GAMEPLAY
Archetype – Grappler/Bruiser
Strengths
- Highest raw damage output among the cast
- High weight and knockback resistance allows LAMBDA to survive longer than other characters
- Good range on most attacks
Weaknesses
- Among the slowest characters on the roster
- Large body and high weight mean they're susceptible to being combo food
- Non-damaging, slow up special
STATS (Graded from a lowest of E- to A+ at the highest)
Walk Speed - E
Run Speed - C
Traction - A
Jump - B
Air Acceleration - C-
Fall Speed - A
Weight - A+
MOVELIST
Ground Attacks
Neutral Attack: Jet Palm – An open palm strike that can be followed up by a short stream of flames if you press the button again. (The flames are produced from LAM's palm as well.)
Forward Tilt: Dragon Fang – LAMBDA extends their neck forward to bite at opponents.
Back Tilt: Dragon Tail – Without turning around, LAM swings at opponents behind them using their tail.
Up Tilt: Dragon Missile – LAMBDA fires a missile from it's back. This move can be rapid fired for up to three to 3 missiles. The missiles fly in a parabola, launching a fairly high distance before making their descent. Can be used both as a straightforward anti-air on jump ins or as a means of stage control when fired from a distance.
(A bit of an unorthodox up tilt but I think it works as a good option for dealing with more air-oriented opponents given LAM's slower speed and focus on grounded combat. Plus, it gives him a fairly unique projectile option.
The inspiration here is, as you might have guessed, Dr. Doom's Hidden Missile move from
Marvel vs Capcom, though the actual function is closer to the Roboco's Hi-Spec Missiles assist from
Idol Showdown as they lack the tracking of Doom missiles.)
Down Tilt: Impact Hammer – LAMBA raises their clenched fist and slams it down in hammering motion. Useful for hitting opponents at the ledge and small characters who can low profile horizontal moves.
Dash Attack: Brake Dash – LAMBDA performs a spin while moving, tackling the opponent with their whole body. Unlike other dash attacks that bring you to a stop, LAMBDA can continue their dash in the opposite direction by holding back during the spin.
(The idea here was to reincorporate a little bit of the your originally Galleom inspired version of LAMBDA. LAM basically rams into opponents and swerves around like a vehicle trying to quickly make a turn.)
Charge Attacks
Side Charge: Rocket Punch – LAMBDA charges the engine in their arm and delivers a strong, rocket powered, straight punch.
Up Charge: Dragon Claw – LAMBDA performs a wide, overhead claw swipe.
Down Charge: Collision Compactor – LAMBDA faces the camera and brings their arms back before slamming their fists together. Opponents on either side of LAMBDA will get caught by the swing of their arms.
Aerial attacks
Neutral Air: Rotation – LAMBDA performs a 360 spin in the air, hitting with their arms. Useful for getting opponents off of LAMBDA. (Think DK Nair.)
Forward Air: Engine Drive – LAMBDA propels themselves forward using their engines, hitting opponents with their whole body. Can be used as a burst option for aerial movement for the otherwise heavy/sluggish LAMBDA. Can also be used to aid in recovery but it has high end lag overall.
Back Air: Engine Reverse – Similar to Engine Drive but moving LAMBDA backward instead.
Up Air: Dragon Head – LAMBDA uses thir long neck to swing their head in an arcing headbutt. The head does the most damage and knockback, but opponents can also be hurt by the spines along the back of LAMBA's neck.
Down Air: Crash Landing – A fast fall attack where LAMBDA uses their engines to quickly propel themselves downward. This move will knock opponents away in the air, but those caught below or directly underneath on the ground will take the most damage as LAMBDA lands.
Throws
Pummel: Shock Grip – LAMBA shocks the opponent while holding them.
Forward Throw: Rocket Launch – LAMBDA rears back and charges the engine in their arm. The opponent is then launched by a rocket powered throw. LAMBA's strongest normal throw and a great kill throw.
Back Throw: Airlock Release – LAMBDA turns around and swings their arm back, launching the opponent with great force. Their second strongest normal throw and a potential early KO move when used at the ledge.
Up Throw: Ejector Cannon – LAMBDA raises their arm, holding the opponent in their palm. The opponent is then fired straight up by launching them with a pulse of plasma.
Down Throw: Plasma Glare – Rather than actually throwing opponents, Plasma Glare is a setup/combo starting tool that shocks and paralyzes the opponent for a moment using plasma emitted by LAMBDA's third eye.
Special Moves
Neutral Special: Plasma Sphere – LAMBDA fires a slow-moving ball of plasma from its mouth. It stays out for quite some time, allowing it to travel a good distance, but only one can be out at a time. The ball is shot forward both on the ground and in the air, and will travel in a straight line for its duration. The plasma ball is fairly strong to make up for its slow speed.
Neutral Hyper: Plasma Vortex – LAMBDA now produces a stationary ball of plasma that pulls opponents and objects in within a certain range. Enemy projectiles are destroyed when drawn in and opponents caught in it will be dealt a strong multi-hit that pops them up after. It stays on stage for the same duration as Plasma Sphere or until an opponent makes contact.
Side Special: Dragon Buster – A command grab where LAMBA will reach out with a downward claw swipe to try and grab opponents. If successful he leaps into the air with the opponent, flipping forward and falling back down to deliver a spinning pile driver. (Izuna Drop style,
NOT like Zangief's)
Side Hyper: Burning Dragon Buster – Similar to the regular Dragon Buster, but the move now has light armor on start-up and delivers a fiery impact, being able to deal splash damage to other opponents who get too close.
Up Special: Engine Blaze – LAMBA engages their engines to hover and briefly give themselves the ability to fly around freely albeit slowly. LAMBDA will remain airborne for as long as they have fuel, though this drains fairly quickly. Fuel will be restored upon touching the ground again.
Up Hyper: Afterburner – Rather than being an enhanced move, Afterburner will “burn” meter to add fuel for Engine Blaze mid-flight.
Down Special: Hard Light Barrier – LAMBDA creates a barrier around themselves that can be used to reflect projectiles and damage opponents who touch it as it activates. While only the initial activation will deal damage, you can keep the button held down to continue reflecting projectiles and even block many physical attacks. Particularly strong attacks will shatter the barrier however (watch out during LAMBDA dittos!)
Down Hyper: Shining Force – This version cannot be held down for continuous effect but has an extended range, higher damage on activation and reflects projectiles back at 1.5x the power.
HYPERMAX MOVES
Level 1: Pyronite Beam – LAMBDA concentrates some of the Pyronite fueling their body into their mouth and fires it off in a blazing beam. (Combines the classic beam super with the classic fire breath of dragons for a spin that works for a robot alien dragon thing like LAMBDA.)
Level 2: Pyronite Armor – LAMBDA creates an energy field around their body using Pyronite. While active this increases their defenses even further, reducing the damage they take while also making their entire body a means of dealing damage. The heat from the Pyronite coating will damage opponents for simply standing too close to LAMBDA though it does not cause any flinching or knockback. This in turn means all of LAMBDA's moves will deal a little extra damage too.
Level 3: Black Luster Dragon – A command grab super. LAMBA will grab opponents and fly forward while spinning, traveling like a drill as they drag the opponent along the stage a short distance. Afterward, LAMBA will take them into the air, flying even higher than when using Dragon Buster, and begin spinning again as they plummet back down with the opponent, dealing a multi hit drilling pile driver which ends in an explosive burst of fire.