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| ==Combo Theory== | | ==Combo Theory== |
| | ===Beginner Combos=== |
| {{BeginnerComboDef}} | | {{BeginnerComboDef}} |
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| * {{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|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. | | * {{clr|2|K}}{{clr|2|K}}{{clr|2|K}}: Default wallsplat ender. Use this if you and the enemy are close to the corner. |
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| | 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. |
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| | # {{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 |
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| }} | | }} |
| | {| class="wikitable" |
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| | ! Moves !! How it Functions in a Juggle |
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| | | 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 |
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| | | {{clr|1|P}}{{clr|2|K}} || 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 {{clr|2|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 {{clr|1|P}}{{clr|2|K}} before they tech out. |
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| | | {{clr|2|K}}{{clr|1|P}} || In a carry this lowers the carry. Important for setting up for a wallsplat or Hard Knockdown. Usually done after two reps of {{clr|1|P}}{{clr|2|K}}. |
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| | | 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*) |
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| | | {{clr|2|KK}} || If the dummy isn't too high but you can't reach the other corner, doing this string as an ender can earn you Hard Knockdown. |
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| | | {{clr|1|PPP}} or {{clr|2|KKK}} || Wallsplat enders. |
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| | |{{clr|1|P}}{{clr|2|K4K}} || Allows for side-switch on certain characters depending on character weight. Can also set up a crossup with {{clr|3|j.6S}} if done in the corner. |
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| | |} |
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| {{TheoryBox | | {{TheoryBox |
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| 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. | | 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}} | | {{CoreComboDef}} |
| <tabber> | | <tabber> |
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| 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}}. | | 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}}. |
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| | ===Advanced Combos and Setups=== |
| {{SpecializedComboDef}} | | {{SpecializedComboDef}} |
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| |} | | |} |
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| ==Notes on Carrying==
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| {| class="wikitable"
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| ! Moves !! Descriptions
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| | 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
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| | {{clr|1|P}}{{clr|2|K}} || 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 {{clr|2|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 {{clr|1|P}}{{clr|2|K}} before they tech out.
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| | {{clr|2|K}}{{clr|1|P}} || In a carry this lowers the carry
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| | 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*)
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| | {{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
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| | {{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
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| |{{clr|1|P}}{{clr|2|K4K}} || Allows for side-switch on certain characters depending on character weight
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| |}
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| ==Juggle Strings==
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| Referenced from the following [https://docs.google.com/spreadsheets/d/1hCVTshLwJN-kefjb0YZIWAjuDAICLec41aZtqUMBVuE/edit#gid=0 document].
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| # cS> 2D> 623P> 66 PK~4K> (cS> 623P> KP> PPP/KKK) / (KPK> 66 PPP/KKK)> Splat
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| # cS> 2D> 623P> 66 PK> 66 PK> KP> 66 cS> 623P> KP> 66 PPP> Splat
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| # cS> 2D> 623P> 66 PK> 66 PK> KP> 66 2PPK> 66 PPP> Splat
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| # cS> 2D> 623P> 66 j.P>j.K>j.S>j.8D> iad j.K>j.S>j.8D>xN > PPP> Splat
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| ==Standard Midscreen Combos:== | | ==Standard Midscreen Combos:== |