Combo Notation Guide | Character Name Abbreviations | |||||||||
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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 |
---|---|---|---|---|---|---|
(5P > ) 5P > 6P > 623P | Anywhere | 68 | ~10% | Universal | [1] Very Easy | Basic 5P combo. Can be extended with RRC. |
2K > 2D > 623P | Anywhere | 65 | ~15% | Universal | [1] Very Easy | Basic 2K combo. Can be extended with RRC. |
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. |
5K > 2D > 623P, 5K > 214P~214P~214P | Midscreen | 126 | ~40% | Universal | [2] Easy | Basic 5K into 214P ender. |
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. |
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. |
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 |
(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. |
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. |
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. |
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.H ▷ f.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.H ▷ c.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 | Optimal(?) dust combo. 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. |
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.
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 |
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. |
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. |
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. |
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.