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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > Gameplay Discussion > Arc System Works stuff > BlazBlue - Λ-No.11/Lambda-11
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Mikel
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BlazBlue - Λ-No.11/Lambda-11
« on: 02 of January of 2012, 06:40:10 pm »

Discussions, tactics, and combos for the 11th Murakumo Unit, Lambda-11.

-Covers Continuum Shift version; balance changes for CS2 and Extend are found in the Balance Changes section- Feel free to correct. Wink

Drive:
Sword Summoner II - Any direction+D
∟NOTES: Sword can summon depending on direction you face with the button.
 s.D - Sword flies straight forward, can follow up to s.DD.
 bck+D - Sword appears from behind the opponent, first sword hits overhead, can follow up to bck+DD.
 cr.D - Sword flies upward at an 70-degree angel, can follow up to cr.DD.
 fwd+D - Sword flies upward at an 30-degree angle, can follow up to fwd+DD.
 j.D - Sword appears in midair at a slight 30-degree angle, can follow up to j.DD.
 j.d+D - Sword appears in midair facing down at a slight 30-degree angle, can follow up to j.d+DD.

Special Attacks:
Spike Chaser - qcb+D
∟NOTES: Can be charged by repeatably pressing C during the charge animation, breaks one guard primer when blocked, launches on hit.
Sickle Storm - qcf+D
 ∟NOTES: Pressing C will make the scythe appear from behind your opponent.
Crescent Saber - j.qcb+D
∟NOTES: Causes fatal counter, breaks one guard primer when blocked, press C before the sword appears to cancel the move.
Gravity Seed - qcb+A/B/C
∟NOTES: Slows down opponent when they are standing on it, gravity effect disappears if Lambda is hit or blocked.
Act Parser Zwei - qcf+A/B/C
∟NOTES: A version teleports forward, but does not attack and crosses over the opponent, B version teleports forward and hits low causing a knockdown upon hit, C version rams the opponent with a slow spinning attack, causes wall bounce on hit and breaks one guard primer on block.

Distortion Drives:
Calamity Sword - hcb, f+D (Can also be done in the air)
∟NOTES: Invincible startup, hits overhead, causes fatal counter.
Legacy Edge - qcfx2+D
∟NOTES: Causes wallbounce when hit, dangerous on block, can be summoned twice, but costs an additional 50% of your heat meter, move doesn't disappear even if Lambda gets hit.

Astral Heat:
Sword of Destruction - ddd+D
∟NOTES: Command grab, invincible startup, short range.

Balance Changes (+ means buff, - means nerf, o means neutral)
Continuum Shift II (Credit to Henaki from Dustloop):
+ j.C and j.d+C's damage increased.
+ If you are hit while in Gravity's startup frames, the gauge does not disappear.
+ "Corner throw > s.C > fwd+C > Spike Chaser > s.C > fwd+C > qcb+C > fwd+A > fwd+C > cr.DD > Aerial combo" is possible, deals around 3000 damage.
+ "qcf+C > s.C > Gravity > cr.DD > Crescent > fwd+A > fwd+C > qcf+C > Aerial combo" is possible.
+ Gravity is now a Fatal Counter.
+ "FC Gravity > s.C > fwd+C > qcf+C" is possible.
+ s.C[1](CH) > qcf+C alot easier to do now
+ fwd+B faster
+ s.DD/bck+DD > qcfx2+D easier to do
+ Whiffed gravity doesn't use up whole gauge (2/3?)
+ j.DD > j.d+DD works on every character
+ Faster air backdash
- qcb+D recovery slightly longer?
- Minimum TK Crescent Height is higher
- "qcf+C > s.C > Gravity > cr.DD > Crescent > s.D..." cannot be done anymore.
- Crescent Loop can be done for 3~4 reps max.
o From s.A anti air, you can deal about 2400 damage.
o fwd+C does not wallbound.
o s.C > fwd+C loop looks possible, but it may not be.
o qcf+A cross up range needs testing (cr.B > qcf+A seems to be optimal range for cross up, df+C > qcf+A seems to stop at the opponent so whiff bck+B might still be viable)
o Max range df+C > qcf+D makes a good...meaty?
o qcf+B > RC > s.DD>qcf+C's float is alot lower now, investigating potential combos
o RC Airgrab on Arakune no longer puts you on opposite side(same is assumed for Bang)

Continuum Shift Extend (Credit to Nini Heart from Dustloop):
+cr.DD>bck+B combos
-df+C proration worsened
-overall damage decreased

Videos
Λ-No.11/Lambda-11 Tutorial
【BBCSⅡ】Λ-No.11/Lambda -11 Tutorial
« Last Edit: 03 of January of 2012, 09:09:34 am by Mikel » Logged

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Re: BlazBlue - Λ-No.11/Lambda-11
« Reply #1 on: 06 of January of 2012, 05:22:32 pm »

She looks more and more melee combat with each revision.
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Mikel
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Re: BlazBlue - Λ-No.11/Lambda-11
« Reply #2 on: 10 of January of 2012, 07:41:33 am »

Quote from: Shiki Orochinagi on 06 of January of 2012, 05:22:32 pm
She looks more and more melee combat with each revision.

If the player knows how to operate her properly in each revision, she will get greater and greater in melee combat.
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Re: BlazBlue - Λ-No.11/Lambda-11
« Reply #3 on: 12 of February of 2012, 04:31:46 pm »

God dammit, ragna still rape Lambda xD
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