Unique Mechanic
Key Moves
- 5K and 2K are fast pokes and good to use after a 236H in the corner. 2K's low hurtbox makes it good for mashing out of pressure.
- f.S and 5H are essential pokes with great range and keeps the opponent at bay.
- 2S is a low with more range than it looks and beats low profiles, very good in neutral.
- 6H is great for frametrapping and combos, use it after c.S to frame trap which could lead to a juicy counterhit damage. For combos, you'll mainly only want to use it near/at the corner.
- 214P is a rekka that has two follow ups with the same input and is easy to combo with. It is useful for corner carry and frame trapping.
- 236S/H is the core of Ram's corner pressure and has good use in combos near/at the corner, it's also plus on block.
- 236236S is your only reversal but is definitely a great one and worth the meter when it hits.
Combos
Ramlethal has easy combos with high damage and the corner carry 214P and 236S/H provide will lead you to positive bonus in no time. 236236S, 632146H, and 214H are the recommended moves to wall break with.
Note: Combos were tested on Ky Kiske.
- Mid-Screen
2K or 5K > 2D > 214P > 214P > 214P
P or K Normal > 6P > 214P > 214P > 214P
c.S > 2H > 623P , 5K > 214P > 214P > 214P
- Near Corner
c.S > 2H > 623P , c.S > 6H > 236H > Sword Explosion > Wallsplat
c.S > 2H > 623P , c.S or 5K > 214P , c.S or 5K > 214P > 214P > 214P
- Corner
c.S > f.S > 5H > 236H , Dash , Sword Explosion , c.S > f.S > 5H > Wallsplat
c.S > 2H > 623P , 5K , 5K > 214P , 5K > 214P > 214P > 214P > 66RRC > Dash > c.S > 6H > 236H > WallSplat > 214H
Doing 5K > 214P , 5K > 214P
in combos is a good way to get corner carry without throwing away a sword or using advanced techniques like rekka kara cancels. Generally speaking and under certain conditions you can do 5K > 214P , 5K > 214P , 5K > 214P > 214P >214P.
Blockstrings
- Mid-Screen Blockstrings
c.S > f.S or 2S > 5H
- After this try going for 236K or 214K.
c.S > f.S or 2S > 5H > 623P > RRC > c.S > f.S or 2S > 5H
- Builds a tremendous amount of risc and travels far.
- Frametraps
Frametraps are small gaps in pressure where the opponent is free to counteract but will be punished if they try to do so. If the opponent were to try to mash out after the first hit of any of these they would get counter hit.
c.S > 6H
Any normal except P or K normals > 236H
236H > 5K/2K or c.S
6P > 214P
214P > 214P
5H > 214K
Corner Pressure
As already stated, Bajoneto (236S or 236H) is the core of Ram's corner pressure, mainly the H version. 2K, 5K, c.S, and 6H are the main normals to be using in corner pressure.
- Recommended options after 236H
- 5K
- Catches jump and mashing attempts after 236H, loses to upper body invunurable moves such as 6P.
- 2K
- Catches jump and mashing attempts including upper body invul abare like 6P after 236H, but easier to make not connect with FD.
- 2S
- Catches abare attempts after 236H including upper body invunurable moves like 6P from a further distance and is safer from whiffpunishes due to low recovery, will not however catch jumps.
- 5D
- Overhead option, prone to whiff unless up close. Explosion allows 5D to convert meterlessly, albeit with high damage scaling. Very large gap, can be mashed on and jumped out of corner against.
- Dash > 6D
- Throw opponent before sword explodes, very strong pressure option as throw allows you to set up a variety of okizeme. Also very good deterrent for FD happy opponents. Prone to being mashed on and jumped though, so use with care and ideally with meter to Roman cancel throw on whiff.
- Example pressure
c.S > 236H > 2K or 5K > Sword Explosion > Dash > Repeat
- Most well known pressure loop. Very useful base for pressure, but can be easily disrupted by FD, forcing Ram to dash further and thus opening a gap for jumping, mashing or throwing.
2K > 236H > 2K or 5K > Sword Explosion > Dash > Repeat
- Similar to first pressure example, better against FD but larger gaps to mash against. With spacing 236H may also catch abare in recovery frames, especially in case of options like 6P.
c.S > 6H > 236H > 5K > Sword Explosion
- Useful as a way to detter any opponent insane enough from trying to 6P after c.S to beat 236H, as 6H counterhit is one of the best starters Ramlethal has. High pushback makes reseting pressure difficult, but leaves you with plus frames and good spacing to enforce control over any and all corner escape routes.
Extra
- Non-Universal Hard Knockdown Attacks
j.214S, 236236S, 632146H, 214H
- Plus On Block Attacks
632146H, 236H, 236S, c.S
- Safejump
Safejumps are an aerial option done after a HKD. If done correctly you will either land in time to block their reversal or your attack hitbox will be low enough to the ground to catch them trying to 6P or Throw. Ramlethal's safejump is performed by air dashing and then using j.5S a little after she starts to fall to the ground. Also keep in mind canceling the j.5S into j.214S will leave you at a slight frame advantage. So go for a quick option like 2K as soon as you land.
- Mix-up
Ramlethal has no mix options besides j.D due to its double sided hitbox. After a HKD you can try going for an air dash starting from mid-range and then use j.D. It can be neat to use as the opponent would expect the safejump from a air dash approach and not a cross up.
- Misc. Tech
When in the corner but in mid-range, more often than not people will fall for 236S , 5H>236H. If someone blocks 236S they will usually try to dash towards you but you can say nope and use 5H>236H.
If you want to learn further beyond this page then vist the Strategy page.