The merciless Backyard-born apocalypse from XRD SIGN has turned over a new leaf ever since she learned about hamburgers and puppies.
Ramlethal can fight with her two giant swords equipped or by setting them up to attack separately. Deployed swords can be used to control space in neutral, force opponents to block after a knockdown, or during blockstrings to keep opponents pinned down so Ramlethal can go for mixups. While her S and H normals are assigned to her swords for the sake of massive normals and setplay, her P and K normals work like attack strings seen in 3D fighters.
Ramlethal has decent ability to control her opponent in neutral (f.S, j.H, and an upward-arcing projectile), but setplay and okizeme are where she really shines: most any hit can confirm to a combo that will carry her opponent halfway across the screen. If she reaches the corner she can wallsplat her opponent and set up one or both swords for a multi-layer mixup - oh, and she has a command throw that launches, too. If her opponent somehow manages to block, Ramlethal can reset pressure with one of her plus on block overheads.
Balancing this offensive vortex are poor defensive options and very stubby non-sword normals. Ramlethal is notoriously limited without her swords, and detaching one them for a neutral gamble can leave her without any kind of poke for several seconds. Her ability to mash is also mediocre, and even her 2D sweep is prone to whiffing.
All in all, Ramlethal is a character who can take a lot of work to get going - but once she does, she can feel damn near impossible to stop.
★Note: Ramlethal's non-sword normals grant no tension.
Ramlethal Valentine Ramlethal Valentine specializes in juggling opponents into the corner and locking them down with summoned swords and deadly mixups.
- Good Pokes: With swords equipped, Ramlethal has good pokes such as f.S, and 5H which can help her hold her ground in neutral.
- Strong Corner Okizeme: Ramlethal has disgustingly powerful corner okizeme.
- Strong Corner Carry: Ramlethal's midscreen combos have the potential to carry opponents to the corner from very far away.
- Good Meter Gain: Sword normals★ gain a ton of tension.
- Several Burst Safe Points: Has access to several efficient ways of baiting bursts in combos. (4P[x], 5D)
- Checkmate Potential: Ramlethal has strong guts crush combos and supers, including 4P mashing, Explode (2363214K), and Calvados or Trance (632146H).
- Poor Normals Without Swords: Ramlethal's normals become weaker without swords equipped.
- Lack of Proper Gatlings: Hard to apply any real pressure outside of the corner.
- Instability in certain situations: Sometimes has issues safely confirming into combos and scoring strong knockdowns outside of the corner.
- Burst Building Combos: While long combos are cool, it also means opponents build tension and burst meter more quickly.
- Obvious Burst Points: While Ramlethal does have burst safe combo routes, her normal routes have obvious burst points.
Ramlethal can detach her swords and set them on the screen relative to her opponent's position. The swords will rest in the background wherever Ramlethal set them until she attempts to swing a sword. During the swing's startup and recovery, it becomes vulnerable, and will be knocked down for a short time if hit. When a sword is detached, Ramlethal loses the corresponding sword for her normals until she recalls it manually or uses her MarteliGuardMidStartup12 [20]Recovery16Advantage-5/ForpeliGuardMidStartup15 [22]Recovery24Advantage-11 special moves.
The sword attacks have two speeds, a slower one which is used the first time a sword is set, and a faster one which is used if Ramlethal's opponent is already in range of a set sword. Ramlethal's normals change when used in specific sequences. Similar to chain moves from 3D fighting games like Tekken, Ramlethal's normals change when they are used in a specific pattern. For instance, using 5P will give one attack, but pressing 5PP will grant a different attack on the second button press. These chains are a core part of Ramlethal's combo, pressure, and mixup game.Normal Moves
5P
Ramlethal's fastest normal. has poor reach but is plus on block, making it a great abare An attack during the opponent's pressure, intended to interrupt it. option.
5P is one one of her fastest and simplest ways to secure a knockdown with either 2KK or 2KPK as enders, and is burst safe to boot.
- Can gatling into itself and other normals by using 4P as the input.
- Whiffs on crouching Millia, Faust and Jack-O.
5K
Ram's farthest reaching ground normal that doesn't rely on S sword being equipped. Very sightly inches her forward.
Primarily used as a poke when S Sword is not available. 5K seems similar to others character's 5Ks on the surface, but due to Ramlethal's nature, she cant get too much reward off of it alone (such as a basic knockdown or being able to jump cancel it) but she has followup options that can be pretty rewarding both on block and hit. It cannot cancel into other normals, but is part of an overall combination of strings (see below).
- Lacks reward on hit (without strings) but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall.
- Chains into 6K.
- Combos into her basic strings, but cannot be jump cancelled.
c.S
Ram's go-to close range normal for many situations due to its versatility.
Fast startup makes it great for starting pressure, punishing, and as a combo starter due to not being limited by the structure of her string normals. On hit, combos into DauroGuardAllStartup15Recovery18 [16]Advantage-4 [-2] or chains into stuff that combos into Dauro (2D, 5H. without sword). Also chains into 2S/2H but won't combo outside of wallsplat.
- Jump cancelable and has a high attack level, making it good for canceling into sword summons.
f.S
No Sword
Combo fodder. Awful normal for neutral or offense, avoid using this move.
Swordless far slash doesn't see much use as its awful range prevents it from competing with more conventional far slashes/pokes. It is a poor neutral tool and is a huge reason as to why most players keep the S sword equipped for superior pokes.
- Special/jump/sword cancel-able. Chains into 2H.
f.S
With Sword
Far reaching disjointed sword swing with good range and startup. Great for pokes and long range punishes.
Ramlethal's f.S is almost essential to her neutral, so much so that many choose to keep an non-deployed f.S equipped at all times outside of her corner game. It doesn't have much reward non-counterhit, but it is still by far one of Ramlethal's better pokes. Use often.
5H
No Sword
Blockstring and combo tool when without swords.
5H
With Sword
Ram summons the H sword from the ground, rising directly in front of her.
Mostly used in combos due to launching on normal hit, it can be followed up by an air combo. Has occasional use as an anti air when spaced correctly due to its large vertical hitbox, but must be used with caution due to its long recovery.
- Level 4 move, lots of blockstun.
6P
6P is ram's only upper body invincible attack, making it a go-to anti air.
Can have occasional use as a counterpoke if swords aren't available as it can beat out specifc narrow moves, but as Ramlethal's hurtbox expands quite a bit forward, her 6P can be a double edged sword when used carelessly.
- Chains into c.S, 5H, 2S and 2H.
6K
Standing overhead, hits crouching characters at 20F.
Primarily used in okizeme situations where a set sword will allow her to easily confirm into a combo.
- Combos into 5P on normal hit.
3K
A sliding kick that can low profile high moves.
Other counterpoking as a low profile move, 3K can be used after f.S to close distance and can be the low component in Ram's mixup game, especially on oki since it can be made reversal safe when timed correctly.
- Frames 10~ Low profile.
5D
A typical dust attack, very slow and unsafe on block.
5D6 is a useful combo extender in the corner. For mixups, Ram generally has access to safer and faster options.
2P
Stubby crouching punch with less range, frame advantage and more startup than 5P.
Not a whole lot of reasons to use this move over 5P other than hitting the crouching characters that 5P would whiff against.
2K
Ramlethal's fastest low with good reach for its speed.
2K is the most reliable low in Ram's mixup game both on oki and in blockstrings. Slightly faster than 2D but does less damage. On hit, it Combos into 2KK for a knockdown which is very important for Ram as she cannot gatling 2K into 2D.
2S
With Sword
A very big but slow normal that covers a lot of space above and behind Ramlethal.
While it's a high risk move due to its gigantic whiff recovery, it provides great reward on air hit and even more on air counter hit, allowing for a variety of followups depending on the spacing. Due to the risk of whiffing, it's generally recommended to save 25 tension to YRC in order to remain safe.
- Can chain into 2H on block for safety or for damage on non-counterhits. Also chains into 5D.
2H
With Sword
Large normal that slams the opponent into the ground for a knockdown.
Primarily used after 2S on block to make it safer. Has some uses in neutral when S sword is deployed. While ram has access to both swords, it's a slower option than 2S but reaches a bit further horizontally which can be situationally useful as an anti air.
- Difficult to punish on block due to the amount of pushback.
- Bounces on counterhit, though difficult to combo off unless its in the corner.
2D
Ramlethal's best low starter for combos but has tiny range.
Combos into Dauro on hit for launch sequences. Also part of her low mixup game - substitute this instead of 2K if you need more damage. As combo fodder, c.S > 2D is a standard bread and butter route starter.
j.P
Amazing normal for air to air hit confirms and blockstrings.
Hits the air slightly in front of Ram, making it a strong rising air to air option for when her grounded anti airs would be too slow or not reach. Cancels into sword summons but cannot recall them back from this move.
- Gatling Options: j.P, j,K, j.S, j.H, j.D
j.K
Good normal for air to ground approaches due to its downward hit box.
Important normal for Ram's airdash mixups. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low.
- Can crossup due to hitting very slightly behind her.
- Cancels into sword summons, cannot recall them back though.
- Gatling Options: j.P, j.S, j.H, j.D
j.S
No Sword
Almost strictly air combo filler due to its short reach and long recovery. Nothing really special about this move.
- Cancels into sword summons but cannot call them back from this move.
- Gatling Options: j.H, j.D
j.S
With Sword
Air-to-air normal with and lots of untech time on air counterhit that can lead to massive damage.
While it's good as an air to air poke against opponents that are parallel to Ram due to its long disjoint, it has little to no vertical reach to cover opponents above or below her. It also has long recovery, so whiffing it can be punishing.
- Does not hit overhead.
- Gatling Options: j.H, j.D
j.H
No Sword
Solid air-to-ground normal that hits overhead.
Primarily used in air-dash mixups and can even crossup. Not very useful by itself due to its small hitbox and high recovery.
j.H
With Sword
A fully disjointed downwards sword toss that travels all the way to the ground regardless of height.
Used as a jump-in option or anti-anti air. Beats most anti-air normals if done high enough, but is unsafe on block if done too high. Can be cancelled into 214K on block to be plus, continuing pressure. Has a good amount of reward on counterhit, especially on rising j.H to call out abare An attack during the opponent's pressure, intended to interrupt it. attempts.
j.D
Halts Ram's air momentum and blows her back in the opposite direction in the move.
Opponents are blown away in the direction of the move. Used to both extend (with j.D aiding in corner carry) and end (j.2D) air combos due to its high untechable time. j.8D can be used to stop air approaches, such as opponents jumping/airdashing over Trance. j.2D knocks down on hit and can be canceled into j.214K to reach the ground faster.
Combination Attacks
Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings. P and K normals can only be cancelled into combination attack strings or sword summons, except for 5P and 2P which can chain into themselves or 2K. Only the first and second attacks can be cancelled into sword summons. After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.
5PPP
Decent midscreen combo ender as it blows the opponent away and knocks down. Not much time for proper oki but it works in a pinch.
- Does not knockdown on grounded normal hit. Opponent must be airborne on the final hit to secure a knockdown.
5PK4K
Great combo tool against airborne opponents.
5PK on air hit, can combo into 4S/4H or 6S/6H sword deployments and still have enough time to continue the combo with more normals. A useful string for midscreen juggles overall.
4K ender launches on normal hit and leads to additional combo routes.
- Second hit staggers on ground hit, lots of untechable time on air hit.
5PPK
Last hit floats midscreen, wall slams in corner.
Useful for comboing after 6K. The main difference from PPP is that you should use this when trying to opt for the opponent to wallstick higher in corner combos. Last hit also launches for situational extended midcreen juggles.
- First and second hits always combo, last hit only combos on crouching.
5KKK
5KK moves Ram forward and is relatively safe on block; she can continue pressure with this and sometimes go for unexpected command grabs. 5KK is also sometimes used to end combos into a knockdown into sword summon oki. While unsafe on block, leads to the standard post-wall slam corner combos on hit.
- Last hit causes techable knockback midscreen, does a low wall slam in the corner.
5K>4K and 5KK>4K
Same as the 5KKK string but with an alternate ender.
The 4K ender is an interesting move that launches and causes a knockdown. It also slightly pulls opponents out of the corner on hit, allowing Ram to cross them up on wakeup.
- 4K can also be done after 5P.
- 4K does not vacuum on block
5KPP and 5KPK
A string used for mixups after a blocked 5K or hit confirms from 5K crouching hit.
- 5KPP
The last hit of 5KPP is an overhead that is great on block, ground bounces on ground hit and causes knockdown on air hit. Useful for setting up oki midscreen. If used as a blockstring, be aware of the gap between the second and third hits of 5KPP - a savvy opponent can interrupt it for a free punish, so try to not be too predictable with it.
- First and second hits only combo on crouching, third hit does not combo at all.
- 5KPK
As the K ender launches on normal hit, this string is useful for launching a crouching opponent into a combo after hit confirming 5K.
- First and second hits only combo on crouching. Full sequence will combo against a crouching opponent.
2PPP and 2PPK
- 2PPP
is identical to 5PPP besides the differences between 5P and 2P as well as some negligible frame differences on the second hit.
- 2PPK
Third hit of 2PPK has the same animation as 2KPK but launches on normal hit instead of knocking down. Last hit is unsafe on block and will not combo on a standing opponent.
Ramlethal is airborne during the startup of the last hit, which can be RC'd to put Ramlethal in the air but very low to the ground, enabling a mixup: Following up with j.K for an overhead or 2D for a low.
2PK
Second attack moves Ramlethal slightly forward and staggers on hit. If the opponent doesn't mash out in time, Ram can get a grey beat combo with 5P or 2K
- Cannot be cancelled into anything except a sword summon.
2KK
Second attack hits low twice. Used to convert 2K hits into a knockdown.
2KPP and 2KPK
Similar to the standing string, 2KP, except the K ender secures a knockdown instead of a launch.
- 2KPP
Overhead string ender option from 2K
- Just like 5KPP, be aware of the gap between the second and third hits if you choose to use the overhead.
- 2KPK
Despite the sweep ender having the same animation as the third attack of 2PPK it does not launch but instead causes knockdown and also always combos regardless of standing or crouching.
- Unsafe on block
Universal Mechanics
Ground Throw
Standard throw. Leads to okizeme setups.
If a deployed sword strikes the opponent during the end of the animation, it will lead to a meterless combo., giving Ram good reward off deployed sword mixups.
- Forced 55% proration. Unless the following combo will kill, its never worth it to RC due to the amount of hits (10) during the actual throw.
Air Throw
Ground throw animation but in the air. Leads to the same situation as a ground throw.
- Typically knocks down, otherwise it can be followed up at a low height or if a deployed sword hits at the end of the animation.
- Like the grounded version, has 10 hits and the same RC flaws.
Dead Angle Attack
Same animation as the 5PP combination attack. A solid defensive tool to spend meter on if you don't want to risk doing a reversal super. Notably, this is the fastest dead angle in the game, making it harder to bait and block than most other characters.
However if it is blocked, it has the second worst frame advantage at -17. Only Bedman's DAA is worse.
Blitz Attack
Standard Blitz attack when used defensively.
Uncharged leads to blowback and wallstick, leads to same situation as her corner combos if optimized. Good for burst safe combos too.
Fully charged/counter hit leads into crumple state meaning you can go for as heavy of a standing punish as you please.
Special Moves
Deploy Giant Sword
6S/6H or 2S/2H (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
6S Deployed | 26 | All | 26 [64] | 15 | Total 31 | +22 [-] | |
2S Deployed | 50 | All | 67 [96] | 18 | Total 33 | ||
6H Deployed | 26 | All | 25 [63] | 11 | Total 31 | +23 [-] | |
2H Deployed | 50 | All | 62 [91] | 18 | Total 33 |
The core of Ram's okizeme mixup game.
Using 6H or 6S causes one of the two familiars to do a tracking teleport to the opponent and attack once independently of Ram after a slight delay. The familiars will standby at the spot where they teleported initially until they are summoned again. Ramlethal can cancel the majority of her normals into a summon, as well as the second hit of combination attacks. While the swords are deployed, the properties of Ram's S and H normals are replaced.
While it may seem tempting to deploy an S sword as a neutral due to the large amount of space they cover, losing access to Ram's best normals in f.S and j.S is generally not worth the cost.
Ram generally requires a knockdown or some sort of hit in order to safely set up Swords, as she is in counterhit state during the entire animation of deploying the sword. Additionally, Ram and the familiars can be hit during their initial summons or the attack startup, preventing the followup attack and making them fall to the ground before recovering.
- Blocking or getting hit will cause any deployed swords to stop attacking.
- A sword cannot be summoned again until the familiar starts glowing again.
- While equipped, sword summons have less recovery.
- On the intitial 6S/H, the sword will always go through the teleport animation. Any summons afterward can skip the teleport animation if the opponent is close by, causing the attack to come out much faster.
6S does a horizontal slash. Has better active frames than 6H and always appears in front of the opponent.
- Staggers on counterhit.
2S (while the familiar/sword is deployed) does a clockwise spin with the sword. Slow to start up, but has a big hitbox.
- Causes ground bounce on hit.
6H does a downward vertical slash with the H sword. Appears above opponents.
- Staggers on counterhit.
2H (while the familiar/sword is deployed) is similar to 2S, but instead does a counter-clockwise spin. Difficult to avoid and also causes the most blockstun out of all the deployed sword attacks due to its attack level. Great tool for controlling space in neutral against slower or less aggressive opponents, as losing access to H normals is not generally impactful at range. Leads to a corner carry combo on hit and especially on counter hit, making it a huge threat that either locks down the opponents or forces them to try to counter it.
- Floats opponent on normal hit
Retrieve Giant Sword
4S/H (Air OK)
Ram retrieves a deployed sword from anywhere on the screen.
Can be used in some combos as the animation is pretty quick. It can also be used while airborne which will stall Ram's air momentum.
Dauro
623P
A gap closing rush-in type of move that's minus on block but useful on hit.
Dauro is Ram's primary combo starter as it launches on hit and is used in nearly every one of her combos. While green Dauro launches higher and usually leads to more damage, both are useful in their own right as each can set up their own specific combos.
Curiously, Ramlethal instantly teleports forward the full distance of the move shortly after its startup begins (around frame 3 or 4), which can avoid some attacks or projetiles depending on spacing. Note that her hurtbox is always present during this movement.
- The enhanced green version is not punishable unless instant blocked.
- Numbers in [] are for green Dauro, done by inputting P simultaneously with 3.
Flama Kargo
236K
Command grab with decent startup and range.
An effective mixup tool when used properly with her other pressure options. Launches on successful grab, leading to a lot of damage.
Sildo Detruo
214K (air OK)
- Lots of startup on this move, can be easily interrupted if they see it coming.
- You actually land before the hitbox becomes active, making it very weak to being thrown.
- Launches on hit, knocks down if not followed up
- Can be chained after j.D in air combos to reach the ground faster.
- Can be used after a jump in or air dash as a double high mixup
- Air version can be TK'd for instant overheads
- The extra frame of recovery on the air version limits your followups in some cases to only 5P strings
Cassius
214P
Fires a projectile at an upward angle.
Throw it out to end blockstrings safely or catch opponents trying to approach through the air, especially when the gameplan shifts to deploying swords and killing time for their recovery. Covers deployed H sword's vulnerability of being hit away as well.
Marteli
214S (Air OK)
Quick startup and large disjoint counterpoke that is used as a frametrap and combo filler.
Useful as a frametrap for opponents trying to mash after f.S. Generates a lot of Tension on hit and floats the opponent on counterhit for a full combo. Ram can perform this move when S sword is deployed, which will recall the sword to her before attacking at the cost of a much slower startup than the equipped version.
- Can be special cancelled into Forpeli.
Forpeli
214H (Air OK)
Long range disjointed strike. Usually cancelled into after Marteli in combos to build meter.
Reaches farther than Martelli and does more damage, but is noticeably worse on block. Generates a lot of tension on hit. Has situational use for when you need to retrieve the H sword while also throwing out a hitbox. Life Marteli, the recall version has significantly slower startup than equipped version.
Overdrives
Calvados
632146H with sword equipped
A difficult to punish fullscreen beam super. Can only be used while both swords are equipped.
Used in situations where you either want to finish the opponent off or chip them out if they block from afar. Also depletes a significant portion of their meter if they FD in those situations.
- Can be YRC'd after the super flash, allowing Ram to run up while the beam is active, if you want to sink 75 meter into this option.
- Ram can get grabbed during the startup if you use it too close to an opponent.
Trance
632146H with sword deployed
A highly active and plus on block super to lock the opponent down for a mixup. Can only be used when both swords have been deployed.
Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning forward. The swords are thus relocated to where the overdrive ended. Hits 30 times, keeps the opponent blocking long enough for at least 1 jump-in mixup. Is sometimes used at the end of combos from an OTG state for the kill.
- Swords disappear if Ramlethal is hit before the move becomes active.
Explode
2363214K
Ram's only frame 1 invincible attack with fast startup and high active frames.
Rushes forward so it can be used to get out of the corner if they jump over it. Can see occasional use as a combo finisher since Ram can combo into this even from OTG as it activates the animation.
Instant Kill
Animo Estingi
in IK mode: 236236H
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- Uses the animation of her Dauro, complete with teleport.