User:Sunset Sullivan: Difference between revisions

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Both Deployed, Close=
Both Deployed, Close=
{{TheoryBox
{{TheoryBox
| Title      =  
| Title      = Both Deployed, Close
| Oneliner  =  
| Oneliner  = Ram's true corner BnB. Loop in and out of this for Okizeme, damage, and fun!
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Anchor    = ComboTheory
| Anchor    = ComboTheory
| Video      =  
| Video      =  
| Recipe    =  
| 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    =
| 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=
Both Deployed, Far=
{{TheoryBox
{{TheoryBox
| Title      =  
| Title      = Both Deployed, Far variant
| Oneliner  =  
| Oneliner  = If you have no Swords on deck, route into this and try and set them up ASAP.
| Difficulty =  
| Difficulty = {{clr|3|Medium}}
| Anchor    = ComboTheory
| Anchor    = ComboTheory
| Video      =  
| Video      =  
| Recipe    =  
| 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    =
| 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.
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 = {{clr|1|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>
</tabber>

Revision as of 01:54, 9 October 2022

Hi there! Call me Sully. I do really basic stuff for the wiki, mostly based around article clarity and readability. I like to write stuff for the wiki moreso than do hard move data.

I play +R, XRD and Persona Ultimax. Ping me on the main Discord if you have issues with anything I've written! I'll be the first to admit I can make mistakes, and working with me to fix them can make the wiki a better place. Ciao.


Articles

[The World of 2P: An Ode to +R Sol Pressure]

Tier Lists

List Reasoning
  • Baiken is the only legitimately unfair character in +R. There, I said it. Call me a whiner all you want, it's true. Unlike a lot of the other members of the high tier (who are "merely" top class in their respective areas), even a mid-strength Baiken can invalidate your gameplan. Guard Cancelling is just too good, as basically any Baiken player who comes to terms with it can make a large portion of the cast much harder to play as on offense. Even if Baiken lacked her Guard Cancels, then she'd still be top class in footsies and offense. Her combos hurt like hell, she gets pretty good Okizeme off of most stuff, and she is effective at close and medium range with lots of versatility. While the other top tiers might be overall stronger, Baiken is the only one of them that feels like she's legitimately cheating.
  • Testament is extremely versatile, almost of the point of ridiculousness. There really isn't anything Testament can't do with style and high reward- zoning, okizeme, pressure, good combos and high damage are all available at Testament's fingertips. They can spend meter well, build it well, and play around with it well. Even though Testament's traps are irritating to deal with and often prevent you from taking meaningful action after "defusing" them, they are still able to be played around quite well. Testament's matchups also tend to be very interesting and offer a lot of variety. Yes, Test is a monster in the right hands, but they also have clear ways to be beaten depending on the matchup and make matches interesting even on offense.
  • Zappa is similar to Testament, but lacks the all-rounder flavor for more hyper-specialized roles. Zappa's flowing moveset makes him very difficult to deal with and play, but mastering him leads to incredible reward. All three of Zappa's main summons are incredible, with each filling a unique playstyle. Triplets zone you down and prevent approaches, Dog turns him into Diet Zato, and Sword causes him to win the game. Zappa is a character with a lot of moving parts, but understanding his unusual rhythm unlocks a character that is pretty much a master of all. Zappa's adaptability also gives him a positive matchup spread, making it difficult to counterpick him. If you put time into Zappa, he outputs some crazy high reward.
  • Dizzy blows you up good. ACR's Glass Cannon of choice, Dizzy is the firm pick of big red health bar enthusiasts everywhere. A single counterhit is all Dizzy needs to shred your health bar to pieces, backed up by her incredible Okizeme game with summons. Even though she's fragile, good Dizzy players just melt people left right and center. Dizzy also tends to invalidate some defensive options thanks to Fish Armor, but this just feels like an extension of her Okizeme more so than anything else. You need to learn to hold Dizzy pressure and escape intelligently, wherein she becomes a bit easier to deal with. She's also hard as balls to play in terms of execution, so if you're fighitng a Dizzy who can do more than Ice Spike FRC, run. That may be hard with her two airdashes, though.
  • Faust is just cool and good. Nothing major or serious to discuss here. Where all the other top tiers have some kind of crazy advantage, Faust just chills out and is generally solid. I don't really think Faust has any weaknesses that make or break him like other characters, but he lacks anything truly fucked up. He just plays his game well and has a great set of buttons to play with. You never feel like Faust is truly unfair like some of the other characters on the roster, but perhaps his insane air buttons function well enough for that.
  • Chipp is a theory character. In theory, he's the best character in the game. In theory, he is the best mixup character in the game, maybe in the series. In theory, his powerful toolkit makes like easy for him. In practice, Chipp is a hard as balls thrill ride masquerading as a top tier. Sure, Chipp may offer a lot that other characters can only dream off, but there's a ton in the way to accessing that prowess. Aside from his memetically low Health, Chipp is just really hard to play. He's high APM and demands tight execution, making use of every trick in the book to perform his combos. Jump installs, FRC, IADs, you name it. This barrier is genuinely a real barrier to play Chipp, because once you get around that he becomes nearly unstoppable. One day, a Chipp godlike enough to master him will rise from the primordial soup of Chipp Players and show us the Top 1 Character hiding within, but for now we can just watch the good Chipp players go to town on their opponents with insane mixups and mobility.

  • TODO LIST:
    • Add Ram combo videos
    • Write out more 5D6 combos
    • Write more Okizeme shit for Ram
    • Record and notate some non 5D6 combos

Combo Theory

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple


PK JugglesPractice converting into Ram's Combination Attack Corner Carry Combos. What a mouthful...
Easy to Medium


623P > PK > PK > KP > Ender
A good sequence to learn for understanding Ram's midscreen combo structure. Combo into Dauro (Green), then juggle the enemy across the screen. KPP 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 PK Juggle combo. Managing height is key to keeping your opponent juggled. Adding in a microdash (66 motion, listen for the "whoosh" noise) inbtween the PK 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 5D6.

As a rule, never do PK more than twice. After two reps, do KP > Ender. Three major enders to this combo include:

  • KPP: Hard Knockdown at midscreen.
  • PPP: Launches the enemy across the screen. If hit at a certain height, will cause Hard Knockdown. Can wallsplat.
  • KKK: Default wallsplat ender. Use this if you and the enemy are close to the corner.


5D6 Corner BnB StarterThe most important part of Ram's combo structure. Earning this is key!
Easy


Wallsplat > (c.S) f.S > 5D6 ...
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 S buttons to lower your enemy to the floor until they wallslump. As they slump, hit 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 c.S > f.S, try to get just 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 PK Juggle ender, you will be able to slowly lower the height of your opponent without dropping the combo. This is demonstrated in the video.


Anti-Air ComboA basic combo for random anti-air hits.
Very Easy


6P c.S > j.K, j.S > jc j.K, j.S> j.214S, j.214H OR j.D/j.8D/j.2D
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 j.214S and 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 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.

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

5D6 SeriesRam's BnB, and the beginning of the blender. Has a unique combo for every kind of position for your Swords.
Medium


Wallsplat > 5D6 ... (Unique Combo)
Ram's Corner BnB, the goal of her PK Juggles, and the most stylish part of her kit by far. After pressing 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 EquippedBoth sides now.
Easy


5D6 > c.S > f.S > 5H > 6H > 66 c.S > 6S > 1P > 4P > 2D
Ram's combo for 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 5D6 > c.S > f.S section. In order to prevent the opponent from teching out, you need to hit c.S > f.S while Ram is dashing towards her opponent. Doing it too late will cause them to pop out of the combo after 5H. The second is the 6S set. After hitting 6H, you must microdash towards the opponent, or they will delay tech out.

After Ram is pushed out of the corner with 2D, hit 2H to set up Okizeme how you please.

S DeployedFor when S Sword is near the opponent, but H Sword is Equipped.
Easy


5D6 > 5H, 5H > 6H > 66 c.S > 6S > 2D
A good combo to know if you've used 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 5D6, cause a wallslump, and then deploy Swords.

This combo works with some modifications if S Sword is Far. Instead of doing 6S > 2D, do 4S > 2D > 6S. This will let you retrieve and then set S Sword for Oki. You probably won't be able to get a safe 2H hit if you do this, so mind the gap.

H DeployedFor when H Sword is near the opponent, but S Sword is Equipped.
Easy


5D6 > j.P > j.S, j.S > j.6S > 66 c.S > 6H > 66 2D
This combo uses a slightly different routing. Since we lack Ram's 5H button to force a wallslump, we need to rely on j.P > j.S, j.S to do the job. Otherwise, this combo is generally the same as the other 5D6 routes.

This combo works with some modifications if H Sword is Far. Instead of doing j.6S > 66 c.S > 6H, do j.6S > 4H > 2D. This will let you retrieve and then set H Sword for Oki.

Both Deployed, CloseRam's true corner BnB. Loop in and out of this for Okizeme, damage, and fun!
Easy


5D6 > c.S > 5H > j.2H > c.S > 2S > 66 5H > j.8D.
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 2H Okizeme, and builds a healthy amount of meter and not too much Burst for the opponent.

You can switch out the 66 5H > j.8D ender for 5K4k instead, which will earn you a crossup opportunity. Make sure to delay the 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 variantIf you have no Swords on deck, route into this and try and set them up ASAP.
Medium


5D6 > j.P > j.P > j.H > j.2H > c.S > 5H > 2S > IAD j.K, j.S > j.8D.
Ram's weirdest 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.

This route also has tons of Burst bait opportunities. Hold back during the j.P > j.P, 5H > 2S, or IAD j.K sections if you feel your opponent will Burst.

At higher prorations, this combo will drop. As well, longer combos might cause the 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 American Reset.

Both Deployed, Close (Wallslump)With high proration, it might be better to go for this combo instead.
Very Easy


5D6 > c.S > j.K > j.D > j.2H > jc > j.2S
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 > j.2S, land and perform 2D or 6K to follow up with a mixup. Extremely useful for resetting into a new combo and maximizing your damage potential.

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute


5D6 ResetSurprise your enemy with a brutal reset. Mulch their lifebar in one go!
Medium


* ... 5D6 > c.S > f.S > 5H > 6H > 66 > c.S > 6S > 66 (Reset 6K/2D/236K)
If you've been practicing the 5D6 Series, you may notice that yes, Ram does in fact Re-Stand A situation in which a character is taken from an airborne or OTG state and returned to a standing state on the ground while still in hitstun, which is very uncommon. Moves that re-stand the opponent often allow for unique mix-ups that are unexpected (since typically, mix-ups come after a knockdown), or unique combo extensions. her opponents in all of the available combos. You may also notice that 6K and 2D naturally combo into Dauro if a Sword hit follows them up. And yes, we can use this to create a Reset Purposefully ending a combo early in order to perform a mixup in order to deal more damage. 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.


Urchin's Corner to Corner JugglesLearn to take your opponents from one end of the screen to the other. Maximum reward for maximum effort.
Medium to Very Hard

c.S > (2D) > 623P (Dauro) > 66 > PK > 66 > PK > 66 > KP > c.S > 623P > KP > PPP or KKK / Unique Per Character
While Ram's PK 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 PK 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 5D6 Series from the maximum possible distance, gaining access to her best Okizeme off of a single hit.

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 PK 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.

NOTE: As what the video says, there are no known Corner-to-Corner combos for 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.

For more advice on these combos, consult this document by the video author.