GGST/Ramlethal Valentine/Combos

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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

Combo List

  • Currently, damage values tested against Ky
  • As a rule of thumb, all wall break combos can be ended with Calvados(632146HS) for more damage.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
2K > 2D > 623P Anywhere 65   Everyone [1] Very Easy A very simple string that can be extended with a RRC if desired. Your go to combo when you low profile something with 2K.
5P*3 > 6P > 623P Anywhere 68   Everyone [1] Very Easy A very simple string that can be extended with a RRC if desired. Great confirm during abare.
5K > 2D > 623P > 5K > 6HS > 236HS > Delayed Run > 6HS > 214P > 214HS Wallbreak Midscreen 187 Everyone [2] Easy A standard midscreen combo for Ramlethal. Meterless, does solid damage, and is quite easy to boot.
5K > 2D > 623P > 5K > 214P~ 214P~ 214P > 66RRC > Run > c.S > 2HS > 214P~ 214P~ 214P > 214HS Wallbreak Fullscreen(Corner Start) 172 Everyone [3] Medium Requires 50 Tension. Corner to corner combo that's great when you get a punish when you are in the corner, but your opponent isn't minus enough for a better punish
AA 5K > Jump > j.K > Airdash > j.K > j.D > Land > Run > 5K > 6HS > 214P~ 214P~ 214P > 214HS Wallbreak Midscreen 190 Everyone [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 > 6HS for more damage,
[5] Very Hard
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH f.S > 5HS > 236HS Anywhere 87     [1] Very Easy A string you will get a lot with any whiff punish f.S, and is great for making space fast. With very specific spacing you do not need a counter hit, just outside of c.S range.
c.S > 2HS > 623P > c.S > 6HS > 236HS > Run > Delayed 214HS Wallbreak Miscreen 216 Everyone [2] Easy Standard meterless midscreen combo. The 214HS is delayed in order to reequip the HS sword, if done too early you will get a little less damage.
c.S > 2HS > 236S > 66PRC > Run > Charged 5D > 66 > c.S > 6HS > 214P > 214HS Wallbreak Midscreen 241   Everyone [3] Medium Requires 50 Tension. 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.
f.S > 5HS > 623P > 66PRC > c.S > 6HS > 236HS > Run > 214P~ Delayed 214P~ Delayed 214P > 214HS Wallbreak Anywhere 215   Everyone  [3] Medium Requires 50 Tension. Hit confirm off of a f.S, though you need to be a step closer from max round start positions to not need a CH f.S.
[4] Hard
[5] Very Hard
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5HS > 623P > 66RRC > c.S > 6HS > 236HS > Run > Charged 5D > 214HS Wallbreak Midscreen 193 Everyone [2] Easy Requires 50 Tension. Standard confirm after a 5HS poke.
5HS > 214P 214P 214P > 66RRC > c.S > 6HS > 236HS > Run > Charged 5D > 214HS Wallbreak   Midscreen 216      [2] Easy Requires 50 Tension. For if you hit 5HS up-close somehow
CH2HS > 5K > 6HS > 236HS > Run > c.S > 6HS > 214P~ 214P~ 214P > 214HS Wallbreak Midscreen 239 Everyone [3] Medium CH 2HS Combo. If the CH 2HS hits an airborn opponent substitute the first 5K for a 66 c.S for more damage.
CH 6HS > 236S > 66PRC > 236HS > Run > c.S > 623P > 214P~ 214P~ 214P > 214HS Wallbreak Midscreen 240 Everyone [4] Hard Requires 50 Tension. You will more likely then not see this more as a frame trap by delaying 6HS after either a 5k or c.S then you will see a raw CH 6HS.
[5] Very Hard
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.HS > 22RRC > Run > c.S > 2HS > 236S > Run > Charged 5D > 66 > c.S > 6HS > 214P > 214HS Wallbreak Midscreen 180 Everyone [2] Easy Requires 50 Tension. Standard RRC confirm after a j.HS
j.HS > c.S > f.S > 623P > 66PRC > c.S > 6HS > 236HS > Run > Charged 5D > 214HS Wallbreak Midscreen 201 Everyone [3] Medium Requires 50 Tension. j.HS needs to hit deep in order for the c.S to be a true link
[3] Medium
[4] Hard
[5] Very Hard
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
Charged 5D > j.HS > Jump > j.K > j.S > j.HS > j.HS Anywhere 176 Everyone [1] Very Easy Standard dust combo.
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
4/6D > RRC > Walk Forward > c.S > 2HS > 236S > Run > Charged 5D > 66 > c.S > 6HS > 214P > 214HS Wallbreak Midscreen 162 Everyone [2] Easy
4/6D > 66RRC > Charged 5D > 66 > c.S > 6HS > 214P~ 214P~ 214P > 214HS Wallbreak Corner 162 Everyone [2] Easy Corner grab combo.
[3] Medium
[4] Hard
[5] Very Hard
These combos need a total DMG value on them
Combo Position Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard

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, 2P Negligible grounded payoff. You’ll be hard-pressed to cross 80 damage meterless.
2K Not quite as restrictive due to the 2D gatling. Locks out 2D > Dauro juggles, though.
Moderate Combo Starters
Move Utility and Followups
f.S, 5H f.S > 5H and f.S > 5H > 236H are probably Ram's most important sequences.
6H Generally needs the corner for major payoff, but can lead to unbelievable damage.
AA 6P Doesn't send particularly high, even on CH, but routing into Dauro and Erarlumo can lead to good corner carry.
Strong Combo Starters
Move Utility and Followups
5K, 2D In spite of its limited range, the high juggle from 5K > 2D > Dauro is invaluable. 5K > 6H is also essential for corner carry.
c.S, 2H c.S has enough hitstun and gatling opportunities to lead into basically anything. Even better on CH. Likewise, 2H > Dauro high juggles on normal hit and CH.
Red Roman Cancel Universal juggle starter due to the ‘pickup’ effect. Not always necessary, but hey! Especially good for converting from throws and stray hits.
Juggle Sequences
Move Utility and Followups
2D > Dauro Save for coming from 2K, this is your main way of getting people off the ground. Generally you'll want to go into Dauro, and proceed from there.
Dauro > 5K, Dauro > c.S Once an opponent is airborne (namely from 2D), Duaro hits high enough to allow for 5K hits. Huge opportunity for damage and corner carry. Dauro > c.S requires a very high hit, but it is possible, namely off CH AAs.
5K > 6H, c.S > 6H Backbone of your corner carry and damage. Both of these are fantastic and you should learn to recognize these opportunities.
Enders
Move Utility
Dauro Leaves you relatively close to the opponent; important ender for lower-return combos.
Erarlumo Great for tacking on a bit of extra corner carry.
236H Massive corner carry, also great for starting Ramlethal's already-infamous wall sequences. Avoid spending 236S, though, as tools like f.S and j.S are hard to live without.
Wall Sequences
Move Utility
236H > 236S Low sword and then high sword; timing the second sword with the explosion of the first keeps things fairly consistent. Does massive damage, both to the opponent and to the wall. c.S, 5H, and, 6H will be your primary ways into this. If it doesn't break the wall outright, follow up with basically any move of your choice.
Sabrubato Huge damage meterless wall break, ideal with swords equipped.
Mortobato Instant wall break and huge damage; great way to cash out meter.

Video Examples

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