BBCPE/Lambda-11

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Lambda-11
BBCPE Lambda Portrait.png

Health: 10,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 25

Backdash Invincibility: 1-5

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

Movement Options
Double Jump, 1 Airdash, Dash type: Run, Situational teleports
Play-style
Defensive, Zoning
Full Frame Data
BBCPE/Lambda-11/Frame Data

Overview

Lambda -No.11- is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. During the True Ending of Blazblue: Continuum Shift Extend, Lambda sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before she faded away, she transferred her ramaining power and Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum; he used this power to defeat Terumi and rescue Noel. Lambda's story relevance in Chronophantasma is currently unknown.

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

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

  • 236D summons two saws
  • 214D travels the entire stage
  • j.214D bounds
  • 22D has its recovery reduced, and can be cancelled into an attack or dash after the animation.
  • 236236D fires more swords
  • 632146D tracks the opponent

Pros/Strengths:

  • Solid zoning abilities allow her to keep some of the cast in check
  • An easy character to pick up and play, combos are simple
  • Strong Backdash
  • Great corner carry regardless of meter
  • Good overall damage output

Cons/Weaknesses:

  • Low Health
  • Cannot escape pressure easily with meter
  • Corner oki is not always reliable and can be beaten by opting not to tech
  • Pressure and mix-up are fairly poor, opening people up can be difficult
  • Learning how and when to use D attacks is an important part of learning how to play Lambda. As a result, this requires a strong grasp of neutral and matchup knowledge of how to zone each character effectively

External References:


Move List

Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Lambda 5A.png
Quick poke, not much range
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 6 6 9 -3 B -

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

5B
5B
BBCS Lambda 6B.png
Kick that can be jump cancelled
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
410 SOJR HL 8 1 14 -1 B -

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

5C
5C
BBCS Lambda 5C.png
Yes, this is a projectile
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
125x8 SOR all 16 4(1),4x7 Total 72 -8 BP -
  • Fatal Counter

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

2A
2A
BBCS Lambda 2A.png
Same story as 5A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR all 7 4 12 -4 F -

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

2B
2B
BBCS Lambda 2B.png
Hits low
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
380 SOR L 9 4 10 ±0 F -

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

2C
2C
BBCS Lambda 2C.png
Decent anti-air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
112x8 SOJR HLx2,Ax6 14 1x6,2x2 24 -9 B 11-17H

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

6A
6A
BBCS Lambda 6A.png
A situational anti-air with head invulnerability
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOJR HL 11 3 20 -6 B 5-13H

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

6B
6B
BBCS Lambda 4B2.png
Overhead
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 SOJR HL 10 3 17 -3 B -

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

6C
6C
BBCS Lambda 6C.png
Mainly used in combos
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
125x8 SOR HLx2,Ax6 22 1x8 24 -3 B -

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

3C
3C
BBCS Lambda 3C.png
Low sweep
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
96x8 SOR Lx3,Ax5 11 1x7,2 25 -10 F -

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

j.A
j.A
BBCS Lambda jA.png
Bad range air-to-air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOR HA 8 2 15 - H -

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

j.B
j.B
BBCS Lambda jB.png
Overhead
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
440 SOJR HA 9 4 12 - H -

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

j.C
j.C
BBCS Lambda jC.png
Backwards hitbox
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
112x8 SOJR HA 11 1x2, 2x6 25 - H -

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

j.2C
j.2C
BBCS Lambda j2C.png
Combo filler/Situational air-to-air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
120x8 SOJR HAx2,Ax6 15 1x8 10 - H -

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


Drive Moves

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

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

2D
2D
BBCP Lambda 2D.png
70º angle sword
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2D 648 SJOR all 11 15 45T -18 HBFP* [HBFP*(2)] -
2D (Overdrive) 764 SJR all 11 15*2 45T -16 HBFP*(2) -

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

6D
6D
BBCP Lambda 6D.png
30° angle sword
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6D 648 SOJR all 13 9 45T -16 HBFP* [HBFP*(2)] -
6D (Overdrive) 764 SJR all 13 9*2 45T -10 HBFP*(2) -

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

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

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

j.D
j.D
BBCP Lambda jD.png
Aerial 30° angle sword
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.D 648 SOR all 13 8 44+5LT - HBFP* [HBFP*(2)] -
j.D (Overdrive) 764 SJR all 13 8*2 44+5LT - HBFP*(2) -

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

j.6D
j.6D
BBCP Lambda j6D.png
Aerial -15° angle sword
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.6D 648 SOR all 13 8 44+5LT - HBFP* [HBFP*(2)] -
j.6D (Overdrive) 764 SR all 13 8*2 44+5LT - HBFP*(2) -

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

j.2D
j.2D
BBCP Lambda j2D.png
Aerial -30° angle sword
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.2D 648 SOR all 13 8 44+5LT - HBFP* [HBFP*(2)] -
j.2D (Overdrive) 764 SR all 13 8*2 44+5LT - HBFP*(2) -

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

Universal Mechanics

Throw
Throw
BBCS Lambda throw.png
Forward/Back
BBCS Lambda AThrow.png
Air
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Forward Throw 0,1400 - T (70) 7 3 26 - T -
  • 100% minimum damage

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

Back Throw 0,1400 - T (70) 7 3 26 - T -

Same as the above, the opponent just ends up on the other side.

Air Throw 0,1400 -, R T (120) 7 3 18+3L - T -

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

Counter Assault
Counter Assault
6A+B during blockstun
BBCS Lambda 6B.png
Same animation as 5B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 2 32 -15 B 1-20 All
  • 1-20 invul
  • 180F cooldown

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

Crush Trigger
Crush Trigger
5A+B
BBCP Lambda CT.png
"Barrier Smash"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~60 1 25 +2 B -
  • Can be charged

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


Specials

Spike Chaser
Spike Chaser
214D
BBCP Lambda SpikeChaser.png
Use but not abuse
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R all 35 45 75T -7 HBFP* -

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

Sickle Storm
Sickle Storm
236D
BBCP Lambda SickleStorm.png
Pizza Cutter
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
928 R LA 17 - 62T -18 HBFP* -

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

Crescent Saber
Crescent Saber
j.214D
BBCP Lambda CrescentSaber.png
Less horizontal range than Nu's
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R HA 17 4 57T -10 HBFP* -

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

Gravity Seed
Gravity Seed
214A/B/C
BBCS Lambda GravitySeed.png
Combo tool. Field is useful for zoning.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Gravity Seed 100 - - 13 3 18 -2 - -
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Gravity Seed (Field) - - - 35 3 220 - - -

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

Act Parser Zwei
Act Parser Zwei
236A
BBCS Lambda ActParserA.png
Advancing on your position
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 - - - - 34T - - -

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

Act Parser Zwei: Blade
Act Parser Zwei: Blade
236B
BBCS Lambda ActParserB.png
Breaking Ankles
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 R LA 18~27 2 29 -7 F -

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

Act Parser Zwei: Cavalier
Act Parser Zwei: Cavalier
236C
BBCS Lambda ActParserC.png
CHARGE
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1500 R HL 30 4 23 -6 B -
  • FC

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

Exiga Nail
Exiga Nail
22D Not a reversal
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 - - - - 33T - - -

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


Distortion Drives

Legacy Edge
Legacy Edge
236236D
BBCP Lambda LegacyEdge.png
Let it rain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 93*22 R all 16+10 - 57T +73 HBFP*(2) -
Overdrive 93*37 R all 16+10 - 57T +133 HBFP*(2) -

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

Calamity Sword
Calamity Sword
632146D (air OK)
BBCP Lambda CalamitySword.png
Combo Ender
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground (Normal) 2000 R H 10+1 9 68T -27 HBFP*(2) 1-11 All
Ground (Overdrive) 2500 R HL 10+1 9(6)*4 68T +7 HBFP*(2) 1-11 All
Air (Normal) 2000 R HA 8+5 9 till L+5 - HBFP*(2) -
Air (Overdrive) 2500 R all 8+5 9(6)*4 till L+5 ±0 HBFP*(2) -

Lambda summons a giant sword from above, hits overhead. Good air combo ender, adds 2K damage guaranteed. In OD, it tracks the opponent across the screen, making full-screen punishes possible. Can also be used as a reversal, but loses to some DP's and reversals.


Astral Heat

Sword of Destruction
214214D
BBCS Lambda SOD.png
Hug.exe
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
death - c.T (40) 13+0 8 25 - T 13-20 All

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


Strategy

Lambda is a character that excels in keeping her opponents at a distance and overwhelming them with her swords. Her poking tools include most of her "D" attacks, and 5A and 2A to poke out of pressure. Her normals are decent, with 2B and 3C used as fast long range attacks that can catch the opponent off guard. With most matchups (Rushdown characters like Ragna and Jin), you'll want to focus on zoning the opponent out until you've depleted them of their health. For characters that are also zoners, or that have a stronger neutral than you (Rachel, Nu, etc.), rushing them down and keeping them locked down with oki would be a more preferable approach than trying to one up them at their own game.

As a zoner, Lambda's Spike Chaser, Sickle Storm, and D strings are decent for keeping the opponent at bay. But, her shortcoming is that these tools do not open a competent opponent up often. As a result, leaning only on Lambda's zoning can spell disadvantageous if your opponent can see the openings in your zoning and is patient.

With that being said, Lambda's mixup and pressure tools are also sub-par in that she cannot open people up easily with her normals. 6B and TK j.214D are her only overheads, and can be mashed out of. As far as pressure goes, her 2A can be use to setup stagger pressure, tick grabs and TRM setups, these options are not very strong either.

In short, switching between the two spectrums of heavy zoning and rushdown will keep your playstyle fresh and also keep the opponent guessing on what you're going to do next. In the end though, figuring out a combination (or bias towards one way of playing) that works for you is key.

Offense

Lambda can be a very aggressive character by utilizing the right tools. Once you get an opponent blocking a D string, you can rush in with 236A and pressure them with her normals like 2B and 2A until you open them up. Ending combos with Blade (236B) allows you to set up Sickle Storm and continue the offensive onslaught with more D's or close range normals. The idea is to fluster your opponent with D's until they've been opened up, and eventually pushed into the corner.

The corner is where Lambda nets most of her good damage, and after every combo oki can be established to keep the opponent blocking. Sickle Storm is the cornerstone of your offense game, as it chips the opponent and allows you to get in and mix up them up with overheads, throws, and everything else in your arsenal. With every non blocked D string combo ending 236B, and every normal based starter combo ending in 236B, your opponent is pushed further to the corner and forced to take more mixups while blocking Sickle.

The general idea is to keep this rhythm up while maintaining an airtight neutral, half of offense is being able to throw D's where the opponent will be so that they're continuously blocking.


Defense

Lambda's defensive options are limited, and as a result, being successful depends on your ability to use your mobility and swords to dance around and keep the opponent at bay. With no meterless reversal to fall back on, being able to perform those two actions is crucial if you plan on surviving.

Lambda's main reversal is Calamity Sword (632146D), where she summons an overhead sword next to her. This is a decent reversal, as it deals a solid 2K damage on regular hit, and can be followed up with a combo on counter hit. The only downside to this reversal is that it loses to other reversals and call outs, such as; Ragna's 623C, Jin's 623C and Yukikaze, Relius' 236A and others. You do not want to be too deliberate when you choose to use this reversal.

While Lambda may be light on reversal's, she is quite armed when it comes to anti-air attacks. Her main AA's include 2D, 6D, 2C, and 6A. 2D and 6D are your go to choices, for they can catch an opponent from a far distance without committing too much. 2D shoots a sword at a 70° angle, and goes upward at a deep angle, a good choice for when the opponent is close or above you. 6D shoots a sword at a 30° angle, and goes fullscreen. This is more suited for when the opponent is not very close, or attempting an IAD. 6A and 2C are last resort options when the opponent is too close to use 6D or 2D. 6A offers head invulnerability, while 2C has an overall decent hitbox.


Neutral

Neutral is where Lambda truly shines, as the tools you have at your disposal to hinder your opponents approach have the most effect here. 5D and other D strings is what you'll be using the most to provoke a response out of your opponent, and the options after a blocked D string are plentiful.

Spike Chaser covers half of the screen, and will force an opponent trying to get in on you to block it, or get hit trying to jump over it. Once the opponent blocks it, you can continue with more D pressure. Spike chaser is an invaluable tool because it stops the approach of rushdown opponents, and can also eat projectiles like Tager's Spark Bolt and Kagura's orbs.

Sickle Storm is a circular saw that appears in front of the opponent and hits multiple times. Sickle has amazing chip properties, being able to whittle down the opponent's health if they're not barrier blocking, and even then eats barrier at a fast rate. While the opponent is blocking Sickle, you can deploy a Gravity Seed, summon Spike Chaser, or advance on their position with 236A and try to mix them up. Attempting to chip the opponent out with sickle is a doable and common tactic among zoning oriented Lambda's.

Gravity Seed is a field that slows the opponent's movement speed, effectively slowing their approach, and buying you extra time to set up Sickle Storm or Spike Chaser. As you've probably noticed by now, these three specials will aid you the most in making your opponents life harder, and your zoning easier. Besides these, Act Parser Zwei is a special that teleports you towards the opponent, at closer distances towards your opponent, you can cross past them. This is handy for when you get the opponent blocking while you're in the corner, allowing you to get back to neutral. It is helpful for situations like that, and others that you come across.

Legacy Edge is a good distortion to use when neutral isn't going your way and you wish to reset it's pace to your favor. While the opponent is blocking that, you can use Sickle Storm and Gravity Seed to keep them at that spot long after the distortion ends.

In summary, Lambda has dominating neutral tools, but being able to zone your opponent out with D's requires knowledge of where you feel the opponent is going to move and being able to predict and react consistently. Lambda can get blown up pretty quickly if you don't have a strong grasp on neutral and how to effectively zone out each character depending on the matchup.

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional

Midscreen

• 5A/2A > 5B > 5C > 5D > 236B (1711, +13)

• 5A/2A > 5B > 5C > 6D > 5D > j.2D > j.5D > j.6D > jc > j.2D > j.5D > j.6D > j.214D (2422, +20)

• 5A/2A > 5B > 3C > 214B > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2563, +21)

• (Anti-Air) 6A > 5C > 6C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6C > j.214D (3022, +24)

• 5B > 5C > 6C > 5D > 236B (2488 DMG, +18)

• 5B > 5C > 6C > 5D > j.2D > j.5D > j.6D > j.2D > jc > j.5D > j.6D > j.214D (3287, +26)

• 2B > 5B > 3C > 214A > 5C > 6C > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3430, +26)

• 6B > 2D > 5D > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.214D (2257, +19)

• 6B > 2D > IAD > j.B~j.C > 6A > 5C > 6C > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2827, +22)

• 3C > 214B > 5C > 6C > 5D > 6D > 2D > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (3341, +26)

• 3C > 214B > 5C > 6C > 236C > 6D > 2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3749, +29)

• 5C > 6C > 5D > 236B (2120, +16)

• 5C > 6C > 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3018, +25)

• 5C > 3C > 214A > 6A > 5C > 6C > 236D > 236C > 2D > JC > j.5D > j.6D > j.214D (4354, +32)

• 5D > 236B (1121, +9)

• 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2110, +19)

• 4D > 5D > 236B (1395, +12)

• 4D > 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2175, +20)

• j.6D > j.5D > j.2D > JC > j.2D > j.5D > j.6D > j.214D (2028, +19)

• 236B > RC > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2531, -39)

• 236B > RC > 6C > 236A > 236C > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3322, -35)

• 236C > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3174, +26)

• 214D > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2865, +24)

• 236D > 236C > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2760, +22)

• (Counter Hit) 22D > dash > 214A > 6A > 5C > 6C > 236C > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3988, +30)

• Throw > 236D > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2963, +22)

• Throw > 236D > 6C > 236A > 236C > tk.214D (2728, +19)

• Throw > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2687, +22)

Midscreen to Corner

The above "Midscreen" combos account for this position too.

Corner Only

• 5A > 5B > 5C > 5D > 236B > 2B > 6A > 6C > 236C > 236D [oki] (2444, +18)

• 5A > 5B > 5C > 236B > 2B > 6A > 6C > 2D > 5D > JC > j.5D > j.6D > j.214D (2666, +20)

• 2A > 2B > 3C > 236B > 2B > 6A > 6C > 236C > 236D [oki] (2107, +15)

• 2A > 2B > 3C > 236B > 2B > 6A > 6C > 2D > JC > j.5D > j.6D > j.214D (2289, +17)

• (Anti-Air) 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (3579, +27)

• 2B > 5B > 5C > 5D > 236B > 2B > 6A > 5C > 6C > 236C > 236D [oki] (2637, +19)

• 2B > 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3024, +22)

• 5B > 5C > 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (3931, +29)

• 5B > 3C > 214A > 6A > 5C > 22D > 66 > 6A > 6C > 236C > 22D > 2D > JC > j.6D > j.214D (4580, +33)

• 6B > 2D > 236B > 2B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (2992, +23)

• 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3237, +24)

• 3C > 214A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3993, +30)

• 5C > 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > j.214D (3668, +27)

• 5C > 3C > 214A > 6A > 5C > 22D > 66 > 6A > 6C > 236C > 22D > 2D > JC > j.6D > j.214D (4604, +33)

• 5D > 236B > 2B > 6A > 6C > 236C > 236D [oki] (2207, +17)

• 5D > 236B > 2B > 6A > 6C > 5D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2611, +22)

• 236B > 2B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D JC >j.5D > j.6D > j.214D (3563, +26)

• 214D > 5B > 6A > 5B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (4056, +30)

• 236C > 214A > 6A > 5C > 22D > 66 > 6A > 6C > 2D > 5D > JC > j.5D > j.6D > j.214D (4481, +33)

• (Counter Hit) 22D > 66 > 214A > 6A > 5C > 22D > 66 > 6A > 6C > 236C > 22D > 2D > JC > j.5D > j.6D > j.214D (4326, +32)

• Throw > 214D > 6A > 5C > 6C > 236C > 236D [oki} (3187, +22)

• Throw > 214D > 6C > 236C > 22D > 2D > JC > j.5D > j.2D. > j.214D (3766, +28)

• Throw > 2D > 236B > 2B > 6A > 6C > 236C > TK j.214D (2910, +21)

• Throw > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2687, +22)


BlazBlue: Chrono Phantasma Extende
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System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc