GGXRD-R2/Ramlethal Valentine/Combos

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 Ramlethal Valentine

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

Combo Theory

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

PK JugglesPractice converting into Ram's Combination Attack Corner Carry Combos. What a mouthful...
Easy to Medium

623P > PK > PK > KP > Ender
A good sequence to learn for understanding Ram's midscreen combo structure. Combo into Dauro (Green), then juggle the enemy across the screen. KPP earns Hard Knockdown, wherein you can set a Sword and go for a mixup. Other launchers, like Slido Detruo or 2S Counterhit, can take the place of Dauro.

This sequence should teach you the basic rhythm for building a PK Juggle combo. Managing height is key to keeping your opponent juggled. Adding in a microdash (66 motion, listen for the "whoosh" noise) inbtween the PK hits causes the string to be much tighter and manage opponent height better. Learning how to manage height is extremely important for keeping opponents locked down for as long as possible and comboing into 5D6.

As a rule, never do PK more than twice. After two reps, do KP > Ender. Three major enders to this combo include:

  • KPP: Hard Knockdown at midscreen.
  • PPP: Launches the enemy across the screen. If hit at a certain height, will cause Hard Knockdown. Can wallsplat.
  • KKK: Default wallsplat ender. Use this if you and the enemy are close to the corner.

Ram also has some prebaked strings she can use, which are referenced from this document. These won't be guaranteed to get you a wallsplat, but they can be useful for getting a specific outcome mid-match.

  1. c.S> 2D > 623P > 66 PK~4K> (cS> 623P> KP> PPP/KKK) / (KPK> 66 PPP/KKK)> Splat
  2. c.S> 2D > 623P 66 PK> 66 PK> KP > 66 c.S> 623P > KP > 66 PPP> Splat
  3. c.S> 2D > 623P 66 PK > 66 PK > KP> 66 2PPK > 66 PPP> Splat
  4. c.S> 2D > 623P > 66 j.P > j.K > j.S > j.8D > IAD j.K > j.S > j.8D >xN > PPP > Splat

5D6 Corner BnB StarterThe most important part of Ram's combo structure. Earning this is key!

Wallsplat > (c.S) f.S > 5D6 ...
Ram's corner combo starter. Looks sick, helps set up okizeme, and can be earned in a large variety of scenarios. The basic idea is to earn a wallsplat somewhat close to the floor, then use your S buttons to lower your enemy to the floor until they wallslump. As they slump, hit 5D and hold forward (aka 6).

This setup is crucial for the majority of Ram's corner combos. The ability to consistently convert into this separate the bad Rams from the competent ones. Thankfully, you can convert into this fairly easily if you properly manage the height of your opponents. If you're too far away for c.S > f.S, try to get just f.S. Learning when you've gotten proper height to combo further, and when it's better to just set a Sword, comes with practice and experience.

A tip for making it easier to convert- if you slightly delay buttons during a PK Juggle ender, you will be able to slowly lower the height of your opponent without dropping the combo.

Anti-Air ComboA basic combo for random anti-air hits.
Very Easy

6P c.S > j.K, j.S > jc j.K, j.S> j.214S, j.214H OR j.D/j.8D/j.2D
This combo isn't anything special. Buttons into jump cancel into air special- useful for carrying opponents to the corner.

It does have a unique element to it though, in that j.214S and j.214H take longer to come out if Ram's swords are deployed. As a result, if Ram does this combo without one of her Swords, you should think about doing j.D as an ender. It grants Hard Knockdown, can be angled to hit at different heights, and works regardless of the position of Ram's swords.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

5D6 SeriesRam's BnB, and the beginning of the blender. Has a unique combo for every kind of position for your Swords.

Wallsplat > 5D6 ... (Unique Combo)
Ram's Corner BnB, the goal of her PK Juggles, and the most stylish part of her kit by far. After pressing 5D6, Ram must go into one of four unique combos depending on how many Swords she has access to. She has unique combos for Both Equipped, S Deployed, H Deployed, and Both Deployed. Knowing these combos is important to maximize Ram's offensive opportunities.

While it might seem like a lot of work to memorize four somewhat different combos for a simple BnB, make no mistake- this combo has very high reward. Not only does it deal close to 50% meterless against almost the cast bar the tankiest characters, but it also ends with both of Ram's Swords being set up and Hard Knockdown, putting you right into a 50/50 opportunity. Yes, these combos are a bit tricky to remember, but they enable Ram to win rounds by guess right two or three times.

Pressing the tab buttons above will bring you into each of Ram's unique combos for her Sword deployment. Each combo isn't too hard once you've gotten the rhythm down, and each tab contains notes about properly performing the combo. While the combos are somewhat unique, they follow the same general structure and are pretty similar to each other at the core.

Both Swords EquippedBoth sides now.

5D6 > c.S > f.S > 5H > 6H > 66 c.S > 6S > 4P > 1P > c.S > 2D
Ram's combo for 5D6 if she has both Swords equipped. An excellent combo- very stable, ends with both Swords set up, and immediately allows Ram to become a massive threat.

There are two places this combo likes to drop: the first is the 5D6 > c.S > f.S section. In order to prevent the opponent from teching out, you need to hit c.S > f.S while Ram is dashing towards her opponent. Doing it too late will cause them to pop out of the combo after 5H. The second is the 6h set. After hitting 6H, you must microdash towards the opponent, or they will delay tech out.

After Ram is pushed out of the corner with 2D, hit 2H to set up Okizeme how you please.

S DeployedFor when S Sword is near the opponent, but H Sword is Equipped.

5D6 > 5H, 5H > 6H > 66 c.S > 6S > 2D
A good combo to know if you've used S Sword for Okizeme in the corner and want to deploy your other Sword. The same basic principle as the Both Swords combo applies- land 5D6, cause a wallslump, and then deploy Swords.

This combo works with some modifications if S Sword is Far. Instead of doing 6S > 2D, do 4S > 2D > 6S. This will let you retrieve and then set S Sword for Oki. You probably won't be able to get a safe 2H hit if you do this, so mind the gap.

H DeployedFor when H Sword is near the opponent, but S Sword is Equipped.

5D6 > j.P > j.S, j.S > j.6S > 66 c.S > 6H > 66 2D
This combo uses a slightly different routing. Since we lack Ram's 5H button to force a wallslump, we need to rely on j.P > j.S, j.S to do the job. Otherwise, this combo is generally the same as the other 5D6 routes.

This combo works with some modifications if H Sword is Far. Instead of doing j.6S > 66 c.S > 6H, do j.6S > 4H > 2D. This will let you retrieve and then set H Sword for Oki.

Both Deployed, CloseRam's true corner BnB. Loop in and out of this for Okizeme, damage, and fun!

5D6 > c.S > 5H > j.2H > c.S > 2S > 66 5H > j.8D.
Ram's central corner combo, does everything you could want and more. Hits like a truck thanks to big damage, single-hit attacks, pushes Ram out of the corner so she can safely set up 2H Okizeme, and builds a healthy amount of meter and not too much Burst for the opponent.

You can switch out the 66 5H > j.8D ender for 5K4k instead, which will earn you a crossup opportunity. Make sure to delay the 4K as much as possible to ensure your opponent lands on the ground.

This combo often drops at high levels of proration. For a suggested alternative, examine the Both Deployed, Close (Wallslump ver.) tab.

Both Deployed, Far variantIf you have no Swords on deck, route into this and try and set them up ASAP.

5D6 > j.P > j.P > j.H > j.2H > c.S > 5H > 2S > IAD j.K, j.S > j.8D.
Ram's weirdest 5D6 combo, but also one of her most important. It's possible to likely depending on the matchup that you'll end up losing both of your Swords. Routing into this will deal great damage, get them both back, and let you set up Ram's best Oki for the corner. Make sure to not press j.8D until after the S Sword has caused the opponent to groundbounce.

This route also has tons of Burst bait opportunities. Hold back during the j.P > j.P, 5H > 2S, or IAD j.K sections if you feel your opponent will Burst.

At higher prorations, this combo will drop. As well, longer combos might cause the j.8D ender to neutral tech instead of Hard Knockdown. Thankfully, setting up Okizeme or using Swords mid-combo will likely force the opponent to block, or even nab an American Reset.

Both Deployed, Close (Wallslump)With high proration, it might be better to go for this combo instead.
Very Easy

5D6 > c.S > j.K > j.D > j.2H > jc > j.2S
One of the problems with the Both Deployed, Close combo is high proration. Enemies will likely tech out of the combo before it finishes due to the height it keeps them at for most of the combo. This version sacrifices damage in exchange for putting enemies into an airtight mixup opportunity.

After jc > j.2S, land and perform 2D or 6K to follow up with a mixup. Extremely useful for resetting into a new combo and maximizing your damage potential.

Note: While Ram's 5D6 combos are usually her BnBs, Ram players might choose not to go for it if they earn a wallsplat. Key instances for this include accidentally wallsplatting too high up, not wanting to give the opponent more Burst, or making sure opponents don't tech out from a high hit count.

In these cases, Ram can perform relatively simple strings like c.S > f.S > Sword Set to go for a reset and secure Okizeme. On the other hand, you can also omit the 5D6 in many of the combos listed here, as they still work. It's worth testing to see which ones are still functional without 5D6.

Advanced Combos and Setups

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

5D6 ResetSurprise your enemy with a brutal reset. Mulch their lifebar in one go!

* ... 5D6 > c.S > f.S > 5H > 6H > 66 > c.S > 6S > 66 (Reset 6K/2D/236K)
If you've been practicing the 5D6 Series, you may notice that yes, Ram does in fact Re-Stand A situation in which a character is taken from an airborne or OTG state and returned to a standing state on the ground while still in hitstun, which is very uncommon. Moves that re-stand the opponent often allow for unique mix-ups that are unexpected (since typically, mix-ups come after a knockdown), or unique combo extensions. her opponents in all of the available combos. You may also notice that 6K and 2D naturally combo into Dauro if a Sword hit follows them up. And yes, we can use this to create a Reset Purposefully ending a combo early in order to perform a mixup in order to deal more damage. opportunity!

This combo carries all the normal Reset risk/reward. On success, you can go into an unscaled combo and deal anywhere from 30 to 50% more life. If your opponent has already Burst this round, then you could potentially kill them off of a single won interaction! As a consequence, losing this 50/50 will prevent the combo from continuing, but thankfully the Sword swipe will cover Ram and you can safely disengage.

Do not rely on this Reset to reliably kill opponents! They can DP through it if they see it coming too many times. While you might hit them with a Sword swipe, they could also tech out of the corner and reset to neutral. Use this power wisely.

5D6 RestandOne-liner text

* ... 5D6 > c.S > 5H > j.P > j.2H > IAD j.K, j.2H
Another variant on Ram's corner Restand formula. Performing this combo forces enemies to stand after the IAD j.K, which allows you to perform unique mixups on them. Consider this an alternative to the Wallslump combo described in the 5D6 Series section.

This combo can be difficult to hit on characters who slump down very far, such as  Millia. Consequently it is easier if the enemy is larger, such as  Potemkin or  Faust. Like Ram's other reset routes, this one is great to pull out of pocket and reset your damage proration to go into a kill confirm.

Urchin's Corner to Corner JugglesLearn to take your opponents from one end of the screen to the other. Maximum reward for maximum effort.
Medium to Very Hard

c.S > (2D) > 623P (Dauro) > 66 > PK > 66 > PK > 66 > KP > c.S > 623P > KP > PPP or KKK / Unique Per Character
While Ram's PK Juggles can often more than get the job done, experienced Ram players who want to maximize the blender can look to these Corner Carry combos for their needs. Many of these combos are difficult extensions of the basic PK Juggle theory, and are unique for almost the entire cast. The main benefit of doing them over the normal juggles is that the allow Ram to combo into the 5D6 Series from the maximum possible distance, gaining access to her best Okizeme off of a single hit.

Character combos are roughly grouped by weight class, so similar strings work on multiple characters. The combo listed in the recipe is somwewhat universal, but can be difficult to perform on many characters and are not optimal for the whole cast. The linked video contains all the optimal combos for each character. The combos found here demand use of microdashes inbetween PK hits, so getting those down is a must. Many of these combos are very difficult and not recommended for new players. At the same time, learning them can be very useful for high level Rams looking to flex their execution and reap the rewards.

NOTE: As what the video says, there are no known Corner-to-Corner combos for  Jack-O. A combination of weird hitboxes, light weight, and general annoyance make it basically impossible to properly Corner-to-Corner her. Default to the basic juggles in place of this.

For more advice on these combos, consult this document by the video author.

Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.

Standard Midscreen Combos:

Combos Position Damage Tension Gain Works on Difficulty Notes
Basic Knockdown: 4P2KK All 67 None Not on Crouching FA, JA, MI(?) Easy 4p Whiffs on both of them crouching replace it with 1p if you choose to do to this.
Regular Corner Carry: c.S > (f.S > 2D) > 623P (Dauro) > 66 > PK > 66 > PK > 66 > KP > PPP All 130 Barely Everyone Easy Before you go and Drop Ram because of frustration (and I hear this a lot). The micro-dashes are something you just have to get used to. There's no other way other than practicing it. This gonna be your best friend at the end of it all.
Regular Corner Carry: f.S > 623P (Dauro) > 66 > PK > 66 > PK > 66 > KP > PPP or KKK or KK Crouching or Counter Hit Barely Everyone on Crouching or Counter Hit Easy Same as above only this time f.S will go into Dauro on crouch or Counterhit
Fullscreen Corner Carry: c.S > (2D) > 623P (Dauro) > 66 > PK > 66 > PK > 66 > KP > c.S > 623P > KP > PPP or KKK All 142 Barely Does not work on AX, JA, RA Medium(Hard) If you're not comfortable doing the regular corner carry with micro dashes then practice the regular corner carry. This is a fullscreen corner carry and should end in-wall splat if done right (if the wall splat didn't happen at all, try delaying the last P in PPP a little bit). It also combo requires all the micro dashes to be at their deepest. If you do this combo and end up with a wall splat following with f.S > 5d6. After 5d6 You must do c.S > f.S > 5H > (Followed with any corner sword setup) or they'll tech out and probably in your face. (Unless someone knows better and wants to correct this note, this just always happens to me). Lights are harder to full-screen carry.
Fullscreen Corner Carry 2: c.S > (2D) > 623P > 66 > PK > 66 > PK > KP > 2PPK > KKK All ??? Barely Does not work on Venom Medium(Hard) Impossible on JA. Absurdly Hard on RA. More characters to be tested soon
Sideswitch Carry: c.S > (2D) > 623P (Green Dauro) > 66 > PK4K > (KP) > PPP All 137 None Everyone Medium(Hard) If you're not comfortable doing Green Dauros or Microdashes then don't worry about this one yet. Skip KP on heavyweight characters since they drop to fast or you can skip it altogether if its too much and just do PPP. The only difference is you won't get a wall splat from my testing but you'll end up with a knockdown which is better than nothing. On lightweight characters, you actually don't need a Green Dauro for it to work from my testing. Microdash must be Deep for the 4K to side-switch.
Command Grab Starter: 236K > 66 > PK > 66 > PK > KP > PPP or KK or KKK All ?? Barely Everyone Easy Lights launch higher. Heavys Launch Lower (?) adjust your timing accordingly. 236K is a command grab meaning you won't really be doing this in a normal circumstance but rather after a Setup following a knockdown.
String Starter Carry: 2KPP or KPP or 2PPK > 66 > PK > 66 > PK > KP > PPP or KK or KKK All ?? Barely Everyone Easy While the strings are ok **DONT RELY ON EM** Anyone that even studied a little bit of this matchup is gonna punish it before the overhead (or even low) even comes out if they know its coming. As for 2PPK its just an ok low. Still punishable
Anti Air Combo: 6P > c.S > j.K > j.S > j.c > j.K > j.S > 214S > 214H Anti-air 153 A little more than 25 Everyone Easy This is gonna be you standard anti-air combo. (It will not work without S sword deployed because the s sword special recall is too slow. But it will with h sword deployed out)
Anti Air Combo 2: 6P> c.S > j.K > j.S > j.c >j.K >j.S > j.2D > (j.214K) Anti-air 132 None Everyone Easy This is the Standard anti-air only without the specials involved. If you do this without S sword the combo becomes more unstable cause of the hitbox of j.S without Sword. Also, you don't have to do j.214K. It just helps with getting to the ground faster.
Cassius Launch GS Starter: 214P > PRC > 6S > 623P > 66 > PK > 66 > PK > KP > PPP or KKK > 6S All 138 -50 Everyone Medium/Easy (if you omit the Launch Greatsword) This combo lets you spend only 50 meter to both convert off your projectile and put your opponent in a situation where they are forced to block a sword on wakeup. (in the corner, could probably work midscreen from a 2PPK knockdown) It's important to note that the spacing required to get a PRC and still be in range for the fastest hit off of Dauro is a little bit tight but it could definitely be used as a blockstring ender that you can combo off of if the opponent stops blocking or mashes too early.
Daiji Loop Anti Air Counterhit: 6P > iad~jK > jS~j8D > iad > jK > jS~j8D> iad > jK > jS > j8D > 66 > ppp > wallsplat Anti-Air ?? ?? Definitely works on Axl and Slayer, every other character could potentially work but at this point it's impossible to tell. Almost not worth the trouble Its very hard to say who it does and doesnt work on since its incredibly height specific (where u hit them with 6P) and how close u are to the corner. Some characters u can only do 2 loops and get a knockdown others 3. Also the delays(~) you might need them you might not it all depends on the height they are at and their weight honestly i would just say you have to eyeball it lmao.
Please Hit: 2S > 2H All 124 A little more than 25 Everyone Easy Big call out move. Don't rely on it without meter to spare.
Please Counter Hit: 2S > Corner Carry with how ever you see fit All ?? Small Amount Everyone Varies on Choice of Carry Again don't throw out 2S without meter to spare if you miss 2S or can't make it in time

Standard Midscreen OverDrive/Golden Instant Kill Combos:

Combos Position Damage Tension Gain Works on Difficulty Notes Someone who belives they're Ram Smart enough, please finish this section, She just has so many Im most likely just gonna put a formula. You don't have color code it but at lease have the format you see in the other section with notations like these (Example: 6S, j.6S, f.S, c.S, j.c, iad, 2KPP)
Anything > KnockDown > Super KnockDown ?? -50 Tension Theoretically Everyone Depends General formula from almost here on cause I'm tired from doing the whole combo page
Wallsplat > Filler > Super Splat ?? -50 Tension Theoretically Everyone Depends ^^^^
Anti Air Super: 6P > c.S > j.8D > 632146H Anti-Air ?? -50 Meter Everyone Depends Anti Air combo super.
Air Grab Super: Air Grab > Super Knockdown ?? -50 Tension Everyone Depends Air Grab > Super Nothing else
236K > Red Roman Cancel >Golden IK > 236236H Grabbed Death -50 Meter Everyone Depends Unburstable Instant Kill cause of the grab, Lights go higher, while Heavies Fall faster, Time Accordingly. Can only get golden IK on match point while your opponent is in hell fire and you have to have at least 50 Meter when you activate Instant kill. (To clarify you need 100 meter to begin with so that when you RRC you still have 50 meter to activate the Golden Instant kill)
2S > Red Roman Cancel > Golden IK > 236236H Counter Death -50 Meter Everyone Depends Lights go higher, while Heavies Fall faster, Time Accordingly. Can only get golden IK on match point while your opponent is in hell fire and you have to have at least 50 Meter when you activate IK. (To clarify you need 100 meter to begin with so that when you RRC you still have 50 meter to activate the Golden Instant kill)
Wallsplat > Golden IK Corner Death -50 Meter Everyone Easy Don't immediately press PKSH at the same time after the hits to wall splat. You'll Just feel kind of stupid when you Red Roman Cancel and waste the 50 meter you had you could have used to kill them with corner combo into super or something in relation.  

Refer to other exisiting documents:

I guess:

Its ok:

The best guide to actually learn Ram after you progressed from here:

Video Examples

Mr.Maadhums Ram Video Guide
Daiji's Lecture


 Ramlethal Valentine

System Links
Application & Advanced Information
Archived Information