Ougon Musou Kyoku/Lambdadelta

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Lambdadelta, the Witch of Certainty

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.

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

Cons
- Low damage.
- Almost every move has a long startup.
- Many normals are lackluster.
- No ground overhead.
- No anti air options whatsoever apart from a setup 214c.
- Low health
- Cannot do much after an attack touch.

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
Resets 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


Normal Moves


【f.5A】

Lambda swipes at the air with her hand. Whiffs on crouchers. average 5a. hits mid.
cancels into: 5a, 2a, 2b, 5b, 5c, 2c, 3c, 6c.


【c.5A】

lambda flings her arm at the opponents face. average everyday F.5a. hits mid.
cancels into:5a, 2a, 2b, 5b, 5c, 2c, 3c, 6c.


【2A】

lambda does a low version of f.5a. average everyday 2a. hits mid.
cancels into:5a, 2a, 2b, 5b, 5c, 2c, 3c, 6c.


【f.5B】

Lambda takes a step forward as she pushes outwards with her hands. rather quick and decent poke. hits mid.
cancels into:2b, 5c, 2c, 6c, 3c.


【c.5B】

lambda does a normal kick to the knees. boring everyday C.5b. hits mid.
cancels into:2b, 5c, 2c, 6c, 3c.


【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
cancels into:5b, 5c, 2c, 6c, 3c.


【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.


【3B】

Similar to 6B, but the popcorn travels lower. Cannot be cancelled. hits mid.


【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.
cancels into: 2c, 3c.


【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.
cancels into: 2c, 3c.


【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.
cancels into:6c.


【6C】

Lambda makes the opponent trip with a low quick kick. deceptive low. good for high/lows. Hits low. Knocks down.
cancels into: specials and meta world only.


【3C】

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.
cancels into: specials and meta world only.


【9/7j.A】

lambda sticks her foot out. nice hitbox angle. hits high.
cancels into: j.b, j.c, j2c


【9/7j.B】

lambda does a kick in the air similar to her C.5b. decent air to air. hits high.
cancels into: j.c, j2c.


【9/7j.C】

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.
cancels into: j.b, j2c.


【8j.A】

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.
cancels into: j.b, j.c.


【8j.B】

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.
cancels into: j.c, j2c.


【8j.C】

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.
cancels into: j.b, j2c.


【2j.C】

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.
cancels into: j.a, j.b, j.c.


【B+C】

Lambda's throw. She transforms the opponent into a konpeito, then spits it out after chewing it, remarking how disgusting it tastes.


Special Moves


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).


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.

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.
Bl〃ack Ho→le 「ふ〃らっ<ほ→る」 ― 63214ABC

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.

  • A Version - Shortest startup, shortest duration. the duration is 3 seconds long. the recovery is about 1 second long.
  • B Version - Medium startup, average duration. the duration is 4 seconds long. the recovery is about 1.5 seconds long.
  • 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→⊃♪」 ― 236AB

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.

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.

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.


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.

Level 2 Supers


RaU〃ow☆Fireworks 「にU〃ぃЗ☆はなひ〃」 ― 236236C

Lambda rushes toward the opponent, then spins on her self hitting him 7 times with her candies. 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.

Meta Super


CanU☆Comet 「ぉかU☆すぃせぃ!!」 ― 641236C

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. 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. 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.


Frame Data

                      |          Frames                     |  Frame Advantage |
              Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
               Throw  ------------------------------------------------------------------
                 B+C  |  200  |  0-1   |    ?    |    ?     |   KD  |          |30 Duration on Whiff
             Normals  ------------------------------------------------------------------
                c.5A  |   54  |    5   |    1    |    7     |   ?   |    ?     |
                f.5A  |   54  |    7   |    3    |    3     |   ?   |    ?     |
                  2A  |   45  |    5   |    3    |    5     |   ?   |    ?     |
                c.5B  |  150  |    9   |    4    |    9     |   ?   |    ?     |
                f.5B  |  135  |    7   |    8    |   12     |   ?   |    ?     |
                  2B  |  165  |    7   |    8    |   12     |   ?   |    ?     |
                c.5C  |  240  |   13   |   12    |   12     |   ?   |    ?     |
                f.5C  |  240  |   13   |    2    |   19     |   ?   |    ?     |
                  2C  |  225  |   15   |    6    |    7     |   ?   |    ?     |
                j.5A  |   60  |    4   |    6    |    6     |   ?   |    ?     |
               j8.5B  |  150  |    8   |    5    |   11     |   ?   |    ?     |
               j8.5C  |  252  |   11   |    8    |   17     |   ?   |    ?     |
           j(7/9).5B  |  150  |    9   |    9    |    6     |   ?   |    ?     |
           j(7/9).5C  |  225  |   13   |   12    |    6     |   ?   |    ?     |
     Command Normals  ------------------------------------------------------------------
                  6B  |   95  |    ?   |    ?    |    ?     |   ?   |    ?     |36 Duration
                  6C  |  225  |   12   |    9    |    8     |   ?   |    ?     |
                  3B  |   95  |    ?   |    ?    |    ?     |   ?   |    ?     |36 Duration
                  3C  |  240  |   12   |   15    |   18     |   ?   |    ?     |                  
                j.2C  |   ?   |    ?   |    ?    |    ?     |   ?   |    ?     |

Note: Still a work in progress. May or may not be 100% accurate.

Combos

Jump-Ins

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.

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.

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.

Ground

(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)
  • SP2 (1322 damage, requires 2 SP, far knockback)
  • F.5b F.5c J.A J.B J.C (1400 damage but has no knockdown corner only)
  • 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)

(#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.

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.

(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.


LambdaDelta does not to seem to have any ground combo extenders outside of the standard meta/dash canceling.

lambda can do a j2c after meta cancelling or dash canceling which is useful for combos.

Air Juggles

These juggles can be done off any launcher, e.g. when entering off attack touch, off 6c, EX236, etc. Sacrifices oki for extra damage.


... > j.9b > j.c - 600 damage when launched with 6c, 915 damage when used after ground launcher string

... > 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.

General strategy

THROW THAT POPCORN

  • 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.
  • you can use lambda's 236c in the corner for great okizeme (similar to battler 236c okizeme in the corner). OTG 2b 2c 236c.
  • 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.
  • 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.
  • 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.
  • 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.
  • 3c is a great move to attack touch after and can completely change the tide of battle. use it well.
  • 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).
  • 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.

Tag Partners

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.

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.

Beatrice
(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.


Rosa
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.


Bernkastel
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.


Shannon
Shannon really just is overkill with Lambda. Nobody needs this much Oki.


Eva-Beatrice
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.


Dlanor A Knox
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.


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