GGST/Ramlethal Valentine/Matchups: Difference between revisions

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==={{Character Label|GGST|Anji_Mito|48px}}===
==={{Character Label|GGST|Anji_Mito|48px}}===
;Rating: 5.5:4.5, you out neutral him but are forced to rely a bit more on 5K thanks to his Twirl


==={{Character Label|GGST|Axl_Low|48px}}===
==={{Character Label|GGST|Axl_Low|48px}}===
;Rating: 5:5, he wins neutral at fullscreen but you win midscreen


==={{Character Label|GGST|Chipp_Zanuff|48px}}===
==={{Character Label|GGST|Chipp_Zanuff|48px}}===
;Rating: 4:6, he's just too damn fast


==={{Character Label|GGST|Faust|48px}}===
==={{Character Label|GGST|Faust|48px}}===
;Rating: 7:3, Faust has a really hard time in neutral and really can't do much against Mortobato


==={{Character Label|GGST|Giovanna|48px}}===
==={{Character Label|GGST|Giovanna|48px}}===
;Rating: ?, Ram has to rely on pre-emptively filling space to stop dashes
*Learn to {{clr|1|6P}} Gio's Trovão and Sol Ponte, as both moves are plus on block and will allow her to continue her pressure if you don't interrupt them.
*Learn to {{clr|1|6P}} Gio's Trovão and Sol Ponte, as both moves are plus on block and will allow her to continue her pressure if you don't interrupt them.


==={{Character Label|GGST|Ky_Kiske|48px}}===
==={{Character Label|GGST|Ky_Kiske|48px}}===
;Rating: 6:4, you out neutral him and can check most if not all string enders he has
*Your {{clr|3|f.S}} is a frame faster then Ky's, and {{clr|4|5H}} is 2 frames faster then Ky's, giving you quite the ground control in neutral.
*Your {{clr|3|f.S}} is a frame faster then Ky's, and {{clr|4|5H}} is 2 frames faster then Ky's, giving you quite the ground control in neutral.


==={{Character Label|GGST|I-No|48px}}===
==={{Character Label|GGST|I-No|48px}}===
;Rating: 4.5:5.5, Ram's bad anti-airs and weakness to low profiles is especially poinient here
*I-no's Stroke the Big Tree will low profile your {{clr|3|f.S}} which is your main neutral button, meaning you will need to on reaction throw her, or contest it with something like a {{clr|3|2S}} or {{clr|5|2D}}. you will find Stroke is an option of I-no's to get out or your corner pressure at times.
*I-no's Stroke the Big Tree will low profile your {{clr|3|f.S}} which is your main neutral button, meaning you will need to on reaction throw her, or contest it with something like a {{clr|3|2S}} or {{clr|5|2D}}. you will find Stroke is an option of I-no's to get out or your corner pressure at times.


==={{Character Label|GGST|Leo_Whitefang|48px}}===
==={{Character Label|GGST|Leo_Whitefang|48px}}===
;Rating: 5.5:4.5, you out neutral him pretty heavily but it's hell if he gets BT
*Your {{clr|3|f.S}} is 1 frame faster then Leo's, and your {{clr|4|5H}} is 3 frames faster, giving you almost complete control of neutral when on the ground. By that logic Leo's will tend to jump to avoid having to lose said neutral or may start to shoot projectiles from range; be aware of the game plan they go with.
*Your {{clr|3|f.S}} is 1 frame faster then Leo's, and your {{clr|4|5H}} is 3 frames faster, giving you almost complete control of neutral when on the ground. By that logic Leo's will tend to jump to avoid having to lose said neutral or may start to shoot projectiles from range; be aware of the game plan they go with.
*Leo's Kaltes Gestöber Zweit(The cross up) can always be thrown during a block string, there is however 1 frame where you will throw in the wrong direction, so make sure to not mistime the throw.
*Leo's Kaltes Gestöber Zweit(The cross up) can usually be thrown during a block string, there is however 1 frame where you will throw in the wrong direction, so make sure to not mistime the throw.


==={{Character Label|GGST|May|48px}}===
==={{Character Label|GGST|May|48px}}===
;Rating: 5:5, Ram can check after dolphins making the RPS a little weaker but she really struggles against May jump buttons


==={{Character Label|GGST|Millia_Rage|48px}}===
==={{Character Label|GGST|Millia_Rage|48px}}===
;Rating: 5:5, Millia explodes but she's too fast for f.S


==={{Character Label|GGST|Nagoriyuki|48px}}===
==={{Character Label|GGST|Nagoriyuki|48px}}===
;Rating: 5:5, almost a first hit wins situation
*Nago starts to out range even your normals once he starts getting into higher blood levels. They are still quite awful on whiff however, and proper baiting of moves like nagos {{clr|4|2H}} will make him wide open if he dosent have meter to make himself safe.
*Nago starts to out range even your normals once he starts getting into higher blood levels. They are still quite awful on whiff however, and proper baiting of moves like nagos {{clr|4|2H}} will make him wide open if he dosent have meter to make himself safe.
*{{clr|4|214H}} will very quickly become the bane of your existence. You can snuff it with pre-emptive pokes but blocking it or (heaven forbid) getting counterhit by it is very bad. Your 5P is smaller than his and 2P is prone to losing.


==={{Character Label|GGST|Potemkin|48px}}===
==={{Character Label|GGST|Potemkin|48px}}===
;Rating: 4.5:5.5, At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5h. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure.


==={{Character Label|GGST|Ramlethal_Valentine|48px}}===
==={{Character Label|GGST|Ramlethal_Valentine|48px}}===
;Rating: 5:5, f.S checks itself and she has a hard time dealing with her own pressure


=== {{Character Label|GGST|Sol_Badguy|48px}}===
=== {{Character Label|GGST|Sol_Badguy|48px}}===
*Like I-no, Sol's Night Raid Vortex can and will low profile a lot of your moves. Due to its speed it can even punish Calvados on block from almost fullscreen to boot.
;Rating: 4:6, you out neutral him but he heavily out damages you
*Sol's S DP is -22 on block, meaning you have free reign to punish. You can even use {{clr|4|6H}}!
*Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. Ram gets strong punishes on both block and startup due to its generally risky nature, being -17 on block.
*6S > gunflame you can punish midscreen with 7 > air dash j.K > j.D > land c.S. If you feel you cannot land it you can do air dash j.S > j.214S to at least get some damage but you will be -1 on hit sadly.
*S Volcanic Viper is -22 on block, allowing for violent punishes.
*6S > Gunflame can be punished on reaction with a forward airdash.


=== {{Character Label|GGST|Zato-1|48px}} ===
=== {{Character Label|GGST|Zato-1|48px}} ===
;Rating: 5:5, Oppose is very annoying for her to deal with but her buttons beat Zatos


==Navigation==
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Revision as of 16:21, 14 September 2021



Matchups

 Anji_Mito

Rating
5.5:4.5, you out neutral him but are forced to rely a bit more on 5K thanks to his Twirl

 Axl_Low

Rating
5:5, he wins neutral at fullscreen but you win midscreen

 Chipp_Zanuff

Rating
4:6, he's just too damn fast

 Faust

Rating
7:3, Faust has a really hard time in neutral and really can't do much against Mortobato

 Giovanna

Rating
?, Ram has to rely on pre-emptively filling space to stop dashes
  • Learn to 6P Gio's Trovão and Sol Ponte, as both moves are plus on block and will allow her to continue her pressure if you don't interrupt them.

 Ky_Kiske

Rating
6:4, you out neutral him and can check most if not all string enders he has
  • Your f.S is a frame faster then Ky's, and 5H is 2 frames faster then Ky's, giving you quite the ground control in neutral.

 I-No

Rating
4.5:5.5, Ram's bad anti-airs and weakness to low profiles is especially poinient here
  • I-no's Stroke the Big Tree will low profile your f.S which is your main neutral button, meaning you will need to on reaction throw her, or contest it with something like a 2S or 2D. you will find Stroke is an option of I-no's to get out or your corner pressure at times.

 Leo_Whitefang

Rating
5.5:4.5, you out neutral him pretty heavily but it's hell if he gets BT
  • Your f.S is 1 frame faster then Leo's, and your 5H is 3 frames faster, giving you almost complete control of neutral when on the ground. By that logic Leo's will tend to jump to avoid having to lose said neutral or may start to shoot projectiles from range; be aware of the game plan they go with.
  • Leo's Kaltes Gestöber Zweit(The cross up) can usually be thrown during a block string, there is however 1 frame where you will throw in the wrong direction, so make sure to not mistime the throw.

 May

Rating
5:5, Ram can check after dolphins making the RPS a little weaker but she really struggles against May jump buttons

 Millia_Rage

Rating
5:5, Millia explodes but she's too fast for f.S

 Nagoriyuki

Rating
5:5, almost a first hit wins situation
  • Nago starts to out range even your normals once he starts getting into higher blood levels. They are still quite awful on whiff however, and proper baiting of moves like nagos 2H will make him wide open if he dosent have meter to make himself safe.
  • 214H will very quickly become the bane of your existence. You can snuff it with pre-emptive pokes but blocking it or (heaven forbid) getting counterhit by it is very bad. Your 5P is smaller than his and 2P is prone to losing.

 Potemkin

Rating
4.5:5.5, At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5h. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure.

 Ramlethal_Valentine

Rating
5:5, f.S checks itself and she has a hard time dealing with her own pressure

 Sol_Badguy

Rating
4:6, you out neutral him but he heavily out damages you
  • Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. Ram gets strong punishes on both block and startup due to its generally risky nature, being -17 on block.
  • S Volcanic Viper is -22 on block, allowing for violent punishes.
  • 6S > Gunflame can be punished on reaction with a forward airdash.

 Zato-1

Rating
5:5, Oppose is very annoying for her to deal with but her buttons beat Zatos

Navigation

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