Please feel free to make edits, but include edit summaries and sources where applicable.
Normal Moves
5P
- Tall hitbox makes this a good anti-air in a pinch.
- Can link into 5K in juggles.
Low risk/low reward pressure normal.
5K
- Good midrange poke for when the opponent is too close for f.S or 5H.
- Combos into 2D, but not at max range.
c.S
- Causes a float state on hit.
- Ramlethal's highest damage starter.
Not very likely you'll get this as anything other than a DP punish because of its short range.
f.S
- GGST Ramlethal Valentine f.S.png
- Amazing normal. The gatling into 5H is the icing on the cake.
- Difficult to whiff punish.
This is the warcrimes button. f.S is your go-to midrange check as you can hit confirm with 5H and decide what to do from there.
5H
- Not as good as its cousin, but another excellent normal.
Ideally you're using this at the range where you don't have to cancel into a sword throw to keep it safe. You only really want to use a sword throw if you're close to the corner to pick up a combo. Losing access to f.S is not a price you want to pay.
5D
6P
- Upper-body invulnerable.
It's an anti-air.
6H
2P
- One frame slower than 5P.
5P's crouching cousin. Not as good as a last-minute anti-air, and still doesn't lead to much reward. Use 5P instead.
2K
- Ramlethal's fastest low.
2S
2H
2D
- Will not combo from max range pokes.
Very small for a 2D.
j.P
j.K
j.S
j.H
j.D
Universal Mechanics
Ground Throw
Air Throw
Special Moves
Dauro
623P
- Does not allow for a combo on grounded hit, but confirms a full combo on air hit.
Not useful for loops anymore, but still a great juggle extender. You don't want your opponent to block this.
Erarlumo
214P -> 214P -> 214P (Delay OK)
- Follow ups are powered up if delayed.
- Data in [] refers to delayed versions.
- First 214P can be dash cancelled on hit.
ArcSys took away Ram's Tekken strings and gave her this instead. Pretty useful for combos, but too unsafe to be reliably used in pressure. If you do try to frame trap someone with this, the first follow-up will stagger on counterhit, and the second follow up ground bounces.
Sildo Detruo
214K (Air OK)
- Can cross up depending on spacing.
- Too slow to combo out of grounded hits.
- Knocks down on hit.
Bajoneto
236S/H
- Using Bajoneto means the corresponding sword will be launched.
- Launched swords will have a delay before they can be used again.
- Launched swords can also be picked up to shorten their downtime.
- Attempting to launch a sword that has already been launched will result in a whiff animation.
- S sword is the top one, H sword is the bottom
Ram's primary corner combo filler. Launched swords explode when they make contact in the corner, which lets Ramlethal do some RPS between running up with a button/throw or whiff punishing your opponent pressing something. Running up is extra beneficial in that you can pick up the swords and start pressuring all over again.
Agressa Ordono
j.214S
- Damage assumes both swords are equipped.
- [] refers to one sword and {} is empty handed.
- Does not launch on grounded hit.
Sabrubato
214H
- Damage assumes both swords are equipped.
- [] refers to one sword and {} is empty handed.
This is your prime wallbreak move outside supers due to its high damage.
Overdrives
Calvados
632146H
- Returns swords to Ramlethal, no matter their position.
- Deals heavy chip damage if not FD'd.
- RC-able for a nearly invisible (but expensive) mixup.
Mortobato
236236S
- Damage assumes both swords are equipped.
- [] refers to one sword and {} is empty handed.
- Invincible from frame 1.