User:Sig/GGST-Ramlethal Valentine

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Okizeme

4/6D

  1. Safejump - This covers every single reversal in the game both in corner and midscreen. You either have to do an extremely tight framekill or manually time it.
    • Overhead: IAD > j.H
      • Has to either be manually timed, or you can do 5P(w) > IAD > j.H. 5P(w) acts as a framekill, timing it perfectly to still cover all options. The only difficult part is actually doing it fast enough as a framekill. Covers all wakeup 6Ps and wakeup reversals. Loses to fast wakeup backdashes such as May's or Millia's.

214P~214P~214P

  1. Safejump - This will safejump every single reversal in the game. After 214P~214P~214P, microwalk forward then IAD j.H.
    • Overhead: IAD > j.H
      • Basically the only option that you will be doing here. Covers all wakeup 6Ps and wakeup reversals. Loses to fast wakeup backdashes such as May's or Millia's.
  2. Meaty - Just your basic strike vs. throw mix on wakeup. Nothing much to say about this.
    • Meaty: 66 > c.S
      • The other option that you'll probably do. Very good if you want to try to get them into doing something as she has to run the full distance of the screen right up to them to hit them with c.S. Loses to all of your standard meaty counters.

Fuzzy Setups

214K Red Roman Cancel Drift

Her layer one fuzzy overhead mix. Reliable, and easy to convert with. Also leads into a full combo and gapless pressure reset if blocked.

  • Fuzzy Overhead: 214K > 88.RRC~j.K
    • You want to do j.K > j.D > j.214S. Completely gapless, on block leads into a gapless pressure reset at +2 and at a little bit more than 5K range. On hit, convert using the exact same string into the exact same situation with slightly more plus frames.
  • Low: 214K > 22.RRC~2D
    • You can make this more ambiguous by delaying the RRC slightly when you do the fuzzy overhead. On hit you convert into a corner combo with 2D > 623P > 5K > 6H > ... and on block you just instantly cancel into 236H.

5K or c.S Blue Roman Cancel Drift

Metered fuzzy. Not that great in my opinion due to the low blockstun, difficulty, and punish risk if blocked. You can get more threatening strike throw mix using purple RC.

  • Fuzzy Overhead: 5K or c.S > jc > j.66BRC > j.K > jc j.K
    • On hit, convert with j.K, j.S, c.S. On block, good luck. Hope that you did it low enough else j.K, j.S will have a gap large enough for characters to 6P through. If you didn't do it low enough, the gap will always be large enough for them to reversal and counter you.
  • Low: 5K or c.S > jc > j.66BRC > j.K, 2K
    • On hit, conver twith 2K > 6H. On block, you can do anything to pressure reset.

Misc Tech

Gapless 5[D]

  • 214P~214P > 66.RRC~5[D]
    • Utilizes the frame advantage and the guard break state to ensure that it can't be YRC'd, or reversal'd.

Matchups

GGST Anji Mito Icon.png Anji Mito

Notable Interactions

  1. Suigetsu No Hakobi (236K), Fuujin (236H), and Kou (236S) all have guard point on frame 10. This means that at round start, all of Ramlethal's more common offensive round start options can trigger the guard point. The standard answer to this is to either play more conservative or react to the dance with a throw.
  2. Fuujin (236H) is the cornerstone of his pressure and it can be option selected. All of his options can be option selected by rapidly inputting 236236S on block. His only gapless option is Nagiha, and if he delays this or does anything else, 236236S will outright beat anything he does.

General Strategy

  • Be very careful with how you decide to do corner sword pressure. If you leave a large enough gap, he can easily just guard point through the explosion and any sort of late button to cover the gap and punish you.
  • Fuujin (236H) is probably the most defining part about this matchup on defense and it is not that threatening. It has its own RPS situation, but good reactions and patience invalidates the RPS almost entirely. Take your turn back after the his low followup, Nagiha. Challenge his pressure reset, Shin: Ichishiki by forward jumping. React to his forward moving option, Issokutobi with throw or any button really. He is -12 on block.
  • The defensive situation becomes more difficult when he starts to mix in Suigetsu No Hakobi (236K) and Kou (236S) once he has established respect with Fujin (236H). Jumping will beat both Fuujin (236H) and Suigetsu No Hakobi (236K) but lose to Kou (236S). Waiting it out and trying to react appropriately is probably your safest option to try to take your turn back. Doing this will beat Kou (236S), but you lose the momentum to Fujin (236H).
  • Neutral W.I.P (Make notes about dance in neutral, his 6P, round start options)

GGST Axl Low Icon.png Axl Low

Notable Interactions

  1. (Makes notes about Rensen vs 236H)

General Strategy

  • Offense W.I.P (Make notes about 236S and 236H in the matchup. Punishing Axl's reversal by jumping the second hit)
  • Defense W.I.P (Makes notes about how to RPS his common pressure resets)
  • Neutral W.I.P (Makes notes about dash blocking and double jump + detruo for movement)

GGST Chipp Zanuff Icon.png Chipp Zanuff

Notable Interactions

  1. j.2K while strong, can be challenged in a variety of ways. If they are directly above you, a good option is to actually run under it and punish Chipp during his landing recovery with 5K or c.S. A safer option to this is to instead stand block and Faultless Defense. It is important to stand because this causes his j.2K to hit more, which in turns causes the pushback to be significantly larger than if you were to crouch it. Riskier options include 5P and 6P to anti-air him instead. Generally, both of these options will trade in your favor if you time it and if he does j.2K in front of you. 6P is more likely to lose if he is right on top of you.
  2. Alpha Blade Horizontal (236P) has a lingering hitbox behind him, and will only hit cross up if he is around round start range. He doesn't actually lose his hurtbox, and you can either do a delayed throw, mash with a P or K button, or jump to evade it.
  3. Alpha Blade Diagonal (236K) also has a lingering hitbox behind him, and only will only hit cross up if he is very close to you. More common to see this in the corner as a greedy pressure reset. You can air throw him out of this or mash with a standing P or K button, or jump or backdash to evade it.
  4. Genrou Zan (64321S) is his command throw. He doesn't lose his hurtbox while doing his invisible jump towards you, but it is very hard to mash out of it following a blockstring. It can be reliably fuzzy jumped or backdashed out of. It also has a tell, as it is the only one of his moves with leaves as a visual effect.
  5. Burst Chipp on the second hit of his wall run combos. Doing this will put Chipp in the corner with slight frame advantage in your favor.

General Strategy


GGST Faust Icon.png Faust

Notable Interactions

  1. 6H into Thrust (41236K) is a very common string, and you can actually 6P the Thrust (41236K) on reaction. There is a massive hurtbox around the hit. You won't get anything significant if he is far, but if he close to the wall you can follow up with 236H to start a corner combo. You won't beat it out if you have Afro applies on you however. It gives you another hurtbox which does not go away during 6P.
  2. He can always Crawl under 236H no matter what blockstring preceded it unless it was completely gapless. This means that you should not become too predictable with your sword pressure in the corner.

General Strategy

  • Offense W.I.P
  • Defense W.I.P
  • Neutral W.I.P

GGST Goldlewis Dickinson Icon.png Goldlewis Dickinson

Notable Interactions

  1. He is not able to jump the explosion from 236H but he is able to super jump it.

General Strategy

  • Initial impressions: Honestly, probably her best matchup. Neutral is overall in your favor. His defensive options are very subpar.
  • Defense W.I.P
  • Neutral W.I.P

GGST Giovanna Icon.png Giovanna

Notable Interactions

  1. Both Trovão (236K) and Sol Poente (214S) are slow pressure resets. 6P on reaction beats both of them.
  2. Sol Nascente (623S) after Sepultura (214K) is usually done as a prediction to you pressing 5K or f.S to take your turn back. You can do microdash 2K to punish her attempting to do this while staying relatively safe.

General Strategy

  • Be careful about using 5H against Giovanna midscreen. You're -9 and she can pretty much always do dash.f.S or 5H to take back her turn if you decide to press a button or just walk back to space against her.
  • Defense W.I.P
  • Neutral W.I.P

GGST I-No Icon.png I-No

Notable Interactions

  1. Both versions of Stroke the Big Tree (236S/H) low profile almost all of Ramlethal's neutral and some of her pressure tools. This includes f.S, 5H, 236S, and 236H. Note that her hurtbox does not shrink quick enough during the initial frames so you can beat her during her startup if you keep your pressure tight.
  2. You can run under Chemical Love (214K) at all ranges.

General Strategy

  • Offense W.I.P
  • Defense W.I.P
  • Neutral W.I.P

GGST Jack-O' Icon.png Jack-O

Notable Interactions

General Strategy

  • Offense W.I.P
  • Defense W.I.P
  • Neutral W.I.P

GGST Ky Kiske Icon.png Ky Kiske

Notable Interactions

  1. Doing staggered f.S pressure midscreen leaves you open to abare Stun Dipper (236K). Staggered 5H after f.S will be low profiled and doing a f.S after f.S will outright lose.
  2. While Stun Edge (236S) is mostly memed on due to it being -17 on block and having massive recovery, do note that if the Ky player spaces it properly, the only way to actually punish it is to jump over and hit j.S. He will still be negative at this range and will still have to respect whatever option you pick, though it won't be a guaranteed punish.
  3. Stun Dipper (236K) on the other hand is -15 on block out of shock state, and will always be punishable by a tip f.S due to its low pushback even if it is spaced out. If you need to reduce the pushback even further, block the first hit then instant block the second hit. In shock state, it will be -10 and won't be punishable, though you will be able to take your turn back.
  4. Dire Eclat (214S) is -11 out of shock state, and is also always punishable by a tip f.S unless it is spaced extremely well. In shock state it is -9 and not punishable, though you can usually take your turn back.
  5. Foudre Arc (214K) is slow and can be reliably stuffed with 5P, 2P, 6P and 5K. All of these options lead into full confirms. If he inputs it from a far range, 6P is the most reliable answer.

General Strategy

  • Offense W.I.P
  • It is important to note that all of Ky's pressure resets out of shock state are punishable on block. Therefore it is imperative that Ky apply shock state to you and cycles his pressure around stun state if he is focusing on frametraps and spacing. Greedy pressure resets such as 6K and Foudre Arc (214K) will have to be reacted to accordingly to discourage him using them during pressure and incentivize him into using his less risky buttons to maintain pressure. Once you establish this through punishing his options with f.S and j.S, most Ky players start to crumble on offense and play more conservative.
  • The neutral situation is in your favor, although note that particularly brave Ky's can challenge you on the ground with 6P to beat f.S, 5H, and j.S. If they have meter, Stun Dipper (236K) is a common option to throw out if they read your long range buttons due to it being significantly faster than either of them. Be careful to not be too predictable in the air also. His j.K is a strong air to air button, and he can almost always contest any air option with his 6P or Vapor Thrust (623S/H).

GGST Leo Whitefang Icon.png Leo Whitefang

Notable Interactions

  1. 236H will destroy S Gravierte Würde ([4]6S) and go through H Gravierte Würde ([4]6H). Be careful about throwing it against the H version, as he recovers quickly once it starts to move.

General Strategy

  • Offense W.I.P
  • Defense W.I.P
  • Neutral W.I.P

GGST May Icon.png May

Notable Interactions

  1. S Mr. Dolphin Horizontal (4[6S]) is negative on hit and on block. (Something about the RPS situation here). 66BRC
  2. Hitting the ball of Arisugawa Sparkle (214P/K) with any move extends the active frames of the move, and still leave you with the ability to cancel it. Disjointed normals are usually what you want to press in this case. 6P becomes a massive wall that protects Ramlethal both above and in front of her, while f.S becomes a ridiculously active poke.

General Strategy

  • Offense W.I.P
  • Defense W.I.P
  • Neutral W.I.P

GGST Millia Rage Icon.png Millia Rage

Notable Interactions

  1. It is important to note that H Tandem Top (236H) after throw does not hit meaty. You can jump out before it hits, but this loses to her pressing meaty j.K or j.H. You can also press 5P or 6P to get rid of H Tandem Top (236H) and initiate pressure, but both lose to j.H. It is important to challenge this, as she should not get free okizeme setups. Not doing so makes her setup more threatening, as she gains the ability to throw you before H Tandem Top (236H) becomes active.
  2. Any option after 2D can be option selected with a slightly delayed 236236S on block. It is -11 on block which means it will get punished if she does nothing and every single cancel option has a large enough gap for 236236S to always counter hit with the exception of close Mirazh (214K). Slightly delayed 236236S allows you to still react to it if needed.
  3. j.H > adc > j.H always has a gap that is large enough to mash with the following buttons: 5P, 6P, 5K, c.S. 6P or 4P is by far the safest option, and will option select against her doing a crossup j.H midscreen.

General Strategy

  • Offense W.I.P
  • After her knockdown it is a guessing game. It is very important to use the first few knockdowns to see what is their preferred option. Take into account of distance between you and Millia as this can help in figuring out whether she will want to cross you up or not. Her c.S is jump cancellable on block, and often precedes her infamous Tiger Knee Bad Moon (j.236P). When you get hit by this, it is also important to take note of when they did this to read their habits and try to predict the next one. Look at the health bar, her meter and note what type of pressure she did before it hit. Do not try to predict it unless you are absolutely sure as she will just 2S to catch you stand blocking.
  • Millia's movement generally lets her control the pacing of the neutral game. Jumping a lot against her in neutral carries a lot more risk than against other characters due to her very strong anti-airs such as 6P and c.S. Her air to air game is also very strong as her usual air to air buttons, j.K and j.S both hit in front of her and are just as fast as your j.K. It is advisable to consider movement in this matchup more carefully and stay on the ground against Millia. Although you should show that you are willing to jump against her a few times if you get a good read on her movement. Once you get her blocking, do not let her escape and take her turn as your defensive options against Millia's pressure are not great and 236236S can be easily baited in many of Millia's oki setups.

GGST Nagoriyuki Icon.png Nagoriyuki

Notable Interactions

  1. Zarameyuki / 粒雪 (236S) will beat both 236S and 236H, though this shouldn't come up in practice.

General Strategy

  • Offense W.I.P
  • On defense, you have to respect Nagoriyuki and respond accordingly to Fukyo / 不香 (236K)/(214K). You need to respond to forward Fukyo / 不香 (236K) with a button or jump. Being patient is completely fine, as he will most likely get two bars of blood and stop his oppressive pressure and back off to midscreen. Unlike most of the cast, this is okay as you can still contest him here in the neutral game.
  • Pay very close attention to his blood gauge when you are being hit. If he use Kamuriyuki / 冠雪 (214H) or Shizuriyuki / 垂雪 (623H) when he has two bars of blood and a little bit more, you can actually burst him and force him to enter Blood Rage. This strategy becomes more reliable the more he uses both of those moves in his combo.
  • Until he gets two bars of blood, you have the advantage in the neutral game. All of your normals outrange his at this point and are faster. The moment he gets two bars of blood, you and him will be forced to play a more conservative footsies game. Note that your 5H is an excellent normal in this matchup, as even in if he is at two bars, his 5H is -14. He is less likely to cancel this into anything at this point, and if you're close enough you can punish him.

GGST Potemkin Icon.png Potemkin

Notable Interactions

  1. Hammer Fall ([4]6H) is -9. You usually want to punish this with 5K as he won't be in range for c.S.
  2. Despite being overall a risky move for Potemkin to throw out in neutral, you have to be wary of actually pressing f.S > 5H against Hammer Fall ([4]6H). If he is close enough, the armor will absorb f.S and let him do a soft knockdown with the strike of Hammer Fall ([4]6H) before 5H comes out.
  3. F.D.B (63214S) lets him flick the explosion of 236S and 236H.
  4. Mega Fist (236P)/(214P) lets him escape and punish f.S > dl.5H. It actually jumps a lot of Ramlethal's delayed pressure if you aren't tight with your timings.

General Strategy

  • You have to be very careful with your spacing in the corner against Potemkin. While he doesn't have great buttons to throw out to get out of Ramlethal's corner pressure, F.D.B (63214S) allows him to escape 236S or 236H resets with relative ease if you don't threaten to cover the gap. It gets even worse if you get hit by the flick as you will be sent all the way across the screen without one of your swords.
  • In the midscreen, if he does Garuda Impact (214H) and you are willing to take the loss of life, backdashing will cause you to get hit and knock you across the screen while evading his terrifying mixup between that and Potemkin Buster (63214P). Do this only if you are sure he does not know how to option select against this, as he can chase you down if he has the meter.
  • Greedy Potemkins will do Garuda Impact (214H) during a blockstring, just jump forward and punish him. Be careful if he has meter however as he can just PRC it on reaction to the jump. If he does Garuda Impact (214H) during an oki situation and does another Kara Cancel Garuda Impact (214H), you will have to respect it due to his massive plus frames on the first one.
  • You have the advantage in the neutral game and you should try to abuse this as much as possible. Do not become too greedy with your pressure as one mistake can cost you the round if Potemkin gets to set up his oppressive strike throw game with Garuda Impact. Play the long game against Potemkin, wear him down, and drive him slowly into the corner.

GGST Ramlethal Valentine Icon.png Ramlethal Valentine

Notable Interactions

  1. The entirety of Erarlumo (214P) can actually be option selected with 236236S. The moment you block the first hit, repeatedly pressing 236236S enables you to beat all of the opposing Ramlethal's possible follow ups. You can do this on a non-delayed second hit if you prefer to err on the side of caution.
  2. 5H is -12 on block. This means that if you're feeling particularly brave, you can mash f.S in the mirror and potentially counter hit her back if she does nothing after and you're close enough.
  3. Depending on how late they do f.S > dl.5H, the gap in between allows you to usually jump if they aren't keeping it tight enough. It is advisable to jump forward and whiff punish the 5H. Otherwise, if it is large, you can actually just 6P to beat 5H depending on the range.

General Strategy

  • Offense W.I.P
  • In particular, Ramlethal has a hard time dealing with very tight corner sword pressure in the mirror. The general advice is to Faultless Defense, but the key thing to note is that you should Faultless Defense before she throws the sword. The more buttons she presses before Bajoneto (236S/H), the more she gets pushed out. Note that if you notice her not pressing low buttons, standing Faultless Defense has more pushback. The moments you want to take advantage of on defense is either during the gap between sword throw and the explosion, or the gap between the button and the sword throw at longer ranges.
  1. If the Ramlethal likes keep her corner pressure tight with 5K or c.S after Bajoneto (236S/H), you can take a risk to challenge with 6P and beat out both buttons cleanly. This however loses to 2K, jumping, or blocking. The threat of 2K lessens the more you FD her pressure before she presses Bajoneto (236S/H), and they are more likely to jump or try to poke with 5K or try to run up to close the distance.
  2. If the Ramlethal throws H Bajoneto (236H) at a farther distance or if you sufficiently pushed her out with Faultless Defense, then you can take a wide variety of options. Jumping or Super Jumping is during the gap between H Bajoneto (236H) and explosion is the safest option, and she will most like try to air to air j.P to prevent you from leaving the corner. Jumping even before H Bajoneto (236H) hits you is possible depending on how far they are when they input it.
  3. On the other hand, if the Ramlethal throws S Bajoneto (236S) at a farther distance, they are reading the jump out and will most likely cover the gap in front of them with 5H. A slightly delayed, microdashed 6P is by far the most balanced of the options in terms of risk-reward. It should low profile the explosion from S Bajoneto (236S) and beat 5H. Other options include f.S and 5H to challenge the 5H. Both lose to just blocking however. The safest option is to instead wait it out, as she will push herself out farther and farther leading back into the RPS situation from above, but without both her swords this time.
  • Neutral W.I.P

GGST Sol Badguy Icon.png Sol Badguy

Notable Interactions

General Strategy

  • Offense W.I.P
  • Against his f.S, your options aren't that great. The gap between another one is 8F, so your options are 5P, 2P, 5K, 2K, c.S or even Throw. All of these are valid options depending on how close he is, but the longer the startup the more risk you take of eating a counter hit f.S.
  • Neutral W.I.P

GGST Zato-1 Icon.png Zato-1

Notable Interactions

  1. In the case that you leave a large enough gap after 236H in the corner, Zato-1 can usually input Oppose (236H) to absorb both the explosion and any incoming button.
  2. He can also input Drunkard Shade (214S) for much less reward if he is out of Eddie Gauge to challenge the explosion. Interestingly enough, even though it is supposed to reflect projectiles, it does not actually create a hitbox but just deletes the explosion hitbox.
  3. If he inputs Pierce (236P) on block, there is a 7 frame gap between the first and second hits. This is one of the spots that Zato-1 players like to pick to do a run up throw or a run up Damned Fang. 5P and 2P are the most reliable buttons to kill Eddie if he does not cover this gap at close range.
  4. If he inputs Leap (236S), you can 6P it on reaction to kill Eddie and still retain the special cancel 5H is also an excellent button to pre-emptively challenge him at the ranges that Zato-1 players like to press this in neutral.
  5. Triggering Oppose (236H) and immediately cancelling it into RRC allows you to kill both Eddie and launch Zato-1 if he was not originally blocking.
  6. During blockstun, pressing YRC allows you to kill Eddie if Zato-1 was not originally baiting it during his pressure.

General Strategy

  • Offense W.I.P
  • Faultless defense specifically against Zato-1 during Eddie pressure pushes him out far enough that he can not generally run gapless dust pressure without adjusting his strings to account for the pushback. These same gaps can sometimes be large enough to mash out of depending on how fast the Zato-1 adjusts.
  • As the Eddie Gauge gets closer to being empty, it is very likely that the Zato-1 player will Unsummon Eddie (214H), use Damned Fang (623S), use Invite Hell (22H) to end at a safe distance, or just back off.
  • The neutral game is surprisingly difficult. His Flight makes it very hard to anti-air him and allows him to manoeuvre around pokes such as f.S. The only real way to challenge it is with a preemptive j.P or an extremely delayed 6P. 5H is an excellent tool to punish Zato-1 players in the neutral game for attempting to summon Eddie when they think they are safe.

Combo Notes

Every combo has its damage done on Ky unless noted otherwise.


P Starter
Combo Damage Position Works on: Video Notes
5P/2P > 6P > 623P 60 Anywhere Everyone Link
  • This is your basic P starter combo.
  • Leaves you +5, so don't get too greedy after the combo. Puts you at the perfect range to do 5K or 2K which restarts your midscreen pressure.
5P > 6P > 623P > 44.RRC, 665[D], c.S > 6H > 236H, WS 214H 148 Back to Corner - Link
  • An example combo to convert into a side switch when cornered.
  • You want to run until you are directly under them for 5[D].
AA 5P, 5K > 623P, 5K > 214P~214P~214P 95 Anywhere - Link
  • To Fill
AA 6P > 623P 57 Anywhere Everyone Link
  • Standard 6P anti-air combo. Works on the ground also.
  • Ram doesn't really get much off of non-ch 6P and this is her most reliable conversion.
AA CH 6P > 214P~214P~214P 101 Anywhere Everyone Link
  • CH 6P only.
  • Characters can drop out early if the 6P hit low. If you see them otg on the first 214P, you can still dash cancel and get a meaty.
AA CH 6P > 236H, dl.236S, 665[D], c.S > 6H, WS 214H 210 Corner - Link
  • Corner CH 6P combo for when you catch them jumping down with an air button.
  • Not a common situation to happen, but it can occur depending on the type of player you are fighting against.
  • Note that you want to purposely delay 236S to hit after the explosion from 236H to lower your initial damage. This will let you do a 6H after c.S to get more damage. Else the combo will most likely wall splat at c.S.
j.P > j.214S 60 Anywhere - Link
  • Essentially the best of what you're going to get off of j.P outside of just pressing more j.P.
  • The second hit of j.214S can whiff depending on the height.
  • Gives you a HKD even if you don't land the second hit of j.214S.


K Starter
Combo Damage Position Works on: Video Notes
2K > 2D > 214P 59 Anywhere Everyone Link
  • An alternative ender to the one below. Dash cancelling immediately allows you to meaty with 5P, 2P, 5K, 2K, or c.S.
2K > 2D > 623P 65 Anywhere Everyone Link
  • Basic 2K starter combo.
  • 2D is liable to whiff if you hit 2K near the tip.
  • 2K itself is a low reward starter without meter, but you have to make do with what we have.
2K > 2D > 623P, 2K > 6H > 236H, WS 214H 155 Midscreen to Corner Lightweights Link
  • Damage was tested on Giovanna.
  • Only works on lightweights. At the time of writing, this means only the female characters.
2K > 2D > 623P, dl.66.PRC, 2H > 236S, 5[D], WS 214H 160 Back to Corner Everyone Link
  • Delay your drift RC to get PRC instead of RRC.
  • An easy sideswitch combo into wall break.
5K > 2D > 623P, 5K > jc > j.214S 117 Anywhere Everyone Link
  • An interesting route that utilizes j.214S knock down.
  • You have to jump forward to get both hits of j.214S
  • In the corner, you're more likely to get one hit of j.214S. This is fine as you can still meaty.
5K > 2D > 623P, 5K > 214P~214P~214P 126 Midscreen Everyone Link
  • Basic 5K starter combo.
  • 2D is liable to whiff if you hit 5K near the tip.
  • 5K is overall a much better starter than 2K, as 623P will launch them higher and allow for better extensions.
  • Due to the pushback of 623P on hit, you won't be able to convert into the end of the combo in the corner.
  • Doing 214P~214P~214P gives Ramlethal access to safejumps.
5K > 2D > 623P, 5K > 6H > dl.236S, 66dl.6H > dl.214P~214P~214P, WS 214H 184 Midscreen to Corner - Link
  • Midscreen to corner conversion.
  • A more inconsistent combo than the one below. It is noted just for theory purposes.
5K > 2D > 623P, 5K > 6H > 236H, 66c.S > 5[D], WS 214H 190 Midscreen to Corner Everyone Link
  • Standard 5K combo for carrying them from midscreen to the corner.
  • Be warned that due to how the game decides breaking the wall, the opponent can splat at c.S or at 236H depending on how far you were originally when you started the combo. It is recommended that you don't buffer 5[D] but react to whether the opponent splat or not to optimize damage.
5K > 2D > 623P, dl.66.PRC, 2H > 236S, 5[D], WS 214H 189 Back to Corner Everyone Link
  • Delay your drift RC to get PRC instead of RRC.
  • An easy sideswitch combo into wall break.
AA 5K > j.K > adc > j.K > dl.j.D > 66c.S > 2H > 214P~214P~214P 145 Midscreen Everyone Link
  • To FIll
j.K > j.D > j.214S 89 Anywhere Everyone Link
  • Basic j.K combo.
j.K > adc > j.K > dl.j.D > 5K > 214P~214P~214P 114 Anywhere - Link
  • A better air to air j.K combo just in general. A little bit iffy to convert with adc if they are higher than you.
  • The delay j.D is needed to prop them up higher than you so you can land an do 5K.
  • You can microdash the 5K if they are too far and if you properly delayed the j.D.
  • You can upgrade the damage to 127, if you instead do 214P~dl.214P~dl.214P. You know you did it correctly if the second hit of the rekka launches them far above Ram.
j.K > adc > j.K > dl.j.D > 66c.S > 2H > 214P~214P~214P 130 Anywhere - Link
  • This one is a bit impractical. It entirely depends on their height when you hit j.D as this requires them to be launched above you and have enough time for the microdash c.S.
  • The delay j.D is needed to prop them up higher than you so you can land an do 5K.
  • You can upgrade the damage to 134, if you instead do 214P~dl.214P~dl.214P. You know you did it correctly if the second hit of the rekka launches them far above Ram. Though I don't recommended it for this combo.
j.K > adc > j.K > dl.j.D > 5K > 6H > 236H, WS 214H 177 Anywhere - Link
  • A midscreen to corner conversion. You've seen it a lot of times at this point.


S Starter
Combo Damage Position Works on: Video Notes
c.S > 2H > 623P, 5K > 214P~214P~214P 153 Midscreen Everyone Link
  • A basic c.S combo for midscreen that gives good oki.
  • Be warned that 2H will whiff if you hit c.S near the tip.
  • You can upgrade the damage to 167, if you instead do 214P~dl.214P~dl.214P. You know you did it correctly if the second hit of the rekka launches them far above Ram.
  • Doing 214P~214P~214P gives Ramlethal access to safejumps.
c.S > 2H > 623P, 66c.S > 214P~214P~214P 157 Midscreen Everyone Link
  • A damage upgrade to the above combo route.
  • The second c.S is hard to hit if the first c.S was not close to the opponent. The microdash is requried if you don't have dash momemtum.
  • You can upgrade the damage to 171, if you instead do 214P~dl.214P~dl.214P. You know you did it correctly if the second hit of the rekka launches them far above Ram.
  • Doing 214P~214P~214P gives Ramlethal access to safejumps.
c.S > 2H > 632P, c.S > 6H > 236H, WS 66214H 216 Midscreen to corner Everyone Link
  • A similar midscreen to corner conversion as the 5K one, the only change is that we have to adjust for the wall breaking earlier.
c.S > 6H > 632P, 5K > 6H > 236H, WS 66214H 216 Midscreen to corner Everyone Link
  • This is the conversion you want to do for when you decide to go for the c.S > 6H frametrap but they got hit by c.S.
CH c.S > 66c.S > 2H > 632P, c.S > 6H > 236H, WS 66214H 223 Midscreen to corner Everyone Link
  • If you have the reactions to react to counter hit, you can upgrade your damage by a few points by doing a microdash c.S midscreen.
c.S > 2S > 5H > 236H, 66236S, 665[D], WS 214H 232 Midscreen to corner Everyone Link
  • This is only works if you're somewhat near the corner. Very good combo for when they want to mash against a meaty or you condition them with c.S midscreen.
  • Burst safe after 5H and all the way up to 5[D].
c.S > 2H > 236S, 665[D], c.S > 6H, WS 214H 241 Corner Everyone Link
  • Your basic corner combo off of c.S.
  • Burst safe after 2H up to 5[D].
f.S > 5H 64 Anywhere Everyone Link
  • Your basic corner combo off of f.S. Puts you into a favorable position and moves them closer to the corner.
f.S > 5H > 623P(w) > 66.PRC, c.S > 2H > 236S, 665[D] > c.S, WS 214H 212 Midscreen to Corner Everyone Link
  • Basic Midscreen RC extension.
f.S > 5H > 623P(w) > 66.PRC, c.S > 6H > 236H, 66c.S > 5[D], WS 214H 213 Midscreen to Corner Everyone Link
  • A slightly more optimized version of the above combo.
f.S > 5H > 236H, 236S, 665[D], c.S, WS 214H 210 Corner Everyone Link
  • Basic corner combo for when you hit with basically any S or H button.
  • Burst safe all the way until 5H and all the way up to 5[D]
j.S > adc > dl.j.D > 5K > 6H > 236H, 5[D], WS 214H 199 Anywhere - Link
  • A midscreen to corner conversion. You've seen it a lot of times at this point.
CH 236236S, 214H 254 Anywhere Everyone Link
  • This is what you do when you really want your opponent to say nerf ramlethal.
  • Input 214H as soon as you see her start to return to idle.
CH 236236S > 66.PRC > c.S > 6H > 236H, 236S, 665[D], c.S, WS 214H 342 Back to Corner Everyone Link
  • This is what you do when you REALLY want your opponent to say nerf ramlethal.
  • Delay the RC slightly so you get PRC instead of RRC.
  • after you do that, run under for the c.S so you can get them back to the corner.
CH 236236S > 66.PRC > 2H > 236S, 665[D], c.S > 214P, WS 214H 344 Back to Corner Everyone Link
  • Damage optimization of the above combo.
  • This one is slightly hard, with you having to do a run under 2H, otherwise it becomes a standard corner cobo.


H Starter
Combo Damage Position Works on: Video Notes
CH 5H > 214K(w) > 66.PRC > j.K, c.S > 6H > 236H, 66c.S > 5[D], WS 214H 230 Midscreen to Corner Everyone Link
  • Just put here for the theory. You can do j.S if you do raw PRC as you're falling from 214K instead if you want, but the damage generally tends to be lower.
CH 5H > dl.623P(w) > 66.PRC, c.S > 2H > 236S, 665[D], c.S > 6H > dl.214P~214P, WS 214H 241 Midscreen to Corner Everyone Link
  • The reason why we delay the 623P is because if you do it too fast, the game will still consider your RC to be tied to the CH slowdown of 5H, which will give you a RRC. This will lower the damage of the combo significantly.
2H > 623P, c.S > 2H > 236S, 665[D], c.S > 6H > 214P~214P, WS 214H 216 Midscreen Everyone Link
  • To FIll
AA 2H > 623P, c.S > 2H > 214P~66, c.S > 6H > 236H, WS 214H 213 Midscreen Everyone Link
  • To FIll
AA 2H > 623P, c.S > 2H > dl.236S, 665[D], c.S > 6H > 214P~214P, WS 214H 217 Midscreen Everyone Link
  • To FIll


D Starter
Combo Damage Position Works on: Video Notes
5D > 66.RRC~c.S > jc > j.K > adc > j.K > j.D, 665K > 6H > 236H, WS 214H 154 Midscreen Everyone Link
  • To Fill
5D > 66.RRC~c.S > 2H > dl.623P, c.S > 6H > 236H, WS 214H 160 Midscreen Everyone Link
  • To Fill
5[D]~8 > j.H > jc > j.H > j.K > j.H > jc > j.P > j.P 188 Anywhere Everyone Link
  • Basic universal dust combo.
5[D]~8 > j.H > jc > j.H > j.K > j.H > jc > j.K > j.K 189 Anywhere Everyone but LE, MA Link
  • A slight damage optimization of the combo above. Not really worth it for the extra one damage.
5[D]~8 > dl.j.H > adc > j.K > j.H > jc > j.S > j.H > j.H 190 Anywhere - Link
  • Side switch variant. Mildly more difficult.
5[D]~8 > Burst Bait > jc > j.P > j.K > j.P > j.H > jc j.S > j.S 56 + 118 Anywhere Everyone Link
  • A simple combo when you want to burst bait them on a charged 5[D] hit.
6D/4D, 214H 114 Anywhere Everyone Link
  • This is specifically only for kill. If you hit this and they survive, everyone can punish you with wakeup 66.BRC.
6D/4D, 66236236S 124 Anywhere Everyone Link
  • Requires a microdash midscreen.
6D/4D, 632146 120 Midscreen Everyone Link
  • Also for kill.
6D/4D > 66.RRC > c.S > 6H > 236H, 66c.S > 5[D], WS 214H 162 Midscreen to Corner Everyone Link
  • Basic throw dust RC combo for when you want to bring them to the corner.
6D/4D > 66.RRC~2H > 236S, 666H > 236H, 665[D], WS 214H 173 Midscreen to Corner Everyone Link
  • The 2H has to be done immediately after the throw to avoid the RC proration. You need to get as much height as possible so they don't drop during the 236S launch.
2D > 623P, 5K > 214P~214P~214P 118 Midscreen Everyone Link
  • Essentially the same as the 5K starter.
CH 2D, c.S > 6H > 236H, 66236S, 665[D], c.S, WS 214H 222 Midscreen to Corner Everyone Link
  • CH combo. You can hit them with c.S before they touch the ground due to the slowdown.
2D > 623P, 5K > 6H > 236H, 665[D], WS 214H 189 Corner Everyone Link
  • Essentially the same as the 5K starter.

Combo Theory

6H > 632146H midscreen is only possible on lightweight characters. At the time of writing, this means only female characters. Otherwise this is always possible to do if 6H causes them to wall bounce.

Lab-work to-do

  • Check oki options after j.214S and j.214S(1). 8 j.K safejump?
  • 2H CH combos into 214P
  • 2D c.S j.K stuff.
  • max risc 5d launch 5k
  • 236236s max height rc juggle 2h 623p
  • j.K, j.K land combos
  • IAD dash + dash brc on axl snail and rainwater punish.
  • [H] 214214S OS against Millia.
  • 44 BRC 214H CH IAD
  • 214H WS 214H?