|
|
(33 intermediate revisions by 9 users not shown) |
Line 1: |
Line 1: |
| {{NavTabs|game=GGXRD-R2|chara=Ramlethal Valentine|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/|videos={{HoribunaXRDLink|RA}}|active=combos}} | | {{MFlag|cleanup}} <!-- Tables need to be completed and the theoryboxes need videos for each combo. --> |
| | | <center>{{Character Label|GGXRD-R2|Ramlethal Valentine|size=42px}}</center> |
| | {{GGXRD-R2/CharacterLinks}} |
| <div style="float:left; margin-right:25px;"> | | <div style="float:left; margin-right:25px;"> |
| {{TOC limit|3}} | | {{TOC limit|3}} |
Line 7: |
Line 8: |
| | game=GGXRD-R2 | | | game=GGXRD-R2 |
| }} | | }} |
| ==Combo List== | | ==Combo Theory== |
| *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. | | ===Beginner Combos=== |
| *Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
| | {{BeginnerComboDef}} |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | |
| |+ ___ starter | | {{TheoryBox |
| |- | | | Title = {{clr|1|P}}{{clr|2|K}} Juggles |
| ! # !! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | | | Oneliner = Practice converting into Ram's Combination Attack Corner Carry Combos. <small>What a mouthful...</small> |
| |- | | | Difficulty = Easy to Medium |
| | _ | | | Anchor = ComboTheory |
| | || || || || || || | | | Video = |
| |- | | | Recipe = {{clr|1|623P}} > {{clr|1|P}}{{clr|2|K}} > {{clr|1|P}}{{clr|2|K}} > {{clr|2|K}}{{clr|1|P}} > Ender |
| |}
| | | content = |
| | A good sequence to learn for understanding Ram's midscreen combo structure. Combo into Dauro (Green), then juggle the enemy across the screen. {{clr|2|K}}{{clr|1|P}}{{clr|1|P}} earns Hard Knockdown, wherein you can set a Sword and go for a mixup. Other launchers, like Slido Detruo or 2S Counterhit, can take the place of Dauro. |
| | |
| | This sequence should teach you the basic rhythm for building a {{clr|1|P}}{{clr|2|K}} Juggle combo. Managing height is key to keeping your opponent juggled. Adding in a microdash (66 motion, listen for the "whoosh" noise) inbtween the {{clr|1|P}}{{clr|2|K}} hits causes the string to be much tighter and manage opponent height better. Learning how to manage height is extremely important for keeping opponents locked down for as long as possible and comboing into {{clr|5|5D6}}. |
| | |
| | As a rule, never do {{clr|1|P}}{{clr|2|K}} more than twice. After two reps, do {{clr|2|K}}{{clr|1|P}} > Ender. Three major enders to this combo include: |
| | * {{clr|2|K}}{{clr|1|P}}{{clr|1|P}}: Hard Knockdown at midscreen. |
| | * {{clr|1|P}}{{clr|1|P}}{{clr|1|P}}: Launches the enemy across the screen. If hit at a certain height, will cause Hard Knockdown. Can wallsplat. |
| | * {{clr|2|K}}{{clr|2|K}}{{clr|2|K}}: Default wallsplat ender. Use this if you and the enemy are close to the corner. |
| | |
| | Ram also has some prebaked strings she can use, which are referenced from this [https://docs.google.com/spreadsheets/d/1hCVTshLwJN-kefjb0YZIWAjuDAICLec41aZtqUMBVuE/edit#gid=0 document]. These won't be guaranteed to get you a wallsplat, but they can be useful for getting a specific outcome mid-match. |
| | |
| | # {{clr|3|c.S}}> {{clr|5|2D}} > {{clr|1|623P}} > 66 {{clr|1|P}}{{clr|2|K}}~{{clr|2|4K}}> (cS> 623P> KP> PPP/KKK) / (KPK> 66 PPP/KKK)> Splat |
| | # {{clr|3|c.S}}> {{clr|5|2D}} > {{clr|1|623P}} 66 {{clr|1|P}}{{clr|2|K}}> 66 {{clr|1|P}}{{clr|2|K}}> {{clr|2|K}}{{clr|1|P}} > 66 {{clr|3|c.S}}> {{clr|1|623P}} > {{clr|2|K}}{{clr|1|P}} > 66 {{clr|1|PPP}}> Splat |
| | # {{clr|3|c.S}}> {{clr|5|2D}} > {{clr|1|623P}} 66 {{clr|1|P}}{{clr|2|K}} > 66 {{clr|1|P}}{{clr|2|K}} > {{clr|2|K}}{{clr|1|P}}> 66 {{clr|1|2P}}{{clr|1|P}}{{clr|2|K}} > 66 {{clr|1|PPP}}> Splat |
| | # {{clr|3|c.S}}> {{clr|5|2D}} > {{clr|1|623P}} > 66 {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.8D}} > IAD {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.8D}} >xN > {{clr|1|PPP}} > Splat |
| | |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = {{clr|5|5D6}} Corner BnB Starter |
| | | Oneliner = The most important part of Ram's combo structure. Earning this is key! |
| | | Difficulty = Easy |
| | | Anchor = ComboTheory |
| | | Video = |
| | | Recipe = Wallsplat > ({{clr|3|c.S}}) {{clr|3|f.S}} > {{clr|5|5D6}} ... |
| | | content = |
| | Ram's corner combo starter. Looks sick, helps set up okizeme, and can be earned in a large variety of scenarios. The basic idea is to earn a wallsplat somewhat close to the floor, then use your {{clr|3|S}} buttons to lower your enemy to the floor until they wallslump. As they slump, hit {{clr|5|5D}} and hold forward (aka 6). |
| | |
| | This setup is crucial for the majority of Ram's corner combos. The ability to consistently convert into this separate the bad Rams from the competent ones. Thankfully, you can convert into this fairly easily if you properly manage the height of your opponents. If you're too far away for {{clr|3|c.S}} > {{clr|3|f.S}}, try to get just {{clr|3|f.S}}. Learning when you've gotten proper height to combo further, and when it's better to just set a Sword, comes with practice and experience. |
| | |
| | A tip for making it easier to convert- if you slightly delay buttons during a {{clr|1|P}}{{clr|2|K}} Juggle ender, you will be able to slowly lower the height of your opponent without dropping the combo. |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = Anti-Air Combo |
| | | Oneliner = A basic combo for random anti-air hits. |
| | | Difficulty = Very Easy |
| | | Anchor = ComboTheory |
| | | Video = |
| | | Recipe = {{clr|1|6P}} {{clr|3|c.S}} > {{clr|2|j.K}}, {{clr|3|j.S}} > jc {{clr|2|j.K}}, {{clr|3|j.S}}> {{clr|3|j.214S}}, {{clr|4|j.214H}} OR {{clr|5|j.D/j.8D/j.2D}} |
| | | content = |
| | This combo isn't anything special. Buttons into jump cancel into air special- useful for carrying opponents to the corner. |
| | |
| | It does have a unique element to it though, in that {{clr|3|j.214S}} and {{clr|4|j.214H}} take longer to come out if Ram's swords are deployed. As a result, if Ram does this combo without one of her Swords, you should think about doing {{clr|5|j.D}} as an ender. It grants Hard Knockdown, can be angled to hit at different heights, and works regardless of the position of Ram's swords. |
| | }} |
| | ===Core Combos=== |
| | {{CoreComboDef}} |
| | <tabber> |
| | 5D6 Explanation= |
| | {{TheoryBox |
| | | Title = {{clr|5|5D6}} Series |
| | | Oneliner = Ram's BnB, and the beginning of the blender. Has a unique combo for every kind of position for your Swords. |
| | | Difficulty = Medium |
| | | Anchor = ComboTheory |
| | | Video = |
| | | Recipe = Wallsplat > {{clr|5|5D6}} ... (Unique Combo) |
| | | content = |
| | |
| | Ram's Corner BnB, the goal of her {{clr|1|P}}{{clr|2|K}} Juggles, and the most stylish part of her kit by far. After pressing {{clr|5|5D6}}, Ram must go into one of four unique combos depending on how many Swords she has access to. She has unique combos for Both Equipped, S Deployed, H Deployed, and Both Deployed. Knowing these combos is important to maximize Ram's offensive opportunities. |
| | |
| | While it might seem like a lot of work to memorize four somewhat different combos for a simple BnB, make no mistake- this combo has '''very high reward'''. Not only does it deal close to 50% meterless against almost the cast bar the tankiest characters, but it also ends with both of Ram's Swords being set up ''and'' Hard Knockdown, putting you right into a 50/50 opportunity. Yes, these combos are a bit tricky to remember, but they enable Ram to win rounds by guess right two or three times. |
| | |
| | Pressing the tab buttons above will bring you into each of Ram's unique combos for her Sword deployment. Each combo isn't too hard once you've gotten the rhythm down, and each tab contains notes about properly performing the combo. While the combos are somewhat unique, they follow the same general structure and are pretty similar to each other at the core. |
| | }} |
| | |-| |
| | Both Swords Equipped= |
| | {{TheoryBox |
| | | Title = Both Swords Equipped |
| | | Oneliner = Both sides now. |
| | | Difficulty = Easy |
| | | Anchor = ComboTheory |
| | | Video = |
| | | Recipe = {{clr|5|5D6}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|4|6H}} > 66 {{clr|3|c.S}} > {{clr|3|6S}} > {{clr|1|4P}} > {{clr|1|1P}} > {{clr|3|c.S}} > {{clr|5|2D}} |
| | | content = |
| | Ram's combo for {{clr|5|5D6}} if she has both Swords equipped. An excellent combo- very stable, ends with both Swords set up, and immediately allows Ram to become a massive threat. |
| | |
| | There are two places this combo likes to drop: the first is the {{clr|5|5D6}} > {{clr|3|c.S}} > {{clr|3|f.S}} section. In order to prevent the opponent from teching out, you need to hit {{clr|3|c.S}} > {{clr|3|f.S}} while Ram is dashing towards her opponent. Doing it too late will cause them to pop out of the combo after {{clr|4|5H}}. The second is the {{clr|4|6h}} set. After hitting {{clr|4|6H}}, you must microdash towards the opponent, or they will delay tech out. |
| | |
| | After Ram is pushed out of the corner with {{clr|5|2D}}, hit {{clr|4|2H}} to set up Okizeme how you please. |
| | }} |
| | |-| |
| | S Deployed= |
| | {{TheoryBox |
| | | Title = S Deployed |
| | | Oneliner = For when {{clr|3|S}} Sword is near the opponent, but {{clr|4|H}} Sword is Equipped. |
| | | Difficulty = Easy |
| | | Anchor = ComboTheory |
| | | Video = |
| | | Recipe = {{clr|5|5D6}} > {{clr|4|5H}}, {{clr|4|5H}} > {{clr|4|6H}} > 66 {{clr|3|c.S}} > {{clr|3|6S}} > {{clr|5|2D}} |
| | | content = |
| | A good combo to know if you've used {{clr|3|S}} Sword for Okizeme in the corner and want to deploy your other Sword. The same basic principle as the Both Swords combo applies- land {{clr|5|5D6}}, cause a wallslump, and then deploy Swords. |
| | |
| | This combo works with some modifications if {{clr|3|S}} Sword is Far. Instead of doing {{clr|3|6S}} > {{clr|5|2D}}, do {{clr|3|4S}} > {{clr|5|2D}} > {{clr|3|6S}}. This will let you retrieve and then set {{clr|3|S}} Sword for Oki. You probably won't be able to get a safe {{clr|4|2H}} hit if you do this, so mind the gap. |
| | }} |
| | |-| |
| | H Deployed= |
| | {{TheoryBox |
| | | Title = H Deployed |
| | | Oneliner = For when {{clr|4|H}} Sword is near the opponent, but {{clr|3|S}} Sword is Equipped. |
| | | Difficulty = Easy |
| | | Anchor = ComboTheory |
| | | Video = |
| | | Recipe = {{clr|5|5D6}} > {{clr|1|j.P}} > {{clr|3|j.S}}, {{clr|3|j.S}} > {{clr|3|j.6S}} > 66 {{clr|3|c.S}} > {{clr|4|6H}} > 66 {{clr|5|2D}} |
| | | content = |
| | This combo uses a slightly different routing. Since we lack Ram's {{clr|4|5H}} button to force a wallslump, we need to rely on {{clr|1|j.P}} > {{clr|3|j.S}}, {{clr|3|j.S}} to do the job. Otherwise, this combo is generally the same as the other {{clr|5|5D6}} routes. |
| | |
| | This combo works with some modifications if {{clr|4|H}} Sword is Far. Instead of doing {{clr|3|j.6S}} > 66 {{clr|3|c.S}} > {{clr|4|6H}}, do {{clr|3|j.6S}} > {{clr|4|4H}} > {{clr|5|2D}}. This will let you retrieve and then set {{clr|4|H}} Sword for Oki. |
| | }} |
| | |-| |
| | Both Deployed, Close= |
| | {{TheoryBox |
| | | Title = Both Deployed, Close |
| | | Oneliner = Ram's true corner BnB. Loop in and out of this for Okizeme, damage, and fun! |
| | | Difficulty = Easy |
| | | Anchor = ComboTheory |
| | | Video = |
| | | Recipe = {{clr|5|5D6}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|j.2H}} > {{clr|3|c.S}} > {{clr|3|2S}} > 66 {{clr|4|5H}} > {{clr|5|j.8D}}. |
| | | content = |
| | Ram's central corner combo, does everything you could want and more. Hits like a truck thanks to big damage, single-hit attacks, pushes Ram out of the corner so she can safely set up {{clr|4|2H}} Okizeme, and builds a healthy amount of meter and not too much Burst for the opponent. |
| | |
| | You can switch out the 66 {{clr|4|5H}} > {{clr|5|j.8D}} ender for {{clr|2|5K4k}} instead, which will earn you a crossup opportunity. Make sure to delay the {{clr|2|4K}} as much as possible to ensure your opponent lands on the ground. |
| | |
| | This combo often drops at high levels of proration. For a suggested alternative, examine the Both Deployed, Close (Wallslump ver.) tab. |
| | }} |
| | |-| |
| | Both Deployed, Far= |
| | {{TheoryBox |
| | | Title = Both Deployed, Far variant |
| | | Oneliner = If you have no Swords on deck, route into this and try and set them up ASAP. |
| | | Difficulty = Medium |
| | | Anchor = ComboTheory |
| | | Video = |
| | | Recipe = {{clr|5|5D6}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|4|j.H}} > {{clr|4|j.2H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|2S}} > IAD {{clr|2|j.K}}, {{clr|3|j.S}} > {{clr|5|j.8D}}. |
| | | content = |
| | Ram's weirdest {{clr|5|5D6}} combo, but also one of her most important. It's possible to likely depending on the matchup that you'll end up losing both of your Swords. Routing into this will deal great damage, get them both back, and let you set up Ram's best Oki for the corner. Make sure to not press {{clr|5|j.8D}} until after the {{clr|3|S}} Sword has caused the opponent to groundbounce. |
| | |
| | This route also has tons of Burst bait opportunities. Hold back during the {{clr|1|j.P}} > {{clr|1|j.P}}, {{clr|4|5H}} > {{clr|3|2S}}, or IAD {{clr|2|j.K}} sections if you feel your opponent will Burst. |
| | |
| | At higher prorations, this combo will drop. As well, longer combos might cause the {{clr|5|j.8D}} ender to neutral tech instead of Hard Knockdown. Thankfully, setting up Okizeme or using Swords mid-combo will likely force the opponent to block, or even nab an [https://glossary.infil.net/?t=American%20Reset American Reset.] |
| | }} |
| | |-| |
| | Both Deployed, Close (Wallslump ver.)= |
| | {{TheoryBox |
| | | Title = Both Deployed, Close (Wallslump) |
| | | Oneliner = With high proration, it might be better to go for this combo instead. |
| | | Difficulty = Very Easy |
| | | Anchor = ComboTheory |
| | | Video = |
| | | Recipe = {{clr|5|5D6}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|4|j.2H}} > jc > {{clr|3|j.2S}} |
| | | content = |
| | One of the problems with the Both Deployed, Close combo is high proration. Enemies will likely tech out of the combo before it finishes due to the height it keeps them at for most of the combo. This version sacrifices damage in exchange for putting enemies into an airtight mixup opportunity. |
| | |
| | After jc > {{clr|3|j.2S}}, land and perform {{clr|5|2D}} or {{clr|2|6K}} to follow up with a mixup. Extremely useful for resetting into a new combo and maximizing your damage potential. |
| | }} |
| | </tabber> |
| | |
| | '''Note:''' While Ram's {{clr|5|5D6}} combos are usually her BnBs, Ram players might choose not to go for it if they earn a wallsplat. Key instances for this include accidentally wallsplatting too high up, not wanting to give the opponent more Burst, or making sure opponents don't tech out from a high hit count. |
| | |
| | In these cases, Ram can perform relatively simple strings like {{clr|3|c.S}} > {{clr|3|f.S}} > Sword Set to go for a reset and secure Okizeme. On the other hand, you can also omit the {{clr|5|5D6}} in many of the combos listed here, as they still work. It's worth testing to see which ones are still functional without {{clr|5|5D6}}. |
| | |
| | ===Advanced Combos and Setups=== |
| | {{SpecializedComboDef}} |
| | |
| | {{TheoryBox |
| | | Title = {{clr|5|5D6}} Reset |
| | | Oneliner = Surprise your enemy with a brutal reset. Mulch their lifebar in one go! |
| | | Difficulty = Medium |
| | | Anchor = ComboTheory |
| | | Video = |
| | | Recipe = * ... {{clr|5|5D6}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|4|6H}} > 66 > {{clr|3|c.S}} > {{clr|3|6S}} > 66 (Reset {{clr|2|6K}}/{{clr|5|2D}}/{{clr|2|236K}}) |
| | | content = |
| | If you've been practicing the {{clr|5|5D6}} Series, you may notice that yes, Ram does in fact {{keyword|Re-Stand}} her opponents in all of the available combos. You may also notice that {{clr|2|6K}} and {{clr|5|2D}} naturally combo into Dauro if a Sword hit follows them up. And yes, we can use this to create a {{keyword|Reset}} opportunity! |
| | |
| | This combo carries all the normal Reset risk/reward. On success, you can go into an unscaled combo and deal anywhere from 30 to 50% more life. If your opponent has already Burst this round, then you could potentially kill them off of ''a single won interaction!'' As a consequence, losing this 50/50 will prevent the combo from continuing, but thankfully the Sword swipe will cover Ram and you can safely disengage. |
| | |
| | Do not rely on this Reset to reliably kill opponents! They can DP through it if they see it coming too many times. While you might hit them with a Sword swipe, they could also tech out of the corner and reset to neutral. Use this power wisely. |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = {{clr|5|5D6}} Restand |
| | | Oneliner = Restand the opponent, opening new mixup opportunities. |
| | | Difficulty = Medium |
| | | Anchor = ComboTheory |
| | | Video = |
| | | Recipe = * ... {{clr|5|5D6}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|4|j.2H}} > IAD {{clr|2|j.K}}, {{clr|4|j.2H}} |
| | | content = |
| | Another variant on Ram's corner Restand formula. Performing this combo forces enemies to stand after the IAD {{clr|2|j.K}}, which allows you to perform unique mixups on them. Consider this an alternative to the Wallslump combo described in the {{clr|5|5D6}} Series section. |
| | |
| | This combo can be difficult to hit on characters who slump down very far, such as {{Character_Label|GGXRD-R2|Millia}}. Consequently it is easier if the enemy is larger, such as {{Character_Label|GGXRD-R2|Potemkin}} or {{Character_Label|GGXRD-R2|Faust}}. Like Ram's other reset routes, this one is great to pull out of pocket and reset your damage proration to go into a kill confirm. |
| | }} |
|
| |
|
| ==Notes on Carrying== | | {{TheoryBox |
| {| class="wikitable"
| | | Title = Urchin's Corner to Corner Juggles |
| |- | | | Oneliner = Learn to take your opponents from one end of the screen to the other. Maximum reward for maximum effort. |
| ! Moves !! Descriptions
| | | Difficulty = Medium to Very Hard |
| |- | | | Anchor = ComboTheory |
| | 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 {{clr|1|623[P]}} < Green Dauro, {{clr|1|623P}} < Dauro | | | Youtube = https://youtu.be/yznZtaokhnw |
| |-
| | | Recipe = {{clr|3|c.S}} > ({{clr|5|2D}}) > {{clr|1|623P}} (Dauro) > 66 > {{clr|1|P}}{{clr|2|K}} > 66 > {{clr|1|P}}{{clr|2|K}} > 66 > {{clr|2|K}}{{clr|1|P}} > {{clr|3|c.S}} > {{clr|1|623P}} > {{clr|2|K}}{{clr|1|P}} > {{clr|1|PPP}} or {{clr|2|KKK}} / Unique Per Character |
| | {{clr|1|P}}{{clr|2|K}} || In a carry this raises the carry
| | | content = |
| |- | | While Ram's {{clr|1|P}}{{clr|2|K}} Juggles can often more than get the job done, experienced Ram players who want to maximize the blender can look to these Corner Carry combos for their needs. Many of these combos are difficult extensions of the basic {{clr|1|P}}{{clr|2|K}} Juggle theory, and are unique for almost the entire cast. The main benefit of doing them over the normal juggles is that the allow Ram to combo into the {{clr|5|5D6}} Series from the maximum possible distance, gaining access to her best Okizeme off of a single hit. |
| | {{clr|2|K}}{{clr|1|P}} || 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*)
| |
| |- | |
| | {{clr|2|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 | |
| |-
| |
| | {{clr|1|PPP}} or {{clr|2|KKK}} || If you're near the wall just skip any micro dash or additional string and just wall splat
| |
| |- | |
| |{{clr|1|P}}{{clr|2|K4K}} || Allows for side-switch on certain characters depending on character weight
| |
| |- | |
| |Under 7 Hits Rule || Thing to note for carries is that you can only do another pk if your combo is under 7 hits otherwise they're going to tech out (and they'll most likely tech in your face). The exception of this when you use "Explode" and Red Roman Cancel it you can fit one pk before they tech out. | |
| |-
| |
| |}
| |
|
| |
|
| ==Juggle Strings==
| | Character combos are roughly grouped by weight class, so similar strings work on multiple characters. The combo listed in the recipe is somwewhat universal, but can be difficult to perform on many characters and are not optimal for the whole cast. The linked video contains all the optimal combos for each character. The combos found here ''demand'' use of microdashes inbetween {{clr|1|P}}{{clr|2|K}} hits, so getting those down is a must. Many of these combos are very difficult and not recommended for new players. At the same time, learning them can be very useful for high level Rams looking to flex their execution and reap the rewards. |
|
| |
|
| Referenced from the following [https://docs.google.com/spreadsheets/d/1hCVTshLwJN-kefjb0YZIWAjuDAICLec41aZtqUMBVuE/edit#gid=0 document].
| | NOTE: As what the video says, '''there are no known Corner-to-Corner combos for {{Character_Label|GGXRD-R2|Jack-O}}.''' A combination of weird hitboxes, light weight, and general annoyance make it basically impossible to properly Corner-to-Corner her. Default to the basic juggles in place of this. |
|
| |
|
| # cS> 2D> 623P> 66 PK~4K> (cS> 623P> KP> PPP/KKK) / (KPK> 66 PPP/KKK)> Splat
| | For more advice on these combos, consult [https://docs.google.com/spreadsheets/d/13VDUYpK4Nv4UlA0xIZGaa1Wl9FMUjelaPB5XvlWghyU/edit#gid=394822213 this document] by the video author. |
| # cS> 2D> 623P> 66 PK> 66 PK> KP> 66 cS> 623P> KP> 66 PPP> Splat
| | }} |
| # cS> 2D> 623P> 66 PK> 66 PK> KP> 66 2PPK> 66 PPP> Splat
| | |
| # cS> 2D> 623P> 66 j.P>j.K>j.S>j.8D> iad j.K>j.S>j.8D>xN > PPP> Splat
| | ==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. |
|
| |
|
| ==Standard Midscreen Combos:== | | ==Standard Midscreen Combos:== |
Line 71: |
Line 251: |
| | '''Command Grab Starter''': {{clr|2|236K}} > 66 > {{clr|1|P}}{{clr|2|K}} > 66 > {{clr|1|P}}{{clr|2|K}} > {{clr|2|K}}{{clr|1|P}} > {{clr|1|PPP}} or {{clr|2|KK}} or {{clr|2|KKK}} || All || ?? || Barely || Everyone || Easy || Lights launch higher. Heavys Launch Lower (?) adjust your timing accordingly. {{clr|2|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. | | | '''Command Grab Starter''': {{clr|2|236K}} > 66 > {{clr|1|P}}{{clr|2|K}} > 66 > {{clr|1|P}}{{clr|2|K}} > {{clr|2|K}}{{clr|1|P}} > {{clr|1|PPP}} or {{clr|2|KK}} or {{clr|2|KKK}} || All || ?? || Barely || Everyone || Easy || Lights launch higher. Heavys Launch Lower (?) adjust your timing accordingly. {{clr|2|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. |
| |- | | |- |
| | '''Flama Cargo Starter''': {{clr|2|214K}} > 66 > {{clr|1|P}}{{clr|2|K}} > 66 > {{clr|1|P}}{{clr|2|K}} > {{clr|2|K}}{{clr|1|P} > {{clr|1|PPP} or {{clr|2|KK}} or {{clr|2|KKK}} || All || ?? || Barely || Everyone || Easy || THIS PART is Glitched for some reason.
| | | '''String Starter Carry''': {{clr|2|2K}}{{clr|1|PP}} or {{clr|2|K}}{{clr|1|PP}} or {{clr|1|2PP}}{{clr|2|K}} > 66 > {{clr|1|P}}{{clr|2|K}} > 66 > {{clr|1|P}}{{clr|2|K}} > {{clr|2|K}}{{clr|1|P}} > {{clr|1|PPP}} or {{clr|2|KK}} or {{clr|2|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 {{clr|1|2PP}}{{clr|2|K}} its just an ok low. Still punishable |
| |-
| |
| | '''String Starter Carry''': {{clr|2|2K}}{{clr|1|PP}} or {{clr|2|K}}{{clr|1|PP}} or {{clr|1|2PP}}{{clr|2|K}} > 66 > {{clr|1|P}}{{clr|2|K}} > 66 > {{clr|1|P}}{{clr|2|K}} > {{clr|2|K}}{{clr|1|P}} > {{clr|1|ppp}} or {{clr|2|KK}} or {{clr|2|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 {{clr|1|2PP}}{{clr|2|K}} its just an ok low. Still punishible | |
| |- | | |- |
| | '''Anti Air Combo''': {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > j.c > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|3|214S}} > {{clr|4|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''': {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > j.c > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|3|214S}} > {{clr|4|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) |
Line 79: |
Line 257: |
| | '''Anti Air Combo 2''': {{clr|1|6P}}> {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > j.c >{{clr|2|j.K}} >{{clr|3|j.S}} > {{clr|5|j.2D}} > {{clr|2|(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 {{clr|3|j.S}} without Sword. Also, you don't have to do {{clr|2|j.214K}}. It just helps with getting to the ground faster. | | | '''Anti Air Combo 2''': {{clr|1|6P}}> {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > j.c >{{clr|2|j.K}} >{{clr|3|j.S}} > {{clr|5|j.2D}} > {{clr|2|(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 {{clr|3|j.S}} without Sword. Also, you don't have to do {{clr|2|j.214K}}. It just helps with getting to the ground faster. |
| |- | | |- |
| | '''Daiji Loop Anti Air''': {{clr|1|6P}} > iad~{{clr|2|jK}} > {{clr|3|jS}}~{{clr|5|j8D}} > iad > {{clr|2|jK}} > {{clr|3|jS}}~{{clr|5|j8D}}> iad > {{clr|2|jK}} > {{clr|3|jS}} > {{clr|5|j8D}} > 66 > {{clr|1|ppp}} > '''wallsplat''' || Anti-Air || ?? || ?? || I really can't tell you || I really really can't tell you || Its very hard to say who it does and doesnt work on since its incredibly height specific (where u hit them with {{clr|1|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. | | | '''Cassius Launch GS Starter''': {{clr|1|214P}} > PRC > {{clr|3|6S}} > {{clr|1|623P}} > 66 > {{clr|1|P}}{{clr|2|K}} > 66 > {{clr|1|P}}{{clr|2|K}} > {{clr|2|K}}{{clr|1|P}} > {{clr|1|PPP}} or {{clr|2|KKK}} > {{clr|3|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 {{clr|1|2PP}}{{clr|2|K}} 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''': {{clr|1|6P}} > iad~{{clr|2|jK}} > {{clr|3|jS}}~{{clr|5|j8D}} > iad > {{clr|2|jK}} > {{clr|3|jS}}~{{clr|5|j8D}}> iad > {{clr|2|jK}} > {{clr|3|jS}} > {{clr|5|j8D}} > 66 > {{clr|1|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 {{clr|1|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''': {{clr|3|2S}} > {{clr|4|2H}} || All || 124 || A little more than 25 || Everyone || Easy || Big call out move. Don't rely on it without meter to spare. | | | '''Please Hit''': {{clr|3|2S}} > {{clr|4|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''': {{clr|3|2S}} > Corner Carry with how ever you see fit || All || ?? || Small Amount || Everyone || Varies on Choice of Carry || Again don't throw out {{clr|3|2S}} without meter to spare if you miss {{clr|3|2S}} or can't make it in time | | | '''Please Counter Hit''': {{clr|3|2S}} > Corner Carry with how ever you see fit || All || ?? || Small Amount || Everyone || Varies on Choice of Carry || Again don't throw out {{clr|3|2S}} without meter to spare if you miss {{clr|3|2S}} or can't make it in time |
| | |} |
| | |
| | ==Standard Midscreen OverDrive/Golden Instant Kill Combos:== |
| | {| class="wikitable" |
| | ! 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''': {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|5|j.8D}} > {{clr|4|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 |
| | |- |
| | || {{clr|2|236K}} > '''Red Roman Cancel''' >{{clr|5|Golden IK}} > {{clr|4|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) |
| | |- |
| | || {{clr|3|2S}} > '''Red Roman Cancel''' > {{clr|5|Golden IK}} > {{clr|4|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 > {{clr|5|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:== | | ==Refer to other exisiting documents:== |
| | | '''I guess:''' |
| https://docs.google.com/document/d/1i5ntiJbsfe0UYIWLWCnVMlE9pwCvfewEeaKcyyvx9E4/ | | https://docs.google.com/document/d/1i5ntiJbsfe0UYIWLWCnVMlE9pwCvfewEeaKcyyvx9E4/ |
|
| |
|
| | | '''Its ok:''' |
| https://drunkardshade.com/2017/05/16/guilty-bits-xrd-ramlethal/ | | https://drunkardshade.com/2017/05/16/guilty-bits-xrd-ramlethal/ |
|
| |
|
| | | '''The best guide to actually learn Ram after you progressed from here:''' |
| https://www.mindmeister.com/825342195/ramlethal-valentine-work-in-progress | | https://www.mindmeister.com/825342195/ramlethal-valentine-work-in-progress |
|
| |
|
Line 105: |
Line 305: |
|
| |
|
| ==Navigation== | | ==Navigation== |
| {{#lst:GGXRD-R2/Ramlethal Valentine/Data|Links}} | | <center>{{Character Label|GGXRD-R2|Ramlethal Valentine|size=42px}}</center> |
| {{Navbar-GGXRD-R2}} | | {{GGXRD-R2/CharacterLinks}} |
| [[Category: Guilty Gear Xrd REV 2]]
| | {{GGXRD-R2/Navigation}} |
| [[Category:Ramlethal Valentine]]
| |