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Revision as of 23:37, 19 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 again. 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.
- Insane Midrange: f.S and 5H are some of the longest buttons in the game, and are complemented by Bajoneto being a disjointed and highly plus on block fireball.
- Suffocating Corner Pressure: being in the corner allows for Ramlethal to mitigate the downtime of her sword normals after Bajoneto. Launched swords also have a secondary explosion when they reach the corner, letting Ramlethal easily re-assert her turn.
- Hard to Burst: Ramlethal's large normals mean it's likely bursts will whiff against her. The explosions from Bajoneto will also catch stray bursts, and the height she sticks the opponent at on the wall usually means finding a safe burst point is incredibly difficult.
- Double-Edged Swords: Using Bajoneto will lock Ramlethal out of one (or both) of her best poking tools, and she must wait for the corresponding to return until she can use them again.
- Lacking Full-Screen Presence: Outside of Bajoneto and its aforementioned downsides, Ramlethal's only other fullscreen option is an overdrive. Both require a resource and must be carefully managed.
- Rare Midscreen Knockdowns: Ramlethal cannot reliably secure knockdowns from midscreen hits without meter due to her small sweep. Most of the time, getting hit by f.S means you'll only get hit by a 5H.
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. It also makes a surprisingly good anti-air if the opponent is right above Ram, and in those cases it's generally possible to link into 5K for a Dauro confirm. Otherwise, pushback will only allow two jabs until 6P > Dauro stops working.
Gatling Options: 5P, 2P, 6P, 6H
5K
- Good midrange poke for when the opponent is too close for f.S or 5H.
- Combos into 2D, but not at max range.
This is Ramlethal's main close-up neutral tool and punish for options like Potemkin's Hammer Fall. c.S is too short, f.S is too slow, and 2D has both issues. Cancel into Dauro for a basic confirm and to maintain advantage on hit, but take care to make sure you don't do it on block. This move has a lot more combo applications in juggles than on grounded connect.
Gatling Options: 6P, 6H, 5D, 2D
c.S
- 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.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
- GGST Ramlethal Valentine f.S.png
- GGST Ramlethal Valentine f.S With Sword Hitbox.png
With Sword
- GGST Ramlethal Valentine f.S Hitbox.png
Without Sword
- 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. You get a lot more reward off this in the corner thanks to Bajoneto's explosion.
Gatling Options: 5H, 2H
5H
- If H sword equipped then can be used as frametrap before 214P, 236S and 236H without delay.
- 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
- Hold D to charge.
- Deals more damage and launches opponent on hit when fully charged.
- Homing jump cancelable on hit against grounded opponents when fully charged.
- Homing jump cancel forces an Area Shift.
Standard dust attack. Can be charged for more damage and a full combo on hit. RC's allow this attack to continue into further pressure or convert into a combo without charging it. Both charged and uncharged dust sees use in some corner combos.
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
- Can be used as frametrap after c.S without delay.
- If H sword equipped then can be used as frametrap before 214P, 236S and 236H without delay.
- 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. Excellent for getting an opponent into the corner or setting up for a wallbreak from midscreen.
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.
Gatling Options: 5P, 2P, 6P, 6H
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.
Gatling Options: 6P, 6H, 5D, 2D
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.
Gatling Options: 5H, 2H
2H
- If H sword equipped then can be used as frametrap before 214P, 236S and 236H without delay.
- Data in [] refers to when H sword is unequipped.
- Launches on hit.
Makes for a good preemptive anti-air but is prone to trades. Vital to most of Ramlethal's RC combos for gaining height.
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.
Gatling Options: j.P
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.
Gatling Options: j.D
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.
Gatling Options: j.H
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
- Useful for comboing into grounded moves.
Despite what the animation and effect might imply, this does not hit behind Ram so it is unfortunately not a cross-up tool. Instead, it just covers the space in front of and slightly above Ram. If you can land this on an aerial opponent when they are very close and slightly above you while you are descending you can follow up with some of Ram's faster grounded options after landing, such as 5K.
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. In the corner, you can OTG c.S and IAD j.H for a better, autotimed safejump. Ramlethal's throw also gives you the option to OTG anywhere with 214H and 632146H (along with 236236S in the corner) for more damage and to potentially seal a round. Be careful as OTG 214H is unsafe on hit. Weirdly enough, OTG 236236S will not break the wall.
Air Throw
Doesn't give much corner carry as both Ram and the opponent fly away from each other. However, you can still get a similar safejump to her grounded throw from most heights.
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. Combining Dauro with forward momentum and RC lets Ramlethal to quickly close space when she wants to.
Erarlumo
214P -> 214P -> 214P (Delay OK)
- 214P
- Dash cancelable on hit with -10 frame advantage and this dash will force Counter state.
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.
Using this outside the corner is not advised because Ramlethal loses her primary poking tools. She also loses the follow-up explosions which limits her pressure afterwards.
Agressa Ordono
j.214S
- Damage assumes both swords are equipped.
- [] refers to one sword and {} is empty handed.
- Does not launch on grounded hit.
- Functions differently depending on which swords are equipped. If S sword is not equipped the first hit will be weakened and have reduced range and the second hit will be frametrap. If H sword is not equipped the second hit will be weakened and have reduced range. If neither sword is equipped then both hits will be the weaker version.
Good aerial poke due to its range and providing knockdown on aerial opponents. Also useful for following up faster, less committal air-to-air normals to secure knockdown. Doesn't have much utility against grounded opponents due to how low you need to be to get both hits, how missing the second hit even after landing the first one will lead to some easily punishable landing recovery, and how landing both hits doesn't lead to anything on grounded opponents anyways. It can at least be used after landing an air normal to tack on a little extra damage against a grounded opponent provided you are low enough to the ground, but not too low or the second hit won't come out.
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. Reaches about 3/4 of the screen with both swords equipped. While it can catch opponents off guard, it is extremely punishable on block and whiff even at maximum range. Should seldom, if ever, be used in neutral especially if you don't have enough tension to RC the move's long recovery.
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.
Guaranteed to deal 30 damage at low health, making this super a great way to deal with characters with high guts. Be careful if you try to snipe someone fullscreen as projectiles can trade and knock you out of the super. Any competent opponent will either FD the super and take no chip or jump over it and punish you.
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.
91% complete | ||
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Page | Status | % |
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Overview | More detailed/accurate pros and cons, more useful information is still welcome. Aside from that, it is complete. | 19/20 |
Combos | Has been completely revamped. A few typos need to be corrected. The Ramlethal community will be asked for feedback. | 9/10 |
Strategy | Only missing video examples | 18/20 |
Frame Data | Almost done. Need to check values and update descriptions. | 45/50 |