GGST/Ramlethal Valentine/Combos

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Ramlethal Valentine



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This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it. Combos need to be checked to see if they work in the current game version.
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.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = Jump
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
[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
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
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 Rekka Combo
  2. Basic Dauro Combo

Basic Rekka ComboLearn to love the rekka
Very Easy
f.S > 214P > 214P > 214P

An easy way to get damage and secure a knockdown anywhere on screen while learning to use one of Ram's strongest tools. Note that using the f.S variation will not work at it's max range.

Other normals and gatlings can combo into rekka, such as 5P > 6P and 2K > 2D


Basic Dauro ComboWhen it's too far for a rekka
Very Easy
f.S > 623P

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


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. Basic Corner Carry Combo
  2. Basic Rekka Cancel Combo
  3. Rekka Cancel Corner Carry

Basic Corner Carry ComboThis is where the fun begins
Easy
c.S > 6H > 236H , 66c.S > 2H > 623P (Wallsplat), 214H / 632146H

A basic corner carry combo with c.S > 2H > 623P string to confirm wallbreak. Useful if you're unsure about the wall's health.


Basic Rekka Cancel ComboYour hands may have blisters, but it'll be worth it
Medium
5K > 2D > 214P~dl 214P > dc > 214P~dl 214P~214P

A harder midscreen combo but it gives much better damage thanks to Ramlethal's rekka cancels (see Erarlumo section).

It's possible to input the second 214P in both rekka strings instead of delaying it, but it will provide less damage and may cause the combo to drop more often.


Rekka Cancel Corner CarryBringing it all together
Hard
2K > 2D > 214P~dl 214P > dc > 236H , 66c.S > 6H (Wallsplat), 214H / 632146H

A 2K > 2D conversion that provides great corner carry.

The second 214P must be delayed (see Erarlumo section) and is much more difficult to perform on heavyweights.


Combo Theory

Erarlumo

Ramlethal's rekka series Erarlumo is an important tool in Ramlethal's kit, as its different versions and cancelling ability allow her to access new combo routes and increase her damage output.

Delayed Rekkas

The input for Erarlumo 2GGST Ramlethal Valentine Erarlumo 2.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-12 [-10]
(Rekka 2) and Erarlumo 3GGST Ramlethal Valentine Erarlumo 3.pngGuard:
All
Startup:
11
Recovery:
38
Advantage:
-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 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.

Rekka Cancels

Erarlumo 1GGST Ramlethal Valentine Erarlumo 1.pngGuard:
All
Startup:
16
Recovery:
12
Advantage:
-5
(Rekka 1) and Erarlumo 2GGST Ramlethal Valentine Erarlumo 2.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-12 [-10]
can cancel into other special moves by kara cancelling their dash cancel, with the exception of SabrobatoGGST Ramlethal Valentine Sabrubato.pngGuard:
All
Startup:
19
Recovery:
42
Advantage:
-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 allow 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

Midscreen

Ramlethal's best midscreen combos involve her rekka, as it leads to good damage and a hard knockdown. If you're able to get the opponent in the air, then you'll be able to get a good juggle and possibly unburstable combo that'll provide better damage and will still lead into her rekka.

Combo Notes
5K > 2D > 623P, c.S > 214P~214P~214P A basic juggle combo. Does not work from 2K starter
c.S > 2H > 214P~dl 214P > dc > 214P~dl 214P > dc > 214P~214P~214P High damage midscreen combo with rekka cancels, but is much harder to do against heavyweights

Corner Carry

Ramlethal's win condition is getting the opponent to the corner, as she's able to apply suffocating pressure and gains powerful conversions on hit. 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!

6H > 214K A difficult corner carry piece, but more damaging on hit. Very dependent on the opponent's weight, distance from the corner, and gravity scaling.

While inconsistent, it is the optimal combo piece from 6H, so practice and experiment to see when it 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 or air hit 5K, as well as any Bajoneto juggle.

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.

214K Optimal damage, but fairly unstable. Can be done after 2H, 6H, or even Bajoneto juggles.

Timing varies and can be hard, so once again practice and experiment.

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.

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.

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.

Metered Combos

In general, Ramlethal uses meter in her combos to end them with either CalvadosGGST Ramlethal Valentine Calvados.pngGuard:
All (Guard Crush)
Startup:
11+13
Recovery:
-
Advantage:
+16
or MortobatoGGST Ramlethal Valentine Mortobato.pngGuard:
All
Startup:
7+2
Recovery:
51
Advantage:
-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.

Combo Notes
f.S > 623P > 66RRC > c.S > 6H > 236H Basic RRC extension that combines a basic midscreen combo and a basic corner carry combo. Works from round start.

Note that continuing the combo after 236H might lead to a wallsplat, so end the combo here if you want to keep the corner.

5K > 2D > 214P~dl 214P > 66RRC > c.S > 6H > 236H A combo that can be used to side swap in the corner during the Roman Cancel.

Be careful not to travel too far from the corner when swapping sides, or else 236H won't connect.

c.S > 2H > 214P~dl 214P > dc > 214P~dl 214P > dc > 214P~214P~214P > 66RRC > c.S > 6H > 214K A rekka cancel combo that carries from one corner to another. Very difficult, but very rewarding.

Dauro Whiff PRC

Advanced use of DauroGGST Ramlethal Valentine Dauro.pngGuard:
All
Startup:
11
Recovery:
27
Advantage:
-10
and Purple Roman Cancels allows Ramlethal to extend some combos that are normally out of reach for her. They're typically used when f.S or 5H pushes the opponent too far for Dauro to connect, but close enough for a Drift PRC to allow Ramlethal to continue the combo.

The following is one example of such a combo:

f.S > 5H > 623P (whiff) > 66PRC > c.S > 2H > 236S

This combo occurs with Ramlethal slightly closer to the corner at round start, but the timing and ranges of c.S > 2H vary based on when the PRC was executed. Dauro Whiff PRC combos are very specialized because of the distance and timing required to continue one, but can provide good reward depending on the route. Practice and experiment yourself with the combo pieces listed in the previous Combo Theory sections.

Bajoneto H PRC

After using Bajoneto HGGST Ramlethal Valentine Bajoneto H.pngGuard:
All
Startup:
20
Recovery:
Total 43
Advantage:
+3
, Ramlethal can use PRC to apply pressure or go for a high/low Mix-upTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then he is 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 startes. 5D can be used to hit high, which can link into c.S after the sword explostion. 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.

Combo Notes
236H (blocked) > 66PRC > 2K (hit) > 2D > 214P~214P~214P Basic combo from a low. This combo is meant to keep the corner.
236H (blocked) > 66PRC > 5D (hit) , c.S > 2H > 623P (Wallsplat) > 214H Basic combo from an overhead. This combo is meant to break the wall.

Combo List

  • Currently, damage values tested against Ky
  • 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 Recipe Video Ver
PC PS4/5
f.S > 623P Anywhere 59 Universal [1] Very Easy 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 57987 42723 Youtube 1.18
f.S > 214P > 214P > 214P Anywhere 100 Universal [1] Very Easy Doesn't work at max f.S range. Very important f.S confirm for a knockdown. On max range do f.S > 623P or f.S > 5H instead of rekkas. 58829 42724 Youtube 1.18
(5P > ) 5P > 6P > 214P~214P~214P Anywhere 86 Universal [1] Very Easy Leads into either sjIAD >j.H for safejump or dash > meaty. 79350 42725 Youtube 1.21
2K > 2D > 214P~214P~214P Anywhere 91 Universal [1] Very Easy Basic 2K combo. 51796 42726 Youtube 1.18
5K > 2D > 623P, c.S > 214P~214P~214P Midscreen 130 Universal [2] Easy Basic 5K into 214P ender. Does not work with 2K starter. 58830 Youtube 1.21
5K > 2D > 214P~ dl 214P > dc > 214P~ dl 214P~214P Midscreen 150 Universal [3] Medium The delays can be removed for an easier combo but at the cost of damage and meter gain. 79353 42728 Youtube 1.21
c.S > 2H or c.S > 6H> 623P, 5K or c.S > 214P~214P~214P Midscreen 157/160 Universal [2] Easy Basic c.S combo. Beware that 2H whiffs at c.S max range, though 6H does not. 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. 214H can be added at the end for extra damage but leaves Ramlethal punishable on hit, only use it if it kills. 58832(2H,c.S)

58833(6H,5K)

42731(2H,c.S)

42732(6H,c.S)

Youtube 1.21
c.S > 2H > 214P~dl 214P > dc > 214P~dl 214P > dc > 214P~214P~214P Midscreen 189 Universal [4] Hard 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. 79244 42772 Youtube 1.21
(Mid range) CH f.S > 623P, 2K > 6P>214P~214P~214P Anywhere 121 Universal [1] Very Easy 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 79356 43148 Video 1.21
CH 5H > 214K > 6P > 214P~214P~214P Midscreen 155 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. 79357 43149 Youtube 1.21
CH 2D or CH 2H or CH 6H > 623P, 66c.S > 2H > 214P~214P~214P Anywhere 139/160/165 Universal [3] Medium Standard midscreen CH combo 2D, 2H and 6H. 79360 Video 1.21
2K > 2D > 214P~dl 214P > 66~236H, 66, (236H explosion), 236S > 66 > (236S explosion)~c.S > 214P~214~66~P, c.S > 214P WS > 632146H WB Midscreen 220 (SI) Midweights [5] Very Hard 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

Anti-air and Air to air

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
AA 6P > 214P~214P~214P Midscreen 98 Universal [1] Very easy Basic AA 6P combo. 79372 Video 1.18
AA 5P > 5P or 5K > 623P, 5K > 214P~214P~214P Midscreen 84/95 Universal [2] Easy Useful when the opponent is fairly high after AA 5P. It takes some intuition to see if 5K will hit, ending in Dauro is fine if you're not confident. Really useful against reactable moves that make opponents airborne like Ky's Foudre Arc as 6P can get stuffed due to how slow it is. 79377 Video 1.18
IAD / Rising j.P*n > j.214S Anywhere 67 Universal [1] Very Easy 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. 79379 Youtube 1.21

Dust combos

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
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. 79392 Video ??
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. 79389 Video ??
5[D]~8 > j.H > 9jc > j.D > j.K > j.D > j.D Anywhere 192 Universal [2] Easy High damage combo, you'll lose some damage if you cancel the j.Ds too early though. 79391 Video ??

Throw combos

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
4/6D, 214H Anywhere 114 Universal. [2] Easy Meterless kill combo. Unsafe on hit, only do this if it actually kills. 79393 42767 Video 1.21
4/6D, (microdash) 236236S Anywhere 124 (115 without H sword) Universal. [2] Easy Unburstable kill combo with meter. Requires the S sword to do it without microdashing otherwise it will whiff. 79394 42768 Video 1.21
4/6D, 632146H Anywhere 114 Universal. [2] Easy Unburstable kill combo with meter. 79395 42770 Video 1.21

Corner Carry and Corner Combos

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
2K > 2D > 214P~dl.214P >dc 236H , 66c.S > 6H (Wallsplat), 214H (Wallbreak) Midscreen to corner 168 Universal [4] Hard 2K > 2D conversion using rekka cancel. The second rekka must be charged (see Erarlumo section). This combo is much more difficult on heavyweights. YouTube 1.21
c.S > 2H > 623P , c.S > 6H > 214K , c.S > 2H (Wallsplat), 214H (Wallbreak) Midscreen to corner 220 Universal [3] Medium Example combo using 214K. You must slightly delay the c.S after 214K, otherwise you'll get f.S and drop the combo. 79523 Video 1.21
c.S > 2H > 236S , 665[D] , c.S > 6H (Wallsplat), 214H (Wallbreak) Midscreen to corner or Corner 238 Universal [2] Easy Unburstable corner carry combo. after 5[D], you may replace c.S with 5K for less damage, but a little more consistency with range. 79524 Video 1.21
236H (blocked) , 2K (236H explosion) , 66c.S > 2H > 236S , 66c.S > dl.2H (Wallsplat), 214H (Wallbreak) Corner 158 Universal [2] Easy Mid-corner pressure confirm. After 236S, you need to dash all the way into the corner. This will cause c.S to sideswitch. Delaying 2H after that lets ram turn around and keep corner for wallbreak. 79525 Video 1.21
c.S > 6H > 214K , c.S > 2H > 214K , c.S > 6H Wallbreak 214H Corner 246 Universal [3] Medium High damage 214K loop. Slight delay for the last c.S. 79526 42734 Youtube 1.21
c.S > 6H > 236H , 66c.S > 2H > 623P WS 214H Corner 218 Universal [2] Easy Corner combo using the c.S > 2H > 623P string to confirm wallbreak. Useful when you're not sure how low wall health is. 79987 Video 1.21
CH AA 6P > 214P~214P > dc > 236S > 66 delay5[D] > 6c.S > 6H > 214H or 236236S (Wallbreak) Midscreen 206/220 Universal(To test) [4] Hard Midscreen CH Anti-air 6P conversion using rekka cancels. 79527 Video 1.21
CH 5H > 214K > c.S > 6H > 236S or 236H > 665[D] > 5K > 214H or 632146H (wall break) Midscreen 242 (273) Universal except Faust , Gold, Pot, Nago [3] Medium Counter Hit 5H combo. works from round start distance and closer. can replace the 5[D] + 5K for c.S + 6H for 1 less dmg. 79530 Video 1.21
CH 6H > 214K, 5K > 6H > 236S, dash 5[D], c.S, 214H (Wallbreak) Midscreen 247 Universal [3] Medium CH 6H Combo. Make sure to dash in as far as possible before 5[D] so you can land the last c.S in. 79532 Video ??
CH 6H, dl.c.S > 2H dl.214K, c.S > 6H > dl.214P~214P, 214H(Wallbreak) Corner 250 Universal [4] Hard CH 6H Combo. Requires a lot of manual delays which makes the combo harder, but still possible consistently. 79538 Video ??

Video Examples

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

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Ramlethal Valentine