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Sakaku

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  1. Information If you'd like to contribute, please feel free to do so! When posting combos, please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Ramlethal. Please refrain from going off topic in this thread. This thread is for posting and discussion of combos only. Only practical combos will be listed in this thread. Collapsed: General Notations Used: [table] >Progress from the previous move to the following move. ,Link the previous move into the following move. >> or ->Cancel the previous special into a follow-up special. |>After landing. jJump hjHigh Jump ad or ADAir Dash iad or IADInstant Air Dash jc or (JC)Jump Cancel hjc or (HJC)High Jump Cancel ji or (JI)Jump Install CHCounter Hit MCMortal Counter RC or (RC)(Red) Roman Cancel YRC or (YRC)Yellow Roman Cancel PRC or (PRC)Purple Roman Cancel [ ]Hold Input (X)X is optional. (N)Attack must deal N amount of hits. [???] xNRepeat ??? N amount of times. [X] or [Y]Perform series of actions X or Y.[/table] Collapsed: Guide Specific Notations Used: [table][AA]Anti Air dashDash Toranshi632146HS with both swords deployed. (sword hits)A sword that has been deployed hits. PP~PDelay the second follow-up of the PPP string. [s+]Slash Sword Equipped [H+]Heavy Slash Sword Equipped [sH+]Both Swords Equipped [s-]Slash Sword Deployed [H-]Heavy Slash Sword Deployed [sH-]Both Swords Deployed[/table] Challenge Mode Combos Collapsed: Challenges: No.1 6S/H, 4S/H No.2 6S, 2S No.3 6H, 2HS No.4 PK No.5 PPP No.6 PPK No.7 KPP No.8 KKK No.9 2KPK No.10 2.KPP No.11 2KK No.12 623P No.13 623+P No.14 236K No.15 214K No.16 214P No.17 632146HS (with both swords equipped) No.18 6S and 6H, 632146HS No.19 2363214K No.20 Instant Kill Mode, 236236HS No.21 c.S > 2D No.22 f.S > 6S/HS No.23 2S > 2HS No.24 [AA] 6P > c.S > jc > j.8D No.25 CH f.S > 623P, PPP No.26 CH 6S/HS, dash throw No.27 IAD j.K > j.P > j.K |> c.S > 2D No.28 PPP > RC , c.S > 2D > 623P No.29 c.S > 2D > 623P, KPP, PPP No.30 [AA] 6P > c.S > jc > j.P > j.S > jc > j.K > j.S > j.D No.31 236K, dash c.S > jc > j.P > j.K > j.S > j.8D No.32 6K, PPK, dash PPP No.33 [s+] CH 2S, PK, dash PK, dash PPP No.34 KKK, f.S > 214K No.35 [sH+] 214K, PPP, IAD j.P > j.K > j.S |> 632146HS No.36 214P > RC, c.S > 623P, c.S 623P, c.S > jc > j.8D No.37 5D > Homing Jump > j.D > j.D > j.K > j.S > j.K > j.S > j.D No.38 [sH+] 5D > Homing Dash > c.S > 5HS > 6S, dash c.S > (sword hits) > 6H, 5HS > (sword hits) > jc > j.HS |> 2D > 623P, PPP No.39 2D > 623P, c.S > jc > j.8D, IAD j.K > j.S > j.8D |> dash KPP, PPP, f.S > 214K No.40 c.S > 2D > 623P, dash PK, dash PK, dash PPP, dash c.S > 5HS > 6S, dash f.S > (sword hits) > 6H, 5H > (sword hits) > 214K, Toranshi, 3K > Toranshi hits No.41 Deploy swords, c.S > 2D > 623P, PPP, dash c.S > 5HS > jc > j.2HS |> c.S > (2HS sword hits) > 2S, IAD j.HS > (2S sword hits) |> j.8D, dash PPP, 2363214K Midscreen Collapsed: Mid Starters: P Starters 5P > 4P > 1K > 2K [57 dmg] Note: You need to input 4P and 1K in order to bypass Ramlethal's combination strings. [AA] 6P > c.S > jc > j.K > j.S > jc > j.K > j.S > j.D [147 dmg] [AA] 6P > c.S > 623P, dash PK, dash PK, dash PPP [137 dmg] Note: the c.S lets you confirm whether you hit the opponent in the air or on the ground. c.S Starters Note: Combos leading into 623P also work with (CH f.S) or (crouching opponent f.S). c.S > (2D >) 623P, dash PK, dash PK, dash PPP [130 dmg] c.S > (2D >) 623~P, dash PK, dash PK, dash PPP [131 dmg on Millia] c.S > (2D >) 623P, dash PK, KPP, PP~P [163 dmg on Millia] Note: Vs feather weights. 623~P is normal Dauro. c.S > (2D >) 623P, dash c.S > 623P, KPP, PPP [148 dmg on Potemkin] c.S > (2D >) 623P, dash PK, KPP, PPP [125 dmg on Potemkin] Note: Vs heavy weights. c.S > (2D >) 623P, delay c.S > 623P, KPP, PPP [171 dmg] Note: Character specific. See this post's "Double Dauro" section for character specific notes. c.S > 623P > slight delay c.S > 623P > slight delay c.S > 623P > KPP > PPP [171 dmg] Note: Only works on Potemkin. Note: 3rd dauro crosses under. c.S > 623P > delay c.S > 623~P > delay c.S> 623P > KPP > PPP [167 dmg] Note: Only works on Potemkin and Bedman. [s+] 2S Starters [sH+] 2S > 2HS [114 dmg] [sH+] 2S > 2HS > RC, dash PK, dash PK, dash PPP [150 dmg] [s+] CH 2S, dash PK , dash PK , dash PPP [120 dmg] PPP Starters PPP > RC > see c.S starters Requires: 50% Tension Collapsed: Low Starters: 2K Starters 2KK [44 dmg] 2KPK [47 dmg] 2D Starters 2D > 623P, dash PK, dash PK, dash PPP [118 dmg] 2D > 623~P, dash PK, dash PK, dash PPP [141 dmg on Millia] 2D > 623P, dash PK, KPP, PP~P [167 dmg on Millia] Note: Vs feather weights. 623~P is normal Dauro. 2D > 623P, dash 623P, KPP, PPP [150 dmg on Potemkin] 2D > 623P, dash PK, KPP, PPP [127 dmg on Potemkin] Note: Vs heavy weights Collapsed: Overhead Starters: 6K Starters Note: Linking 6B, 5P does NOT work on Potemkin, May and Bedman. 6B, 5P combos require the opponent to be crouching. 6K, 5P > 1K > 2K [73 dmg] Note: You need to input 1K in order to bypass Ramlethal's combination strings. 6K, 5PPK, dash PPP [88 dmg] KPP Starters KPP, dash PK, dash PK, KPP, PP~P [147 dmg] 5D Starters 5D > Homing Jump > j.D > j.D > j.K > j.S > jc > j.K > j.S > j.D [144 dmg] Collapsed: Sword Mix-up Starters: 6S/6HS Starters Note: Starter includes 6K and 2K. Starter > (sword hits), c.S > 623P, dash PK, dash PK, dash PPP [135 dmg] (6K) [97 dmg] (2K) Collapsed: Throw Starters: Command Grab Starters 236K, dash 6P > c.S > jc > j.K > j.S > jc > j.K > j.S > j.D [126 dmg] 236K, dash > PK, dash PK, dash PPP [93 dmg] Collapsed: Instant Kill Combos: 236K > RC, activate instant kill mode > delay 236236H Requires: 100% Tension Near Corner Collapsed: Mid Starters: c.S Starters Note: Combos leading into 623P also work with (CH f.S) or (crouching opponent f.S). c.S > (2D >) 623P, dash PK, dash PK , dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [135 dmg] (dash c.S > 5HS) [139 dmg] (IAD j.S > j.HS |> 2D) Note: Works halfscreen from the corner away. [sH+] c.S > (2D >) 623P, dash PK, dash PK, dash PPP, dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, dash c.S > (sword hits), dash c.S > 2D [153 dmg] Note: Works halfscreen from the corner away. c.S > (2D >) 623P, delay c.S > 623P, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, dash c.S > 5HS [213 dmg] Note: Character specific. See this post's "Double Dauro Halfscreen away/corner" section for character specific notes. Note: Works halfscreen from the corner away. c.S > (2D >) 623P, delay c.S > 623P, delay c.S > jc > j.8D |> j.K > j.P > j.S > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [183 dmg on Potemkin] (dash c.S > 5HS) [184 dmg on Potemkin] (IAD j.S > j.HS |> 2D) Note: Vs heavy weights. Note: Works halfscreen from the corner away. c.S > 623P > delay c.S > 623~P > delay c.S > 623P > c.S jc > j8D |> IAD j.K > j.P > j.S > j.8D |> dash PPP >dash c.S > 5HS [192 dmg] Note: Only works on Potemkin. [s+] 2S Starters [s+] CH 2S, dash PK, dash PK, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [141 dmg] (dash c.S > 5HS) [147 dmg] (IAD j.S > j.HS |> 2D) Note: Works halfscreen from the corner away. [sH+] MC 2S, 2S > 2HS > RC, c.S > 5HS > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] Requires: 50% Tension j.P Starters [Air to air] IAD j.P xN > j.8D |> 623P, dash PP~P, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [132 dmg] (j.P x3) (dash c.S > 5HS) [135 dmg] (j.P x3) (IAD j.S > j.HS |> 2D) Collapsed: Low Starters: 2D Starters 2D > 623P, dash PK dash, PK, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [137 dmg] (dash c.S > 5HS) [141 dmg] (IAD j.S > j.HS |> 2D) Note: Works halfscreen from the corner away. [sH+] 2D > 623P, dash PK, dash PK, dash PPP, dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, 5H > (sword hits) 214K [156 dmg] Note: Works halfscreen from the corner away. Collapsed: Overhead Starters: 2KPP Starters 2KPP, dash PK, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [197 dmg] (dash c.S > 5HS) [199 dmg] (IAD j.S > j.HS |> 2D) Collapsed: Sword Mix-up Starters: 6S/6HS Starters Note: Starter includes 6K and 2K. Starter > (sword hits), c.S 623P, dash PK, dash PK, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [147 dmg] (6k) / [107 dmg] (2K) (dash c.S > 5HS) [149 dmg] (6K) / [107 dmg] (2K) (IAD j.S > j.HS |> 2D) Note: Works halfscreen from the corner away. [s+/H+] Starter > (sword hits), c.S 623P, dash PK, dash PK, dash PPP, dash c.S > f.S > 6S/6HS, dash > c.S > (sword hits) > 2D [156 dmg] (6k) / [113 dmg] (2K) Note: Works halfscreen from the corner away. Collapsed: Throw Starters: Command Grab Starters 236K, delay [iAD j.K > j.S > j.8D |>]x2, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [146 dmg] (dash c.S > 5HS) [147 dmg] (IAD j.S > j.HS |> 2D) [s+] 236K, [iAD j.K > j.S > j.8D |>]x3, dash PPP, dash c.S > f.S [155 dmg] Collapsed: Instant Kill Combos: 236K > RC, activate instant kill mode > delay 236236H Requires: 100% Tension Corner Starters Collapsed: Mid Starters: S Starters Note: Combos leading into 623P also work with (CH f.S) or (crouching opponent f.S). c.S > (2D >) 623P, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [129 dmg] (dash c.S > 5HS) [137 dmg] (IAD j.S > j.HS |> 2D) c.S > (2D >) 623P, dash PK, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [181 dmg] (dash c.S > 5HS) [181 dmg] (IAD j.S > j.HS |> 2D) c.S > 2D > 623P, c.S > jc > j.8D |> IAD > j.K > j.S > j.8D |> dash > PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [196 dmg] (dash c.S > 5HS) [198 dmg] (IAD j.S > j.HS |> 2D) Note: 2D is necessary in order to get a c.S consistently after 623P. c.S > (2D >) 623P, delay c.S > 623P, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, dash c.S > 5HS [213 dmg] Note: Character specific. See this post's "Double Dauro Halfscreen away/corner" section for character specific notes. [s+] c.S > 2D > 623P > c.S > jc > j.8D |> [iAD > j.K > j.S > j.8D] x2 dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [214 dmg] (dash c.S > 5HS) [214 dmg] (IAD j.S > j.HS |> 2D) Note: Character specific. See this post for character specific notes. [sH+] c.S > (2D >) 623P, dash PPP, dash c.S > f.S > 6S , dash c.S > (sword hits) > 6H , dash c.S > (sword hits) > dash c.S > 2D [173 dmg] [sH+] c.S > (2D >) 623P, dash PK, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, dash c.S > f.S > 6s, dash c.S > (sword hits) > 6HS dash c.S > (sword hits) > dash c.S 2D [193 dmg] [sH+] or [s+/H-] c.S > 623P, dash c.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, dash PPP, dash c.S > 5HS [225 dmg] Note: Character specific. See this post's "c.S > 623P, dash c.S > 5HS > jc > j.8D |>" section for character specific notes. [sH-] c.S > (2D >) 623P, dash PK, KPP, PPP, dash c.S > 5HS > Toranshi, c.S > Toranshi hits, PPP [201 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. [s+/H+] c.S > (2D >) 623P, dash PPP, dash c.S > f.S > 6S/6HS, dash 2P > 4P > (sword hits), Toranshi, 2K > Toranshi hits > PPP [186 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. [sH+] c.S > (2D >) 623P, dash PPP, dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, dash 2P > 4P > (sword hits), Toranshi, 2K > Toranshi hits > PPP [202 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. [s+] 2S Starters [s+] 2S > RC, 5HS > jc > j.8D |> [iAD > j.K > j.S > j.8D] x2 dash PPP, dash c.S > 5HS [197 dmg] Requires: 50% Tension [sH+] 2S > 2HS RC, 5HS > jc > j.8D |> [iAD > j.K > j.S > j.8D] x2 dash PPP, dash c.S > 5HS [223 dmg] PPP Starters PPP > RC > see c.S starters Requires: 50% Tension Toranshi Starters (Toranshi blocked) > (opponent gets hit during the remaining ~1/4 active frames) > PPP, dash c.S > 5HS > jc > j.2HS |> immediate c.S > (2HS hits) > jc back > j.2S > IAD j.H > (2S hits) |> j.8D |> dash PPP [~230 dmg] (6K) [~250 dmg] (2D) Collapsed: Low Starters: 2D Starters Note: Same as c.S starters. 2D > 623P, dash PK, c.S > jc > j.8D |> IAD > j.K > j.S > j.8D |> dash > PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [182 dmg] (dash c.S > 5HS) [182 dmg] (IAD j.S > j.HS |> 2D) 2D > 623P, c.S > jc > j.8D |> IAD > j.K > j.S > j.8D |> dash > PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [195 dmg] (dash c.S > 5HS) [197 dmg] (IAD j.S > j.HS |> 2D) 2D > 623P, dash PPP, IAD > j.S > j.HS |> (c.S >) 2D [136 dmg] [sH+] 2D > 623P, dash PPP, dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, 5H > (sword hits) 214K [175dmg] [sH-] 2D > 623P, dash PK, KPP, PPP, dash c.S > 5HS > Toranshi, c.S > Toranshi hits, PPP [201 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. [s+/H+] 2D > 623P , dash PPP, dash c.S > f.S > 6S/6HS, dash 2P > 4P > (sword hits), Toranshi , 2K > Toranshi hits > PPP [228 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. [sH+] 2D > 623P, dash PPP, dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, dash 2P > 4P > (sword hits), Toranshi, 2K > Toranshi hits > PPP [204 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. Collapsed: Overhead Starters: 6K Starters Note: Linking 6B , 5P does NOT work on Potemkin, May and Bedman. 6B , 5P combos require the opponent to be crouching. 6K, PPK, dash c.S > 214K, c.S > 623P, PP~P [135 dmg] [s+] 6K, PPK, f.S > 214K, c.S > 623P, PP~P [137 dmg] 6K, PPK, dash PPP, 2D (> 623P, PPP) [106 dmg] [128 dmg] (> 623P, PPP) 6K, PPK, KPP, PP~P [126 dmg] Note: Vs Feather Weights. 5D Starters [H-] 5D > Homing Dash c.S > 5HS > 214K, c.S > 623P, PP~P [118 dmg] [sH+] 5D > Homing Dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, dash c.S > (sword hits), dash c.S > 2D [119 dmg] 2KPP Starters 2KPP, KPP, c.S > jc > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [203 dmg] (dash c.S > 5HS) [207 dmg] (IAD j.S > j.HS |> 2D) 2KPP, dash c.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, dash PPP, dash c.S > 5HS [278 dmg] [sH+] 2KPP, dash c.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, dash PPP, dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, dash 2P > 4P > (sword hits), Toranshi, 4P xN~Toranshi hits > PPP [~315~330 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. 2KPK Starters [sH+] 2KPK > RC, dash c.S > 5HS > j.8D > IAD j.K > j.S > j.8D |> dash PPP, dash c.S > f.S > 6S , dash c.S > (sword hits) > 6H , dash c.S > (sword hits) > dash c.S > 2D [128 dmg] Collapsed: Sword Mix-up Starters: 2HS Starters Note: 2HS Starters include IAD j.K (> j.S/j.HS), 6K, 2K and 2D. [s+/H-] Starter > (2HS sword hits), dash j.8D |> [iAD j.K > j.S > j.8D |>]x2, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.H |> (c.S >) 2D] [231 dmg] (j.K) (dash c.S > 5HS) [214 dmg] (6K) (dash c.S > 5HS) [237 dmg] (2D) (dash c.S > 5HS) [160 dmg] (2K) (dash c.S > 5HS) [s+/H-] Starter > (2HS sword hits), dash j.8D |> dash c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [231 dmg] (j.K) (dash c.S > 5HS) [215 dmg] (6K) (dash c.S > 5HS) [236 dmg] (2D) (dash c.S > 5HS) [162 dmg] (2K) (dash c.S > 5HS) Note: Use this combo if you think they'll be too low for the IAD j.K > j.S > j.8D route. [H-] Starter > 2HS sword hits), c.S > jc > j.8D |> IAD > j.K > j.S > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [195 dmg on Potemkin] (j.K) (dash c.S > 5HS) [178 dmg on Potemkin] (6K) (dash c.S > 5HS) [201 dmg on Potemkin] (2D) (dash c.S > 5HS) [132 dmg on Potemkin] (2K) (dash c.S > 5HS) Note: Vs Heavy Weights. [sH-] Starter > 2S (2HS sword hits), 6K > (2S hits), j.8D |> dash KPP, PPP, Toranshi [~246 dmg] (j.K) [~251 dmg] (2D) [~181 dmg] (2K) Requires: 50% Tension Collapsed: Throw Starters: Normal Throw Starters Throw > Toranshi > 2K (Toranshi hits) [96 dmg] Requires: 50% Tension Note: Once you activate Toranshi you need to OTG with 2K so that Toranshi hits. Note: This will let them tech in the air. Only do if you know it's gonna kill. Command Grab Starters 236K, delay [iAD j.K > j.S > j.8D |>]x2, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [146 dmg] (dash c.S > 5HS) [147 dmg] (IAD j.S > j.HS |> 2D) 236K, dash > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [151 dmg] (dash c.S > 5HS) [152 dmg] (IAD j.S > j.HS |> 2D) [sH+] 236k, dash c.S > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, dash PPP, c.S > f.S > 6S, dash c.S > (sword hits) > 6h, dash c.S > jc > IAD j.HS |> 2D [165 dmg] [sH-] 236K > dash c.S > jc > j.8D |> dash PPP, dash c.S > 5HS > Toranshi > 2P > Toranshi hits, PPP [175 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. Collapsed: Instant Kill Combos: 236K > RC, activate instant kill mode > delay 236236H Requires: 100% Tension c.S > 623P, dash PPP > RC, activate instant kill mode > 236236H Requires: 100% Tension
  2. Looking for feedback from fellow Ram players? Post your videos here!
  3. Please keep discussion out of this thread, as it's for posting videos only. :) What ivanchu said is true. Having all videos in one place is a lot better if people are looking for either match, tutorial or combo videos. That obviously doesn't mean it's bad to post combo/oki vids in their respective threads as well though! 12/01/2015 GGxrd BLEED PSN stream [12/01/2015] Dei (Ramlethal) vs Woshige (Millia) [PSN] [12/01/2015] Dei (Ramlethal) vs Woshige (Millia) [PSN] [12/01/2015] Rozu (Ky) vs Dei (Ramlethal) [PSN] [12/01/2015] Rozu (Ky) vs Dei (Ramlethal) [PSN] [12/01/2015] Rozu (Ky) vs Dei (Ramlethal) [PSN] [12/01/2015] Rozu (Ky) vs Dei (Ramlethal) [PSN] [12/01/2015] Rozu (Ky) vs Dei (Ramlethal) [PSN] [12/01/2015] Dei (Ramlethal) vs Rozu (Ky) [PSN] [12/01/2015] Dei (Ramlethal) vs Rozu (Ky) [PSN] [12/01/2015] Dei (Ramlethal) vs Rozu (Ky) [PSN] [12/01/2015] Dei (Ramlethal) vs BLEED (Sin) [PSN] [12/01/2015] Dei (Ramlethal) vs BLEED (Sin) [PSN] 15/01/2015 Mikado Stream [15/01/2015] Karinchu (Ramlethal) vs Roi (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Roi (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Roi (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Roi (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] [15/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado Stream] 17/01/2015 Mikado 3on3 [17/01/2015] REID (Ramlethal) vs Shaka (Sol) [Mikado 3X3] [17/01/2015] REID (Ramlethal) vs Sosou (Ky) [Mikado 3X3] [17/01/2015] REID (Ramlethal) vs Tarou (Potemkin) [Mikado 3X3] [17/01/2015] REID (Ramlethal) vs Nage (Faust) [Mikado 3X3] [17/01/2015] REID (Ramlethal) vs Gazou (Faust) [Mikado 3X3] [17/01/2015] Pits (Faust) vs Karinchu (Ramlethal) [Mikado 3X3] [17/01/2015] mochida_tk (Slayer) vs Karinchu (Ramlethal) [Mikado 3X3] [17/01/2015] Karinchu (Ramlethal) vs Mugen (Sol) [Mikado 3X3]
  4. Sorry I worded that poorly. Any combo that leads into PPP *wallsplat* sounds better. Tried against Sol, Millia and Potemkin. Also SixthFox, to add what Nyaa said: The main problem I see with the combo you listed is that depending on the height, the opponent might be able to tech in the air, leaving us with no oki at all. And even if the j.D knocks them down, there's no way to get good sword oki rolling. The thing with Ramlethal is we want to get oki and corner as fast as possible (guess that's true for most characters), so giving up potential midscreen damage for oki and corner carry is totally fine. If you want to squeeze out as much damage as possible, you can go for double Dauro or even triple Dauro on Potemking and Bedman, providing oki as well. The only downside of the double Dauro oki route really is being extremely character specific for its timings and it's not the easiest combo out there either, but still way more practical as the Daiji route, as mentioned by Domonkazu. You can check out the char specifics here: Double Dauro Triple Dauro
  5. Command grab into CG is pretty neat. It works everywhere and seems to work on everyone (I tested it on Sol, Millia and Potemkin). Seems like you need to delay the IK against featherweights though. Also in the corner with 100 tension you can do: PPP > wallsplat > RC > activate IK mode > IK
  6. You need to hit the backdash and the YRC at the same time (give or take), kinda like green Dauro. If you're just a little late Ram will be too low for the j.K to come out. Same goes for the 2PPK, I've been having a lot more success by doing 2PPK~PSHS.
  7. [01/08/2015] Nage (Faust) vs Umecha (Ramlethal) [Mikado 3X3] [01/08/2015] Karinchu (Ramlethal) vs Kuma (Ky) [Mikado 3X3] [01/08/2015] Karinchu (Ramlethal) vs Kisshi (May) [Mikado 3X3] [01/08/2015] Karinchu (Ramlethal) vs Maruhan (Sol) [Mikado 3X3] [01/08/2015] Karinchu (Ramlethal) vs Nage (Faust) [Mikado 3X3]
  8. I usually stick out f.S > dauro/set sword after a blocked 2KPP. Elphelt shouldn't be able to throw out f.S before you do, they both have the same start-up (9f). Slayer's 5K (7f) also is too slow for him to catch you. 5K/2K is also a good choice, you should be able to be barely in range for it. If they mashed out anything you can hitconfirm 5KKK for at least a knockdown, or 5KK~6S/HS on block for sword pressure. Sometimes I just throw 2KPP again, but that's rather gimmicky because the second hit of the string will whiff from max range 2K. IAD might work, but I guess that's a little bit safer once they started respecting you.
  9. Char specific notes for 3 very damaging combos. Collapsed: Double Dauro Midscreen: Note: 623~P is normal Dauro, 623P is green Dauro. Sin There doesn't seem to be a good double Dauro combo against Sin midscreen. The one I found does 129 dmg and barely corner carries. Faust c.S > 623P, delay c.S > 623P, KPP, PPP [163 dmg] Note: can sideswitch after the second Dauro by only slightly delaying the second c.S. Millia c.S > 623~P, max delay c.S > 623~P, KPP, PPP [182 dmg] Sol c.S > (2D >) 623P, max delay c.S > 623P, slight delay KPP, PPP [171 dmg] Ky c.S > 623P, strong delay c.S > 623P, PP~P May halfscreen away: c.S > 623P, max delay c.S > 623~P, KPP, PP~P [164 dmg] Note: Need to be very close to the corner once you hit with KPP Note: You can swap the Dauros, ie doing 623~P first and 623P second. Chipp c.S > 623P, strong delay c.S > 623~P, KPP, PP~maxdelayP [203 dmg] Note: 2 green Dauros possible but it seems super inconsistent. Elphelt c.S > 623P, max delay c.S > 623~P, KPP, PP~maxdelayP [159dmg] Note: can sideswitch after the second Dauro by only slightly delaying the second c.S. Potemkin c.S > 623P, slight delay c.S > 623P, KPP, PPP [148 dmg] Note: can sideswitch after the second Dauro by doing c.S ASAP after the first Dauro. Slayer c.S > 623P, dash c.S > 623P, KPP, PP~P [153 dmg] Note: Works near corner without the dash. I-no Only combo that I found includes 2 normal Dauros with literally no corner carry and less dmg than the BnB. Axl c.S > 623P, max delay c.S > 623~P, slight delay KPP, PP~P [164 dmg] Note: 2 green Dauros possible but a little bit incosistent. Ramlethal c.S > 623P, dash c.S > 623~P, KPP, PP~P [164 dmg] Note: Works near corner without the dash. Venom c.S > 623P, delay c.S > 623P, KPP, PP~P [163 dmg] Zato halfscreen away: c.S > 623P, delay c.S > 623P, slight delay KPP, PP~P [172 dmg] Bedman c.S > 623P, delay c.S > 623P, KPP, PPP [148 dmg] Leo c.S > 623P, delay c.S > 623~P, slight delay KPP, PP~P [159 dmg] Collapsed: Double Dauro Halfscreen away/Corner: Note: [ender] is dash PPP, dash c.S > 5HS Note: 623~P is normal Dauro, 623P is green Dauro. Note: If you are completeley in the corner you need to do c.S > 2D, otherwise the c.S after the first Dauro will be a f.S. Sin c.S > 623P, delay c.S > 623P, delay c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> [ender] [216 dmg] Faust c.S > 623P, delay c.S > 623P, c.S > jc > j.8D |> delay IAD j.K > j.S > j.8D |> [ender] [213 dmg] Note: can sideswitch after the second Dauro by only slightly delaying the second c.S. Millia c.S > 623~P, max delay c.S > 623P, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> [ender] [239 dmg] Sol c.S > 623P, delay c.S > 623P, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> [ender] [213 dmg] Ky c.S > 623P, delay c.S > 623P, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> [ender] [213 dmg] May c.S > 623P, max delay c.S > 623~P, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> [ender] [216 dmg] Note: Need to be very close to the corner once you hit with KPP Chipp c.S > 623P, delay c.S > 623P, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> [ender] [260 dmg] Elphelt c.S > 623P, max delay c.S > 623~P, delay c.S > jc > j.8D |> delay IAD > j.K > j.S > j.8D |> [ender] [209 dmg] Note: can sideswitch after the second Dauro by only slightly delaying the second c.S. Potemkin c.S > 623P, slight delay c.S > 623P, c.S > jc > j.8D |> IAD j.K > (j.P >) j.S > j.8D |> [ender] [187 dmg] Note: can sideswitch after the second Dauro by doing c.S ASAP after the first Dauro. Slayer c.S > 623P, delay c.S > 623P, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> [ender] [199 dmg] I-no c.S > 623P, delay > c.S > 623~P, delay c.S > jc > j.8D |> IAD j.K/j.S > delay j.8D |> [ender] [211 dmg] Axl c.S > 623P, max delay c.S > 623P, slight delay c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> [ender] [219 dmg] Ramlethal c.S > 623P, c.S > 623~P, delay c.S > jc > j.8D |> delay IAD j.K > j.S > j.8D |> [ender] [216 dmg] Venom c.S > 623P, delay c.S > 623P, delay c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> [ender] [213 dmg] Zato c.S > 623P, delay c.S > 623P, delay c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> [ender] [223 dmg] Bedman c.S > 623P, delay c.S > 623P, delay c.S > jc > j8D |> IAD j.K > j.P > j.S > j.8D |> [ender] [187 dmg] Leo c.S > 623P, max delay c.S > 623P, delay c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> [ender] [201 dmg] Collapsed: "c.S > 623P, dash c.S > 5HS > jc > j.8D |>: Combo: [sH+] or [s+/H-] c.S > 623P, dash c.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, [ender] Note: [ender] is dash PPP, dash c.S > 5HS Sin H+ works just fine. [229 dmg] H- is a little bit harder but the normal loop works. [221 dmg] H- Alternative combo: c.S > 623P > slight delay f.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>] x2, [ender] [223 dmg] Faust H+ c.S > 623P, dash c.S > 5HS > jc > j.8D |> delay [iAD j.K > delay j.S > delay j.8D |>]x2, [ender] [225 dmg] H- c.S > 623P, dash c.S > 5HS > jc > j.8D |> IAD j.K > delay j.S > delay j.8D |> IAD j.K > j.P > j.S > j.8D |> [ender] [215 dmg] Note: For H-, need to dash in a little deeper, otherwise 5HS whiffs. Millia H+ c.S > 623P, dash c.S > 5HS > jc > j.8D |> delay IAD j.K > j.S > j.8D |> IAD j.K/j.S > j.8D |> [ender] [257 dmg] H- c.S > 623P, dash c.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, [ender] Note: H- is A LOT easier than H+. Sol H+ works just fine. [225 dmg] H- is a little bit harder but the normal loop works. H- Alternative combo: c.S > 623P, slight delay f.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, [ender] [218 dmg] Ky H+ works just fine. [225 dmg] H- a little bit harder but the normal loop works. Need to dash in a little bit deeper after 623P because j.8D will whiff otherwise. [215 dmg] Note: H- 2nd rep is easier with j.K > delay j.S > delay j.8D or j.K > j.P > j.S > j.8D. May H+ c.S > 623P, dash > c.S > 5HS > jc > j.8D |> delay IAD j.K > j.S > j.8D |> IAD j.K/j.S > j.8D |> [ender] [228 dmg] H- c.S > 623P, dash > c.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, [ender] [223 dmg] Chipp H+ works just fine. [273 dmg] H- is a little bit harder but the normal loop works. Need to dash in a little bit deeper after 623P because j.8D will whiff otherwise [269 dmg] Note: H- 2nd rep is easier with j.K > delay j.S > delay j.8D or j.K > j.P > j.S > j.8D. Elphelt H+ c.S > 623P, dash c.S > 5HS > jc > j.8D |> delay IAD j.K > j.S > j.8D |> IAD j.K/j.S > j.8D |> [ender] [223 dmg] H- c.S > 623P, dash c.S > 5HS > jc > j.8D |> [iAD j.K > delay j.S > delay j.8D |> IAD j.K/j.S j.8D, [ender] [217 dmg] Note: strangely enough, H+ is a lot easier than H- Potemkin H+ c.S > 623P, dash c.S > 5HS > jc > j.8D |> IAD j.K > delay j.S > delay j.8D |> j.K > j.P > j.S > j.8D |> [ender] [204 dmg] H- c.S > 623P, dash c.S > 5HS > jc > j.8D |> [iAD j.K > j.P > j.S > j.8D |>]x2, [ender] [187 dmg] Note: H- is incredibly hard. Slayer H+ works just fine. [214 dmg] H- works just fine. [206 dmg] H- Alternative combo: c.S > 623P > slight delay f.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>] x2, [ender] [207 dmg] I-no H+ c.S > 623P, dash c.S > 5HS > jc > j.8D |> delay IAD j.K > j.S > j.8D |> IAD j.K/j.S > j.8D |> [ender] [228 dmg] H- Surprisingly hard/impossible (?), I'm unable to get a 2nd rep no matter what I'm trying. Axl H+ c.S > 623P, dash c.S > 5HS > jc > j.8D |> [iAD j.K > delay j.S > delay j.8D |>]x2, [ender] [231 dmg] H- c.S > 623P, dash c.S > 5HS > jc > j.8D |> IAD j.K > delay j.S> delay j.8D |> IAD j.K > j.P > j.S > j.8D |> [ender] [220 dmg] Ramlethal H+ c.S > 623P, dash c.S > slight delay 5HS > jc > j.8D |> IAD j.K > j.S > j.8D |> IAD j.K/j.S j.8D |> [ender] [228 dmg] H+ Alternative combo?: c.S > 623P, dash c.S > slight delay 5HS > jc > j.8D |> IAD j.S > slight delay j.8D |> IAD j.K > j.S > j.8D |> [ender] H- c.S > 623P, dash c.S > 5HS > jc > j.8D |> IAD j.K > delay > j.S > delay > j.8D |> IAD j.S > delay j.8D |> [ender] [225 dmg] Note: For H+, not delaying the 5HS causes the first j.8D to whiff sometimes. Venom H+ c.S > 623P, dash c.S > 5HS > jc > j.8D |> [iAD j.K > delay j.S > delay j.8D |>]x2, [ender] [225 dmg] H- c.S > 623P, dash c.S > 5HS > jc > j.8D |> IAD j.K > j.S > j.8D |> [ender] [207 dmg] Note: Someone else need to test H-. I'm unable to find anything consistent. Green Dauro is most likely prefered here. Zato H+ c.S > 623P, dash c.S > 5HS > jc > j.8D |> [iAD j.K > delay j.S > delay j.8D |>]x2, [ender] [236 dmg] H- Same as Venom, but even hitting the first rep is super hard already. Too inconsistent. Bedman H+ c.S > 623P, dash c.S > 5HS > jc > j.8D |> IAD j.K > delay j.S > delay j.8D |> IAD j.K > j.P > j.S > j.8D |> [ender] [204 dmg] H- c.S > 623P, dash c.S > 5HS > jc > j.8D |> [iAD j.K > j.P > j.S > j.8D |>]x2, [ender] [187 dmg] Leo H+ works just fine. [225 dmg] H- c.S > 623P, dash c.S > 5HS > jc > j.8D |> [iAD j.K > j.P > j.S > j.8D |>]x2, [ender] [209 dmg]
  10. Forgot May, she belongs in the same category as the other feathers. I just tested the combo out on Leo. dash c.S > 5HS > jc > j.8D |> [loop]x2 > [ender] seems to be the easiest if you have both swords equipped. The wallsplat ender becomes hard if you don't have S sword equipped and Leo will be very low if you do dash c.S > 5HS without HS sword equipped. I had most success by doing [j.K j.P j.S j.8D]x2 if at least one sword was deployed. For double Dauro, you need to delay the c.S so much in order to hit the second Dauro. Seems a little bit inconsistent to me, he'll be able to tech out a little bit after the window where you need to hit the c.S after the first Dauro. Well the combo listing is far from being complete. As you can see, the latest update was 3 days ago so I'm still working on it. The one thing about Ram combos is how inconsistent they are. You can figure once you see how many combos are being dropped by Batako and Karinchu. I've tried my best to compile the most useful and consistent combos I've seen from watching jp vids and from testing. Especially for combos leading into Dauro in the near corner~corner range, there are so many different possibilities and factors to consider (what swords are equipped, did you hit them with 2D after c.S, what character weight, strange air hurtboxes) where it's hard to say 'X combo is optimal'. That being said, *in my opinion* most (near) corner combo variations should be optimal in the OP. If you're talking about midscreen combos, notice that I didn't include double Dauro YET. It's basically the same case as the near corner combos leading into Dauro. On some characters you need to do a dash after Dauro because otherwise you'll be getting a f.S (in this case using 2D also has to be considered, again), on some the first or second Dauro has to be a normal instead of a green one etc. I just didn't have the chance to test double Dauro against the whole cast. I'd rather have the combo up later but with char specific notes instead of confusing beginners trying to figure out why certain combos don't seem to work against 80% of the cast. With all that said, I edited the combo in question and I'm more than happy to add/change if there's anything that can be optimized as long as it's universal/has char specifics for the most part.
  11. If they can block the sword, you are most likely doing the c.S too early. On the other hand, doing c.S too late causes them to recover before c.S hits. I'm always doing (delay dash c.S) and it's working fine.
  12. Corrected, thanks. If you manage to hit the opponent when they are blocking ~1/4 of Toranshi's remaining active frames, you can do the following combo: (Toranshi blocked) > (opponent gets hit during the remaining ~1/4 active frames) > PPP, dash c.S > 5HS > jc > j.2HS |> immediate c.S > (2HS hits) > jc back > j.2S > IAD j.H > (2S hits) |> j.8D |> dash PPP Deals roughly 250(!) damage with 2D and 230 with 6K. Here's a video example: https://www.youtube.com/watch?v=JsDOmgZ2CT8#t=257
  13. A combo using as many sword attacks as possible would probably be CH/crouching opponent f.S > 623P, dash c.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>] x2 > dash c.S > f.S > 6S > delay dash c.S > (sword hits) > 6HS > dash c.S > (sword hits) dash c.S > 2D Meter gain is ~52%, but being in the situation where you hit a f.S on a crouching opponent/as CH near corner with both swords equipped isn't... common.
  14. There's no real trick to it, just practice. Some people like to input DP motions as 6236~button which won't work if you want to get green Dauro, so look at your inputs in practice mode to figure out if you're doing a "real" DP motion. You have an interval of 3 frames for pressing down forward and the P button. And yeah, Ram's only attacks that give her meter her swords. While it does sound weak at first, the meter gain is insane. You're getting ~16% tension for every equipped sword normal on hit and 8% on block. And since this is Guilty Gear, moving forward is a very effective way to gain meter as well.
  15. 12/27/2014 Mikado 5on5 [12/27/2014] Nasu (Slayer) vs Batako (Ramlethal) [Mikado 5X5] [12/27/2014] Hossa (Sol) vs Batako (Ramlethal) [Mikado 5X5] [12/27/2014] OSCA (I-no) vs Batako (Ramlethal) [Mikado 5X5] [12/27/2014] Akuroma (Zato) vs Batako (Ramlethal) [Mikado 5X5] [12/27/2014] 2rio (I-no) vs Batako (Ramlethal) [Mikado 5X5] [12/27/2014] Yuusukechin (Chipp) vs FG (Ramlethal) [Mikado 5X5] [12/27/2014] MK (May) vs Sharon (Ramlethal) [Mikado 5X5] [12/27/2014] Sharon (Ramlethal) vs Ogawa (Zato) [Mikado 5X5] [12/27/2014] Karinchu (Ramlethal) vs Ogawa (Zato) [Mikado 5X5] [12/27/2014] Nage (Faust) vs Sharon (Ramlethal) [Mikado 5X5]
  16. 12/25/2014 Mikado Random 3on3 [12/25/2014] Roi (Sol) vs hale (Ramlethal) [Mikado Random 3X3] [12/25/2014] Karinchu (Ramlethal) vs Hiraoka (Ky) [Mikado Random 3X3] [12/25/2014] Karinchu (Ramlethal) vs Shiketa (I-no) [Mikado Random 3X3] [12/25/2014] Karinchu (Ramlethal) vs Jonio (Sol) [Mikado Random 3X3] [12/25/2014] Karinchu (Ramlethal) vs 310 (Venom) [Mikado Random 3X3] [12/25/2014] Karinchu (Ramlethal) vs Kuma (Ky) [Mikado Random 3X3] [12/25/2014] Karinchu (Ramlethal) vs Nage (Faust) [Mikado Random 3X3] [12/25/2014] Karinchu (Ramlethal) vs NOB (Sol) [Mikado Random 3X3] [12/25/2014] Hohiko (Ramlethal vs 310 (Venom) [Mikado Random 3X3] [12/25/2014] Hohiko (Ramlethal) vs Roi (Sol) [Mikado Random 3X3] [12/25/2014] FAB (Potemkin) vs Karinchu (Ramlethal) [Mikado Random 3X3] [12/25/2014] Satou (Ramlethal) vs Karinchu (Ramlethal) [Mikado Random 3X3] [12/25/2014] Hohiko (Ramlethal) vs Karinchu (Ramlethal) [Mikado Random 3X3] [12/25/2014] Mari (Chipp) vs Karinchu (Ramlethal) [Mikado Random 3X3] [12/25/2014] FAB (Potemkin) vs Karinchu (Ramlethal) [Mikado Random 3X3] [12/25/2014] Nage (Faust) vs Umecha (Ramlethal) [Mikado Random 3X3] [12/25/2014] Nage (Faust) vs Umecha (Ramlethal) [Mikado Random 3X3] [12/25/2014] Nage (Faust) vs Umecha (Ramlethal) | Part 2 [Mikado Random 3X3] [12/27/2014] Rion (Ky) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] Gonzaburou (Faust) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] Bonanza (Millia) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] K (Sol) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] Bonanza (Millia) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] K (Sol) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] Bonanza (Millia) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] Rou (Slayer) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] Rou (Slayer) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] Rou (Slayer) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] Ranzou (Millia) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] Umecha (Ramlethal) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] BLUE (May) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] Ranzou (Millia) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] Rou (Slayer) vs Karinchu (Ramlethal) [Mikado Stream] [12/27/2014] Akuroma (Zato) vs Karinchu (Ramlethal) [Mikado Stream]
  17. Delaying j.8D in the loop makes you land faster. So do [j.K > j.S > delay j.8D] x2. With S sword equipped you can delay j.8D a lot, without it gets a little bit harder. I think I should note this somewhere in the first post. Also make sure to IAD (9~5~6). Press up forward, let the stick go to neutral, then press forward. If you did it right you should perform an airdash that's very low to the ground.
  18. The big advantage of the Daiji combo is the full screen corner carry that no other "practical" combo seems to offer aside from 236K > delay [iAD j.K > delay j.S > delay j.8D] x3 which I'm 100% sure doesn't work against at least half the cast. The combo you found does exactly 20 damage more than the dauro > dash PK > c.S > j.8D > etc route (181 -> 201 dmg), and it seems to work very well against heavy chars if you don't want to double Dauro. There's a route that does slightly more damage (24 in fact) but doesn't work against the whole cast (doesn't work on Ky and prob not on Heavies, not sure about the rest). c.S > 623P, dash c.S > j.HS > j.8D |> [iAD j.K > j.S > j.8D] x2, PPP > ender. https://www.youtube.com/watch?v=-OIW4Et5CjY&feature=youtu.be here's a video with both combos.
  19. ^That combo looks sick. But for both damage and oki it's not really the best. Your main goal should be going for j.8D loops in the corner and just having a wallsplat for the ender PPP > [iAD j.S j.HS |>2D] or [c.S > 5HS crumple reset] which does around 200 damage. c.S > (2D >) 623P, dash PK, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [181 dmg] (dash c.S > 5HS) [181 dmg] (IAD j.S > j.HS |> 2D) c.S > 2D > 623P, c.S > jc > j.8D |> IAD > j.K > j.S > j.8D |> dash > PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [196 dmg] (dash c.S > 5HS) [198 dmg] (IAD j.S > j.HS |> 2D) Note: 2D is necessary in order to get a c.S after 623P. [s+] c.S > 2D > 623P > c.S > jc > j.8D |> [iAD > j.K > j.S > j.8D] x2 dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [214 dmg] (dash c.S > 5HS) [214 dmg] (IAD j.S > j.HS |> 2D) Note: Character specific. See this post for character specific notes. Unless you were asking specifically for wallsplat combos using deployed swords, don't mind me then. But as far as I know j.8D loops are the most damaging combos Ram has (and they give good oki too!).
  20. It depends on what you want to use as mix-up tbh. Like someone else stated in this thread before, one of the main advantages of crumple oki is it's much harder for the opponent to see when they can press buttons again. The visual clue given when waking up makes the reversal window a lot easier compared to the small crumple recovery animation. Also, you can do all of the options you mentioned with crumple oki, so I'd say they are more or less equal in terms of usefulness. edit: lol got beaten to it. As for double sword mix-ups, there's only one spot where they can potentially jump out: After you set the 2nd sword and do an overhead. They need to FD as soon as they leave the ground though because otherwise they'll still get hit by the overhead. They can't jump out of your first IAD/empty mix-up if you're doing it right, and you'll catch their jump start-up if you're doing 2K after setting the 2nd sword. How does the airdash safe jump work?
  21. It depends on how far away you are and how high they are up in the air. For random air hits where the opponent is nowhere near a corner the easiest probably is dash > jump > [air combo]. If you have 50% Tension to spare and your opponent is about halfscreen away you can do stuff like this: https://www.youtube.com/watch?v=RMk_9hBI-GM&feature=youtu.be or https://www.youtube.com/watch?feature=player_detailpage&v=lXOIHE8SrLY#t=977 Mine probably isn't optimized, pretty sure you can add a 2nd rep. For the wallsplat combo, it works after most if not all combos. I have yet to find a combo where it's not working unless you're wallsplatting them way too high. K0r mentioned somewhere in this thread that the height doesn't matter as long as you delay the c.S and the f.S after the initial splat, but I'm not sure if this is also the case for super long combos. For your problem, you're either doing the c.S too fast or too slow. Doing it too fast makes the sword not combo, doing it too slow makes them recover before c.S hits. I usually just delay the dash and it's working 99% of the time, if that helps. Maybe we should keep this stuff in the combo thread, idk :P
  22. Doing c.S > 5HS > 6HS into a high/low/CG mix-up seems to be the most favorable option in your case. That's also what Batako is using most of the time instead of going for the double deploy combo. And regarding Zato, just double Dauro into one rep. edit: dash c.S > 5HS > j.8D into 2 reps works too but is a lot harder on him. It does like 10 damage more.
  23. Updated almost all combos with damage values (tested on Sol unless stated otherwise) and added several video examples. Also made a tutorial video for people that rather want to work with visual clues instead of text. https://www.youtube.com/watch?v=UVEaXqhrgtI
  24. Double Dauro with one rep (j.K > j.P > j.S > j.8D) seems to work the best for me against both heavies. Does about the same damage as 2 reps and 1 dauro. Instead of doing Dauro, dash c.S > 5HS you could also do 2D > dauro, c.S > j.8D into the loop. I've made a post about that particular combo in the combo thread on who it works and on who it doesn't.
  25. Yeah Prototype909, doing Green Dauro dash PK, KPP, PP~P works perfectly fine on feathers except for Ramlethal, even midscreen. You could even add a second PK, but that makes it unnecessary hard. Against Elphelt it's actually doable by delaying the first dash PK as much as possible. Still probably not worth it. Also, I thought Chipp was feather weight? He falls like a normal weight character.
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