User:Sunset Sullivan: Difference between revisions

998 editsJoined 27 July 2021
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TO-DO LIST:
TO-DO LIST:
* make some vids for Adachi's combo theory subsection: basic stuff ending in 236A, tennis combos, ask the discord for what constitutes as "advanced" combos (prob fear setups)
* make some vids for Adachi's combo theory subsection: basic stuff ending in 236A, tennis combos, ask the discord for what constitutes as "advanced" combos (prob fear setups)
===<big>Deploy Giant Sword</big>===
{{InputBadge|{{clr|3|6S}}/{{clr|4|6H}} (Air OK)\{{clr|3|2S}}/{{clr|4|2H}} (Air OK)}}
{{GGXRD-R2 Move Card
|input=6S Deployed,2S Deployed,6H Deployed,2H Deployed|versioned=input
|description=
The core of Ram's okizeme mixup game.
[[File:GGXRD_Ramlethal_swordplacement2.png|thumb|175x250px|]]
[[File:GGXRD_Ramlethal_swordplacement.png|thumb|175x250px|]]
Using {{clr|4|6H}} or {{clr|3|6S}} causes one of the two familiars to do a tracking teleport to the opponent and attack once independently of Ram after a slight delay. The familiars will standby at the spot where they teleported initially until they are summoned again. Ramlethal can cancel the majority of her normals into a summon, as well as the second hit of combination attacks. While the swords are deployed, the properties of Ram's {{clr|S|S}} and {{clr|H|H}} normals are replaced.
While it may seem tempting to deploy an {{clr|S|S}} sword as a neutral due to the large amount of space they cover, losing access to Ram's best normals in {{clr|S|f.S}} and {{clr|S|j.S}} is generally not worth the cost.
Ram generally requires spacing, a knockdown, or some sort of hit in order to safely set up Swords, as she is in counterhit state during the entire animation of deploying them. Additionally, Ram and the familiars can be hit during their initial summons or the attack startup, preventing the followup attack and making them fall to the ground before recovering. In the air, Ram can get away with summoning swords as it stalls her momentum, messing with the opponents' anti air timings.
*Blocking or getting hit will cause any deployed swords to stop attacking.
*A sword cannot be summoned again until the familiar starts glowing again.
*While equipped, sword summons have less recovery.
*On the intitial {{clr|3|6S}}/{{clr|4|H}}, the sword will always go through the teleport animation. Any summons afterward can skip the teleport animation if the opponent is close by, causing the attack to come out much faster.
'''{{clr|S|6S}}''' does a horizontal slash. Has better active frames than {{clr|4|6H}} and always appears in front of the opponent.
*Staggers on counterhit.
----
'''{{clr|S|2S}}''' (while the familiar/sword is deployed) does a clockwise spin with the sword. Slow to start up, but has a big hitbox.
*Causes ground bounce on hit.
----
'''{{clr|H|6H}}''' does a downward vertical slash with the {{clr|H|H}} sword. Appears above opponents.
*Staggers on counterhit.
----
'''{{clr|H|2H}}''' (while the familiar/sword is deployed) is similar to {{clr|3|2S}}, but instead does a counter-clockwise spin. Difficult to avoid and also causes the most blockstun out of all the deployed sword attacks due to its attack level. Great tool for controlling space in neutral against slower or less aggressive opponents, as losing access to {{clr|H|H}} normals is not generally impactful at range. Leads to a corner carry combo on hit and especially on counter hit, making it a huge threat that either locks down the opponents or forces them to try to counter it.
*Floats opponent on normal hit
<br/>
}}


===<big>Deploy Giant Sword (Down)</big>===
===<big>Deploy Giant Sword (Down)</big>===

Revision as of 18:35, 2 October 2022

Hi there! Call me Sully. I do really basic stuff for the wiki, mostly based around article clarity and readability. I like to write stuff for the wiki moreso than do hard move data.

I play +R, XRD and Persona Ultimax. Ping me on the main Discord if you have issues with anything I've written! I'll be the first to admit I can make mistakes, and working with me to fix them can make the wiki a better place. Ciao.


Articles

[The World of 2P: An Ode to +R Sol Pressure]


TO-DO LIST:

  • make some vids for Adachi's combo theory subsection: basic stuff ending in 236A, tennis combos, ask the discord for what constitutes as "advanced" combos (prob fear setups)

Deploy Giant Sword

6S/6H (Air OK) or 2S/2H (Air OK)

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

The core of Ram's okizeme mixup game.

GGXRD Ramlethal swordplacement2.png
GGXRD Ramlethal swordplacement.png

Using 6H or 6S causes one of the two familiars to do a tracking teleport to the opponent and attack once independently of Ram after a slight delay. The familiars will standby at the spot where they teleported initially until they are summoned again. Ramlethal can cancel the majority of her normals into a summon, as well as the second hit of combination attacks. While the swords are deployed, the properties of Ram's S and H normals are replaced.

While it may seem tempting to deploy an S sword as a neutral due to the large amount of space they cover, losing access to Ram's best normals in f.S and j.S is generally not worth the cost.

Ram generally requires spacing, a knockdown, or some sort of hit in order to safely set up Swords, as she is in counterhit state during the entire animation of deploying them. Additionally, Ram and the familiars can be hit during their initial summons or the attack startup, preventing the followup attack and making them fall to the ground before recovering. In the air, Ram can get away with summoning swords as it stalls her momentum, messing with the opponents' anti air timings.

  • Blocking or getting hit will cause any deployed swords to stop attacking.
  • A sword cannot be summoned again until the familiar starts glowing again.
  • While equipped, sword summons have less recovery.
  • On the intitial 6S/H, the sword will always go through the teleport animation. Any summons afterward can skip the teleport animation if the opponent is close by, causing the attack to come out much faster.

6S does a horizontal slash. Has better active frames than 6H and always appears in front of the opponent.

  • Staggers on counterhit.

2S (while the familiar/sword is deployed) does a clockwise spin with the sword. Slow to start up, but has a big hitbox.

  • Causes ground bounce on hit.

6H does a downward vertical slash with the H sword. Appears above opponents.

  • Staggers on counterhit.

2H (while the familiar/sword is deployed) is similar to 2S, but instead does a counter-clockwise spin. Difficult to avoid and also causes the most blockstun out of all the deployed sword attacks due to its attack level. Great tool for controlling space in neutral against slower or less aggressive opponents, as losing access to H normals is not generally impactful at range. Leads to a corner carry combo on hit and especially on counter hit, making it a huge threat that either locks down the opponents or forces them to try to counter it.

  • Floats opponent on normal hit


Deploy Giant Sword (Down)

While Deployed 2S/2H {{GGXRD-R2 Move Card |input=2S Deployed, 2H Deployed|versioned=input |description= The second of two potential sword swipes that Ram gains access to upon deploying a sword. Riskier to use, but has much higher reward.

Rather than swiping horizontally or vertically, commanding the swords to perform this attack causes them to swipe at Ram's opponent in a half-circle shape. 2S covers the ground while 2H covers the air. The swipes take much longer to become active than the 6S}/6H versions, but in exchange grant higher damage on hit, better frame advantage on block, and ability to pick up after a normal grab.


2S (while the familiar/sword is deployed) does a clockwise spin with the sword. Slow to start up, but has a big hitbox.

  • Causes ground bounce on hit.

2H (while the familiar/sword is deployed) is similar to 2S, but instead does a counter-clockwise spin. Difficult to avoid and also causes the most blockstun out of all the deployed sword attacks due to its attack level. Great tool for controlling space in neutral against slower or less aggressive opponents, as losing access to H normals is not generally impactful at range. Leads to a corner carry combo on hit and especially on counter hit, making it a huge threat that either locks down the opponents or forces them to try to counter it.

  • Floats opponent on normal hit