< GGST | Ramlethal Valentine
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
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 | |
[4] Hard | ||||||
[5] Very Hard |
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 |
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 |
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 |
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 |
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 |
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.
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. |
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. |
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. |
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. |
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. |
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. |