Ougon Musou Kyoku/Lambdadelta: Difference between revisions

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[[image:LambdaDelta-Framed.png|<center><font size="2"><b>Lambdadelta, the Witch of Certainty</b></font></center>|frame|right]]
[[File:LambdaDelta-Framed.png|<center><font size="2"><b>Lambdadelta, the Witch of Certainty</b></font></center>|frame|right]]
 
==Background==
Lambdadelta, the Witch of Certainty used to be known as the most powerful witch in the universe, but was defeated by Bernkastel in "another game". She is also known as the Witch of the Absolute and her "magic of certainty" allows her to kill anyone with an absolute result. Lambdadelta, despite being a witch of unimaginable power, spends her time zoning and utilizing traps to fight her foes, as well as wasting a lot of food.


==Introduction==
==Introduction==


Lambdadelta, the Witch of Certainty used to be known as the most powerful witch in the universe, but was defeated by Bernkastel in "another game". She is also known as the Witch of the Absolute and her "magic of certainty" allows her to kill anyone with an absolute result.
{{ProConTable


Lambdadelta, despite being a witch of unimaginable power, spends her time zoning and utilizing traps to fight her foes, as well as wasting a lot of food.
|pros=
*'''Disgustingly good set-play:''' With a 214X protecting her from mashing, constant high/lows, and an incredibly good MetaSuper, Lambda turne into a demon once she has gotten a knockdown.
*'''Can fill the screen with traps:''' 214X combined with Black Hole force the opponent to traverse a field full of practical landmines, while negating her opponents of a fullscreen game with 22X
*'''Very high damage:''' Damage that comes from her already great mix up, which just adds to the fear factor.


<br>
'''Pros'''<br>
+ Variety of projectiles and anti projectile measures.<br>
+ 6B and 3B can be used to annoy enemy and force them to stand still as mines/holes set up.<br>
+ Meta is completely uninterruptable, and if set up right, forces opponent to eat mixup/damage.<br>
+ Strong ability, good for countering Chiester.<br>
+ Divekick for altering trajectory<br>
+ High potential for traps/setups/guardbreak.<br>
+ Backdash and backwards movement are very good.<br>


'''Cons'''<br>
|cons=
- Low damage.<br>
*'''Very meter reliant:''' Her good options all require meter, making her a resource hog.
- Almost every move has a long startup.<br>
*'''Bad pokes:''' Aside from her 3C, her ground game is not very good. She can be annoying with her projectiles, but they don't lead to much
- Many normals are lackluster.<br>
*'''Weak to rushdown:''' Horrible to whiff specials, bad pokes, and low health combine to make a character that can be shut down quickly if the opponent gets in
- No ground overhead.<br>
}}
- No anti air options whatsoever apart from a setup 214c.<br>
 
- Low health<br>
- Cannot do much after an attack touch.


Health: 1200
Health: 1200
Line 30: Line 25:
==Changes==
==Changes==


'''Patch 2.30'''
'''Patch 2.30'''<br>
 
+ UltraPER adjusted. Rather than being a 3 second duration ability, Lambdadelta's ability is now a single, instant use ability with a longer duration in order to prevent other characters' abilities from being useless.<br>
+ UltraPER adjusted. Rather than being a 3 second duration ability, Lambdadelta's ability is now a single, instant use ability with a longer duration in order to prevent other characters' abilities from being useless.<br>
- J.2C has been nerfed so it is harder to combo after on couchers.<br>
- J.2C has been nerfed so it is harder to combo after on couchers.<br>
Line 39: Line 33:


==Ability==
==Ability==
''UltraPER''<br> Resets Break Limit bar.<br>
''UltraPER'' - Empties Lambda's Break Limit bar.
'''This ability applies its effect the moment the ability is triggered. A spell circle representing the ability then persists for three second afterwards. Because of the way abilities behave in the meta world, this can be of extreme detriment to certain characters. (This is now Null as of patch 2.30, Lambda's ability was given the standard duration for One Time Use abilities.'''


==Move List==
==Move List==
----
 
===Normal Moves===
===Normal Moves===
----
====Standing====


{| border="0" cellspacing="2" width="100%"
{{MoveData
| width="180" | [[image:lambda-5a.png|center]]
|image=Lambda-c5A-Raw.png
| width="" style="background:#f0f0f0;"| '''【f.5A】'''
|hitbox=Lambdadelta-C5A.png
----
|caption=
Lambda swipes at the air with her hand. Whiffs on crouchers. average 5a. hits mid.<br>
|name=c.5A
cancels into: 5a, 2a, 2b, 5b, 5c, 2c, 3c, 6c.
|input=
|data=
{{AttackData-Ougon
|damage=54
|recdamage= x
|startup=4
|active=1
|recovery=7
|guard=HL
|cancel=(J), Special, SP, Meta
|adv hit=+2
|adv block=+2
|invul= x
|description=*Lambda flings her arm at the opponents face.
}}
}}


{{MoveData
|image=Lambda-f5A-Raw.png
|hitbox=F5A.png
|caption=
|name=f.5A
|input=
|data=
{{AttackData-Ougon
|damage=54
|recdamage= x
|startup=6
|active=3
|recovery=3
|guard=HL
|cancel=(J), Special, SP, Meta
|adv hit=+4
|adv block=+4
|invul= x
|description=*Lambda swipes at the air with her hand. Whiffs on crouchers.
}}
}}


|-
| width="180" | [[image:lambda-c.5a.png|center]]
| width="" | '''【c.5A】'''
----
lambda flings her arm at the opponents face. average everyday F.5a. hits mid.<BR>
cancels into:5a, 2a, 2b, 5b, 5c, 2c, 3c, 6c.<br>


{{MoveData
|image=Lambda-c5B-Raw.png
|hitbox=Lambdadelta-C5B.png
|caption=
|name=c.5B
|input=
|data=
{{AttackData-Ougon
|damage=150
|recdamage= x
|startup=8
|active=4
|recovery=9
|guard=HL
|cancel=(J), Special, SP, Meta
|adv hit=+3
|adv block=+1
|invul= x
|description=*Lambda does a normal kick to the knees.
}}
}}


|-
{{MoveData
| width="180" | [[image:lambda-2a.png|center]]
|image=Lambda-f5B-Raw.png
| width="" style="background:#f0f0f0;"| '''【2A】'''
|hitbox=Lambdadelta-F5B.png
----
|caption=
lambda does a low version of f.5a. average everyday 2a. hits mid.<br>
|name=f.5B
cancels into:5a, 2a, 2b, 5b, 5c, 2c, 3c, 6c.<br>
|input=
|data=
{{AttackData-Ougon
|damage=135
|recdamage= x
|startup=6
|active=8
|recovery=12
|guard=HL
|cancel=(J), Special, SP, Meta
|adv hit=-4/+3
|adv block=-6/+1
|invul= x
|description=*Lambda takes a step forward as she pushes outwards with her hands.
}}
}}




|-
{{MoveData
| width="180" | [[image:lambda-f.5b.png|center]]
|image=Lambdadelta-6B.png
| width=""| '''【f.5B】'''
|caption=
----
|name=6B
Lambda takes a step forward as she pushes outwards with her hands. rather quick and decent poke. hits mid.<br>
|input=
cancels into:2b, 5c, 2c, 6c, 3c.<br>
|data=
{{AttackData-Ougon
|damage=90
|recdamage=x
|startup=13
|active=?
|recovery=23
|guard=HL
|cancel=x
|adv hit=?
|adv block=?
|invul= x
|description=*Lambda throws a popcorn with a long parabolic direction. Cannot be cancelled.
}}
}}




|-
{{MoveData
| width="180" | [[image:lambda-c.5b.png|center]]
|image=Lambda-c5C-Raw.png
| width=""style="background:#f0f0f0;"| '''【c.5B】'''
|hitbox=Lambdadelta-C5C.png
----
|caption=
lambda does a normal kick to the knees. boring everyday C.5b. hits mid.<br>
|name=c.5C
cancels into:2b, 5c, 2c, 6c, 3c.<br>
|input=
|data=
{{AttackData-Ougon
|damage=240
|recdamage= x
|startup=12
|active=12
|recovery=12
|guard=HL
|cancel=(J), Special, SP, Meta, Dash
|adv hit=+1/+12
|adv block=-2/+9
|invul= x
|description=*Lambda makes a small candy explosion.
}}
}}


{{MoveData
|image=Lambda-f5C-Raw.png
|hitbox=Lambdadelta-F5C.png
|caption=
|name=f.5C
|input=
|data=
{{AttackData-Ougon
|damage=240
|recdamage= x
|startup=12
|active=2
|recovery=19
|guard=HL
|cancel=(J), Special, SP, Meta, Dash
|adv hit=+4
|adv block=+1
|invul= x
|description=*Lambda takes a step forward, then hits the opponent with a super paper fan.
}}
}}


|-
| width="180" | [[image:lambda-2b.png|center]]
| width=""| '''【2B】'''
----
Lambda desperately tries to channel her mentor Ryu and sticks her foot out for a decent low forward poke. deals higher than average damage for a B move. hits low<br>
cancels into:5b, 5c, 2c, 6c, 3c.<br>


{{MoveData
|image=Lambda-6C-Raw.png
|hitbox=Lambdadelta-6C.png
|caption=
|name=6C
|input=
|data=
{{AttackData-Ougon
|damage=225
|recdamage= x
|startup=11
|active=9
|recovery=8
|guard=L
|cancel=(J), Special, SP, Meta, Dash
|adv hit=KD
|adv block=+5
|invul= x
|description=*Lambda makes the opponent trip with a low quick kick. It's a deceptive low. Knocks down.
}}
}}


|-
====Crouching====
| width="180" | [[image:lambda-6b.png|center]]
| width="" style="background:#f0f0f0;"| '''【6B】'''
----
Lambda throws a popcorn with a long parabolic direction. Cannot be cancelled. decent projectile that is easy to spam and can be very annoying for the opponent. hits mid.<br>


{{MoveData
|image=Lambda-2A-Raw.png
|hitbox=Lambdadelta-2A.png
|caption=
|name=2A
|input=
|data=
{{AttackData-Ougon
|damage=45
|recdamage= x
|startup=4
|active=3
|recovery=5
|guard=HL
|cancel=Special, SP, Meta
|adv hit=+2
|adv block=+2
|invul= x
|description=*Lambda does a low version of f.5A.
}}
}}


|-
| width="180" | [[image:lambda-3b.png|center]]
| width="" | '''【3B】'''
----
Similar to 6B, but the popcorn travels lower. Cannot be cancelled. hits mid.<BR>


{{MoveData
|image=Lambda-2B-Raw.png
|hitbox=Lambdadelta-2B.png
|caption=
|name=2B
|input=
|data=
{{AttackData-Ougon
|damage=165
|recdamage= x
|startup=6
|active=8
|recovery=12
|guard=L
|cancel=Special, SP, Meta
|adv hit=-4
|adv block=-6
|invul= x
|description=*Lambda attacks by sticking her foot out for a low kick.
}}
}}


|-
| width="180" | [[image:lambda-f.5c.png|center]]
| width=""style="background:#f0f0f0;"| '''【f.5C】'''
----
Lambda takes a step forward, then hits the opponent with a (super) paper fan. Hits mid. good poke. rather good hitbox and speed.<br>
cancels into: 2c, 3c.<br>


{{MoveData
|image=Lambdadelta-3B.png
|caption=
|name=3B
|input=
|data=
{{AttackData-Ougon
|damage=90
|recdamage= x
|startup=13
|active=?
|recovery=23
|guard=HL
|cancel=x
|adv hit=?
|adv block=?
|invul= x
|description=*Similar to 6B, but the popcorn travels lower. Cannot be cancelled.
}}
}}


|-
| width="180" | [[image:lambda-c.5c.png|center]]
| width="" | '''【c.5C】'''
----
lambda makes a small candy explosion. hits mid. a rather useless move that pushes lambda back very far and destroys her pressure game unless she wastes touch meter, SP meter or meta world meter.<br>
cancels into: 2c, 3c.<br>


{{MoveData
|image=Lambda-2C-Raw.png
|hitbox=Lambdadelta-2C.png
|caption=
|name=2C
|input=
|data=
{{AttackData-Ougon
|damage=225
|recdamage= x
|startup=14
|active=6
|recovery=7
|guard=L
|cancel=Special, SP, Meta
|adv hit=KD
|adv block=+9/+14
|invul= x
|description=*Lambda causes a ground explosion with very good horizontal range. Knocks down.
}}
}}


|-
| width="180" | [[image:lambda-2c.png|center]]
| width=""style="background:#f0f0f0;"| '''【2C】'''
----
Lambda causes a ground explosion, move with very good horizontal range. Hits low. Knocks down. has a very good vertical hitbox but a very bad horizontal hitbox. however it may statup a bit slow this move is the fastest recovering C and possibly even recovers faster than all other B moves out there meaning this is a perfect move for frametraps. <br>
cancels into:6c.<br>


{{MoveData
|image=Lambda-3C-Raw.png
|hitbox=Lambdadelta-3C.png
|caption=
|name=3C
|input=
|data=
{{AttackData-Ougon
|damage=240
|recdamage= x
|startup=11
|active=15
|recovery=18
|guard=L
|cancel=Meta
|adv hit=KD
|adv block=-11/+3
|invul= x
|description=*Lambda slides across the ground. Knocks down.
*Her hurtbox during this move is low enough to dodge most mids and highs.
}}
}}


|-
====Jumping====
| width="180" | [[image:lambda-6c.png|center]]
| width=""| '''【6C】'''
----
Lambda makes the opponent trip with a low quick kick. deceptive low. good for high/lows. Hits low. Knocks down. <br>
cancels into: specials and meta world only.<br>


{{MoveData
|image=Lambda-J8A-Raw.png
|hitbox=Lambdadelta-J8A.png
|caption=
|name=j.8A
|input=
|data=
{{AttackData-Ougon
|damage=60
|recdamage= x
|startup=3
|active=6
|recovery=6
|guard=H
|cancel=x
|adv hit=?
|adv block=?
|invul= x
|description=*Lambda holds her skirt.
}}
}}


|-
{{MoveData
| width="180" | [[image:lambda-3c.png|center]]
|image=Lambda-J79A-Raw.png
| width="" style="background:#f0f0f0;"| '''【3C】'''
|hitbox=Lambdadelta-J79A.png
----
|caption=
lambda slides across the ground. can slide under most projectiles and most normal standing attacks. very good move and can be attack touched to do quite a lot of damage after. good to do a quick hit. knocks down. hits low.<BR>
|name=j.7/9A
cancels into: specials and meta world only.<br>
|input=
|data=
{{AttackData-Ougon
|damage=60
|recdamage= x
|startup=3
|active=6
|recovery=6
|guard=H
|cancel=x
|adv hit=?
|adv block=?
|invul= x
|description=*Lambda sticks her foot out.
}}
}}




|-
{{MoveData
| width="180" | [[image:lambda-9/7j.a.png|center]]
|image=Lambda-J8B-Raw.png
| width="" | '''【9/7j.A】'''
|hitbox=Lambdadelta-J8B.png
----
|caption=
lambda sticks her foot out. nice hitbox angle. hits high.<br>
|name=j.8B
cancels into: j.b, j.c, j2c<br>
|input=
|data=
{{AttackData-Ougon
|damage=150
|recdamage= x
|startup=7
|active=5
|recovery=11
|guard=H
|cancel=x
|adv hit=?
|adv block=?
|invul= x
|description=*Lambda does a punch in the air.
}}
}}


{{MoveData
|image=Lambda-J79B-Raw.png
|hitbox=Lambdadelta-J79B.png
|caption=
|name=j.7/9B
|input=
|data=
{{AttackData-Ougon
|damage=150
|recdamage= x
|startup=8
|active=9
|recovery=6
|guard=H
|cancel= x
|adv hit=?
|adv block=?
|invul= x
|description=*Lambda does a kick in the air.
}}
}}


|-
| width="180" | [[image:lambda-9/7j.b.png|center]]
| width="" style="background:#f0f0f0;"| '''【9/7j.B】'''
----
lambda does a kick in the air similar to her C.5b. decent air to air. hits high.<br>
cancels into: j.c, j2c.<br>


{{MoveData
|image=Lambda-J8C-Raw.png
|hitbox=Lambdadelta-J8C.png
|caption=
|name=j.8C
|input=
|data=
{{AttackData-Ougon
|damage=252
|recdamage= x
|startup=10
|active=8
|recovery=17
|guard=H
|cancel=Special, SP
|adv hit=?
|adv blovk=?
|invul= x
|description=*Lambda creates a small candy explosion by her hand.
}}
}}


|-
{{MoveData
| width="180" | [[image:lambda-9/7j.c.png|center]]
|image=Lambda-J79C-Raw.png
| width="" | '''【9/7j.C】'''
|hitbox=Lambdadelta-J79C.png
----
|caption=
a rather cute air twirl kick. lambda sticks out both her legs at a lower diagonal position and spins in the air. similar to ange's J.C. hitbox is positioned well. hits high.<br>
|name=j.7/9C
cancels into: j.b, j2c.<br>
|input=
|data=
{{AttackData-Ougon
|damage=225
|recdamage= x
|startup=12
|active=12
|recovery=6
|guard=H
|cancel= x
|adv hit=?
|adv block=?
|invul= x
|description=*Lambda sticks out both her legs at a lower diagonal position and spins in the air.
*Slightly long active frames.
}}
}}




|-
{{MoveData
| width="180" | [[image:lambda-8j.a.png|center]]
|image=Lambda-J2C-Raw.png
| width="" style="background:#f0f0f0;"| '''【8j.A】'''
|hitbox=Lambdadelta-J2C.png
----
|caption=
lambda holds her skirt. very weird move. comes out very quickly and has a good amount of active frames. can be rather deceptive. hits high.<BR>
|name=j.2C
cancels into: j.b, j.c.<br>
|input=
|data=
{{AttackData-Ougon
|damage=180
|recdamage= x
|startup=14
|active=9
|recovery=[0]8
|guard=H
|cancel= x
|adv hit=?
|adv block=?
|invul= x
|description=*A divekick which slightly moves Lambda forwards. If it hits, it bounces Lambda a small distance, allowing her to use more jumping attacks.
*Can be used at any time during Lambda's jump.
*If fast enough, Lambda can link a j.A > j.B on crouching opponents or a j.B > j.C on standing opponents to continue the combo, making this move a deadly move to use in mix-ups
}}
}}


===Throw===
{{MoveData
|image=Lambdadelta-BCwhiff.png
|image2=Lambdadelta-BC.png
|image3=Lambdadelta-BC2.png
|caption=Whiff animation
|name=Throw
|input=B+C
|data=
{{AttackData-Ougon
|damage=300
|recdamage= x
|startup=0-1
|active=?
|recovery=30 (whiff)
|guard=UNB
|cancel= x
|adv hit=KD
|adv block=x
|invul= x
|description=*Lambda's throw. She transforms the opponent into a konpeito, then spits it out after chewing it, remarking how disgusting it tastes.
*Can do an OTG route after it.
}}
}}


|-
===Special Moves===
| width="180" | [[image:lambda-8j.b.png|center]]
{{MoveData
| width="" | '''【8j.B】'''
|image=Lambdadelta-236A.png
----
|image2=Lambdadelta-236B.png
lambda does a punch in the air. has a much bigger hitbox than the sprite suggests. rather useless as a move unless you do a mistake or the opponent does a mistake. hits high.<BR>
|image3=Lambdadelta-236C.png
cancels into: j.c, j2c.<br>
|caption=236A version
 
|caption2=236B version
 
|caption3=236C version
|-
|name='''Swee→ts♪ 「すぃ→⊃♪」'''
| width="180" | [[image:lambda-8j.c.png|center]]
|input=236A/B/C
| width="" style="background:#f0f0f0;"| '''【8j.C】'''
|data=
----
{{AttackData-Ougon
lambda creates a small candy explosion by her hand. similar to her C.5c. a huge amount of active frames and very easy to hit with. decent air to air and due to the good amount of active frames it is good as a air to ground as well. hits high.<BR>
|version=236A
cancels into: j.b, j2c.<br>
|damage=300
|recdamage= x
|startup=?
|active=?
|recovery=?
|guard=HL
|cancel=
|adv hit=?
|adv block=?
|invul= x
|description=*Lambda throws a candy projectile that floats on the screen forward.
*A Version - Travels the longest distance and has the shortest startup. It will disappear on contact of a normal bullet.
}}
{{AttackData-Ougon
|version=236B
|damage=372
|recdamage= x
|startup=?
|active=?
|recovery=?
|guard=HL
|cancel=
|adv hit=?
|adv block=?
|invul= x
|description=*B Version - Average Startup and Average Distance. It will disappear on contact of 2 normal bullets.
}}
{{AttackData-Ougon
|version=236C
|damage=450
|recdamage= x
|startup=?
|active=?
|recovery=?
|guard=HL
|cancel=
|adv hit=?
|adv block=?
|invul= x
|description=*C Version - Shortest distance travelled and longest startup. It will disappear on contact of 3 normal bullets.
}}
}}




|-
{{MoveData
| width="180" | [[image:lambda-2j.c.png|center]]
|image=Lambdadelta-22X.png
| width=""| '''【2j.C】'''
|caption=
----
|name='''Hea→rtwa→rm 「は→とぅぉ→む」'''
A divekick. Can be done anywhere in Lambda's jump, slightly forward trajectory. On hit, will bounce lambda up a bit before resuming her fall. Can only be used once per jump. Can be comboed off of. hits high. can be used very early in the jump to make a short jump which can be rather threatening. fantastic move. <br>
|input=22A/B/C
cancels into: j.a, j.b, j.c.<br>
|data=
{{AttackData-Ougon
|damage=0
|recdamage= x
|startup=?
|active=?
|recovery=?
|guard=x
|cancel=
|adv hit=x
|adv block=x
|invul= x
|description=*Lambda covers herself in an heart shaped barrier that nullifies opponent's projectiles. All versions appear identical.  
*When you successfully nullify a projectile your secondary character gets a good amount of meter.
*Seems like it can erase projectiless anywhere on the screen no matter the distance.
}}
}}




|-
{{MoveData
| width="180" |  
|image=Lambdadelta-214A.png
| width="" style="background:#f0f0f0;"| '''【B+C】'''
|image2=Lambdadelta-214B.png
----
|image3=Lambdadelta-214C.png
Lambda's throw. She transforms the opponent into a konpeito, then spits it out after chewing it, remarking how disgusting it tastes.<BR>
|caption=214A version
|caption2=214B version
|caption3=214C version
|name='''Koωpoito 「こω∧oぃとぅ」'''
|input=214A/B/C
|data=
{{AttackData-Ougon
|version=214A
|damage=240
|recdamage= x
|startup=?
|active=?
|recovery=?
|guard=HL
|cancel=
|adv hit=?
|adv block=?
|invul=?
|description=*Lambda shoots a candy projectile that explodes after floating with a parabolic direction after a brief period of time, depending on the button pressed.
*A Version - Launched the farthest distance from Lambda and closest to the ground. Capable of hitting sliding, crouching and standing opponents.
}}
{{AttackData-Ougon
|version=214B
|damage=240
|recdamage= x
|startup=?
|active=?
|recovery=?
|guard=HL
|cancel=
|adv hit=?
|adv block=?
|invul= x
|description=*B Version - Launched a medium distance away and at about standing height. Can be crouched and slid under, but can counter some jumpers.
}}
{{AttackData-Ougon
|version=214C
|damage=240
|recdamage= x
|startup=?
|active=?
|recovery=?
|guard=HL
|cancel=
|adv hit=?
|adv block=?
|invul= x
|description=*C Version - Launched the closest to Lambda and higher than other versions. Very decent anti air and can keep the enemy from jumping out.
}}
}}




|}
{{MoveData
|image=Lambdadelta-63214SP.png
|image2=Lambdadelta-63214SP2.png
|caption=
|name='''Bl〃ack Ho→le 「ふ〃らっ<ほ→る」'''
|input=63214A/B/C
|data=
{{AttackData-Ougon
|version=63214A
|damage=x
|recdamage= x
|startup=?
|active=180
|recovery=60
|guard=x
|cancel=
|adv hit=x
|adv block=x
|invul= x
|description=*Lambda summons a black hole in front of her that nullifies projectiles and has slowly pulls the enemy towards it.
*A Version - Shortest startup, shortest duration. the duration is 3 seconds long. the recovery is about 1 second long.
}}
{{AttackData-Ougon
|version=63214B
|damage=x
|recdamage= x
|startup=?
|active=240
|recovery=90
|guard=x
|cancel=
|adv hit=x
|adv block=x
|invul= x
|description=*B Version - Medium startup, average duration. the duration is 4 seconds long. the recovery is about 1.5 seconds long.
}}
{{AttackData-Ougon
|version=63214C
|damage=x
|recdamage= x
|startup=?
|active=300
|recovery=120
|guard=x
|cancel=
|adv hit=x
|adv block=x
|invul= x
|description=*C Version - Longest startup, longest duration. the duration is 5 seconds long. the recovery is about 2 second long.
}}
}}


===Special Moves===
===SP Moves===
----
{{MoveData
|image=Lambdadelta-236SP.png
|caption=
|name='''Big Swee→ts♪ 「ぉっきなすぃ→⊃♪」'''
|input=236A+B
|data=
{{AttackData-Ougon
|damage=?
|recdamage= x
|startup=?
|active=?
|recovery=?
|guard=HL
|cancel=
|adv hit=KD
|adv block=?
|invul= x
|description=*Lambda throws a slowly traveling pumpkin ahead of her fullscreen that bursts into treats on impact.
*If the pumpkin is hit while it's traveling, the treats will explode anyways.
*The treats fly away in random directions, so same damage every time is not guaranteed.
}}
}}


{| border="0" cellspacing="2" width="100%"
| width="180" | [[image:Lambda-236abc.png|center]]
| width="" style="background:#f0f0f0;"| '''Swee→ts 「すぃ→⊃」 ― 236ABC'''
----
Lambda throws a candy projectile that floats on the screen forward like Battler's Blue Truth
*'''A Version''' - Travels the longest distance and has the shortest startup. One hit for '''300 Damage.''' will disappear on contact of a normal bullet.
*'''B Version''' - Average Startup and Average Distance. Two hits for '''372 damage''' will disappear on contact of 2 normal bullets.
*'''C Version''' - Shortest distance travelled and longest startup. Three hits for '''450 Damage.''' will disappear on contact of 3 normal bullets.
can be combos of if the bullets hits the opponent late (so if you use it as okizeme and it hits when the opponent just got up you can combo). you can combo of 236C at certain distances in the corner but its very hard and specific. when you do a guardbreak in the corner as lambda you can do 236c and than combo right after it rather easily as long as you at a good distance away from the opponent (about f5a range).


{{MoveData
|image=Lambdadelta-22SP.png
|caption=
|name='''Ultra-He→artwa→rm♪ 「超は→とぅぉ→むっ♪」'''
|input=22A+B
|data=
{{AttackData-Ougon
|damage=60
|recdamage= x
|startup=4
|active=?
|recovery=?
|guard=HL
|cancel=
|adv hit=KD
|adv block=+8
|invul=?
|description=*Lambda covers herself in a different variety of hearts, causing a wallslam on the opponent on hit.
*Invincible on startup and very fast, while still able to erase projectile anywhere on the screen.
}}
}}


|-
| width="180" | [[image:Lambda-22abc.png|center]]
| width="" | '''Hea→rtwa→rm 「は→とぅぉ→む」 ― 22ABC'''
----
Lambda covers herself in an heart shaped barrier that nullifies opponent's projectiles. All versions appear identical.


It should be noted that when she uses the non-EX versions of Hea→rtwa→rm, depending on the move nullified by Hea→rtwa→rm, it can gain a ridiculous amount of SP for your partner. If the enemy uses Virgilia's Falling Tower, or Beatrice's Fire Ballistas! move, simply using Hea→rtwa→rm can easily give Lambda's partner one stock or more of SP. the range of the bullet nullification is very big.
{{MoveData
|image=Lambdadelta-214SP.png
|caption=
|name='''Big Koωpoito♪ 「ぉっきなこω∧oぃとぅ♪」'''
|input=214A+B
|data=
{{AttackData-Ougon
|damage=420
|recdamage= x
|startup=?
|active=?
|recovery=?
|guard=KD
|cancel=
|adv hit=KD
|adv block=?
|invul= x
|description=*Lambda winds up a bigger konpeito. If it touches the opponent, it launches them into the air into a juggle state.
*Great for oki setups and keepaway strats.
}}
}}


|-
| width="180" | [[image:Lambda-214abc.png|center]]
| width="" style="background:#f0f0f0;"| '''Koωpoito 「こω∧oぃとぅ」 ― 214ABC'''
----
Lambda shoots a candy projectile that explodes after floating with a parabolic direction, depending on the button pressed. All versions deal '''240 Damage'''
*'''A Version''' - Launched the farthest distance from Lambda and closest to the ground. Capable of hitting sliding, crouching and standing opponents.
*'''B Version''' - Launched a medium distance away and at about standing height. Can be crouched and slid under, but can counter some jumpers.
*'''C Version''' - Launched the closest to Lambda and higher than other versions. Very decent anti air and has Oki to keep enemy from jumping out. 236236C, 2C and 6C can knock opponents into this version. once it is released the candy will stay on the screen even if lambda is hit so it can potentially be used as a disturbance in the opponents pressure or combo.


|-
{{MoveData
| width="180" | [[image:Lambda-63214abc.png|center]]
|image=Lambdadelta-63214SP.png
| width="" | '''Bl〃ack Ho→le 「ふ〃らっ<ほ→る」 ― 63214ABC'''
|image2=Lambdadelta-63214SP2.png
----
|caption=
Lambda summons a black hole in front of her that nullifies projectiles and has negative pushback on the opponent (Similar to Seth's tanden engine, but does not deal hitstun like tanden does.) Useful on knockdown or as a anti zoning too. if the opponent is in the corner this can drag them out allowing you to do a mixup with lambda. the recovery is rather long so be careful of using it.
|name='''Swee→t Ho→le~♪ 「すぃ→とほ→る~♪」'''
*'''A Version''' - Shortest startup, shortest duration. the duration is 3 seconds long. the recovery is about 1 second long.
|input=63214A+B
*'''B Version''' - Medium startup, average duration. the duration is 4 seconds long. the recovery is about 1.5 seconds long.
|data=
*'''C Version''' - Longest startup, longest duration. the duration is 5 seconds long. the recovery is about 2 second long.
{{AttackData-Ougon
|}
|damage=?
 
|recdamage= x
===SP Moves===
|startup=?
----
|active=?
 
|recovery=?
{| border="0" cellspacing="2" width="100%"
|guard=HL
| width="180" | [[image:Lambda-236ab.png|center]]
|cancel=
| width="" style="background:#f0f0f0;"| '''Big Swee→ts♪ 「ぉっきなすぃ→⊃♪」 ― 236AB'''
|adv hit=KD
----
|adv block=?
Lambda throws a slowly traveling pumpkin ahead of her that bursts into treats on impact. Travels fullscreen and much slower than the non EX version, so is much better for full screen Oki. Essentially impossible to combo into.The pumpkin itself doesn't appear to deal much damage, the treats do. So damage appears to vary, as the treats form randomly. Appears to be a maximum of 10 Hits for '''651 damage.''' and a minumum of 1 hit for '''~300 Damage.''' If the pumpkin is struck by a projectile or negated in some other way, the treats will be expelled and cannot be nullified themselves by other projectiles so can be used to strike projectile spammers. That is if you can somehow use the ability and its long startup against a projectile spammer. can be used as a decent oki tool however 214AB is better for oki than this move.
  |invul= x
 
|description=*Lambda summons a black hole, which after a short delay starts sucking candy into it. The candy's pattern seems somewhat randomized and will do damage on hit.
|-
*If Lambda is hit during the late phase of this move, the candy will stop.
| width="180" | [[image:Lambda-22ab.png|center]]
}}
| width="" | '''Ultra-He→artwa→rm♪ 「超は→とぅぉ→むっ♪」 ― 22AB'''
}}
----
Lambda covers herself in a different variety of hearts, causing wallslam on the opponent on hit. Extremely easy to combo into but only deals '''60 Damage''' so can be a pretty huge waste of a point if you use it in a combo against a cornered opponent. Instant startup, wall slams and has a decent sized hitbox, so a very decent reversal. The wallslam makes it decent if you want to prepare some corner oki. one of the best reversal's in the game.
 
|-
| width="180" | [[image:Lambda-214ab.png|center]]
| width="" style="background:#f0f0f0;"| '''Big Koωpoito♪ 「ぉっきなこω∧oぃとぅ♪」 ― 214AB'''
----
Lambda winds up a bigger konpeito. Is big enough that it will catch most people on approach. On hit, will put opponent into a juggle state, possibly even a 'juggle anywhere' property. Essentially anything can combo from a hit by this, including 236AB, 236236C and several aerial followups. Deals '''420 Damage''' on impact. Fantastic okizeme as you can set it up and do a small high low with j2c and 6c. great for setups and great to stop the opponent approaching you.
----
 
|-
| width="180" | [[image:Lambda-63214ab.png|center]]
| width="" | '''Swee→t Ho→le~♪ 「すぃ→とほ→る~♪」 ― 63214AB'''
Lambda troll faces and summons a black hole, and after a short delay the black hole will start sucking candy into it. The candy's pattern seems somewhat randomized and will do damage on hit, easily allowing lambda to combo into 1.5k+ damage. Has a long start up however, and leaves Lambda completely open. Hitting Lambda immediately at startup will not stop the candy from appearing, but hitting her later will stop the candy altogether. Startup is equal to that of the default C version of the skill, duration is equal to that of the A version but the suction appears to be greater than the non-ex versions, especially if a treat hits. Maximum of 16 hits for '''719 Damage''' if all treats impact. can be used as okizeme but can be rather unsafe so not recommended as okizeme. recommended to use after you stun an opponent.
|}


===Level 2 Supers===
===Level 2 Supers===
----
{{MoveData
 
|image=Lambdadelta-236236C.png
{| border="0" cellspacing="2" width="100%"
|name='''RaU〃ow☆Fireworks 「にU〃ぃЗ☆はなひ〃」'''
| width="180" |  
|input=236236C
| width=""| '''RaU〃ow☆Fireworks 「にU〃ぃЗ☆はなひ〃」 ― 236236C'''
|data=
----
{{AttackData-Ougon
Lambda rushes toward the opponent, then spins on her self hitting him 7 times with her candies.
|damage=?
Launches on last hit, but followup is impossible. 8 Hits for '''630 Damage'''. This attack has very impressive damage scaling, but its damage is drastically reduced by A attacks. It will stun most of the time after a combo, and it leaves quite a bit of okizeme time. a normal SP2.
|recdamage x
|}
|startup=6
|active=12
|recovery=25
|guard=HL
|cancel=
|adv hit=KD
|adv block=?
|invul= x
|description=*Lambdadelta charges forward and on contact, she spins a black hole at their opponent and launches them with an explosion.
*Can set-up a MetaSuper after.
}}
}}


===Meta Super===
===Meta Super===
----
{{MoveData
 
|image=Lambdadelta-MetaSuper.png
{| border="0" cellspacing="2" width="100%"
|name='''CanU☆Comet 「ぉかU☆すぃせぃ!!」'''
| width="180" | [[image:LambdaMS.png|center]]
|input=641236C during MetaWorld
| width="" style="background:#f0f0f0;"| '''CanU☆Comet 「ぉかU☆すぃせぃ!!」 ― 641236C'''
|data=
----
{{AttackData-Ougon
 
|damage=?
Lambda summons down a candy meteor after a delay, which travels downwards slowly at an angle. Does roughly 60-70% guard break on block. Hitting Lambda does not stop the meteor. Unfortunately, the comet can easily be dashed under, leaving it mostly useful for setups. Deals '''765 Damage''' on impact.
|recdamage x
This attack actually hits several times, but if the opponent is actually struck and recieves damage, they will not be struck again. This is because if the foe is guard broken, they will still be struck by the present for the 765 damage.
|startup=?
Knocks the opponent down and puts them in somewhat of a juggle state, so can be followed up with normal attacks or even supers. a very dangerous meta super if blocked and can easily reset the opponent allowing you to do another combo on them if setted up properly.  
|active=?
 
|recovery=?
|}
|guard=HL
 
|cancel=
|adv hit=KD
|adv block=?
|invul= x
|description=*Lambda summons down a candy meteor after a delay, which travels downwards slowly at an angle.
*Does about 60%-70% guard break, making this a very scary move to block.
*Puts the opponent in a juggle state while knocking them back.
}}
}}


== Frame Data ==
== Frame Data ==
 
  KD = Knockdown
                      |          Frames                     |  Frame Advantage |
                              |          Frames             |  Frame Advantage |
               Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
               Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
                 Throw  ------------------------------------------------------------------
                 Throw  ------------------------------------------------------------------
                   B+C  |  200 |  0-1  |    ?    |    ?    |   KD |          |30 Duration on Whiff
                   B+C  |  300 |  0-1  |    ?    |    ?    | UKD |          |30 Duration on Whiff
               Normals  ------------------------------------------------------------------
               Normals  ------------------------------------------------------------------
                 c.5A  |  54  |    5   |    1    |    7    |  ?   |    ?     |
                 c.5A  |  54  |    4   |    1    |    7    | +2   |   +2     |
                 f.5A  |  54  |    7   |    3    |    3    |  ?   |    ?     |
                 f.5A  |  54  |    6   |    3    |    3    | +4   |   +4     |
                   2A  |  45  |    5   |    3    |    5    |  ?   |    ?     |
                   2A  |  45  |    4   |    3    |    5    | +2   |   +2     |
                 c.5B  |  150  |    9   |    4    |    9    |  ?   |    ?     |
                 c.5B  |  150  |    8   |    4    |    9    | +3   |   +1     |
                 f.5B  |  135  |    7   |    8    |  12    |  ?  |    ?    |
                 f.5B  |  135  |    6   |    8    |  12    | -4/+3 |  -6/+1   |
                   2B  |  165  |    7   |    8    |  12    |  ?   |    ?     |
                   2B  |  165  |    6   |    8    |  12    | -4   |   -6     |
                 c.5C  |  240  |  13   |  12    |  12    |  ?  |    ?    |
                 c.5C  |  240  |  12   |  12    |  12    | +1/+12|  -2/+9   |
                 f.5C  |  240  |  13   |    2    |  19    |  ?   |    ?     |
                 f.5C  |  240  |  12   |    2    |  19    | +4   |   +1     |
                   2C  |  225  |  15   |    6    |    7    |   ?  |   ?    |
                   2C  |  225  |  14   |    6    |    7    | UKD  | +9/+14  |
                 j.5A  |  60  |    4   |    6    |    6    |   ?  |   ?    |
                 j.5A  |  60  |    3   |    6    |    6    |       |         |
                 j8.5B  |  150  |    8   |    5    |  11    |   ?  |   ?    |
                 j8.5B  |  150  |    7   |    5    |  11    |       |         |
                 j8.5C  |  252  |  11   |    8    |  17    |   ?  |   ?    |
                 j8.5C  |  252  |  10   |    8    |  17    |       |         |
             j(7/9).5B  |  150  |    9   |    9    |    6    |   ?  |   ?    |
             j(7/9).5B  |  150  |    8   |    9    |    6    |       |         |
             j(7/9).5C  |  225  |  13   |  12    |    6    |   ?  |   ?    |
             j(7/9).5C  |  225  |  12   |  12    |    6    |       |         |
       Command Normals  ------------------------------------------------------------------
       Command Normals  ------------------------------------------------------------------
                   6B  |  95 |   ?   |    ?   |   ?     |   ?  |   ?    |36 Duration
                   6B  |  90 |   13   |    -   |   23     |       |         |See Note S
                   6C  |  225  |  12   |    9    |    8    |  ?  |    ?     |
                   6C  |  225  |  11   |    9    |    8    |  UKD  +5     |
                   3B  |  95 |   ?   |    ?   |   ?     |   ?  |   ?    |36 Duration
                   3B  |  90 |   13   |    -   |   23     |       |         |See Note S
                   3C  |  240  |  12   |  15    |  18    |  ?  |    ?    |                
                   3C  |  240  |  11   |  15    |  18    | UKD  | -11/+3   |
                 j.2C  |  ?   |    ?   |    ?    |   ?    |   ?  |    ?    |
                 j.2C |  180 14   |    9*   |    0[8]  |       |         |See Note T
  Note S: Popcorn Projectile is independant from LambdaDelta.
        Popcorn appears on frame 13, but is only active from frame 14.
        It is active until it either hits the opponent or exits the screen.
   Note T: Has a recovery animation on hit/block that makes LambdaDelta move upwards a bit.
        This changes the move's recovery. Recovery duration on hit/block is listed in brackets.
        LambdaDelta can perform any available air actions after the end of this recovery (except another j.2C).
        *Animation-wise; it is active until LambdaDelta lands.
==Strategy==
''Feel free to edit this part of the wiki with your tips/strats on how to use Lambda and her strategy vs specific characters. Remember I'm watching you.''


'''Note:''' Still a work in progress. May or may not be 100% accurate.
''Coming Soon''
==Combos==


===Jump-Ins===
==Team Building==
'''j.9c > (j.b) > (ground string)''' - Easy to confirm into a ground combo with a low-altitude hit. Can be followed up with j.b when j.c connects at roughly head-level for 375 damage.
''Feel free to edit this part of the wiki with your tips/strats what partners are best for Lambda to use. Remember I'm watching you.''


'''J.9C (J.B) J.2C (J.A) J.B J.C ''' - easy jump in that can be easily turned into a ground combo using a bit of adjustment depending on the altitude of the hit. can also be used in blockstrings.
The information displayed here is from the 2022 [https://docs.google.com/spreadsheets/d/1XDgSDY3CVSySpuVgcf4qTxLy-mXrv1hdEZVWqmDchKs/edit?usp=sharing Team Tier List from the Ougon Discord] Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.


''' 66 j2c j.a j.b''' - a leadin that is possible midcombo with a meta declare or dash cancel. useful to learn. you have to do j2c AS SOON AS POSSIBLE once you jump.
'''<big>Reasons to choose Lambdadelta for your team</big>'''
*Lambdadelta's mix-up and damage potential are amongst the highest in the entire game. Her lockdown potential, both in pressure, and in neutral thanks to 214X series, making her overall gameplan very frustrating and doesn't allow the opponent to make many mistakes. However, the same can be said for Lambdadelta. She relies on meter immensely, as most hits without meter don't do much damage or lead into much set-play. Opponents with a meter advantage put a hard stop on most of her plan. Her pokes and abare options are also really subpar, and combined with her low health, Lambdadelta can be as easily shutdown as she can do herself.
*She benefits from partners that can help her reliance on meter and who can help her transition into her nightmarish pressure game easier.


===Ground===
{| class="wikitable"
'''(5a/2a) > 2b > c.5b > f.5c > 2c''' - Generic ground string, 755 damage with 5a and without follow-ups. #a is necessary when starting at point-blank range to get f.5c spacing. Can end combo with:
|+
* 236a (1025 damage, no knockdown)
|-
* EX22 (809 damage, requires 1 SP, wallslam)
| [[File:ANGLAM.png|frameless]] || '''<big>Lambdadelta/Ange</big>''' ||
* SP2 (1322 damage, requires 2 SP, far knockback)
*StunBoost can help Lambda begin her setups, can loop stun.
* F.5b F.5c J.A J.B J.C (1400 damage but has no knockdown corner only)
*Its fragility and bad response to pressure is an issue.  
* F.5b F.5c 22AB C.5B C.5C 22AB F.5b F.5c 22AB C.5B C.5C 22AB.... (loop. you can use as much SP as you like for this combo and it has a high chance of stunning if you use 236236C after 3 loops however it will only do about 2500 damage which is ridiculously low for a 5 SP combo)
*Relies too much on guardbreak and momentum. Just use Jess or Beato.
 
|-
'''(#a)>2b>c.5b>f.5c>Meta Cancel>2b>f.5b>f.5c>SP2''' A combo that provides a near guaranteed stun that does about 1.9k damage.  
| [[File:BATLAMB.png|frameless]] || '''<big>Lambdadelta/Battler</big>''' ||
 
*Bad synergy, Lambda likes a partner who can stun. Hard to hit, but try Jessica instead.
'''c.5b > 2b > 6c > ...''' - Ground string into launcher, 540 damage without follow-ups. Must be started from near point-blank range for 6c to combo. Can follow up with the enders from the above string and air juggles.  
*No reason to pick Lambda over Beatrice here.
 
|-
'''(5a) 5b 2b 5c *meta cancel* 66 j2c j9a j9b 5b 2b 5c DC66 j2c j9a j9b 5b 2b 5c 2c 236236c''' - ground string which is fairly simple and easy. will cause a stun unless the opponent has been recently stunned. uses 3 SP.<br>
| [[File:LAMBBAT.png|frameless]] || '''<big>Lambdadelta/Black Battler</big>''' ||
 
*Same issues as Bat/Lam but also unbearably fragile, just use Beato.  
 
*Lambda can use Massacre to an alright degree but she probably still prefers Resurrection.
LambdaDelta does not to seem to have any ground combo extenders outside of the standard meta/dash canceling.
|-
 
| [[File:BETLAM.png|frameless]] || '''<big>Lambdadelta/Beatrice</big>''' ||
lambda can do a j2c after meta cancelling or dash canceling which is useful for combos.
*These two guardbreak and loop momentum better than literally any other team. Beato adds a whole dimension of damage to Lambda’s comet and SP konpeito setups.  
 
*Furthermore Lambda’s uniquely overpowering role when she has meter advantage pairs perfectly with Beato’s playstyle of giving her partner SP. She can also build up SP for Beato better than most partners. *This team can complete a foolproof setplay sequence that does way too much damage, and then go directly into projectile stalling. Minor mistakes from the opponent are also punished harshly, so stagger is the order of the day.  
===Air Juggles===
*Despite all this, meterless these two don’t have as much to brag about, and their health is lowish, so they’re weak to rushdown.
These juggles can be done off any launcher, e.g. when entering off attack touch, off 6c, EX236, etc. Sacrifices oki for extra damage.
|-
 
| [[File:LAMBERN.png|frameless]] || '''<big>Lambdadelta/Bernkastel</big>''' ||
 
*An unfortunately poor pairing, the playstyles for these two are similar and different in all the wrong ways.  
'''... > j.9b > j.c''' - 600 damage when launched with 6c, 915 damage when used after ground launcher string
*Bern’s juggles that almost always corner carry don’t give enough time for Lambda to come in, backdash and safely use comet if the opponent is stunned. *Bern’s more patient neutral doesn’t flow well into Lambda’s preference for rushdown, and the two struggle against other rushdown teams due to a lack of meterless reversals and low health.  
 
*However, Bern can capitalise on Attack Touches into blocked comet a little better than other characters can, which is nice.  
'''... > sj.9b > j.c > j.2c > j.b/c''' - 982 damage when launched with 6c, 1297 damage when used after ground launcher string. j.b is the easier j.2c follow-up but does a little less damage.
*Expect to see a lot of repetitive corner antics with these two.
 
|-
==General strategy==
| [[File:LAMCHIE.png|frameless]] || '''<big>Lambdadelta/Chiester 410</big>''' ||
 
*A very fun team but it's made a bit irrelevant due to Beato/Lam being a thing.  
THROW THAT POPCORN
*Comet will break the opponent’s guard every time with BreakBoost no matter how much their capacity increases by. Only Dlanor can block it with her Cornelia/Gertrude buffs.  
*get opponent into the corner and j2c a lot. you can do the attack really quickly so in a blockstring you can do j2c jab *land* j2c jab *land* and repeat. however you cant just enter this blockstring so easily and you may need to play about with the timing a little bit so that the opponent wont guard touch it or reversal it. you can try to do a 6c after doing it for a unique mixup.  <br>
*410’s MetaSuper has interesting interactions with comet and can force a break even at fullscreen with no combo into the setplay, but this is partly based on RNG which isn’t that great.  
*you can use lambda's 236c in the corner for great okizeme (similar to battler 236c okizeme in the corner). OTG 2b 2c 236c.
*They struggle with damage and meterless play otherwise, but their neutral is strong (if annoying).
*you can setup 214c to stop opponents jumping into you.
|-
*you can use 214a/b as midscreen okizeme or just as a way to push forward.
| [[File:LAMDLA.png|frameless]] || '''<big>Lambdadelta/Dlanor</big>''' ||
*214EX does not go away if you are hit so it can interrupt the opponents combos and pressure not to mention it is a fantastic okizeme tool and it will allow you to go into some good mixups if used as oki. also you can use it to prevent the opponent from escaping your meta super. however a single bullet can easily destroy it so its not the best idea to throw it out in the field without any setup or trick to back it up.
*Decent bulk but Lambda isn’t really about stall despite her annoying setplay. Dlanor seems to be a straight downgrade from Will here.  
*3c goes under A LOT of things ad can get you out of pressure sometimes rather easily. pretty much any move that is not on the ground will miss her during this attack. however this move is rather unsafe on block so be careful with using it.
*Cornelia/Gertrude combined with UltraPER make Dlanor resist guardbreak, a big part of the metagame, well but these two just have no offensive synergy.
*236c and 236b are rather thick bullets and can eat a few projectiles before being destroyed.
|-
*after a dash cancel or meta cancel you can dash up and do a quick jump into j2c, this works regardless of corner or midscreen. this is rather useful in combos and blockstrings. if you dash a little further and delay the j2c a little bit you will jump through the opponents head and do a crossup while the opponent has just recovered from your previous attack however this is only doable if the opponent is not in the corner.
| [[File:LAMERIK.png|frameless]] || '''<big>Lambdadelta/Erika</big>''' ||
*3c is a great move to attack touch after and can completely change the tide of battle. use it well.
*No synergy, middling damage. Erika can capitalise on comet if it doesn’t stun, but there’s little reason to pick her over Will or 410.  
*you can j2c after a neutral touch or a assault touch to adjust the place you land at and make yourself safe. do j2c early and you will land slightly behind your original place (useful for making yourself safe). do j2c late and you will be slightly in front of your usual position (useful for escaping corner pressure or doing a surprise attack).
*She has bad stun and corner carry too.
*if the opponent is in the corner and you use lambda's meta super while you are at a good distance for it you can use 236EX for a decent trap that could get the opponent to eat both the 236EX and the meta super if done properly.
|-
*If the opponent blocked your 2c because of the amazing recovery you can quite easily dash up to the opponent quickly and do a 2b and another 2c and than dash up to them again and do another 2b 2c and because of the recovery of 2c it will form an im possible to escape frametrap however if not mixed up well it will be easily guard touched. use this as a form of dash canceling as with this frame trap you do not need to dash cancel to gain distance in blockstrings with the opponent.
| [[File:EVABET.png|frameless]] || '''<big>Lambdadelta/EVA-Beatrice</big>''' ||
 
*Both decent characters but completely overshadowed by other choices for one another.  
==Tag Partners==
*Berserk improves precious comet damage before guard capacity increases and Eva can combo off comet somewhat. But both prefer Beato.
Lambdadelta is an extremely unique partner for any character. She is capable of shepherding around the enemy and preventing them from attacking. her beautiful okizeme (especially her meta super) is a fantastic followup for any character with long knockdown.
|-
 
| [[File:LAMGEOR.png|frameless]] || '''<big>Lambdadelta/George</big>''' ||
As an aside, never choose Lambdadelta as your starting character. If you're going to pick Beatrice/Lambdadelta, let it be Beatrice/Lambdadelta. Lambdadelta is best picked as your Reserve character, since her ability is not particularly useful upon being switched out the first time.
*Bad damage, guardbreak reliant, fragile, pretty bad meterless.
 
*No moveset synergy. Ability synergy on paper but this doesn’t really influence the match very frequently.
<u>'''Beatrice'''<br></u>
|-
(No surprise!) Beatrice goes well with any character, being able to dominant the battlefield, especially with meter. Lambdadelta takes use of Beatrice's ability, giving her the option of a free SP2 Super(which, Lambdadelta uses very often.) These two also have good oki/projectiles, causing an annoyance to anyone. In meta world, both characters dominant fairly well, Beatrice with her tower set up and Lambdadelta with her candy meteor. So pretty much use meta world for 236236c(giving you a free SP2 usage, thanks to Beatrice's ability), then do a OTG into 214EX(this works nice if they're stunned), then use Lambdadelta's metasuper before 214EX hits. follup for 1 SP. Beatrice takes the lead in this pair though with her combos and good neutral play.  
| [[File:LAMJESS.png|frameless]] || '''<big>Lambdadelta/Jessica</big>''' ||
 
*A pretty fun team, just not for the opponent. Jessica’s corner carry and high stun give Lambdadelta plenty of opportunities to start on her powerful setplay, and ShaveBoost not only increases the damage of these setups, but enables them to keep doing a little even when the opponent’s guard capacity has increased.
 
*This team revolves around guardbreaking with a bit of mixup added in, so it’s pretty dishonest. However it can struggle in neutral; teams like Bat/Rono or Ange/Rono give these two trouble. Nevertheless both characters do so much damage and stun, they can blowopen any team as long as you play right. Compared to its closest analogue Jess/Beato, you can play a little more defensively at times, and focus more on mixup. "
<u>'''Rosa'''<br></u>
|-
Rosa has the ability to force the opponent to not tag out. This gives Lambdadelta an opponent to force pressure on the opponent in a corner, preventing them from guard touching her j.2c air string. Both Rosa and Lambdadelta have decent reversals, which have the opportunity to wall slam the opponent, forcing them back into the corner to cause more pressure. Rosa is a fairly decent asset to Lambdadelta, due to Rosa being able to "combo" better than Lambdadelta. Where Rosa lacks in pressure, Lambdadelta is there to cause pressure and to guard break. Lambdadelta has a 3c, which is a fantastic move and synergies with Tosa very well because as long as rosa has 1 SP she can do j9.b j9.c j236EX (reload) j8.b j236a and leaves Rosa enough time to reload her gun again. Detachment, as mentioned before, works out with Lambdadelta very well, giving Lambdadelta more opportunities to pressure the opponent against a corner, giving them no opportunity to tag out. With Lambdadelta's 6b and 3b, popcorn can also cause detachment, creating an annoying method of forcing detachment.  
| [[File:LAMKAN.png|frameless]] || '''<big>Lambdadelta/Kanon</big>''' ||
 
*Silent Attack can make a difference to Lambda, who tends to keep up pressure of some sort for the entire match. But this team’s fragile and both want a more damaging partner.  
 
*Guardbreak reliant.
<u>'''Bernkastel'''<br></u>
|-
this is a unique and rather interesting pair. lambda's 3c works really well with bernkastel. if lambda gets a 3c you can attack touch into bern to do 5c j9.bc DJ9.bc for about 1700 damage and time to do some bernkastel okizeme, not to mention the combo can be used easily anywhere. regardless of corner or midscreen. this team is rather pressure heavy as you have 2 characters who are rather good at pressure together and not to mention it is rather easy to do a combo starting from either either bern or lambda that will put the opponent into a bad position. bern's ability also allows lambda for more evil setups with her meta super. also lambda has a reversal that bernkastel really wants. lambda's 22EX is a fantastic reversal and it can get you out of pressure really easily. although they are not a groundbreaking or amazing pair they certainly are fun to play as.
| [[File:LAMLUCI.png|frameless]] || '''<big>Lambdadelta/Lucifer</big>''' ||
 
*Fragile, damage issues, will rely too much on guardbreak.
 
*Decent mixup. There’s no need for both chars to be so fast. Just replace one with Beato.
<u>'''Shannon'''<br></u>
|-
Shannon really just is overkill with Lambda. Nobody needs this much Oki.
| [[File:LAMRON.png|frameless]] || '''<big>Lambdadelta/Ronove</big>''' ||
*CounterBoost capitalises on Lambdadela’s projectiles, especially her konpeito series and MetaSuper. She gets a lot of counterhits, and the threat of being punished will make opponents even less willing to try and fight back against her setplay.  
*Ronove can add some unprorated damage to her inevitable stuns, and slowly generate an SP lead for the two.  
*Both characters are hard to approach and Ronove’s high health gives Lambdadelta a bit more room for error than usual.  
*Compared to Beato/Lam, this team has more reliable and damaging neutral but a little less capacity for intense corner pressure. Similar to them, this pair struggles a bit when they have no meter.
|-
| [[File:ROLAMB.png|frameless]] || '''<big>Lambdadelta/Rosa</big>''' ||
*Lambda’s constant guardbreaking wastes Detachment, which she doesn’t really need anyway.
*Eva is a better partner for Rosa, Lambda wants a neutral partner.
|-
| [[File:LAMSHAN.png|frameless]] || '''<big>Lambdadelta/Shannon</big>''' ||
*Shannon is the worst partner for Lambda as she lacks good stun and corner carry. She can capitalise on comet to some extent but fails in every other area.  
*Absolutely no practical reason to use her over Beato, although AutoGuard Lambda is kind of fun.
|-
| [[File:LAMVIR.png|frameless]] || '''<big>Lambdadelta/Virgilia</big>''' ||
*Fine, but Beato/Lambda is too much better.
*No meterless reversals.
*Lia can capitalise on comet but this ends when the opponent is stunned, which will be soon.
|-
| [[File:LAMWILL.png|frameless]] || '''<big>Lambdadelta/Willard</big>''' ||
*While Will can capitalise on comet breaks better than everyone but Beato, he is just outclassed by Beato in that way and almost every other as a partner for Lambda.
*His unprorated damage is less important for her as she thrives on forced reset combos, and she beats everyone in a 5SP confrontation anyway so there is no need to generate a lead instead of using towers.
*His ability to approach isn’t particularly necessary as Lambda doesn’t struggle with this, and he has no good guardbreak setups himself, so he would prefer a partner who confirms instead of who forces blocking like Lambda tends to.
|}


==Sample Combos==


<u>'''Eva-Beatrice'''<br></u>
{{ComboTable-MBTL
Eva-Beatrice and Lambdadelta actually form a decent partnership. Eva-Beatrice's ability provides Lambdadelta the extra boost of power she needs with her normals, and combined with Lambdadelta's 214EX and metasuper set up, it provides a pretty fair amount of extra damage. Jelly provides an excellent opportunity to abuse enemies being caught in their frames of an attack. Not to mention, Eva-Beatrice's 6c provides a decent overhead, as long as you mixup Eva-Beatrice's block string and don't go into auto-pilot (2b>5b>5c>2c>236x>repeat). If you can, try to throw in Eva-Beatrice's 6c. It is fairly safe on block, and can definitely throw the opponent off with a high hit. Eva-Beatrice and Lambdadelta have decent mix-up, and Eva-Beatrice works well keeping the enemy in a corner, similar to Lambdadelta. Do not rely on Eva-Beatrice's 214EX as a proper reversal, it may have invincibility frames on the first portion, but due to Eva-Beatrice's odd movement on the special, it may position you badly.
| data =
{{ComboData-MBTL
| combo        = 2A > 2B > 5B > f.5C > 2C > 214A/B/C/A+B
| cost        = 0/1SP
| metergain    = 50%
| oppmetergain =
| damage      = 746
| location    = {{P-UNI|anywhere}}
| notes        = Basic konpeito BnB oki setup.
}}
{{ComboData-MBTL
| combo        = 2A > 2B > 5B > f.5C > 2C > 236A
| cost        = 0
| metergain    = 60%
| oppmetergain =
| damage      = 1016
| location    = {{P-UNI|anywhere}}
| notes        = Basic BnB for damage. Better to end in 214x oki instead, but this exists if you want to use it.
}}
{{ComboData-MBTL
| combo        = 2A > 2B > 5B > f.5C > 3C > OTG 5B > 2B > 6C > 2C > 236C
| cost        = 0
| metergain    = 110%
| oppmetergain =
| damage      = 1087
| location    = {{P-UNI|anywhere}}
| notes        = Combo ending into fireball oki. The metergain value includes the fireball gain (pretty much the same gain on hit or block)
}}
{{ComboData-MBTL
| combo        = 2A > 2B > 5B > f.5C > 3C > OTG 5B > 2B > 6C > 2C > 214x
| cost        = 0
| metergain    = 95%
| oppmetergain =
| damage       = 1087
| location    = {{P-UNI|anywhere}}
| notes        = Combo ending into konpeito oki.
}}
{{ComboData-MBTL
| combo        = 2A > 2B > 5B > f.5C > 2C, 66 > 5B > f.5C > j9.B > j9.C
| cost        = 0
| metergain    = 99%
| oppmetergain =
| damage      = 1398
| location    = {{P-UNI|anywhere}}
| notes        = A simple extension to the BnB combo as the opponent is floating off of 2C.
::*Outside the corner you might need to superjump the j9.B.
::*The dash is NOT a dash cancel but a link, so theres a strict timing involved.
::*If done in the corner, you can replace the j9.B > j9.C with j8.B > j8.C.
}}
{{ComboData-MBTL
| combo        = j.2C > j.A > j.B > 2A > 2B > 5B > f.5C > 2C > 66 > 5B > f.5C > j9.B > j9.C
| cost        = 0
| metergain    = 99%
| oppmetergain =
| damage      = 1987
| location    = {{P-UNI|anywhere}}+{{P-UNI|crouching}}
| notes        = A sample combo that can be used on a crouching opponent after you hit them with j.2C.
::*j.2C must be done immediately and the j.A must be timed accurately as well for this combo to work.
::*If done in the corner, you can replace the j9.B > j9.C with j8.B > j8.C.
}}
{{ComboData-MBTL
| combo        = j.2C > j.B > j.C > 2A > 2B > 5B > f.5C > 2C > 66 > 5B > f.5C > j9.B > j9.C
| cost        =
| metergain    =
| oppmetergain =
| damage      =
| location    = {{P-UNI|anywhere}}
| notes        = Another sample that can be used on a standing opponent after you hit them with j.2C.
::*j.2C must be done almost immediately, and the j.B must be timed accurate for this combo to work.
::*If done in the corner, you can replace the j9.B > j9.C with j8.B > j8.C.
}}
{{ComboData-MBTL
| combo        = Stun Opponent > j.C > j.2C > j.B > j.C > 2A > 2B > 5B > f.5C > 2C > 66 > 5B > f.5C > j9.B > j9.C
| cost        =
| metergain    =
| oppmetergain =
| damage      =
| location    = {{P-UNI|anywhere}}
| notes        = A sample combo you can use post-stun.
::*j.C must hit the opponent while Lambda is close to the ground for this combo to work.
::*If done in the corner, you can replace the j9.B > j9.C with j8.B > j8.C.
}}
{{ComboData-MBTL
| combo        =
| cost        =
| metergain    =
| oppmetergain =
| damage      =
| location    =
| notes        =
}}
}}




<u>'''Dlanor A Knox'''<br></u>
===Video Examples===
Dlanor and lambda work quite well with each other. they both have decent pressure both midscreen and in the corner and lambda can attack touch into dlanor with ease. lambda's low damage output can also be put to a halt by simply attack touching into dlanor and doing 66 5b 5c command grab after a 2c/3c from lambda. lambda's decent zoning helps out Dlanor's terrible zoning.


<youtube>https://youtu.be/-xLJPsAwZjs</youtube>


{{OMK}}
{{Navbox-OMK}}


[[Category:Ougon Musou Kyoku]]
[[Category:Ougon Musou Kyoku]]
[[Category:Lambdadelta]]

Latest revision as of 17:25, 22 May 2024

Lambdadelta, the Witch of Certainty

Background

Lambdadelta, the Witch of Certainty used to be known as the most powerful witch in the universe, but was defeated by Bernkastel in "another game". She is also known as the Witch of the Absolute and her "magic of certainty" allows her to kill anyone with an absolute result. Lambdadelta, despite being a witch of unimaginable power, spends her time zoning and utilizing traps to fight her foes, as well as wasting a lot of food.

Introduction

Strengths Weaknesses
  • Disgustingly good set-play: With a 214X protecting her from mashing, constant high/lows, and an incredibly good MetaSuper, Lambda turne into a demon once she has gotten a knockdown.
  • Can fill the screen with traps: 214X combined with Black Hole force the opponent to traverse a field full of practical landmines, while negating her opponents of a fullscreen game with 22X
  • Very high damage: Damage that comes from her already great mix up, which just adds to the fear factor.
  • Very meter reliant: Her good options all require meter, making her a resource hog.
  • Bad pokes: Aside from her 3C, her ground game is not very good. She can be annoying with her projectiles, but they don't lead to much
  • Weak to rushdown: Horrible to whiff specials, bad pokes, and low health combine to make a character that can be shut down quickly if the opponent gets in


Health: 1200

Changes

Patch 2.30
+ UltraPER adjusted. Rather than being a 3 second duration ability, Lambdadelta's ability is now a single, instant use ability with a longer duration in order to prevent other characters' abilities from being useless.
- J.2C has been nerfed so it is harder to combo after on couchers.
? Black Hole, Konpeitou have been adjusted.
+ Metasuper no longer messes up it's own juggle.
? J.B has been adjusted.

Ability

UltraPER - Empties Lambda's Break Limit bar.

Move List

Normal Moves

Standing

c.5A
Lambda-c5A-Raw.png
Lambdadelta-C5A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
54 x 4 1 7 HL (J), Special, SP, Meta +2 +2 x
  • Lambda flings her arm at the opponents face.
Toggle Hitboxes
Toggle Hitboxes
f.5A
Lambda-f5A-Raw.png
F5A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
54 x 6 3 3 HL (J), Special, SP, Meta +4 +4 x
  • Lambda swipes at the air with her hand. Whiffs on crouchers.
Toggle Hitboxes
Toggle Hitboxes


c.5B
Lambda-c5B-Raw.png
Lambdadelta-C5B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 x 8 4 9 HL (J), Special, SP, Meta +3 +1 x
  • Lambda does a normal kick to the knees.
Toggle Hitboxes
Toggle Hitboxes
f.5B
Lambda-f5B-Raw.png
Lambdadelta-F5B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
135 x 6 8 12 HL (J), Special, SP, Meta -4/+3 -6/+1 x
  • Lambda takes a step forward as she pushes outwards with her hands.
Toggle Hitboxes
Toggle Hitboxes


6B
Lambdadelta-6B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
90 x 13 ? 23 HL x ? ? x
  • Lambda throws a popcorn with a long parabolic direction. Cannot be cancelled.


c.5C
Lambda-c5C-Raw.png
Lambdadelta-C5C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
240 x 12 12 12 HL (J), Special, SP, Meta, Dash +1/+12 -2/+9 x
  • Lambda makes a small candy explosion.
Toggle Hitboxes
Toggle Hitboxes
f.5C
Lambda-f5C-Raw.png
Lambdadelta-F5C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
240 x 12 2 19 HL (J), Special, SP, Meta, Dash +4 +1 x
  • Lambda takes a step forward, then hits the opponent with a super paper fan.
Toggle Hitboxes
Toggle Hitboxes


6C
Lambda-6C-Raw.png
Lambdadelta-6C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
225 x 11 9 8 L (J), Special, SP, Meta, Dash KD +5 x
  • Lambda makes the opponent trip with a low quick kick. It's a deceptive low. Knocks down.
Toggle Hitboxes
Toggle Hitboxes

Crouching

2A
Lambda-2A-Raw.png
Lambdadelta-2A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
45 x 4 3 5 HL Special, SP, Meta +2 +2 x
  • Lambda does a low version of f.5A.
Toggle Hitboxes
Toggle Hitboxes


2B
Lambda-2B-Raw.png
Lambdadelta-2B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
165 x 6 8 12 L Special, SP, Meta -4 -6 x
  • Lambda attacks by sticking her foot out for a low kick.
Toggle Hitboxes
Toggle Hitboxes


3B
Lambdadelta-3B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
90 x 13 ? 23 HL x ? ? x
  • Similar to 6B, but the popcorn travels lower. Cannot be cancelled.


2C
Lambda-2C-Raw.png
Lambdadelta-2C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
225 x 14 6 7 L Special, SP, Meta KD +9/+14 x
  • Lambda causes a ground explosion with very good horizontal range. Knocks down.
Toggle Hitboxes
Toggle Hitboxes


3C
Lambda-3C-Raw.png
Lambdadelta-3C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
240 x 11 15 18 L Meta KD -11/+3 x
  • Lambda slides across the ground. Knocks down.
  • Her hurtbox during this move is low enough to dodge most mids and highs.
Toggle Hitboxes
Toggle Hitboxes

Jumping

j.8A
Lambda-J8A-Raw.png
Lambdadelta-J8A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
60 x 3 6 6 H x ? ? x
  • Lambda holds her skirt.
Toggle Hitboxes
Toggle Hitboxes
j.7/9A
Lambda-J79A-Raw.png
Lambdadelta-J79A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
60 x 3 6 6 H x ? ? x
  • Lambda sticks her foot out.
Toggle Hitboxes
Toggle Hitboxes


j.8B
Lambda-J8B-Raw.png
Lambdadelta-J8B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 x 7 5 11 H x ? ? x
  • Lambda does a punch in the air.
Toggle Hitboxes
Toggle Hitboxes
j.7/9B
Lambda-J79B-Raw.png
Lambdadelta-J79B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 x 8 9 6 H x ? ? x
  • Lambda does a kick in the air.
Toggle Hitboxes
Toggle Hitboxes


j.8C
Lambda-J8C-Raw.png
Lambdadelta-J8C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
252 x 10 8 17 H Special, SP ? - x
  • Lambda creates a small candy explosion by her hand.
Toggle Hitboxes
Toggle Hitboxes
j.7/9C
Lambda-J79C-Raw.png
Lambdadelta-J79C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
225 x 12 12 6 H x ? ? x
  • Lambda sticks out both her legs at a lower diagonal position and spins in the air.
  • Slightly long active frames.
Toggle Hitboxes
Toggle Hitboxes


j.2C
Lambda-J2C-Raw.png
Lambdadelta-J2C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
180 x 14 9 [0]8 H x ? ? x
  • A divekick which slightly moves Lambda forwards. If it hits, it bounces Lambda a small distance, allowing her to use more jumping attacks.
  • Can be used at any time during Lambda's jump.
  • If fast enough, Lambda can link a j.A > j.B on crouching opponents or a j.B > j.C on standing opponents to continue the combo, making this move a deadly move to use in mix-ups
Toggle Hitboxes
Toggle Hitboxes

Throw

Throw
B+C
Lambdadelta-BCwhiff.png
Whiff animation
Whiff animation
Lambdadelta-BC.png
Lambdadelta-BC2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
300 x 0-1 ? 30 (whiff) UNB x KD x x
  • Lambda's throw. She transforms the opponent into a konpeito, then spits it out after chewing it, remarking how disgusting it tastes.
  • Can do an OTG route after it.

Special Moves

Swee→ts♪ 「すぃ→⊃♪」
236A/B/C
Lambdadelta-236A.png
236A version
236A version
Lambdadelta-236B.png
236B version
236B version
Lambdadelta-236C.png
236C version
236C version
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236A 300 x ? ? ? HL - ? ? x
  • Lambda throws a candy projectile that floats on the screen forward.
  • A Version - Travels the longest distance and has the shortest startup. It will disappear on contact of a normal bullet.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236B 372 x ? ? ? HL - ? ? x
  • B Version - Average Startup and Average Distance. It will disappear on contact of 2 normal bullets.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236C 450 x ? ? ? HL - ? ? x
  • C Version - Shortest distance travelled and longest startup. It will disappear on contact of 3 normal bullets.


Hea→rtwa→rm 「は→とぅぉ→む」
22A/B/C
Lambdadelta-22X.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
0 x ? ? ? x - x x x
  • Lambda covers herself in an heart shaped barrier that nullifies opponent's projectiles. All versions appear identical.
  • When you successfully nullify a projectile your secondary character gets a good amount of meter.
  • Seems like it can erase projectiless anywhere on the screen no matter the distance.


Koωpoito 「こω∧oぃとぅ」
214A/B/C
Lambdadelta-214A.png
214A version
214A version
Lambdadelta-214B.png
214B version
214B version
Lambdadelta-214C.png
214C version
214C version
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214A 240 x ? ? ? HL - ? ? ?
  • Lambda shoots a candy projectile that explodes after floating with a parabolic direction after a brief period of time, depending on the button pressed.
  • A Version - Launched the farthest distance from Lambda and closest to the ground. Capable of hitting sliding, crouching and standing opponents.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214B 240 x ? ? ? HL - ? ? x
  • B Version - Launched a medium distance away and at about standing height. Can be crouched and slid under, but can counter some jumpers.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214C 240 x ? ? ? HL - ? ? x
  • C Version - Launched the closest to Lambda and higher than other versions. Very decent anti air and can keep the enemy from jumping out.


Bl〃ack Ho→le 「ふ〃らっ<ほ→る」
63214A/B/C
Lambdadelta-63214SP.png
Lambdadelta-63214SP2.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
63214A x x ? 180 60 x - x x x
  • Lambda summons a black hole in front of her that nullifies projectiles and has slowly pulls the enemy towards it.
  • A Version - Shortest startup, shortest duration. the duration is 3 seconds long. the recovery is about 1 second long.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
63214B x x ? 240 90 x - x x x
  • B Version - Medium startup, average duration. the duration is 4 seconds long. the recovery is about 1.5 seconds long.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
63214C x x ? 300 120 x - x x x
  • C Version - Longest startup, longest duration. the duration is 5 seconds long. the recovery is about 2 second long.

SP Moves

Big Swee→ts♪ 「ぉっきなすぃ→⊃♪」
236A+B
Lambdadelta-236SP.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
? x ? ? ? HL - KD ? x
  • Lambda throws a slowly traveling pumpkin ahead of her fullscreen that bursts into treats on impact.
  • If the pumpkin is hit while it's traveling, the treats will explode anyways.
  • The treats fly away in random directions, so same damage every time is not guaranteed.


Ultra-He→artwa→rm♪ 「超は→とぅぉ→むっ♪」
22A+B
Lambdadelta-22SP.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
60 x 4 ? ? HL - KD +8 ?
  • Lambda covers herself in a different variety of hearts, causing a wallslam on the opponent on hit.
  • Invincible on startup and very fast, while still able to erase projectile anywhere on the screen.


Big Koωpoito♪ 「ぉっきなこω∧oぃとぅ♪」
214A+B
Lambdadelta-214SP.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
420 x ? ? ? KD - KD ? x
  • Lambda winds up a bigger konpeito. If it touches the opponent, it launches them into the air into a juggle state.
  • Great for oki setups and keepaway strats.


Swee→t Ho→le~♪ 「すぃ→とほ→る~♪」
63214A+B
Lambdadelta-63214SP.png
Lambdadelta-63214SP2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
? x ? ? ? HL - KD ? x
  • Lambda summons a black hole, which after a short delay starts sucking candy into it. The candy's pattern seems somewhat randomized and will do damage on hit.
  • If Lambda is hit during the late phase of this move, the candy will stop.

Level 2 Supers

RaU〃ow☆Fireworks 「にU〃ぃЗ☆はなひ〃」
236236C
Lambdadelta-236236C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
? - 6 12 25 HL - KD ? x
  • Lambdadelta charges forward and on contact, she spins a black hole at their opponent and launches them with an explosion.
  • Can set-up a MetaSuper after.

Meta Super

CanU☆Comet 「ぉかU☆すぃせぃ!!」
641236C during MetaWorld
Lambdadelta-MetaSuper.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
? - ? ? ? HL - KD ? x
  • Lambda summons down a candy meteor after a delay, which travels downwards slowly at an angle.
  • Does about 60%-70% guard break, making this a very scary move to block.
  • Puts the opponent in a juggle state while knocking them back.

Frame Data

  KD = Knockdown
                             |          Frames             |  Frame Advantage |
              Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
               Throw  ------------------------------------------------------------------
                 B+C  |  300  |  0-1   |    ?    |    ?     |  UKD  |          |30 Duration on Whiff
             Normals  ------------------------------------------------------------------
                c.5A  |   54  |    4   |    1    |    7     |  +2   |   +2     |
                f.5A  |   54  |    6   |    3    |    3     |  +4   |   +4     |
                  2A  |   45  |    4   |    3    |    5     |  +2   |   +2     |
                c.5B  |  150  |    8   |    4    |    9     |  +3   |   +1     |
                f.5B  |  135  |    6   |    8    |   12     | -4/+3 |  -6/+1   |
                  2B  |  165  |    6   |    8    |   12     |  -4   |   -6     |
                c.5C  |  240  |   12   |   12    |   12     | +1/+12|  -2/+9   |
                f.5C  |  240  |   12   |    2    |   19     |  +4   |   +1     |
                  2C  |  225  |   14   |    6    |    7     |  UKD  |  +9/+14  |
                j.5A  |   60  |    3   |    6    |    6     |       |          |
               j8.5B  |  150  |    7   |    5    |   11     |       |          |
               j8.5C  |  252  |   10   |    8    |   17     |       |          |
           j(7/9).5B  |  150  |    8   |    9    |    6     |       |          |
           j(7/9).5C  |  225  |   12   |   12    |    6     |       |          |
     Command Normals  ------------------------------------------------------------------
                  6B  |   90  |   13   |    -    |   23     |       |          |See Note S
                  6C  |  225  |   11   |    9    |    8     |  UKD  |   +5     |
                  3B  |   90  |   13   |    -    |   23     |       |          |See Note S
                  3C  |  240  |   11   |   15    |   18     |  UKD  | -11/+3   |
                j.2C  |  180  |   14   |    9*   |    0[8]  |       |          |See Note T

  Note S: Popcorn Projectile is independant from LambdaDelta.
       Popcorn appears on frame 13, but is only active from frame 14.
       It is active until it either hits the opponent or exits the screen.

  Note T: Has a recovery animation on hit/block that makes LambdaDelta move upwards a bit.
       This changes the move's recovery. Recovery duration on hit/block is listed in brackets.
       LambdaDelta can perform any available air actions after the end of this recovery (except another j.2C).
       *Animation-wise; it is active until LambdaDelta lands.

Strategy

Feel free to edit this part of the wiki with your tips/strats on how to use Lambda and her strategy vs specific characters. Remember I'm watching you.

Coming Soon

Team Building

Feel free to edit this part of the wiki with your tips/strats what partners are best for Lambda to use. Remember I'm watching you.

The information displayed here is from the 2022 Team Tier List from the Ougon Discord Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.

Reasons to choose Lambdadelta for your team

  • Lambdadelta's mix-up and damage potential are amongst the highest in the entire game. Her lockdown potential, both in pressure, and in neutral thanks to 214X series, making her overall gameplan very frustrating and doesn't allow the opponent to make many mistakes. However, the same can be said for Lambdadelta. She relies on meter immensely, as most hits without meter don't do much damage or lead into much set-play. Opponents with a meter advantage put a hard stop on most of her plan. Her pokes and abare options are also really subpar, and combined with her low health, Lambdadelta can be as easily shutdown as she can do herself.
  • She benefits from partners that can help her reliance on meter and who can help her transition into her nightmarish pressure game easier.
ANGLAM.png Lambdadelta/Ange
  • StunBoost can help Lambda begin her setups, can loop stun.
  • Its fragility and bad response to pressure is an issue.
  • Relies too much on guardbreak and momentum. Just use Jess or Beato.
BATLAMB.png Lambdadelta/Battler
  • Bad synergy, Lambda likes a partner who can stun. Hard to hit, but try Jessica instead.
  • No reason to pick Lambda over Beatrice here.
LAMBBAT.png Lambdadelta/Black Battler
  • Same issues as Bat/Lam but also unbearably fragile, just use Beato.
  • Lambda can use Massacre to an alright degree but she probably still prefers Resurrection.
BETLAM.png Lambdadelta/Beatrice
  • These two guardbreak and loop momentum better than literally any other team. Beato adds a whole dimension of damage to Lambda’s comet and SP konpeito setups.
  • Furthermore Lambda’s uniquely overpowering role when she has meter advantage pairs perfectly with Beato’s playstyle of giving her partner SP. She can also build up SP for Beato better than most partners. *This team can complete a foolproof setplay sequence that does way too much damage, and then go directly into projectile stalling. Minor mistakes from the opponent are also punished harshly, so stagger is the order of the day.
  • Despite all this, meterless these two don’t have as much to brag about, and their health is lowish, so they’re weak to rushdown.
LAMBERN.png Lambdadelta/Bernkastel
  • An unfortunately poor pairing, the playstyles for these two are similar and different in all the wrong ways.
  • Bern’s juggles that almost always corner carry don’t give enough time for Lambda to come in, backdash and safely use comet if the opponent is stunned. *Bern’s more patient neutral doesn’t flow well into Lambda’s preference for rushdown, and the two struggle against other rushdown teams due to a lack of meterless reversals and low health.
  • However, Bern can capitalise on Attack Touches into blocked comet a little better than other characters can, which is nice.
  • Expect to see a lot of repetitive corner antics with these two.
LAMCHIE.png Lambdadelta/Chiester 410
  • A very fun team but it's made a bit irrelevant due to Beato/Lam being a thing.
  • Comet will break the opponent’s guard every time with BreakBoost no matter how much their capacity increases by. Only Dlanor can block it with her Cornelia/Gertrude buffs.
  • 410’s MetaSuper has interesting interactions with comet and can force a break even at fullscreen with no combo into the setplay, but this is partly based on RNG which isn’t that great.
  • They struggle with damage and meterless play otherwise, but their neutral is strong (if annoying).
LAMDLA.png Lambdadelta/Dlanor
  • Decent bulk but Lambda isn’t really about stall despite her annoying setplay. Dlanor seems to be a straight downgrade from Will here.
  • Cornelia/Gertrude combined with UltraPER make Dlanor resist guardbreak, a big part of the metagame, well but these two just have no offensive synergy.
LAMERIK.png Lambdadelta/Erika
  • No synergy, middling damage. Erika can capitalise on comet if it doesn’t stun, but there’s little reason to pick her over Will or 410.
  • She has bad stun and corner carry too.
EVABET.png Lambdadelta/EVA-Beatrice
  • Both decent characters but completely overshadowed by other choices for one another.
  • Berserk improves precious comet damage before guard capacity increases and Eva can combo off comet somewhat. But both prefer Beato.
LAMGEOR.png Lambdadelta/George
  • Bad damage, guardbreak reliant, fragile, pretty bad meterless.
  • No moveset synergy. Ability synergy on paper but this doesn’t really influence the match very frequently.
LAMJESS.png Lambdadelta/Jessica
  • A pretty fun team, just not for the opponent. Jessica’s corner carry and high stun give Lambdadelta plenty of opportunities to start on her powerful setplay, and ShaveBoost not only increases the damage of these setups, but enables them to keep doing a little even when the opponent’s guard capacity has increased.
  • This team revolves around guardbreaking with a bit of mixup added in, so it’s pretty dishonest. However it can struggle in neutral; teams like Bat/Rono or Ange/Rono give these two trouble. Nevertheless both characters do so much damage and stun, they can blowopen any team as long as you play right. Compared to its closest analogue Jess/Beato, you can play a little more defensively at times, and focus more on mixup. "
LAMKAN.png Lambdadelta/Kanon
  • Silent Attack can make a difference to Lambda, who tends to keep up pressure of some sort for the entire match. But this team’s fragile and both want a more damaging partner.
  • Guardbreak reliant.
LAMLUCI.png Lambdadelta/Lucifer
  • Fragile, damage issues, will rely too much on guardbreak.
  • Decent mixup. There’s no need for both chars to be so fast. Just replace one with Beato.
LAMRON.png Lambdadelta/Ronove
  • CounterBoost capitalises on Lambdadela’s projectiles, especially her konpeito series and MetaSuper. She gets a lot of counterhits, and the threat of being punished will make opponents even less willing to try and fight back against her setplay.
  • Ronove can add some unprorated damage to her inevitable stuns, and slowly generate an SP lead for the two.
  • Both characters are hard to approach and Ronove’s high health gives Lambdadelta a bit more room for error than usual.
  • Compared to Beato/Lam, this team has more reliable and damaging neutral but a little less capacity for intense corner pressure. Similar to them, this pair struggles a bit when they have no meter.
ROLAMB.png Lambdadelta/Rosa
  • Lambda’s constant guardbreaking wastes Detachment, which she doesn’t really need anyway.
  • Eva is a better partner for Rosa, Lambda wants a neutral partner.
LAMSHAN.png Lambdadelta/Shannon
  • Shannon is the worst partner for Lambda as she lacks good stun and corner carry. She can capitalise on comet to some extent but fails in every other area.
  • Absolutely no practical reason to use her over Beato, although AutoGuard Lambda is kind of fun.
LAMVIR.png Lambdadelta/Virgilia
  • Fine, but Beato/Lambda is too much better.
  • No meterless reversals.
  • Lia can capitalise on comet but this ends when the opponent is stunned, which will be soon.
LAMWILL.png Lambdadelta/Willard
  • While Will can capitalise on comet breaks better than everyone but Beato, he is just outclassed by Beato in that way and almost every other as a partner for Lambda.
  • His unprorated damage is less important for her as she thrives on forced reset combos, and she beats everyone in a 5SP confrontation anyway so there is no need to generate a lead instead of using towers.
  • His ability to approach isn’t particularly necessary as Lambda doesn’t struggle with this, and he has no good guardbreak setups himself, so he would prefer a partner who confirms instead of who forces blocking like Lambda tends to.

Sample Combos

Combo Damage Cost Meter Gain Location

Basic konpeito BnB oki setup.

Basic BnB for damage. Better to end in 214x oki instead, but this exists if you want to use it.

Combo ending into fireball oki. The metergain value includes the fireball gain (pretty much the same gain on hit or block)

Combo ending into konpeito oki.

A simple extension to the BnB combo as the opponent is floating off of 2C.

  • Outside the corner you might need to superjump the j9.B.
  • The dash is NOT a dash cancel but a link, so theres a strict timing involved.
  • If done in the corner, you can replace the j9.B > j9.C with j8.B > j8.C.

A sample combo that can be used on a crouching opponent after you hit them with j.2C.

  • j.2C must be done immediately and the j.A must be timed accurately as well for this combo to work.
  • If done in the corner, you can replace the j9.B > j9.C with j8.B > j8.C.

Another sample that can be used on a standing opponent after you hit them with j.2C.

  • j.2C must be done almost immediately, and the j.B must be timed accurate for this combo to work.
  • If done in the corner, you can replace the j9.B > j9.C with j8.B > j8.C.

A sample combo you can use post-stun.

  • j.C must hit the opponent while Lambda is close to the ground for this combo to work.
  • If done in the corner, you can replace the j9.B > j9.C with j8.B > j8.C.


Video Examples

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