GGXRD-R2/Ramlethal Valentine/Combos

From Dustloop Wiki
Jump to navigation Jump to search
Template-info.png This page has been marked for cleanup.
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Ramlethal Valentine
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+P becomes 236P.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j = Jump
hj/sj = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN = Answer
AX = Axl Low
BA = Baiken
BE = Bedman
CH = Chipp Zanuff
DI = Dizzy
EL = Elphelt
FA = Faust
IN = I-No
JA = Jam
JC = Jack-O
JO = Johnny
KU = Kum Haehyun
KY = Ky Kiske
LE = Leo
MA = May
MI = Millia
PO = Potemkin
RA = Ramlethal
RV = Raven
SI = Sin Kiske
SL = Slayer
SO = Sol Badguy
VE = Venom
ZT = Zato-1

Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
___ starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes

Notes on Carrying

Moves Descriptions
Dauro and Green Dauro Green Dauro is generally preferred but usually does not make a difference in anything other than a few cases. (ex. For Corner Carry Side switch use Green Dauro) (Green Dauro is not preferred when up against character who are lightweight) For more information on dauros check the front page for Ramlethal. But for all intent and purpose the difference between the notations in Green Dauro and Dauro will be this 623[P] < Green Dauro, 623P < Dauro
PK In a carry this raises the carry, however be aware that if you go over 7 hits in a combo the opponent will not get hit with the K part of the combo attack as they can tech out nearly immediately after it hits them. The exception of this when you use "Explode" and Red Roman Cancel it you can fit one PK before they tech out.
KP In a carry this lowers the carry
66 This is a micro dash (It's used to close in on the opponent, you'll want to practice your carries with these. You should hear a *woosh*)
KK If the dummy isn't too high but you can't reach the other corner. This will allow you to knock down (if low enough) the dummy and perform another setup
PPP or KKK If you're near the wall just skip any micro dash or additional string and just wall splat
PK4K Allows for side-switch on certain characters depending on character weight

Juggle Strings

Referenced from the following document.

  1. cS> 2D> 623P> 66 PK~4K> (cS> 623P> KP> PPP/KKK) / (KPK> 66 PPP/KKK)> Splat
  2. cS> 2D> 623P> 66 PK> 66 PK> KP> 66 cS> 623P> KP> 66 PPP> Splat
  3. cS> 2D> 623P> 66 PK> 66 PK> KP> 66 2PPK> 66 PPP> Splat
  4. cS> 2D> 623P> 66 j.P>j.K>j.S>j.8D> iad j.K>j.S>j.8D>xN > PPP> Splat

Standard Midscreen Combos:

Combos Position Damage Tension Gain Works on Difficulty Notes
Basic Knockdown: 4P2KK All 67 None Not on Crouching FA, JA, MI(?) Easy 4p Whiffs on both of them crouching replace it with 1p if you choose to do to this.
Regular Corner Carry: c.S > (f.S > 2D) > 623P (Dauro) > 66 > PK > 66 > PK > 66 > KP > PPP All 130 Barely Everyone Easy Before you go and Drop Ram because of frustration (and I hear this a lot). The micro-dashes are something you just have to get used to. There's no other way other than practicing it. This gonna be your best friend at the end of it all.
Regular Corner Carry: f.S > 623P (Dauro) > 66 > PK > 66 > PK > 66 > KP > PPP or KKK or KK Crouching or Counter Hit Barely Everyone on Crouching or Counter Hit Easy Same as above only this time f.S will go into Dauro on crouch or Counterhit
Fullscreen Corner Carry: c.S > (2D) > 623P (Dauro) > 66 > PK > 66 > PK > 66 > KP > c.S > 623P > KP > PPP or KKK All 142 Barely Does not work on AX, JA, RA Medium(Hard) If you're not comfortable doing the regular corner carry with micro dashes then practice the regular corner carry. This is a fullscreen corner carry and should end in-wall splat if done right (if the wall splat didn't happen at all, try delaying the last P in PPP a little bit). It also combo requires all the micro dashes to be at their deepest. If you do this combo and end up with a wall splat following with f.S > 5d6. After 5d6 You must do c.S > f.S > 5H > (Followed with any corner sword setup) or they'll tech out and probably in your face. (Unless someone knows better and wants to correct this note, this just always happens to me). Lights are harder to full-screen carry.
Fullscreen Corner Carry 2: c.S > (2D) > 623P > 66 > PK > 66 > PK > KP > 2PPK > KKK All ??? Barely Does not work on Venom Medium(Hard) Impossible on JA. Absurdly Hard on RA. More characters to be tested soon
Sideswitch Carry: c.S > (2D) > 623P (Green Dauro) > 66 > PK4K > (KP) > PPP All 137 None Everyone Medium(Hard) If you're not comfortable doing Green Dauros or Microdashes then don't worry about this one yet. Skip KP on heavyweight characters since they drop to fast or you can skip it altogether if its too much and just do PPP. The only difference is you won't get a wall splat from my testing but you'll end up with a knockdown which is better than nothing. On lightweight characters, you actually don't need a Green Dauro for it to work from my testing. Microdash must be Deep for the 4K to side-switch.
Command Grab Starter: 236K > 66 > PK > 66 > PK > KP > PPP or KK or KKK All ?? Barely Everyone Easy Lights launch higher. Heavys Launch Lower (?) adjust your timing accordingly. 236K is a command grab meaning you won't really be doing this in a normal circumstance but rather after a Setup following a knockdown.
String Starter Carry: 2KPP or KPP or 2PPK > 66 > PK > 66 > PK > KP > PPP or KK or KKK All ?? Barely Everyone Easy While the strings are ok **DONT RELY ON EM** Anyone that even studied a little bit of this matchup is gonna punish it before the overhead (or even low) even comes out if they know its coming. As for 2PPK its just an ok low. Still punishable
Anti Air Combo: 6P > c.S > j.K > j.S > j.c > j.K > j.S > 214S > 214H Anti-air 153 A little more than 25 Everyone Easy This is gonna be you standard anti-air combo. (It will not work without S sword deployed because the s sword special recall is too slow. But it will with h sword deployed out)
Anti Air Combo 2: 6P> c.S > j.K > j.S > j.c >j.K >j.S > j.2D > (j.214K) Anti-air 132 None Everyone Easy This is the Standard anti-air only without the specials involved. If you do this without S sword the combo becomes more unstable cause of the hitbox of j.S without Sword. Also, you don't have to do j.214K. It just helps with getting to the ground faster.
Cassius Launch GS Starter: 214P > PRC > 6S > 623P > 66 > PK > 66 > PK > KP > PPP or KKK > 6S All 138 -50 Everyone Medium/Easy (if you omit the Launch Greatsword) This combo lets you spend only 50 meter to both convert off your projectile and put your opponent in a situation where they are forced to block a sword on wakeup. (in the corner, could probably work midscreen from a 2PPK knockdown) It's important to note that the spacing required to get a PRC and still be in range for the fastest hit off of Dauro is a little bit tight but it could definitely be used as a blockstring ender that you can combo off of if the opponent stops blocking or mashes too early.
Daiji Loop Anti Air Counterhit: 6P > iad~jK > jS~j8D > iad > jK > jS~j8D> iad > jK > jS > j8D > 66 > ppp > wallsplat Anti-Air ?? ?? Definitely works on Axl and Slayer, every other character could potentially work but at this point it's impossible to tell. Almost not worth the trouble Its very hard to say who it does and doesnt work on since its incredibly height specific (where u hit them with 6P) and how close u are to the corner. Some characters u can only do 2 loops and get a knockdown others 3. Also the delays(~) you might need them you might not it all depends on the height they are at and their weight honestly i would just say you have to eyeball it lmao.
Please Hit: 2S > 2H All 124 A little more than 25 Everyone Easy Big call out move. Don't rely on it without meter to spare.
Please Counter Hit: 2S > Corner Carry with how ever you see fit All ?? Small Amount Everyone Varies on Choice of Carry Again don't throw out 2S without meter to spare if you miss 2S or can't make it in time

Standard Midscreen OverDrive/Golden Instant Kill Combos:

Combos Position Damage Tension Gain Works on Difficulty Notes Someone who belives they're Ram Smart enough, please finish this section, She just has so many Im most likely just gonna put a formula. You don't have color code it but at lease have the format you see in the other section with notations like these (Example: 6S, j.6S, f.S, c.S, j.c, iad, 2KPP)
Anything > KnockDown > Super KnockDown ?? -50 Tension Theoretically Everyone Depends General formula from almost here on cause I'm tired from doing the whole combo page
Wallsplat > Filler > Super Splat ?? -50 Tension Theoretically Everyone Depends ^^^^
Anti Air Super: 6P > c.S > j.8D > 632146H Anti-Air ?? -50 Meter Everyone Depends Anti Air combo super.
Air Grab Super: Air Grab > Super Knockdown ?? -50 Tension Everyone Depends Air Grab > Super Nothing else
236K > Red Roman Cancel >Golden IK > 236236H Grabbed Death -50 Meter Everyone Depends Unburstable Instant Kill cause of the grab, Lights go higher, while Heavies Fall faster, Time Accordingly. Can only get golden IK on match point while your opponent is in hell fire and you have to have at least 50 Meter when you activate Instant kill. (To clarify you need 100 meter to begin with so that when you RRC you still have 50 meter to activate the Golden Instant kill)
2S > Red Roman Cancel > Golden IK > 236236H Counter Death -50 Meter Everyone Depends Lights go higher, while Heavies Fall faster, Time Accordingly. Can only get golden IK on match point while your opponent is in hell fire and you have to have at least 50 Meter when you activate IK. (To clarify you need 100 meter to begin with so that when you RRC you still have 50 meter to activate the Golden Instant kill)
Wallsplat > Golden IK Corner Death -50 Meter Everyone Easy Don't immediately press PKSH at the same time after the hits to wall splat. You'll Just feel kind of stupid when you Red Roman Cancel and waste the 50 meter you had you could have used to kill them with corner combo into super or something in relation.  

Refer to other exisiting documents:

I guess:

Its ok:

The best guide to actually learn Ram after you progressed from here:

Video Examples

Mr.Maadhums Ram Video Guide
Daiji's Lecture


Ramlethal Valentine