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| An improvement on the beginner version that leaves Ram close enough to continue pressure. | | An improvement on the beginner version that leaves Ram close enough to continue pressure. |
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| The small delay is necessary so that {{clr|P|623P}} does not whiff underneath light and midweights. 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}}. | | 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}}. |
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| See the [[#Rekka Cancel Alternative Note|Rekka Cancel Alternative Note]] if you are not comfortable with dash cancels yet. | | See the [[#Rekka Cancel Alternative Note|Rekka Cancel Alternative Note]] if you are not comfortable with dash cancels yet. |
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| * 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 {{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 | | * After the starters of any of the [[#Ramlethal Core Combo 6|Counter Hit Combos]] below |
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| {{TheoryBox
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| | Title = Basic Burst-Safe Corner Carry Combo
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| | Oneliner =
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| | Difficulty = Easy
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| | Anchor = Ramlethal Core Combo 5
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| | Video = GGST Ram Combo Core BurstSafe.webm
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| | Size = 256x192
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| | Recipe = X > {{clr|H|236H}}, long delay > ({{clr|S|236S}}, long delay > ) {{clr|H|632146H}}
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| | content =
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| Burst-safe alternate route for any combos that throw a sword for corner carry.
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| Throwing a second sword can add more damage if you are sure about the wall health. Swords can be thrown in either order as well.
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| A good reference for the delays is to wait until the previous sword’s explosion.
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| }} | | }} |
| <tabber> | | <tabber> |
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| 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. | | 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. |
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| See the [[#Rekka Cancel Alternative Note|Rekka Cancel Alternative Note]] if you are not comfortable with dash cancels yet.
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| }}
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| 214PP=
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| {{TheoryBox
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| | Title = Counter Hit Rekka Combo
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| | Oneliner = Reward for the risk
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| | Difficulty = Medium
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| | Anchor =
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| | Video = GGST Ram Combo Core Rekka2CH.webm
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| | Size = 256x192
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| | Recipe = CH {{clr|P|214PP}}~dl > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|P|214P}} > {{clr|P|214P}} > dc > {{clr|P|623P}}
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| | content =
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| A counter hit combo for the second hit of {{clr|P|214P}}. This is what makes mashing against the first hit dangerous.
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| {{clr|P|214PPP}} needs to be charged, but not for too long, or the combo will drop.
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| The first {{clr|K|5K}} > {{clr|P|214P}} whiffs at max {{clr|P|214P}} range. Use {{clr|S|2S}} > {{clr|P|623P}} instead there.
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| See the [[#Rekka Cancel Alternative Note|Rekka Cancel Alternative Note]] if you are not comfortable with dash cancels yet. | | See the [[#Rekka Cancel Alternative Note|Rekka Cancel Alternative Note]] if you are not comfortable with dash cancels yet. |
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| || {{clr|P|214P~214P}} > dc > {{clr|P|623P}} || Leaves Ram at least +5 and close to the opponent. | | || {{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. | | On grounded combos, because of the [[GGST/Damage#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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| |} | | |} |
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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! |
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| | {{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.
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| While inconsistent, it is the optimal combo piece from {{clr|H|6H}}, so practice and experiment to see when it works!
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| |} | | |} |
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| || {{clr|H|2H}} > {{clr|S|236S}} || Unburstable combo setup. Works after {{clr|S|c.S}}. Can be followed up by dash up {{clr|S|c.S}}, dash up {{clr|D|5[D]}}, or {{clr|H|236H}}. | | || {{clr|H|2H}} > {{clr|S|236S}} || Unburstable combo setup. Works after {{clr|S|c.S}}. Can be followed up by dash up {{clr|S|c.S}}, dash up {{clr|D|5[D]}}, or {{clr|H|236H}}. |
| 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. |
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| || {{clr|K|214K}} || Optimal damage, but fairly unstable. Can be done after {{clr|H|2H}}, {{clr|H|6H}}, or even Bajoneto juggles.
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| Timing varies based on distance, gravity scaling, and the opponent's weightclass. So once again, practice and experiment.
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| || {{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|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. |