GGST/Ramlethal Valentine/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GGST P Prompt.png becomes 236P.
> = Proceed from the previous move to the following move.
= Proceed to the next action after landing.
, = Link the previous move into the following move.
->/~ = Cancel 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
WS = Wall Splat / Wall Stick
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
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
AN = GGST Anji Mito Icon.png Anji
AX = GGST Axl Low Icon.png Axl
CH = GGST Chipp Zanuff Icon.png Chipp
FA = GGST Faust Icon.png Faust
GI = GGST Giovanna Icon.png Giovanna
IN = GGST I-No Icon.png I-No
KY = GGST Ky Kiske Icon.png Ky
LE = GGST Leo Whitefang Icon.png Leo
MA = GGST May Icon.png May
MI = GGST Millia Rage Icon.png Millia
NA = GGST Nagoriyuki Icon.png Nagoriyuki
PO = GGST Potemkin Icon.png Potemkin
RA = GGST Ramlethal Valentine Icon.png Ramlethal
SO = GGST Sol Badguy Icon.png Sol
ZT = GGST Zato-1 Icon.png Zato-1

Midscreen 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.

Basic combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(5P > ) 5P > 6P > 623P Anywhere 68 ~10%  Universal [1] Very Easy Basic 5P combo. Can be extended with RRC. Link
2K > 2D > 623P Anywhere 65 ~15%  Universal [1] Very Easy Basic 2K combo. Can be extended with RRC. Link
2K > 2D > 214P (OTG) Anywhere 65 ~15%  Universal [1] Very Easy Alternate 2K combo. Leaves Ramlethal plus from a dash cancel but not plus enough to meaty vs. throws. Link
5K > 2D > 623P, 5K > 214P~214P~214P Midscreen 126 ~40% Universal [2] Easy Basic 5K into 214P ender. Link
c.S > 2H > 623P, 5K or c.S > 214P~214P~214P Midscreen 153/157 ~45%  Universal [2] Easy Dash in. Basic c.S combo. Beware that 2H whiffs at c.S max range. Use 5K instead of c.S mid-combo if starting the combo without dash in otherwise it won't be close enough to use c.S and the rekkas will miss. Link
c.S > 2H > 214P~214P~214P, 214H Anywhere 183 ~35%  Universal [3] Medium Alternate c.S > 2H combo with more damage and less tension gain. Requires dash in against Zato-1 in the corner. Beware that 214H is punishable on hit. Link
c.S > 2H > 623P, c.S > 2H > 236S > 214H wallbreak Midscreen 210 ~45% Universal [2] Easy Dash in. Combo mentioned above, but optimized for a wallbreak. Get close enough to pick up the sword you threw to boost 214H damage. Link
(Far range) f.S > 5H Anywhere 64 ~5%  Universal [1] Very Easy Basic f.S combo midscreen. Works at f.S max range and leave in an excellent position. Link

Air-to-air

Combo Position Damage Tension Gain Works on: Difficulty Notes
IAD / Rising j.P*n > j.214S Anywhere 67 ~5%  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.
j.K > j.D(1~3) > j.214S Anywhere 67/78/89 ~8%  Universal [1] Very Easy Basic air-to-air j.K combo. j.214S' second hit may whiff if the opponent is too low. j.D helps stabilizing the combo.
j.K or j.S > adc > j.K > j.214S Midscreen 71/79 ~10% Universal. [2] Easy Basic midscreen j.K / j.S AA combo. Fairly stable.
j.K or j.S > adc > j.K > delay j.D ▷ 665K > 214P~ 214P~ 214P Midscreen 114/122 ~25% Universal. [3] Medium Midscreen j.K / j.S AA combo. j.K > j.D can be replace with j.D if the opponent is too high.
j.K or j.S > adc > j.K > delay j.D ▷ 66c.S > 2H > 214P~214P~214P Midscreen 130 ~30% Universal. [4] Hard Midscreen j.K / j.S AA combo. Fairly unstable. AD > j.K may whiff if the opponent is too low or far. j.D may only hit twice if the opponent is too high. Less stable that the route above.
j.S > adc > j.D5K > 6H > 236H > 665[D] > 214H or 236236S (Wallbreak) Midscreen 199/211 ~25%/-~25% Universal [3] Medium Fairly stable midscreen j.S wallbreak combo. Can alternatively lead with a near max range j.K instead of j.S, but is much more unstable. It is not recommended to add a j.K before the j.D since this will result in losing a higher damage hit before wallsplat. Recommended to time the ender with the spikes retracting back into the mantle in the 5[D] animation. Remember to dash far enough to pick up the H sword for more damage on the ender.

Anti-air

Combo Position Damage Tension Gain Works on: Difficulty Notes
AA 6P > 623P Midscreen 57 Universal [1] Very easy Basic AA 6P combo.
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.
AA 5K > 9jc > j.K > adc > j.K > delay j.D ▷ 66c.S > 2H > 214P~214P~214P Midscreen 145 Universal [4] Hard Midscreen AA 5K combo.

Jump-in

Combo Position Damage Tension Gain Works on: Difficulty Notes
(Mid range) j.S or j.Hf.S > 5H Midscreen 76/87 Universal [1] Very easy Basic j.S/j.H jump-in. Doesn't work from a max range j.S.
(close range) j.Hc.S > 2S > 5H Midscreen 110 Universal [1] Very easy Basic IAD j.H jump-in confirm.

Dust combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
5[D]~8 > j.H > 9jc > j.H > j.K > j.H > 9jc > j.K > j.K Anywhere 189 Doesn't work on Leo and May. [3] Medium The ender has to be done very quickly after j.K.
5[D]~8 > j.H > 9jc > j.H > j.K > j.H > 9jc > j.P > j.P Anywhere 188 Universal. [3] Medium Alternate ender to the above route. Works universally and with more forgiving timing than the j.K > j.K ender.
5[D]~8 > j.H > 9jc > j.H > j.K > j.H > j.H Anywhere 182 Doesn't work on Anji. [3] Medium Alternative version of the route above. Works on May and Leo but doesn't work on Anji.
5[D]~8 > j.H > 9jc > j.H > j.S > j.H > 9jc > j.p > j.p Anywhere 192 Doesn't work on Ky and I-No [4] Hard Alternative dust combo with slightly more damage. Tighter timing against some characters makes this more difficult than other routes, and doesn't work against Ky and I-No. Need to delay the initial j.H against May, Chipp, and Goldlewis. Damage shown was tested on Leo.

Throw combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
4/6D, 662K Midscreen 86 Universal. [2] Easy Throw combo which set-up okizeme midscreen. Can be followed up with Dash meaty 2K.
4/6D, 214H Anywhere 114 Universal. [2] Easy Meterless kill combo.
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.
4/6D, 632146H Midscreen 120 Universal. [2] Easy Unburstable kill combo with meter. Doesn't work in the corner.
4/6D, c.S Corner 91 Universal. [2] Easy Throw corner okizeme setup. Can be followed up with dash throw / meaty 2K.

Counter Hit

Combo Position Damage Tension Gain Works on: Difficulty Notes
(Mid range) CH f.S > 623P, 2K > 623P Anywhere 92/110   Universal  [1] Very Easy Close/Mid range CH f.S combo. 623P, 2K works thanks to the hitstun bonus from CH.
(Max range) CH f.S > 5H > 236H Anywhere 87   Universal  [1] Very Easy Max range CH f.S confirm. Doesn't require a CH near corner.
CH 5H > 623P > 2D or 5K > 623P Midscreen 125 Universal [2] Easy Counter Hit 5H combo. Very simple and effective combo for frame trapping with a delayed string of on block c.S > 5H. Lets you continue pressure quite effectively. use 5K instead of 2D when out of range.
CH 2H > 623P, 2H > 236S, 665K > 214P~214P~214P Anywhere 150   Universal  [3] Medium 2H counter hit combo. Has a huge corner carry.
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.
CH 2D or CH 2H or CH 6H > 623P, 66c.S > 2H > 214P > dc c.S > 2H > 214P~214P~214P Anywhere 152/175/180   Universal  [4] Hard 214P dash cancel combo. Requires a bit of practice. The first 214P has to hit fairly high otherwise there won't be enough time to combo into dc c.S.
CH (close) 2H or (non tip) 2D > 214P~dl214P, c.S > 214P~dl214P~dl214P Anywhere 183   Universal  [4] Hard Close range, high damage combo.
CH 236236S > 214H Anywhere 254   Universal  [4] Hard Extremely damaging but should only be used to finish rounds due to being punishable on hit. Start the 214H input when Ramlethal returns to her idle animation.

Corner/Midscreen to corner theory

Ramlethal has access to combos with high corner carry thanks to her 236S/H. This allows Ramlethal to easily convert any midscreen RC or air juggle into a corner combo and wallbreak. On top of it, 236S/H are extremely difficult or outright impossible to burst.

The main midscreen to combo filler are as followed:

Combo Notes
(Near corner) f.S > 5H > 236H > ... Main neutral tool into corner combo.
... > air hit 5K > 6H > 236H > ... Common combo filler after 2D > 623P.
... > air hit c.S > 6H > 236H > ... RC/CH combo filler.
... > air hit c.S > 2H > 236S > ... RC/CH combo filler. Has slighly more corner carry than 6H > 236H and is harder to burst overall.

With RC:

Combo Notes
... > 66RC, 66c.S > 6H > 236H > ... 66RC combo filler into 236H. c.S can be omitted near corner.
... > 66RC, 66c.S > 2H > 236S > ... 66RC combo filler into 236S. c.S can be omitted near corner.
... > RC, 9jc ▷ c.S > 2H > 236S > ... 66RC combo filler into 236H. c.S can be omitted near corner. Can be used to block burst attempt immediately after the RC.
... > 88RC ▷ 662H > 236S, 66c.S > 6H > 236H > ... 88RC combo filler into both 236S/H. Has significant corner carry. Video sample.
... > 623P or 2D > 66PRC, [c.S > 6H > 236H] or [c.S > 2H > 236S] 66PRC combo filler into either 236S or H. PRC avoids the RC's proration and thus deals a bit more damage.
... (Back to corner) 2D > 623P > 66PRC, 66(Sideswitch) > [c.S > 6H > 236H] or [c.S > 2H > 236S] Back to corner 66PRC combo filler into either 236S or H. PRC avoids the RC's proration and thus deals a bit more damage.


236H routes

Note: The routes below may break the wall earlier or not break them depending on how much life the wall had before 236H.

Combo Notes
... > 236H, 66c.S > 5[D] > Wallbreak ender Basic 236H into wallbreak. Can be bursted soon before the c.S but the timing is fairly tight.
... > 236H > 236S, 66c.S > 236H > Wallbreak ender Can only be bursted soon after 236H. The 236S launches the opponent very high. Bursting before and after the c.S will make the burst whiff.
... > (Near corner) 236H > 236S, 665[D] > c.S > Wallbreak ender Higher damage than the routes above but harder. Requires being near the corner otherwise there won't be enough time to charge 5D.
... (Near corner) 6H > 236H, 665[D] > c.S > Wallbreak ender High damage route. Requires being near the corner otherwise there won't be enough time to charge 5D.
... ...

236S routes

Note: The routes below may break the wall earlier or not break them depending on how much life the wall had before 236S.

Combo Notes
... > 236S, 66c.S > 5[D] > Wallbreak ender Basic 236S into wallbreak. Cannot be bursted (?).
... (Near corner) 236S, 66 Delay 5[D], c.S > Wallbreak ender Higher damage than the routes above but harder. Requires being near the corner otherwise there won't be enough time to charge 5D. 5D has to be charged after 236S's explosion.
... (Near corner) 236S, 66 Delay 5[D], c.S > 6H > 214P(1~3) > Wallbreak ender Rarer version of the route above for CH combos when 5[D] > c.S isn't enough to break the wall.
... ...

Wallbreak ender

Combo Notes
214H Highest damage special (100 with both sword) meterless.
236236S High damage super and grants a better knockdown after wallbreak.
632146H A bit harder to land than the above super. Typically done if the wall would break after 214S or if swords are unequipped.

Midscreen to Corner/Corner combos

Basic combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
5K > 2D > 623P, 5K > 6H > 236H, 66c.S > 5[D], 214H (Wallbreak) Midscreen to corner 189 Universal [2] Easy Basic 5K midscreen to corner combo.
2K > 2D > 623P, 2K > 6H > 236H, 66214H (Wallbreak) Midscreen to corner 156 May, Millia, Ramlethal, Giovanna and I-no only. [3] Medium Character specific 2K midscreen to corner combo.
(Close range) c.S > 2H > 623P, c.S > 6H > 236H, 66 Delay214H (Wallbreak) Midscreen to corner 216 Universal [2] Easy Basic c.S midscreen to corner combo. The 214H needs to be delayed to reequip the sword and deals and bit more damage.
AA 5P > 5P or 5K > 623P > 5K > 6H > 236H, 665[D], 214H (Wallbreak) Midscreen to corner 140/154 Universal [2] Easy AA 5P midscreen to corner combo.
AA 5K > 9js > j.K > adc > j.K > j.D ▷ 665K > 6H > 214P~214P~214P > 214H (Wallbreak) Midscreen 190 Universal [4] Hard Anti Air combo off of 5K. If you are close enough to the corner after you land you can instead do a c.S > 6H for more damage.
c.S > 2H > 623P, 5K > 6H > 236H, 643216H (Wallbreak) Midscreen to corner 232 Universal [2] Easy Example of 643216H midscreen to corner wallbreak ender. Waits for both 236H hits for optimal damage.

623P whiff RC combos

623P whiff 66PRC greatly moves Ramlethal forward. This makes it possible to convert moves with high hitstun at far range into midscreen to corner combos.

Combo Position Damage Tension Gain Works on: Difficulty Notes
(Mid range) f.S > 5H > 623P(w) > 66PRC, 66c.S > 2H > 236S > 66 > 5[D] > c.S > 214H (Wallbreak) Midscreen to corner 212 Universal [4] Hard f.S > 5H hitconfirm into wallbreak. Doesn't work at max range unless it's a CH. From roundstart position in training, requires walking one step.
(Mid range) f.S > 5H > 623P(w) > 66PRC, 66c.S > 6H > 236H, 66214P~ Delayed 214P~ Delayed 214P, 214H (Wallbreak) Midcsreen to corner 215 Universal [4] Hard f.S > 5H hitconfirm into wallbreak. Doesn't work at max range unless it's a CH. From roundstart position in training, requires walking one step. 214P~ Delayed 214P~ Delayed 214P can be replaced with c.S > 5[D] to make the combo a lot easier at the cost of 3 damage.
f.S or 5H > 623P(w) > 66PRC, 66c.S > 6H > 236H, 665[D] > c.S > 6H > 214H (Wallbreak) Midscreen to corner 216/242 Universal [4] Hard f.S / 5H into combo midscreen to corner route. The PRC can be replaced with a 66RRC but it deals a bit less damage.
j.H > c.S > f.S > 623P(w) > 66PRC, 66c.S > 6H > 236H > 665[D], 214H (Wallbreak) Midscreen to corner 201 Universal [3] Medium Deep j.H midscreen to corner combo.

CH combo

Combo Position Damage Tension Gain Works on: Difficulty Notes
(Far range) CH 2H or CH 6H > 623P, 6H > 236H, 66 > c.S > 6H > 214P~214P~214P > 214H (Wallbreak) Midscreen to corner 215/220 Universal [3] Medium Far range CH 2H midscreen to corner combo. If the CH 2H hits an airborne opponent substitute the first 5K for a 66 c.S for more damage.
(Close range) CH 2H, 5K > 6H > 236H, 66c.S > 6H > 214P~214P~214P > 214H (Wallbreak) Midscreen to corner 239 Universal [3] Medium Close range CH 2H midscreen to corner combo. If the CH 2H hits an airborne opponent substitute the first 5K for a 66 c.S for more damage.
(Back to corner) CH 2H > 214P, 66(Sideswitch) c.S > 6H > 236H, 66c.S > 5[D], 214H (Wallbreak) Back to corner 241 Universal [3] Medium Back to corner CH 2H combo.
CH AA 2H > 214P~ Delayed 214P > c.S > 6H > 236H, 665[D], 5K > 214H (Wallbreak) Midscreen to corner 247 Universal [4] Hard Counter Hit 2H combo. The first 214P must be delayed depending on how high the 2H hits, if it hits anti air it must be delay based on height.
CH 2H > 214P~ Delayed 214P, 5K > 6H > 236H, 66 > 5[D] > 214H (Wallbreak) Midscreen to corner 281 Universal [4] Hard Counter Hit 2H combo. Altered version of the combo for when frame trapping with a delayed string of on block c.S > 2H.
CH 6H > 214P > 66 Cancel 5K > 6H > 236H, 665[D], 5K > 214H (Wallbreak) Midscreen to corner 277 Universal [4] Hard Counter Hit 6H combo. Meterless combo for frame trapping with a delayed string of on block c.S > 6H.

Throw combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
6D > 66RRC, 66c.S > 6H > 236H, 66c.S > 5[D], 214H (Wallbreak) Midscreen to corner 162 Universal [1] Very Easy Basic midscreen to corner throw RRC combo.
6D > RRC, Walk Forward c.S > 2H > 236S, 66 > 5[D], 66c.S > 6H > 214P, 214H (Wallbreak) Midscreen to corner 162 Universal [2] Easy Basic midscreen to corner throw RRC combo.
6D > RRC~c.S > 6H > 236H, 5[D], 214H (Wallbreak) Corner 175 Universal [3] Medium Corner grab combo. Also possible with RRC instead of RRC~c.S but deals less damage.
6D > RRC~c.S > 2H > 236S, 66 > 5[D], 214H (Wallbreak) Corner 174 Universal [3] Medium Corner grab combo, harder to burst than the route above. Also possible with RRC instead of RRC~c.S but deals less damage.
(Back to corner) 6D > 66RRC, 66(sideswitch)c.S > 6H > 236H, 665[D], 214H (Wallbreak) Back to corner 162 Universal [1] Very Easy Throw RRC combo if you forgot to do 4D instead of 6D.

Corner combos

Compared to midscreen to corner combos, corner combos are often shorter as the wall takes more damage.

Combo Position Damage Tension Gain Works on: Difficulty Notes
5K > 2D > 623P, 5K > 6H > 66214H (Wallbreak) Corner 181 Universal [2] Easy Basic 5K corner combo.
c.S > 2H > 236S, 665[D], 66c.S > 6H, 214H (Wallbreak) Corner 241   Universal [3] Medium Corner c.S combo.

Back to corner

Combo Position Damage Tension Gain Works on: Difficulty Notes
5K or 2K > 2D > 623P > 66PRC, c.S > 6H > 66 Delay 214H (Wallbreak) Back to corner 184/156 Universal [3] Medium Back to corner 5K/2K combo with 66PRC. Also possible with 66RC but does a bit less damage.
5K or 2K > 623P > 66RC, 66(sideswitch)c.S > 6H, 66 > c.S > 5[D], 214H (Wallbreak) Back to corner 172/145 Universal [2] Easy Back to corner 5K/2K combo when too far for 2D. A 6P can be added after 5K/2K for hitconfirm.
CH 2H > 623P, 66(sideswitch) c.S > 6H >dl 236H > 214H (Wallbreak) Back to corner 214   Universal  [3] Medium DP punish back to corner. The further from the corner, the longer the combo can be.

Other RC combos

Note: The 236S > 66PRC routes only grants a bit of corner carry and can be replaced with other meterless routes which can be ended with 236236S instead at the cost of ~10 damage.

Combo Position Damage Tension Gain Works on: Difficulty Notes
(Close range) 5H > 214P~214P~214P > 66PRC, c.S > 6H > 236H, 665[D], 214H (Wallbreak) Midscreen to corner 232 Universal(To test) [2] Easy Standard 214P~214P~214P PRC combo.
j.H > 22RRC, 66c.S > 2H > 236S, 665[D], 66c.S > 6H > 214P, 214H (Wallbreak) Midscreen to corner 180 Universal [2] Easy Basic combo after a high j.H. High j.H is a very strong tool to deal with AA.
(Close range) c.S > 2H > 236S > 66PRC, 665[D], 66c.S > 6H > 214P, 214H (Wallbreak) Midscreen to corner 241 Universal [4] Hard Metered extension to standard midscreen c.S combo. If the charged Dust hits too late for c.S to connect then it can be substituted for 5K. If done in the corner you do not need to PRC the 236S.
CH 6H > 214P~Delayed 214P~Delayed 214P > Delayed 44PRC, 236H, 665[D], 5K > 6H > 214H (Wallbreak) Midscreen to corner 309 Universal [5] Very Hard Counter Hit 6H combo. Metered version of meterless combo for frame trapping with a delayed string of on block c.S > 6H. Requires you to be very good at timing your delays.

Combo Theory

Note: This is all still a work in progress. Subject to change, and even removal, as things are discovered and patched.

Weak Combo Starters
Move Utility and Followups
5P Negligible grounded payoff. AA 5P(1~2) may combo into 623P > 5K on an air hit, albeit the situation is pretty rare.
2P Negligible grounded payoff. You’ll be hard-pressed to cross 80 damage meterless.
2K Not quite as restrictive due to the 2D gatling. 2K > 2D > 623P
Moderate Combo Starters
Move Utility and Followups
f.S and 5H f.S > 5H and (Near corner) f.S > 5H > 236H are some of Ramlethal's most important combos.
6H High reward but requires being near the corner or a CH.
AA 6P Comboing after AA 6P is tricky as it doesn't launch very high, even on CH. May combo into 623P > 5K or 214P for decent corner carry.
Strong Combo Starters
Move Utility and Followups
5K and 2D 5K > 2D > 623P is an essential combo for Ramlethal which leads to great corner carry or okizeme combos. However, 5K > 2D only works a close range.
c.S c.S has several gatling and a fair amount of hitstun. Even better on CH. Likewise, 2H > Dauro high juggles on normal hit and CH.
2H Strong launcher even though it has a fairly short horizontal hitbox. 2H > 623P > c.S > 6H or 2H is a solid combo filler. Launches very high on CH.
RRC Universal juggle starter as it launches. Not always necessary, but solid for converting from throws and stray hits.
Juggle Sequences
Move Utility and Followups
2D > 623P Midscreen combo launcher into either corner carry or okizeme.
623P > 5K, 623P > c.S If the opponent is airborne (namely from 2D), 623P launches high enough to allow 5K to hit. 623P > c.S is more situational as it requires a very high hit, but it is possible, namely off CH or AAs.
(air hit) 5K or c.S > 6H > 236H Key midscreen to corner combo filler.
Enders
Move Utility
(grounded) 623P Usual follow up for grounded/far range stray normals. Leaves relatively close to the opponent; important ender for lower-return combos.
214P(1~3) Midscreen okizeme ender. Leads to safejumps with IAD j.S.
236S and 236H Enables massive corner carry combos. Do not use them unless you are certain the opponent will reach the corner. Ramlethal's neutral is heavily dependent on her sword normals.

Video Examples

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

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