Matchups
- Keep on Rockin' is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have at least some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito

- Anji generally doesn't really have low-commitment options to respond to ram's options in neutral, and his offense and defense aren't particularly scary for her to deal with.
- While he does do an obscene amount of damage off the right hits, and while he can call her out in neutral, Ram generally has the upper hand. As Ram, you might have to rely on faster normals to avoid his spin, but 2K
Guard:
LowStartup:
6Recovery:
9Advantage:
-2 is an amazing normal, and your normals through 5PGuard:
AllStartup:
5Recovery:
8Advantage:
-2 and 2PGuard:
AllStartup:
6Recovery:
9Advantage:
-3 also have really good reward on hit thanks to being able to gatling into ErarlumoNo results, giving you a hard knockdown.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Axl Low

- Thanks to her high movement speed and large buttons, Ram is generally difficult to zone.
- Axl just doesn't get as much leeway in neutral because the range she can start threatening him is much larger than most other characters.
- Though 2K
Guard:
LowStartup:
5Recovery:
11Advantage:
-4 helps him somewhat defend against Ram's stuff, he's still going to struggle against a competent ram.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Baiken

- An easier MU for Ram due to the fact that her normals control a large chunk of space.
- Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely.
- If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
- While the round start can feel Baiken favored, you can bait out her Far Slash and play around her 2H. Walk back Far Slash and jumping away can work well. 2S is also still useful.
Neutral
- Baiken is very nimble and annoying to deal with in the neutral
- Her j.S can be a pain to deal with due to how it goes at a unconventional angle and due to Ram's 6P being more horizontal than vertical, it can be hard to AA.
- You don't really wanna go for a f.S or 5H super often from a mid range since Baiken can run up and punish with her own f.S which is decently disjointed.
- It's good to go for something low committal like 6P when you're decently close to her since it has quick recovery and can counterhit Baiken's f.S.
- Furthermore, 6P special cancels on block which will let you start running your pressure
- It's also good to note that Baiken players are extremely abnormal humans and will find zero issue with using gun super as a full screen whiff punish in a last hit scenario.
Defense
- Guess like your life depends on it. Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable.
- If she comes in with a deep j.S jump in, she can decide to Yosanzen to hit you with another overhead or she can simply not do it and go for a low via 2K.
- Baiken is a safe jump monster, after a lot of her most basic strings, she can do IAD Tatami to cover any wake up options you might have. Due to it being a projectile, you can't do anything about it.
- If you let Baiken grab you, she can start to run pressure like this, that and even this. If the Baiken does this well, you can't 6P it nor can you reversal it, you have to hold the pressure and guess.
- One of Baiken's most annoying tools on block is Kabari, due to how she's built around R.P.S (rock, paper, scissors), she has a stupid amount of gaps that you can get caught by, here's some things you can try doing...
Defending vs Kabari
- S Kabari will allow her to get tether after it lands, this is still RPS however. It's 31 frames meaning it's very much reactable. If you don't punish it however, she's +2 which means she can keep running her pressure.
- H Kabari is only minus 3, keeping it safe on block and will push the opponent towards Baiken.
- While H Kabari is minus, this doesn't mean you can just mash on Baiken though. If she does the follow up right after, she'll frame trap your mash, if she delays it, she can either go right through you which will leave you advantageous due to Baiken being in endlag. Sometimes you can CH the delay as she's right in front of you or you may both may trade. It's not reliable to try going for these though.
- Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately.
- If you wanna get out of this situation, it's best to look for Baiken going for a cheeky grab or to FD to push her out of your space.
Offense
- You can run pressure like usual but be careful mid screen as Baiken can do wakeup Hiragi and it's frame 1, meaning it can be a good wakeup option.
- Baiken has the ability to Hiiragi during your rekka pressure, although this is risky for the Baiken to do and she'll just blow up into a thousand pieces if you delay the rekka
Bridget

- She's really annoying but you can pretty much do things as usual.
- Her normals might look like they aren't very contestable but you can very much run up and premptively 6P them to stop her.
- A lot of her Yo-Yo normals have hurtboxes that extend beyond the hitbox and Yo-Yo itself, meaning that you can abuse your disjoints to punish her lack of some.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Defense
- If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix.
Chipp Zanuff

- Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent.
- His fast normals and DP can give Ram some trouble even when she does get him to block, and Chipp himself can have some really scary mixups in the right situations.
- Try to preemptively hit where you think Chipp will be so you can try keeping him locked down.
- Reactively 6P
Guard:
AllStartup:
9Recovery:
18Advantage:
-9. Since Chipp can vary his air movement more than the average character, it's best to only 6PGuard:
AllStartup:
9Recovery:
18Advantage:
-9 when you 100% know he's gonna land into it. Hard but possible after practicing. - Overall much harder than your usual Ram matchup, but not unwinnable by any means. Thanks Daisuke.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
- Chipp has very fast round start options via Far Slash
Guard:
AllStartup:
9Recovery:
20Advantage:
-8, 2SGuard:
AllStartup:
10Recovery:
17Advantage:
-7 and 5KGuard:
AllStartup:
6Recovery:
8Advantage:
-3. Luckily, Ram can 6PGuard:
AllStartup:
9Recovery:
18Advantage:
-9, 5PGuard:
AllStartup:
5Recovery:
8Advantage:
-2 or 2KGuard:
LowStartup:
6Recovery:
9Advantage:
-2 Chipp's Far SlashGuard:
AllStartup:
9Recovery:
20Advantage:
-8. 5PGuard:
AllStartup:
5Recovery:
8Advantage:
-2 is also a good option to stop Far SlashGuard:
AllStartup:
9Recovery:
20Advantage:
-8.
Neutral
- Chipp has a very easy time evading a lot of Ram's stuff and he tends to be a whiff punish demon. It's best to avoid using moves like Far Slash
Guard:
AllStartup:
11Recovery:
21Advantage:
-10 [-13] and Heavy SlashGuard:
AllStartup:
12Recovery:
28Advantage:
-12 [-13] due to their considerable recovery, allowing Chipp to punish them. Instead, you'll want to use low commit pokes such as 2KGuard:
LowStartup:
6Recovery:
9Advantage:
-2, 5KGuard:
AllStartup:
7Recovery:
11Advantage:
-2, 5PGuard:
AllStartup:
5Recovery:
8Advantage:
-2 and j.PGuard:
HighStartup:
5Recovery:
8Advantage:
. While the reward isn't as high, it's better than risking death. It's also good to not try and chase Chipp down.
Defense
- Defending as Ram is pretty much as pain as if you were anyone else. She does have Motorboat
Guard:
AllStartup:
7+2Recovery:
51Advantage:
-38 [-38] {-43} as a reversal but that's not something you should rely on for your defense. Chipp has a sneaky little high in the form of 6KGuard:
HighStartup:
20Recovery:
9Advantage:
-2 which is +1 on block but also has considerable start up with 20 frames. 5PGuard:
AllStartup:
5Recovery:
8Advantage:
-2 in general is a good move on Chipp defense due to how quick it is. It can stop Gamma BladeGuard:
AllStartup:
29Recovery:
19Advantage:
-4 and Genrou ZanGuard:
ThrowStartup:
27Recovery:
15Advantage:
N/A as well. But do be mindful when mashing on defense as you can get blown up for guessing wrong or misstiming it.
Offense
- Ram on offense is usually business as usual. Just be mindful that Chipp has Beta Blade
Guard:
AllStartup:
9Recovery:
23Advantage:
-27 and can interrupt your pressure utilizing ErarlumoGuard:
AllStartup:
16Recovery:
12Advantage:
-5. Also do keep in mind that Chipp has unique movement options via his third jump so if he does jump out of pressure, he's home free if you aren't able to prevent him from landing safely.
Faust

- Faust zones. Ram doesn't get zoned.
- Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. He also really doesn't do enough damage to punish ram when he does actually win neutral.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
- At round start, Faust likes to 2K
Guard:
LowStartup:
5Recovery:
12Advantage:
-2 and 2HGuard:
LowStartup:
14Recovery:
29Advantage:
-12 but generally, 2SGuard:
LowStartup:
10Recovery:
18Advantage:
-5 [-8] and 2KGuard:
LowStartup:
6Recovery:
9Advantage:
-2 can be good ways to smoke those round start options.
Neutral
- Ram gets to play neutral as usual due to Faust not having a strong answer to Far Slash
Guard:
AllStartup:
11Recovery:
21Advantage:
-10 [-13]. Dash block is a strong way to try and approach Faust as he can have a difficult time creating strong situations off of a normal being blocked from a mid range. If you're having a hard time with approaching Faust, look and analyze the situations you're being put into after blocking. Also, put a higher value on grounded approach over jumping. Faust's grounded answers confer far less reward over his anti-airs. - This all being said, Faust gets a bit more quirky once he has meter. His j.2K
Guard:
AllStartup:
10Recovery:
Advantage:
RC can be used for a counterpoke and or whiff punish. He also has an instant teleport move in the form of PRC ScarecrowGuard:
AllStartup:
54 [84]Recovery:
10 [7]Advantage:
-8 [+7]. This can also allow him to give you a shape upGuard:
Ground ThrowStartup:
6Recovery:
43Advantage:
if you don't react accordingly. - Faust is a whiff punish fiend so he likes to walk back and use his long buttons in order to try and get these opportunities. However will usually just get him damage and item toss
Guard:
Startup:
26Recovery:
Total 40Advantage:
. The reward can become more threatening if he has meter advantage, as a successful whiff punish gives him an opportunity to use his item toss superGuard:
Startup:
1+7Recovery:
Total 43Advantage:
N/A. - It's not too risky to use Far Slash
Guard:
AllStartup:
11Recovery:
21Advantage:
-10 [-13] early in an attempt to challenge him approaching you or pressing a button.
Defense
- Faust offense isn't super scary from fullscreen unless he has a bajillion items and you keep allowing him to throw them. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. In the corner, look out for his tick throws when he utilizes 2K
Guard:
LowStartup:
5Recovery:
12Advantage:
-2. If you get caught lacking, he can get a throw or give you a fadeGuard:
Ground ThrowStartup:
6Recovery:
43Advantage:
which leads to his afro nonsense. - Afro state is what happens after Faust fucks your line up
Guard:
Ground ThrowStartup:
6Recovery:
43Advantage:
. Your hurtbox will become larger and if he applies the coronavirus vaccineGuard:
HighStartup:
13Recovery:
23Advantage:
to your beautiful hair, it will ignite. There will then be a fixed amount of time where Faust can continue his pressure with the looming threat of the afro exploding. After it does explode, it will cause a guard crush scenario, leaving you severely disadvantaged frame data wise.
Offense
- There is something unique Faust can do on defense, to deal with Ram pressure, he can crawl under Heavy Bajoneto
Guard:
AllStartup:
20Recovery:
Total 43Advantage:
+3 on reaction. Krackatoa breaks down this tech here: https://youtu.be/cnYteOeJ9TU - You can pretty much do what you usually do on offense, except you'll need to watch out for his crawl shenanigans.
Giovanna

- Pre-emptively filling space to stop dashes is something Ram will have to do quite frequently but has to be done with low recovery moves or else ram will be whiff punished
- Saving your swords in neutral will make it easier for Ram to catch Gio's movement
- Ram should try to not whiff her long range normals as it makes it easier for Gio to close the gap
- Learn to 6P Gio's 236K (Trovão), as it's plus on block and will allow her to continue her pressure if you don't interrupt it.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
- Gio likes to either roundstart with 5HNo results or backdash into something that could be useful for a whiff punish. Gio players tend to delay options a lot at round start but you can work around this as you get a feel for how a certain Gio player handles themself at roundstart. Generally, though, you'll want to 6P
Guard:
AllStartup:
9Recovery:
18Advantage:
-9 the 5HNo results.
Neutral
- Ram needs to use things like Far Slash
Guard:
AllStartup:
11Recovery:
21Advantage:
-10 [-13] somewhat preemptively in order to snuff out stuff like 2DGuard:
LowStartup:
17Recovery:
12Advantage:
-8 or just her dashing towards you in general. Ram should try to not whiff her long range normals as it makes it easier for Gio to close the gap and whiff punish her accordingly.
Defense
- Standard strike throw stuff needs to be thought of here. Be ready to fuzzy a lot when she's on you.
Offense
- Standard Ramlethal offense works fine here.
- Note that 2D
Guard:
LowStartup:
17Recovery:
12Advantage:
-8 can low profile jump ins.
Goldlewis Dickinson

- Very close to being an even matchup but it's spoiled by Ram simply being more consistent and having an easier time getting her win condition.
- Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. While Gold can start enforcing chip pressure off a HKD, he's not going to be able to push you to the corner as easily as Ram can meaning that his midscreen reward is slightly less favorable than Ram's.
- While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain.
- Overall, Gold has to work a lot harder than Ram does but Ram still needs to know that he's not THAT far off from being able to take her down. All it takes is one bad neutral exchange and that can decide the entire match.
- Goldlewis j.D is busted dawg that shit is actually so cracked lmao
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
- Goldlewis likes to do 69874H
Guard:
All* (Guard Crush)Startup:
12Recovery:
21Advantage:
-5, Far SlashGuard:
AllStartup:
10Recovery:
18Advantage:
-7 and j.DGuard:
HighStartup:
14Recovery:
14Advantage:
at round start. Ram can indeed use 5KGuard:
AllStartup:
7Recovery:
11Advantage:
-2 to deal with Gold's 69874HGuard:
All* (Guard Crush)Startup:
12Recovery:
21Advantage:
-5 but it loses to Far SlashGuard:
AllStartup:
10Recovery:
18Advantage:
-7 and j.DGuard:
HighStartup:
14Recovery:
14Advantage:
. Overall though, it is quite unwise to try and play rock, paper scissors with Goldlewis. You can be right but the moment you're wrong, your life is going down the drain.
Neutral
- Ram loves to do stuff like IABD j.S
Guard:
HighStartup:
12Recovery:
24Advantage:
to keep Goldlewis away from her. Gold could maybe 6PGuard:
AllStartup:
12Recovery:
27Advantage:
-19 which can combo into a Behemoth Typhoon, leading into either a combo or hard knockdown but it's not super reliable on his end. If Gold does a high commit poke like Far SlashGuard:
AllStartup:
10Recovery:
18Advantage:
-7, you can whiff punish with your own Far SlashGuard:
AllStartup:
11Recovery:
21Advantage:
-10 [-13]. Ram usually has an easier time navigating neutral due to fast normals that can easily beat out Gold's. Due to a more consistent neutral, she can obtain her win condition easier than Goldlewis as well. When Gold gets his "Security Level" up though, that's when he starts to party. ThunderbirdGuard:
AllStartup:
57Recovery:
34 TotalAdvantage:
is a party game move that just gives Goldlewis neutral. It gives him a HKD at any level and slows down in the corner which makes his corner pressure and neutral much scarier. If you see Gold use this, you just gotta run. I asked and nobody knows what the counterplay is at the moment. Just run bro. Maybe you can try jumping over it but good luck avoiding his air throw, j.DGuard:
HighStartup:
14Recovery:
14Advantage:
and j.SGuard:
HighStartup:
11Recovery:
13Advantage:
bro.
Defense
- Gold corner pressure that arguably rivals Rams. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. As said earlier, you don't really wanna RPS with Goldlewis. Just try to turtle with FD and let him slowly back off via the block pushback. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. If you're concerned about which BTs do what frame data wise, you can check out this chart that details which ones are plus, minus and if they're an overhead or low.
Offense
- Goldlewis has a 2P
Guard:
AllStartup:
5Recovery:
6Advantage:
+3 that works as a good "abare" option. It's not something he should do often but if there's an oppurtunity, he'll take it. It's also good to mention that he likes to use 2PGuard:
AllStartup:
5Recovery:
6Advantage:
+3 as an anti air and it works particularly well against j.SGuard:
HighStartup:
12Recovery:
24Advantage:
. Generally though, it's business as usual for Ram when she finally gets Gold in the corner. But do remember he has a metered reversal in the form of Down With The SystemGuard:
AllStartup:
16+(230 Flash)+4Recovery:
46Advantage:
-33. For the uneducated, abare is what weebs call "mashing" because they wanna put a cute Japanese coat of paint over the fact they love to press buttons.
Happy Chaos

•Happy Chaos and Ramlethal both share a deep connection, that being that you simply have to endure the rest on the match suffering in a corner as you hold this mix. It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. Luckily for you, Ram has an annoying combo and great ways to get in. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. At long range, you can use Banjoneto to hit Chaos.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
I-No

- Though Ram has really good, rewarding buttons, good lows, good antiairs, and strong reward all around, with pressure that can be very difficult to beat for I-No, Ram can't cover hoverdash j.S and 236S/236H at the same time, meaning I-No still has a good chance to simply guess right and get in. And once she's in, she can mix.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Jack-O

- The Ram player should not give the Jack-O space to summon minions with f.S, j.S, 5H and both sword throws(236S/H)
- Pay attention to Jack-O's minion Gauge, it limits what she can do
- Ram can always special cancel or gatling after clearing a minion
- Ram's Best minion clear options
- Close range - 5P, 5K,6P
- Mid-long range - f.S, j.S, 5H
- Don't let the Jack-O player throw a minion behind you, you can't clear it if it is, run or jump at her after
- Ram can always use her reversal super (236236S) between Jack-O's 2D and 236K
- When FDing Jack-O, FD her normals, not her minions to space her out
- If the Jack-O player is using j.D a lot, S sword throw (236S) can snipe her out and j.214S.
- Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Ky Kiske

- Ram plays in about the same ranges and spaces Ky plays, but she does it better.
- Ram's f.S is faster, larger than his, and disjointed to boot, and her 5H more or less outranges all his normals, and with even more disjoints.
- To challenge these normals, Ky pretty much has to commit to 236K or 6P, they are still fairly risky especially without meter, and ram herself has strong options to beat those, such as 2S or 2K.
- As for pressure, Ky's DP (Vapor Thrust), though it exists, is not amazing, and not particularly difficult for Ram to deal with, and Ky's pressure is not too scary, especially if Ram has meter.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Leo Whitefang

- Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn.
- Your f.S is 1 frame faster then Leo's, and your 5H is 3 frames faster, giving you almost complete control of neutral when on the ground. By that logic Leo's will tend to jump to avoid having to lose said neutral or may start to shoot projectiles from range; be aware of the game plan they go with.
- You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit).
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
- Most things Leo does round start loses to Ram's Far Slash
Guard:
AllStartup:
11Recovery:
21Advantage:
-10 [-13] and if it beats that, it loses to 2KGuard:
LowStartup:
6Recovery:
9Advantage:
-2.
Neutral
- Leo likes to have meter in neutral so when he lands a stray hit, he can get a full conversion to get into a wall break for positive bonus. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him.
Defense
- Leo's Kaltes Gestöber Zweit
Guard:
AllStartup:
23 [25]Recovery:
22 [16]Advantage:
-6 [+2] can usually be thrown during a block string, there is however 1 frame where you will throw in the wrong direction, so make sure to not mistime the throw.
Offense
- Watch out for Eisensturm
Guard:
AllStartup:
10Recovery:
42Advantage:
-52 as it can be very annoying to punish and hurts a ton when you're hit.
May

- May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. On top of that, Ram has a much easier time dealing with dolphin RPS, meaning May has to work harder to actually get her hits.
- 6P the dolphin so you can use rekkas to get your hard knockdown.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Millia Rage

- Millia's mobility lets her keep Ramlethal honest in neutral. Both characters struggle to stop the other when they get going.
- Ramlethal does have really high reward off successful hits, more so than Millia, though she will struggle to get those hits more than any other matchup, except possibly Chipp.
- As Ram, avoid using f.S and 5H, because Millia can easily stay outside their range and just get in when they whiff. In general, use low-commit moves like your K and P buttons.
- Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). It's a better idea to play more passive and to let her come to you, forcing her to commit to something you can punish.
- When you manage to catch her, it's likely that she will attempt to jump out of your pressure, as Millia's jump is fast and high, so plan your pressure accordingly.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Nagoriyuki

- Almost a first hit wins situation
- Nago starts to out range even your normals once he starts getting into higher blood levels. They are still quite awful on whiff however, and proper baiting of moves like Nago's 2H will make him wide open if he dosent have meter to make himself safe.
- Nago's 6P cleanly beats Ram's f.5S from various distances, use 2S to circumvent this.
- 214H
Guard:
MidStartup:
14Recovery:
17Advantage:
-3 will very quickly become the bane of your existence. It's a massive move that can be hard to challenge due to its hitbox, it's fast, it's long range, and extremely rewarding on hit and especially on counterhit. Though it is technically punishable with a throw on block at a lot of ranges, he can cancel this move into other specials to make himself safe, or even try to grab you (though it is risky, and pretty blood-expensive)
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
- At roundstart, Nago goes crazy with 2SNo results and 623H
Guard:
MidStartup:
11Recovery:
21Advantage:
-7. Ram can use 2SGuard:
LowStartup:
10Recovery:
18Advantage:
-5 [-8] to beat both of those. However, his 5KGuard:
MidStartup:
7Recovery:
12Advantage:
0 will beat it, along with most other attacks you can try roundstart. He can also retreat with 214KGuard:
N/AStartup:
-Recovery:
Total 16Advantage:
N/A, followed by 2SNo results or 214HGuard:
MidStartup:
14Recovery:
17Advantage:
-3, depending on how aggressive he wants to be.
Neutral
- Keep an eye on his blood! Nago's neutral is completely dictated by how much blood he has. His Slash normals become much better when he's at high blood to compensate for the fact he can't utilize specials as freely when he's at high blood. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. You're gonna be guessing a lot since as Nago makes you block a normal, he can always just special cancel and decide to either be safe or plus. This isn't a plan that works forever however, Nago will eventually get to a high blood level and will be forced to commit to normals when he's around level 3 blood. If he values his life at least. When he whiffs something like 2HNo results at level 3 blood, he'll be recovering for a while so take this opportunity to get in. If you think you can poke and prod at Nago from a distance however, you're mistaken because he has ZarameyukiNo results. A projectile that goes through attacks and other projectiles while also going full screen. He can do this reactively to effectively whiff punish you with a projectile and then instantly get in for some pressure by utilizing Fukyo
Guard:
N/AStartup:
-Recovery:
Total 25Advantage:
N/A.
Defense
- Look out for Blood Sucking Universe
Guard:
Ground ThrowStartup:
7Recovery:
48Advantage:
NA. When Nago is going crazy on your block with his blood specials, keep an eye on his blood gauge. If it's getting particularly high, he may decide to go for this command grab which will completely empty his blood gauge. This means he get to go even crazier on your block. If you feel like he's going to go for this, you can back dash in which will allow you to backthrow him into the corner, which will leave you in an advantageous position.
Offense
- Business as usual, watch out for Nago doing Kamuriyuki
Guard:
MidStartup:
14Recovery:
17Advantage:
-3 to try and escape pressure as this can work as a quick burst movement option to move out of the way of explosions.
Potemkin

- At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure.
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Ramlethal Valentine

- The Ram with more swords equipped in neutral is favoured
- Ram can easily challenge her own neutral
- Ram struggles to deal with her own corner pressure without meter
- This is a very momentum based matchup, first to break the wall usually wins
- Ram has access to a few safe jumps making her Mortobato super easier to bait
- Ram can always use her Mortobato super between rekka (214P) 1st, 2nd and 3rd hits
- Ram can easily punish her 214K with 5P, 6P, 5K,and airthrow
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Round Start
Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay
- f.S>2S>6P>f.S and so on...
- Jumping in Neutral can heavily change the R.P.S (Rock, Paper, Scissors)
- Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes.
- If either ram whiffs 5H, it can be punished with 214H
- f.S checks itself and she has a hard time dealing with her own pressure
Sin Kiske
Sol Badguy

- You out neutral him but he heavily out damages you
- Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. Ram gets strong punishes on both block and startup due to its generally risky nature, being -17 on block.
- S Volcanic Viper is -22 on block, allowing for violent punishes.
- 6S > Gunflame can be punished on reaction with a forward airdash.
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Testament

- Test 6P is juiced so if Ram gets 6P happy just slap them.
- Crow beats Sword Toss but this is more of a general inconvenience than a game changer.
- Testie has a deceptively good j.H jump in that Ram needs to keep an eye out for.
- Testament pressure is now something to worry about in this new patch, do not let them lock you down.
- Do try to be careful when going for the second or third hit of 214P though as if Testament has 50 meter, they will be able to reversal you with their Kroger Motorboat.
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Neutral
- Since Testament has low damage relative to Ram, this makes winning neutral more often pretty vital which can be difficult because it's Ramlethal. However, Testament can get positive bonus easier in theory due to high conversion ability due to stain state and Nostrovia
Guard:
AllStartup:
11+19Recovery:
Total 53Advantage:
+63
Defense
- Testament has two strong ways to stop Ram from jumping out of the corner with j.D
Guard:
HighStartup:
12Recovery:
22Advantage:
and Heavy Grave ReaperGuard:
AllStartup:
13~19Recovery:
21Advantage:
+2. Heavy Grave ReaperGuard:
AllStartup:
13~19Recovery:
21Advantage:
+2 leads to a strike throw mix when Ram lands and j.DGuard:
HighStartup:
12Recovery:
22Advantage:
leads to another mixup. - Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram.
- Ram has to stay alert of more aggressive pokes with 2H (to catch with its high active time) and 6H (bigger range), riskier but do threaten the neutral.
Offense
- Business as usual but just make sure you stay aware of Testament being able to use Kroger Motorboat
Guard:
AllStartup:
11+4Recovery:
67Advantage:
-38 as a reversal to get you off of them.
Zato-1

- Ram feasts on Zato once she gets in but this also goes both ways. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin.
- 236S has a use in this matchup. It can clip him which puts him into a stagger state, allowing Ram to get in. It's risky but can work.
- Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation.
- You can hit Eddie with Mortobato to extend it's active frames which can catch unsuspecting Zato's by surprise when they try to get in after seeing the effect fade. Do not rely on this. This is moreso a quirk of the matchup than something you should actually try applying.
- Be ready to jump! Zato players like to sneak in his command throw but learn to recognize the situations they do it and be ready to beat him up for 90%.
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