User:NotThisOne

80 editsJoined 28 December 2021
 Ramlethal Valentine
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

Meterless combos

  • 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 Video Recipe Ver
f.S > 623P Anywhere 59 Universal [1] [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)
1.18
f.S > 214P > 214P > 214P Anywhere 100 Universal [1] [1] Very Easy Tension Gain: ~25%
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.
Youtube 58829
(PC)
1.18
(5P > ) 5P > 6P > 214P~214P~214P Anywhere 86 Universal [1] [1] Very Easy Tension Gain: ~25%
Leads into either sjIAD >j.H for safejump or dash > meaty.
Youtube 42725
(PS)
1.21
2K > 2D > 214P~214P~214P Anywhere 91 Universal [1] [1] Very Easy Tension Gain: ~25%
Basic 2K combo.
Youtube 51796
(PC)
1.18
5K > 2D > 623P, c.S > 214P~214P~214P Midscreen 130 Universal [2] [2] Easy Tension Gain: ~40%
Basic 5K into 214P ender. Does not work with 2K starter.
Youtube 58830
(PC)
1.21
5K > 2D > 214P~ dl 214P > dc > 214P~ dl 214P~214P Midscreen 150 Universal [2] [3] Medium Tension Gain: 38%
The delays can be removed for an easier combo but at the cost of damage and meter gain.
Youtube 42728
(PS)
1.21
c.S > 2H or c.S > 6H> 623P, 5K or c.S > 214P~214P~214P Midscreen 157/160 Universal [2] [2] Easy Tension Gain: ~45%
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.
Youtube 58832(2H,c.S)

58833(6H,5K)
(PC)

1.21
c.S > 2H > 214P~dl 214P > dc > 214P~dl 214P > dc > 214P~214P~214P Midscreen 189 Midweights and Lightweights [4] [4] Hard Tension Gain: 50%
High damage c.S combo. On heavies, the second rekka of the second rep needs to be done immediately. Since this builds 50% tension, you can pretty much always RC this to guarantee a full corner carry.
Youtube 42772
(PS)
1.21
(Mid range) CH f.S > 623P, 2K > 6P>214P~214P~214P Anywhere 121 Universal [1] [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 Video 1.21
CH 5H > 214K > 6P > 214P~214P~214P Midscreen 155 Universal [2] [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 1.21
CH 2D or CH 2H or CH 6H > 623P, 66c.S > 2H > 214P~214P~214P Anywhere 139/160/165 Universal [3] [3] Medium Tension Gain: ~40%
Standard midscreen CH combo 2D, 2H and 6H.
Video 1.21

Anti-air and Air to air

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
AA 6P > 214P~214P~214P Midscreen 98 Universal [1] Very easy Basic AA 6P combo. Video 1.18
AA 5P > 5P or 5K > 623P, 5K > 214P~214P~214P Midscreen 84/95 Universal [2] [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. Video 1.18
IAD / Rising j.P*n > j.214S Anywhere 67 Universal [1] [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 1.21

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] [2] Easy j.S > j.P whiffs on Ky. Video ??
5[D]~8 > j.H > 9jc > j.S > j.H > j.P > 9jc > j.K > j.K Anywhere 182 Universal [2] [2] Easy Modified version of above to also work on Ky. Video ??
5[D]~8 > j.H > 9jc > j.D > j.K > j.D > j.D Anywhere 188 Universal [2] [2] Easy High damage combo, you'll lose some damage if you cancel the j.Ds too early though. Video ??

Throw combos

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

Midscreen to corner and Corner combo theory

Ramlethal's win condition is getting the opponent to the corner. Once the opponent is there, she gets suffocating pressure, powerful conversions off almost any hit, and even once she breaks the wall, she is one of the best characters at using positive bonus. With that in mind, it's important to reach the corner as soon as possible. The following sections outlines Ramlethal's near corner combo theory. Most of these routes will need you to know how close you are to the corner, as they'll only work if you aren't too far from it. Of note is the fact these combos often use juggles, which can make them inconsistent due to character weights and gravity scaling. Training mode is your best friend here, though there is nothing wrong with experimenting in a real match. In fact, Ramlethal's corner combos are very free-form, so feel free to get creative ! The "optimal" combo pieces are not even close to necessary, and the most optimal combo is the one you can land consistently.

Corner carry combo pieces

These are combo pieces meant to send the opponent directly to the corner. most of these work from around past roundstart distance, though you should practice the spacings yourself.

Combo Piece Notes
6H > 236H easy, consistent corner carry piece. 236H is very easy to follow up on by simply running up.
2H > 236S anti-burst route. not only is the combo piece itself unburstable, but it lets you make the rest of the combo burst-safe too, due to how high the opponent is.
214P~214P > dc236H corner carry from rekka hits. Once again, character weight and gravity scaling influence this combo piece. you may have to charge the second rekka (see the Erarlumo section), use 236S instead of 236H, etc. There are many different scenarios, so you are encouraged to experiment and practice.
6H > 214K more difficult, but more damaging combo piece. Depending on the opponent's weight, gravity scaling of the combo, and distance to the corner, the 214K might need to be delayed. This is a fairly unstable piece, and it's recommended you practice where and when it works first. With that said, it's in theory the optimal combo piece from 6H. Once again, you are encouraged to experiment to see when it works or doesn't.

Corner combo pieces

These are your combo pieces once you did get the opponent to the corner. Anything goes once you are there, and considering you can't really control or know wall health, damage isn't as important as ending the combo how you want to end it (that is, keep them in the corner when you intend to, wallbreak when you intend to, and with the move you intend to).

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 combo piece. can be done after 2H, 6H, or even Bajoneto juggles. Timing varies and can be hard, so once again experimenting for each scenario is encouraged.
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.

Corner combo enders

These are the different combo enders available, 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.
Bajoneto ender This isn't a wallbreak ender. This is however 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 cS.
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.

Example 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 168 Universal [2] [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 [2] [3] Medium Tension Gain: ~45%
Example combo using 214K. You must slightly delay the c.S after 214K, otherwise you'll get f.S and drop the combo.
Video 1.21
c.S > 2H > 236S , 665[D] , c.S > 6H (Wallsplat), 214H (Wallbreak) Midscreen to corner or Corner 238 Universal [2] [2] Easy Tension Gain: ~40%
Unburstable corner carry combo. after 5[D], you may replace c.S with 5K for less damage, but a little more consistency with range.
Video 1.21
236H (blocked) , 2K (236H explosion) , 66c.S > 2H > 236S , 66c.S > dl.2H (Wallsplat), 214H (Wallbreak) Corner 158 Universal [2] [2] Easy Tension Gain: ~40%
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.
Video 1.21
c.S > 6H > 214K , c.S > 2H > 214K , c.S > 6H Wallbreak 214H Corner 246 Universal [3] [3] Medium Tension Gain: 45%
High damage 214K loop. Slight delay for the last c.S.
Youtube 42734
(PS)
1.21
c.S > 6H > 236H , 66c.S > 2H > 623P WS 214H Corner 218 Universal [3] [2] Easy Tension Gain: 40%
Corner combo using the c.S > 2H > 623P string to confirm wallbreak. Useful when you're not sure how low wall health is.
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] [4] Hard Tension Gain: ~35%/-~15%
Midscreen CH Anti-air 6P conversion using rekka cancels.
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 [2] [3] Medium Tension Gain: ~45%/~-10%
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.
Video 1.21
CH 6H > 214K, 5K > 6H > 236S, dash 5[D], c.S, 214H (Wallbreak) Midscreen 247 Universal [4] [3] Medium Tension Gain: ~44%
CH 6H Combo. Make sure to dash in as far as possible before 5[D] so you can land the last c.S in.
Video ??
CH 6H, dl.c.S > 2H dl.214K, c.S > 6H > dl.214P~214P, 214H(Wallbreak) Corner 250 Universal [4] [4] Hard CH 6H Combo. Requires a lot of manual delays which makes the combo harder, but still possible consistently. Video ??

Metered combos

W.I.P

Erarlumo

W.I.P

This section is dedicated to explaining how Ramlethal's Erarlumo special works in combos.

Video Examples

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

Navigation

 Ramlethal Valentine