GGXRD-R2/Ramlethal Valentine/Okizeme

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Ramlethal Valentine

Introduction

In general, Ramlethal's pressure, apart from a few gatlings or combination attacks is lacking without her swords. Her okizeme game is dependent on her getting her swords out to lock the opponent down in a "grinder" of high-low mixups and sword hits. It's so potent that her entire gameplan revolves around this part of the game. In this, she's a rather easy character to understand because her punish game is heavily reliant on memorizing okizeme set-ups.

Ram's okizeme can be loosely described as a series of If > Then checks. Ram's okizeme is heavily conditional and improves the more she wins interactions and the more she gets an opportunity to set up. The tree for setting up okizeme looks something like this:

  • If you got Hard Knockdown with both swords equipped, then immediately set a sword with 6S or 6H. Follow it up with a mixup.
  • If you won the 50/50 or have converted into a combo, route into a corner-carry setup if possible. If you didn't, knock down again and set your second sword. Repeat the first step.
  • If you converted into a corner-carry route, then carry them to the wall and perform a corner combo to try and set both swords if possible.
  • If both swords are now set and your opponent is in the corner, then continue to layer them in your mixup attempts.

If you manage to get to the last step of this plan, then Ram's okizeme becomes incredibly strong and difficult to escape. You can utilize both swords in unison to cover reversal attempts or aerial pressure escapes. You can also use them mid-pressure for mixup attempts.

Primary Okizeme Tools

After earning Hard Knockdown, Ram wants to set her Swords for use in Okizeme. However, Ram has a number of quirks that make her Okizeme different depending on where the opponent is on the screen. In a nutshell, Ram's midscreen Okizeme is good, but worse than her corner Okizeme.

Ram's primary method of earning Okizeme is by setting her Swords with 6S and 6H. These two buttons are useful for midscreen Okizeme or any situation where you've got a Hard Knockdown and need something to keep them blocking fast. When the opponent is in the corner and both Swords are set, Ram can use 2S and 2H instead. These are more active, easier to time, and partially obscure Ram's movements, which can make them very powerful Okizeme tools.

Note: One of the most important things to know on Ram is that 6S and 6H become active at different times depending on when they are set or deployed close to the opponent. To keep things simple, here's a quick list of simple Okizeme options based off of Sword positions:

  • Swords Equipped, Midscreen/Swords Deployed, Far: Hard Knockdown > Set 6S or 6H > 6K/2D > Combo
  • Swords Deployed, Midscreen: Hard Knockdown > Set 2H or 2H > IAD j.K/land 2D > Combo
  • Swords Deployed, Corner: Hard Knockdown > 2H > jump j.2S > IAD j.K/land 2D > Combo

Mid Screen Setup

Types of Knockdowns:

  1. 2KK -- High-low mixup comes before the swordhit Example
  2. 2KPK -- Similar to 2KK, 4 frames slower according to the data.
  3. Ground Throw -- Allows for similar mixup to 2KK.
  4. 2D -- Gatling into 6S/HS. Allows for jump-in/cross-up mixup.
  5. Juggle > KK/K(4K)/KP -- High-low mixups. (Not ideal since corner carry is generally a better option).

Okizeme for Knockdowns (1), (2), (3)

Setup Type of Guard Break Notes
Knockdown > 6S or 6h (Sword deploy)> 6K(overhead on opponents wakeup with the sword to combo) > Corner Carry Overhead Works on everyone (Watchout for reversals, blitz, and backstep). If timed and spaced well they shouldn't be able to mash or wakeup throw.
Knockdown > 6s or 6h (Sword deploy) > 2d or 2k > Corner Carry Low Works on everyone (Watchout for reversals, blitz, and backstep). If timed and spaced well they shouldn't be able to mash or wakeup throw.
Knockdown > 6s or 6h (Sword deploy) > 3k > Corner Carry Low Catches Backdash. (Watchout for reversals, blitz, and backstep). If timed and spaced well they shouldn't be able to mash or wakeup throw.
Knockdown > 6s or 6h (Sword deploy) > 236k > Corner Carry Grab Command Grab setup (Watchout for reversals, mashing, fuzzy jump, wakeup throw, backdash).
Knockdown > IAD > 6S or 6H > j.K > Corner Carry Overhead Safe Jump setup (Dependent on wakeup timing).
Knockdown > j.6S > j.K > dj.K > j.KP > Corner Carry Overhead Fuzzy Overhead, 3rd j.KP is performed falling, after the 6S hits. (Vulnerable to DPs, Blitz).
Knockdown > 6S > 214P > YRC > 9 Overhead/Low Jump-in mix up.

Okizeme for Knockdown (4)

Setup Type of Guard Break Notes
Knockdown > 6H/6S > Running Jump > IAD back > j.K Overhead Depending on timing of IAD, can cross up or cross back.
Knockdown > 6H/6S > Running Jump > 3k Low With 50% meter, can convert into a corner carry. Otherwise, it just hits low. Safe against some DPs.
Knockdown > 6H/6S > Forward Jump > 2D/IAD > Corner Carry High/Low Jump-in mixup.
Knockdown > 6H/6S > Walking Forward Jump > j.K/2D > Corner Carry Cross-up High/Low Slight walk forward will allow Ram to cross-up and a jump-in mixup.
Knockdown > 6H/6S > 9/69/669 > 236K Throw Tomahawk throw. Useful if the opponent expects an attack.

Corner Oki

A good handful of variations for each set-up that open up the opponent in terrifying ways.

2KK ender

Sword Position Set-up Opener
Both Deployed j.2H > 2D > j.6S
  • 2D -- Empty low.
  • IAD > j.K > j. H -- Jump-in overhead
  • 6K -- Empty land into overhead, doesn't meaty.
Both Deployed j.6S > YRC > j.2H

Wait for apex of jump before performing. Hard to time DP against it, unless mashing works.

  • 2D -- Empty low.
  • IAD > j.K > j.H -- Jump-in Overhead.
  • j.K > dj.K -- Fuzzy guard break.
S Deployed 8/9 > j.2H
  • 2D -- Empty low
  • IAD > j.KPK -- Jump-in.
  • j.K -- Safe Jump set-up
S Deployed 8/9 > j.6S > YRC > j.6H

(j.6S > YRC just before the apex of the jump.)

  • 2KP > c.S > 623P > PPP > Wall Splat -- Empty low.
  • j.K > c.S > 623P > PPP > Wall Splat -- Jump-in.
  • j.K > dj.K > j.K -- Fuzzy guardbreak.
HS Deployed 6S
  • 6K/2D > 6H > 2D/6K -- Double high-low mix-up
  • 2D > 2H -- Stagger pressure, can run-up grab or 2D/5H to continue pressure.
HS Deployed 8/9 > j.2H
  • 2D -- Empty low
  • IAD > j.KPK -- Jump-in
  • j.K -- Safe Jump set-up
  • 236K -- Tomahawk command grab, if opponent is conditioned to block.
HS Deployed 8/9 > j.6H > YRC > j.6S
  • 2KP > c.S > 623P > PPP > Wall Splat -- Empty low.
  • j.K > c.S > 623P > PPP > Wall Splat -- Jump-in.
  • j.K > dj.K > j.K -- Fuzzy guardbreak. Difficulty depends on opponent's size.
None Deployed 6H/6S
  • 66 > 2K > j.K > j.H > 214S/214K -- Low into fuzzy jump set-up.

Mid-screen 2KK set-ups also work in the corner.

Mind chart: || https://www.mindmeister.com/825342195/ramlethal-valentine-work-in-progress

Nyaa's guide: || https://docs.google.com/document/d/1i5ntiJbsfe0UYIWLWCnVMlE9pwCvfewEeaKcyyvx9E4/

Mr. Maadhum's Video: || https://www.youtube.com/watch?v=kwuFjlwyDtA&t=154s

Choosing an Oki Route

Explain the thought process that goes into picking an oki route.

This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.

Video Examples

Mr. MaadHums Okizeme Guide


Navigation

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