GGST/Ramlethal Valentine/Strategy: Difference between revisions

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* She keeps doing Calvados (the beam super) in neutral. What can I do about it?
* She keeps doing Calvados (the beam super) in neutral. What can I do about it?
Calvados has a lot of startup so most cases you'll at least be able to block it. As for punishing it, jump after the flash, double jump to get closer, then block it normally. Some characters can use an extra air special move to stay airborne longer and get a better punish, to make sure to check what your character can do.
Calvados has a lot of startup so most cases you'll at least be able to block it. As for punishing it, jump after the flash, double jump to get closer, then block it normally. Some characters can use an extra air special move to stay airborne longer and get a better punish, to make sure to check what your character can do.
==External Resources==
Ramlethal Discord Server: https://discord.gg/USRr5BqRPV


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Revision as of 19:47, 22 June 2021



General Strategies

Offense

Up Close

5P, 2P, 5K, 2K, and c.S are Ramlethal's best close range options. Her P and K normals have the universal lack of gatlings which make them unrewarding on hit. All she really gets is a simple confirm into Dauro, which leaves standing. On block they're all around -2 which makes them good for tick throws.

Midrange

Ram's f.S and 5H are some of the best midrange buttons in the game. Complementing these are j.S and j.H, the former being a long air-to-air and the latter being a massive jump-in button. Her only real issue in midrange is that she loses any real special cancel option, as using Bajoneto anywhere outside the corner is a very bad idea and the rest of her options whiff at the range you'd be using f.S.

The awkward area between those two

5K is your best friend here. Ramlethal has a really hard time getting any meaningful damage here without meter. 2D will whiff at anything other than point blank, so her only real confirm is Dauro. You need to be absolutely certain that 5K hit before confirming as Dauro is -10.

Fullscreen

Ramlethal does not have any good fullscreen options outside of the corner. Calvados is both too expensive and too slow to really do much of anything and her normals are too valuable to waste on Bajoneto. Her best option is to move and get back into her optimal range.

Defense

Wakeup

Ramlethal is blessed with a great reversal super in Mortobato. It's fast and very difficult to punish if it's blocked in the air. Ramlethal also has a 5 frame 5P, meaning she can mash it to break tick throw attempts.

On Block

Ramlethal unfortunately dosen't have any built in meterless reversals like a dp, so you will find your self holding block more then other characters, 6P, Faultless Defense, and YRC are still effective tools to use, and as stated above, with 50 meter Mortobato makes for a phenomenal answer when you know your opponent has a gap in their pressure.

Anti-air

Ramlethal has four main anti-airs: 6P, 2H, 5P, and Air Throw. Each have their own distinct characteristics and optimal ranges, as well as their own conversions.

6P is Ramlethal's most consistent anti-air, but also her least rewarding. It knocks down on air hit and only gives you a combo if you immediately cancel into a special move on air Counterhit.

2H is far more rewarding, but not actually invincible in any way. It's the most likely to trade out of her anti-airs. In most cases you can link after it, but you get a bigger combo if it doesn't trade.

5P is quick and hits high up, but is most likely to straight-up lose. In return, you can usually link 5K into a Dauro launch. You're most likely to get this if someone crosses up your 6P, but it can work in a pinch.

Air Throw is the gold standard "I don't actually have a good anti-air" anti-air. None the less it is still a very effective way of dealing with air approaches that you have the time to actually meet in mid air.

Pressure

Midscreen

Ramlethal's midscreen pressure is essentially a less safe version of her corner pressure. Without meter, all she can do is tick throw with her P/K buttons. Once she gets into the midrange, she can threaten the opponent with her excellent S buttons. f.S and j.S cover large portions of the screen horizontally, and f.S can also be confirmed into 5H (or even delayed for a frametrap on block). Close and Midscreen is where she is the scariest, as she doesn't have a great fullscreen presence.

If you can't open up your opponent up close, push them out with Ram's excellent normals and go back to neutral. Generally it will be in your favor as not many characters can contest her midrange.

Corner

Ramlethal's corner pressure is a lot scarier simply due to Bajoneto. The sword's delayed explosion doesn't go away unless Ramlethal is hit or blocks before the explosion can trade. Fear of the explosion lets Ramlethal run up and pressure again, but the fear must be established. Every explosion is an RPS point between dashblocking, a pre-emptive f.S or 5H, or running all the way in for another turn. Keep in mind that you cannot pick up a sword until after it has exploded, which prevents Ram from infinitely looping her pressure.

Okizeme

Fighting Ramlethal

  • What do I do about her sword normals?

Ramlethal's sword normals (at least midscreen) don't lead to much damage without meter. Generally if you get by f.S, all she can really do is 5H. You're +9 against her and still standing, which leaves you plenty of options. Even eating a Dauro means she's only +1, but she's also out of range for 5P/2P and throw.

  • She keeps doing Calvados (the beam super) in neutral. What can I do about it?

Calvados has a lot of startup so most cases you'll at least be able to block it. As for punishing it, jump after the flash, double jump to get closer, then block it normally. Some characters can use an extra air special move to stay airborne longer and get a better punish, to make sure to check what your character can do.

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