GGST/Ramlethal Valentine/Combos

From Dustloop Wiki



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
  1. Basic Kick Combo
  2. Basic Far Slash Combo
  3. Basic Close Slash Punish Combo
  4. Basic Punch Combo
  5. Basic Air Combo

Basic Kick Combo
Very Easy

2K or 5K > 2D > 214P > 214P > 214P
good damage for a kick. Because of Ram’s incredibly fast dash speed, kicks can be threatened quickly.

2D can whiff at max kick ranges.

Basic Far Slash Combo
Very Easy

f.S > 5H ( > 623P)
Not a huge combo, but it’s more than most characters get at this distance.

623P will not reach at max range. But when it does reach, 623P puts Ram right in her opponent’s face with advantage.

Basic Close Slash Punish ComboBig damage for a big mistake
Easy

c.S > 2H > 623P, c.S > jc, j.K > j.214S
Used primarily to punish a blocked super or reversal.

The direction of the jump cancel does not matter for this combo, but 9jc is used for more complex combos.

With the Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc., Ram has time to prepare her offense again.

Basic Punch Combo6 hits from your fastest mash
Very Easy

(5P > ) 5P > 6P > 214P > 214P > 214P
Used to mash out as fast as possible. 5P beats medium-sized gaps.

Only one 5P will reach at longer ranges. And any 5P can be replaced with 2P.

In most cases, starting with 6P can lead to the same 214P > 214P > 214P follow-up as it does here. For example, as a counterhit anti-air.

Basic Air ComboBasically already optimal
Very Easy

j.X > j.214S
Any of Ram’s air attacks can lead into j.214S for a Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc..

This works as an air-to-air or as a jump-in.

Core Combo Theory

Rekka Cancel Alternative


Core combos will assume you can perform a rekka cancel into 623P. Cancelling into 623P is important for Ram's combo optimization because of its better spacing and damage over 214PPP.

Rekka cancels are explained in the next tab. If you are not yet comfortable with rekka cancels, any combo ending with dc > 623P can be replaced with 214P to make it significantly easier.

Rekka Cancels


Erarlumo 1GGST Ramlethal Valentine Erarlumo 1.pngGuardAllStartup16Recovery12Advantage-5 (Rekka 1) and Erarlumo 2GGST Ramlethal Valentine Erarlumo 2.pngGuardAllStartup9Recovery25Advantage-12 [-10] (Rekka 2) can cancel into other special moves by kara cancelling their dash cancel, with the exception of SabrobatoGGST Ramlethal Valentine Sabrubato.pngGuardAllStartup19Recovery42Advantage-27 [-27] {-32}. Thanks to this, Ramlethal gains access to new combo routes and improves her combos' utility.

It is important to note that, while cancelling into most special moves allows you to take advantage of the game's input buffer, this can't be done when cancelling a rekka back into Rekka 1. In order to do this cancel, the kara cancel must be inputted during the 2f window at the beginning of the dash.

For more information, view SQ's video guide to rekka cancels: https://youtu.be/r4SxISI0TQ4

Delayed Rekkas


The input for Erarlumo 2GGST Ramlethal Valentine Erarlumo 2.pngGuardAllStartup9Recovery25Advantage-12 [-10] (Rekka 2) and Erarlumo 3GGST Ramlethal Valentine Erarlumo 3.pngGuardAllStartup11Recovery38Advantage-25 (Rekka 3) can be delayed and, if properly delayed, can provide more damage and additional properties to the moves.

However, the proper delayed Rekkas are much more difficult to pull off, as the window for delayed Rekka 2 is 7 frames and the window for delayed Rekka 3 is 11f. It is very easy to delay too little and get the regular version or delay too much and have the rekka series end.

  • Delayed rekkas have an orange smear trail instead of white
  • Delayed Rekka 2 launches on grounded hit and launches higher than normal on air hit.
  • Delayed Rekka 3 causes a higher and more vertical ground bounce than normal.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character
  1. Universal 2K Combo
  2. Close-Range Far Slash Combo
  3. Intermediate Close Slash Punish Combo
  4. Basic Corner Carry Combo
  5. Basic Burst-Safe Corner Carry Combo
  6. Counter Hit Combos

Universal 2K ComboNow with rekka cancels!
Medium

2K > 2D > 214P > 214P > dl~dc > 623P
An improvement on the beginner version that leaves Ram close enough to continue pressure.

The small delay is necessary so that 623P does not whiff underneath the opponent. The delay can instead be done between hits of 214P – and that is usually the easier way, but to avoid confusion with charged 214PP, it was placed before 623P.

See the Rekka Cancel Alternative Note if you are not comfortable with dash cancels yet.

Close-Range Far Slash Combo
Medium

f.S > 214P > 214P > dc > 623P
If the opponent is at approximately the RATTLE text on Ram's f.S sword, Ram is close enough to use this combo. Being slightly closer than roundstart distance is another way to tell.

This route loses a small amount of damage over the beginner version in exchange for ending significantly closer. Close enough to threaten c.S immediately.

If you are not comfortable with dash cancels yet, the beginner version is stronger.

Intermediate Close Slash Punish Combo
Easy

c.S > 2H > 623P, c.S > 214P, 5K > 9jc, j.K > j.214S
Dash momentum will make the j.K land more consistently, but it’s rare to find situations where Ram doesn’t have dash momentum for a c.S punish.

Basic Corner Carry ComboThis is where the fun begins
Easy

c.S or air-hit 5K > 6H > 236H, 66c.S > 2H > 623P (Wallsplat), 214H
A basic corner carry combo with c.S > 2H > 623P -- each step of which can be delayed to confirm a wallsplat. Useful if you're unsure about the wall's health.

This can be used as a standalone combo, or it can be used as a combo extension from any other setups that link into c.S or air-hit 5K. For example:

Counter Hit Combo RepositoryClick the buttons above the box to navigate.



Counter Hit 5K ComboAn important wishconfirm
Easy

CH 5K > 6H > 623P, c.S or 5K > 9jc, (j.K > ) j.214S
Landing c.S requires a close start, but 5K works at all distances.

j.K requires dash momentum against some characters, like Gio. Using j.K will better space a safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.

Counter Hit 5H ComboThis is why we frametrap
Medium

CH 5H > 214K, c.S or 6P > 214P > 214P > dc > 623P
An important hitconfirm off of a huge button. This combo has a few variations that work at increasingly farther 5H distances, but with increasingly lower damage and corner carry. The combo shown above is the closest-range version, but it will still work at the majority of distances.

While c.S is preferred for damage, wall conversions, and easier link timing, Ram will be pushed out of c.S range against larger characters (Pot, Faust, Nago, Goldlewis, and Bedman?). 6P works character-universally and reaches negligibly farther, but still doesn’t help for longer 5H ranges where both c.S and 6P whiff.

At ranges where c.S and 6P both whiff, only 5K > 623P can connect in their place. At the longest ranges, 5K or even 214K can whiff. Sometimes 5H is just too big of a button for its own good.

See the Rekka Cancel Alternative Note if you are not comfortable with dash cancels yet.

Advanced Combo Theory

5K versus dl~214PP~dc


Sometimes called Rekka Loops.

Air juggle combos until this point have been filled with variations of 214P, 5K > 214P. In nearly all cases, this is objectively weaker than the same combos with 214P~dl > 214P > dc > 214P. It gives slightly more meter, damage, corner carry, and it allows some combos to work one weight-class higher with perfect timing.

However, achieving the perfect timing on both the delay and the rekka cancel is incredibly difficult. Even without perfect timing, the gains in other aspects are very slight. Use at your own discretion.

623P in Juggles


623P's launch height is highly dependent on gravity scaling. This, combined with the same attack penalty, means you can never meterlessly continue a combo after a second 623P.

In most cases, 623P is the initial launcher. But in rare cases where Ram launches without it, it can be used to juggle longer than simply doing rekka loops.

Dash Cancel Rekka 1


With high launchers, it is possible for Ram to cross under the opponent while maintaining the combo. This is usually done at the point between or after a high c.S > 214P. By adding a dash cancel between them, Ram can side-switch to wallbreak behind her. For example:

c.S > 2H > 623P, c.S > dc > 214P (side-switches), c.S > 6H WS, 214H

This is also done in highly mechanical combos where Ram pushes the opponent off the wall and side-switches again to allow for many more hits after a normal route would have wallsplat. For example:

2K > 2D > 214P~dl 214P > dc > 236H, 66, (236H explosion), 236S, 66, (236S explosion)~c.S > 214P > dc > 214P (side-switches), c.S > 214P WS > 632146H WB

You can find more specifics and videos on these combos in the Combo List.

Metered Combos


In general, Ramlethal uses meter in her combos to end them with either CalvadosGGST Ramlethal Valentine Calvados.pngGuardAll (Guard Crush)Startup11+13Recovery17Advantage+16 or MortobatoGGST Ramlethal Valentine Mortobato.pngGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} (see Combo ender table in Corner section). However, there are some cases where you can use your meter to extend you combos with a Roman Cancel.

RRC Extensions


Red Roman Cancels can be used in Ramlethal's midscreen combos to give them extra corner carry. Almost amything goes, but do keep gravity scaling and wall health in mind when extending certain combos.

The following combo examples should provide an idea to how Red Roman Cancels can be used in Ramlethal's combos, but feel free to practice and experiment. Even with just the routes listed here, a wallbreak after RRC should be possible anywhere on the screen.

X > 66RRC, c.S > 6H > 236H

The first half of the Core Combo for corner carry. Note that continuing the combo after 236H might lead to a wallsplat, so end the combo here if you want to keep the corner.

X > 88RRC, (c.S > ) 2H > 236S

An alternate route to keep the opponent higher or sideswap. Can be kept burst-safe by omitting the c.S.

X > 88RRC, c.S > 2H > 236S (sour spot), 66 5K > 6H > 236H

Only possible with low gravity scaling. This route has longer corner carry than the others. The sour spot requires the opponent to be above the sword rather than being hit by it directly. It will bounce the opponent up and away instead of carrying.

Bajoneto H PRC


After using Bajoneto HGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3, Ramlethal can use PRC to apply pressure or go for a high/low Mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.. 2K or 2D can be used for hitting low and can continue into a typical corner combo from those starters. 5D can be used to hit high, which can link into c.S after the sword explosion. In these combos, the wall breaks much easier, so route accordingly.

The following are some example combos. Practice and experiment yourself to see what works for you.

236H (blocked) > 66PRC > 2K (hit) > 2D > 214P~214P > dc > 623P

236H (blocked) > 66PRC > 5D (hit) , c.S > 2H > 623P (Wallsplat), 214H

Videos of each can be found in the combo list.

Combo Pieces

Midscreen

Ramlethal's midscreen combos don't always deal the massive damage that her corner carry combos do, but because 214P and 623P are advancing, they contribute to moving the fight to where she is strongest.

The following combo pieces can be used in your midscreen combos:

Combo Piece Notes
c.S/5K > 214P Common filler in juggle combos. Can be used up to 3 times depending on launch height and the opponent's weightclass.
214P~dl > 214P > dc > 214P Significantly higher-execution combo filler that rewards Ram with marginally higher damage, carry, and meter. Can also be repeated more than once in a combo.

The following combo enders can be used in your midscreen combos, and should be switched around depending on what you want to do:

Combo ender Notes
j.214S This juggle-only ender sacrifices a small amount of damage for a hard knockdown.

It is generally reached through c.S/5K > 9jc, (j.K > ). The j.K will not always reach without additional advancements mid-combo -- primarily by using dash-cancels into 214P. j.K tends to add no damage due to R.I.S.C scaling, but it also tends to space the opponent better for a follow-up safejump. It can often be omitted with no loss by using different jump cancel directions.

214P~214P > dc > 623P Leaves Ram at least +5 and close to the opponent.

On grounded combos, because of the Floating Crumple, this can be followed up with a 5P to check for reversal attempts. However, this loses the frame advantage. In juggles, this series can be done closer to the ground than j.214S, sometimes allowing for more rekka loops at the cost of the hard knockdown.

Corner Carry

Ramlethal is able to apply suffocating pressure and gains powerful conversions on hit when her opponent is in the corner. The following combo pieces can be used past round start distance to get the opponent in the corner.

Combo Piece Notes
6H > 236H Basic and consistent corner carry piece. 236H is easy to follow up on simply by dashing.
2H > 236S Another consistent corner carry piece that is also unburstable. The rest of the combo can stay unburstable if you keep the opponent high in the air
214P~dl 214P > dc > 236H Corner carry piece from rekka hits. Requires the second rekka to be delayed or the opponent to already be high in the air.

Depending on weight and gravity scaling, 236H can be replaced with 236S. Practice and experiment yourself and see what works!

Corner

Once Ramlethal gets a hit in the corner, anything goes. While getting damage is good, it's always important to know when the wall is going to break and if you want it to break. The following combo pieces can be used in your corner combos:

Combo Piece Notes
6H > 236H Basic conversion piece. Works after c.S, air hit 5K, or 236S. Can be followed up by dash up c.S, dash up 5[D], or 236S.

Avoid using it if you think the wall is about to break, as you don't want the sword "stealing" the wallbreak.

2H > 236S Unburstable combo setup. Works after c.S. Can be followed up by dash up c.S, dash up 5[D], or 236H.

Once again, avoid using combo pieces involving Bajoneto near the end of combos, to avoid breaking the wall when you didn't mean to.

c.S > 2H > 623P Important ender that lets you confirm wallstick. You can stagger each move here to confirm if they stick to the wall, and properly break the wall with the right ender.
5[D] A high damage piece to add after any sword juggle on the wall. Sometimes c.S and always 5K are possible afterward depending on the 5[D] pushback.

The following combo enders can be used in your combos, and should be switched around depending on what you want to do:

Combo ender Notes
214H Meterless wallbreak ender. This is available anytime, unless the move that stuck the opponent to the wall was 214P~214P~214P.

Do note that you cannot cancel into this move even off normals, so you'll have to time it properly.

632146H Calvados is your optimal metered wallbreak ender. This is your most damaging way to break the wall and gives you a hard knockdown after wallbreak.

It is available after most enders, though it is fairly slow, so inputting it too slow might make it drop. It will not work after 214P~214P~214P wallstick.

236236S Mortobato is your other metered ender, though it is less damaging than Calvados, it is faster, and builds a lot less Burst for the opponent.

Thanks to its speed, it'll work after 214P~214P~214P wallstick. Its speed also allows Ram to combo 214P~214P > dc > 236236S for wallbreaks with combos that would not have enough hits to wallstick. This is stronger than a RRC combo for the same meter because of the super wallbreak hard knockdown.

236S / 236H This isn't a wallbreak ender, but is a good way to end combos without breaking the wall. It is only a soft knockdown, but it will give you enough advantage to get a meaty c.S.
j.214S Again, this isn't a wallbreak ender, but one to keep the corner. j.214S has the advantage of giving a hard knockdown, letting you set up your most powerful okizeme.

It is however harder to combo into, being only possible after Bajoneto or jump cancels.

Combo List

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
  • As a rule of thumb, all wall break combos can be ended with Calvados(632146H) or Mortobato(236236S) for more damage and a hard knock down after the wallbreak.
  • Don't be surprised if your attempts seem to not wallbreak at the same time, wallbreak is a finnicky mechanic that can be affected by distance from the wall or how much you delay your hits. Generally, the end of combos just serves to confirm the wallsplat.

Midscreen combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S > 623P Anywhere 59 Universal [1] Very Easy Tension Gain: ~25%
Not much of a combo, but an important hitconfirm at max range f.S, which allows Ram to keep close to the opponent and maintain the pressure
Youtube 57987
(PC)
1.29
f.S > 214P~214P > dc > 623P Anywhere 82 Universal [3] Medium Tension Gain: ~25%
Works at a longer range than f.S > 5H > 623P, but not max. On max range, do f.S > 623P or f.S > 5H instead.
Youtube 136977
(PC)
1.29
(5P > ) 5P > 6P > 214P~214P > 623P Anywhere 76/75 Universal [3] Medium Tension Gain: ~25%
At longer ranges, only one 5P can reach. Any 5P can be replaced with 2P
Youtube 136978
(PC)
1.29
2K > 2D > 214P~214P~214P Anywhere 77 Universal [1] Very Easy Tension Gain: ~25%
Basic 2K combo.
Youtube 51796
(PC)
1.29
5K > 2D > 623P, c.S > 214P, 5K > 214P~214 > dc > 623P Midscreen 127 Universal [3] Medium Tension Gain: ~40%
5K juggle combo. Does not work with 2K starter.
Youtube 136979
(PC)
1.24
5K > 2D > 623P, c.S > jc, j.K > j.214S Midscreen 125 Universal [2] Easy Tension Gain: ~40%
5K hard knockdown comob. Does not work with 2K starter. A manually delayed safejump can be performed with most aerials.
Youtube 136980
(PC)
1.24
5K > 2D > 214P~ dl 214P > dc > 214P~ dl 214P~214P Midscreen 126 Universal [4] Hard Tension Gain: 38%
The delays can be removed for an easier combo but at the cost of damage and meter gain.
Youtube 79353
(PC)
1.24
c.S > 6H or 2H > 623P, c.S or 5K > 214P, 5K > 214P~214P > dc > 623P Midscreen 156/153/152/149 Universal [3] Medium Tension Gain: ~45%
Flexible c.S combo. The second c.S adds a bit of damage compared to 5K but is only possible at close range (after a dash), although is near-guaranteed to land with 2H launcher.
Youtube 136981(6H+c.S), 136982(6H+5K), 136983(2H+c.S), 136984(2H+5K)
(PC)
1.24
c.S > 2H > 214P~dl 214P > dc > 214P~dl 214P > dc > 214P~214P~214P Midscreen 160 Universal [4] Hard Tension Gain: 48%
High damage c.S combo. This combo is much more difficult on heavier characters. Since this builds 48% tension, you can pretty much always RC this to guarantee a full corner carry. Ending in dc > 623P can improve spacing.
Youtube 79244
(PC)
1.24
(Mid range) CH f.S > 623P, 2K > 6P > 214P~214P > dc > 623P Anywhere 112 Universal [3] Medium Close/Mid range CH f.S combo. 623P, 2K works thanks to the hitstun bonus from CH. At max fS range, 2K > 6P will whiff, so replace it with 2K > 623P. Video 136986
(PC)
1.24
CH 5H > 214K > 6P > 214P~214P~214P Midscreen 130 Universal [2] Easy Counter Hit 5H combo. Good conversions when you catch someone pressing something in neutral with 5H. Won't work at further ranges. Youtube 79357
(PC)
1.24
CH 5H > 214K > c.S > 214P~214P > dc > 623P Midscreen 138 Universal [3] Medium Higher damaging CH 5H route. c.S also allows for corner-carry conversions. Won't work at further ranges. Youtube 136988
(PC)
1.24
CH 2D or CH 2H or CH 6H > 623P, 66c.S > 2H > 214P~214P~214P Anywhere 130/139/144 Universal [3] Medium Tension Gain: ~40%
Flexible midscreen CH combo for 2D, 2H and 6H.
Video 79360
(PC)
1.21

Anti-air and Air to air

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
AA 6P > 214P~214P~214P Midscreen 77 Universal [1] Very Easy Basic AA 6P combo. 1.29
AA 5P > 5P or 5K > 623P, 5K > 214P~214P > dc > 623P Midscreen 89/78 Universal [3] Medium Really useful against reactable moves that stuff 6P and make the opponent airborne, like Ky's Foudre Arc. 5K may need to be delayed on higher opponents to avoid 623P whiffing underneath. If outside of 5K range, end in 623P. Video 136990
(PC)
1.29
IAD / Rising j.P*n > j.214S Anywhere 60 Universal [1] Very Easy Tension Gain: ~5%
Basic air-to-air j.P combo. j.214S' second hit may whiff if the opponent is too low. Can j.S > adc into this combo.
Youtube 79379
(PC)
1.29

Dust combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]~8 > j.H > 9jc > j.H > j.S > j.P > 9jc > j.K > j.K Anywhere 184 Everyone except Ky [2] Easy j.S > j.P whiffs on Ky. Video 79392
(PC)
??
5[D]~8 > j.H > 9jc > j.S > j.H > j.P > 9jc > j.K > j.K Anywhere 182 Universal [2] Easy Modified version of above to also work on Ky. Video 79389
(PC)
??
5[D]~8 > j.H > 9jc > j.D > j.K > j.D > j.D Anywhere 188 Universal [2] Easy High damage combo, you'll lose some damage if you cancel the j.Ds too early though. Video 79391
(PC)
1.29

Throw combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
4/6D, 214H Anywhere 114 Universal. [2] Easy Meterless kill combo. Unsafe on hit, only do this if it actually kills. Video 79393
(PC)
1.29
4/6D, (microdash) 236236S Anywhere 115 Universal. [2] Easy Unburstable kill combo with meter. Requires the S sword to do it without microdashing otherwise it will whiff. Video 79394
(PC)
1.29
4/6D, 632146H Anywhere 110 Universal. [2] Easy Unburstable kill combo with meter. Video 79395
(PC)
1.29

Corner Carry and Corner Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K > 2D > 214P~dl.214P >dc 236H , 66c.S > 6H (Wallsplat), 214H (Wallbreak) Midscreen to corner 154 Universal [4] Hard 2K > 2D conversion using rekka cancel. The second rekka must be charged (see Erarlumo section). The charge is an unbufferable 1-frame timing. YouTube 1.29
c.S > 2H > 236S , 665[D] , c.S > 6H (Wallsplat), 214H (Wallbreak) Midscreen to corner or Corner 224 Universal [2] Easy Tension Gain: ~40%
After 5[D], you may replace c.S with 5K for less damage, but a little more consistency with range.
Video 79524
(PC)
1.29
236H (blocked) > 66PRC > 2K (hit) > 2D> > 623P Corner 84 Universal [3] Medium Tension Gain: ~40%
Bajoneto H PRC to force Ram's turn against an opponent near the corner. This is a fuzzy-able high/low mixup with 5D. Ram has enough time to run fullscreen after the PRC. This combo is meant to keep the corner to maintain pressure. 6P can be used in the place of 2D for more consistency with the explosion bounce.
Video 132562
(PC)
1.29
236H (blocked) > 66PRC > 2K (hit) > 2D, 66 c.S > 2H > 236S > 5[D] > 214H Corner 153 (189) Universal [3] Medium Wallbreak alternative for the 236H (blocked) > 66PRC > 2K conversion. 1.29
236H (blocked) > 66PRC > 5D (hit) , c.S > 2H > 623P (Wallsplat), 214H Corner 143 Universal [2] Easy Tension Gain: ~40%
Bajoneto H PRC to force Ram's turn against an opponent near the corner. This is a fuzzy-able high/low mixup with 2K. Ram has enough time to run almost full screen after the PRC.
Video 132563
(PC)
1.24
236H (blocked) , 2K (236H explosion) , 66c.S > 2H > 236S , 665[D] > c.S > 214H (Wallbreak) Corner 148 Universal [2] Easy Mid-corner pressure confirm. 1.29
c.S > 6H > 236H , 665[D] > > c.S > 6H > 214H(Wallbreak) Corner 226 Universal [2] Easy Basic corner combo off c.S 1.29
CH AA 6P > 214P~214P > dc > 236S > 66 delay5[D] > 6c.S > 6H, 214H or 236236S (Wallbreak) Midscreen 206/220 Universal [4] Hard Tension Gain: ~35%/-~15%
Midscreen CH Anti-air 6P conversion using rekka cancels.
Video 79527
(PC)
1.21
CH 5H > 214K > c.S > 6H > 236S or 236H > 66c.S} > 6H,214H or 632146H (wall break) Midscreen 216 (246) Universal [3] Medium Tension Gain: ~45%/~-10%
Counter Hit 5H combo. works from round start distance and closer.
Video 79530
(PC)
1.29
CH 6H > 214K, 5K > 6H > 236S, dash 5[D], c.S, 214H (Wallbreak) Midscreen 220 Universal [3] Medium Tension Gain: ~44%
CH 6H Combo. Works with 236H as well. Make sure to dash in as far as possible before 5[D] so you can land the last c.S in.
Video 1.29
c.S > 2H > 623P, c.S > dc > 214P (side-switches), c.S > 6H WS, 214H Back-to-Corner 209 Universal [4] Hard side-swap combo to wallbreak a wall behind Ram. Requires a very small amount of dash momentum or a microdash between 623P, c.S. Video 132564
(PC)
1.29
2K > 2D > 214P~dl 214P > dc > 236H, 66, (236H explosion), 236S, 66, (236S explosion)~c.S > 214P > dc > 214P (side-switches), c.S > 214P WS > 632146H WB Midscreen to corner 220 (SI) Universal [5] Very Hard Tension Gain: ~50%
Round start 2K combo that builds 50% meter. Side swaps twice - Carries the opponent toward the wall with rekka before crossing under and carrying them away with dash cancel rekka. The final rekka caries them to the wall for a break.
Video 1.23

Video Examples

  • Combo video by top Dizzy player Daiji. Features practical combos and okizeme.

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