GGST/Ramlethal Valentine/Strategy: Difference between revisions

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'''{{clr|4|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, it is possible to link after it on trade, but it leads to much stronger combos if it doesn't.
'''{{clr|4|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, it is possible to link after it on trade, but it leads to much stronger combos if it doesn't.


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GGST_Ramlethal_Valentine_2H.png | {{clr|4|2H}}
GGST_Ramlethal_Valentine_2H.png | {{clr|4|2H}}
GGST_Ramlethal_Valentine_2H_Hitbox.png | {{clr|4|2H}} Hitbox
GGST_Ramlethal_Valentine_2H_Hitbox.png | {{clr|4|2H}} Hitbox

Revision as of 00:27, 14 July 2021



General Strategies

Neutral

Midrange

Ramlethal is a character who strives at mid range. Her f.S and j.S are both excellent normals. They are fairly fast, have an extremely long range and are difficult to deal with. Learning the range of those normals is very important as they are at the core of Ramlethal's neutral game. f.S > 5H and CH f.S > 5H > 236H > ... (Midscreen to corner combos) are some of Ramlethal's key combos and her most common starters.

However, those normals they have a fair bit of recovery on whiff and wise opponents will either to make them whiff before approaching or contest them with 6P

5H is also an excellent normal. It is slower but has a bit more range than f.S. It is usually used to deal with players who tries to stay out of f.S range.


Her only real issue in midrange is that comboing at max range is often not possible. While she has access to 236H, it should be used cautiously or only near the corner as throwing swords strongly nerfs Ramlethal's normals.

Close range

While Ramlethal isn't as strong at close range, she still has access to a few tools.

5P and 2P come out in 5f and 6f respectively but are hindered by a very short range. 5P can act as a pseudo anti-air (see combo section for combos). On a ground hit, she can combo into 623P, which leaves standing. On block, her P normals are all around -2 which makes them good for tick throws.

5K, 2K are decent at close range to preemptively deal with some normals. At close range, 5K combos into 2D and leads to high damage combos anywhere. However, 2D will whiff at anything other than point blank, so her only real confirm is 623P. Beware as 623P is -10 on block and thus punishable on block if too close.

Her P and K normals suffer from the universal lack of gatlings which make them unrewarding on hit. Additionally, Ramlethal's command normals, 6P and 6H aren't that practical in pressure/combos. 6P whiffs at 2P's max range and 6H only combos after a c.S

Fullscreen

Ramlethal does not have any good fullscreen options outside of the corner. 632146H is both too expensive and too slow to be useful in neutral. Moreover, 236S/H should not be used in neutral as losing her swords heavily handicaps Ramlethal in neutral.

In those instances, her best option is usually to move and get back into her optimal range.

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 immediately cancelled 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, it is possible to link after it on trade, but it leads to much stronger combos if it doesn't.

5P is quick and hits high up, but is most likely to straight-up lose. In return, it usually links into 5K > 623P launch. Will most likely happen if someone tries to cross-up after a 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 can be meet in mid air.

Jump-in

j.S and j.H are both amazing jump-in. j.S benefits from having a very long horizontal hitbox.

On the other hand, j.H possesses an amazing vertical hitbox, an early/high j.H is very difficult to anti-air. On CH, j.H combos into 66 > c.S. j.H only real downside is that it doesn't combo into anything on an airhit.


Defense

Ramlethal is blessed with a frightening reversal super in Mortobato (236236S). It comes out in 9 frames, deals considerable damage and is very difficult to punish if blocked in the air. Ramlethal also has a 5 frame 5P, meaning she can mash it to break tick throw attempts.

On block, Ramlethal doesn'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. Moreover, as stated above, 236236S makes for a phenomenal answer to deal with gaps in pressure.

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.

Common Midscreen Strings
  • 5K or 2K > 2D : Basic low mix-up after 5K or 2K. Beware that 2D is punishable on block
  • 5K or 2K > 2D > 214P(1~3) or 214P~dash cancel : Potential frame traps after 2D. Please note that all of those enders leave Ramlethal punishable. It is only advisable with at least 50 meter to potentially RC after every 214P to deter punish. 2D > 214P has a 4f gap.
  • 5K or 2K > 6H : Used as a frame trap at far range 5K, however, please note that there is a 7-frame gap between 5K and 6H.
  • (c.S) > f.S > 5H: Gapless blockstring, creates a fair bit of distance between both characters. The f.S and 5H can be delayed to frame trap. Please note that the 5H is -12 on block.
  • (c.S) > 2S > 5H: Variation of the route above with 2S as a low. Gapless as well.

Ramlethal doesn't have a great way to force her opponents to respect 5K anywhere other than point blank and most of its cancel options carry some element of risk.

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.

Common Corner Strings
  • c.S > f.S > 5H > 236H: Standard corner blockstring.
  • c.S > 2S > 5H > 236H: Standard corner blockstring with a low.
  • 5K or 2K > 2D > 236H: 5K or 2K corner pressure.

Any normals can be omitted as you see fit in order to change the spacing you're left at, but none can really be added due to gatling limitations. Being closer to the opponent means you can threaten a completely safe 2K/5D/Throw mixup before the sword explodes to cover any whiff and potentially net a combo. Being closer does also increase the chance your opponent will try to reversal or burst out, so make sure to vary your options.

After 236H(Explosion)
  1. microdash f.S/5K: Important to establish respect and deal with some moves (May's [4]6S)
  2. dash c.S/2K: Basic gatling pressure reset.
  3. dash Throw: Punishes opponents too willing to block)

Opponents who are experienced fighting Ramlethal will be able to recognize spacings where there is a gap between the sword throw and the explosion. From there, their options are to jump, dash, or attempt to hit Ramlethal out of a pressure reset. Air-to-air j.P will catch people jumping out of the corner and leave Ramlethal very plus. Stopping people from dashing or pressing buttons is where f.S and other big, active buttons is useful. f.S will also check opponents who stay put, but won't give much pressure without H sword equipped. 236S can be used to stop jumps, but this is very risky (especially without H sword).

Those setups are also weak to FD before 236H and aren't as effective if done from a distance. The 236H will take a bit more time reaching the opponent. This widens the frame gap and gives the opponent more leeway and options to get out of the corner.

236H > 66.PRC

236H > 66.PRC is an advanced form of Ramlethal's corner pressure. Contrary to the meterless 236H corner pressure, it cannot be jumped or mashed out of. It also lead to various low/high mix-ups: Video sample

This isn't an exhaustive list, routes will be added/removed as more optimal options are found.

  • ... > 5H > 236H > 66.PRC > 2K > (Sword hit) > 5K > (Explosion) > 66c.S >: Gapless blockstring into low. The sword is picked up after the c.S.
  • ... > 5H > 236H > 66.PRC > IAD > (Sword hit) > j.H (Explosion) > 66c.S > ...: Gapless blockstring into overhead. The sword is picked up after the c.S.
  • ... > 5H > 236H > 66.PRC > 9jc > (Sword hit) > Delay j.K > (Explosion) > IAD j.K > ...: Gapless double overhead. The sword is picked up after the second j.K.
  • ... > 5H > 236H > 66.PRC > 9jc > (Sword hit) > Delay j.K > (Explosion) > 2K > ...: Gapless high into low mixup. Beware that since the explosion happen before 2K combos and pressure options are limited afterwards.
  • ... > 5H > 236H > 66.PRC > 9jc > (Sword hit) > Land 2K > (Explosion) > ...: Empty low setup. There is a gap before the 2K which can be DP'ed. Combos into c.S > 2H.

Likewise, those setups are weak to FD and aren't as strong from a far 5H.

Okizeme

Throw

Midscreen
  • ... > Delay > IAD j.H: Safe-jump set-up. Requires a bit of practice as the j.H has to be perfectly timed. Too early and it willl whiff, too late and it won't safe-jum and/or lose to mashing.
  • ... > Long dash > Meaty 2K/c.S: Meaty setup. 2K and c.S are preferred as c.S is highly rewarding on Counterhit and point blank 2K hits low and gatlings into 2D.
  • ... > 66 > Throw: Throw into Throw reset.

Off a midscreen throw, Ramlethal can either manually time a dash jump safejump or run up and meaty with a button. If the opponent has been conditioned to block, it is possible to go for another throw.

Corner
  • ... > c.S > IAD j.H: Safe-jump set-up. Easier to do than the midscreen variant.
  • ... > 236H > Delay 2K or c.S: Safe-jump set-up. Meaty 2K will blockstring into the explosion, giving a relatively safe meaty low that is easily hit-confirmable.
  • ... > 236H > 5K > j.66.BRC~j.K > 9jc j.K or Land 2K: BRC setup into j.K / 2K 50/50 mix-up. Difficult.

Ramlethal's options really open up in the corner, as she can either set up 236H or meaty c.S for an easy IAD j.H safejump. The safejump is pretty self-explanatory, but 236H is far more open-ended. Throw > 236H sets the sword to explode after a short delay (because the first hit whiffs). She can also use 5K instead with 50 meter to set up a fuzzy guard mixup by jump cancelling into 66.BRC j.K.

2D

  • ... > Delay > IAD (sideswitch) > j.S: Safejump setup. Can block Ramlethal's 236236S and will make Sol's 623S/H whiff.
  • ... > Long dash > Meaty 2K/c.S: Meaty setup. 2K and c.S are preferred as c.S is highly rewarding on Counterhit and point blank 2K hits low and gatlings into 2D.

Standing 623P

Ground hit Dauro is a common string ender for Ramlethal even if it doesn't knock down. Even though Ramlethal is +1, she's left just far enough away that Throws and 5P will whiff without a microwalk or microdash. She's in range for K buttons to reach, but a gatling into 2D will also whiff. Her best option is usually to throw out a K button and assume it'll be blocked (at least until the opponent is conditioned to block).

2K > 2D > Dauro

This is notable as the 2K starter does not give Ramlethal a juggle. The situation after Dauro is similar to a midscreen throw, except she doesn't have enough advantage to go for a safejump.

214P*3

tbw

j.214S

Ramlethal's frame advantage is variable enough from j.214S that the best option is a meaty button or throw.

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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