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* Launches higher and deals more damage if delayed from 214P. | * Launches higher and deals more damage if delayed from 214P. | ||
* Data in [] refers to the delayed version. | * Data in [] refers to the delayed version. | ||
* Hard knockdown on hit, allowing | * Hard knockdown on hit, allowing for decent oki in the corner if it doesn't break the wall. | ||
* Ground bounces on counter hit, allowing for a follow-up juggle. | * Ground bounces on counter hit, allowing for a follow-up juggle. | ||
Last rekka in the sequence and also the most minus. High recovery but ground bounces into a hard knockdown in return. | Last rekka in the sequence and also the most minus. High recovery but ground bounces into a hard knockdown in return. |
Revision as of 01:23, 13 June 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Ramlethal is a risk-reward character who must constantly weigh her options between keeping her two powerful swords to dominate the neutralgame, or throwing them as excellent high-damage projectiles that dominate in the corner, but in turn losing access to her long-range normals. With swords, Ramlethal excels in the neutralgame, having some of the longest and quickest normals in the game, and once you've cornered the opponent or opened them up, she can spend her swords to apply high damage wallbreak combos or near-inescapable corner pressure. Ramlethal's swords, when thrown, take a set amount of time to return to her unless walked over, if which they return immediately. This allows Ramlethal to use her swords to great extent when near the corner as she can pick them right back up while continuing to pressure the opponent. Its important to note that Ramlethal's "Calvados" super returns both of her swords to her, meaning that once you reach 50% tension, it is a legitimate strategy to play fast and loose with the sword projectile, just to take them back for free.
In order to play Ram effectively, you must constantly weigh your options and decide whether or not you are in a position where you can afford potentially losing your swords or not before you use them. Generally though, you want to keep your swords in neutral and spend them only off of confirms or once you make it into the corner, but there are always exceptions.
Ramlethal Valentine Ramlethal Valentine , classified as a Shooting type, is a Brigadier who controls the mid-range with her two swords.
- Can throw projectiles at the opponent with no significant hurtbox extensions.
- Actually insane normals that convert to damage and corner carry.
- Corner combos are very difficult to burst.
- Throwing projectiles means that she's deadly vulnerable when the opponent dodges them.
- Has actually big hurtboxes for her size.
Ramlethal Valentine |
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Normal Moves
5P
- Tall hitbox makes this a good anti-air in a pinch.
- Can link into 5K in juggles.
Low risk/low reward pressure normal.
5K
- Good midrange poke for when the opponent is too close for f.S or 5H.
- Combos into 2D, but not at max range.
c.S
- Causes a float state on hit.
- Ramlethal's highest damage starter.
Not very likely you'll get this as anything other than a DP punish because of its short range. Mostly blockstring and combo filler, but has decent frame advantage for stagger pressure if you're feeling brave.
f.S
- GGST Ramlethal Valentine f.S.png
- Data in [] refers to when S sword is unequipped.
- Amazing normal. The gatling into 5H is the icing on the cake.
- Difficult to whiff punish.
This is the warcrimes button. f.S is your go-to midrange check as you can hit confirm with 5H and decide what to do from there.
5H
- Data in [] refers to when H sword is unequipped.
- Not as good as its cousin, but another excellent normal.
Slightly more reach than f.S, very rare that f.S will hit and 5H will whiff. f.S > 5H on block will push your opponent about a half-screen distance away, so only confirm into 236H sword throw if you're near enough to the corner to get a combo off it.
5D
6P
- Upper-body invulnerable.
Ramlethal's most reliable anti-air. Blasts the opponent away on air connect, but leaves standing if it hits a grounded opponent. Doesn't have enough hitstun to combo into 214P, so confirm into Dauro instead for a bit more damage and corner carry.
6H
- Data in [] refers to when H sword is unequipped.
- Launches away on hit, wallbounces in the corner.
Mostly relegated to combo filler and frame trapping. Will combo from 5K on an airborne opponent, but will drop if they're grounded.
2P
- One frame slower than 5P.
5P's crouching cousin. Not as good as a last-minute anti-air, and still doesn't lead to much reward. Use 5P instead.
2K
- Ramlethal's fastest low.
- Worse starter than 5K, some combos that start from 5K will not work from 2K.
This button is second only to 5P in terms of abare. The low hurtbox works wonders in mashing out of your opponent's strings and the frame advantage is pretty good too.
2S
- Data in [] refers to when S sword is unequipped.
Mostly a defensive normal, great to catch dashes with. Hits low but 2K is a better mixup.
2H
- Data in [] refers to when H sword is unequipped.
Makes for a good preemptive anti-air but is prone to trades.
2D
- Will not combo from max range pokes.
Very small for a 2D. You will spend a lot of time cursing out its lack of range. That said, if it does land you can either get good oki or a damaging combo with a Dauro launch.
j.P
- Ramlethal's fastest air normal.
Hits at a good angle to stop opponents above you, but gives pretty low meterless reward like all other P buttons in Guilty Gear Strive.
j.K
- Excellent overhead button.
The mixup machine. Useful in corner fuzzy guard setups with exploding swords, but not quite enough blockstun to work on its own as a jump-in. Only gatlings to j.D to make matters worse.
j.S
- Data in [] refers to when S sword is unequipped.
- Long range air-to-air.
Amazing air button. Cuts off almost half the screen and is pretty safe to use while retreating. Don't get too reliant on IAD back j.S as most characters can smoke your landing recovery.
j.H
- Data in [] refers to when H sword is unequipped.
- Jump in of the gods.
Once this lands, you have to choose immediately what you're doing next due to the high pushback. This is also Ram's primary safejump air button due to its high blockstun single hit.
j.D
Universal Mechanics
Ground Throw
- Gives a manually timed safejump midscreen and setups in the corner with swords/meter.
A pretty good throw, all things considered. A short dash into a forward jump j.H will safejump reversals and catch buttons if timed correctly.
Air Throw
Special Moves
Dauro
623P
- Does not allow for a combo on grounded hit, but confirms a full combo on air hit.
Not useful for loops anymore, but still a great juggle extender. You don't want your opponent to block this.
Erarlumo
214P -> 214P -> 214P (Delay OK)
- 214P
- Dash cancelable on hit.
ArcSys took away Ram's Tekken strings and gave her this instead. Pretty useful for combos, but too unsafe to be reliably used in pressure.
- 214P214P
- Launches higher and deals more damage if delayed from 214P.
- Data in [] refers to the delayed version.
- Staggers on hit and long enough on counter hit to link after.
Can be used as a frame trap after the first version, but its frame advantage makes it a much higher risk than is generally worth taking.
- 214P214P214P
- Launches higher and deals more damage if delayed from 214P.
- Data in [] refers to the delayed version.
- Hard knockdown on hit, allowing for decent oki in the corner if it doesn't break the wall.
- Ground bounces on counter hit, allowing for a follow-up juggle.
Last rekka in the sequence and also the most minus. High recovery but ground bounces into a hard knockdown in return.
Sildo Detruo
214K (Air OK)
- Can cross up depending on spacing.
- Too slow to combo out of grounded hits.
- Knocks down on hit.
Useful if your opponent has never fought a Ramlethal or you need to close a round. Otherwise it's generally too slow to accomplish anything. Your opponent will usually be able to punish this with a throw.
Bajoneto
236S/H
- Using Bajoneto means the corresponding sword will be launched.
- Launched swords will have a delay before they can be used again.
- Launched swords can also be picked up to shorten their downtime.
- Attempting to launch a sword that has already been launched will result in a whiff animation.
- S sword is the top one, H sword is the bottom
Ram's primary corner combo filler. Launched swords explode when they make contact in the corner, which lets Ramlethal do some RPS between running up with a button/throw or whiff punishing your opponent pressing something. Running up is extra beneficial in that you can pick up the swords and start pressuring all over again.
Agressa Ordono
j.214S
- Damage assumes both swords are equipped.
- [] refers to one sword and {} is empty handed.
- Does not launch on grounded hit.
Sabrubato
214H
- Damage assumes both swords are equipped.
- [] refers to one sword and {} is empty handed.
- Cannot be cancelled into.
This is your prime wallbreak move outside supers due to its high damage.
Overdrives
Calvados
632146H
- Returns swords to Ramlethal, no matter their position.
- Deals heavy chip damage if not FD'd.
- RC-able for a nearly invisible (but expensive) mixup.
Mortobato
236236S
- Damage assumes both swords are equipped.
- [] refers to one sword and {} is empty handed.
- Invincible from frame 1.
Ramlethal's only reversal, but quite a good one at that. Launches the opponent about half screen and will break the wall if the opponent hits it while rising. This is also Ramlethal's primary walkbreak super if the opponent is above 50% health, as Calvados is much better for burning through guts.