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Introduction
In general, Ramlethal's pressure, apart from a few gatlings or combination attacks is lacking without her swords. Her okizeme game is dependent on her getting her swords out to lock the opponent down in a "grinder" of high-low mixups and sword hits. It's so potent that her entire gameplan revolves around this part of the game. In this, she's a rather easy character to understand because her punish game is heavily reliant on memorizing okizeme set-ups.
Ram's okizeme can be loosely described as a series of If > Then checks. Ram's okizeme is heavily conditional and improves the more she wins interactions and the more she gets an opportunity to set up. The tree for setting up okizeme looks something like this:
- If you got Hard Knockdown, then immediately set a sword with 6S or 6H. Follow it up with a mixup.
- If you won the 50/50, combo into a corner-carry setup if possible. If you didn't, knock down again and set your second sword. Repeat the first step.
- If you converted into a corner-carry route, then carry them to the wall and perform a corner combo to set both swords.
- If both swords are now set, then continue to layer them in your mixup attempts.
If you manage to get to the last step of this plan, then Ram's okizeme becomes incredibly strong and difficult to escape. You can utilize both swords in unison to cover reversal attempts or aerial pressure escapes. You can also use them mid-pressure for mixup attempts.
Mid Screen Setup
Types of Knockdowns:
- 2KK -- High-low mixup comes before the swordhit Example
- 2KPK -- Similar to 2KK, 4 frames slower according to the data.
- Ground Throw -- Allows for similar mixup to 2KK.
- 2D -- Gatling into 6S/HS. Allows for jump-in/cross-up mixup.
- Juggle > KK/K(4K)/KP -- High-low mixups. (Not ideal since corner carry is generally a better option).
Okizeme for Knockdowns (1), (2), (3)
Setup | Type of Guard Break | Notes |
---|---|---|
Knockdown > 6S or 6h (Sword deploy)> 6K(overhead on opponents wakeup with the sword to combo) > Corner Carry | Overhead | Works on everyone (Watchout for reversals, blitz, and backstep). If timed and spaced well they shouldn't be able to mash or wakeup throw. |
Knockdown > 6s or 6h (Sword deploy) > 2d or 2k > Corner Carry | Low | Works on everyone (Watchout for reversals, blitz, and backstep). If timed and spaced well they shouldn't be able to mash or wakeup throw. |
Knockdown > 6s or 6h (Sword deploy) > 3k > Corner Carry | Low | Catches Backdash. (Watchout for reversals, blitz, and backstep). If timed and spaced well they shouldn't be able to mash or wakeup throw. |
Knockdown > 6s or 6h (Sword deploy) > 236k > Corner Carry | Grab | Command Grab setup (Watchout for reversals, mashing, fuzzy jump, wakeup throw, backdash). |
Knockdown > IAD > 6S or 6H > j.K > Corner Carry | Overhead | Safe Jump setup (Dependent on wakeup timing). |
Knockdown > j.6S > j.K > dj.K > j.KP > Corner Carry | Overhead | Fuzzy Overhead, 3rd j.KP is performed falling, after the 6S hits. (Vulnerable to DPs, Blitz). |
Knockdown > 6S > 214P > YRC > 9 | Overhead/Low | Jump-in mix up. |
Okizeme for Knockdown (4)
Setup | Type of Guard Break | Notes |
---|---|---|
Knockdown > 6H/6S > Running Jump > IAD back > j.K | Overhead | Depending on timing of IAD, can cross up or cross back. |
Knockdown > 6H/6S > Running Jump > 3k | Low | With 50% meter, can convert into a corner carry. Otherwise, it just hits low. Safe against some DPs. |
Knockdown > 6H/6S > Forward Jump > 2D/IAD > Corner Carry | High/Low | Jump-in mixup. |
Knockdown > 6H/6S > Walking Forward Jump > j.K/2D > Corner Carry | Cross-up High/Low | Slight walk forward will allow Ram to cross-up and a jump-in mixup. |
Knockdown > 6H/6S > 9/69/669 > 236K | Throw | Tomahawk throw. Useful if the opponent expects an attack. |
Corner Oki
A good handful of variations for each set-up that open up the opponent in terrifying ways.
2KK ender
Sword Position | Set-up | Opener |
---|---|---|
Both Deployed | j.2H > 2D > j.6S |
|
Both Deployed | j.6S > YRC > j.2H
Wait for apex of jump before performing. Hard to time DP against it, unless mashing works. |
|
S Deployed | 8/9 > j.2H |
|
S Deployed | 8/9 > j.6S > YRC > j.6H
(j.6S > YRC just before the apex of the jump.) |
|
HS Deployed | 6S |
|
HS Deployed | 8/9 > j.2H |
|
HS Deployed | 8/9 > j.6H > YRC > j.6S |
|
None Deployed | 6H/6S |
Mid-screen 2KK set-ups also work in the corner. |
Mind chart: || https://www.mindmeister.com/825342195/ramlethal-valentine-work-in-progress
Nyaa's guide: || https://docs.google.com/document/d/1i5ntiJbsfe0UYIWLWCnVMlE9pwCvfewEeaKcyyvx9E4/
Mr. Maadhum's Video: || https://www.youtube.com/watch?v=kwuFjlwyDtA&t=154s
Choosing an Oki Route
- Explain the thought process that goes into picking an oki route.
This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.
Video Examples
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