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| <center>{{Character Label|GGST|Ramlethal Valentine|45px}}</center>
| | {{GGST/CharacterLinks}} |
| {{#lst:{{BASEPAGENAME}}/Data|Links}}
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| {{MFlag|cleanup|clarifier=Combos need to be checked to see if they work in the current game version.}}
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| <div style="float:left; margin-right:25px;">
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| {{TOC limit|3}}
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| </div>
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| {{Combo Notation | | {{Combo Notation |
| |game=GGST | | |game=GGST |
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| ==Beginner Combos== | | ==Beginner Combos== |
| {{BeginnerComboDef}} | | {{BeginnerComboDef}} |
| | # [[#Ramlethal Beginner Combo 1|Basic Kick Combo]] |
| | # [[#Ramlethal Beginner Combo 2|Basic Far Slash Combo]] |
| | # [[#Ramlethal Beginner Combo 3|Basic Close Slash Punish Combo]] |
| | # [[#Ramlethal Beginner Combo 4|Basic Punch Combo]] |
| | # [[#Ramlethal Beginner Combo 5|Basic Air Combo]] |
| | {{TheoryBox |
| | | Title = Basic Kick Combo |
| | | Oneliner = |
| | | Difficulty = Very Easy |
| | | Anchor = Ramlethal Beginner Combo 1 |
| | | Video = GGST Ram Combo Beginner Kick.webm |
| | | Size = 256x192 |
| | | Recipe = {{clr|K|2K}} or {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|214P}} > {{clr|P|214P}} > {{clr|P|214P}} |
| | | content = |
| | good damage for a kick. Because of Ram’s incredibly fast dash speed, kicks can be threatened quickly. |
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| # [[{{PAGENAME}}#Ramlethal Beginner Combo 1|Basic Rekka Combo]]
| | {{clr|D|2D}} can whiff at max kick ranges. |
| # [[{{PAGENAME}}#Ramlethal Beginner Combo 2|Basic Dauro Combo]]
| | }} |
| | {{TheoryBox |
| | | Title = Basic Far Slash Combo |
| | | Oneliner = |
| | | Difficulty = Very Easy |
| | | Anchor = Ramlethal Beginner Combo 2 |
| | | Video = GGST Ram Beginner FarSlash Combo.webm |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|f.S}} > {{clr|H|5H}} ( > {{clr|P|623P}}) |
| | | content = |
| | Not a huge combo, but it’s more than most characters get at this distance. |
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| | {{clr|P|623P}} will not reach at max range. But when it does reach, {{clr|P|623P}} puts Ram right in her opponent’s face with advantage. |
| | }} |
| {{TheoryBox | | {{TheoryBox |
| | Title = Basic Rekka Combo | | | Title = Basic Close Slash Punish Combo |
| | Oneliner = Learn to love the rekka | | | Oneliner = Big damage for a big mistake |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Easy |
| | Anchor = Ramlethal Beginner Combo 1 | | | Anchor = Ramlethal Beginner Combo 3 |
| | Video = GGST Ramlethal Valentine Beginner Combo 1.webm | | | Video = GGST Ram Beginner CloseSlash Combo.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|S|f.S}} > {{clr|P|214P}} > {{clr|P|214P}} > {{clr|P|214P}} | | | Recipe = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}}, {{clr|S|c.S}} > jc, {{clr|K|j.K}} > {{clr|S|j.214S}} |
| | content = | | | content = |
| An easy way to get damage and secure a knockdown anywhere on screen while learning to use one of Ram's strongest tools. Note that using the {{clr|S|f.S}} variation will not work at it's max range.
| | Used primarily to punish a blocked super or reversal. |
| | |
| | The direction of the jump cancel does not matter for this combo, but 9jc is used for more complex combos. |
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| Other normals and gatlings can combo into rekka, such as {{clr|P|5P}} > {{clr|P|6P}} and {{clr|K|2K}} > {{clr|D|2D}}
| | With the {{keyword|Hard Knockdown}}, Ram has time to prepare her offense again. |
| }} | | }} |
| | {{TheoryBox |
| | | Title = Basic Punch Combo |
| | | Oneliner = 6 hits from your fastest mash |
| | | Difficulty = Very Easy |
| | | Anchor = Ramlethal Beginner Combo 4 |
| | | Video = GGST Ram Combo Beginner Punch.webm |
| | | Size = 256x192 |
| | | Recipe = ({{clr|P|5P}} > ) {{clr|P|5P}} > {{clr|P|6P}} > {{clr|P|214P}} > {{clr|P|214P}} > {{clr|P|214P}} |
| | | content = |
| | Used to mash out as fast as possible. {{clr|P|5P}} beats medium-sized gaps. |
| | |
| | Only one {{clr|P|5P}} will reach at longer ranges. And any {{clr|P|5P}} can be replaced with {{clr|P|2P}}. |
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| | In most cases, starting with {{clr|P|6P}} can lead to the same {{clr|P|214P}} > {{clr|P|214P}} > {{clr|P|214P}} follow-up as it does here. For example, as a counterhit anti-air. |
| | }} |
| {{TheoryBox | | {{TheoryBox |
| | Title = Basic Dauro Combo | | | Title = Basic Air Combo |
| | Oneliner = When it's too far for a rekka | | | Oneliner = Basically already optimal |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = Ramlethal Beginner Combo 2 | | | Anchor = Ramlethal Beginner Combo 5 |
| | Video = GGST Ramlethal Valentine Beginner Combo 2.webm | | | Video = GGST Ram Beginner AirCombo.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|S|f.S}} > {{clr|P|623P}} | | | Recipe = j.X > {{clr|S|j.214S}} |
| | content = | | | content = |
| Not much of a combo, but an important hitconfirm at max range {{clr|S|f.S}}, which allows Ram to keep close to the opponent and maintain the pressure
| | Any of Ram’s air attacks can lead into j.214S for a {{keyword|Hard Knockdown}}. |
| | |
| | This works as an air-to-air or as a jump-in. |
| }} | | }} |
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| | ==Core Combo Theory== |
| | <tabber> |
| | Rekka Cancel Alternative= |
| | {{TheoryBox |
| | | Title = Rekka Cancel Alternative |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = Rekka Cancel Alternative Note |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = Core combos will assume you can perform a rekka cancel into {{clr|P|623P}}. Cancelling into {{clr|P|623P}} is important for Ram's combo optimization because of its better spacing and damage over {{clr|P|214PPP}}. |
| | |
| | Rekka cancels are explained in the next tab. If you are not yet comfortable with rekka cancels, any combo ending with dc > {{clr|P|623P}} can be replaced with {{clr|P|214P}} to make it significantly easier. |
| | }} |
| | |-| |
| | Rekka Cancels= |
| | {{TheoryBox |
| | | Title = Rekka Cancels |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = {{MMC|input=214P|label={{clr|P|Erarlumo 1}}}} (Rekka 1) and {{MMC|input=214P 214P|label={{clr|P|Erarlumo 2}}}} (Rekka 2) can cancel into other special moves by kara cancelling their dash cancel, with the exception of {{MMC|input=214H|label={{clr|H|Sabrobato}}|imageNumber=1}}. Thanks to this, Ramlethal gains access to new combo routes and improves her combos' utility. |
| | |
| | It is important to note that, while cancelling into most special moves allows you to take advantage of the game's input buffer, this can't be done when cancelling a rekka back into Rekka 1. In order to do this cancel, the kara cancel must be inputted during the 2f window at the beginning of the dash. |
| | |
| | For more information, view SQ's video guide to rekka cancels: |
| | https://youtu.be/r4SxISI0TQ4 |
| | }} |
| | |-| |
| | Delayed Rekkas= |
| | {{TheoryBox |
| | | Title = Delayed Rekkas |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = The input for {{MMC|input=214P 214P|label={{clr|P|Erarlumo 2}}}} (Rekka 2) and {{MMC|input=214P 214P 214P|label={{clr|P|Erarlumo 3}}}} (Rekka 3) can be delayed and, if properly delayed, can provide more damage and additional properties to the moves. |
| | |
| | However, the proper delayed Rekkas are much more difficult to pull off, as the window for delayed Rekka 2 is 7 frames and the window for delayed Rekka 3 is 11f. It is very easy to delay too little and get the regular version or delay too much and have the rekka series end. |
| | |
| | *Delayed rekkas have an orange smear trail instead of white |
| | *Delayed Rekka 2 launches on grounded hit and launches higher than normal on air hit. |
| | *Delayed Rekka 3 causes a higher and more vertical ground bounce than normal. |
| | }} |
| | </tabber> |
| ==Core Combos== | | ==Core Combos== |
| {{CoreComboDef}} | | {{CoreComboDef}} |
| | # [[#Ramlethal Core Combo 1|Universal 2K Combo]] |
| | # [[#Ramlethal Core Combo 2|Close-Range Far Slash Combo]] |
| | # [[#Ramlethal Core Combo 3|Intermediate Close Slash Punish Combo]] |
| | # [[#Ramlethal Core Combo 4|Basic Corner Carry Combo]] |
| | # [[#Ramlethal Core Combo 5|Basic Burst-Safe Corner Carry Combo]] |
| | # [[#Ramlethal Core Combo 6|Counter Hit Combos]] |
| | {{TheoryBox |
| | | Title = Universal 2K Combo |
| | | Oneliner = Now with rekka cancels! |
| | | Difficulty = Medium |
| | | Anchor = Ramlethal Core Combo 1 |
| | | Video = GGST Ram Combo Core 2K.webm |
| | | Size = 256x192 |
| | | Recipe = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|P|214P}} > {{clr|P|214P}} > dl~dc > {{clr|P|623P}} |
| | | content = |
| | An improvement on the beginner version that leaves Ram close enough to continue pressure. |
| | |
| | The small delay is necessary so that {{clr|P|623P}} does not whiff underneath the opponent. The delay can instead be done between hits of {{clr|P|214P}} – and that is usually the easier way, but to avoid confusion with charged {{clr|P|214PP}}, it was placed before {{clr|P|623P}}. |
| | |
| | See the [[#Rekka Cancel Alternative Note|Rekka Cancel Alternative Note]] if you are not comfortable with dash cancels yet. |
| | }} |
| | {{TheoryBox |
| | | Title = Close-Range Far Slash Combo |
| | | Oneliner = |
| | | Difficulty = Medium |
| | | Anchor = Ramlethal Core Combo 2 |
| | | Video = GGST Ram Combo Core farSlash.webm |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|f.S}} > {{clr|P|214P}} > {{clr|P|214P}} > dc > {{clr|P|623P}} |
| | | content = |
| | If the opponent is at approximately the RATTLE text on Ram's {{clr|S|f.S}} sword, Ram is close enough to use this combo. Being slightly closer than roundstart distance is another way to tell. |
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| # [[{{PAGENAME}}#Ramlethal Core Combo 1|Basic Corner Carry Combo]]
| | This route loses a small amount of damage over the beginner version in exchange for ending significantly closer. Close enough to threaten {{clr|S|c.S}} immediately. |
| # [[{{PAGENAME}}#Ramlethal Core Combo 2|Basic Rekka Cancel Combo]]
| |
| # [[{{PAGENAME}}#Ramlethal Core Combo 3|Rekka Cancel Corner Carry]]
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| | If you are not comfortable with dash cancels yet, the beginner version is stronger. |
| | }} |
| | {{TheoryBox |
| | | Title = Intermediate Close Slash Punish Combo |
| | | Oneliner = |
| | | Difficulty = Easy |
| | | Anchor = Ramlethal Core Combo 3 |
| | | Video = GGST Ram Combo Core CloseSlash.webm |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}}, {{clr|S|c.S}} > {{clr|P|214P}}, {{clr|K|5K}} > 9jc, {{clr|K|j.K}} > {{clr|S|j.214S}} |
| | | content = |
| | Dash momentum will make the {{clr|K|j.K}} land more consistently, but it’s rare to find situations where Ram doesn’t have dash momentum for a {{clr|S|c.S}} punish. |
| | }} |
| {{TheoryBox | | {{TheoryBox |
| | Title = Basic Corner Carry Combo | | | Title = Basic Corner Carry Combo |
| | Oneliner = This is where the fun begins | | | Oneliner = This is where the fun begins |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = Easy |
| | Anchor = Ramlethal Core Combo 1 | | | Anchor = Ramlethal Core Combo 4 |
| | Video = GGST Ramlethal Valentine Core Combo 1.webm | | | Video = GGST Ram Combo Core CornerCarry.webm |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|c.S}} or air-hit {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236H}}, 66{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}} (Wallsplat), {{clr|H|214H}} |
| | | content = |
| | A basic corner carry combo with {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}} -- each step of which can be delayed to confirm a wallsplat. Useful if you're unsure about the wall's health. |
| | |
| | This can be used as a standalone combo, or it can be used as a combo extension from any other setups that link into {{clr|S|c.S}} or air-hit {{clr|K|5K}}. For example: |
| | * After RRC |
| | * After the {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}}, {{clr|S|c.S}} > {{clr|P|214P}} starter in the [[#Ramlethal Core Combo 2|Intermediate Close Slash Punish Combo]] above |
| | * After the starters of any of the [[#Ramlethal Core Combo 6|Counter Hit Combos]] below |
| | }} |
| | <tabber> |
| | Preface= |
| | {{TheoryBox |
| | | Title = Counter Hit Combo Repository |
| | | Oneliner = Click the buttons above the box to navigate. |
| | | Difficulty = |
| | | Anchor = Ramlethal Core Combo 6 |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = |
| | }} |
| | |-| |
| | 5K= |
| | {{TheoryBox |
| | | Title = Counter Hit 5K Combo |
| | | Oneliner = An important wishconfirm |
| | | Difficulty = Easy |
| | | Anchor = |
| | | Video = GGST Ram Combo Core CH-5K.webm |
| | | Size = 256x192 |
| | | Recipe = CH {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|623P}}, {{clr|S|c.S}} or {{clr|K|5K}} > 9jc, ({{clr|K|j.K}} > ) {{clr|S|j.214S}} |
| | | content = |
| | Landing {{clr|S|c.S}} requires a close start, but {{clr|K|5K}} works at all distances. |
| | |
| | {{clr|K|j.K}} requires dash momentum against some characters, like Gio. Using {{clr|K|j.K}} will better space a {{keyword|safejump}} |
| | }} |
| | |-| |
| | 5H= |
| | {{TheoryBox |
| | | Title = Counter Hit 5H Combo |
| | | Oneliner = This is why we frametrap |
| | | Difficulty = Medium |
| | | Anchor = |
| | | Video = GGST Ram Combo Core CH-5H.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H}} , 66{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}} (Wallsplat), {{clr|H|214H}} / {{clr|H|632146H}} | | | Recipe = CH {{clr|H|5H}} > {{clr|K|214K}}, {{clr|S|c.S}} or {{clr|P|6P}} > {{clr|P|214P}} > {{clr|P|214P}} > dc > {{clr|P|623P}} |
| | content = | | | content = |
| A basic corner carry combo with {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}} string to confirm wallbreak. Useful if you're unsure about the wall's health.
| | An important hitconfirm off of a huge button. This combo has a few variations that work at increasingly farther {{clr|H|5H}} distances, but with increasingly lower damage and corner carry. The combo shown above is the closest-range version, but it will still work at the majority of distances. |
| | |
| | While {{clr|S|c.S}} is preferred for damage, wall conversions, and easier link timing, Ram will be pushed out of {{clr|S|c.S}} range against larger characters (Pot, Faust, Nago, Goldlewis, and Bedman?). {{clr|P|6P}} works character-universally and reaches negligibly farther, but still doesn’t help for longer {{clr|H|5H}} ranges where both {{clr|S|c.S}} and {{clr|P|6P}} whiff. |
| | |
| | At ranges where {{clr|S|c.S}} and {{clr|P|6P}} both whiff, only {{clr|K|5K}} > {{clr|P|623P}} can connect in their place. At the longest ranges, {{clr|K|5K}} or even {{clr|K|214K}} can whiff. Sometimes {{clr|H|5H}} is just too big of a button for its own good. |
| | |
| | See the [[#Rekka Cancel Alternative Note|Rekka Cancel Alternative Note]] if you are not comfortable with dash cancels yet. |
| }} | | }} |
| | </tabber> |
|
| |
|
| | ==Advanced Combo Theory== |
| | <tabber> |
| | 5K versus dl~214PP~dc= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Basic Rekka Cancel Combo | | | Title = {{clr|K|5K}} versus dl~{{clr|P|214PP}}~dc |
| | Oneliner = Your hands may have blisters, but it'll be worth it | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = |
| | Anchor = Ramlethal Core Combo 2 | | | Anchor = |
| | Video = GGST Ramlethal Valentine Core Combo 2.webm | | | Video = |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|214P~dl 214P}} > dc > {{clr|P|214P~dl 214P~214P}} | | | Recipe = |
| | content = | | | content = |
| A harder midscreen combo but it gives much better damage thanks to Ramlethal's rekka cancels (see Erarlumo section).
| | Sometimes called Rekka Loops. |
| | |
| | Air juggle combos until this point have been filled with variations of {{clr|P|214P}}, {{clr|K|5K}} > {{clr|P|214P}}. In nearly all cases, this is objectively weaker than the same combos with {{clr|P|214P}}~dl > {{clr|P|214P}} > dc > {{clr|P|214P}}. It gives slightly more meter, damage, corner carry, and it allows some combos to work one weight-class higher with perfect timing. |
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| It's possible to input the second {{clr|P|214P}} in both rekka strings instead of delaying it, but it will provide less damage and may cause the combo to drop more often.
| | However, achieving the perfect timing on both the delay and the rekka cancel is incredibly difficult. Even without perfect timing, the gains in other aspects are very slight. Use at your own discretion. |
| }} | | }} |
| | |-| |
| | 623P in Juggles= |
| | {{TheoryBox |
| | | Title = {{clr|P|623P}} in Juggles |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = |
| | {{clr|P|623P}}'s launch height is highly dependent on gravity scaling. This, combined with the [[GGST/Damage#Gravity and Launch Speed|same attack penalty]], means you can never meterlessly continue a combo after a second {{clr|P|623P}}. |
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| | In most cases, {{clr|P|623P}} is the initial launcher. But in rare cases where Ram launches without it, it can be used to juggle longer than simply doing rekka loops. |
| | }} |
| | |-| |
| | Dash Cancel Rekka 1= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Rekka Cancel Corner Carry | | | Title = Dash Cancel Rekka 1 |
| | Oneliner = Bringing it all together | | | Oneliner = |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = |
| | Anchor = Ramlethal Core Combo 3 | | | Anchor = |
| | Video = GGST Ramlethal Valentine Core Combo 3.webm | | | Video = |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|P|214P~dl 214P}} > dc > {{clr|H|236H}} , 66{{clr|S|c.S}} > {{clr|H|6H}} (Wallsplat), {{clr|H|214H}} / {{clr|H|632146H}} | | | Recipe = |
| | content = | | | content = |
| A {{clr|K|2K}} > {{clr|D|2D}} conversion that provides great corner carry.
| | With high launchers, it is possible for Ram to cross under the opponent while maintaining the combo. This is usually done at the point between or after a high {{clr|S|c.S}} > {{clr|P|214P}}. By adding a dash cancel between them, Ram can side-switch to wallbreak behind her. For example: |
| | |
| | <code>{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}}, {{clr|S|c.S}} > dc > {{clr|P|214P}} (side-switches), {{clr|S|c.S}} > {{clr|H|6H}} WS, {{clr|H|214H}}</code> |
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| |
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| The second {{clr|P|214P}} must be delayed (see Erarlumo section) and is much more difficult to perform on heavyweights.
| | This is also done in highly mechanical combos where Ram pushes the opponent off the wall and side-switches again to allow for many more hits after a normal route would have wallsplat. For example: |
| | |
| | <code>{{clr|K|2K}} > {{clr|D|2D}} > {{clr|P|214P}}~dl {{clr|P|214P}} > dc > {{clr|H|236H}}, 66, ({{clr|H|236H explosion}}), {{clr|S|236S}}, 66, ({{clr|S|236S explosion)}}~{{clr|S|c.S}} > {{clr|P|214P}} > dc > {{clr|P|214P}} (side-switches), {{clr|S|c.S}} > {{clr|P|214P}} WS > {{clr|H|632146H}} WB</code> |
| | |
| | You can find more specifics and videos on these combos in the Combo List. |
| }} | | }} |
| | |-| |
| | Metered Combos= |
| | {{TheoryBox |
| | | Title = Metered Combos |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = |
| | In general, Ramlethal uses meter in her combos to end them with either {{MMC|input=632146H|label={{clr|H|Calvados}}}} or {{MMC|input=236236S|label={{clr|S|Mortobato}}}} (see Combo ender table in Corner section). However, there are some cases where you can use your meter to extend you combos with a Roman Cancel. |
| | }} |
| | |-| |
| | RRC Extensions= |
| | {{TheoryBox |
| | | Title = RRC Extensions |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = |
| | Red Roman Cancels can be used in Ramlethal's midscreen combos to give them extra corner carry. Almost amything goes, but do keep gravity scaling and wall health in mind when extending certain combos. |
| | |
| | The following combo examples should provide an idea to how Red Roman Cancels can be used in Ramlethal's combos, but feel free to practice and experiment. Even with just the routes listed here, a wallbreak after RRC should be possible anywhere on the screen. |
| | |
| | <code>X > 66RRC, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H}}</code> |
| | |
| | The first half of the Core Combo for corner carry. Note that continuing the combo after 236H might lead to a wallsplat, so end the combo here if you want to keep the corner. |
| | |
| | <code>X > 88RRC, ({{clr|S|c.S}} > ) {{clr|H|2H}} > {{clr|S|236S}}</code> |
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|
| ==Combo Theory==
| | An alternate route to keep the opponent higher or sideswap. Can be kept burst-safe by omitting the c.S. |
| ===Erarlumo===
| |
| Ramlethal's rekka series Erarlumo is an important tool in Ramlethal's kit, as its different versions and cancelling ability allow her to access new combo routes and increase her damage output.
| |
| ====Delayed Rekkas====
| |
| The input for {{MMC|input=214P 214P|label={{clr|P|Erarlumo 2}}}} (Rekka 2) and {{MMC|input=214P 214P 214P|label={{clr|P|Erarlumo 3}}}} (Rekka 3) can be delayed and, if properly delayed, can provide more damage and additional properties to the moves.
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| However, the proper delayed Rekkas are much more difficult to pull off, as the window for delayed Rekka 2 is 7 frames and the window for delayed Rekka 3 is 11f. It is very easy to delay too little and get the regular version or delay too much and have the rekka series end.
| | <code>X > 88RRC, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} (sour spot), 66 {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236H}}</code> |
| | |
| | Only possible with low gravity scaling. This route has longer corner carry than the others. The sour spot requires the opponent to be above the sword rather than being hit by it directly. It will bounce the opponent up and away instead of carrying. |
| | }} |
| | |-| |
| | Bajoneto H PRC= |
| | {{TheoryBox |
| | | Title = Bajoneto H PRC |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = |
| | After using {{MMC|input=236H|label={{clr|H|Bajoneto H}}}}, Ramlethal can use PRC to apply pressure or go for a high/low {{keyword|Mix-up}}. {{clr|K|2K}} or {{clr|D|2D}} can be used for hitting low and can continue into a typical corner combo from those starters. {{clr|D|5D}} can be used to hit high, which can link into {{clr|S|c.S}} after the sword explosion. In these combos, the wall breaks much easier, so route accordingly. |
| | |
| | The following are some example combos. Practice and experiment yourself to see what works for you. |
|
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| *Delayed Rekka 2 launches on grounded hit and launches higher than normal on air hit.
| | <code>{{clr|H|236H}} (blocked) > 66PRC > {{clr|K|2K}} (hit) > {{clr|D|2D}} > {{clr|P|214P~214P}} > dc > {{clr|P|623P}}</code> |
| *Delayed Rekka 3 causes a higher and more vertical ground bounce than normal.
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| ====Rekka Cancels====
| | <code>{{clr|H|236H}} (blocked) > 66PRC > {{clr|D|5D}} (hit) , {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}} (Wallsplat), {{clr|H|214H}}</code> |
| {{MMC|input=214P|label={{clr|P|Erarlumo 1}}}} (Rekka 1) and {{MMC|input=214P 214P|label={{clr|P|Erarlumo 2}}}} can cancel into other special moves by kara cancelling their dash cancel, with the exception of {{MMC|input=214H|label={{clr|H|Sabrobato}}|imageNumber=1}}. Thanks to this, Ramlethal gains access to new combo routes and improves her combos' utility. | |
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| It is important to note that, while cancelling into most special moves allow you to take advantage of the game's input buffer, this can't be done when cancelling a rekka back into Rekka 1. In order to do this cancel, the kara cancel must be inputted during the 2f window at the beginning of the dash.
| | Videos of each can be found in the combo list. |
| | }} |
| | </tabber> |
| | ===Combo Pieces=== |
| | ====Midscreen==== |
| | Ramlethal's midscreen combos don't always deal the massive damage that her corner carry combos do, but because {{clr|P|214P}} and {{clr|P|623P}} are advancing, they contribute to moving the fight to where she is strongest. |
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| For more information, view SQ's video guide to rekka cancels:
| | The following combo pieces can be used in your midscreen combos: |
| https://youtu.be/r4SxISI0TQ4
| | {| class="wikitable" |
| | |- |
| | ! Combo Piece !! Notes |
| | |- |
| | || {{clr|S|c.S}}/{{clr|K|5K}} > {{clr|P|214P}} || Common filler in juggle combos. Can be used up to 3 times depending on launch height and the opponent's weightclass. |
| | |- |
| | || {{clr|P|214P}}~dl > {{clr|P|214P}} > dc > {{clr|P|214P}} || Significantly higher-execution combo filler that rewards Ram with marginally higher damage, carry, and meter. Can also be repeated more than once in a combo. |
| | |- |
| | |} |
|
| |
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| ===Midscreen===
| | The following combo enders can be used in your midscreen combos, and should be switched around depending on what you want to do: |
| Ramlethal's best midscreen combos involve her rekka, as it leads to good damage and a hard knockdown. If you're able to get the opponent in the air, then you'll be able to get a good juggle and possibly unburstable combo that'll provide better damage and will still lead into her rekka.
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| {| class="wikitable" | | {| class="wikitable" |
| ! Combo !! Notes
| |
| |- | | |- |
| | {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|623P}}, {{clr|S|c.S}} > {{clr|P|214P~214P~214P}} || A basic juggle combo. Does not work from {{clr|K|2K}} starter | | ! Combo ender !! Notes |
| | |- |
| | || {{clr|S|j.214S}} || This juggle-only ender sacrifices a small amount of damage for a hard knockdown. |
| | It is generally reached through {{clr|S|c.S}}/{{clr|K|5K}} > 9jc, ({{clr|K|j.K}} > ). The {{clr|K|j.K}} will not always reach without additional advancements mid-combo -- primarily by using dash-cancels into {{clr|P|214P}}. {{clr|K|j.K}} tends to add no damage due to [[GGST/Damage#R.I.S.C Level|R.I.S.C scaling]], but it also tends to space the opponent better for a follow-up safejump. It can often be omitted with no loss by using different jump cancel directions. |
| |- | | |- |
| | {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214P~dl 214P}} > dc > {{clr|P|214P~dl 214P}} > dc > {{clr|P|214P~214P~214P}} || High damage midscreen combo with rekka cancels, but is much harder to do against heavyweights | | || {{clr|P|214P~214P}} > dc > {{clr|P|623P}} || Leaves Ram at least +5 and close to the opponent. |
| | On grounded combos, because of the [[GGST/Attack Attributes#Floating Crumple|Floating Crumple]], this can be followed up with a {{clr|P|5P}} to check for reversal attempts. However, this loses the frame advantage. In juggles, this series can be done closer to the ground than {{clr|S|j.214S}}, sometimes allowing for more rekka loops at the cost of the hard knockdown. |
| |- | | |- |
| |} | | |} |
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| ===Corner Carry=== | | ====Corner Carry==== |
| Ramlethal's win condition is getting the opponent to the corner, as she's able to apply suffocating pressure and gains powerful conversions on hit. | | Ramlethal is able to apply suffocating pressure and gains powerful conversions on hit when her opponent is in the corner. |
| The following combo pieces can be used past round start distance to get the opponent in the corner. | | The following combo pieces can be used past round start distance to get the opponent in the corner. |
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| | {{clr|P|214P~dl 214P}} > dc > {{clr|H|236H}} || Corner carry piece from rekka hits. Requires the second rekka to be delayed or the opponent to already be high in the air. | | | {{clr|P|214P~dl 214P}} > dc > {{clr|H|236H}} || Corner carry piece from rekka hits. Requires the second rekka to be delayed or the opponent to already be high in the air. |
| Depending on weight and gravity scaling, {{clr|H|236H}} can be replaced with {{clr|S|236S}}. Practice and experiment yourself and see what works! | | Depending on weight and gravity scaling, {{clr|H|236H}} can be replaced with {{clr|S|236S}}. Practice and experiment yourself and see what works! |
| |-
| |
| | {{clr|H|6H}} > {{clr|K|214K}} || A difficult corner carry piece, but more damaging on hit. Very dependent on the opponent's weight, distance from the corner, and gravity scaling.
| |
| While inconsistent, it is the optimal combo piece from {{clr|H|6H}}, so practice and experiment to see when it works!
| |
| |- | | |- |
| |} | | |} |
| | | ====Corner==== |
| ===Corner=== | |
| Once Ramlethal gets a hit in the corner, anything goes. While getting damage is good, it's always important to know when the wall is going to break and if you want it to break. | | Once Ramlethal gets a hit in the corner, anything goes. While getting damage is good, it's always important to know when the wall is going to break and if you want it to break. |
| The following combo pieces can be used in your corner combos: | | The following combo pieces can be used in your corner combos: |
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| ! Combo Piece !! Notes | | ! Combo Piece !! Notes |
| |- | | |- |
| || {{clr|H|6H}} > {{clr|H|236H}} || Basic conversion piece. Works after {{clr|S|c.S}} or air hit {{clr|K|5K}}, as well as any Bajoneto juggle. | | || {{clr|H|6H}} > {{clr|H|236H}} || Basic conversion piece. Works after {{clr|S|c.S}}, air hit {{clr|K|5K}}, or {{clr|S|236S}}. Can be followed up by dash up {{clr|S|c.S}}, dash up {{clr|D|5[D]}}, or {{clr|S|236S}}. |
| Avoid using it if you think the wall is about to break, as you don't want the sword "stealing" the wallbreak. | | Avoid using it if you think the wall is about to break, as you don't want the sword "stealing" the wallbreak. |
| |- | | |- |
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| Once again, avoid using combo pieces involving Bajoneto near the end of combos, to avoid breaking the wall when you didn't mean to. | | Once again, avoid using combo pieces involving Bajoneto near the end of combos, to avoid breaking the wall when you didn't mean to. |
| |- | | |- |
| || {{clr|K|214K}} || Optimal damage, but fairly unstable. Can be done after {{clr|H|2H}}, {{clr|H|6H}}, or even Bajoneto juggles. | | || {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}} || Important ender that lets you confirm wallstick. You can stagger each move here to confirm if they stick to the wall, and properly break the wall with the right ender. |
| Timing varies and can be hard, so once again practice and experiment.
| |
| |- | | |- |
| || {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}} || Important ender that lets you confirm wallstick. You can stagger each move here to confirm if they stick to the wall, and properly break the wall with the right ender. | | || {{clr|D|5[D]}} || A high damage piece to add after any sword juggle on the wall. Sometimes {{clr|S|c.S}} and always {{clr|K|5K}} are possible afterward depending on the {{clr|D|5[D]}} pushback. |
| |- | | |- |
| |} | | |} |
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| || {{clr|S|236236S}} || Mortobato is your other metered ender, though it is less damaging than Calvados, it is faster, and builds a lot less Burst for the opponent. | | || {{clr|S|236236S}} || Mortobato is your other metered ender, though it is less damaging than Calvados, it is faster, and builds a lot less Burst for the opponent. |
| Thanks to its speed, it'll work after {{clr|P|214P~214P~214P}} wallstick. | | Thanks to its speed, it'll work after {{clr|P|214P~214P~214P}} wallstick. Its speed also allows Ram to combo {{clr|P|214P~214P}} > dc > {{clr|S|236236S}} for wallbreaks with combos that would not have enough hits to wallstick. This is stronger than a RRC combo for the same meter because of the super wallbreak hard knockdown. |
| |- | | |- |
| || {{clr|S|236S}} / {{clr|H|236H}} || This isn't a wallbreak ender, but is a good way to end combos without breaking the wall. It is only a soft knockdown, but it will give you enough advantage to get a meaty c.S. | | || {{clr|S|236S}} / {{clr|H|236H}} || This isn't a wallbreak ender, but is a good way to end combos without breaking the wall. It is only a soft knockdown, but it will give you enough advantage to get a meaty c.S. |
| |- | | |- |
| || {{clr|S|j.214S}} || Again, this isn't a wallbreak ender, but one to keep the corner. {{clr|S|j.214S}} has the advantage of giving a hard knockdown, letting you set up your most powerful okizeme. | | || {{clr|S|j.214S}} || Again, this isn't a wallbreak ender, but one to keep the corner. {{clr|S|j.214S}} has the advantage of giving a hard knockdown, letting you set up your most powerful okizeme. |
| It is however harder to combo into, being only possible after Bajoneto. | | It is however harder to combo into, being only possible after Bajoneto or jump cancels. |
| |-
| |
| |}
| |
| | |
| ===Metered Combos===
| |
| In general, Ramlethal uses meter in her combos to end them with either {{MMC|input=632146H|label={{clr|H|Calvados}}}} or {{MMC|input=236236S|label={{clr|S|Mortobato}}}} (see Combo ender table in Corner section). However, there are some cases where you can use your meter to extend you combos with a Roman Cancel.
| |
| | |
| ====RRC Extensions====
| |
| Red Roman Cancels can be used in Ramlethal's midscreen combos to give them extra corner carry. Almost amything goes, but do keep gravity scaling and wall health in mind when extending certain combos.
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| | |
| The following combo examples should provide an idea to how Red Roman Cancels can be used in Ramlethal's combos, but feel free to practice and experiment.
| |
| | |
| {| class="wikitable"
| |
| |-
| |
| ! Combo !! Notes
| |
| |-
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| || {{clr|S|f.S}} > {{clr|P|623P}} > 66RRC > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H}} || Basic RRC extension that combines a basic midscreen combo and a basic corner carry combo. Works from round start.
| |
| Note that continuing the combo after {{clr|H|236H}} might lead to a wallsplat, so end the combo here if you want to keep the corner.
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| |-
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| || {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|214P~dl 214P}} > 66RRC > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H}} || A combo that can be used to side swap in the corner during the Roman Cancel.
| |
| Be careful not to travel too far from the corner when swapping sides, or else {{clr|H|236H}} won't connect.
| |
| |-
| |
| || {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214P~dl 214P}} > dc > {{clr|P|214P~dl 214P}} > dc > {{clr|P|214P~214P~214P}} > 66RRC > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} || A rekka cancel combo that carries from one corner to another. Very difficult, but very rewarding.
| |
| |-
| |
| |}
| |
| | |
| ====Dauro Whiff PRC====
| |
| Advanced use of {{MMC|input=623P|label={{clr|P|Dauro}}}} and Purple Roman Cancels allows Ramlethal to extend some combos that are normally out of reach for her. They're typically used when {{clr|S|f.S}} or {{clr|H|5H}} pushes the opponent too far for Dauro to connect, but close enough for a Drift PRC to allow Ramlethal to continue the combo.
| |
| | |
| The following is one example of such a combo:
| |
| ;<code>{{clr|S|f.S}} > {{clr|H|5H}} > {{clr|P|623P}} (whiff) > 66PRC > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}}</code>
| |
| This combo occurs with Ramlethal slightly closer to the corner at round start, but the timing and ranges of {{clr|S|c.S}} > {{clr|H|2H}} vary based on when the PRC was executed. Dauro Whiff PRC combos are very specialized because of the distance and timing required to continue one, but can provide good reward depending on the route. Practice and experiment yourself with the combo pieces listed in the previous Combo Theory sections.
| |
| | |
| ====Bajoneto H PRC====
| |
| After using {{MMC|input=236H|label={{clr|H|Bajoneto H}}}}, Ramlethal can use PRC to apply pressure or go for a high/low {{keyword|Mix-up}}. {{clr|K|2K}} or {{clr|D|2D}} can be used for hitting low and can continue into a typical corner combo from those startes. {{clr|D|5D}} can be used to hit high, which can link into {{clr|S|c.S}} after the sword explostion. In these combos, the wall breaks much easier, so route accordingly.
| |
| | |
| The following are some example combos. Practice and experiment yourself to see what works for you.
| |
| {| class="wikitable"
| |
| |-
| |
| ! Combo !! Notes
| |
| |-
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| || {{clr|H|236H}} (blocked) > 66PRC > {{clr|K|2K}} (hit) > {{clr|D|2D}} > {{clr|P|214P~214P~214P}} || Basic combo from a low. This combo is meant to keep the corner.
| |
| |-
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| || {{clr|H|236H}} (blocked) > 66PRC > {{clr|D|5D}} (hit) , {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}} (Wallsplat) > {{clr|H|214H}} || Basic combo from an overhead. This combo is meant to break the wall.
| |
| |- | | |- |
| |} | | |} |
|
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|
| ==Combo List== | | ==Combo List== |
| *Currently, damage values tested against Ky | | *All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used. |
| | *This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). |
| | *The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc). |
| *As a rule of thumb, all wall break combos can be ended with {{clr|H|Calvados(632146H)}} or {{clr|S|Mortobato(236236S)}} for more damage and a hard knock down after the wallbreak. | | *As a rule of thumb, all wall break combos can be ended with {{clr|H|Calvados(632146H)}} or {{clr|S|Mortobato(236236S)}} for more damage and a hard knock down after the wallbreak. |
| *Don't be surprised if your attempts seem to not wallbreak at the same time, wallbreak is a finnicky mechanic that can be affected by distance from the wall or how much you delay your hits. Generally, the end of combos just serves to confirm the wallsplat. | | *Don't be surprised if your attempts seem to not wallbreak at the same time, wallbreak is a finnicky mechanic that can be affected by distance from the wall or how much you delay your hits. Generally, the end of combos just serves to confirm the wallsplat. |
| ===Midscreen combos=== | | ===Midscreen combos=== |
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
Line 241: |
Line 464: |
| |tensionGain = ~25% | | |tensionGain = ~25% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [1] {{clr|1|Very Easy}} | | |difficulty = Very Easy |
| |notes = Not much of a combo, but an important hitconfirm at max range {{clr|S|f.S}}, which allows Ram to keep close to the opponent and maintain the pressure | | |notes = Not much of a combo, but an important hitconfirm at max range {{clr|S|f.S}}, which allows Ram to keep close to the opponent and maintain the pressure |
| |video = [https://youtu.be/D_4FA-gPaYA Youtube] | | |video = [https://youtu.be/D_4FA-gPaYA Youtube] |
| |recipePC = 57987 | | |recipePC = 57987 |
| |recipePS = 42723 | | |recipePS = 42723 |
| |checkedVersion = 1.18 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|f.S}} > {{clr|P|214P > 214P > 214P}} | | |combo = {{clr|S|f.S}} > {{clr|P|214P~214P}} > dc > {{clr|P|623P}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 100 | | |damage = 82 |
| |tensionGain = ~25% | | |tensionGain = ~25% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [1] {{clr|1|Very Easy}} | | |difficulty = Medium |
| |notes = Doesn't work at max {{clr|S|f.S}} range. Very important {{clr|S|f.S}} confirm for a knockdown. On max range do {{clr|S|f.S}} > {{clr|P|623P}} or {{clr|S|f.S}} > {{clr|H|5H}} instead of rekkas. | | |notes = Works at a longer range than {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|P|623P}}, but not max. On max range, do {{clr|S|f.S}} > {{clr|P|623P}} or {{clr|S|f.S}} > {{clr|H|5H}} instead. |
| |video = [https://www.youtube.com/watch?v=2u8_x7BpDPM Youtube] | | |video = [https://www.youtube.com/watch?v=gAfL_3E1uaY Youtube] |
| |recipePC = 58829 | | |recipePC = 136977 |
| |recipePS = 42724 | | |recipePS = |
| |checkedVersion = 1.18 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = ({{clr|P|5P}} > ) {{clr|P|5P}} > {{clr|P|6P}} > {{clr|P|214P~214P~214P}} | | |combo = ({{clr|P|5P}} > ) {{clr|P|5P}} > {{clr|P|6P}} > {{clr|P|214P~214P}} > {{clr|P|623P}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 86 | | |damage = 76/75 |
| |tensionGain = ~25% | | |tensionGain = ~25% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [1] {{clr|1|Very Easy}} | | |difficulty = Medium |
| |notes = Leads into either sjIAD >j.H for safejump or dash > meaty. | | |notes = At longer ranges, only one {{clr|P|5P}} can reach. Any {{clr|P|5P}} can be replaced with {{clr|P|2P}} |
| |video = [https://www.youtube.com/watch?v=etZvaoOzy4I Youtube] | | |video = [https://www.youtube.com/watch?v=gmKYZihdmfo Youtube] |
| |recipePC = 79350 | | |recipePC = 136978 |
| |recipePS = 42725 | | |recipePS = |
| |checkedVersion = 1.21 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
Line 280: |
Line 503: |
| |combo = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|P|214P~214P~214P}} | | |combo = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|P|214P~214P~214P}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 91 | | |damage = 77 |
| |tensionGain = ~25% | | |tensionGain = ~25% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [1] {{clr|1|Very Easy}} | | |difficulty = Very Easy |
| |notes = Basic {{clr|K|2K}} combo. | | |notes = Basic {{clr|K|2K}} combo. |
| |video = [https://www.youtube.com/watch?v=OwFNvka1PAw Youtube] | | |video = [https://youtu.be/lm6DEypqC0Y Youtube] |
| |recipePC = 51796 | | |recipePC = 51796 |
| |recipePS = 42726 | | |recipePS = 42726 |
| |checkedVersion = 1.18 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|623P}}, {{clr|S|c.S}} > {{clr|P|214P~214P~214P}} | | |combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|623P}}, {{clr|S|c.S}} > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|P|214P~214}} > dc > {{clr|P|623P}} |
| |position = Midscreen | | |position = Midscreen |
| |damage = 130 | | |damage = 127 |
| | |tensionGain = ~40% |
| | |worksOn = Universal |
| | |difficulty = Medium |
| | |notes = 5K juggle combo. Does not work with {{clr|K|2K}} starter. |
| | |video = [https://www.youtube.com/watch?v=64pSpZ8-o5o Youtube] |
| | |recipePC = 136979 |
| | |recipePS = |
| | |checkedVersion = 1.24 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|623P}}, {{clr|S|c.S}} > jc, {{clr|K|j.K}} > {{clr|S|j.214S}} |
| | |position = Midscreen |
| | |damage = 125 |
| |tensionGain = ~40% | | |tensionGain = ~40% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = Basic {{clr|K|5K}} into {{clr|P|214P}} ender. Does not work with {{clr|K|2K}} starter. | | |notes = 5K hard knockdown comob. Does not work with {{clr|K|2K}} starter. A manually delayed safejump can be performed with most aerials. |
| |video = [https://youtu.be/PzyaDDW1zZQ Youtube] | | |video = [https://www.youtube.com/watch?v=JSypKIQIrSA Youtube] |
| |recipePC = 58830 | | |recipePC = 136980 |
| |recipePS = | | |recipePS = |
| |checkedVersion = 1.21 | | |checkedVersion = 1.24 |
| }} | | }} |
| |- | | |- |
Line 308: |
Line 545: |
| |combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|214P~ dl 214P}} > dc > {{clr|P|214P~ dl 214P~214P}} | | |combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|214P~ dl 214P}} > dc > {{clr|P|214P~ dl 214P~214P}} |
| |position = Midscreen | | |position = Midscreen |
| |damage = 150 | | |damage = 126 |
| |tensionGain = 38% | | |tensionGain = 38% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Hard |
| |notes = The delays can be removed for an easier combo but at the cost of damage and meter gain. | | |notes = The delays can be removed for an easier combo but at the cost of damage and meter gain. |
| |video = [https://youtu.be/3zi1Xj0xC8c Youtube] | | |video = [https://youtu.be/O773ez0M3ck Youtube] |
| |recipePC = 79353 | | |recipePC = 79353 |
| |recipePS = 42728 | | |recipePS = 42728 |
| |checkedVersion = 1.21 | | |checkedVersion = 1.24 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|c.S}} > {{clr|H|2H}} or {{clr|S|c.S}} > {{clr|H|6H}}> {{clr|P|623P}}, {{clr|K|5K}} or {{clr|S|c.S}} > {{clr|P|214P~214P~214P}} | | |combo = {{clr|S|c.S}} > {{clr|H|6H}} or {{clr|H|2H}} > {{clr|P|623P}}, {{clr|S|c.S}} or {{clr|K|5K}} > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|P|214P~214P}} > dc > {{clr|P|623P}} |
| |position = Midscreen | | |position = Midscreen |
| |damage = 157/160 | | |damage = 156/153/152/149 |
| |tensionGain = ~45% | | |tensionGain = ~45% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Medium |
| |notes = Basic {{clr|S|c.S}} combo. Beware that {{clr|H|2H}} whiffs at {{clr|S|c.S}} max range, though {{clr|H|6H}} does not. The second {{clr|S|c.S}} adds a bit of damage compared to {{clr|K|5K}} but is only possible at close range (after a dash), although is near-guaranteed to land with {{clr|H|2H}} launcher. {{clr|H|214H}} can be added at the end for extra damage but leaves Ramlethal punishable on hit, only use it if it kills. | | |notes = Flexible {{clr|S|c.S}} combo. The second {{clr|S|c.S}} adds a bit of damage compared to {{clr|K|5K}} but is only possible at close range (after a dash), although is near-guaranteed to land with {{clr|H|2H}} launcher. |
| |video = [https://youtu.be/aTtLdoQWgfA Youtube] | | |video = [https://www.youtube.com/watch?v=IFcTh7T193U Youtube] |
| |recipePC = 58832({{clr|H|2H}},{{clr|S|c.S}}) | | |recipePC = 136981({{clr|H|6H}}+{{clr|S|c.S}}), 136982({{clr|H|6H}}+{{clr|K|5K}}), 136983({{clr|H|2H}}+{{clr|S|c.S}}), 136984({{clr|H|2H}}+{{clr|K|5K}}) |
| 58833({{clr|H|6H}},{{clr|K|5K}})
| | |recipePS = |
| |recipePS = 42731({{clr|H|2H}},{{clr|S|c.S}})
| | |checkedVersion = 1.24 |
| 42732({{clr|H|6H}},{{clr|S|c.S}})
| |
| |checkedVersion = 1.21 | |
| }} | | }} |
| |- | | |- |
Line 338: |
Line 573: |
| |combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214P~dl 214P}} > dc > {{clr|P|214P~dl 214P}} > dc > {{clr|P|214P~214P~214P}} | | |combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214P~dl 214P}} > dc > {{clr|P|214P~dl 214P}} > dc > {{clr|P|214P~214P~214P}} |
| |position = Midscreen | | |position = Midscreen |
| |damage = 189 | | |damage = 160 |
| |tensionGain = 48% | | |tensionGain = 48% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [4] {{clr|4|Hard}} | | |difficulty = Hard |
| |notes = High damage {{clr|S|c.S}} combo. This combo is much more difficult on heavier characters. Since this builds 48% tension, you can pretty much always RC this to guarantee a full corner carry. | | |notes = High damage {{clr|S|c.S}} combo. This combo is much more difficult on heavier characters. Since this builds 48% tension, you can pretty much always RC this to guarantee a full corner carry. Ending in dc > {{clr|P|623P}} can improve spacing. |
| |video = [https://www.youtube.com/watch?v=j4WElvgINA8 Youtube] | | |video = [https://youtu.be/rXazg5dF284 Youtube] |
| |recipePC = 79244 | | |recipePC = 79244 |
| |recipePS = 42772 | | |recipePS = 42772 |
| |checkedVersion = 1.21 | | |checkedVersion = 1.24 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = (Mid range) CH {{clr|S|f.S}} > {{clr|P|623P}}, {{clr|K|2K}} > {{clr|P|6P}}>{{clr|P|214P~214P~214P}} | | |combo = (Mid range) CH {{clr|S|f.S}} > {{clr|P|623P}}, {{clr|K|2K}} > {{clr|P|6P}} > {{clr|P|214P~214P}} > dc > {{clr|P|623P}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 121 | | |damage = 112 |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [1] {{clr|1| Very Easy}} | | |difficulty = Medium |
| |notes = Close/Mid range CH {{clr|S|f.S}} combo. {{clr|P|623P}}, {{clr|K|2K}} works thanks to the hitstun bonus from CH. At max fS range, {{clr|K|2K}} > {{clr|P|6P}} will whiff, so replace it with {{clr|K|2K}} > {{clr|P|623P}} | | |notes = Close/Mid range CH {{clr|S|f.S}} combo. {{clr|P|623P}}, {{clr|K|2K}} works thanks to the hitstun bonus from CH. At max fS range, {{clr|K|2K}} > {{clr|P|6P}} will whiff, so replace it with {{clr|K|2K}} > {{clr|P|623P}}. |
| |video = [https://youtu.be/01ytwCAvPy0 Video] | | |video = [https://www.youtube.com/watch?v=4dReGuiMEhg Video] |
| |recipePC = 79356 | | |recipePC = 136986 |
| |recipePS = 43148 | | |recipePS = |
| |checkedVersion = 1.21 | | |checkedVersion = 1.24 |
| }} | | }} |
| |- | | |- |
Line 365: |
Line 600: |
| |combo = CH {{clr|H|5H}} > {{clr|K|214K}} > {{clr|P|6P}} > {{clr|P|214P~214P~214P}} | | |combo = CH {{clr|H|5H}} > {{clr|K|214K}} > {{clr|P|6P}} > {{clr|P|214P~214P~214P}} |
| |position = Midscreen | | |position = Midscreen |
| |damage = 155 | | |damage = 130 |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = Counter Hit {{clr|H|5H}} combo. Good conversions when you catch someone pressing something in neutral with 5H. Won't work at further ranges. | | |notes = Counter Hit {{clr|H|5H}} combo. Good conversions when you catch someone pressing something in neutral with {{clr|H|5H}}. Won't work at further ranges. |
| |video = [https://youtu.be/jnrWYjviyXU Youtube] | | |video = [https://youtu.be/fOl9utzHI9w Youtube] |
| |recipePC = 79357 | | |recipePC = 79357 |
| |recipePS = 43149 | | |recipePS = 43149 |
| |checkedVersion = 1.21 | | |checkedVersion = 1.24 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|H|5H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|P|214P~214P}} > dc > {{clr|P|623P}} |
| | |position = Midscreen |
| | |damage = 138 |
| | |worksOn = Universal |
| | |difficulty = Medium |
| | |notes = Higher damaging CH 5H route. {{clr|S|c.S}} also allows for corner-carry conversions. Won't work at further ranges. |
| | |video = [https://www.youtube.com/watch?v=y2EuuSipnHs Youtube] |
| | |recipePC = 136988 |
| | |recipePS = |
| | |checkedVersion = 1.24 |
| }} | | }} |
| |- | | |- |
Line 378: |
Line 626: |
| |combo = CH {{clr|D|2D}} or CH {{clr|H|2H}} or CH {{clr|H|6H}} > {{clr|P|623P}}, 66{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214P~214P~214P}} | | |combo = CH {{clr|D|2D}} or CH {{clr|H|2H}} or CH {{clr|H|6H}} > {{clr|P|623P}}, 66{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214P~214P~214P}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 139/160/165 | | |damage = 130/139/144 |
| |tensionGain = ~40% | | |tensionGain = ~40% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [3] {{clr|3| Medium}} | | |difficulty = Medium |
| |notes = Standard midscreen CH combo {{clr|D|2D}}, {{clr|H|2H}} and {{clr|H|6H}}. | | |notes = Flexible midscreen CH combo for {{clr|D|2D}}, {{clr|H|2H}} and {{clr|H|6H}}. |
| |video = [https://www.youtube.com/watch?v=tyTqPQ1ddqE Video] | | |video = [https://www.youtube.com/watch?v=tyTqPQ1ddqE Video] |
| |recipePC = 79360 | | |recipePC = 79360 |
| |recipePS = | | |recipePS = |
| |checkedVersion = 1.21 | | |checkedVersion = 1.21 |
| }}
| | }} |
| |-
| |
| <!--someone who plays Ram should double check that the notation and written explanation is accurate-->
| |
| {{GGST-ComboTableRow
| |
| |combo = {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|214P}}~dl {{clr|1|214P}} > 66~{{clr|4|236H}}, 66, ({{clr|4|236H explosion}}), {{clr|3|236S}} > 66 > ({{clr|3|236S explosion)}}~{{clr|3|c.S}} > {{clr|1|214P}}~{{clr|1|214}}~66~{{clr|1|P}}, {{clr|3|c.S}} > {{clr|1|214P}} WS > {{clr|4|632146H}} WB
| |
| |position = Midscreen
| |
| |damage = 220 (SI)
| |
| |tensionGain = ~50%
| |
| |worksOn = Midweights
| |
| |difficulty = [5] {{clr|5| Very Hard}}
| |
| |notes = Round start {{clr|2|2K}} combo that builds 50% meter. Side swaps twice - Carries the opponent toward the wall with {{clr|1|rekka}} before crossing under and carrying them away with {{clr|1|rekkka}}. The final {{clr|1|rekka}} caries them to the wall for a break.
| |
| |video = [https://twitter.com/i/status/1597333447093399554 Video]
| |
| |recipePC =
| |
| |recipePS =
| |
| |checkedVersion = 1.23
| |
| }} | |
| |- | | |- |
| |} | | |} |
Line 408: |
Line 641: |
| ===Anti-air and Air to air=== | | ===Anti-air and Air to air=== |
|
| |
|
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
Line 415: |
Line 648: |
| |combo = {{clr|P|AA 6P}} > {{clr|P|214P~214P~214P}} | | |combo = {{clr|P|AA 6P}} > {{clr|P|214P~214P~214P}} |
| |position = Midscreen | | |position = Midscreen |
| |damage = 98 | | |damage = 77 |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [1] {{clr|1|Very easy}} | | |difficulty = Very Easy |
| |notes = Basic {{clr|P|AA 6P}} combo. | | |notes = Basic {{clr|P|AA 6P}} combo. |
| |video = [https://youtu.be/mBEOk972Rik Video] | | |video = |
| |recipePC = 79372 | | |recipePC = |
| |recipePS = | | |recipePS = |
| |checkedVersion = 1.18 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|P|AA 5P}} > {{clr|P|5P}} or {{clr|K|5K}} > {{clr|P|623P}}, {{clr|K|5K}} > {{clr|P|214P~214P~214P}} | | |combo = {{clr|P|AA 5P}} > {{clr|P|5P}} or {{clr|K|5K}} > {{clr|P|623P}}, {{clr|K|5K}} > {{clr|P|214P~214P}} > dc > {{clr|P|623P}} |
| |position = Midscreen | | |position = Midscreen |
| |damage = 84/95 | | |damage = 89/78 |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Medium |
| |notes = Useful when the opponent is fairly high after {{clr|P|AA 5P}}. It takes some intuition to see if {{clr|K|5K}} will hit, ending in Dauro is fine if you're not confident. Really useful against reactable moves that make opponents airborne like Ky's Foudre Arc as {{clr|P|6P}} can get stuffed due to how slow it is.
| | |notes = Really useful against reactable moves that stuff {{clr|P|6P}} and make the opponent airborne, like Ky's Foudre Arc. {{clr|K|5K}} may need to be delayed on higher opponents to avoid {{clr|P|623P}} whiffing underneath. If outside of {{clr|K|5K}} range, end in {{clr|P|623P}}. |
| |video = [https://www.youtube.com/watch?v=aybyTvEWza4 Video] | | |video = [https://www.youtube.com/watch?v=mscy6Fv3mGE Video] |
| |recipePC = 79377 | | |recipePC = 136990 |
| |recipePS = | | |recipePS = |
| |checkedVersion = 1.18 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
Line 441: |
Line 674: |
| |combo = IAD / Rising {{clr|P|j.P}}*n > {{clr|S|j.214S}} | | |combo = IAD / Rising {{clr|P|j.P}}*n > {{clr|S|j.214S}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 67 | | |damage = 60 |
| |tensionGain = ~5% | | |tensionGain = ~5% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [1] {{clr|1|Very Easy}} | | |difficulty = Very Easy |
| |notes = Basic air-to-air {{clr|P|j.P}} combo. {{clr|S|j.214S}}' second hit may whiff if the opponent is too low. Can {{clr|S|j.S}} > adc into this combo. | | |notes = Basic air-to-air {{clr|P|j.P}} combo. {{clr|S|j.214S}}' second hit may whiff if the opponent is too low. Can {{clr|S|j.S}} > adc into this combo. |
| |video = [https://www.youtube.com/watch?v=8e0eLciYaqs Youtube] | | |video = [https://www.youtube.com/watch?v=8e0eLciYaqs Youtube] |
| |recipePC = 79379 | | |recipePC = 79379 |
| |recipePS = | | |recipePS = |
| |checkedVersion = 1.21 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
Line 456: |
Line 689: |
| ===Dust combos=== | | ===Dust combos=== |
|
| |
|
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
Line 465: |
Line 698: |
| |damage = 184 | | |damage = 184 |
| |worksOn = Everyone except Ky | | |worksOn = Everyone except Ky |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = {{clr|S|j.S}} > {{clr|P|j.P}} whiffs on Ky. | | |notes = {{clr|S|j.S}} > {{clr|P|j.P}} whiffs on Ky. |
| |video = [https://www.youtube.com/watch?v=gpI3sNbecgg Video] | | |video = [https://www.youtube.com/watch?v=gpI3sNbecgg Video] |
Line 478: |
Line 711: |
| |damage = 182 | | |damage = 182 |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = Modified version of above to also work on Ky. | | |notes = Modified version of above to also work on Ky. |
| |video = [https://www.youtube.com/watch?v=ZF6vqdDff-8 Video] | | |video = [https://www.youtube.com/watch?v=ZF6vqdDff-8 Video] |
Line 489: |
Line 722: |
| |combo = {{clr|D|5[D]~8}} > {{clr|H|j.H}} > 9jc > {{clr|D|j.D}} > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|D|j.D}} | | |combo = {{clr|D|5[D]~8}} > {{clr|H|j.H}} > 9jc > {{clr|D|j.D}} > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|D|j.D}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 192 | | |damage = 188 |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = High damage combo, you'll lose some damage if you cancel the j.Ds too early though. | | |notes = High damage combo, you'll lose some damage if you cancel the j.Ds too early though. |
| |video = [https://www.youtube.com/watch?v=b-bi7nBxHAk Video] | | |video = [https://www.youtube.com/watch?v=b-bi7nBxHAk Video] |
| |recipePC = 79391 | | |recipePC = 79391 |
| |recipePS = | | |recipePS = |
| |checkedVersion = | | |checkedVersion =1.29 |
| }} | | }} |
| |- | | |- |
Line 503: |
Line 736: |
| ===Throw combos=== | | ===Throw combos=== |
|
| |
|
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
Line 512: |
Line 745: |
| |damage = 114 | | |damage = 114 |
| |worksOn = Universal. | | |worksOn = Universal. |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = Meterless kill combo. Unsafe on hit, only do this if it actually kills. | | |notes = Meterless kill combo. Unsafe on hit, only do this if it actually kills. |
| |video = [https://www.youtube.com/watch?v=Sno0fj4DArE Video] | | |video = [https://www.youtube.com/watch?v=Sno0fj4DArE Video] |
| |recipePC = 79393 | | |recipePC = 79393 |
| |recipePS = 42767 | | |recipePS = 42767 |
| |checkedVersion = 1.21 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
Line 523: |
Line 756: |
| |combo = {{clr|D|4/6D}}, (microdash) {{clr|S|236236S}} | | |combo = {{clr|D|4/6D}}, (microdash) {{clr|S|236236S}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 124 (115 without H sword) | | |damage = 115 |
| |worksOn = Universal. | | |worksOn = Universal. |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = Unburstable kill combo with meter. Requires the S sword to do it without microdashing otherwise it will whiff. | | |notes = Unburstable kill combo with meter. Requires the S sword to do it without microdashing otherwise it will whiff. |
| |video = [https://www.youtube.com/watch?v=pEbH4oJknAE Video] | | |video = [https://www.youtube.com/watch?v=pEbH4oJknAE Video] |
| |recipePC = 79394 | | |recipePC = 79394 |
| |recipePS = 42768 | | |recipePS = 42768 |
| |checkedVersion = 1.21 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
Line 536: |
Line 769: |
| |combo = {{clr|D|4/6D}}, {{clr|H|632146H}} | | |combo = {{clr|D|4/6D}}, {{clr|H|632146H}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 114 | | |damage = 110 |
| |worksOn = Universal. | | |worksOn = Universal. |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = Unburstable kill combo with meter. | | |notes = Unburstable kill combo with meter. |
| |video = [https://www.youtube.com/watch?v=atHaP4efxrs Video] | | |video = [https://www.youtube.com/watch?v=atHaP4efxrs Video] |
| |recipePC = 79395 | | |recipePC = 79395 |
| |recipePS = 42770 | | |recipePS = 42770 |
| |checkedVersion = 1.21 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
Line 550: |
Line 783: |
| ===Corner Carry and Corner Combos=== | | ===Corner Carry and Corner Combos=== |
|
| |
|
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
Line 557: |
Line 790: |
| |combo = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|P|214P}}~dl.{{clr|P|214P}} >dc {{clr|H|236H}} , 66{{clr|S|c.S}} > {{clr|H|6H}} (Wallsplat), {{clr|H|214H}} (Wallbreak) | | |combo = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|P|214P}}~dl.{{clr|P|214P}} >dc {{clr|H|236H}} , 66{{clr|S|c.S}} > {{clr|H|6H}} (Wallsplat), {{clr|H|214H}} (Wallbreak) |
| |position = Midscreen to corner | | |position = Midscreen to corner |
| |damage = 168 | | |damage = 154 |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [4] {{clr|4|Hard}} | | |difficulty = Hard |
| |notes = {{clr|K|2K}} > {{clr|D|2D}} conversion using rekka cancel. The second rekka must be charged (see Erarlumo section). This combo is much more difficult on heavyweights. | | |notes = {{clr|K|2K}} > {{clr|D|2D}} conversion using rekka cancel. The second rekka must be charged (see Erarlumo section). The charge is an unbufferable 1-frame timing. |
| |video = [https://youtu.be/jc-a6gXc0i4 YouTube] | | |video = [https://youtu.be/jc-a6gXc0i4 YouTube] |
| |recipePC = | | |recipePC = |
| |recipePS = | | |recipePS = |
| |checkedVersion = 1.21 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}} , {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} , {{clr|S|c.S}} > {{clr|H|2H}} (Wallsplat), {{clr|H|214H}} (Wallbreak) | | |combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} , 66{{clr|D|5[D]}} , {{clr|S|c.S}} > {{clr|H|6H}} (Wallsplat), {{clr|H|214H}} (Wallbreak) |
| |position = Midscreen to corner | | |position = Midscreen to corner or Corner |
| |damage = 220 | | |damage = 224 |
| |tensionGain = ~45% | | |tensionGain = ~40% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Easy |
| |notes = Example combo using {{clr|K|214K}}. You must slightly delay the {{clr|S|c.S}} after {{clr|K|214K}}, otherwise you'll get {{clr|S|f.S}} and drop the combo. | | |notes = After {{clr|D|5[D]}}, you may replace {{clr|S|c.S}} with {{clr|K|5K}} for less damage, but a little more consistency with range. |
| |video = [https://youtu.be/D7iRXKmiq28 Video] | | |video = [https://youtu.be/pUKQBKWRJzc Video] |
| |recipePC = 79523 | | |recipePC = 79524 |
| |recipePS = | | |recipePS = |
| |checkedVersion = 1.21 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} , 66{{clr|D|5[D]}} , {{clr|S|c.S}} > {{clr|H|6H}} (Wallsplat), {{clr|H|214H}} (Wallbreak) | | |combo = {{clr|H|236H}} (blocked) > 66PRC > {{clr|K|2K}} (hit) > {{clr|D|2D}}> > {{clr|P|623P}} |
| |position = Midscreen to corner or Corner | | |position = Corner |
| |damage = 238 | | |damage = 84 |
| |tensionGain = ~40% | | |tensionGain = ~40% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Medium |
| |notes = Unburstable corner carry combo. after {{clr|D|5[D]}}, you may replace {{clr|S|c.S}} with {{clr|K|5K}} for less damage, but a little more consistency with range. | | |notes = Bajoneto H PRC to force Ram's turn against an opponent near the corner. This is a fuzzy-able high/low mixup with {{clr|D|5D}}. Ram has enough time to run fullscreen after the PRC. This combo is meant to keep the corner to maintain pressure. {{clr|P|6P}} can be used in the place of {{clr|D|2D}} for more consistency with the explosion bounce. |
| |video = [https://youtu.be/pUKQBKWRJzc Video] | | |video = [https://www.youtube.com/watch?v=h2lAQOZ8Pjg Video] |
| |recipePC = 79524 | | |recipePC = 132562 |
| | |recipePS = |
| | |checkedVersion = 1.29 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|236H}} (blocked) > 66PRC > {{clr|K|2K}} (hit) > {{clr|D|2D}}, 66 {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} > {{clr|D|5[D]}} > {{clr|H|214H}} |
| | |position = Corner |
| | |damage = 153 (189) |
| | |tensionGain = |
| | |worksOn = Universal |
| | |difficulty = Medium |
| | |notes = Wallbreak alternative for the {{clr|H|236H}} (blocked) > 66PRC > {{clr|K|2K}} conversion. |
| | |video = |
| | |recipePC = |
| |recipePS = | | |recipePS = |
| |checkedVersion = 1.21 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|H|236H}} (blocked) , {{clr|K|2K}} ({{clr|H|236H}} explosion) , 66{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} , 66{{clr|S|c.S}} > dl.{{clr|H|2H}} (Wallsplat), {{clr|H|214H}} (Wallbreak) | | |combo = {{clr|H|236H}} (blocked) > 66PRC > {{clr|D|5D}} (hit) , {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}} (Wallsplat), {{clr|H|214H}} |
| |position = Corner | | |position = Corner |
| |damage = 158 | | |damage = 143 |
| |tensionGain = ~40% | | |tensionGain = ~40% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = Mid-corner pressure confirm. After {{clr|S|236S}}, you need to dash all the way into the corner. This will cause {{clr|S|c.S}} to sideswitch. Delaying 2H after that lets ram turn around and keep corner for wallbreak. | | |notes = Bajoneto H PRC to force Ram's turn against an opponent near the corner. This is a fuzzy-able high/low mixup with {{clr|K|2K}}. Ram has enough time to run almost full screen after the PRC. |
| |video = [https://youtu.be/Z-7N2yK6isk Video] | | |video = [https://www.youtube.com/watch?v=lARNi0Oa4Ic Video] |
| |recipePC = 79525 | | |recipePC = 132563 |
| |recipePS = | | |recipePS = |
| |checkedVersion = 1.21 | | |checkedVersion = 1.24 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} , {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214K}} , {{clr|S|c.S}} > {{clr|H|6H}} Wallbreak {{clr|H|214H}} | | |combo = {{clr|H|236H}} (blocked) , {{clr|K|2K}} ({{clr|H|236H}} explosion) , 66{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} , 66{{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|214H}} (Wallbreak) |
| |position = Corner | | |position = Corner |
| |damage = 246 | | |damage = 148 |
| |tensionGain = 45% | | |tensionGain = |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Easy |
| |notes = High damage {{clr|K|214K}} loop. Slight delay for the last {{clr|S|c.S}}. | | |notes = Mid-corner pressure confirm. |
| |video = [https://youtu.be/ALrNqoyZVuc Youtube] | | |video = |
| |recipePC = 79526 | | |recipePC = |
| |recipePS = 42734 | | |recipePS = |
| |checkedVersion = 1.21 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H}} , 66{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}} WS {{clr|H|214H}} | | |combo = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H}} , 66{{clr|D|5[D]}} > > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}(Wallbreak) |
| |position = Corner | | |position = Corner |
| |damage = 218 | | |damage = 226 |
| |tensionGain = 40% | | |tensionGain = |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = Corner combo using the {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}} string to confirm wallbreak. Useful when you're not sure how low wall health is. | | |notes = Basic corner combo off {{clr|S|c.S}} |
| |video = [https://youtu.be/DQQ0pMLRmH0 Video] | | |video = |
| |recipePC = 79987 | | |recipePC = |
| |recipePS = | | |recipePS = |
| |checkedVersion = 1.21 | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = CH {{clr|P|AA 6P}} > {{clr|P|214P~214P}} > dc > {{clr|S|236S}} > 66 delay{{clr|D|5[D]}} > 6{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} or {{clr|S|236236S}} (Wallbreak) | | |combo = CH {{clr|P|AA 6P}} > {{clr|P|214P~214P}} > dc > {{clr|S|236S}} > 66 delay{{clr|D|5[D]}} > 6{{clr|S|c.S}} > {{clr|H|6H}}, {{clr|H|214H}} or {{clr|S|236236S}} (Wallbreak) |
| |position = Midscreen | | |position = Midscreen |
| |damage = 206/220 | | |damage = 206/220 |
| |tensionGain = ~35%/-~15% | | |tensionGain = ~35%/-~15% |
| |worksOn = Universal(To test) | | |worksOn = Universal |
| |difficulty = [4] {{clr|4|Hard}} | | |difficulty = Hard |
| |notes = Midscreen CH Anti-air {{clr|P|6P}} conversion using rekka cancels. | | |notes = Midscreen CH Anti-air {{clr|P|6P}} conversion using rekka cancels. |
| |video = [https://www.youtube.com/watch?v=AgCYmp9azcY Video] | | |video = [https://www.youtube.com/watch?v=AgCYmp9azcY Video] |
Line 652: |
Line 899: |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = CH {{clr|H|5H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|236S}} or {{clr|H|236H}} > 66{{clr|D|5[D]}} > {{clr|K|5K}} > {{clr|H|214H}} or {{clr|H|632146H}} (wall break) | | |combo = CH {{clr|H|5H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|236S}} or {{clr|H|236H}} > 66{{clr|S|c.S}}} > {{clr|H|6H}},{{clr|H|214H}} or {{clr|H|632146H}} (wall break) |
| |position = Midscreen | | |position = Midscreen |
| |damage = 242 (273) | | |damage = 216 (246) |
| |tensionGain = ~45%/~-10% | | |tensionGain = ~45%/~-10% |
| |worksOn = Universal except Faust , Gold, Pot, Nago | | |worksOn = Universal |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Medium |
| |notes = Counter Hit {{clr|H|5H}} combo. works from round start distance and closer. can replace the {{clr|D|5[D]}} + {{clr|K|5K}} for {{clr|S|c.S}} + {{clr|H|6H}} for 1 less dmg. | | |notes = Counter Hit {{clr|H|5H}} combo. works from round start distance and closer. |
| |video = [https://www.youtube.com/watch?v=cEv14FDR8c8 Video] | | |video = [https://www.youtube.com/watch?v=cEv14FDR8c8 Video] |
| |recipePC = 79530 | | |recipePC = 79530 |
| |recipePS = | | |recipePS = |
| |checkedVersion =1.21 | | |checkedVersion =1.29 |
| }} | | }} |
| |- | | |- |
Line 668: |
Line 915: |
| |combo = CH {{clr|H|6H}} > {{clr|K|214K}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|236S}}, dash {{clr|D|5[D]}}, {{clr|S|c.S}}, {{clr|H|214H}} (Wallbreak) | | |combo = CH {{clr|H|6H}} > {{clr|K|214K}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|236S}}, dash {{clr|D|5[D]}}, {{clr|S|c.S}}, {{clr|H|214H}} (Wallbreak) |
| |position = Midscreen | | |position = Midscreen |
| |damage = 247 | | |damage = 220 |
| |tensionGain = ~44% | | |tensionGain = ~44% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [3] {{clr|3| Medium}} | | |difficulty = Medium |
| |notes = CH 6H Combo. Make sure to dash in as far as possible before {{clr|D|5[D]}} so you can land the last {{clr|S|c.S}} in. | | |notes = CH 6H Combo. Works with {{clr|H|236H}} as well. Make sure to dash in as far as possible before {{clr|D|5[D]}} so you can land the last {{clr|S|c.S}} in. |
| |video = [https://www.youtube.com/watch?v=ILbC2x_CEBU Video] | | |video = [https://www.youtube.com/watch?v=ILbC2x_CEBU Video] |
| |recipePC = 79532 | | |recipePC = |
| | |recipePS = |
| | |checkedVersion =1.29 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|623P}}, {{clr|S|c.S}} > dc > {{clr|P|214P}} (side-switches), {{clr|S|c.S}} > {{clr|H|6H}} WS, {{clr|H|214H}} |
| | |position = Back-to-Corner |
| | |damage = 209 |
| | |worksOn = Universal |
| | |difficulty = Hard |
| | |notes = side-swap combo to wallbreak a wall behind Ram. Requires a very small amount of dash momentum or a microdash between {{clr|P|623P}}, {{clr|S|c.S}}. |
| | |video = [https://www.youtube.com/watch?v=F0UsNf8jNRg Video] |
| | |recipePC = 132564 |
| |recipePS = | | |recipePS = |
| |checkedVersion = | | |checkedVersion = 1.29 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = CH {{clr|H|6H}}, dl.{{clr|S|c.S}} > {{clr|H|2H}} dl.{{clr|K|214K}}, {{clr|S|c.S}} > {{clr|H|6H}} > dl.{{clr|P|214P~214P}}, {{clr|H|214H}}(Wallbreak) | | |combo = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|P|214P}}~dl {{clr|P|214P}} > dc > {{clr|H|236H}}, 66, ({{clr|H|236H explosion}}), {{clr|S|236S}}, 66, ({{clr|S|236S explosion)}}~{{clr|S|c.S}} > {{clr|P|214P}} > dc > {{clr|P|214P}} (side-switches), {{clr|S|c.S}} > {{clr|P|214P}} WS > {{clr|H|632146H}} WB |
| |position = Corner | | |position = Midscreen to corner |
| |damage = 250 | | |damage = 220 (SI) |
| | |tensionGain = ~50% |
| |worksOn = Universal | | |worksOn = Universal |
| |difficulty = [4] {{clr|4| Hard}} | | |difficulty = Very Hard |
| |notes = CH 6H Combo. Requires a lot of manual delays which makes the combo harder, but still possible consistently. | | |notes = Round start {{clr|2|2K}} combo that builds 50% meter. Side swaps twice - Carries the opponent toward the wall with {{clr|1|rekka}} before crossing under and carrying them away with dash cancel {{clr|1|rekka}}. The final {{clr|1|rekka}} caries them to the wall for a break. |
| |video = [https://youtu.be/xRd8Y6i9bL8 Video] | | |video = [https://twitter.com/i/status/1597333447093399554 Video] |
| |recipePC = 79538 | | |recipePC = |
| |recipePS = | | |recipePS = |
| |checkedVersion = | | |checkedVersion = 1.23 |
| }} | | }} |
| |- | | |- |
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| ==Navigation== | | ==Navigation== |
| <center>{{Character Label|GGST|Ramlethal Valentine|45px}}</center>
| | {{GGST/Navigation}} |
| {{#lst:{{BASEPAGENAME}}/Data|Links}}
| |
| {{#lst:GGST/Navigation}}
| |