GGST/Ramlethal Valentine/Matchups: Difference between revisions

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==={{Character Label|GGST|Millia_Rage|48px}}===
==={{Character Label|GGST|Millia_Rage|48px}}===
;Rating: 5:5, Millia explodes but she's too fast for f.S
;Rating: 6:4, Millia explodes but she's too fast for f.S


==={{Character Label|GGST|Nagoriyuki|48px}}===
==={{Character Label|GGST|Nagoriyuki|48px}}===

Revision as of 09:41, 7 January 2022



Matchups

 Anji_Mito

Rating
5.5:4.5, you out neutral him but are forced to rely a bit more on 5K thanks to his Twirl

 Axl_Low

Rating
6:4, he wins neutral at fullscreen but you win midscreen

 Chipp_Zanuff

Rating
4:6, he's just too damn fast

 Faust

Rating
7:3, Faust has a really hard time in neutral and really can't do much against Mortobato

 Giovanna

Matchup Rating

Rating: 5.5 : 4.5, Slightly Ram Favoured

Ram Advantages
  • Bigger Normals (Swords equipped)
  • Better overall space control
  • Oppressive Corner Okizeme and pressure
Ram Disadvantages
  • Struggles to prevent screen control against Gio midscreen when either of her swords are gone
  • Without meter, Ram struggles to deal with Gio corner pressure
  • Ram's fastest button is 5 Frames whereas Gio's is 4 frames
Giovanna Advantages
  • Has better Ground movement
  • Strong strike-throw game
  • Gio is short and stands under S sword throw (236S) and can run under it
  • 623S (Sol Nascente) is a great anti-air and is good at stuffing Ram's 214K (Sildo Detruo) and can lead to big damage
Giovanna Disadvantages
  • Gio has small poke options compared to Ram
  • Gio struggles on defense against ram corner pressure without meter
  • Gio has a hard time challenging ram from Full&Midscreen
  • Gio does not have a meterless reversal to escape corner pressure
  • Gio has extended hurtboxes on most of her normals

General tips for Ram vs Gio

  • Pre-emptively filling space to stop dashes is something Ram will have to do quite frequently
  • Saving your swords in neutral will make it easier for Ram to catch Gio's movement
  • Ram should try to not whiff her long range normals as it makes it easier for Gio to close the gap
  • Giovanna can challenge a lot of options after blocking Ram 214K as her 5P is 4 Frames where as Ram's is 5 frames
  • Learn to 6P Gio's 236K (Trovão) and 214S (Sol Ponte), as both moves are plus on block and will allow her to continue her pressure if you don't interrupt them.
  • Try to whiff you big normals as they giver her enough time to get in

 Ky_Kiske

Rating
5:5, you out neutral him and can check most if not all string enders he has
  • Your f.S is a frame faster then Ky's, and 5H is 2 frames faster then Ky's, giving you quite the ground control in neutral.
  • Ky's S Stun Edge is -14 and due to your 5S having only 11 frames of startup and having great range you can in the vast majority of situations punish the Stun Edge, though how much you get off of the punish will vary.

 I-No

Rating
4.5:5.5, Ram's bad anti-airs and weakness to low profiles is especially poinient here
  • I-no's Stroke the Big Tree will low profile your f.S which is your main neutral button, meaning you will need to on reaction throw her, or contest it with something like a 2S or 2D. you will find Stroke is an option of I-no's to get out or your corner pressure at times.

 Jack-O

Matchup Rating

Rating: 6.5 : 3.5, Heavily Ram Favoured

Ram Advantages
  • Oppressive Corner Pressure
  • Long Range Normals
  • Good corner Carry
Ram Disadvantages
  • No meterless reversal
  • Weak without swords equipped
Jack-O Advantages
  • Strong Corner Pressure with minions
  • Decent zoning game with minion meter
  • High chip damage with Offensive Minion super
  • Good Mixup potential with minion(s) summoned
Jack-O Disadvantages
  • Low defense and guts
  • Weak defensive options
  • Reliant on minions and minion meter for screen
  • Shorter range normals compared to Ram (except her 6H)

General tips for Ram vs Jack-O

  • The Ram player should not give the Jack-O space to summon minions
  • Pay attention to Jack-O's minion Gauge, it limits what she can do
  • Ram can always special cancel or gatling after clearing a minion
  • Ram's Best minion clear options
  1. Close range - 5P, 5K,6P
  2. Mid-long range - f.S, j.S, 5H
  • Don't let the Jack-O player throw a minion behind you, you can't clear it if it is, run or jump at her after
  • Ram can always use her reversal super (236236S) between Jack-O's 2D and 236K
  • When FDing Jack-O, FD her normals, not her minions to space her out
  • Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape.

 Leo_Whitefang

Rating
5.5:4.5, you out neutral him pretty heavily but it's hell if he gets BT
  • Your f.S is 1 frame faster then Leo's, and your 5H is 3 frames faster, giving you almost complete control of neutral when on the ground. By that logic Leo's will tend to jump to avoid having to lose said neutral or may start to shoot projectiles from range; be aware of the game plan they go with.
  • Leo's Kaltes Gestöber Zweit(The cross up) can usually be thrown during a block string, there is however 1 frame where you will throw in the wrong direction, so make sure to not mistime the throw.

 May

Rating
5:5, Ram can check after dolphins making the RPS a little weaker but she really struggles against May jump buttons

 Millia_Rage

Rating
6:4, Millia explodes but she's too fast for f.S

 Nagoriyuki

Rating
5:5, almost a first hit wins situation
  • Nago starts to out range even your normals once he starts getting into higher blood levels. They are still quite awful on whiff however, and proper baiting of moves like nagos 2H will make him wide open if he dosent have meter to make himself safe.
  • Nago's 6P cleanly beats Ram's f.5S from various distances, use 2S to circumvent this.
  • 214H will very quickly become the bane of your existence. You can snuff it with pre-emptive pokes but blocking it or (heaven forbid) getting counterhit by it is very bad. Your 5P is smaller than his and 2P is prone to losing.

 Potemkin

Rating
4.5:5.5, At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5h. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure.

 Ramlethal_Valentine

Matchup Rating: 5:5 Even

Basic Mirror Match counterplay

  • The Ram with more swords equipped in neutral is favoured
  • Ram can easily challenge her own neutral
  • Ram struggles to deal with her own corner pressure without meter
  • This is a very momentum based matchup, first to break the wall usually wins
  • Ram has access to a few safe jumps making her Mortobato super easier to bait
  • Ram can always use her Mortobato super between rekka (214P) 1st, 2nd and 3rd hits
  • Ram can easily punish her 214K with 5P, 6P, 5K,and airthrow

Mirror Match Midrange R.P.S

f.S>2.S>6P>f.S and so on...

  • Jumping in Neutral can heavily change the R.P.S (Rock, Paper, Scissors)
  • Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes.
  • If either ram whiffs 5H, it can be punished with 214H
  • f.S checks itself and she has a hard time dealing with her own pressure

 Sol_Badguy

Rating
4:6, you out neutral him but he heavily out damages you
  • Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. Ram gets strong punishes on both block and startup due to its generally risky nature, being -17 on block.
  • S Volcanic Viper is -22 on block, allowing for violent punishes.
  • 6S > Gunflame can be punished on reaction with a forward airdash.

 Zato-1

Rating
5:5, Oppose is very annoying for her to deal with but her buttons beat Zatos

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