This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it. Combos need to be checked to see if they work in the current game version.
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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f.S > 214P > 214P > 214P
An easy way to get damage and secure a knockdown anywhere on screen while learning to use one of Ram's strongest tools. Note that using the f.S variation will not work at it's max range.
Other normals and gatlings can combo into rekka, such as 5P > 6P and 2K > 2D
f.S > 623P
Not much of a combo, but an important hitconfirm at max range f.S, which allows Ram to keep close to the opponent and maintain the pressure
Core Combos
Core combos balance potency with consistency. They:
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c.S > 6H > 236H , 66c.S > 2H > 623P (Wallsplat), 214H / 632146H
A basic corner carry combo with c.S > 2H > 623P string to confirm wallbreak. Useful if you're unsure about the wall's health.
5K > 2D > 214P~dl 214P > dc > 214P~dl 214P~214P
A harder midscreen combo but it gives much better damage thanks to Ramlethal's rekka cancels (see Erarlumo section).
It's possible to input the second 214P in both rekka strings instead of delaying it, but it will provide less damage and may cause the combo to drop more often.
2K > 2D > 214P~dl 214P > dc > 236H , 66c.S > 6H (Wallsplat), 214H / 632146H
A 2K > 2D conversion that provides great corner carry.
The second 214P must be delayed (see Erarlumo section) and is much more difficult to perform on heavyweights.
Combo Theory
Erarlumo
Ramlethal's rekka series Erarlumo is an important tool in Ramlethal's kit, as its different versions and cancelling ability allow her to access new combo routes and increase her damage output.
Delayed Rekkas
The input for Erarlumo 2GuardAllStartup9Recovery25Advantage-12 [-10] (Rekka 2) and Erarlumo 3GuardAllStartup11Recovery38Advantage-25 (Rekka 3) can be delayed and, if properly delayed, can provide more damage and additional properties to the moves.
However, the proper delayed Rekkas are much more difficult to pull off, as the window for delayed Rekka 2 is 7 frames and the window for delayed Rekka 3 is 11f. It is very easy to delay too little and get the regular version or delay too much and have the rekka series end.
- Delayed Rekka 2 launches on grounded hit and launches higher than normal on air hit.
- Delayed Rekka 3 causes a higher and more vertical ground bounce than normal.
Rekka Cancels
Erarlumo 1GuardAllStartup16Recovery12Advantage-5 (Rekka 1) and Erarlumo 2GuardAllStartup9Recovery25Advantage-12 [-10] can cancel into other special moves by kara cancelling their dash cancel, with the exception of SabrobatoGuardAllStartup19Recovery42Advantage-27 [-27] {-32}. Thanks to this, Ramlethal gains access to new combo routes and improves her combos' utility.
It is important to note that, while cancelling into most special moves allow you to take advantage of the game's input buffer, this can't be done when cancelling a rekka back into Rekka 1. In order to do this cancel, the kara cancel must be inputted during the 2f window at the beginning of the dash.
For more information, view SQ's video guide to rekka cancels: https://youtu.be/r4SxISI0TQ4
Midscreen
Ramlethal's best midscreen combos involve her rekka, as it leads to good damage and a hard knockdown. If you're able to get the opponent in the air, then you'll be able to get a good juggle and possibly unburstable combo that'll provide better damage and will still lead into her rekka.
Combo | Notes |
---|---|
5K > 2D > 623P, c.S > 214P~214P~214P | A basic juggle combo. Does not work from 2K starter |
c.S > 2H > 214P~dl 214P > dc > 214P~dl 214P > dc > 214P~214P~214P | High damage midscreen combo with rekka cancels, but is much harder to do against heavyweights |
Corner Carry
Ramlethal's win condition is getting the opponent to the corner, as she's able to apply suffocating pressure and gains powerful conversions on hit. The following combo pieces can be used past round start distance to get the opponent in the corner.
Combo Piece | Notes |
---|---|
6H > 236H | Basic and consistent corner carry piece. 236H is easy to follow up on simply by dashing. |
2H > 236S | Another consistent corner carry piece that is also unburstable. The rest of the combo can stay unburstable if you keep the opponent high in the air |
214P~dl 214P > dc > 236H | Corner carry piece from rekka hits. Requires the second rekka to be delayed or the opponent to already be high in the air.
Depending on weight and gravity scaling, 236H can be replaced with 236S. Practice and experiment yourself and see what works! |
6H > 214K | A difficult corner carry piece, but more damaging on hit. Very dependent on the opponent's weight, distance from the corner, and gravity scaling.
While inconsistent, it is the optimal combo piece from 6H, so practice and experiment to see when it works! |
Corner
Once Ramlethal gets a hit in the corner, anything goes. While getting damage is good, it's always important to know when the wall is going to break and if you want it to break. The following combo pieces can be used in your corner combos:
Combo Piece | Notes |
---|---|
6H > 236H | Basic conversion piece. Works after c.S or air hit 5K, as well as any Bajoneto juggle.
Avoid using it if you think the wall is about to break, as you don't want the sword "stealing" the wallbreak. |
2H > 236S | Unburstable combo setup. Works after c.S. Can be followed up by dash up c.S, dash up 5[D], or 236H.
Once again, avoid using combo pieces involving Bajoneto near the end of combos, to avoid breaking the wall when you didn't mean to. |
214K | Optimal damage, but fairly unstable. Can be done after 2H, 6H, or even Bajoneto juggles.
Timing varies and can be hard, so once again practice and experiment. |
c.S > 2H > 623P | Important ender that lets you confirm wallstick. You can stagger each move here to confirm if they stick to the wall, and properly break the wall with the right ender. |
The following combo enders can be used in your combos, and should be switched around depending on what you want to do:
Combo ender | Notes |
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214H | Meterless wallbreak ender. This is available anytime, unless the move that stuck the opponent to the wall was 214P~214P~214P.
Do note that you cannot cancel into this move even off normals, so you'll have to time it properly. |
632146H | Calvados is your optimal metered wallbreak ender. This is your most damaging way to break the wall and gives you a hard knockdown after wallbreak.
It is available after most enders, though it is fairly slow, so inputting it too slow might make it drop. It will not work after 214P~214P~214P wallstick. |
236236S | Mortobato is your other metered ender, though it is less damaging than Calvados, it is faster, and builds a lot less Burst for the opponent.
Thanks to its speed, it'll work after 214P~214P~214P wallstick. |
236S / 236H | This isn't a wallbreak ender, but is a good way to end combos without breaking the wall. It is only a soft knockdown, but it will give you enough advantage to get a meaty c.S. |
j.214S | Again, this isn't a wallbreak ender, but one to keep the corner. j.214S has the advantage of giving a hard knockdown, letting you set up your most powerful okizeme.
It is however harder to combo into, being only possible after Bajoneto. |
Metered Combos
In general, Ramlethal uses meter in her combos to end them with either CalvadosGuardAll (Guard Crush)Startup11+13Recovery17Advantage+16 or MortobatoGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} (see Combo ender table in Corner section). However, there are some cases where you can use your meter to extend you combos with a Roman Cancel.
RRC Extensions
Red Roman Cancels can be used in Ramlethal's midscreen combos to give them extra corner carry. Almost amything goes, but do keep gravity scaling and wall health in mind when extending certain combos.
The following combo examples should provide an idea to how Red Roman Cancels can be used in Ramlethal's combos, but feel free to practice and experiment.
Combo | Notes |
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f.S > 623P > 66RRC > c.S > 6H > 236H | Basic RRC extension that combines a basic midscreen combo and a basic corner carry combo. Works from round start.
Note that continuing the combo after 236H might lead to a wallsplat, so end the combo here if you want to keep the corner. |
5K > 2D > 214P~dl 214P > 66RRC > c.S > 6H > 236H | A combo that can be used to side swap in the corner during the Roman Cancel.
Be careful not to travel too far from the corner when swapping sides, or else 236H won't connect. |
c.S > 2H > 214P~dl 214P > dc > 214P~dl 214P > dc > 214P~214P~214P > 66RRC > c.S > 6H > 214K | A rekka cancel combo that carries from one corner to another. Very difficult, but very rewarding. |
Dauro Whiff PRC
Advanced use of DauroGuardAllStartup11Recovery26Advantage-10 and Purple Roman Cancels allows Ramlethal to extend some combos that are normally out of reach for her. They're typically used when f.S or 5H pushes the opponent too far for Dauro to connect, but close enough for a Drift PRC to allow Ramlethal to continue the combo.
The following is one example of such a combo:
f.S > 5H > 623P (whiff) > 66PRC > c.S > 2H > 236S
This combo occurs with Ramlethal slightly closer to the corner at round start, but the timing and ranges of c.S > 2H vary based on when the PRC was executed. Dauro Whiff PRC combos are very specialized because of the distance and timing required to continue one, but can provide good reward depending on the route. Practice and experiment yourself with the combo pieces listed in the previous Combo Theory sections.
Bajoneto H PRC
After using Bajoneto HGuardAllStartup20RecoveryTotal 43Advantage+3, Ramlethal can use PRC to apply pressure or go for a high/low Mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.. 2K or 2D can be used for hitting low and can continue into a typical corner combo from those startes. 5D can be used to hit high, which can link into c.S after the sword explostion. In these combos, the wall breaks much easier, so route accordingly.
The following are some example combos. Practice and experiment yourself to see what works for you.
Combo | Notes |
---|---|
236H (blocked) > 66PRC > 2K (hit) > 2D > 214P~214P~214P | Basic combo from a low. This combo is meant to keep the corner. |
236H (blocked) > 66PRC > 5D (hit) , c.S > 2H > 623P (Wallsplat) > 214H | Basic combo from an overhead. This combo is meant to break the wall. |
Combo List
- 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.
Midscreen combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
f.S > 623P
|
Anywhere | 59 | Universal | [1] [1] Very Easy | Tension Gain: ~25% Not much of a combo, but an important hitconfirm at max range f.S, which allows Ram to keep close to the opponent and maintain the pressure |
Youtube | 57987 (PC) |
1.18 |
f.S > 214P > 214P > 214P
|
Anywhere | 100 | Universal | [1] [1] Very Easy | Tension Gain: ~25% Doesn't work at max f.S range. Very important f.S confirm for a knockdown. On max range do f.S > 623P or f.S > 5H instead of rekkas. |
Youtube | 58829 (PC) |
1.18 |
(5P > ) 5P > 6P > 214P~214P~214P
|
Anywhere | 86 | Universal | [1] [1] Very Easy | Tension Gain: ~25% Leads into either sjIAD >j.H for safejump or dash > meaty. |
Youtube | 79350 (PC) |
1.21 |
2K > 2D > 214P~214P~214P
|
Anywhere | 91 | Universal | [1] [1] Very Easy | Tension Gain: ~25% Basic 2K combo. |
Youtube | 51796 (PC) |
1.18 |
5K > 2D > 623P, c.S > 214P~214P~214P
|
Midscreen | 130 | Universal | [2] [2] Easy | Tension Gain: ~40% Basic 5K into 214P ender. Does not work with 2K starter. |
Youtube | 58830 (PC) |
1.21 |
5K > 2D > 214P~ dl 214P > dc > 214P~ dl 214P~214P
|
Midscreen | 150 | Universal | [3] [3] Medium | Tension Gain: 38% The delays can be removed for an easier combo but at the cost of damage and meter gain. |
Youtube | 79353 (PC) |
1.21 |
c.S > 2H or c.S > 6H> 623P, 5K or c.S > 214P~214P~214P
|
Midscreen | 157/160 | Universal | [2] [2] Easy | Tension Gain: ~45% Basic c.S combo. Beware that 2H whiffs at c.S max range, though 6H does not. The second c.S adds a bit of damage compared to 5K but is only possible at close range (after a dash), although is near-guaranteed to land with 2H launcher. 214H can be added at the end for extra damage but leaves Ramlethal punishable on hit, only use it if it kills. |
Youtube | 58832(2H,c.S)
58833(6H,5K) |
1.21 |
c.S > 2H > 214P~dl 214P > dc > 214P~dl 214P > dc > 214P~214P~214P
|
Midscreen | 189 | Universal | [4] [4] Hard | Tension Gain: 48% High damage c.S combo. This combo is much more difficult on heavier characters. Since this builds 48% tension, you can pretty much always RC this to guarantee a full corner carry. |
Youtube | 79244 (PC) |
1.21 |
(Mid range) CH f.S > 623P, 2K > 6P>214P~214P~214P
|
Anywhere | 121 | Universal | [1] [1] Very Easy | Close/Mid range CH f.S combo. 623P, 2K works thanks to the hitstun bonus from CH. At max fS range, 2K > 6P will whiff, so replace it with 2K > 623P | Video | 79356 (PC) |
1.21 |
CH 5H > 214K > 6P > 214P~214P~214P
|
Midscreen | 155 | Universal | [2] [2] Easy | Counter Hit 5H combo. Good conversions when you catch someone pressing something in neutral with 5H. Won't work at further ranges. | Youtube | 79357 (PC) |
1.21 |
CH 2D or CH 2H or CH 6H > 623P, 66c.S > 2H > 214P~214P~214P
|
Anywhere | 139/160/165 | Universal | [3] [3] Medium | Tension Gain: ~40% Standard midscreen CH combo 2D, 2H and 6H. |
Video | 79360 (PC) |
1.21 |
2K > 2D > 214P~dl 214P > 66~236H, 66, (236H explosion), 236S > 66 > (236S explosion)~c.S > 214P~214~66~P, c.S > 214P WS > 632146H WB
|
Midscreen | 220 (SI) | Midweights | [5] [5] Very Hard | Tension Gain: ~50% Round start 2K combo that builds 50% meter. Side swaps twice - Carries the opponent toward the wall with rekka before crossing under and carrying them away with dash cancel rekka. The final rekka caries them to the wall for a break. |
Video | 1.23 |
Anti-air and Air to air
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
AA 6P > 214P~214P~214P
|
Midscreen | 98 | Universal | [1] Very easy | Basic AA 6P combo. | Video | 79372 (PC) |
1.18 |
AA 5P > 5P or 5K > 623P, 5K > 214P~214P~214P
|
Midscreen | 84/95 | Universal | [2] [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 | 79377 (PC) |
1.18 |
IAD / Rising j.P*n > j.214S
|
Anywhere | 67 | Universal | [1] [1] Very Easy | Tension Gain: ~5% 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. |
Youtube | 79379 (PC) |
1.21 |
Dust combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5[D]~8 > j.H > 9jc > j.H > j.S > j.P > 9jc > j.K > j.K
|
Anywhere | 184 | Everyone except Ky | [2] [2] Easy | j.S > j.P whiffs on Ky. | Video | 79392 (PC) |
?? |
5[D]~8 > j.H > 9jc > j.S > j.H > j.P > 9jc > j.K > j.K
|
Anywhere | 182 | Universal | [2] [2] Easy | Modified version of above to also work on Ky. | Video | 79389 (PC) |
?? |
5[D]~8 > j.H > 9jc > j.D > j.K > j.D > j.D
|
Anywhere | 192 | Universal | [2] [2] Easy | High damage combo, you'll lose some damage if you cancel the j.Ds too early though. | Video | 79391 (PC) |
?? |
Throw combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
4/6D, 214H
|
Anywhere | 114 | Universal. | [2] [2] Easy | Meterless kill combo. Unsafe on hit, only do this if it actually kills. | Video | 79393 (PC) |
1.21 |
4/6D, (microdash) 236236S
|
Anywhere | 124 (115 without H sword) | Universal. | [2] [2] Easy | Unburstable kill combo with meter. Requires the S sword to do it without microdashing otherwise it will whiff. | Video | 79394 (PC) |
1.21 |
4/6D, 632146H
|
Anywhere | 114 | Universal. | [2] [2] Easy | Unburstable kill combo with meter. | Video | 79395 (PC) |
1.21 |
Corner Carry and Corner Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2K > 2D > 214P~dl.214P >dc 236H , 66c.S > 6H (Wallsplat), 214H (Wallbreak)
|
Midscreen to corner | 168 | Universal | [4] [4] Hard | 2K > 2D conversion using rekka cancel. The second rekka must be charged (see Erarlumo section). This combo is much more difficult on heavyweights. | YouTube | 1.21 | |
c.S > 2H > 623P , c.S > 6H > 214K , c.S > 2H (Wallsplat), 214H (Wallbreak)
|
Midscreen to corner | 220 | Universal | [3] [3] Medium | Tension Gain: ~45% Example combo using 214K. You must slightly delay the c.S after 214K, otherwise you'll get f.S and drop the combo. |
Video | 79523 (PC) |
1.21 |
c.S > 2H > 236S , 665[D] , c.S > 6H (Wallsplat), 214H (Wallbreak)
|
Midscreen to corner or Corner | 238 | Universal | [2] [2] Easy | Tension Gain: ~40% Unburstable corner carry combo. after 5[D], you may replace c.S with 5K for less damage, but a little more consistency with range. |
Video | 79524 (PC) |
1.21 |
236H (blocked) , 2K (236H explosion) , 66c.S > 2H > 236S , 66c.S > dl.2H (Wallsplat), 214H (Wallbreak)
|
Corner | 158 | Universal | [2] [2] Easy | Tension Gain: ~40% Mid-corner pressure confirm. After 236S, you need to dash all the way into the corner. This will cause c.S to sideswitch. Delaying 2H after that lets ram turn around and keep corner for wallbreak. |
Video | 79525 (PC) |
1.21 |
c.S > 6H > 214K , c.S > 2H > 214K , c.S > 6H Wallbreak 214H
|
Corner | 246 | Universal | [3] [3] Medium | Tension Gain: 45% High damage 214K loop. Slight delay for the last c.S. |
Youtube | 79526 (PC) |
1.21 |
c.S > 6H > 236H , 66c.S > 2H > 623P WS 214H
|
Corner | 218 | Universal | [2] [2] Easy | Tension Gain: 40% Corner combo using the c.S > 2H > 623P string to confirm wallbreak. Useful when you're not sure how low wall health is. |
Video | 79987 (PC) |
1.21 |
CH AA 6P > 214P~214P > dc > 236S > 66 delay5[D] > 6c.S > 6H > 214H or 236236S (Wallbreak)
|
Midscreen | 206/220 | Universal(To test) | [4] [4] Hard | Tension Gain: ~35%/-~15% Midscreen CH Anti-air 6P conversion using rekka cancels. |
Video | 79527 (PC) |
1.21 |
CH 5H > 214K > c.S > 6H > 236S or 236H > 665[D] > 5K > 214H or 632146H (wall break)
|
Midscreen | 242 (273) | Universal except Faust , Gold, Pot, Nago | [3] [3] Medium | Tension Gain: ~45%/~-10% 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. |
Video | 79530 (PC) |
1.21 |
CH 6H > 214K, 5K > 6H > 236S, dash 5[D], c.S, 214H (Wallbreak)
|
Midscreen | 247 | Universal | [3] [3] Medium | Tension Gain: ~44% CH 6H Combo. Make sure to dash in as far as possible before 5[D] so you can land the last c.S in. |
Video | 79532 (PC) |
?? |
CH 6H, dl.c.S > 2H dl.214K, c.S > 6H > dl.214P~214P, 214H(Wallbreak)
|
Corner | 250 | Universal | [4] [4] Hard | CH 6H Combo. Requires a lot of manual delays which makes the combo harder, but still possible consistently. | Video | 79538 (PC) |
?? |
Video Examples
- Combo video by top Dizzy player Daiji. Features practical combos and okizeme.
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- Attack Level
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