NotThisOne (talk | contribs) (→Throw: removed the iad jH safejumps as they no longer work, and added some other oki setups.) |
No edit summary |
||
(31 intermediate revisions by 11 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{GGST/CharacterLinks}} | ||
==General Strategies== | ==General Strategies== | ||
===<big>Brigadier Swords</big>=== | |||
<gallery> | |||
GGST_Ramlethal_Valentine_GroundedSwords.png|center|125px|Used Swords | |||
GGST_Ramlethal_Valentine_ReturningSword.png|center|250px|Returning Sword | |||
</gallery> | |||
<section begin="Brigadier Swords"/> | |||
Ramlethal's Brigadier Swords are her unique mechanic and are the key to enabling her suffocating corner pressure. The swords are consumed when using {{MMC|input=236H|label=Bajoneto}} ({{MMC|game=GGST|input=236S|label={{clr|S|236S}}}} and {{MMC|game=GGST|input=236H|label={{clr|H|236H}}}}) | |||
With her swords equipped she commands some of the best normals in the game however she can sacrifice these normals in favor of a powerful projectile that allows her to maintain pressure in the corner. Her swords can then be picked up after they fall to the ground or they will begin slowly returning to Ramlethal after a 6 second delay. | |||
<br> | |||
<br> | |||
The benefits to spending your swords can be significant however there are drawbacks to doing so. When the sword is out her normals corresponding to their respective {{Prompt|GGST|S|18px}} and {{Prompt|GGST|H|18px}} buttons will be significantly weakened, lowering the damage, reducing the {{keyword|attack level}}, and most importanty receiving a significantly worse {{keyword|hitbox}}. Throwing both of your swords away will lead to you struggling to maintain neutral control over your opponent as well as significantly weakening many of your specials. | |||
<tabber> | |||
=== | Swords Equipped= | ||
<gallery mode="packed" heights="150px"> | |||
GGST_Ramlethal_Valentine_fS.png|'''{{clr|S|f.S}}'''<br> | |||
GGST_Ramlethal_Valentine_5H.png|'''{{clr|H|5H}}'''<br> | |||
GGST_Ramlethal_Valentine_2S.png|'''{{clr|S|2S}}'''<br> | |||
GGST_Ramlethal_Valentine_2H.png|'''{{clr|H|2H}}'''<br> | |||
GGST_Ramlethal_Valentine_6H.png|'''{{clr|H|6H}}'''<br> | |||
GGST_Ramlethal_Valentine_jS.png|'''{{clr|S|j.S}}'''<br> | |||
GGST_Ramlethal_Valentine_jH.png|'''{{clr|H|j.H}}'''<br> | |||
GGST_Ramlethal_Valentine_Agressa_Ordono_1.png|'''{{clr|S|j.214S S Sword}}'''<br> | |||
GGST_Ramlethal_Valentine_Agressa_Ordono_2.png|'''{{clr|S|j.214S {{clr|H|H}} Sword}}'''<br> | |||
GGST_Ramlethal_Valentine_Sabrubato.png|'''{{clr|H|214H}}'''<br> | |||
GGST_Ramlethal_Valentine_236236S_2.png|'''{{clr|S|236236S}}'''<br> | |||
</gallery> | |||
|-| | |||
No Swords= | |||
<gallery mode="packed" heights="150px"> | |||
GGST_Ramlethal_Valentine_fS_S-less.png|'''{{clr|S|f.S}}'''<br> | |||
GGST_Ramlethal_Valentine_5H_H-less.png|'''{{clr|H|5H}}'''<br> | |||
GGST_Ramlethal_Valentine_2S_S-less.png|'''{{clr|S|2S}}'''<br> | |||
GGST_Ramlethal_Valentine_2H_H-less.png|'''{{clr|H|2H}}'''<br> | |||
GGST_Ramlethal_Valentine_6H_H-less.png|'''{{clr|H|6H}}'''<br> | |||
GGST_Ramlethal_Valentine_jS_S-less.png|'''{{clr|S|j.S}}'''<br> | |||
GGST_Ramlethal_Valentine_jH_H-less.png|'''{{clr|H|j.H}}'''<br> | |||
GGST Ramlethal_Valentine_Agressa_Ordono_1_S-less.png|'''{{clr|S|j.214S S Sword}}'''<br> | |||
GGST Ramlethal_Valentine_Agressa_Ordono_2_H-less.png|'''{{clr|S|j.214S {{clr|H|H}} Sword}}'''<br> | |||
GGST Ramlethal_Valentine_Sabrubato_S-less_H-less.png|'''{{clr|H|214H}}'''<br> | |||
GGST_Ramlethal_Valentine_236236S_S-H-Less.png|'''{{clr|S|236236S}}'''<br> | |||
</gallery> | |||
|-| | |||
With Sword Hitbox= | |||
<gallery mode="packed" heights="150px"> | |||
GGST_Ramlethal_Valentine_fS_Hitbox.png|'''{{clr|S|f.S}}'''<br> | |||
GGST_Ramlethal_Valentine_5H_Hitbox.png|'''{{clr|H|5H}}'''<br> | |||
GGST_Ramlethal_Valentine_2S_Hitbox.png|'''{{clr|S|2S}}'''<br> | |||
GGST_Ramlethal_Valentine_2H_Hitbox.png|'''{{clr|H|2H}}'''<br> | |||
GGST_Ramlethal_Valentine_6H_Hitbox.png|'''{{clr|H|6H}}'''<br> | |||
GGST_Ramlethal_Valentine_jS_Hitbox.png|'''{{clr|S|j.S}}'''<br> | |||
GGST_Ramlethal_Valentine_jH_2_Hitbox.png|'''{{clr|H|j.H}}'''<br> | |||
GGST_Ramlethal_Valentine_Agressa_Ordono_1_Hitbox.png|'''{{clr|S|j.214S S Sword}}'''<br> | |||
GGST_Ramlethal_Valentine_Agressa_Ordono_2_Hitbox.png|'''{{clr|S|j.214S {{clr|H|H}} Sword}}'''<br> | |||
GGST_Ramlethal_Valentine_Sabrubato_Hitbox.png|'''{{clr|H|214H}}'''<br> | |||
GGST_Ramlethal_Valentine_Mortobato_Hitbox.png|'''{{clr|S|236236S}}'''<br> | |||
</gallery> | |||
|-| | |||
No Sword hitbox= | |||
<gallery mode="packed" heights="150px"> | |||
GGST_Ramlethal_Valentine_fS_S-less_Hitbox.png|'''{{clr|S|f.S}}'''<br> | |||
GGST_Ramlethal_Valentine_5H_H-less_Hitbox.png|'''{{clr|H|5H}}'''<br> | |||
GGST_Ramlethal_Valentine_2S_S-less_Hitbox.png|'''{{clr|S|2S}}'''<br> | |||
GGST_Ramlethal_Valentine_2H_H-less_Hitbox.png|'''{{clr|H|2H}}'''<br> | |||
GGST_Ramlethal_Valentine_6H_H-less_Hitbox.png|'''{{clr|H|6H}}'''<br> | |||
GGST_Ramlethal_Valentine_jS_S-less_Hitbox.png|'''{{clr|S|j.S}}'''<br> | |||
GGST_Ramlethal_Valentine_jH_H-less_Hitbox.png|'''{{clr|H|j.H}}'''<br> | |||
GGST Ramlethal_Valentine_Agressa_Ordono_1_S-less_Hitbox.png|'''{{clr|S|j.214S S Sword}}'''<br> | |||
GGST_Ramlethal_Valentine_Agressa_Ordono_2_H-less_Hitbox.png|'''{{clr|S|j.214S {{clr|H|H}} Sword}}'''<br> | |||
GGST_Ramlethal_Valentine_Sabrubato_S-less_H-less_Hitbox.png|'''{{clr|H|214H}}'''<br> | |||
GGST_Ramlethal_Valentine_Mortobato_S-less_Hitbox.png|'''{{clr|S|236236S with no S sword}}'''<br> | |||
GGST_Ramlethal_Valentine_Mortobato_H-less_Hitbox.png|'''{{clr|S|236236S with no {{clr|H|H}} sword}}'''<br> | |||
GGST_Ramlethal_Valentine_Mortobato_S-less H-less_Hitbox.png|'''{{clr|S|236236S with no swords}}'''<br> | |||
</gallery> | |||
|-| | |||
</tabber> | |||
====<big>Sword Moves</big>==== | |||
All of Ramlethal's button's utilizing {{Prompt|GGST|S|18px}} and {{Prompt|GGST|H|18px}} swords will weaken after she throws them using {{MMC|input=236H|label=Bajoneto}} ({{MMC|game=GGST|input=236S|label={{clr|S|236S}}}} and {{MMC|game=GGST|input=236H|label={{clr|H|236H}}}}). This is important as she will lose access to her excellent {{MMC|game=GGST|input=f.S|label={{clr|S|f.S}}}} or her equally good {{MMC|game=GGST|input=5H|label={{clr|H|5H}}}} which let's her have dominant control over neutral. The trade off for losing these move however is signficantly mitigated once you put the opponent in the corner. {{MMC|input=236H|label=Bajoneto}} ({{MMC|game=GGST|input=236H|label={{clr|H|236H}}}}) is the cornerstone of her corner pressure and the key to locking down your opponents. It iss recommended to not throw your swords away until you are close to the corner due to all of the downsides of doing so. | |||
{{ReturnToTop}} | |||
<gallery | ===<big>Round Start Options</big>=== | ||
GGST_Ramlethal_Valentine_fS.png | {{clr| | <gallery mode="packed" heights="150px"> | ||
GGST_Ramlethal_Valentine_fS.png|'''{{clr|S|f.S}}'''<br> A whiff punish monster | |||
GGST_Ramlethal_Valentine_jS.png | {{clr| | GGST_Ramlethal_Valentine_2S.png|'''{{clr|S|2S}}'''<br> Fast and effective | ||
GGST_Ramlethal_Valentine_5K.png|'''{{clr|K|5K}}'''<br> Covers surpisingly many options. | |||
GGST_Ramlethal_Valentine_jS.png|'''{{clr|S|j.S}}'''<br> A safe retreat | |||
GGST_Ramlethal_Valentine_6P.png|'''{{clr|P|6P}}'''<br> Calling out your opponent | |||
</gallery> | </gallery> | ||
Ramlethal has a good variety of options she can represent on round start, with buttons that reach far and can lead to solid reward on hit it can be very rewarding winning roundstart. However despite Ramlethal's excellent range and speed on her moves she generally prefers to play more passively on roundstart. This will also vary greatly in specific matchups and have a significant influence on the round start start RPS. | |||
<big>'''{{clr|S|f.S}}'''</big> - A massive button for it's speed, {{clr|S|f.S}} can cover many options on round start and convert into a full combo to break the wall. It's strength really comes to shine however when used as a whiff punish tool. Walking back on round start and punishing your opponent for trying to play proactively is an excellent option. In order to call you out for this they would need to leave themselves vulnerable to moves like {{clr|S|2S}}. | |||
{{clr| | <big>'''{{clr|S|2S}}'''</big> - Fast and a low, {{clr|S|2S}} is much smaller than it's {{clr|S|f.S}} sibling however it is slightly faster and a low. This can easily catch people trying to close the distance on you to contest walk back {{clr|S|f.S}} or calling out an immediate {{clr|S|f.S}} with their own {{clr|P|6P}}. On hit still leads to great reward and can easily force a burst out of your opponent. | ||
<big>'''{{clr|K|5K}}'''</big> - A safe and fast option for beating out slower buttons while having a low total duration to keep it difficult to punish. It can beat out many buttons that extend their hurtboxes enough for the move to hit such as {{Character Label|GGST|Chipp|label=Chipp's}} {{MMC|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}}. | |||
< | <big>'''{{clr|S|j.S}}'''</big> - On option that's almost always accompanied by an {{keyword|IAD}} back to create space. This can help create space from your opponent while having an active button out to keep them away. Can leave you at a spacing Ramlethal prefers to play in neutral. | ||
<big>'''{{clr|P|6P}}'''</big> - Beats a lot of moves due to it's upper body invulnerability. It's combo potential is not as scary as other moves in her toolkit but it still is no slouch. It can be an important part of the roundstart RPS against options such as {{Character Label|GGST|Baiken|label=Baiken's}} {{MMC|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} and {{Character Label|GGST|Giovanna|label=Giovanna's}} {{MMC|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}}. | |||
</ | |||
Upon landing a successful round start option, you need to consider what routing you must do to secure a wallbreak and what resources your opponent has. If the opponent has a full Burst Gauge they may opt to burst quickly in the combo preventing you from breaking the wall and pressing your advantage. Routing into shorter combos that are safer to burst can be very beneficial off round start. | |||
===<big>Burst Baiting</big>=== | |||
While Ramlethal's ability to bait burst has become weaker over time she still has options to keep herself burst safe from the opponent. For most characters, the main method of baiting a Burst is from jump cancelling an attack or utilizing Roman Cancel on a read and then punishing the recover of the Burst after blocking it. In Ramlethal's case we can jump cancel {{MMC|game=GGST|input=c.S|label={{clr|S|c.S}}}} as well as {{MMC|game=GGST|input=5K|label={{clr|K|5K}}}} which are staples in her routing. Ram is also blessed with a special that is very difficult to Burst in {{MMC|input=236H|label=Bajoneto}} ({{MMC|game=GGST|input=236S|label={{clr|S|236S}}}} and {{MMC|game=GGST|input=236H|label={{clr|H|236H}}}}), although {{MMC|game=GGST|input=236H|label={{clr|H|236H}}}} is not Burst safe on its own it is very difficult for many opponents to Burst and {{MMC|game=GGST|input=236S|label={{clr|S|236S}}}} is entirely Burst safe on hit. {{MMC|game=GGST|input=236S|label={{clr|S|236S}}}} is the core for Ramlethal's Burst safe routing off of round start after utilizing {{MMC|game=GGST|input=236D|label={{clr|D|236D}}}}. The main other option is utilizing 50% of your {{keyword|Tension}} on a Roman Cancel, if you use a Red Roman Cancel and your opponent does not get hit by the shockwave, that means they input either a Burst or a Yellow Roman Cancel if done on block instead. That being said burst baiting at the cost of your meter or dropping your combo is niche and because Ramlethal has very strong neutral it is not worth spending too many resources to bait a burst. Focusing on routing that is burst safe is generally more rewarding. | |||
==Neutral== | |||
===<big>Mid Range / Footsies</big>=== | |||
Ramlethal thrives in the mid range and possesses some of the best mid-ranged space control tools, such as {{MMC|game=GGST|input=f.S|label={{clr|S|f.S}}}} and {{MMC|game=GGST|input=2S|label={{clr|S|2S}}}}. {{clr|S|f.S}} boasts excellent range and speed and can force the opponent to take risks trying to navigate around it. Having a strong disjoint can make it difficult to punish and can interrupt many grounded approaches. It can be beaten through an {{keyword|IAD}} or deep {{clr|P|6P}} however it does do surprisingly well against certain low profiles like {{Character Label|GGST|Ky|label=Ky's}} {{MMC|game=GGST|chara=Ky Kiske|input=236K|label=Stun Dipper}} and {{Character Label|GGST|Sin|label=Sin's}} {{MMC|game=GGST|chara=Sin Kiske|input=236K|label=Elk Hunt}}. {{MMC|game=GGST|input=2S|label={{clr|S|2S}}}} covers options that {{clr|S|f.S}} would otherwise lose to such as {{clr|P|6P}}, and it can potentially recover in time to punish an IAD from your opponent. Both of these are a bit easier than most to confirm on hit due to them having an Attack Level of 3 instead of many other characters only on Attack Level 2. | |||
Another button that sees a lot of use in mid-range is {{MMC|game=GGST|input=5H|label={{clr|H|5H}}}} which fills a similar niche to {{clr|S|f.S}} however it is slightly bigger than {{clr|S|f.S}} while also being a frame slower. Due to it's generous disjoint it is hard to contest for most characters and can trip up people trying to hover just outside of Ramlethal's {{clr|S|f.S}} range. | |||
Finally {{MMC|game=GGST|input=j.S|label={{clr|S|j.S}}}} and {{MMC|game=GGST|input=j.214S|label={{clr|S|j.214S}}}} can help Ramlethal fill space from the air. {{clr|S|j.S}} has a similar size to her {{clr|S|f.S}} but can have less recovery due to being used close to the ground from the air. Doing a neutral jump {{clr|S|j.S}} or utilizing an IAD back makes it very hard for opponents who are spaced out to contest you. {{clr|S|j.214S}} is the counterpart to this where many characters need to contest with a preemptive {{clr|P|6P}}. However {{clr|S|j.214S}} hits low enough to the ground that it can beat many {{clr|P|6P}}'s when spacing is played correctly. | |||
Ramlethal's dominance in mid range is one of her biggest strengths, however a keen opponent does have options for beating you if you represent one option too frequently. Make sure to mix up your button choices and timing to throw your opponent off and keep your advantage. | |||
{{ReturnToTop}} | |||
===<big>Close Range / Brawling</big>=== | |||
While Ramlethal is not as strong at close range as she is in neutral she can still represent a strong mix of options utilizing potent strike/throw pressure to threaten her opponent. | |||
Like many other characters one of Ramlethal's strongest pressure start is {{MMC|game=GGST|input=c.S|label={{clr|S|c.S}}}}. It is a fast, plus on block move that is offers high reward on both normal hit and counter hit while also boasting the best gatling options of any other move. It can gatling into {{Prompt|GGST|S|18px}}, {{Prompt|GGST|H|18px}}, {{Prompt|GGST|D|18px}} normals as well as command normals and while it cannot gatling directly into {{Prompt|GGST|P|18px}} or {{Prompt|GGST|K|18px}} normals, it is still +1 and can be used to vary your timing and create frametraps. Once your opponent starts to respect you, you can mix them up with a throw and take a hard knockdown and run pressure from there. {{MMC|game=GGST|input=5P|label={{clr|5P|5P}}}} is Ramlethal's fastest strike, this is mostly used to set up tick throw attempts and can be useful for preventing your opponent from throwing you while still catching other buttons thanks to it's speed. On block {{clr|5P|5P}} is only -2 which can make it scary to challenge. | |||
While both moves are useful they require you to be directly on top of your opponent to find use. It's here that {{MMC|game=GGST|input=5K|label={{clr|K|5K}}}} and {{MMC|game=GGST|input=2K|label={{clr|K|2K}}}} show their strength. {{clr|K|5K}} has great frame data and range, similar to {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MMC|game=GGST|chara=Nagoriyuki|input=5K|label={{clr|K|5K}}}} it hits about as far as most characters' {{clr|S|Far Slashes}}. Also shared between the two is that {{clr|K|5K}} is -2 on block which means you can threaten gatlings or stagger by going into another {{clr|K|5K}} or {{clr|K|2K}}. It is very rewarding on Counter Hit thanks to it's ability to combo into {{clr|H|6H}}. {{clr|K|2K}} is also a very good option however it's reward on hit is not as significant thanks to increased combo scaling. | |||
From her {{clr|K|K normals}} she has a few options on what she do, such as {{clr|D|2D}} and {{clr|H|6H}}. Ramlethal's {{clr|D|2D}} is notorious for it's short range and can be inconsistent at connecting with the opponent unless you are close to them so it's generally advised to be more wary when using it as a cancel option however it can be delayed slightly from {{clr|K|2K}} to create a frame trap and it's only -8 on block making it safe to reversal attempts. {{clr|H|6H}} on the other hand will connect much more reliably however it will lose to 6 frame buttons and trade wtih 7 frame ones, on trade however this results in a full combo in the corner for massive damage. While in the corner you can utilize {{MMC|game=GGST|input=236K|label={{clr|K|236K}}}} to go for a reset once your opponent is conditioned. | |||
Mixing up your pressure between throws, staggers and resets are the keys to maintaining Ramlethal's close range pressure and only becomes stronger with access once you move your opponent to the corner as you gain access to looping {{MMC|game=GGST|input=236H|label={{clr|H|236H}}}} pressure. | |||
==== | ===<big>Long Range / Closing Space</big>=== | ||
Ramlethal has many powerful tools in the mid range however none that are particularly useful in long range or full screen scenarios. {{MMC|game=GGST|input=236H|label={{clr|H|236H}}}} and {{MMC|game=GGST|input=236S|label={{clr|S|236S}}}} should not be used fullscreen as they remove some of Ramlethal's best mid range options and {{MMC|input=632146H|label=Calvados}} ({{clr|H|632146H}}) costs significant meter and is generally too slow to be useful. Your main goal is instead to close the gap into a more preferable range. | |||
Ramlethal has a good run speed, and a standard movement toolset to close the gap. Dash blocking, jumping forward, and occasionally IAD can be used to move yourself forward into a range where you are more threatening and can then challenge them. | |||
< | ===<big>Air-To-Air</big>=== | ||
Ramlethal is strongest when playing a grounded game but that does not mean she doesn't have some good air options. There are some situations where you may need to air to air your opponents and sometimes it may be your best option when interacting with your opponent. It also helps lock down opponents who like to {{keyword|Fuzzy Jump}}. | |||
{{ | {{MMC|game=GGST|input=j.P|hitboxMode=true|label=<big>'''{{clr|P|j.P}}'''</big>}} - <section begin="j.P"/> A staple in Ramlethal's toolkit and her fastest aerial attack and can gatling into itself to jail opponents all the way back to the ground. Very good at swatting out air options from the opponent and can very effective when used rising. On hit it can combo into itself and can be confirmed into {{MMC|input=j.214S|label={{clr|S|j.214S}}}} to secure a hard knockdown from almost any hit. <section end="j.P"/> | ||
{{MMC|game=GGST|input=j.K|hitboxMode=true|label=<big>'''{{clr|K|j.K}}'''</big>}} - <section begin="j.K"/> A downward angled aerial that is slower than {{clr|P|j.P}}. It still can find use in stabilizing air combos can convert into better routes than {{clr|P|j.P}} on hit. Still can be followed up with {{MMC|input=j.214S|label={{clr|S|j.214S}}}} to secure a hard knockdown on the opponent. <section end="j.K"/> | |||
</ | |||
{{MMC|game=GGST|input=j.S|hitboxMode=true|label=<big>'''{{clr|S|j.S}}'''</big>}} - A big air to air poke with good horizontal range and a disjoint on top. <section begin="j.S"/>{{clr|S|j.S}} is fairly fast but not super rewarding button on regular hit, on Counter Hit it can lead to high damage conversions and even without a Counter hit it can convert into {{MMC|input=j.214S|label={{clr|S|j.214S}}}}. It's Ramlethal's best air-to-air option when long, horizontal range is required, but her ground-to-airs are generally better better for challenging airborne opponents. <section end="j.S"/> | |||
== | ==<big>Jump-In</big>== | ||
Ramlethal does | Ramlethal relies primarily on playing grounded and focusing on running strike/throw oriented offense. She does however have very good air buttons and ways to mix up her air movement to catch the opponent off guard and alter the timing they need to punish her. This can important when challenging projectiles or certain long range grounded normals such as {{Character Label|GGST|Axl|label=Axl's}} {{MMC|game=GGST|chara=Axl Low|input=2H|label={{clr|H|2H}}}}. | ||
{{MMC|game=GGST|input=j.K|hitboxMode=true|label=<big>'''{{clr|K|j.K}}'''</big>}} - Ramlethal's fastest jump-in option. <section begin="j.K"/>The downwards angle makes {{clr|K|j.K}} a very effective jump in, useful at punishing moves that require a fast button and can combo into {{MMC|input=j.214S|label={{clr|S|j.214S}}}} for a hard knockdown. <section end="j.K"/> | |||
==== | {{MMC|game=GGST|input=j.S|hitboxMode=true|label=<big>'''{{clr|S|j.S}}'''</big>}} - Good speed, range, and hitbox for a jump-in option <section begin="j.S"/>{{clr|S|j.S}} can lead into powerful combos on hit and at longer ranges still can be converted into {{MMC|input=j.214S|label={{clr|S|j.214S}}}}. This combination mixed with Ramlethal's good movespeed makes it a key component to punishing projectiles. On top of that when done from an IAD it is +5. <section end="j.S"/> | ||
'''{{clr| | {{MMC|game=GGST|input=jH|hitboxMode=true|label=<big>'''{{clr|H|j.H}}'''</big>}} - <section begin="j.H"/>A solid jump in option that extends deep to the ground and can beat out many {{clr|P|6P}}'s. It lacks in horizontal range however when done from high up in the air it becomes a scary tool for an opponent to challenge, while also being quite rewarding on counter hit. <section end="j.H"/> | ||
{{ReturnToTop}} | |||
==Defense== | |||
Ramlethal is blessed with a frightening reversal super in {{MMC|input=236236S|label=Mortobato}} ({{clr|S|236236S}}). It is tied with other's | |||
as the fastest reversal in the game at 9 frames as well as boasting a huge range making it very difficult to avoid. | |||
'''{{clr| | Ramlethal also has a standard 5 frame jab in {{MMC|game=GGST|input=5P|label='''{{clr|P|5P}}'''}}, meaning she can mash it to break tick throw attempts or to contest stagger attempts. | ||
Ramlethal's {{MMC|game=GGST|input=5K|label='''{{clr|K|5K}}'''}} and {{MMC|game=GGST|input=2K|label='''{{clr|K|2K}}'''}} are also both good at contesting opponents that are more spaced out as your {{MMC|game=GGST|input=5P|label='''{{clr|P|5P}}'''}} will whiff on further opponents. These buttons do not beat tick throws however. | |||
'''{{clr| | Ramlethal is also blessed with good air buttons and ways to alter her movement such as her massive {{MMC|game=GGST|input=j.H|label='''{{clr|H|j.H}}'''}} and | ||
{{MMC|game=GGST|input=j.214K|label='''{{clr|K|j.214K}}'''}} which can make her very slippery and difficult to catch escaping the corner. | |||
< | ===<big>Defensive System Mechanics</big>=== | ||
Ramlethal's defensive options are alright albeit unexceptional with the exception of {{MMC|input=236236S|label=Mortobato}} ({{clr|S|236236S}}), she relies heavily on system mechanics to make the most out of her defense such as Faultless Defense (FD), Yellow Roman Cancel (YRC), Instant Block (IB), and Instant Block Faultless Defense (IBFD). | |||
* See [[GGST/Mechanics#Faultless Defense]] | |||
* See [[GGST/Mechanics#Yellow Roman Cancel]] | |||
* See [[GGST/Mechanics#Psych Burst]] | |||
* See [[GGST/Mechanics#Deflect Shield]] | |||
< | ===<big>Counter Pokes</big>=== | ||
Counter poking is the act of attacking preemptively for the purpose of interrupting the opponent’s actions. By placing hitboxes in front of your character, the opponent runs the risk of being hit out of their forward movement or being counter hit out of their attacks. Counter pokes are key for playing a preventive playstyle, which is useful against aggression. The best counter pokes are typically long-ranged, highly active, quick to recover, protected by invulnerability of some kind, or a combination of these traits. | |||
''' | {{MMC|game=GGST|input=6P|hitboxMode=true|label='''<big>{{clr|P|6P}}</big>'''}} - See [[GGST/Mechanics#6P|here]] for standard 6P usage. | ||
{{MMC|game=GGST|input=2S|hitboxMode=true|label='''<big>{{clr|S|2S}}</big>'''}} - Overall a solid button because of its speed, range and cancel options. It functions well as a counter poke and can lead to good reward on hit. | |||
==== | {{MMC|game=GGST|input=5K|hitboxMode=true|label='''<big>{{clr|K|5K}}</big>'''}} - Another good option. It doesn't have the reach of moves like {{clr|S|f.S}} or {{clr|S|2S}}, but it is much faster, making it much better when the opponent is closer. | ||
{{clr| | {{MMC|game=GGST|input=f.S|hitboxMode=true|label='''<big>{{clr|S|f.S}}</big>'''}} - A strong counter poke thanks to its massive range and generous disjoint. It’s quite rewarding on counter hit and can combo into {{clr|D|236D}} on regular hit. Good usage of {{clr|S|f.S}} can make it difficult for the opponent to approach you. Use it from ranges where it Ramlethal's shorter option would not reach. | ||
===<big>Anti-Airs</big>=== | |||
Anti-airs, as the name suggests, are moves that are useful against aerial opponents. They are typically either fast, high-reaching, protected by invulnerability of some kind, or a combination of these traits. Ramlethal has six effective anti-airs: {{clr|P|6P}}, {{clr|P|5P}}, {{clr|S|c.S}}, {{clr|H|2H}}, {{clr|P|j.P}} and Air Throw. | |||
{{MMC|game=GGST|input=6P|hitboxMode=true|label='''<big>{{clr|P|6P}}</big>'''}} - most reliable anti-air. <section begin="Anti-Airs 6P"/>The universal anti air that can be used quite late and still works thanks to it's upper body invulnerability. This is your main tool to stop people from jumping in on you on reaction. Can combo into {{clr|P|623P}} or {{clr|P|214P}} depending range, also knocks down on counter hit.<section end="Anti-Airs 6P"/> | |||
{{MMC|game=GGST|input=5P|hitboxMode=true|label='''<big>{{clr|P|5P}}</big>'''}} - <section begin="Anti-Airs 5P"/>It doesn't have the upperbody invulnerability of {{clr|P|6P}} but makes up for it by being faster, making it useful to contest situations where you need an immediate button and not the invulnerability, such as {{Character Label|GGST|May|label=May's}} {{keyword|IAD}}{{MiniMoveCard|game=GGST|chara=May|input=j.S|label={{clr|S|j.S}}}} <section end="Anti-Airs 5P"/>It can also catch opponents trying to jump during close range brawling. | |||
</ | {{MMC|game=GGST|input=c.S|hitboxMode=true|label='''<big>{{clr|S|c.S}}</big>'''}} - <section begin="Anti-Airs c.S"/>It hits high enough to anti-air opponents and be rewarded with a massive combo. It doesn't have the same height as {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=c.S|label={{clr|S|c.S}}}} or {{Character Label|GGST|Millia|label=Millia's}} {{MiniMoveCard|game=GGST|chara=Millia Rage|input=c.S|label={{clr|S|c.S}}}} however it can still work regardless. It lacks upper body invulnerability and suffers from being a proximity-based normal. <section end="Anti-Airs c.S"/> | ||
{{MMC|game=GGST|input=2H|hitboxMode=true|label='''<big>{{clr|H|2H}}</big>'''}} - A decent anti-air that is mostly use preemptively. Compared to other options it doesn't boast the best disjoint or the most speed and lacks the upper body invulnerability of {{clr|P|6P}}. It makes up for this by being massive rewarding on hit and even more so on counter hit. Best used sparingly as it has a good bit of recovery on whiff but useful if you have a solid read on your opponent. <section begin="2H"/><section end="2H"/> | |||
=== | {{MMC|game=GGST|input=j.P|hitboxMode=true|label='''<big>{{clr|P|j.P}}</big>'''}} - Can function as an anti-air when used rising. It's very fast, hits slightly above Ramlethal, and on top of that can always combo into {{clr|S|j.214S}}. Rising {{clr|P|j.P}} can help contest enemies who are trying to stay in the air above you and is an important tool in her anti-air game. | ||
{{MMC|game=GGST|input=j.6D or j.4D|label='''<big>Air Throw</big>'''}} - A useful universal anti-air for all characters, especially against opponents that like to jump into block. If the opponent has a habit of jumping out during pressure, air throw will punish them hard. Comes in very handy for preventing an opponent from escaping the corner. Especially useful for punishing {{Character Label|GGST|Zato-1|label=Zato's}} {{MiniMoveCard|game=GGST|chara=Zato-1|input=Dash in any direction (Air Only)|label=Flight}}. | |||
{{ReturnToTop}} | |||
==Pressure== | ==Pressure== | ||
===Midscreen=== | ===Midscreen=== | ||
Ramlethal's midscreen pressure | Ramlethal's midscreen pressure relies heavily on conditioning your opponent to set up for strike throw situations. Utilizing stagger pressure and tick throws to open up your opponent is at the core of Ramlethal's gameplan. She also has strong mid range options that are hard for many characters to contest. | ||
;Common Midscreen Strings | |||
*'''{{clr|K|5K}} > {{clr|K|2K}} > {{clr|D|2D}}''' : Basic low mix-up after {{clr|K|5K}} or {{clr|K|2K}}. Beware that {{clr|D|2D}} is punishable on block however still safe to reversal attempts. This helps enforce your opponent respecting you in order for you to start throwing your opponent instead. | |||
*'''{{clr|K|5K}} / {{clr|K|2K}} > '''{{clr|K|5K}} / {{clr|K|2K}} : Typical stagger pressure, {{clr|K|5K}} is very good at hitting people trying to low buttons due to how high Ramlethal's leg raises. | |||
*'''{{clr|K|5K}} or {{clr|K|2K}} > {{clr|D|2D}} > {{clr|P|214P(1~3)}} or {{clr|P|214P~dash cancel}} ''': Although gapless normally, it can be delayed to potentially frame trap after {{clr|D|2D}}. Reward on hit is fairly low however so it's only advisable to use with meter in order to convert or prevent yourself from being punished as both {{MMC|game=GGST|input=214P 214P|label='''{{clr|P|Rekka 2}}'''}} and {{MMC|game=GGST|input=214P 214P 214P|label='''{{clr|P|Rekka 3}}'''}} are significantly minus on block. | |||
*'''{{clr|K|5K}} or {{clr|K|2K}} > {{clr|H|6H}} ''': Used as a frame trap from spaced out {{clr|K|5K}} or {{clr|K|2K}}, however it trades with 7 frame moves and loses to 6 frame moves. On trade leads to a big combo in the corner. | |||
*'''({{clr|S|c.S}}) > {{clr|S|2.S}} / {{clr|S|f.S}} > {{clr|H|5H}} > ({{MMC|game=GGST|input=236K|label={{clr|K|236K}}}})''' / ({{MMC|game=GGST|input=214K|label={{clr|K|214K}}}})''': Gapless blockstring, creates a fair bit of distance between both characters. Buttons can be delayed to frame trap instead. Can end in {{MMC|game=GGST|input=236K|label={{clr|K|236K}}}}or {{MMC|game=GGST|input=214K|label={{clr|K|214K}}}} to go for frame advantage or put yourself closer to the opponent in an RPS situation. | |||
Ramlethal doesn't have a great way to force her opponents to respect '''{{clr| | Ramlethal doesn't have a great way to force her opponents to respect her '''{{clr|K|5K}}''' and '''{{clr|K|2K}}''' outside of utilizing solid spacing and conditioning your opponent as many of her cancel options are weaker and carry some inherent risk. It is weaker than her corner pressure however that doesn't mean she isn't still a force to be reckoned with as her strong normals as well as {{MMC|input=236K|label=Ondo}} can force her opponent to act or they will gain significant RISC while Ramlethal pools resources. | ||
===Corner=== | ===Corner=== | ||
Ramlethal's corner pressure is a lot scarier simply due to [[ | Ramlethal's corner pressure is a lot scarier simply due to [[..#Bajoneto|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 {{clr|S|f.S}} or {{clr|H|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 | ;Common Corner Strings | ||
*'''{{clr| | *'''{{clr|S|c.S}} > {{clr|H|236H}}''': Ram's best option for corner pressure. she can follow up with {{clr|K|2K}} to catch someone trying to jump. and if they start to respect that she can run up throw. | ||
*'''{{clr| | *'''{{clr|S|2S}} > {{clr|H|236H}}''': This helps catch people who may be stand blocking on wakeup while still being able to go into your basic pressure. If you think you have the hit you can go do {{clr|S|2S}} > {{clr|H|5H}} to combo | ||
*'''{{clr| | *'''{{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|236H}}''': Knowledge check blockstring. Most opponents who have labbed against Ramlethal will know they can jump or dash out to stop her, but Ram can run a train on people who respect it. | ||
*'''{{clr| | *'''{{clr|S|c.S}} > {{clr|H|236H}} > fPRC66 > throw or backdash''': This is an advanced setup that forces a strike throw 50/50. If they do not tech the throw they will get hit and you get a combo. More details and video on this can be found here: [https://twitter.com/SQuirrel147/status/1408477128698564609 Video example] | ||
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. | 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) | ;After 236H(Explosion) | ||
#microdash '''{{clr| | #microdash '''{{clr|S|f.S}}/{{clr|K|5K}}''': Important to establish respect and deal with some moves (May's {{clr|S|[4]6S}}) | ||
#dash '''{{clr| | #dash '''{{clr|S|c.S}}/{{clr|K|2K}}''': Basic gatling pressure reset. | ||
#dash '''Throw''': Punishes opponents too willing to block) | #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 {{clr| | 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 {{clr|P|j.P}} will catch people jumping out of the corner and leave Ramlethal very plus. Stopping people from dashing or pressing buttons is where {{clr|S|f.S}} and other big, active buttons is useful. {{clr|S|f.S}} will also check opponents who stay put, but won't give much pressure without H sword equipped. {{clr|S|236S}} can be used to stop jumps, but this is very risky (especially without H sword). | ||
'''Those setups are also weak to FD before {{clr| | '''Those setups are also weak to FD before {{clr|H|236H}}''' and aren't as effective if done from a distance. The {{clr|H|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 ==== | ||
{{clr| | {{clr|H|236H}} > 66.PRC is an advanced form of Ramlethal's corner pressure. Contrary to the meterless {{clr|H|236H}} corner pressure, it cannot be jumped or mashed out of. It also lead to various low/high mix-ups: [https://twitter.com/Sometimes_Fendo/status/1407449674324262917 Video sample] | ||
This isn't an exhaustive list, routes will be added/removed as more optimal options are found. | This isn't an exhaustive list, routes will be added/removed as more optimal options are found. | ||
*'''... > {{clr| | *'''... > {{clr|H|5H}} > {{clr|H|236H}} > 66.PRC > {{clr|K|2K}} > (Sword hit) > {{clr|K|5K}} > (Explosion) > 66{{clr|S|c.S}} >''': Gapless blockstring into low. The sword is picked up after the c.S. | ||
*'''... > {{clr| | *'''... > {{clr|H|5H}} > {{clr|H|236H}} > 66.PRC > IAD > (Sword hit) > {{clr|H|j.H}} (Explosion) > 66{{clr|S|c.S}} > ...''': Gapless blockstring into overhead. The sword is picked up after the c.S. | ||
*'''... > {{clr| | *'''... > {{clr|H|5H}} > {{clr|H|236H}} > 66.PRC > 9jc > (Sword hit) > Delay {{clr|K|j.K}} > (Explosion) > IAD {{clr|K|j.K}} > ...''': Gapless double overhead. The sword is picked up after the second j.K. | ||
*'''... > {{clr| | *'''... > {{clr|H|5H}} > {{clr|H|236H}} > 66.PRC > 9jc > (Sword hit) > Delay {{clr|K|j.K}} > (Explosion) > {{clr|K|2K}} > ...''': Gapless high into low mixup. Beware that since the explosion happen before 2K combos and pressure options are limited afterwards. | ||
*'''... > {{clr| | *'''... > {{clr|H|5H}} > {{clr|H|236H}} > 66.PRC > 9jc > (Sword hit) > Land {{clr|K|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 {{clr| | Likewise, those setups are weak to FD and aren't as strong from a far {{clr|H|5H}}. | ||
==Okizeme== | ==Okizeme== | ||
===Throw | {{MMC|game=GGST|input=6D or 4D|label='''<big>Ground Throw</big>'''}} | ||
;Midscreen | ;Midscreen | ||
*... > | *... > Dash > Meaty {{clr|S|c.S}}/{{clr|K|2K}}: Standard meaty setup. {{clr|S|c.S}} and {{clr|K|2K}} are preferred as {{clr|S|c.S}} is highly rewarding on hit and gives solid frame advantage. {{clr|K|2K}} hits low and gatlings into {{clr|D|2D}}. Both options can lead to a tick throw. | ||
*... > | *... > Dash > Throw: Throw into Throw reset. Good for representing if your opponent is respecting your meaty. | ||
*... > | *... > {{clr|P|5P}} (whiff) > IAD > {{clr|S|j.S}}: This is an autotimed safejump. Very useful against characters with meterless reversals. | ||
*... > Dash > Jump > Air Dash Back > {{clr|S|j.S}}/{{clr|K|j.K}}: Ramlethal's mixup option off a throw. You can secure a hard knockdown with {{MMC|input=j.214S|label='''{{clr|S|j.214S}}'''}} : You can instead land instead of air dashing to do an empty low option with {{clr|K|2K}}. If done properly the air option can safejump. | |||
*...> OTG {{clr|S|f.S}}/{{clr|S|2S}}/{{clr|K|2K}} > {{MMC|input=236K|label='''{{clr|K|236K}}'''}} : OTG midscreen into meaty rock, leads to strong frame advantage and offers good meter gain. They can backdash the rock if they are prepared; however you can delay it to catch backdash at the cost of some frame advantage. | |||
Off midscreen throw, Ramlethal has a good variety of options with a variety of safejumps to lead into her pressure. They can lead into another throw attempt as well to reset the situation. Mix up your pressure to keep your opponent on their toes. | |||
;Corner | ;Corner | ||
*...> OTG {{clr| | *...> OTG {{clr|S|c.S}} > IAD > {{clr|S|j.S}} : Basic autotimed safejump to beat reversals. Unlike some other safejumps this one does not hit {{clr|P|6P}} however you can still block it. | ||
*...> OTG {{clr| | *...> OTG {{clr|S|c.S}}/{{clr|H|5H}} > delay {{MMC|input=236H|label='''{{clr|H|236H}}'''}} : Meaty {{MMC|input=236H|label=Bajoneto}} setup. While manually timed, the timing is fairly intuitive with a bit of practice. {{clr|S|c.S}} will leave you closer to resume pressure however many reversals can catch this. {{clr|H|5H}} will space you out further keeping you safe from most reversals. | ||
*...> OTG {{clr|S|c.S}}/{{clr|H|5H}} >{{MMC|input=236K|label='''{{clr|K|236K}}'''}} : Meaty {{MMC|input=236K|label=Ondo}} setup. An alternative to the meaty {{MMC|input=236H|label=Bajoneto}} variation. Rock can be backdashed similar to midscreen however it can lead into gapless pressure afterwards. | |||
*... > {{clr| | *... > Dash > Jump > Air Dash Back > {{clr|S|j.S}}/{{clr|K|j.K}}: Same as the midscreen variation this mix leads to another hard knockdown to keep the pressure up. | ||
Ramlethal's options become significantly more frightening, the threat of deadly corner pressure with high damage can paralyze many opponents. With a variety of safe okizeme options she can lock down her opponent and force them to make a mistake. | |||
= | |||
*... > | |||
Ramlethal's | |||
{{MMC|game=GGST|input=2D|label='''<big>{{clr|D|2D}}</big>'''}} | |||
*... > Delay > IAD (sideswitch) > {{clr|S|j.S}}: Safejump setup. Can block Ramlethal's {{clr|S|236236S}} and will make Sol's {{clr|S|623S}}/{{clr|H|H}} whiff. | |||
* | *... > Long dash > Meaty {{clr|K|2K}}/{{clr|S|c.S}}: Meaty setup. {{clr|K|2K}} and {{clr|S|c.S}} are preferred as {{clr|S|c.S}} is highly rewarding on Counterhit and point blank 2K hits low and gatlings into 2D. | ||
{{MMC|game=GGST|input=623P|label='''<big>{{clr|P|623P}}</big>'''}} | |||
*Ground hit {{MMC|input=623P|label=Dauro}} is a common string ender for Ramlethal to confirm many of her stray hits. Ramlethal is +5, in many cases she is left directly next to the opponent where she can then represent various button options. {{clr|P|5P}} is a good option as it can lead into a tick throw and is a good option for preventing reversals since it remains gapless, it also has the benefit of comboing into another {{clr|P|623P}} if they were not blocking. {{clr|K|2K}} is another solid alternative to leave a gap for opponents trying to mash while remaining safe to reversal throw attempts. Finally {{clr|S|c.S}} is one of your strongest pressure situations however if not spaced out from further {{clr|S|Slash}} or {{clr|H|Heavy Slash}} normals it can get beaten out by reversal throw attempts. | |||
*When used as an ender for airborne opponents your frame advantage is high enough to do a run up meaty {{clr|S|c.S}} however you do not have enough frame advantage for a safejump. One such example is when you end a combo in {{MMC|game=GGST|input=214P|label='''{{clr|P|214P}}'''}} > {{MMC|game=GGST|input=214P 214P|label='''{{clr|P|214P}}'''}} > {{MMC|game=GGST|input=623P|label='''{{clr|P|623P}}'''}}. | |||
{{MMC|game=GGST|input=j.214S|label='''<big>{{clr|S|j.214S}}</big>'''}} | |||
*Ramlethal's frame advantage is variable enough from j.214S that the best option is a meaty button or throw. However, microdashjump safejumps are possible from multiple heights. | |||
==Navigation== | ==Navigation== | ||
{{ | {{GGST/Navigation}} | ||
Latest revision as of 08:17, 14 April 2024
General Strategies
Brigadier Swords
Ramlethal's Brigadier Swords are her unique mechanic and are the key to enabling her suffocating corner pressure. The swords are consumed when using BajonetoGuardAllStartup20RecoveryTotal 43Advantage+3 (236SGuardAllStartup20RecoveryTotal 37Advantage+9 and 236HGuardAllStartup20RecoveryTotal 43Advantage+3)
With her swords equipped she commands some of the best normals in the game however she can sacrifice these normals in favor of a powerful projectile that allows her to maintain pressure in the corner. Her swords can then be picked up after they fall to the ground or they will begin slowly returning to Ramlethal after a 6 second delay.
The benefits to spending your swords can be significant however there are drawbacks to doing so. When the sword is out her normals corresponding to their respective and buttons will be significantly weakened, lowering the damage, reducing the attack level An attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move., and most importanty receiving a significantly worse hitbox A general term showing where an attack can hit the opponent and where the character is vulnerable to attack.. Throwing both of your swords away will lead to you struggling to maintain neutral control over your opponent as well as significantly weakening many of your specials.
Sword Moves
All of Ramlethal's button's utilizing and swords will weaken after she throws them using BajonetoGuardAllStartup20RecoveryTotal 43Advantage+3 (236SGuardAllStartup20RecoveryTotal 37Advantage+9 and 236HGuardAllStartup20RecoveryTotal 43Advantage+3). This is important as she will lose access to her excellent f.SGuardAllStartup11Recovery21Advantage-10 [-13] or her equally good 5HGuardAllStartup12Recovery28Advantage-12 [-13] which let's her have dominant control over neutral. The trade off for losing these move however is signficantly mitigated once you put the opponent in the corner. BajonetoGuardAllStartup20RecoveryTotal 43Advantage+3 (236HGuardAllStartup20RecoveryTotal 43Advantage+3) is the cornerstone of her corner pressure and the key to locking down your opponents. It iss recommended to not throw your swords away until you are close to the corner due to all of the downsides of doing so.
Round Start Options
Ramlethal has a good variety of options she can represent on round start, with buttons that reach far and can lead to solid reward on hit it can be very rewarding winning roundstart. However despite Ramlethal's excellent range and speed on her moves she generally prefers to play more passively on roundstart. This will also vary greatly in specific matchups and have a significant influence on the round start start RPS.
f.S - A massive button for it's speed, f.S can cover many options on round start and convert into a full combo to break the wall. It's strength really comes to shine however when used as a whiff punish tool. Walking back on round start and punishing your opponent for trying to play proactively is an excellent option. In order to call you out for this they would need to leave themselves vulnerable to moves like 2S.
2S - Fast and a low, 2S is much smaller than it's f.S sibling however it is slightly faster and a low. This can easily catch people trying to close the distance on you to contest walk back f.S or calling out an immediate f.S with their own 6P. On hit still leads to great reward and can easily force a burst out of your opponent.
5K - A safe and fast option for beating out slower buttons while having a low total duration to keep it difficult to punish. It can beat out many buttons that extend their hurtboxes enough for the move to hit such as Chipp's f.SGuardAllStartup9Recovery20Advantage-8.
j.S - On option that's almost always accompanied by an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. back to create space. This can help create space from your opponent while having an active button out to keep them away. Can leave you at a spacing Ramlethal prefers to play in neutral.
6P - Beats a lot of moves due to it's upper body invulnerability. It's combo potential is not as scary as other moves in her toolkit but it still is no slouch. It can be an important part of the roundstart RPS against options such as Baiken's f.SGuardAllStartup9Recovery15Advantage-7 and Giovanna's 5HGuardAllStartup10Recovery19Advantage-5.
Upon landing a successful round start option, you need to consider what routing you must do to secure a wallbreak and what resources your opponent has. If the opponent has a full Burst Gauge they may opt to burst quickly in the combo preventing you from breaking the wall and pressing your advantage. Routing into shorter combos that are safer to burst can be very beneficial off round start.
Burst Baiting
While Ramlethal's ability to bait burst has become weaker over time she still has options to keep herself burst safe from the opponent. For most characters, the main method of baiting a Burst is from jump cancelling an attack or utilizing Roman Cancel on a read and then punishing the recover of the Burst after blocking it. In Ramlethal's case we can jump cancel c.SGuardAllStartup7Recovery10Advantage+1 as well as 5KGuardAllStartup7Recovery11Advantage-2 which are staples in her routing. Ram is also blessed with a special that is very difficult to Burst in BajonetoGuardAllStartup20RecoveryTotal 43Advantage+3 (236SGuardAllStartup20RecoveryTotal 37Advantage+9 and 236HGuardAllStartup20RecoveryTotal 43Advantage+3), although 236HGuardAllStartup20RecoveryTotal 43Advantage+3 is not Burst safe on its own it is very difficult for many opponents to Burst and 236SGuardAllStartup20RecoveryTotal 37Advantage+9 is entirely Burst safe on hit. 236SGuardAllStartup20RecoveryTotal 37Advantage+9 is the core for Ramlethal's Burst safe routing off of round start after utilizing 236DGuardAllStartup16~28Recovery20Advantage-4. The main other option is utilizing 50% of your Tension The name for the main resource meter in the Guilty Gear SeriesTension can be spent on Faultless Defense, Overdrives, and more. on a Roman Cancel, if you use a Red Roman Cancel and your opponent does not get hit by the shockwave, that means they input either a Burst or a Yellow Roman Cancel if done on block instead. That being said burst baiting at the cost of your meter or dropping your combo is niche and because Ramlethal has very strong neutral it is not worth spending too many resources to bait a burst. Focusing on routing that is burst safe is generally more rewarding.
Neutral
Mid Range / Footsies
Ramlethal thrives in the mid range and possesses some of the best mid-ranged space control tools, such as f.SGuardAllStartup11Recovery21Advantage-10 [-13] and 2SGuardLowStartup10Recovery18Advantage-5 [-8]. f.S boasts excellent range and speed and can force the opponent to take risks trying to navigate around it. Having a strong disjoint can make it difficult to punish and can interrupt many grounded approaches. It can be beaten through an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. or deep 6P however it does do surprisingly well against certain low profiles like Ky's Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14] and Sin's Elk HuntGuardLowStartup21Recovery15Advantage-8. 2SGuardLowStartup10Recovery18Advantage-5 [-8] covers options that f.S would otherwise lose to such as 6P, and it can potentially recover in time to punish an IAD from your opponent. Both of these are a bit easier than most to confirm on hit due to them having an Attack Level of 3 instead of many other characters only on Attack Level 2.
Another button that sees a lot of use in mid-range is 5HGuardAllStartup12Recovery28Advantage-12 [-13] which fills a similar niche to f.S however it is slightly bigger than f.S while also being a frame slower. Due to it's generous disjoint it is hard to contest for most characters and can trip up people trying to hover just outside of Ramlethal's f.S range.
Finally j.SGuardHighStartup12Recovery24Advantage+5 (IAD) and j.214SGuardAllStartup12Recovery24Advantage-6 (IAS) can help Ramlethal fill space from the air. j.S has a similar size to her f.S but can have less recovery due to being used close to the ground from the air. Doing a neutral jump j.S or utilizing an IAD back makes it very hard for opponents who are spaced out to contest you. j.214S is the counterpart to this where many characters need to contest with a preemptive 6P. However j.214S hits low enough to the ground that it can beat many 6P's when spacing is played correctly.
Ramlethal's dominance in mid range is one of her biggest strengths, however a keen opponent does have options for beating you if you represent one option too frequently. Make sure to mix up your button choices and timing to throw your opponent off and keep your advantage.
Close Range / Brawling
While Ramlethal is not as strong at close range as she is in neutral she can still represent a strong mix of options utilizing potent strike/throw pressure to threaten her opponent.
Like many other characters one of Ramlethal's strongest pressure start is c.SGuardAllStartup7Recovery10Advantage+1. It is a fast, plus on block move that is offers high reward on both normal hit and counter hit while also boasting the best gatling options of any other move. It can gatling into , , normals as well as command normals and while it cannot gatling directly into or normals, it is still +1 and can be used to vary your timing and create frametraps. Once your opponent starts to respect you, you can mix them up with a throw and take a hard knockdown and run pressure from there. 5PGuardAllStartup5Recovery8Advantage-2 is Ramlethal's fastest strike, this is mostly used to set up tick throw attempts and can be useful for preventing your opponent from throwing you while still catching other buttons thanks to it's speed. On block 5P is only -2 which can make it scary to challenge.
While both moves are useful they require you to be directly on top of your opponent to find use. It's here that 5KGuardAllStartup7Recovery11Advantage-2 and 2KGuardLowStartup6Recovery9Advantage-2 show their strength. 5K has great frame data and range, similar to Nagoriyuki's 5KGuardAllStartup7Recovery14Advantage-2 it hits about as far as most characters' Far Slashes. Also shared between the two is that 5K is -2 on block which means you can threaten gatlings or stagger by going into another 5K or 2K. It is very rewarding on Counter Hit thanks to it's ability to combo into 6H. 2K is also a very good option however it's reward on hit is not as significant thanks to increased combo scaling.
From her K normals she has a few options on what she do, such as 2D and 6H. Ramlethal's 2D is notorious for it's short range and can be inconsistent at connecting with the opponent unless you are close to them so it's generally advised to be more wary when using it as a cancel option however it can be delayed slightly from 2K to create a frame trap and it's only -8 on block making it safe to reversal attempts. 6H on the other hand will connect much more reliably however it will lose to 6 frame buttons and trade wtih 7 frame ones, on trade however this results in a full combo in the corner for massive damage. While in the corner you can utilize 236KGuardAllStartup31Recovery16Advantage+7 to go for a reset once your opponent is conditioned.
Mixing up your pressure between throws, staggers and resets are the keys to maintaining Ramlethal's close range pressure and only becomes stronger with access once you move your opponent to the corner as you gain access to looping 236HGuardAllStartup20RecoveryTotal 43Advantage+3 pressure.
Long Range / Closing Space
Ramlethal has many powerful tools in the mid range however none that are particularly useful in long range or full screen scenarios. 236HGuardAllStartup20RecoveryTotal 43Advantage+3 and 236SGuardAllStartup20RecoveryTotal 37Advantage+9 should not be used fullscreen as they remove some of Ramlethal's best mid range options and CalvadosGuardAll (Guard Crush)Startup11+13Recovery17Advantage+16 (632146H) costs significant meter and is generally too slow to be useful. Your main goal is instead to close the gap into a more preferable range.
Ramlethal has a good run speed, and a standard movement toolset to close the gap. Dash blocking, jumping forward, and occasionally IAD can be used to move yourself forward into a range where you are more threatening and can then challenge them.
Air-To-Air
Ramlethal is strongest when playing a grounded game but that does not mean she doesn't have some good air options. There are some situations where you may need to air to air your opponents and sometimes it may be your best option when interacting with your opponent. It also helps lock down opponents who like to Fuzzy Jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws..
j.PGuardHighStartup5Recovery8Advantage- - A staple in Ramlethal's toolkit and her fastest aerial attack and can gatling into itself to jail opponents all the way back to the ground. Very good at swatting out air options from the opponent and can very effective when used rising. On hit it can combo into itself and can be confirmed into j.214SGuardAllStartup12Recovery24Advantage-6 (IAS) to secure a hard knockdown from almost any hit.
j.KGuardHighStartup7Recovery13Advantage0 (IAD) - A downward angled aerial that is slower than j.P. It still can find use in stabilizing air combos can convert into better routes than j.P on hit. Still can be followed up with j.214SGuardAllStartup12Recovery24Advantage-6 (IAS) to secure a hard knockdown on the opponent.
j.SGuardHighStartup12Recovery24Advantage+5 (IAD) - A big air to air poke with good horizontal range and a disjoint on top. j.S is fairly fast but not super rewarding button on regular hit, on Counter Hit it can lead to high damage conversions and even without a Counter hit it can convert into j.214SGuardAllStartup12Recovery24Advantage-6 (IAS). It's Ramlethal's best air-to-air option when long, horizontal range is required, but her ground-to-airs are generally better better for challenging airborne opponents.
Jump-In
Ramlethal relies primarily on playing grounded and focusing on running strike/throw oriented offense. She does however have very good air buttons and ways to mix up her air movement to catch the opponent off guard and alter the timing they need to punish her. This can important when challenging projectiles or certain long range grounded normals such as Axl's 2HGuardLowStartup11Recovery26Advantage-18 [-8].
j.KGuardHighStartup7Recovery13Advantage0 (IAD) - Ramlethal's fastest jump-in option. The downwards angle makes j.K a very effective jump in, useful at punishing moves that require a fast button and can combo into j.214SGuardAllStartup12Recovery24Advantage-6 (IAS) for a hard knockdown.
j.SGuardHighStartup12Recovery24Advantage+5 (IAD) - Good speed, range, and hitbox for a jump-in option j.S can lead into powerful combos on hit and at longer ranges still can be converted into j.214SGuardAllStartup12Recovery24Advantage-6 (IAS). This combination mixed with Ramlethal's good movespeed makes it a key component to punishing projectiles. On top of that when done from an IAD it is +5.
j.H - A solid jump in option that extends deep to the ground and can beat out many 6P's. It lacks in horizontal range however when done from high up in the air it becomes a scary tool for an opponent to challenge, while also being quite rewarding on counter hit.
Defense
Ramlethal is blessed with a frightening reversal super in MortobatoGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} (236236S). It is tied with other's as the fastest reversal in the game at 9 frames as well as boasting a huge range making it very difficult to avoid.
Ramlethal also has a standard 5 frame jab in 5PGuardAllStartup5Recovery8Advantage-2, meaning she can mash it to break tick throw attempts or to contest stagger attempts.
Ramlethal's 5KGuardAllStartup7Recovery11Advantage-2 and 2KGuardLowStartup6Recovery9Advantage-2 are also both good at contesting opponents that are more spaced out as your 5PGuardAllStartup5Recovery8Advantage-2 will whiff on further opponents. These buttons do not beat tick throws however.
Ramlethal is also blessed with good air buttons and ways to alter her movement such as her massive j.HGuardHighStartup19Recovery31Advantage- and j.214KGuardAllStartup30RecoveryAdvantage-3~+4 which can make her very slippery and difficult to catch escaping the corner.
Defensive System Mechanics
Ramlethal's defensive options are alright albeit unexceptional with the exception of MortobatoGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} (236236S), she relies heavily on system mechanics to make the most out of her defense such as Faultless Defense (FD), Yellow Roman Cancel (YRC), Instant Block (IB), and Instant Block Faultless Defense (IBFD).
- See GGST/Mechanics#Faultless Defense
- See GGST/Mechanics#Yellow Roman Cancel
- See GGST/Mechanics#Psych Burst
- See GGST/Mechanics#Deflect Shield
Counter Pokes
Counter poking is the act of attacking preemptively for the purpose of interrupting the opponent’s actions. By placing hitboxes in front of your character, the opponent runs the risk of being hit out of their forward movement or being counter hit out of their attacks. Counter pokes are key for playing a preventive playstyle, which is useful against aggression. The best counter pokes are typically long-ranged, highly active, quick to recover, protected by invulnerability of some kind, or a combination of these traits.
6PGuardAllStartup9Recovery18Advantage-9 - See here for standard 6P usage.
2SGuardLowStartup10Recovery18Advantage-5 [-8] - Overall a solid button because of its speed, range and cancel options. It functions well as a counter poke and can lead to good reward on hit.
5KGuardAllStartup7Recovery11Advantage-2 - Another good option. It doesn't have the reach of moves like f.S or 2S, but it is much faster, making it much better when the opponent is closer.
f.SGuardAllStartup11Recovery21Advantage-10 [-13] - A strong counter poke thanks to its massive range and generous disjoint. It’s quite rewarding on counter hit and can combo into 236D on regular hit. Good usage of f.S can make it difficult for the opponent to approach you. Use it from ranges where it Ramlethal's shorter option would not reach.
Anti-Airs
Anti-airs, as the name suggests, are moves that are useful against aerial opponents. They are typically either fast, high-reaching, protected by invulnerability of some kind, or a combination of these traits. Ramlethal has six effective anti-airs: 6P, 5P, c.S, 2H, j.P and Air Throw.
6PGuardAllStartup9Recovery18Advantage-9 - most reliable anti-air. The universal anti air that can be used quite late and still works thanks to it's upper body invulnerability. This is your main tool to stop people from jumping in on you on reaction. Can combo into 623P or 214P depending range, also knocks down on counter hit.
5PGuardAllStartup5Recovery8Advantage-2 - It doesn't have the upperbody invulnerability of 6P but makes up for it by being faster, making it useful to contest situations where you need an immediate button and not the invulnerability, such as May's IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.j.SGuardHighStartup12Recovery15Advantage+6 (IAD) It can also catch opponents trying to jump during close range brawling.
c.SGuardAllStartup7Recovery10Advantage+1 - It hits high enough to anti-air opponents and be rewarded with a massive combo. It doesn't have the same height as Nagoriyuki's c.SGuardAllStartup7Recovery10Advantage+3 or Millia's c.SGuardAllStartup7Recovery13Advantage+1 however it can still work regardless. It lacks upper body invulnerability and suffers from being a proximity-based normal.
2HGuardAllStartup14Recovery25Advantage-15 [-17] - A decent anti-air that is mostly use preemptively. Compared to other options it doesn't boast the best disjoint or the most speed and lacks the upper body invulnerability of 6P. It makes up for this by being massive rewarding on hit and even more so on counter hit. Best used sparingly as it has a good bit of recovery on whiff but useful if you have a solid read on your opponent.
j.PGuardHighStartup5Recovery8Advantage- - Can function as an anti-air when used rising. It's very fast, hits slightly above Ramlethal, and on top of that can always combo into j.214S. Rising j.P can help contest enemies who are trying to stay in the air above you and is an important tool in her anti-air game.
Air ThrowGuardAir ThrowStartup2Recovery38 or Until Landing+10Advantage- - A useful universal anti-air for all characters, especially against opponents that like to jump into block. If the opponent has a habit of jumping out during pressure, air throw will punish them hard. Comes in very handy for preventing an opponent from escaping the corner. Especially useful for punishing Zato's FlightGuardStartupRecoveryAdvantage-.
Pressure
Midscreen
Ramlethal's midscreen pressure relies heavily on conditioning your opponent to set up for strike throw situations. Utilizing stagger pressure and tick throws to open up your opponent is at the core of Ramlethal's gameplan. She also has strong mid range options that are hard for many characters to contest.
- Common Midscreen Strings
- 5K > 2K > 2D : Basic low mix-up after 5K or 2K. Beware that 2D is punishable on block however still safe to reversal attempts. This helps enforce your opponent respecting you in order for you to start throwing your opponent instead.
- 5K / 2K > 5K / 2K : Typical stagger pressure, 5K is very good at hitting people trying to low buttons due to how high Ramlethal's leg raises.
- 5K or 2K > 2D > 214P(1~3) or 214P~dash cancel : Although gapless normally, it can be delayed to potentially frame trap after 2D. Reward on hit is fairly low however so it's only advisable to use with meter in order to convert or prevent yourself from being punished as both Rekka 2GuardAllStartup9Recovery25Advantage-12 [-10] and Rekka 3GuardAllStartup11Recovery38Advantage-25 are significantly minus on block.
- 5K or 2K > 6H : Used as a frame trap from spaced out 5K or 2K, however it trades with 7 frame moves and loses to 6 frame moves. On trade leads to a big combo in the corner.
- (c.S) > 2.S / f.S > 5H > (236KGuardAllStartup31Recovery16Advantage+7) / (214KGuardAllStartup22Recovery17Advantage-2): Gapless blockstring, creates a fair bit of distance between both characters. Buttons can be delayed to frame trap instead. Can end in 236KGuardAllStartup31Recovery16Advantage+7or 214KGuardAllStartup22Recovery17Advantage-2 to go for frame advantage or put yourself closer to the opponent in an RPS situation.
Ramlethal doesn't have a great way to force her opponents to respect her 5K and 2K outside of utilizing solid spacing and conditioning your opponent as many of her cancel options are weaker and carry some inherent risk. It is weaker than her corner pressure however that doesn't mean she isn't still a force to be reckoned with as her strong normals as well as OndoGuardAllStartup31Recovery16Advantage+7 can force her opponent to act or they will gain significant RISC while Ramlethal pools resources.
Corner
Ramlethal's corner pressure is a lot scarier simply due to [[..#Bajoneto|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 > 236H: Ram's best option for corner pressure. she can follow up with 2K to catch someone trying to jump. and if they start to respect that she can run up throw.
- 2S > 236H: This helps catch people who may be stand blocking on wakeup while still being able to go into your basic pressure. If you think you have the hit you can go do 2S > 5H to combo
- c.S > f.S > 5H > 236H: Knowledge check blockstring. Most opponents who have labbed against Ramlethal will know they can jump or dash out to stop her, but Ram can run a train on people who respect it.
- c.S > 236H > fPRC66 > throw or backdash: This is an advanced setup that forces a strike throw 50/50. If they do not tech the throw they will get hit and you get a combo. More details and video on this can be found here: Video example
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)
- microdash f.S/5K: Important to establish respect and deal with some moves (May's [4]6S)
- dash c.S/2K: Basic gatling pressure reset.
- 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
Ground ThrowGuardGround ThrowStartup2Recovery38Advantage-
- Midscreen
- ... > Dash > Meaty c.S/2K: Standard meaty setup. c.S and 2K are preferred as c.S is highly rewarding on hit and gives solid frame advantage. 2K hits low and gatlings into 2D. Both options can lead to a tick throw.
- ... > Dash > Throw: Throw into Throw reset. Good for representing if your opponent is respecting your meaty.
- ... > 5P (whiff) > IAD > j.S: This is an autotimed safejump. Very useful against characters with meterless reversals.
- ... > Dash > Jump > Air Dash Back > j.S/j.K: Ramlethal's mixup option off a throw. You can secure a hard knockdown with j.214SGuardAllStartup12Recovery24Advantage-6 (IAS) : You can instead land instead of air dashing to do an empty low option with 2K. If done properly the air option can safejump.
- ...> OTG f.S/2S/2K > 236KGuardAllStartup31Recovery16Advantage+7 : OTG midscreen into meaty rock, leads to strong frame advantage and offers good meter gain. They can backdash the rock if they are prepared; however you can delay it to catch backdash at the cost of some frame advantage.
Off midscreen throw, Ramlethal has a good variety of options with a variety of safejumps to lead into her pressure. They can lead into another throw attempt as well to reset the situation. Mix up your pressure to keep your opponent on their toes.
- Corner
- ...> OTG c.S > IAD > j.S : Basic autotimed safejump to beat reversals. Unlike some other safejumps this one does not hit 6P however you can still block it.
- ...> OTG c.S/5H > delay 236HGuardAllStartup20RecoveryTotal 43Advantage+3 : Meaty BajonetoGuardAllStartup20RecoveryTotal 43Advantage+3 setup. While manually timed, the timing is fairly intuitive with a bit of practice. c.S will leave you closer to resume pressure however many reversals can catch this. 5H will space you out further keeping you safe from most reversals.
- ...> OTG c.S/5H >236KGuardAllStartup31Recovery16Advantage+7 : Meaty OndoGuardAllStartup31Recovery16Advantage+7 setup. An alternative to the meaty BajonetoGuardAllStartup20RecoveryTotal 43Advantage+3 variation. Rock can be backdashed similar to midscreen however it can lead into gapless pressure afterwards.
- ... > Dash > Jump > Air Dash Back > j.S/j.K: Same as the midscreen variation this mix leads to another hard knockdown to keep the pressure up.
Ramlethal's options become significantly more frightening, the threat of deadly corner pressure with high damage can paralyze many opponents. With a variety of safe okizeme options she can lock down her opponent and force them to make a mistake.
2DGuardLowStartup10Recovery19Advantage-8
- ... > 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.
623PGuardAllStartup11Recovery26Advantage-10
- Ground hit DauroGuardAllStartup11Recovery26Advantage-10 is a common string ender for Ramlethal to confirm many of her stray hits. Ramlethal is +5, in many cases she is left directly next to the opponent where she can then represent various button options. 5P is a good option as it can lead into a tick throw and is a good option for preventing reversals since it remains gapless, it also has the benefit of comboing into another 623P if they were not blocking. 2K is another solid alternative to leave a gap for opponents trying to mash while remaining safe to reversal throw attempts. Finally c.S is one of your strongest pressure situations however if not spaced out from further Slash or Heavy Slash normals it can get beaten out by reversal throw attempts.
- When used as an ender for airborne opponents your frame advantage is high enough to do a run up meaty c.S however you do not have enough frame advantage for a safejump. One such example is when you end a combo in 214PGuardAllStartup16Recovery12Advantage-5 > 214PGuardAllStartup9Recovery25Advantage-12 [-10] > 623PGuardAllStartup11Recovery26Advantage-10.
j.214SGuardAllStartup12Recovery24Advantage-6 (IAS)
- Ramlethal's frame advantage is variable enough from j.214S that the best option is a meaty button or throw. However, microdashjump safejumps are possible from multiple heights.