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{{ | {{MFlag|update}} | ||
==Matchups== | == Matchups (Revision Required) == | ||
__NOTOC__ | |||
{{Matchup ToC}} | |||
==={{ | <!--TEMPLATE | ||
==Justice== | |||
{{MatchupSummaryBox | |||
| character = Justice | |||
| oneliner = | |||
| favorability = | |||
| summary = | |||
}} | |||
=== | ===Round Start=== | ||
---- | |||
=== | ===Neutral=== | ||
---- | |||
=== | ===Defense=== | ||
---- | |||
=== | ===Offense=== | ||
---- | |||
--> | |||
===== | ==Anji Mito== | ||
* | {{MatchupSummaryBox | ||
| character = Anji Mito | |||
* Ram | | oneliner = He's gotta do a lot more than spin to win. | ||
| favorability = {{clr|3|Advantage}} | |||
| summary = | |||
* Anji generally doesn't really have low-commitment options to respond to ram's options in neutral, and his offense and defense aren't particularly scary for her to deal with. | |||
* While he does do an obscene amount of damage off the right hits, and while he can call her out in neutral, Ram generally has the upper hand. As Ram, you might have to rely on faster normals to avoid his spin, but {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=2K|label=2K}} is an amazing normal, and your normals through {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5P|label=5P}} and {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=2P|label=2P}} also have really good reward on hit thanks to being able to gatling into {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=21P|label=Erarlumo}}, giving you a hard knockdown. | |||
}} | |||
=== | ===Neutral=== | ||
---- | |||
===== | ===Offense=== | ||
---- | |||
==== ''' | ===Defense=== | ||
* Pre-emptively filling space to stop dashes is something Ram will have to do quite frequently | ---- | ||
==Asuka R== | |||
{{MatchupSummaryBox | |||
| character = Asuka R | |||
| oneliner = | |||
| favorability = | |||
| summary = | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Asuka's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Axl Low== | |||
{{MatchupSummaryBox | |||
| character = Axl Low | |||
| oneliner = British man jumpscare. | |||
| favorability = {{clr|2|Heavy Advantage}} | |||
| summary = | |||
* Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. | |||
* Axl just doesn't get as much leeway in neutral because the range she can start threatening him is much larger than most other characters. | |||
* Though {{MiniMoveCard|game=GGST|chara=Axl Low|input=2K|label=2K}} helps him somewhat defend against Ram's stuff, he's still going to struggle against a competent ram. | |||
}} | |||
==Baiken== | |||
{{MatchupSummaryBox | |||
| character = Baiken | |||
| oneliner = Local woman so angry at the world it makes everyone playing against her angry as well. | |||
| favorability = {{clr|3|Advantage}} | |||
| summary = | |||
* An easier MU for Ram due to the fact that her normals control a large chunk of space. | |||
* Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely. | |||
* If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix. | |||
}} | |||
===Round Start=== | |||
---- | |||
* While the round start can feel Baiken favored, you can bait out her Far Slash and play around her 2H. Walk back Far Slash and jumping away can work well. 2S is also still useful. | |||
===Neutral=== | |||
---- | |||
* Baiken is very nimble and annoying to deal with in the neutral | |||
* Her j.S can be a pain to deal with due to how it goes at a unconventional angle and due to Ram's 6P being more horizontal than vertical, it can be hard to AA. | |||
* You don't really wanna go for a f.S or 5H super often from a mid range since Baiken can run up and punish with her own f.S which is decently disjointed. | |||
* It's good to go for something low committal like 6P when you're decently close to her since it has quick recovery and can counterhit Baiken's f.S. | |||
* Furthermore, 6P special cancels on block which will let you start running your pressure | |||
* It's also good to note that Baiken players are extremely abnormal humans and will find zero issue with using gun super as a full screen whiff punish in a last hit scenario. | |||
===Defense=== | |||
---- | |||
* Guess like your life depends on it. Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable. | |||
* If she comes in with a deep j.S jump in, she can decide to Yosanzen to hit you with another overhead or she can simply not do it and go for a low via 2K. | |||
* Baiken is a safe jump monster, after a lot of her most basic strings, she can do IAD Tatami to cover any wake up options you might have. Due to it being a projectile, you can't do anything about it. | |||
* If you let Baiken grab you, she can start to run pressure like [https://streamable.com/pjonq8 this], [https://streamable.com/s2h44m that] and even [https://streamable.com/m31k7k this]. If the Baiken does this well, you can't 6P it nor can you reversal it, you have to hold the pressure and guess. | |||
* One of Baiken's most annoying tools on block is Kabari, due to how she's built around R.P.S (rock, paper, scissors), she has a stupid amount of gaps that you can get caught by, here's some things you can try doing... | |||
<big>Defending vs Kabari</big> | |||
* S Kabari will allow her to get tether after it lands, this is still RPS however. It's 31 frames meaning it's very much reactable. If you don't punish it however, she's +2 which means she can keep running her pressure. | |||
* H Kabari is only minus 3, keeping it safe on block and will push the opponent towards Baiken. | |||
* While H Kabari is minus, this doesn't mean you can just mash on Baiken though. If she does the follow up right after, she'll frame trap your mash, if she delays it, she can either go right through you which will leave you advantageous due to Baiken being in endlag. Sometimes you can CH the delay as she's right in front of you or you may both may trade. It's not reliable to try going for these though. | |||
* Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. | |||
* If you wanna get out of this situation, it's best to look for Baiken going for a cheeky grab or to FD to push her out of your space. | |||
===Offense=== | |||
---- | |||
* You can run pressure like usual but be careful mid screen as Baiken can do wakeup Hiragi and it's frame 1, meaning it can be a good wakeup option. | |||
* Baiken has the ability to Hiiragi during your rekka pressure, although this is risky for the Baiken to do and she'll just blow up into a thousand pieces if you delay the rekka | |||
==Bedman== | |||
{{MatchupSummaryBox | |||
| character = Bedman | |||
| oneliner = | |||
| favorability = | |||
| summary = | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Bedman's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
| || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Bridget== | |||
{{MatchupSummaryBox | |||
| character = Bridget | |||
| oneliner = Goldlewis if they played Celeste in their teen years. | |||
| favorability = {{clr|3|Who Knows}} | |||
| summary = | |||
* She's really annoying but you can pretty much do things as usual. | |||
* Her normals might look like they aren't very contestable but you can very much run up and premptively 6P them to stop her. | |||
* A lot of her Yo-Yo normals have hurtboxes that extend beyond the hitbox and Yo-Yo itself, meaning that you can abuse your disjoints to punish her lack of some. | |||
}} | |||
===Defense=== | |||
---- | |||
* If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix. | |||
==Chipp Zanuff== | |||
{{MatchupSummaryBox | |||
| character = Chipp Zanuff | |||
| oneliner = "He's too damn fast." - mains of the third fastest character. | |||
| favorability = {{clr|5|Even}} | |||
| summary = | |||
* Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. | |||
* His fast normals and DP can give Ram some trouble even when she does get him to block, and Chipp himself can have some really scary mixups in the right situations. | |||
* Try to preemptively hit where you think Chipp will be so you can try keeping him locked down. | |||
* Reactively {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=6P|label=6P}}. Since Chipp can vary his air movement more than the average character, it's best to only {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=6P|label=6P}} when you 100% know he's gonna land into it. Hard but possible after practicing. | |||
* Overall much harder than your usual Ram matchup, but not unwinnable by any means. Thanks Daisuke. | |||
}} | |||
* Chipp has very fast round start options via {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=f.S|label=Far Slash}}, {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2S|label=2S}} and {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5K|label=5K}}. Luckily, Ram can {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=6P|label=6P}}, {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5P|label=5P}} or {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=2K|label=2K}} Chipp's {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=f.S|label=Far Slash}}. {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5P|label=5P}} is also a good option to stop {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=f.S|label=Far Slash}}. | |||
===Neutral=== | |||
---- | |||
* Chipp has a very easy time evading a lot of Ram's stuff and he tends to be a whiff punish demon. It's best to avoid using moves like {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=f.S|label=Far Slash}} and {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5H|label=Heavy Slash}} due to their considerable recovery, allowing Chipp to punish them. Instead, you'll want to use low commit pokes such as {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=2K|label=2K}}, {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5K|label=5K}}, {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5P|label=5P}} and {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.P|label=j.P}}. While the reward isn't as high, it's better than risking death. It's also good to not try and chase Chipp down. | |||
===Defense=== | |||
---- | |||
* Defending as Ram is pretty much as pain as if you were anyone else. She does have {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236236S|label=Motorboat}} as a reversal but that's not something you should rely on for your defense. Chipp has a sneaky little high in the form of {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6K|label=6K}} which is +1 on block but also has considerable start up with 20 frames. {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5P|label=5P}} in general is a good move on Chipp defense due to how quick it is. It can stop {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236P|label=Gamma Blade}} and {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=63214S|label=Genrou Zan}} as well. But do be mindful when mashing on defense as you can get blown up for guessing wrong or misstiming it. | |||
===Offense=== | |||
---- | |||
* Ram on offense is usually business as usual. Just be mindful that Chipp has {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=623S|label=Beta Blade}} and can interrupt your pressure utilizing {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=214P|label=Erarlumo}}. Also do keep in mind that Chipp has unique movement options via his third jump so if he does jump out of pressure, he's home free if you aren't able to prevent him from landing safely. | |||
==Elphelt Valentine== | |||
{{MatchupSummaryBox | |||
| character = Elphelt Valentine | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Elphelt's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Faust== | |||
{{MatchupSummaryBox | |||
| character = Faust | |||
| oneliner = Laust. Also a massive nerd. | |||
| favorability = {{clr|3|Advantage}} | |||
| summary = | |||
* Faust zones. Ram doesn't get zoned. | |||
* Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. He also really doesn't do enough damage to punish ram when he does actually win neutral. | |||
}} | |||
===Round Start=== | |||
---- | |||
* At round start, Faust likes to {{MiniMoveCard|game=GGST|chara=Faust|input=2K|label=2K}} and {{MiniMoveCard|game=GGST|chara=Faust|input=2H|label=2H}} but generally, {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=2S|label=2S}} and {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=2K|label=2K}} can be good ways to smoke those round start options. | |||
===Neutral=== | |||
---- | |||
* Ram gets to play neutral as usual due to Faust not having a strong answer to {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=f.S|label=Far Slash}}. Dash block is a strong way to try and approach Faust as he can have a difficult time creating strong situations off of a normal being blocked from a mid range. If you're having a hard time with approaching Faust, look and analyze the situations you're being put into after blocking. Also, put a higher value on grounded approach over jumping. Faust's grounded answers confer far less reward over his anti-airs. | |||
* This all being said, Faust gets a bit more quirky once he has meter. His {{MiniMoveCard|game=GGST|chara=Faust|input=j.2K|label=j.2K}} RC can be used for a counterpoke and or whiff punish. He also has an instant teleport move in the form of PRC {{MiniMoveCard|game=GGST|chara=Faust|input=214P|label=Scarecrow}}. This can also allow him to {{MiniMoveCard|game=GGST|chara=Faust|input=236H|label=give you a shape up}} if you don't react accordingly. | |||
* Faust is a whiff punish fiend so he likes to walk back and use his long buttons in order to try and get these opportunities. However will usually just get him damage and {{MiniMoveCard|game=GGST|chara=Faust|input=236P|label=item toss}}. The reward can become more threatening if he has meter advantage, as a successful whiff punish gives him an opportunity to use his {{MiniMoveCard|game=GGST|chara=Faust|input=236236P|label=item toss super}}. | |||
* It's not too risky to use {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=f.S|label=Far Slash}} early in an attempt to challenge him approaching you or pressing a button. | |||
===Defense=== | |||
---- | |||
* Faust offense isn't super scary from fullscreen unless he has a bajillion items and you keep allowing him to throw them. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. In the corner, look out for his tick throws when he utilizes {{MiniMoveCard|game=GGST|chara=Faust|input=2K|label=2K}}. If you get caught lacking, he can get a throw or {{MiniMoveCard|game=GGST|chara=Faust|input=236H|label=give you a fade}} which leads to his afro nonsense. | |||
* Afro state is what happens after Faust {{MiniMoveCard|game=GGST|chara=Faust|input=236H|label=fucks your line up}}. Your hurtbox will become larger and if he {{MiniMoveCard|game=GGST|chara=Faust|input=j.D|label=applies the coronavirus vaccine}} to your beautiful hair, it will ignite. There will then be a fixed amount of time where Faust can continue his pressure with the looming threat of the afro exploding. After it does explode, it will cause a guard crush scenario, leaving you severely disadvantaged frame data wise. | |||
===Offense=== | |||
---- | |||
* There is something unique Faust can do on defense, to deal with Ram pressure, he can crawl under {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label=Heavy Bajoneto}} on reaction. Krackatoa breaks down this tech here: https://youtu.be/cnYteOeJ9TU | |||
* You can pretty much do what you usually do on offense, except you'll need to watch out for his crawl shenanigans. | |||
==Giovanna== | |||
{{MatchupSummaryBox | |||
| character = Giovanna | |||
| oneliner = Her height plays into the MU more than you'd expect. | |||
| favorability = {{clr|3|Advantage}} | |||
| summary = | |||
* Pre-emptively filling space to stop dashes is something Ram will have to do quite frequently but has to be done with low recovery moves or else ram will be whiff punished | |||
* Saving your swords in neutral will make it easier for Ram to catch Gio's movement | * 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 | * Ram should try to not whiff her long range normals as it makes it easier for Gio to close the gap | ||
* Learn to {{clr| | * Learn to {{clr|P|6P}} Gio's {{clr|K|236K}} ({{clr|K|Trovão}}), as it's plus on block and will allow her to continue her pressure if you don't interrupt it. | ||
* | }} | ||
===Round Start=== | |||
---- | |||
* Gio likes to either roundstart with {{MiniMoveCard|game=GGST|chara=Giovanna|input=236H|label=5H}} or backdash into something that could be useful for a whiff punish. Gio players tend to delay options a lot at round start but you can work around this as you get a feel for how a certain Gio player handles themself at roundstart. Generally, though, you'll want to {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=6P|label=6P}} the {{MiniMoveCard|game=GGST|chara=Giovanna|input=236H|label=5H}}. | |||
=== | ===Neutral=== | ||
---- | |||
* Ram needs to use things like {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=f.S|label=Far Slash}} somewhat preemptively in order to snuff out stuff like {{MiniMoveCard|game=GGST|chara=Giovanna|input=2D|label=2D}} or just her dashing towards you in general. Ram should try to not whiff her long range normals as it makes it easier for Gio to close the gap and whiff punish her accordingly. | |||
=== | ===Defense=== | ||
---- | |||
* Standard strike throw stuff needs to be thought of here. Be ready to fuzzy a lot when she's on you. | |||
=== {{ | ===Offense=== | ||
---- | |||
* Standard Ramlethal offense works fine here. | |||
* Note that {{MiniMoveCard|game=GGST|chara=Giovanna|input=2D|label=2D}} can low profile jump ins. | |||
===== | ==Goldlewis Dickinson== | ||
* | {{MatchupSummaryBox | ||
* | | character = Goldlewis Dickinson | ||
| oneliner = I wish America was this cool in real life... | |||
| favorability = {{clr|3|Advantage}} | |||
| summary = | |||
* Very close to being an even matchup but it's spoiled by Ram simply being more consistent and having an easier time getting her win condition. | |||
* Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. While Gold can start enforcing chip pressure off a HKD, he's not going to be able to push you to the corner as easily as Ram can meaning that his midscreen reward is slightly less favorable than Ram's. | |||
* While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. | |||
* Overall, Gold has to work a lot harder than Ram does but Ram still needs to know that he's not THAT far off from being able to take her down. All it takes is one bad neutral exchange and that can decide the entire match. | |||
* Goldlewis j.D is busted dawg that shit is actually so cracked lmao | |||
}} | |||
===== | ===Round Start=== | ||
---- | |||
* Goldlewis likes to do {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=69874H|label=69874H}}, {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=f.S|label=Far Slash}} and {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.D|label=j.D}} at round start. Ram can indeed use {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5K|label=5K}} to deal with Gold's {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=69874H|label=69874H}} but it loses to {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=f.S|label=Far Slash}} and {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.D|label=j.D}}. Overall though, it is quite unwise to try and play rock, paper scissors with Goldlewis. You can be right but the moment you're wrong, your life is going down the drain. | |||
===== | ===Neutral=== | ||
---- | |||
* Ram loves to do stuff like [https://dustloop.com/w/Instant_Air_Dash#Backwards_IAD IABD] {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.S|label=j.S}} to keep Goldlewis away from her. Gold could maybe {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6P|label=6P}} which can combo into a Behemoth Typhoon, leading into either a combo or hard knockdown but it's not super reliable on his end. If Gold does a high commit poke like {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=f.S|label=Far Slash}}, you can whiff punish with your own {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=f.S|label=Far Slash}}. Ram usually has an easier time navigating neutral due to fast normals that can easily beat out Gold's. Due to a more consistent neutral, she can obtain her win condition easier than Goldlewis as well. When Gold gets his "Security Level" up though, that's when he starts to party. {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=214S Level 3|label=Thunderbird}} is a party game move that just gives Goldlewis neutral. It gives him a HKD at any level and slows down in the corner which makes his corner pressure and neutral much scarier. If you see Gold use this, you just gotta run. I asked and nobody knows what the counterplay is at the moment. Just run bro. Maybe you can try jumping over it but good luck avoiding his air throw, {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.D|label=j.D}} and {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.S|label=j.S}} bro. | |||
==== ''' | ===Defense=== | ||
* The Ram player should not give the Jack-O space to summon minions with {{clr| | ---- | ||
* Gold corner pressure that arguably rivals Rams. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. As said earlier, you don't really wanna RPS with Goldlewis. Just try to turtle with FD and let him slowly back off via the block pushback. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. If you're concerned about which BTs do what frame data wise, you can check out [https://cdn.discordapp.com/attachments/979414130714898494/1002602666536489020/3BEAF1F8-7BBD-43A3-8693-64A1E5D5E7D2.png this chart] that details which ones are plus, minus and if they're an overhead or low. | |||
===Offense=== | |||
---- | |||
* Goldlewis has a {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=2P|label=2P}} that works as a good "abare" option. It's not something he should do often but if there's an oppurtunity, he'll take it. It's also good to mention that he likes to use {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=2P|label=2P}} as an anti air and it works particularly well against {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.S|label=j.S}}. Generally though, it's business as usual for Ram when she finally gets Gold in the corner. But do remember he has a metered reversal in the form of {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=1080P|label=Down With The System}}. For the uneducated, abare is what weebs call "mashing" because they wanna put a cute Japanese coat of paint over the fact they love to press buttons. | |||
==Happy Chaos== | |||
{{MatchupSummaryBox | |||
| character = Happy Chaos | |||
| oneliner = For his neutral special, he wields a gun | |||
| favorability = {{clr|3|Slight Advantage}} | |||
| summary = •Happy Chaos and Ramlethal both share a deep connection, that being that you simply have to endure the rest on the match suffering in a corner as you hold this mix. It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. Luckily for you, Ram has an annoying combo and great ways to get in. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. At long range, you can use Banjoneto to hit Chaos. | |||
}} | |||
==I-No== | |||
{{MatchupSummaryBox | |||
| character = I-No | |||
| oneliner = She loves to try forcing a square peg into a round hole. | |||
| favorability = {{clr|2|Slight Advantage}} | |||
| summary = | |||
* Though Ram has really good, rewarding buttons, good lows, good antiairs, and strong reward all around, with pressure that can be very difficult to beat for I-No, Ram can't cover hoverdash {{clr|S|j.S}} and {{clr|S|236S}}/{{clr|H|236H}} at the same time, meaning I-No still has a good chance to simply guess right and get in. And once she's in, she can mix. | |||
}} | |||
==Jack-O== | |||
{{MatchupSummaryBox | |||
| character = Jack-O | |||
| oneliner = The only thing that's "Piping Hot" and "Popping like Popcorn" are these swords I'm throwing | |||
| favorability = {{clr|3|Heavy Advantage?}} | |||
| summary = | |||
* The Ram player should not give the Jack-O space to summon minions with {{clr|S|f.S}}, {{clr|S|j.S}}, {{clr|H|5H}} and both sword throws({{clr|S|236S}}/{{clr|H|H}}) | |||
* Pay attention to Jack-O's minion Gauge, it limits what she can do | * 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 can always special cancel or gatling after clearing a minion | ||
*''Ram's Best minion clear options'' | *''Ram's Best minion clear options'' | ||
# Close range - {{clr| | # Close range - {{clr|P|5P}}, {{clr|K|5K}},{{clr|P|6P}} | ||
# Mid-long range - {{clr| | # Mid-long range - {{clr|S|f.S}}, {{clr|S|j.S}}, {{clr|H|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 | * 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 ({{clr| | * Ram can always use her reversal super ({{clr|S|236236S}}) between Jack-O's {{clr|D|2D}} and {{clr|K|236K}} | ||
* When FDing Jack-O, FD her normals, not her minions to space her out | * When FDing Jack-O, FD her normals, not her minions to space her out | ||
* If the Jack-O player is using {{clr| | * If the Jack-O player is using {{clr|D|j.D}} a lot, {{clr|S|S}} sword throw (236S) can snipe her out and {{clr|S|j.214S}}. | ||
* Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape. | * Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape. | ||
}} | |||
==Johnny== | |||
{{MatchupSummaryBox | |||
| character = Johnny | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Johnny's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Ky Kiske== | |||
{{MatchupSummaryBox | |||
| character = Ky Kiske | |||
| oneliner = Very honest and fair strike throw gameplay. | |||
| favorability = {{clr|3|Advantage}} | |||
| summary = | |||
*Ram plays in about the same ranges and spaces Ky plays, but she does it better. | |||
*Ram's {{clr|S|f.S}} is faster, larger than his, and disjointed to boot, and her {{clr|H|5H}} more or less outranges all his normals, and with even more disjoints. | |||
*To challenge these normals, Ky pretty much has to commit to {{clr|K|236K}} or {{clr|P|6P}}, they are still fairly risky especially without meter, and ram herself has strong options to beat those, such as {{clr|S|2S}} or {{clr|K|2K}}. | |||
*As for pressure, Ky's DP (Vapor Thrust), though it exists, is not amazing, and not particularly difficult for Ram to deal with, and Ky's pressure is not too scary, especially if Ram has meter. | |||
}} | |||
==Leo Whitefang== | |||
{{MatchupSummaryBox | |||
| character = Leo Whitefang | |||
| oneliner = Leo players don't look you in the eyes because they're cowards. | |||
| favorability = {{clr|5|Even}} | |||
| summary = | |||
* Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. | |||
* Your {{clr|S|f.S}} is 1 frame faster then Leo's, and your {{clr|H|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. | |||
* You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). | |||
}} | |||
===Round Start=== | |||
---- | |||
* Most things Leo does round start loses to Ram's {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=f.S|label=Far Slash}} and if it beats that, it loses to {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=2K|label=2K}}. | |||
===Neutral=== | |||
---- | |||
* Leo likes to have meter in neutral so when he lands a stray hit, he can get a full conversion to get into a wall break for positive bonus. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. | |||
===Defense=== | |||
---- | |||
* Leo's {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=236H|label=Kaltes Gestöber Zweit}} 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. | |||
===Offense=== | |||
---- | |||
* Watch out for {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[2]8H|label=Eisensturm}} as it can be very annoying to punish and hurts a ton when you're hit. | |||
==May== | |||
{{MatchupSummaryBox | |||
| character = May | |||
| oneliner = Life's good, until your lifebar turns red for trying to escape the corner. | |||
| favorability = {{clr|3|Even}}/{{clr|2|Slight Advantage}} | |||
| summary = | |||
* May is the undisputed champion of the air, you will learn to respect her domain and enter it only with the utmost caution and your finger glued to the Punch or FD button. | |||
* Both characters excel in similar things, Ramlethal has better ground game and May better air game. | |||
* Ramlethal has good options to deal with Dolphin RPS, but due to her low health she has to be careful about RPSing too aggressively. | |||
*May is way more resilient that she seems at first (by the virtue of being japanese) so you will have to make every bit of damage you can get out of your hits count. | |||
}} | |||
==={{ | ==Millia Rage== | ||
{{MatchupSummaryBox | |||
* | | character = Millia Rage | ||
* | | oneliner = White woman spotted. Expect to see her in air a lot. | ||
| favorability = {{clr|1|Slight Disadvantage}} | |||
| summary = | |||
* Millia's mobility lets her keep Ramlethal honest in neutral. Both characters struggle to stop the other when they get going. | |||
* Ramlethal does have really high reward off successful hits, more so than Millia, though she will struggle to get those hits more than any other matchup, except possibly Chipp. | |||
* As Ram, avoid using f.S and 5H, because Millia can easily stay outside their range and just get in when they whiff. In general, use low-commit moves like your K and P buttons. | |||
* Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). It's a better idea to play more passive and to let her come to you, forcing her to commit to something you can punish. | |||
* When you manage to catch her, it's likely that she will attempt to jump out of your pressure, as Millia's jump is fast and high, so plan your pressure accordingly. | |||
}} | |||
==={{ | ==Nagoriyuki== | ||
{{MatchupSummaryBox | |||
| character = Nagoriyuki | |||
| oneliner = Guilty Gear's own Yasuke. | |||
| favorability = {{clr|3|Even}} | |||
| summary = | |||
* 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 Nago's {{clr|H|2H}} will make him wide open if he dosent have meter to make himself safe. | |||
* Nago's {{clr|P|6P}} cleanly beats Ram's {{clr|S|f.5S}} from various distances, use {{clr|S|2S}} to circumvent this. | |||
* {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} will very quickly become the bane of your existence. It's a massive move that can be hard to challenge due to its hitbox, it's fast, it's long range, and extremely rewarding on hit and especially on counterhit. Though it is technically punishable with a throw on block at a lot of ranges, he can cancel this move into other specials to make himself safe, or even try to grab you (though it is risky, and pretty blood-expensive) | |||
}} | |||
==={{ | ===Round Start=== | ||
---- | |||
* At roundstart, Nago goes crazy with {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2S Level 1|label={{clr|S|2S}}}} and {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}}. Ram can use {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=2S|label={{clr|S|2S}}}} to beat both of those. However, his {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=5K|label={{clr|K|5K}}}} will beat it, along with most other attacks you can try roundstart. He can also retreat with {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=214K|label={{clr|K|214K}}}}, followed by {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2S Level 1|label={{clr|S|2S}}}} or {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}}, depending on how aggressive he wants to be. | |||
=== | ===Neutral=== | ||
---- | |||
*Nago | * Keep an eye on his blood! Nago's neutral is completely dictated by how much blood he has. His Slash normals become much better when he's at high blood to compensate for the fact he can't utilize specials as freely when he's at high blood. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. You're gonna be guessing a lot since as Nago makes you block a normal, he can always just special cancel and decide to either be safe or plus. This isn't a plan that works forever however, Nago will eventually get to a high blood level and will be forced to commit to normals when he's around level 3 blood. If he values his life at least. When he whiffs something like {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} at level 3 blood, he'll be recovering for a while so take this opportunity to get in. If you think you can poke and prod at Nago from a distance however, you're mistaken because he has {{MMC|game=GGST|chara=Nagoriyuki|input=236S|label=Zarameyuki}}. A projectile that goes through attacks and other projectiles while also going full screen. He can do this reactively to effectively whiff punish you with a projectile and then instantly get in for some pressure by utilizing {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=236K|label=Fukyo}}. | ||
==={{ | ===Defense=== | ||
---- | |||
* Look out for {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=623P|label=Blood Sucking Universe}}. When Nago is going crazy on your block with his blood specials, keep an eye on his blood gauge. If it's getting particularly high, he may decide to go for this command grab which will completely empty his blood gauge. This means he get to go even crazier on your block. If you feel like he's going to go for this, you can back dash in which will allow you to backthrow him into the corner, which will leave you in an advantageous position. | |||
==={{ | ===Offense=== | ||
---- | |||
* Business as usual, watch out for Nago doing {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=214H|label=Kamuriyuki}} to try and escape pressure as this can work as a quick burst movement option to move out of the way of explosions. | |||
==== | |||
==Potemkin== | |||
{{MatchupSummaryBox | |||
| character = Potemkin | |||
| oneliner = His large body is how he compensates for not being able to do anything. | |||
| favorability = {{clr|3|Heavy Advantage}} | |||
| summary = | |||
* 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== | |||
{{MatchupSummaryBox | |||
| character = Ramlethal Valentine | |||
| oneliner = I'll Face Myself | |||
| favorability = {{clr|3|Even}} | |||
| summary = | |||
* The Ram with more swords equipped in neutral is favoured | * The Ram with more swords equipped in neutral is favoured | ||
* Ram can easily challenge her own neutral | * Ram can easily challenge her own neutral | ||
Line 124: | Line 517: | ||
* This is a very momentum based matchup, first to break the wall usually wins | * 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 has access to a few safe jumps making her Mortobato super easier to bait | ||
* Ram can always use her Mortobato super between rekka ({{clr| | * Ram can always use her Mortobato super between rekka ({{clr|P|214P}}) 1<sup>st</sup>, 2<sup>nd</sup> and 3<sup>rd</sup> hits | ||
* Ram can easily punish her {{clr| | * Ram can easily punish her {{clr|K|214K}} with {{clr|P|5P}}, {{clr|P|6P}}, {{clr|K|5K}},and airthrow | ||
}} | |||
==== | ===Round Start=== | ||
<big>Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay</big> | |||
---- | |||
* {{clr|S|f.S}}>{{clr|S|2S}}>{{clr|P|6P}}>{{clr|S|f.S}} and so on... | |||
* Jumping in Neutral can heavily change the R.P.S (Rock, Paper, Scissors) | * 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. | * Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. | ||
* If either ram whiffs {{clr| | * If either ram whiffs {{clr|H|5H}}, it can be punished with {{clr|H|214H}} | ||
* {{clr| | * {{clr|S|f.S}} checks itself and she has a hard time dealing with her own pressure | ||
=== {{ | ==Sin Kiske== | ||
{{MatchupSummaryBox | |||
| character = Sin Kiske | |||
| oneliner = Steak supporter, must be eliminated | |||
| favorability = {{clr|2|Heavy Advantage}} | |||
| summary = | |||
* Sin wants to throw out {{clr|3|2S}} as his main poke and {{clr|1|6P}} to stuff Ramlethal's {{clr|3|fS}} or hang around in air to be in a position to punish {{clr|3|fS}} and {{clr|4|5H}} with a IAD {{clr|3|jS}}. | |||
* {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=236K|label=Elk Hunt ({{clr|2|236K}})}} can lowprofile your main pokes, but rarely as consistently as Sol's {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214S|label=Nightraid Vortex}} or I-no's {{MiniMoveCard|game=GGST|chara=I-no|input=236H|label={{clr|3|S}}/{{clr|4|H}} Stroke}}. | |||
* Matchup can be very volatile, due to both characters having bellow average defence modifiers. | |||
*ABD {{clr|4|jH}} is one of Sin's main ways to safely hold air space, due to being disjointed and fast. But it pales in comparison to Ramlethal's {{clr|3|jS}} and {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.214S|label={{clr|3|j.214S}}}} for holding air space. | |||
* {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=623S|label= Hawk Baker ({{clr|3|623S}})}} can be used to safely escape rekka pressure after Erarlumo 2, so be mindful when using it to pressure or use meter to RC and bait it. | |||
}} | |||
==== | ==Roundstart== | ||
== | ==Neutral== | ||
Sin generally doesn't like to throw out his buttons due Ramlethal's main pokes beating his. But he still cannot let you dash at him for free, so he must use them to hold space sometimes. And {{clr|3|2S}} is at least relatively fast and slightly disjointed, but lacks much reward outside counterhit at certain spacings. But most of the time Sin will be trying to do one of the three things; | |||
* | * using {{clr|1|6P}} to counterpoke your main pokes | ||
* | * spacing himself to safely {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=236K|label= Elk Hunt ({{clr|2|236K}})}} under your main pokes | ||
* forwardjumping to avoid your main pokes and safely present an approach option due to IABD {{clr|4|jH}} being very hard to call out without a prior read | |||
==== | Thankfully Ramlethal still has the advantage by a longshot in controlling the air space with {{clr|3|jS}} and {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.214S|label= {{clr|3|j.214S}}}} specifically. And dash rising {{clr|1|jP}} is one of the best air to air buttons in the entire game, so she can always choose to use that to call out Sin's jump with relatively low risk. | ||
As such Sin is forced to take whatever space he has and hold onto it as long as possible. He has one blessing in the fact that his {{clr|1|5P}} is also a very good anti air when paired with his large {{clr|1|6P}} and sometimes {{clr|2|5K}}. So approaching Sin from the air is actually not that easy, at least without prior conditioning. | |||
==== '' | ==Offense== | ||
* Ram feasts on Zato once she gets in but this also goes both ways. Make sure you keep Zato at bay with your strong pokes and go for the | Sin has underwhelming to downright bad options to mash with, along with his backdash being horrible due to its large total duration. His only strong defensive option is {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=623S|label= Hawk Baker ({{clr|3|623S}})}}, which is very easy to bait and punish into an extremely damaging combo due to Hawk Baker propelling Sin into the air. But it allows him to get out of rekka pressure for free after {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=214p 214p|label= Erarlumo 2}}, so be wise when choosing when to pressure with it. | ||
His {{clr|5|jD}} does prove for a very good button to stall in the air with after jumping out though, so be sure to anti air it or air to air it with {{clr|1|jP}}. | |||
== Defence == | |||
Ramlethal without meter doesnt really have anything special to make Sins life hell with outside her air options being so strong and hard to hold the corner against. When she has 50% Tension, the entire game changes and Sin has to worry a lot about routing in ways that dont allow her to get a guarateed Mortobato punish. | |||
Sins offense will most of the time be either basic strike throw from plus frames and stagger pressure or semi reactable high low mixups from {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=214S|label= Hoofstomp({{clr|3|214S}})}} overhead and {{clr|2|6K}} low. This mixup can be made un-fuzzyable (cannot be avoided using a {{keyword|fuzzy guard}}), so you will either have to either guess the 50/50 or attempt to react to it, due to both options having 21 frames of startup. | |||
==Sol Badguy== | |||
{{MatchupSummaryBox | |||
| character = Sol Badguy | |||
| oneliner = Like father like half daughter clone thing. | |||
| favorability = {{clr|3|Even}} | |||
| summary = | |||
* 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. | |||
* {{clr|S|S Volcanic Viper}} is -22 on block, allowing for violent punishes. | |||
* {{clr|S|6S}} > Gunflame can be punished on reaction with a forward airdash. | |||
}} | |||
==Testament== | |||
{{MatchupSummaryBox | |||
| character = Testament | |||
| oneliner = Kroger brand Ram | |||
| favorability = {{clr|3|Unclear}} | |||
| summary = | |||
* Test 6P is juiced so if Ram gets 6P happy just slap them. | |||
* Crow beats Sword Toss but this is more of a general inconvenience than a game changer. | |||
* Testie has a deceptively good j.H jump in that Ram needs to keep an eye out for. | |||
* Testament pressure is now something to worry about in this new patch, do not let them lock you down. | |||
* Do try to be careful when going for the second or third hit of {{clr|P|214P}} though as if Testament has 50 meter, they will be able to reversal you with their Kroger Motorboat. | |||
}} | |||
===Neutral=== | |||
---- | |||
* Since Testament has low damage relative to Ram, this makes winning neutral more often pretty vital which can be difficult because it's Ramlethal. However, Testament can get positive bonus easier in theory due to high conversion ability due to stain state and {{MiniMoveCard|game=GGST|chara=Testament|input=236236P|label=Nostrovia}} | |||
===Defense=== | |||
---- | |||
* Testament has two strong ways to stop Ram from jumping out of the corner with {{MiniMoveCard|game=GGST|chara=Testament|input=j.D|label=j.D}} and {{MiniMoveCard|game=GGST|chara=Testament|input=236H|label=Heavy Grave Reaper}}. {{MiniMoveCard|game=GGST|chara=Testament|input=236H|label=Heavy Grave Reaper}} leads to a strike throw mix when Ram lands and {{MiniMoveCard|game=GGST|chara=Testament|input=j.D|label=j.D}} leads to another mixup. | |||
* Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. | |||
* Ram has to stay alert of more aggressive pokes with 2H (to catch with its high active time) and 6H (bigger range), riskier but do threaten the neutral. | |||
===Offense=== | |||
---- | |||
* Business as usual but just make sure you stay aware of Testament being able to use {{MiniMoveCard|game=GGST|chara=Testament|input=236236K|label=Kroger Motorboat}} as a reversal to get you off of them. | |||
==Zato-1== | |||
{{MatchupSummaryBox | |||
| character = Zato-1 | |||
| oneliner = Neutral skip the character. | |||
| favorability = {{clr|2|Heavy Advantage}} | |||
| summary = | |||
* Ram feasts on Zato once she gets in but this also goes both ways. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. | |||
* 236S has a use in this matchup. It can clip him which puts him into a stagger state, allowing Ram to get in. It's risky but can work. | * 236S has a use in this matchup. It can clip him which puts him into a stagger state, allowing Ram to get in. It's risky but can work. | ||
* Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. | * Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. | ||
* You can hit | * You can hit Eddie with Mortobato to extend it's active frames which can catch unsuspecting Zato's by surprise when they try to get in after seeing the effect fade. '''Do not rely on this. This is moreso a quirk of the matchup than something you should actually try applying.''' | ||
* Be ready to jump! Zato players like to sneak in his command throw but learn to recognize the situations they do it and be ready to | * Be ready to jump! Zato players like to sneak in his command throw but learn to recognize the situations they do it and be ready to beat him up for 90%. | ||
}} | |||
==Navigation== | ==Navigation== | ||
{{GGST/Navigation}} | |||
Latest revision as of 20:25, 8 December 2023
This can be due to patches to the game, or developments in the metagame. You can help by updating it.
Matchups (Revision Required)
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
- Anji generally doesn't really have low-commitment options to respond to ram's options in neutral, and his offense and defense aren't particularly scary for her to deal with.
- While he does do an obscene amount of damage off the right hits, and while he can call her out in neutral, Ram generally has the upper hand. As Ram, you might have to rely on faster normals to avoid his spin, but 2KGuardLowStartup6Recovery9Advantage-2 is an amazing normal, and your normals through 5PGuardAllStartup5Recovery8Advantage-2 and 2PGuardAllStartup6Recovery9Advantage-3 also have really good reward on hit thanks to being able to gatling into Erarlumo, giving you a hard knockdown.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Neutral
Offense
Defense
Asuka R
Round Start
Asuka's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Axl Low
- Thanks to her high movement speed and large buttons, Ram is generally difficult to zone.
- Axl just doesn't get as much leeway in neutral because the range she can start threatening him is much larger than most other characters.
- Though 2KGuardLowStartup5Recovery11Advantage-4 helps him somewhat defend against Ram's stuff, he's still going to struggle against a competent ram.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Baiken
- An easier MU for Ram due to the fact that her normals control a large chunk of space.
- Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely.
- If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- While the round start can feel Baiken favored, you can bait out her Far Slash and play around her 2H. Walk back Far Slash and jumping away can work well. 2S is also still useful.
Neutral
- Baiken is very nimble and annoying to deal with in the neutral
- Her j.S can be a pain to deal with due to how it goes at a unconventional angle and due to Ram's 6P being more horizontal than vertical, it can be hard to AA.
- You don't really wanna go for a f.S or 5H super often from a mid range since Baiken can run up and punish with her own f.S which is decently disjointed.
- It's good to go for something low committal like 6P when you're decently close to her since it has quick recovery and can counterhit Baiken's f.S.
- Furthermore, 6P special cancels on block which will let you start running your pressure
- It's also good to note that Baiken players are extremely abnormal humans and will find zero issue with using gun super as a full screen whiff punish in a last hit scenario.
Defense
- Guess like your life depends on it. Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable.
- If she comes in with a deep j.S jump in, she can decide to Yosanzen to hit you with another overhead or she can simply not do it and go for a low via 2K.
- Baiken is a safe jump monster, after a lot of her most basic strings, she can do IAD Tatami to cover any wake up options you might have. Due to it being a projectile, you can't do anything about it.
- If you let Baiken grab you, she can start to run pressure like this, that and even this. If the Baiken does this well, you can't 6P it nor can you reversal it, you have to hold the pressure and guess.
- One of Baiken's most annoying tools on block is Kabari, due to how she's built around R.P.S (rock, paper, scissors), she has a stupid amount of gaps that you can get caught by, here's some things you can try doing...
Defending vs Kabari
- S Kabari will allow her to get tether after it lands, this is still RPS however. It's 31 frames meaning it's very much reactable. If you don't punish it however, she's +2 which means she can keep running her pressure.
- H Kabari is only minus 3, keeping it safe on block and will push the opponent towards Baiken.
- While H Kabari is minus, this doesn't mean you can just mash on Baiken though. If she does the follow up right after, she'll frame trap your mash, if she delays it, she can either go right through you which will leave you advantageous due to Baiken being in endlag. Sometimes you can CH the delay as she's right in front of you or you may both may trade. It's not reliable to try going for these though.
- Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately.
- If you wanna get out of this situation, it's best to look for Baiken going for a cheeky grab or to FD to push her out of your space.
Offense
- You can run pressure like usual but be careful mid screen as Baiken can do wakeup Hiragi and it's frame 1, meaning it can be a good wakeup option.
- Baiken has the ability to Hiiragi during your rekka pressure, although this is risky for the Baiken to do and she'll just blow up into a thousand pieces if you delay the rekka
Bedman
Round Start
Bedman's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Bridget
- She's really annoying but you can pretty much do things as usual.
- Her normals might look like they aren't very contestable but you can very much run up and premptively 6P them to stop her.
- A lot of her Yo-Yo normals have hurtboxes that extend beyond the hitbox and Yo-Yo itself, meaning that you can abuse your disjoints to punish her lack of some.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Defense
- If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix.
Chipp Zanuff
- Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent.
- His fast normals and DP can give Ram some trouble even when she does get him to block, and Chipp himself can have some really scary mixups in the right situations.
- Try to preemptively hit where you think Chipp will be so you can try keeping him locked down.
- Reactively 6PGuardAllStartup9Recovery18Advantage-9. Since Chipp can vary his air movement more than the average character, it's best to only 6PGuardAllStartup9Recovery18Advantage-9 when you 100% know he's gonna land into it. Hard but possible after practicing.
- Overall much harder than your usual Ram matchup, but not unwinnable by any means. Thanks Daisuke.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
- Chipp has very fast round start options via Far SlashGuardAllStartup9Recovery20Advantage-8, 2SGuardAllStartup10Recovery17Advantage-7 and 5KGuardAllStartup6Recovery8Advantage-3. Luckily, Ram can 6PGuardAllStartup9Recovery18Advantage-9, 5PGuardAllStartup5Recovery8Advantage-2 or 2KGuardLowStartup6Recovery9Advantage-2 Chipp's Far SlashGuardAllStartup9Recovery20Advantage-8. 5PGuardAllStartup5Recovery8Advantage-2 is also a good option to stop Far SlashGuardAllStartup9Recovery20Advantage-8.
Neutral
- Chipp has a very easy time evading a lot of Ram's stuff and he tends to be a whiff punish demon. It's best to avoid using moves like Far SlashGuardAllStartup11Recovery21Advantage-10 [-13] and Heavy SlashGuardAllStartup12Recovery28Advantage-12 [-13] due to their considerable recovery, allowing Chipp to punish them. Instead, you'll want to use low commit pokes such as 2KGuardLowStartup6Recovery9Advantage-2, 5KGuardAllStartup7Recovery11Advantage-2, 5PGuardAllStartup5Recovery8Advantage-2 and j.PGuardHighStartup5Recovery8Advantage-. While the reward isn't as high, it's better than risking death. It's also good to not try and chase Chipp down.
Defense
- Defending as Ram is pretty much as pain as if you were anyone else. She does have MotorboatGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} as a reversal but that's not something you should rely on for your defense. Chipp has a sneaky little high in the form of 6KGuardHighStartup28Recovery7Advantage+2 which is +1 on block but also has considerable start up with 20 frames. 5PGuardAllStartup5Recovery8Advantage-2 in general is a good move on Chipp defense due to how quick it is. It can stop Gamma BladeGuardAllStartup29Recovery19Advantage-4 and Genrou ZanGuardGround ThrowStartup27Recovery15AdvantageN/A as well. But do be mindful when mashing on defense as you can get blown up for guessing wrong or misstiming it.
Offense
- Ram on offense is usually business as usual. Just be mindful that Chipp has Beta BladeGuardAllStartup9Recovery23Advantage-27 and can interrupt your pressure utilizing ErarlumoGuardAllStartup16Recovery12Advantage-5. Also do keep in mind that Chipp has unique movement options via his third jump so if he does jump out of pressure, he's home free if you aren't able to prevent him from landing safely.
Elphelt Valentine
Round Start
Elphelt's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Faust
- Faust zones. Ram doesn't get zoned.
- Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. He also really doesn't do enough damage to punish ram when he does actually win neutral.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- At round start, Faust likes to 2KGuardAll, Low, LowStartup5Recovery12Advantage-2 and 2HGuardLowStartup14Recovery29Advantage-12 but generally, 2SGuardLowStartup10Recovery18Advantage-5 [-8] and 2KGuardLowStartup6Recovery9Advantage-2 can be good ways to smoke those round start options.
Neutral
- Ram gets to play neutral as usual due to Faust not having a strong answer to Far SlashGuardAllStartup11Recovery21Advantage-10 [-13]. Dash block is a strong way to try and approach Faust as he can have a difficult time creating strong situations off of a normal being blocked from a mid range. If you're having a hard time with approaching Faust, look and analyze the situations you're being put into after blocking. Also, put a higher value on grounded approach over jumping. Faust's grounded answers confer far less reward over his anti-airs.
- This all being said, Faust gets a bit more quirky once he has meter. His j.2KGuardAllStartup10Recovery9 after LandingAdvantage- RC can be used for a counterpoke and or whiff punish. He also has an instant teleport move in the form of PRC ScarecrowGuardAllStartup54 [84]Recovery10 [7]Advantage-8 [+7]. This can also allow him to give you a shape upGuardGround ThrowStartup6Recovery41Advantage- if you don't react accordingly.
- Faust is a whiff punish fiend so he likes to walk back and use his long buttons in order to try and get these opportunities. However will usually just get him damage and item tossGuardStartup26RecoveryTotal 40Advantage-. The reward can become more threatening if he has meter advantage, as a successful whiff punish gives him an opportunity to use his item toss superGuardStartup1+3RecoveryTotal 33AdvantageN/A.
- It's not too risky to use Far SlashGuardAllStartup11Recovery21Advantage-10 [-13] early in an attempt to challenge him approaching you or pressing a button.
Defense
- Faust offense isn't super scary from fullscreen unless he has a bajillion items and you keep allowing him to throw them. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. In the corner, look out for his tick throws when he utilizes 2KGuardAll, Low, LowStartup5Recovery12Advantage-2. If you get caught lacking, he can get a throw or give you a fadeGuardGround ThrowStartup6Recovery41Advantage- which leads to his afro nonsense.
- Afro state is what happens after Faust fucks your line upGuardGround ThrowStartup6Recovery41Advantage-. Your hurtbox will become larger and if he applies the coronavirus vaccineGuardHighStartup13Recovery23Advantage+5 (IAD) to your beautiful hair, it will ignite. There will then be a fixed amount of time where Faust can continue his pressure with the looming threat of the afro exploding. After it does explode, it will cause a guard crush scenario, leaving you severely disadvantaged frame data wise.
Offense
- There is something unique Faust can do on defense, to deal with Ram pressure, he can crawl under Heavy BajonetoGuardAllStartup20RecoveryTotal 43Advantage+3 on reaction. Krackatoa breaks down this tech here: https://youtu.be/cnYteOeJ9TU
- You can pretty much do what you usually do on offense, except you'll need to watch out for his crawl shenanigans.
Giovanna
- Pre-emptively filling space to stop dashes is something Ram will have to do quite frequently but has to be done with low recovery moves or else ram will be whiff punished
- 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
- Learn to 6P Gio's 236K (Trovão), as it's plus on block and will allow her to continue her pressure if you don't interrupt it.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- Gio likes to either roundstart with 5H or backdash into something that could be useful for a whiff punish. Gio players tend to delay options a lot at round start but you can work around this as you get a feel for how a certain Gio player handles themself at roundstart. Generally, though, you'll want to 6PGuardAllStartup9Recovery18Advantage-9 the 5H.
Neutral
- Ram needs to use things like Far SlashGuardAllStartup11Recovery21Advantage-10 [-13] somewhat preemptively in order to snuff out stuff like 2DGuardLowStartup17Recovery12Advantage-8 or just her dashing towards you in general. Ram should try to not whiff her long range normals as it makes it easier for Gio to close the gap and whiff punish her accordingly.
Defense
- Standard strike throw stuff needs to be thought of here. Be ready to fuzzy a lot when she's on you.
Offense
- Standard Ramlethal offense works fine here.
- Note that 2DGuardLowStartup17Recovery12Advantage-8 can low profile jump ins.
Goldlewis Dickinson
- Very close to being an even matchup but it's spoiled by Ram simply being more consistent and having an easier time getting her win condition.
- Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. While Gold can start enforcing chip pressure off a HKD, he's not going to be able to push you to the corner as easily as Ram can meaning that his midscreen reward is slightly less favorable than Ram's.
- While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain.
- Overall, Gold has to work a lot harder than Ram does but Ram still needs to know that he's not THAT far off from being able to take her down. All it takes is one bad neutral exchange and that can decide the entire match.
- Goldlewis j.D is busted dawg that shit is actually so cracked lmao
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- Goldlewis likes to do 69874HGuardAll* (Guard Crush)Startup12Recovery21Advantage-5, Far SlashGuardAllStartup11Recovery23Advantage-12 and j.DGuardHighStartup14Recovery14Advantage+13 (IAD) at round start. Ram can indeed use 5KGuardAllStartup7Recovery11Advantage-2 to deal with Gold's 69874HGuardAll* (Guard Crush)Startup12Recovery21Advantage-5 but it loses to Far SlashGuardAllStartup11Recovery23Advantage-12 and j.DGuardHighStartup14Recovery14Advantage+13 (IAD). Overall though, it is quite unwise to try and play rock, paper scissors with Goldlewis. You can be right but the moment you're wrong, your life is going down the drain.
Neutral
- Ram loves to do stuff like IABD j.SGuardHighStartup12Recovery24Advantage+5 (IAD) to keep Goldlewis away from her. Gold could maybe 6PGuardAllStartup12Recovery27Advantage-19 which can combo into a Behemoth Typhoon, leading into either a combo or hard knockdown but it's not super reliable on his end. If Gold does a high commit poke like Far SlashGuardAllStartup11Recovery23Advantage-12, you can whiff punish with your own Far SlashGuardAllStartup11Recovery21Advantage-10 [-13]. Ram usually has an easier time navigating neutral due to fast normals that can easily beat out Gold's. Due to a more consistent neutral, she can obtain her win condition easier than Goldlewis as well. When Gold gets his "Security Level" up though, that's when he starts to party. ThunderbirdGuardAllStartup57Recovery34 TotalAdvantage- is a party game move that just gives Goldlewis neutral. It gives him a HKD at any level and slows down in the corner which makes his corner pressure and neutral much scarier. If you see Gold use this, you just gotta run. I asked and nobody knows what the counterplay is at the moment. Just run bro. Maybe you can try jumping over it but good luck avoiding his air throw, j.DGuardHighStartup14Recovery14Advantage+13 (IAD) and j.SGuardHighStartup11Recovery13Advantage+8 (IAD) bro.
Defense
- Gold corner pressure that arguably rivals Rams. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. As said earlier, you don't really wanna RPS with Goldlewis. Just try to turtle with FD and let him slowly back off via the block pushback. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. If you're concerned about which BTs do what frame data wise, you can check out this chart that details which ones are plus, minus and if they're an overhead or low.
Offense
- Goldlewis has a 2PGuardAllStartup5Recovery6Advantage+3 that works as a good "abare" option. It's not something he should do often but if there's an oppurtunity, he'll take it. It's also good to mention that he likes to use 2PGuardAllStartup5Recovery6Advantage+3 as an anti air and it works particularly well against j.SGuardHighStartup12Recovery24Advantage+5 (IAD). Generally though, it's business as usual for Ram when she finally gets Gold in the corner. But do remember he has a metered reversal in the form of Down With The SystemGuardAllStartup16+(230 Flash)+4Recovery46Advantage-33. For the uneducated, abare is what weebs call "mashing" because they wanna put a cute Japanese coat of paint over the fact they love to press buttons.
Happy Chaos
•Happy Chaos and Ramlethal both share a deep connection, that being that you simply have to endure the rest on the match suffering in a corner as you hold this mix. It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. Luckily for you, Ram has an annoying combo and great ways to get in. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. At long range, you can use Banjoneto to hit Chaos.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
I-No
- Though Ram has really good, rewarding buttons, good lows, good antiairs, and strong reward all around, with pressure that can be very difficult to beat for I-No, Ram can't cover hoverdash j.S and 236S/236H at the same time, meaning I-No still has a good chance to simply guess right and get in. And once she's in, she can mix.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Jack-O
- The Ram player should not give the Jack-O space to summon minions with f.S, j.S, 5H and both sword throws(236S/H)
- 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
- Close range - 5P, 5K,6P
- 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
- If the Jack-O player is using j.D a lot, S sword throw (236S) can snipe her out and j.214S.
- Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Johnny
Round Start
Johnny's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Ky Kiske
- Ram plays in about the same ranges and spaces Ky plays, but she does it better.
- Ram's f.S is faster, larger than his, and disjointed to boot, and her 5H more or less outranges all his normals, and with even more disjoints.
- To challenge these normals, Ky pretty much has to commit to 236K or 6P, they are still fairly risky especially without meter, and ram herself has strong options to beat those, such as 2S or 2K.
- As for pressure, Ky's DP (Vapor Thrust), though it exists, is not amazing, and not particularly difficult for Ram to deal with, and Ky's pressure is not too scary, especially if Ram has meter.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Leo Whitefang
- Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn.
- 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.
- You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit).
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- Most things Leo does round start loses to Ram's Far SlashGuardAllStartup11Recovery21Advantage-10 [-13] and if it beats that, it loses to 2KGuardLowStartup6Recovery9Advantage-2.
Neutral
- Leo likes to have meter in neutral so when he lands a stray hit, he can get a full conversion to get into a wall break for positive bonus. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him.
Defense
- Leo's Kaltes Gestöber ZweitGuardAllStartup25 [25]Recovery22 [15]Advantage-6 [+2] 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.
Offense
- Watch out for EisensturmGuardAllStartup10Recovery42Advantage-52 as it can be very annoying to punish and hurts a ton when you're hit.
May
- May is the undisputed champion of the air, you will learn to respect her domain and enter it only with the utmost caution and your finger glued to the Punch or FD button.
- Both characters excel in similar things, Ramlethal has better ground game and May better air game.
- Ramlethal has good options to deal with Dolphin RPS, but due to her low health she has to be careful about RPSing too aggressively.
- May is way more resilient that she seems at first (by the virtue of being japanese) so you will have to make every bit of damage you can get out of your hits count.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Millia Rage
- Millia's mobility lets her keep Ramlethal honest in neutral. Both characters struggle to stop the other when they get going.
- Ramlethal does have really high reward off successful hits, more so than Millia, though she will struggle to get those hits more than any other matchup, except possibly Chipp.
- As Ram, avoid using f.S and 5H, because Millia can easily stay outside their range and just get in when they whiff. In general, use low-commit moves like your K and P buttons.
- Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). It's a better idea to play more passive and to let her come to you, forcing her to commit to something you can punish.
- When you manage to catch her, it's likely that she will attempt to jump out of your pressure, as Millia's jump is fast and high, so plan your pressure accordingly.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Nagoriyuki
- 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 Nago's 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.
- 214HGuardLowStartup14Recovery17Advantage-3 will very quickly become the bane of your existence. It's a massive move that can be hard to challenge due to its hitbox, it's fast, it's long range, and extremely rewarding on hit and especially on counterhit. Though it is technically punishable with a throw on block at a lot of ranges, he can cancel this move into other specials to make himself safe, or even try to grab you (though it is risky, and pretty blood-expensive)
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- At roundstart, Nago goes crazy with 2SGuardLowStartup12Recovery21Advantage-11 and 623HGuardAllStartup11Recovery21Advantage-7. Ram can use 2SGuardLowStartup10Recovery18Advantage-5 [-8] to beat both of those. However, his 5KGuardAllStartup7Recovery14Advantage-2 will beat it, along with most other attacks you can try roundstart. He can also retreat with 214KGuardN/AStartup-RecoveryTotal 16AdvantageN/A, followed by 2SGuardLowStartup12Recovery21Advantage-11 or 214HGuardLowStartup14Recovery17Advantage-3, depending on how aggressive he wants to be.
Neutral
- Keep an eye on his blood! Nago's neutral is completely dictated by how much blood he has. His Slash normals become much better when he's at high blood to compensate for the fact he can't utilize specials as freely when he's at high blood. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. You're gonna be guessing a lot since as Nago makes you block a normal, he can always just special cancel and decide to either be safe or plus. This isn't a plan that works forever however, Nago will eventually get to a high blood level and will be forced to commit to normals when he's around level 3 blood. If he values his life at least. When he whiffs something like 2HGuardAllStartup19Recovery29Advantage-17 at level 3 blood, he'll be recovering for a while so take this opportunity to get in. If you think you can poke and prod at Nago from a distance however, you're mistaken because he has ZarameyukiGuardAllStartup18~29RecoveryTotal 39Advantage+5. A projectile that goes through attacks and other projectiles while also going full screen. He can do this reactively to effectively whiff punish you with a projectile and then instantly get in for some pressure by utilizing FukyoGuardN/AStartup-RecoveryTotal 25AdvantageN/A.
Defense
- Look out for Blood Sucking UniverseGuardGround ThrowStartup7Recovery48AdvantageNA. When Nago is going crazy on your block with his blood specials, keep an eye on his blood gauge. If it's getting particularly high, he may decide to go for this command grab which will completely empty his blood gauge. This means he get to go even crazier on your block. If you feel like he's going to go for this, you can back dash in which will allow you to backthrow him into the corner, which will leave you in an advantageous position.
Offense
- Business as usual, watch out for Nago doing KamuriyukiGuardLowStartup14Recovery17Advantage-3 to try and escape pressure as this can work as a quick burst movement option to move out of the way of explosions.
Potemkin
- 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.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Ramlethal Valentine
- 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
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay
- f.S>2S>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
Sin Kiske
- Sin wants to throw out 2S as his main poke and 6P to stuff Ramlethal's fS or hang around in air to be in a position to punish fS and 5H with a IAD jS.
- Elk Hunt (236K)GuardLowStartup21Recovery15Advantage-8 can lowprofile your main pokes, but rarely as consistently as Sol's Nightraid VortexGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 or I-no's S/H StrokeGuardLowStartup28Recovery16Advantage-2.
- Matchup can be very volatile, due to both characters having bellow average defence modifiers.
- ABD jH is one of Sin's main ways to safely hold air space, due to being disjointed and fast. But it pales in comparison to Ramlethal's jS and j.214SGuardAllStartup12Recovery24Advantage-6 (IAS) for holding air space.
- Hawk Baker (623S)GuardAllStartup9Recovery36Advantage-26 can be used to safely escape rekka pressure after Erarlumo 2, so be mindful when using it to pressure or use meter to RC and bait it.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Roundstart
Neutral
Sin generally doesn't like to throw out his buttons due Ramlethal's main pokes beating his. But he still cannot let you dash at him for free, so he must use them to hold space sometimes. And 2S is at least relatively fast and slightly disjointed, but lacks much reward outside counterhit at certain spacings. But most of the time Sin will be trying to do one of the three things;
- using 6P to counterpoke your main pokes
- spacing himself to safely Elk Hunt (236K)GuardLowStartup21Recovery15Advantage-8 under your main pokes
- forwardjumping to avoid your main pokes and safely present an approach option due to IABD jH being very hard to call out without a prior read
Thankfully Ramlethal still has the advantage by a longshot in controlling the air space with jS and j.214SGuardAllStartup12Recovery24Advantage-6 (IAS) specifically. And dash rising jP is one of the best air to air buttons in the entire game, so she can always choose to use that to call out Sin's jump with relatively low risk.
As such Sin is forced to take whatever space he has and hold onto it as long as possible. He has one blessing in the fact that his 5P is also a very good anti air when paired with his large 6P and sometimes 5K. So approaching Sin from the air is actually not that easy, at least without prior conditioning.
Offense
Sin has underwhelming to downright bad options to mash with, along with his backdash being horrible due to its large total duration. His only strong defensive option is Hawk Baker (623S)GuardAllStartup9Recovery36Advantage-26, which is very easy to bait and punish into an extremely damaging combo due to Hawk Baker propelling Sin into the air. But it allows him to get out of rekka pressure for free after Erarlumo 2GuardAllStartup9Recovery25Advantage-12 [-10], so be wise when choosing when to pressure with it.
His jD does prove for a very good button to stall in the air with after jumping out though, so be sure to anti air it or air to air it with jP.
Defence
Ramlethal without meter doesnt really have anything special to make Sins life hell with outside her air options being so strong and hard to hold the corner against. When she has 50% Tension, the entire game changes and Sin has to worry a lot about routing in ways that dont allow her to get a guarateed Mortobato punish.
Sins offense will most of the time be either basic strike throw from plus frames and stagger pressure or semi reactable high low mixups from Hoofstomp(214S)GuardHighStartup21Recovery22Advantage-11 overhead and 6K low. This mixup can be made un-fuzzyable (cannot be avoided using a fuzzy guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.), so you will either have to either guess the 50/50 or attempt to react to it, due to both options having 21 frames of startup.
Sol Badguy
- 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.
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Testament
- Test 6P is juiced so if Ram gets 6P happy just slap them.
- Crow beats Sword Toss but this is more of a general inconvenience than a game changer.
- Testie has a deceptively good j.H jump in that Ram needs to keep an eye out for.
- Testament pressure is now something to worry about in this new patch, do not let them lock you down.
- Do try to be careful when going for the second or third hit of 214P though as if Testament has 50 meter, they will be able to reversal you with their Kroger Motorboat.
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Neutral
- Since Testament has low damage relative to Ram, this makes winning neutral more often pretty vital which can be difficult because it's Ramlethal. However, Testament can get positive bonus easier in theory due to high conversion ability due to stain state and NostroviaGuardAllStartup11+19RecoveryTotal 53Advantage+63
Defense
- Testament has two strong ways to stop Ram from jumping out of the corner with j.DGuardHighStartup12Recovery22Advantage- and Heavy Grave ReaperGuardAllStartup13~19Recovery21Advantage+2. Heavy Grave ReaperGuardAllStartup13~19Recovery21Advantage+2 leads to a strike throw mix when Ram lands and j.DGuardHighStartup12Recovery22Advantage- leads to another mixup.
- Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram.
- Ram has to stay alert of more aggressive pokes with 2H (to catch with its high active time) and 6H (bigger range), riskier but do threaten the neutral.
Offense
- Business as usual but just make sure you stay aware of Testament being able to use Kroger MotorboatGuardAllStartup11+4Recovery67Advantage-38 as a reversal to get you off of them.
Zato-1
- Ram feasts on Zato once she gets in but this also goes both ways. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin.
- 236S has a use in this matchup. It can clip him which puts him into a stagger state, allowing Ram to get in. It's risky but can work.
- Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation.
- You can hit Eddie with Mortobato to extend it's active frames which can catch unsuspecting Zato's by surprise when they try to get in after seeing the effect fade. Do not rely on this. This is moreso a quirk of the matchup than something you should actually try applying.
- Be ready to jump! Zato players like to sneak in his command throw but learn to recognize the situations they do it and be ready to beat him up for 90%.
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