User:Sig/GGST-Ramlethal Valentine: Difference between revisions

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== Fuzzy Setups ==
# {{clr|2|214K}} Red Roman Cancel Drift.
#* High: {{clr|2|214K}} > 88.RRC~j.K
#* Low: {{clr|2|214K}} > 22.RRC~2D
== Okizeme ==
== Okizeme ==
=== {{clr|1|214P~214P~214P}} ===
# Safejump - After {{clr|1|214P~214P~214P}}, microwalk forward then IAD {{clr|3|j.S}}. This will safejump every single reversal in the game.
== Matchups ==
==={{character Label|GGST|Anji Mito|48px}}===
'''Notable Interactions'''
# [[GGST/Anji Mito#Suigetsu No Hakobi|Suigetsu No Hakobi ({{clr|2|236K}})]], [[GGST/Anji Mito#Fuujin|Fuujin ({{clr|4|236H}})]], and [[GGST/Anji Mito#Kou|Kou ({{clr|3|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.
# [[GGST/Anji Mito#Fuujin|Fuujin ({{clr|4|236H}})]] is the cornerstone of his pressure and it can be option selected. All of his options can be option selected by rapidly inputting {{clr|3|236236S}} on block. His only gapless option is [[GGST/Anji Mito#Nagiha|Nagiha]], and if he delays this or does anything else, {{clr|3|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.
* [[GGST/Anji Mito#Fuujin|Fuujin ({{clr|4|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, [[GGST/Anji Mito#Nagiha|Nagiha]]. Challenge his pressure reset, [[GGST/Anji Mito#Shin: Ichishiki|Shin: Ichishiki]] by forward jumping. React to his forward moving option, [[GGST/Anji Mito#Issokutobi|Issokutobi]] with throw or any button really. He is -12 on block.
* The defensive situation becomes more difficult when he starts to mix in [[GGST/Anji Mito#Suigetsu No Hakobi|Suigetsu No Hakobi ({{clr|2|236K}})]] and [[GGST/Anji Mito#Kou|Kou ({{clr|3|236S}})]] once he has established respect with [[GGST/Anji Mito#Fujin|Fujin ({{clr|4|236H}})]]. Jumping will beat both [[GGST/Anji Mito#Fuujin|Fuujin ({{clr|4|236H}})]] and [[GGST/Anji Mito#Suigetsu No Hakobi|Suigetsu No Hakobi ({{clr|2|236K}})]] but lose to [[GGST/Anji Mito#Kou|Kou ({{clr|3|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 [[GGST/Anji Mito#Kou|Kou ({{clr|3|236S}})]], but you lose the momentum to [[GGST/Anji Mito#Fujin|Fujin ({{clr|4|236H}})]].
* Neutral W.I.P (Make notes about dance in neutral, his 6P, round start options)
==={{character Label|GGST|Axl Low|48px}}===
'''Notable Interactions'''
# (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)
==={{character Label|GGST|Chipp Zanuff|48px}}===
'''Notable Interactions'''
# [[GGST/Chipp_Zanuff#j.2K|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 {{clr|2|5K}} or {{clr|3|c.S}}. A safer option to this is to instead stand block and Faultless Defense. It is important to stand because this causes his [[GGST/Chipp_Zanuff#j.2K|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 {{clr|1|5P}} and {{clr|1|6P}} to anti-air him instead. Generally, both of these options  will trade in your favor if you time it and if he does [[GGST/Chipp_Zanuff#j.2K|j.2K]] in front of you. {{clr|1|6P}} is more likely to lose if he is right on top of you.
# [[GGST/Chipp_Zanuff#Alpha Blade Horizontal|Alpha Blade Horizontal ({{clr|1|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 {{clr|1|P}} or {{clr|2|K}} button, or jump to evade it.
# [[GGST/Chipp_Zanuff#Alpha Blade Diagonal|Alpha Blade Diagonal ({{clr|2|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 {{clr|1|P}} or {{clr|2|K}} button, or jump to evade it.
# [[GGST/Chipp_Zanuff#Genrou Zan|Genrou Zan ({{clr|3|64321S}})]] is his command throw, and can be reliably fuzzy jumped out of.
# 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'''
* Offense W.I.P
* Every time Chipp disappears, the safest option is to jump forward. This will cover all of his mixup options but yields the lowest reward as it'll reset to neutral or sometimes be slightly plus in his favor. On the other hand, if you have meter, doing 44.BRC while he doesn't have meter guarantees you the ability to react and punish to all of his options.
* Neutral W.I.P
==={{character Label|GGST|Faust|48px}}===
'''Notable Interactions'''
# [[GGST/Faust#6H|{{clr|4|6H}}]] into [[GGST/Faust#Thrust|Thrust (41236K)]] is a very common string, and you can actually {{clr|1|6P}} the [[GGST/Faust#41236K|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 {{clr|4|236H}} to start a corner combo. You won't beat it out if you have [[GGST/Faust#Afro|Afro]] applies on you however. It gives you another hurtbox which does not go away during {{clr|1|6P}}.
# He can always [[GGST/Faust#Crawl|Crawl]] under {{clr|4|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
==={{character Label|GGST|Goldlewis Dickinson|48px}}===
'''Notable Interactions'''
'''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
==={{character Label|GGST|Giovanna|48px}}===
'''Notable Interactions'''
# Both [[GGST/Giovanna#Trovão|Trovão (236K)]] and [[GGST/Giovanna#Sol Poente|Sol Poente ({{clr|3|214S}})]] are slow pressure resets. {{clr|1|6P}} on reaction beats both of them. Common places to put one or the other is after her [[GGST/Giovanna#c.S|{{clr|3|c.S}}]]  or after [[GGST/Giovanna#5H|{{clr|4|5H}}]].
# [[GGST/Giovanna#Sol Nascente|Sol Nascente ({{clr|3|623S}})]] after [[GGST/Giovanna#/Sepultura|Sepultura (214K)]] is usually done as a prediction to you pressing {{clr|2|5K}} or {{clr|3|f.S}} to take your turn back. You can do microdash {{clr|2|2K}} to punish her attempting to do this while staying relatively safe.
'''General Strategy'''
* Offense W.I.P
* Defense W.I.P
* Neutral W.I.P
==={{character Label|GGST|I-No|48px}}===
'''Notable Interactions'''
# Both versions of [[GGST/I-No#Stroke the Big Tree|Stroke the Big Tree ({{clr|3|236S}}/{{clr|4|H}})]] low profile almost all of Ramlethal's neutral and some of her pressure tools. This includes {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|3|236S}}, and {{clr|4|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.
# You can run under [[GGST/I-No#Chemical Love|Chemical Love (214K)]] at all ranges.
'''General Strategy'''
* Offense W.I.P
* Defense W.I.P
* Neutral W.I.P
==={{character Label|GGST|Ky Kiske|48px}}===
'''Notable Interactions'''
# Doing staggered {{clr|3|f.S}} pressure midscreen leaves you open to abare [[GGST/Ky_Kiske#Stun Dipper|Stun Dipper (236K)]]. Staggered {{clr|4|5H}} after {{clr|3|f.S}} will be low profiled and doing a {{clr|3|f.S}} after {{clr|3|f.S}} will outright lose.
# While [[GGST/Ky_Kiske#Stun Edge|Stun Edge ({{clr|3|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 {{clr|3|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.
# [[GGST/Ky_Kiske#Stun Dipper|Stun Dipper (236K)]] on the other hand is -15 on block out of shock state, and will always be punishable by a tip {{clr|3|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.
# [[GGST/Ky_Kiske#Dire Eclat|Dire Eclat ({{clr|4|214S}})]] is -11 out of shock state, and is also always punishable by a tip {{clr|3|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.
# [[GGST/Ky_Kiske#Foudre Arc|Foudre Arc (214K)]] is slow and can be reliably stuffed with {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}} and {{clr|2|5K}}. All of these options lead into full confirms. If he inputs it from a far range, {{clr|1|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 [[GGST/Ky_Kiske#6K|6K]] and [[GGST/Ky_Kiske#Foudre Arc|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 {{clr|3|f.S}} and {{clr|3|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 [[GGST/Ky_Kiske#6P|{{clr|1|6P}}]] to beat {{clr|3|f.S}}, {{clr|4|5H}}, and {{clr|3|j.S}}. If they have meter, [[GGST/Ky_Kiske#Stun Dipper|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 [[GGST/Ky_Kiske#j.K|j.K]] is a strong air to air button, and he can almost always contest any air option with his [[GGST/Ky_Kiske#6P|{{clr|1|6P}}]] or [[GGST/Ky_Kiske#Vapor Thrust|Vapor Thrust ({{clr|3|623S}}/{{clr|4|H}})]].
==={{character Label|GGST|Leo Whitefang|48px}}===
'''Notable Interactions'''
# {{clr|4|236H}} will destroy [[GGST/Leo Whitefang#Gravierte Würde|{{clr|3|S}} Gravierte Würde ({{clr|3|[4]6S}})]] and go through [[GGST/Leo Whitefang#Gravierte Würde|{{clr|4|H}} Gravierte Würde ({{clr|4|[4]6H}})]]. Be careful about throwing it against the {{clr|4|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
==={{character Label|GGST|May|48px}}===
'''Notable Interactions'''
# [[GGST/May#Mr. Dolphin Horizontal| {{clr|3|S}} Mr. Dolphin Horizontal ({{clr|3|4[6S]}})]] is negative on hit and on block. (Something about the RPS situation here). 66BRC
# Hitting the ball of [[GGST/May#Arisugawa Sparkle|Arisugawa Sparkle ({{clr|1|214P}}/{{clr|2|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. {{clr|1|6P}} becomes a massive wall that protects Ramlethal both above and in front of her, while {{clr|3|f.S}} becomes a ridiculously active poke.
''General Strategy'''
* Offense W.I.P
* Defense W.I.P
* Neutral W.I.P
==={{character Label|GGST|Millia Rage|48px}}===
'''Notable Interactions'''
# It is important to note that [[GGST/Millia Rage#Tandem Top|{{clr|4|H}} Tandem Top ({{clr|4|236H}})]] after throw does not hit meaty. You can jump out before it hits, but this loses to her pressing meaty [[GGST/Millia Rage#j.K|j.K]] or [[GGST/Millia Rage#j.H|{{clr|4|j.H}}]]. You can also press {{clr|1|5P}} or {{clr|1|6P}} to get rid of [[GGST/Millia Rage#Tandem Top|{{clr|4|H}} Tandem Top ({{clr|4|236H}})]] and initiate pressure, but both lose to [[GGST/Millia Rage#j.H|{{clr|4|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 [[GGST/Millia Rage#Tandem Top|{{clr|4|H}} Tandem Top ({{clr|4|236H}})]] becomes active.
'''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 [[GGST/Millia Rage#c.S|{{clr|3|c.S}}]] is jump cancellable on block, and often precedes her infamous [[Tiger Knee]] [[GGST/Millia Rage#Bad Moon|Bad Moon ({{clr|1|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 {{clr|3|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 [[GGST/Millia_Rage#6P|{{clr|1|6P}}]] and [[GGST/Millia_Rage#c.S|{{clr|3|c.S}}]]. Her air to air game is also very strong as her usual air to air buttons, [[GGST/Millia_Rage#j.K|j.K]] and [[GGST/Millia_Rage#j.S|{{clr|3|j.S}}]] both hit in front of her and are just as fast as your {{clr|2|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 {{clr|3|236236S}} can be easily  baited in many of Millia's oki setups.
==={{character Label|GGST|Nagoriyuki|48px}}===
'''Notable Interactions'''
# [[GGST/Nagoriyuki#Zarameyuki / 粒雪| Zarameyuki / 粒雪 ({{clr|3|236S}})]] will beat both {{clr|3|236S}} and {{clr|4|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 [[GGST/Nagoriyuki#Fukyo / 不香|Fukyo / 不香 (236K)/(214K)]].  You need to respond to forward [[GGST/Nagoriyuki#Fukyo / 不香|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 [[GGST/Nagoriyuki#Kamuriyuki / 冠雪| Kamuriyuki / 冠雪 ({{clr|4|214H}})]] or [[GGST/Nagoriyuki#Shizuriyuki / 垂雪|Shizuriyuki / 垂雪 ({{clr|4|623H}})]] when he has two bars of blood and a little bit more, you can actually burst him and force him to enter [[GGST/Nagoriyuki#Blood Rage|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 {{clr|4|5H}} is an excellent normal in this matchup, as even in if he is at two bars, his [[GGST/Nagoriyuki#5H|{{clr|4|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.
==={{character Label|GGST|Potemkin|48px}}===
'''Notable Interactions'''
# [[GGST/Potemkin#Hammer Fall|Hammer Fall ({{clr|4|[4]6H}})]] is -9. You usually want to punish this with {{clr|2|5K}} as he won't be in range for {{clr|3|c.S}}.
# Despite being overall a risky move for Potemkin to throw out in neutral, you have to be wary of actually pressing {{clr|3|f.S}} > {{clr|4|5H}} against [[GGST/Potemkin#Hammer Fall|Hammer Fall ({{clr|4|[4]6H}})]]. If he is close enough, the armor will absorb {{clr|3|f.S}} and let him do a soft knockdown with the strike of [[GGST/Potemkin#Hammer Fall|Hammer Fall ({{clr|4|[4]6H}})]] before {{clr|4|5H}} comes out.
# [[GGST/Potemkin#F.D.B|F.D.B ({{clr|3|63214S}})]] lets him flick the explosion of {{clr|3|236S}} and {{clr|4|236H}}.
# [[GGST/Potemkin#Mega Fist|Mega Fist ({{clr|1|236P}})/({{clr|1|214P}})]] lets him escape and punish {{clr|3|f.S}} > dl.{{clr|4|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, [[GGST/Potemkin#F.D.B|F.D.B ({{clr|3|63214S}})]] allows him to escape {{clr|3|236S}} or {{clr|4|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 [[GGST/Potemkin#Garuda Impact|Garuda Impact ({{clr|4|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 [[GGST#Potemkin#Potemkin Buster|Potemkin Buster ({{clr|1|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 [[GGST/Potemkin#Garuda Impact|Garuda Impact ({{clr|4|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 [[GGST/Potemkin#Garuda Impact|Garuda Impact ({{clr|4|214H}})]] during an oki situation and does another [[Kara Cancel]] [[GGST/Potemkin#Garuda Impact|Garuda Impact ({{clr|4|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 [[GGST/Potemkin#Garuda Impact|Garuda Impact]]. Play the long game against Potemkin, wear him down, and drive him slowly into the corner.
==={{character Label|GGST|Ramlethal Valentine|48px}}===
'''Notable Interactions'''
# The entirety of [[GGST/Ramlethal Valentine#Erarlumo|Erarlumo ({{clr|1|214P}})]] can actually be option selected with {{clr|3|236236S}}. The moment you block the first hit, repeatedly pressing {{clr|3|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.
# [[GGST/Ramlethal Valentine#5H|{{clr|4|5H}}]] is -12 on block. This means that if you're feeling particularly brave, you can mash {{clr|3|f.S}} in the mirror and potentially counter hit her back if she does nothing after and you're close enough.
# Depending on how late they do [[GGST/Ramlethal Valentine#f.S|{{clr|3|f.S}}]] > dl.[[GGST/Ramlethal Valentine#5H|{{clr|4|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 [[GGST/Ramlethal Valentine#5H|{{clr|4|5H}}]]. Otherwise, if it is large, you can actually just {{clr|1|6P}} to beat [[GGST/Ramlethal Valentine#5H|{{clr|4|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 [[GGST/Defense#Blocking|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 [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto ({{clr|3|236S}}/{{clr|4|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.
# If the Ramlethal likes keep her corner pressure tight with [[GGST/Ramlethal Valentine#5K|5K]] or [[GGST/Ramlethal Valentine#c.S|{{clr|3|c.S}}]] after [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto ({{clr|3|236S}}/{{clr|4|H}})]], you can take a risk to challenge with {{clr|1|6P}} and beat out both buttons cleanly. This however loses to {{clr|2|2K}}, jumping, or blocking. The threat of {{clr|2|2K}} lessens the more you FD her pressure before she presses [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto ({{clr|3|236S}}/{{clr|4|H}})]], and they are more likely to jump or try to poke with {{clr|2|5K}} or try to run up to close the distance.
# If the Ramlethal throws [[GGST/Ramlethal Valentine#Bajoneto| {{clr|4|H}} Bajoneto ({{clr|4|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 [[GGST/Ramlethal Valentine#Bajoneto|{{clr|4|H}} Bajoneto ({{clr|4|236H}})]] and explosion is the safest option, and she will most like try to air to air [[GGST/Ramlethal Valentine#j.P|{{clr|1|j.P}}]] to prevent you from leaving the corner. Jumping even before [[GGST/Ramlethal Valentine#Bajoneto|{{clr|4|H}} Bajoneto ({{clr|4|236H}})]] hits you is possible depending on how far they are when they input it.
# On the other hand, if the Ramlethal throws [[GGST/Ramlethal Valentine#Bajoneto| {{clr|3|S}} Bajoneto ({{clr|3|236S}})]] at a farther distance, they are reading the jump out and will most likely cover the gap in front of them with [[GGST/Ramlethal Valentine#5H|{{clr|4|5H}}]]. A slightly delayed, microdashed {{clr|1|6P}} is by far the most balanced of the options in terms of risk-reward. It should low profile the explosion from [[GGST/Ramlethal Valentine#Bajoneto|{{clr|3|S}} Bajoneto ({{clr|3|236S}})]] and beat [[GGST/Ramlethal Valentine#5H|{{clr|4|5H}}]]. Other options include {{clr|3|f.S}} and {{clr|4|5H}} to challenge the [[GGST/Ramlethal Valentine#5H|{{clr|4|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
==={{character Label|GGST|Sol Badguy|48px}}===
'''Notable Interactions'''
'''General Strategy'''
* Offense W.I.P
* Against his [[GGST/Sol Badguy#f.S|{{clr|3|f.S}}]], your options aren't that great. The gap between another one is 8F, so your options are {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|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 [[GGST/Sol Badguy#f.S|{{clr|3|f.S}}]].
* Neutral W.I.P
==={{character Label|GGST|Zato-1|48px}}===
'''Notable Interactions'''
# In the case that you leave a large enough gap after {{clr|4|236H}} in the corner, Zato-1 can usually input [[GGST/Zato-1#"Oppose"|Oppose ({{clr|4|236H}})]] to absorb both the explosion and any incoming button.
# He can also input [[GGST/Zato-1#Drunkard Shade|Drunkard Shade ({{clr|3|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.
# If he inputs [[GGST/Zato-1#"Pierce"|Pierce ({{clr|1|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 [[GGST/Zato-1#Damned Fang|Damned Fang]]. {{clr|1|5P}} and {{clr|1|2P}} are the most reliable buttons to kill Eddie if he does not cover this gap at close range.
# If he inputs [[GGST/Zato-1#"Leap"|Leap ({{clr|3|236S}})]], you can {{clr|1|6P}} it on reaction to kill Eddie and still retain the special cancel {{clr|4|5H}} is also an excellent button to pre-emptively challenge him at the ranges that Zato-1 players like to press this in neutral.
# Triggering [[GGST/Zato-1#"Oppose"|Oppose ({{clr|4|236H}})]] and immediately cancelling it into RRC allows you to kill both Eddie and launch Zato-1 if he was not originally blocking.
# 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 [[GGST/Zato-1#Summon Eddie|Unsummon Eddie ({{clr|4|214H}})]], use [[GGST/Zato-1#Damned Fang|Damned Fang ({{clr|3|623S}})]], use [[GGST/Zato-1#Invite Hell|Invite Hell ({{clr|4|22H}})]] to end at a safe distance, or just back off.
* The neutral game is surprisingly difficult. His [[GGST/Zato-1#Flight|Flight]] makes it very hard to anti-air him and allows him to manoeuvre around pokes such as {{clr|3|f.S}}. The only real way to challenge it is with a preemptive {{clr|1|j.P}} or an extremely delayed {{clr|1|6P}}. {{clr|4|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 ==
== Combo Notes ==
{{SigTable-GGST
| Starter = {{clr|1|P}}
| data =
    {{SigTableData-GGST
      | Combo = {{clr|1|5P}}/{{clr|1|2P}} > {{clr|1|6P}} > {{clr|1|623P}}
      | Damage = 60
      | Position = Anywhere
      | Works on: = Everyone
      | Video = Link
      | Notes =
* This is your basic {{clr|1|P}} starter combo.
* Leaves you +5, so don't get too greedy after the combo. Puts you at the perfect range to do {{clr|2|5K}} or {{clr|2|2K}} which restarts your midscreen pressure.
    }}
    {{SigTableData-GGST
      | Combo = {{clr|1|5P}} > {{clr|1|6P}} > {{clr|1|623P}} > 44.RRC, 66{{clr|5|5[D]}}, {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}}, WS {{clr|4|214H}}
      | Damage = 148
      | Position = Back to Corner
      | Works on: = -
      | Video = Link
      | Notes =
* An example combo to convert into a side switch when cornered.
* You want to run until you are directly under them for {{clr|5|5[D]}}.
    }}
    {{SigTableData-GGST
      | Combo = AA {{clr|1|6P}} > {{clr|1|623P}}
      | Damage = 57
      | Position = Anywhere
      | Works on: = Everyone
      | Video = Link
      | Notes =
* Standard {{clr|1|6P}} anti-air combo. Works on the ground also.
* Ram doesn't really get much off of non-ch {{clr|1|6P}} and this is her most reliable conversion.
    }}
    {{SigTableData-GGST
      | Combo = AA CH {{clr|1|6P}} > {{clr|1| 214P~214P~214P}}
      | Damage = 101
      | Position = Anywhere
      | Works on: = Everyone
      | Video = Link
      | Notes =
* CH {{clr|1|6P}} only.
* Characters can drop out early if the {{clr|1|6P}} hit low. If you see them otg on the first {{clr|1| 214P}}, you can still dash cancel and get a meaty.
    }}
    {{SigTableData-GGST
      | Combo = AA CH {{clr|1|6P}} > {{clr|4|236H}}, dl.{{clr|3|236S}}, 66{{clr|5|5[D]}}, {{clr|3|c.S}} > {{clr|4|6H}}, WS {{clr|4|214H}}
      | Damage = 210
      | Position = Corner
      | Works on: = -
      | Video = Link
      | Notes =
* Corner CH {{clr|1|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 {{clr|3|236S}} to hit after the explosion from {{clr|4|236H}} to lower your initial damage. This will let you do a {{clr|4|6H}} after {{clr|3|c.S}} to get more damage. Else the combo will most likely wall splat at {{clr|3|c.S}}.
    }}
}}
{{SigTable-GGST
{{SigTable-GGST
| Starter = {{clr|2|K}}
| Starter = {{clr|2|K}}
| data =
| data =
     {{SigTableData-GGST
     {{SigTableData-GGST
     | Combo = {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|623P}} > {{clr|2|5K}} > {{clr|1| 214P~214P~214P}}
      | Combo = {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|214P}}
     | Damage = 126
      | Damage = 59
      | Position = Anywhere
      | Works on: = Everyone
      | Video = Link
      | Notes =
* An alternative ender to the one below. Dash cancelling immediately allows you to meaty with {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|c.S}}.
    }}
     {{SigTableData-GGST
      | Combo = {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|623P}}
      | Damage = 65
      | Position = Anywhere
      | Works on: = Everyone
      | Video = Link
      | Notes =
* Basic {{clr|2|2K}} starter combo.
* {{clr|5|2D}} is liable to whiff if you hit {{clr|2|2K}} near the tip.
* {{clr|2|2K}} itself is a low reward starter without meter, but you have to make do with what we have.
    }}
    {{SigTableData-GGST
      | Combo = {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|623P}}, {{clr|2|5K}} > jc > {{clr|3|j.214S}}
      | Damage = 117
      | Position = Anywhere
      | Works on: = Everyone
      | Video = Link
      | Notes =
* An interesting route that utilizes {{clr|3|j.214S}} knock down.
* You have to jump forward to get both hits of {{clr|3|j.214S}}
* In the corner, you're more likely to get one hit of {{clr|3|j.214S}}. This is fine as you can still meaty.
    }}
    {{SigTableData-GGST
      | Combo = {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|623P}}, {{clr|2|5K}} > {{clr|1| 214P~214P~214P}}
      | Damage = 126
      | Position = Midscreen
      | Works on: = Everyone
      | Video = Link
      | Notes =
* Basic {{clr|2|5K}} starter combo.
* {{clr|5|2D}} is liable to whiff if you hit {{clr|2|5K}} near the tip.
* {{clr|2|5K}} is overall a much better starter than {{clr|2|2K}}, as {{clr|1|623P}} will launch them higher and allow for better extensions.
* Due to the pushback of {{clr|1|623P}} on hit, you won't be able to convert into the end of the combo in the corner.
* Doing {{clr|1|214P~214P~214P}} gives Ramlethal access to [[#Okizeme|safejumps]].
    }}
    {{SigTableData-GGST
      | Combo = {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|623P}}, {{clr|2|5K}} > {{clr|4|6H}} > dl.{{clr|3|236S}}, 66{{clr|4|dl.6H}} > dl.{{clr|1|214P~214P~214P}}, WS {{clr|4|214H}}
      | Damage = 184
      | Position = Midscreen to Corner
      | Works on: = -
      | Video = Link
      | Notes =
* Midscreen to corner conversion.
* A more inconsistent combo than the one below. It is noted just for theory purposes.
    }}
    {{SigTableData-GGST
      | Combo = {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|623P}}, {{clr|2|5K}} > {{clr|4|6H}} > {{clr|4|236H}}, 66{{clr|3|c.S}} > {{clr|5|5[D]}}, WS {{clr|4|214H}}
      | Damage = 190
      | Position = Midscreen to Corner
      | Works on: = Everyone
      | Video = Link
      | Notes =
* Standard {{clr|2|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 {{clr|3|c.S}} or at {{clr|4|236H}} depending on how far you were originally when you started the combo. It is recommended that you don't buffer {{clr|5|5[D]}} but react to whether the opponent splat or not to optimize damage.
    }}
}}
 
{{SigTable-GGST
| Starter = {{clr|3|S}}
| data =
  {{SigTableData-GGST
    | Combo = {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|623P}}, {{clr|2|5K}} > {{clr|1|214P~214P~214P}}
    | Damage = 153
    | Position = Midscreen
    | Works on: = Everyone
    | Video = Link
    | Notes =
* A basic {{clr|3|c.S}} combo for midscreen that gives good oki.
* Be warned that {{clr|4|2H}} will whiff if you hit {{clr|3|c.S}} near the tip.
* You can upgrade the damage to 167, if you instead do {{clr|1|214P~dl.214P~dl.214P}}. You know you did it correctly if the second hit of the rekka launches them far above Ram.
* Doing {{clr|1|214P~214P~214P}} gives Ramlethal access to [[#Okizeme|safejumps]].
  }}
  {{SigTableData-GGST
    | Combo = {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|623P}}, {{clr|3|c.S}} > {{clr|1|214P~214P~214P}}
     | Damage = 167
    | Position = Midscreen
    | Works on: = Everyone
    | Video = Link
    | Notes =
* A damage upgrade to the above combo route.
* The second {{clr|3|c.S}} is hard to hit if the first {{clr|3|c.S}} was not close to the opponent.
* You can upgrade the damage to 171, if you instead do {{clr|1|214P~dl.214P~dl.214P}}. You know you did it correctly if the second hit of the rekka launches them far above Ram.
* Doing {{clr|1|214P~214P~214P}} gives Ramlethal access to [[#Okizeme|safejumps]].
  }}
  {{SigTableData-GGST
    | Combo = {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|632P}}, {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}}, WS 66{{clr|4|214H}}
    | Damage = 216
    | Position = Midscreen to corner
    | Works on: = Everyone
    | Video = Link
    | Notes =
* A similar midscreen to corner conversion as the {{clr|2|5K}} one, the only change is that we have to adjust for the wall breaking earlier.
  }}
  {{SigTableData-GGST
    | Combo = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|236H}}, 66{{clr|3|236S}}, 66{{clr|5|5[D]}}, WS {{clr|4|214H}}
    | Damage = 232
    | Position = Midscreen to corner
    | Works on: = Everyone
    | Video = Link
    | Notes =
* 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 {{clr|3|c.S}} midscreen.
* Burst safe after {{clr|4|5H}} and all the way up to {{clr|5|5[D]}}.
  }}
  {{SigTableData-GGST
    | Combo = {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}}, 66{{clr|5|5[D]}}, {{clr|3|c.S}} > {{clr|4|6H}}, WS {{clr|4|214H}}
    | Damage = 241
    | Position = Corner
    | Works on: = Everyone
    | Video = Link
    | Notes =
* Your basic corner combo off of {{clr|3|c.S}}.
* Burst safe after {{clr|4|2H}} up to {{clr|5|5[D]}}.
  }}
  {{SigTableData-GGST
    | Combo = {{clr|3|f.S}} > {{clr|4|5H}}
    | Damage = 64
    | Position = Anywhere
    | Works on: = Everyone
    | Video = Link
    | Notes =
* Your basic corner combo off of {{clr|3|f.S}}. Puts you into a favorable position and moves them closer to the corner.
  }}
  {{SigTableData-GGST
    | Combo = {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|1|623P(w)}} > 66.PRC, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}}, 66{{clr|5|5[D]}} > {{clr|3|c.S}}, WS {{clr|4|214H}}
    | Damage = 212
    | Position = Midscreen to Corner
    | Works on: = Everyone
    | Video = Link
    | Notes =
* Basic Midscreen RC extension.
  }}
  {{SigTableData-GGST
    | Combo = {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|1|623P(w)}} > 66.PRC, {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}}, 66{{clr|3|c.S}} > {{clr|5|5[D]}}, WS {{clr|4|214H}}
    | Damage = 213
    | Position = Midscreen to Corner
    | Works on: = Everyone
    | Video = Link
    | Notes =
* A slightly more optimized version of the above combo.
  }}
  {{SigTableData-GGST
    | Combo = {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|4|236H}}, {{clr|3|236S}}, 66{{clr|5|5[D]}}, {{clr|3|c.S}}, WS {{clr|4|214H}}
    | Damage = 210
    | Position = Corner
    | Works on: = Everyone
     | Video = Link
     | Video = Link
     | Notes =
     | Notes =
* Basic 5K starter combo.
* Basic corner combo for when you hit with basically any {{clr|3|S}} or {{clr|4|H}} button.
     }}
* Burst safe all the way until {{clr|4|5H}} and all the way up to {{clr|5|5[D]}}
  }}
  {{SigTableData-GGST
    | Combo = CH {{clr|3|236236S}}, {{clr|4|214H}}
    | Damage = 254
    | Position = Anywhere
    | Works on: = Everyone
    | Video = Link
    | Notes =
* This is what you do when you really want your opponent to say nerf ramlethal.
* Input {{clr|4|214H}} as soon as you see her start to return to idle.
  }}
  {{SigTableData-GGST
    | Combo = CH {{clr|3|236236S}} > 66.PRC > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}}, {{clr|3|236S}}, 66{{clr|5|5[D]}}, {{clr|3|c.S}}, WS {{clr|4|214H}}
    | Damage = 342
    | Position = Back to Corner
    | Works on: = Everyone
    | Video = Link
    | Notes =
* 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 {{clr|3|c.S}} so you can get them back to the corner.
  }}
  {{SigTableData-GGST
    | Combo = CH {{clr|3|236236S}} > 66.PRC > {{clr|4|2H}} > {{clr|3|236S}}, 66{{clr|5|5[D]}}, {{clr|3|c.S}} > {{clr|1|214P}}, WS {{clr|4|214H}}
    | Damage = 344
    | Position = Back to Corner
    | Works on: = Everyone
    | Video = Link
     | Notes =
* Damage optimization of the above combo.
* This one is slightly hard, with you having to do a run under {{clr|4|2H}}, otherwise it becomes a standard corner cobo.
  }}
}}
 
{{SigTable-GGST
| Starter = {{clr|5|D}}
| data =
  {{SigTableData-GGST
    | Combo = {{clr|5|5[D]~8}} > {{clr|4|j.H}} > jc > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|4|j.H}} > jc > {{clr|1|j.P}} > {{clr|1|j.P}}
    | Damage = 188
    | Position = Anywhere
    | Works on: = Everyone
    | Video = Link
    | Notes =
* Basic universal dust combo.
  }}
  {{SigTableData-GGST
    | Combo = {{clr|5|5[D]~8}} > {{clr|4|j.H}} > jc > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|4|j.H}} > jc > {{clr|2|j.K}} > {{clr|2|j.K}}
    | Damage = 189
    | Position = Anywhere
    | Works on: = Everyone but LE, MA
    | Video = Link
    | Notes =
* A slight damage optimization of the combo above. Not really worth it for the extra one damage.
  }}
  {{SigTableData-GGST
    |Combo = {{clr|5|6D/4D}} {{clr|4|214H}}
    | Damage = 114
    | Position = Anywhere
    | Works on: = Everyone
    | Video = Link
    | Notes =
  * This is specifically only for kill. If you hit this and they survive, everyone can punish you with wakeup 66.BRC.
  }}
  {{SigTableData-GGST
    |Combo = {{clr|5|6D/4D}} > 66.RRC > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}}, 66{{clr|3|c.S}} > {{clr|5|5[D]}}, WS {{clr|4|214H}}
    | Damage = 162
    | Position = Midscreen to Corner
    | Works on: = Everyone
    | Video = Link
    | Notes =
  * Basic throw dust RC combo for when you want to bring them to the corner.
  }}
  {{SigTableData-GGST
    |Combo = {{clr|5|6D/4D}} > 66.RRC~{{clr|4|2H}} > {{clr|3|236S}}, 66{{clr|4|6H}} > {{clr|4|236H}}, 66{{clr|5|5[D]}}, WS {{clr|4|214H}}
    | Damage = 173
    | Position = Midscreen to Corner
    | Works on: = Everyone
    | Video = Link
    | Notes =
  * The {{clr|4|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 {{clr|3|236S}} launch.
  }}
}}
}}
== Lab-work to-do ==
* 6H 632146H corner
* 2k 2d 623p 66 prc c.s 6H 236H 214H side switch also note 5K variation
* f.S H PRC blah  5[D] c.S 214H 214 dmg Check tip range CH verification. check dustloop
* Check c.S 6H vs c.S 2H
* c.S 6H 623P launch combo
* Check oki options after j.214S and j.214S(1). 8 j.K safejump?
* Check 214P safejump/ 214P 5P framekill safejump.

Revision as of 23:39, 5 August 2021

Fuzzy Setups

  1. 214K Red Roman Cancel Drift.
    • High: 214K > 88.RRC~j.K
    • Low: 214K > 22.RRC~2D

Okizeme

214P~214P~214P

  1. Safejump - After 214P~214P~214P, microwalk forward then IAD j.S. This will safejump every single reversal in the game.

Matchups

 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)

 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)

 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 to evade it.
  4. Genrou Zan (64321S) is his command throw, and can be reliably fuzzy jumped out of.
  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

  • Offense W.I.P
  • Every time Chipp disappears, the safest option is to jump forward. This will cover all of his mixup options but yields the lowest reward as it'll reset to neutral or sometimes be slightly plus in his favor. On the other hand, if you have meter, doing 44.BRC while he doesn't have meter guarantees you the ability to react and punish to all of his options.
  • Neutral W.I.P


 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

 Goldlewis Dickinson

Notable Interactions

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

 Giovanna

Notable Interactions

  1. Both Trovão (236K) and Sol Poente (214S) are slow pressure resets. 6P on reaction beats both of them. Common places to put one or the other is after her c.S or after 5H.
  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

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

 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

 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).

 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

 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

 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.

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.

 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.

 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.

 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

 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

 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

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 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.


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.
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.


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, c.S > 214P~214P~214P 167 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.
  • 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 > 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]
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.


D Starter
Combo Damage Position Works on: Video Notes
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.
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 > 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.

Lab-work to-do

  • 6H 632146H corner
  • 2k 2d 623p 66 prc c.s 6H 236H 214H side switch also note 5K variation
  • f.S H PRC blah 5[D] c.S 214H 214 dmg Check tip range CH verification. check dustloop
  • Check c.S 6H vs c.S 2H
  • c.S 6H 623P launch combo
  • Check oki options after j.214S and j.214S(1). 8 j.K safejump?
  • Check 214P safejump/ 214P 5P framekill safejump.