GGST/Ramlethal Valentine/Matchups

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< GGST‎ | Ramlethal Valentine
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GGST Anji Mito Icon.png Anji_Mito

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

GGST Axl Low Icon.png Axl_Low

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

GGST Chipp Zanuff Icon.png Chipp_Zanuff

4:6, he's just too damn fast

GGST Faust Icon.png Faust

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

GGST Giovanna Icon.png Giovanna

?, 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.

GGST Ky Kiske Icon.png Ky_Kiske

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.

GGST I-No Icon.png I-No

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.

GGST Leo Whitefang Icon.png Leo_Whitefang

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.

GGST May Icon.png May

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

GGST Millia Rage Icon.png Millia_Rage

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

GGST Nagoriyuki Icon.png Nagoriyuki

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.

GGST Potemkin Icon.png Potemkin

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.

GGST Ramlethal Valentine Icon.png Ramlethal_Valentine

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

GGST Sol Badguy Icon.png Sol_Badguy

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.

GGST Zato-1 Icon.png Zato-1

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