes faster in OD.

This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed ⁠— This includes momentum from specials and teleport dashes like  Azrael,  Nine and  Arakune's. It does not slow down projectiles nor Ignis / Nirvana, however.

It has a cooldown but only takes up a 1/3 of the gauge on whiff.


214A 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 summons the field in the middle of the screen. This is the version with the most use. It creates a wall so characters can't run at Lambda for free, making it safer to throw out Swords in neutral. But this move really shines when used in combos, as it gives access to high damage routes with its high P2 while doing great corner carry. The recharge flows back uninterruped during 5C, 236D and 214D, so it's always worth spending this if possible.


214C summons the field at the opposite end of the screen. 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. This can also be used midscreen to ensure they'll wallsplat after 236C.

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

  • Shares almost the same animation as 236B between frames 1-11.
  • Passes through the opponent during frames 8-13.

A command dash with incredibly fast speed. Zwei doesn't have invul but it can pass through moves with proximity hitboxes and wakeup reversals, as Lambda phases through them before they become active — It can then cancel into 236B to attempt to start pressure or into 236C for a free Fatal Counter, usually.

236A -> Throw can also be used, but this loses to Throw OS and Upbacking.

236A can be done by itself or from any of Lambda's normals except 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.

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

  • Can immediately whiff cancel into any of the 3 followups or 22D.
  • Has a long window to cancel into followups or Exiga on block. Good for frametraps and making it harder for the opponent to IB.

Tri is the first part of the rekka. It travels a good distance and will move Lambda into close-range if done after a Drive like 5D. In pressure, it can be canceled into either Blade or Sparda for a high-low mixup. This is the go-to ender in combos where Spike Chaser okizeme isn't possible as it gets a hard KD.

If the opponent sees Lambda coming and tries to OD this move, it can be whiff-canceled into 22D to stay safe and/or punish. 236B can also be a risky pressure reset if the opponent's been conditioned to respect it by previously frametrapping jabs with a delayed ~6B or ~22D.

Act Parcer Tri: Sparda

6A (during 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
1100 High/Air 21 6 16+7L -10 H

  • Hard-coded not to hit crossup on standing opponents (it can hit crossup on crouching ones).
  • Lambda side-switches on both hit and block.

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. As with most things in this game, don't get too carried away as it is punishable on block.

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.

Act Parcer Tri: Blade

6B (during 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
950 Low/Air 11 6 16 -5 F

  • The range of Blade varies with the time 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.

Low option from Tri. It's a pretty fast sweep that's good at catching people who expect 4D. In midscreen, RC Blade for the corner carry and damage, but in the corner or inside Gravity Seed, it can be converted without meter.

Act Parcer Tri: Cavalier

236C (or 6C during 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
1500 Mid 30 4 22 -5 B

  • Fatal Counter.
  • Deceptively large vertical hitbox.
  • Wallsplats.

Cavalier functions as combo filler, though it's Lambda's strongest starter due to its Fatal Counter property. It's used in midscreen routes for corner carry and tacked on the end of corner routes for damage. Safe on normal block.

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

  • Frame advantage is for ground block. It's -3 at the closest possible distance, but goes up to 0 at max spacing.
  • Reduced recovery in OD — Lambda can perform actions midair.
  • Needs CH or air hit to convert without meter.

A hard to use reversal, as its invincibility ends before becoming active; if timed right, however, Exiga Nail can beat anything shorter than 8 active frames. It also works if Lambda moves out of an attack's hitbox in time, such as those of many crouching buttons.

It's very susceptible to meaties with long active frames, but leads to great reward on CH as it crumple stuns for easy conversions. It's safe on block and even IB, so this 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.


Distortion Drives

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

  • Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.
  • Minimum damage: 32*19 (OD: 32*29).

A super that can be used as a fullscreen punish and and winning neutral against some characters for the pricey cost of 50 meter. If they get stuck blocking this on the ground and Lambda is close enough, this enables a variety of mixups such as empty jump 2B, late airdash jB, IAD jC for a crossup, etc...

The downsides are that if Lambda is hit during the 9 frames after the superflash, the meter will be spent but the swords won't appear; the opponent can chicken block and mash 4 to IB all the projectiles — giving them a lot of meter while being safe from mixups; not all of the projectiles will land if they are crouching; and, against opponents on the other side of the screen, Lambda get less time to capitalize on the frame advantage. Furthermore, while all the projectiles are level 2, the complete lack of invul means Legacy Edge can't be used as an anti-zoning tool in situations where it would be useful (such as using it against SparkboltBBCF Iron Tager 41236D.pngGuardAllStartup12RecoveryTotal: 47Advantage-1 or Eternal CoilsBBCF Hazama 632146Cexe.pngGuardAllStartup1+(30 Flash)+15RecoveryTotal 70Advantage-46).

For what it's worth, it's a pretty good starter for combos (particularly the OD version). It's also neat for specific MU interactions like blowing up  Izanami's Shield of DreamsBBCF Izanami Mujuu no Tate Activate.pngGuardStartupRecovery46Advantage-.

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

  • Tracks the opponent fullscreen in OD.
  • Can combo off of it on CH.
  • Minimum damage: 960 (OD: 1260).

Metered reversal. It hits overhead and is a good combo ender for the minimal damage. It will usually CH, leading to big damage and corner-to-corner or sideswap combos. In OD, Calamity Sword becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal.


Exceed Accel

Duo Cultus

A+B+C+D during Overdrive

No results
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

This is used either as a reversal in OD or as a combo ender. The KD 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 MU.

Astral Heat

Sword of Destruction

214214D

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

  • No startup invul, so it can't be used as a reversal unlike most Astrals.

Lambda grabs the opponent and plunges a mighty sword down upon them. It's pretty easy to combo into from 5C and 3C on ground hit, 6A and 5D on air hit, and 236C after a wallsplat.

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


External References


Navigation

 Lambda-11


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

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