GGXRD-R2/Ramlethal Valentine/Combos: Difference between revisions

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| Dauro and Green Dauro || Green Dauro is generally preferred but usually does not make a difference in anything other than a few cases. (ex. For Corner Carry Side switch use Green Dauro) (Green Dauro is not preferred when up against character who are lightweight) For more information on dauros check the front page for Ramlethal.
| Dauro and Green Dauro || Green Dauro is generally preferred but usually does not make a difference in anything other than a few cases. (ex. For Corner Carry Side switch use Green Dauro) (Green Dauro is not preferred when up against character who are lightweight) For more information on dauros check the front page for Ramlethal.
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|-
| Pk || In a carry this raises the dummy
| Pk || In a carry this raises the carry
|-
|-
| Kp || In a carry this lowers the dummy
| Kp || In a carry this lowers the carry
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|-
| 66 || This is a micro dash (It's used to make the dummy doesn't isn't so far that you'd drop the combo cause pk or kp didn't reach)
| 66 || This is a micro dash (It's used to close in on the opponent, you'll want to practice your carries with these. You should hear a *woosh*)
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|-
| KK || If the dummy isn't too high but you can't reach the other corner. This will allow you to knock down the dummy and perform another setup
| KK || If the dummy isn't too high but you can't reach the other corner. This will allow you to knock down (if low enough) the dummy and perform another setup
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|-
| PPP or KKK || If you're near the wall just skip any micro dash or additional string and just wall splat
| PPP or KKK || If you're near the wall just skip any micro dash or additional string and just wall splat

Revision as of 15:46, 1 April 2020

Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
___ starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_

Notes on Carrying

Moves Descriptions
Dauro and Green Dauro Green Dauro is generally preferred but usually does not make a difference in anything other than a few cases. (ex. For Corner Carry Side switch use Green Dauro) (Green Dauro is not preferred when up against character who are lightweight) For more information on dauros check the front page for Ramlethal.
Pk In a carry this raises the carry
Kp In a carry this lowers the carry
66 This is a micro dash (It's used to close in on the opponent, you'll want to practice your carries with these. You should hear a *woosh*)
KK If the dummy isn't too high but you can't reach the other corner. This will allow you to knock down (if low enough) the dummy and perform another setup
PPP or KKK If you're near the wall just skip any micro dash or additional string and just wall splat
Under 7 Hits Rule Thing to note for carries is that you can only do another pk if your combo is under 7 hits otherwise they're going to tech out (and they'll most likely tech in your face). The exception of this when you use "Explode" and Red Roman Cancel it you can fit one pk before they tech out.

Basic combos:

Combos Position Damage Tension Gain Works on Difficulty Notes
4p2kk All 67 None Not on Crouching Faust and Jacko Easy 4p Whiffs on both of them crouching replace it with 1p if you choose to do to this.
c.S > (f.S > 2D) > 623p (Dauro) > 66 pk > 66 pk > 66 kp > PPP All 130 Barely Everyone Easy Before you go and Drop Ram because of frustration (and I hear this a lot). The micro-dashes are something you just have to get used to. There's no other way other than practicing it. This gonna be your best friend at the end of it all.
f.S > 623p (Dauro) > 66 pk > 66 pk > 66 kp > PPP or kkk or kk Crouching or Counter Hit Barely Everyone on Crouching or Counter Hit Easy Same as above only this time f.S will go into Dauro on crouch or Counterhit despite the game treating it like a true combo when it hits standing normally
c.S > (2D) > 623p (Dauro) > 66 pk > 66 pk > 66 kp > c.S > 623p > kp > PPP or KKK All 142 Barely Theoryitically should be everyone Medium(Hard) If you're not comfortable doing the regular corner carry with micro dashes then practice the regular corner carry. This is a fullscreen corner carry and should end in-wall splat if done right (if the wall splat didn't happen at all, try delaying the last p in PPP a little bit). It also combo requires all the micro dashes to be at their deepest. If you do this combo and end up with a wall splat following with f.S > 5d6. After 5d6 You must do c.S > f.S > 5h > (Followed with any corner sword setup) or they'll tech out and probably in your face. (Unless someone knows better and wants to correct this note, this just always happens to me). Lights are harder to full-screen carry.
c.S > (2D) > 623p (Green Dauro) > 66 pk4k > (kp) > PPP All 137 None Everyone Medium(Hard) If you're not comfortable doing Green Dauros or Microdashes then don't worry about this one yet. Skip KP on heavyweight characters since they drop to fast or you can skip it altogether if its too much and just do PPP. The only difference is you won't get a wall splat from my testing but you'll end up with a knockdown which is better than nothing. On lightweight characters, you actually don't need a Green Dauro for it to work from my testing. Microdash must be Deep for the 4k to side-switch.
236k > 66 pk > 66 pk > kp > ppp or kk or kkk All Barely Everyone Easy Lights launch higher. Heavys Launch Lower (?) adjust your timing accordingly. 236k is a command grab meaning you won't really be doing this in a normal circumstance but rather after a Setup following a knockdown.
214k > 66 pk > 66 pk > kp > ppp or kk or kkk All Barely Everyone Easy In case you actually do hit 214k. This combo exists
2kpp or kpp or 2ppk > 66 pk > 66 pk > > kp > ppp or kk or kkk All Barely Everyone Easy While the strings are ok **DONT RELY ON EM** Anyone worth that even studied a little bit of this matchup is gonna punish it before the overhead (or even low) even comes out if they know its coming. As for 2ppk its just an ok low. Still punishible
6P > c.s > j.k > j.S > j.c > j.K > j.S > 214S > 214H Anti-air 153 A little more than 25 Everyone Easy This is gonna be you standard anti-air combo. (It will not work without S sword deployed because the s sword special recall is too slow. But it will with h sword deployed out)
6P> c.s > j.k > j.S > j.c >j.K >j.S > j.2d > (j.214k) Anti-air 132 None Everyone Easy This is the Standard anti-air only without the specials involved. If you do this without S sword the combo becomes more unstable cause of the hitbox of j.S without Sword. Also, you don't have to do j.214k. It just helps with getting to the ground faster.
2s > 2h All 124 A little more than 25 Everyone Easy Big call out move. Don't rely on it tho without meter to spare.

Refer to other exisiting documents:

https://docs.google.com/document/d/1i5ntiJbsfe0UYIWLWCnVMlE9pwCvfewEeaKcyyvx9E4/


https://drunkardshade.com/2017/05/16/guilty-bits-xrd-ramlethal/


https://www.mindmeister.com/825342195/ramlethal-valentine-work-in-progress

Video Examples

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