GGST/Ramlethal Valentine/Combos

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Revision as of 17:29, 17 June 2022 by Nemi (talk | contribs) (→‎Dust combos: Fixed formatting.)
 Ramlethal Valentine



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

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.
  • Don't be surprised if your attempts seem to not wallbreak at the same time, wallbreak is a finnicky mechanic that can be affected by distance from the wall or how much you delay your hits. Generally, the end of combos just serves to confirm the wallsplat.

Basic combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(5P > ) 5P > 6P > 214P~214P~214P Anywhere 86 ~25%  Universal [1] Very Easy Leads into either sjIAD >j.H for safejump or dash > meaty. Link
f.S > 214P > 214P > 214P Anywhere 100 ~25% Universal [1] Very Easy Doesn't work at max fS range. Very important fS confirm for a knockdown. On max range do f.S > 5H instead of rekkas. Link
2K > 2D > 214P~214P~214P Anywhere 91 ~25%  Universal [1] Very Easy Alternate 2K combo. Link
5K > 2D > 623P, 5K > 214P~214P~214P Midscreen 126 ~40% Universal [2] Easy Basic 5K into 214P ender. Link
5K > 2D > 214P~ dl 214P > dc > 214P~ dl 214P~214P Midscreen 150 38% Universal [2] Medium The delays can be removed for an easier combo but at the cost of damage and meter gain. Link
c.S > 2H > 623P, 5K or c.S > 214P~214P~214P Midscreen 153/157 ~45%  Universal [2] Easy Basic c.S combo. Beware that 2H whiffs at c.S max range. The second c.S adds a bit of damage compared to 5K but is only possible at close range (after a dash). 214H can be added at the end for extra damage but leaves Ramlethal punishable on hit, only use it if it kills. Link
c.S > 2H > 214P~dl 214P > dc > 214P~dl 214P > dc > 214P~214P~214P Midscreen 189 50%  Midweights and Lightweights [4] Hard High damage c.S combo. On heavies, the second rekka of the second rep needs to be done immediately. Since this builds 50% tension, you can pretty much always RC this to guarantee a full corner carry. Link
c.S > 6H > 214K , c.S > 2H > 214K , c.S > 6H Wallbreak 214H/632146H Corner Only 246/264 45%  Universal [3] Medium High damage 214K loop. Slight delay for the last c.S. Wallbreak with Calvados for highest damage Link

Air-to-air

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
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. Link

Anti-air

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
AA 6P > 623P Midscreen 57 Universal [1] Very easy Basic AA 6P combo. Video
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. Video
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. Make sure to not do this one too close to the wall. Video
CH AA 6P > 214P~214P > dc > 236S > 66 delay5[D] > 6c.S > 6H > 214H or 236236S (Wallbreak) Midscreen 206/220 ~35%/-~15% Universal(To test) [4] Hard Midscreen CHAA 6P Video

Jump-in

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(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. Video
(close range) j.Hc.S > 2S > 5H Midscreen 110 Universal [1] Very easy Basic IAD j.H jump-in confirm. Video

Dust combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5[D]~8 > j.H > 9jc > j.H > j.S > j.P > 9jc > j.K > j.K Anywhere 184 Everyone except Ky [2] Easy j.S > j.P whiffs on Ky. Video
5[D]~8 > j.H > 9jc > j.S > j.H > j.P > 9jc > j.K > j.K Anywhere 182 Universal [2] Easy Modified version of above to also work on Ky. Video
5[D]~8 > j.H > 9jc > j.D > j.K > j.D > j.D Anywhere 188 Universal [2] Easy High damage combo, you'll lose some damage if you cancel the j.Ds too early though. Video

Throw combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
4/6D, 214H Anywhere 114 Universal. [2] Easy Meterless kill combo. Unsafe on hit, only do this if it actually kills
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/5H Corner 91 Universal. [2] Easy Throw corner okizeme setup. Can be followed up delayed 236H for oki. 5H pushes you further which can be worse for following-up with offense, but does make some reversals whiff, making this setup safe to them.

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.
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 5H > 214K > c.S > 6H > 236S or 236H > 665[D] > 5K > 214H or 236236S (wall break) Midscreen 244 (255) ~45%/~-10% Universal except Faust , Gold, Pot, Nago [2] Medium Counter Hit 5H combo. works from round start distance and closer. can replace the 5[D] + 5K for c.S + 6H for 1 less dmg.
CH 2H or CH 2D > 214P > 214P > dl214P, 5K > 214P~214P~214P Anywhere 197   Universal  [3] Medium 2H CH Combo. Don't delay the 2nd rekka of the first rep or the combo won't as they get pushed out too far.
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 6H > 214K, 5K > 6H > 236S, dash 5[D], c.S, 214H (Wallbreak) Midscreen 247 ~44%  Universal  [4] Medium CH 6H Combo. Make sure to dash in as far as possible before 5[D] so you can land the last c.S in. https://www.youtube.com/watch?v=ILbC2x_CEBU
CH 6H, dlc.S > 2H dl214K, c.S > 6H > dl214P~214P, 214H(Wallbreak) Corner 250   Universal  [4] Hard CH 6H Combo. Requires a lot of manual delays which makes the combo harder, but still possible consistently. https://youtu.be/xRd8Y6i9bL8
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 Can be harder to land than Mortobato due to its speed. Always does more damage, but also gives more burst gauge to the opponent

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.
5K > 2D > 214P > dl 214P > dc > 236H > 66c.S > 6H , 214H/236236S(Wallbreak) Midscreen to corner 207 /221 ~35%/~-15% Universal (to be tested) [2] Hard requires the power up version of the second 214P for the combo to work
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, 632146H (Wallbreak) Midscreen to corner 232 Universal [2] Easy Example of 632146H midscreen to corner wallbreak ender. Waits for both 236H hits for optimal damage.
c.S > 2H > 214P > dc > 623P > c.S > 2H > 214P~214P~214P Midscreen to corner 173 Universal* [2] Hard *Delay second c.S on female characters. Delay first 214P against Zato

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.
c.S > 2H > 214P ~ dl 214P > dc > 236S > 665[D] > c.S > 214H (Wallbreak) Corner 240   Universal(to be tested) [3] Medium near corner c.S combo.
c.S > f.S > 5H > 236H, 665[D] > 5K > 6H, 214H (Wallbreak) Corner 231   Universal(to be tested) [3] Medium near 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.

Navigation

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