I was looking for the new ramlethal sword combos after their huge rework, the swords delayed explosion was one of the things that threw off the hardest, thank you for this guide.
❀✾ this is really the season of rekka cancel for Ramlethal, so if you haven't learned it, it might be the time!!! there are easy rekka cancels where you perform erarlumo 1, and then buffer a dash and another special move (typically the slash / diagonal bajoneto sword toss) and then the more difficult rekka cancel is where you do erarlumo 1 > erarlumo 1 which is mainly for corner carry, which is more difficult since if you get the timing wrong, the game will think you are just attempting to continue the rekka (so it gives you erarlumo 2, then 3) there's a lot of rhythm, and timing, but once you get a feel for it, it's not too too bad personally i find listening to the audio cue helps get the timing for right after the hitlag ends on erarlumo 1
I tried my best to make a rekka cancel guide ruclips.net/video/iJuZ8vtwjKg/видео.html - unfortunately there's not all too much of a trick to it outside of learning the rhythm. Generally, I try and use the sound effect of erarlumo hitting & screen shake / hitlag ending as a cue to start my inputs. There's another method I don't cover that some people prefer called plinking where one essentially does: (c.S > 2H > ) 214P > 2145 > dash, P - with the idea being that you buffer the movement input, then return to neutral before inputting dash and P --- as opposed to buffering the dash, if you want to look into that. Hopefully this helps, and tbh if not, Ram's bread and butters are good enough - so you would only be missing out on some corner carry and style points.
If anyone's using this guide to learn Ram, do NOT use the stuff listed from 4:51-5:37. Explanation below. *_False information_* What the video says at 5:30 is misleading. Sildo Detruo (214K) crossing up isn't exactly dependent on spacing, but rather on whether the opponent was crouching or not. 214K won't crossup against crouchers if 214K is done far away, but otherwise it'll consistently go over their heads. The reason why sometimes it's crossing up and sometimes not is because in the video's demonstrations, there are slight variations on when exactly they're timing the 236S and PRC, causing Ram to sometimes go over them while they're still locked in crouching blockstun from the 2K and before the 236S connects. Note that in the Baiken clip, the Baiken dummy was set to crouch the entire time. *_Bad setup_* ... > 236S > 66fPRC > 214K is bad for several reasons. - Sildo Detruo (214K) hitting is dependent on the opponent stand-blocking against the S-sword which is unlikely considering the convention in GGST is to crouch block until you have a reason to do otherwise. - Even if the opponent blocks Sildo, Ram is left -10 on block with the sword explosion too far away to cover her. She's just giving the opponent a free punish. - In the very unlikely event the opponent stand-blocks the 236S and then resumes blocking low against 214K, Ram doesn't get anything significant for that. She's spending 50% Tension here to *maybe* hit the opponent for a small amount of damage for no significant oki and losing a sword. - In most cases against seasoned players, you'd crossup with 214K. While you might think this is salvageable because of the 5D mixup shown at 5:26, it's not as good as it looks. You do get a combo if the opponent gets hit. But if the opponent blocks it, the sword explosion not only doesn't leave Ram safe, it pushes the opponent closer and lets them get a cS punish for free. - The 5D mixup won't even catch chicken-blockers (people stubbornly holding up+back during blockstun). It'll just result in them blocking it. - Now, a good strike/throw mixup is possible here since the opponent's in guard crush (and thus has no 5f of throw protection after recovering), but this is something Ram can access already by just throwing 236S normally with no PRC shenanigans. *_For OP_* Apologies if this came across as harsh, and I don't mean to discourage you from making more stuff (continuing to try is how we get better, after all). Half the stuff shown here I think was decent for getting started at beginner play, but several combos here can be improved, and for some of them, it wouldn't be much more difficult, if not less difficult.
Im using this video to learn how to play Ramlethal because I wanted to try a new character, the video has been really good for every situation ngl, the only thing is that at the combo of 0:10, you literally do more dmg if you don’t 214k and let the sword explode (I discovered by missing the input while practicing and noticing my max combo dmg was 226 instead of 224). Im just writing this even when you said that using 214k was just for comfort basically because you can literally skip that input for extra dmg
I noticed that as well and then I thought maybe doing it gives a bit more extra meter just like how there are some baiken combos that do a parry in the middle of a combo before doing the wall break.
Hiii, i bought the game literally yesterday and i liked ramlethal so i was testing and trying my new combos, i played before street fighter and tekken (the only 2D fighting games) but in a very bad way only for fun, now i want to become better and play it in a serious mode, so any tips i should get? And how i can read the text combos? I understand the moves but no the writted way KFKDKS, thanks so much and srry for the bad english
[5D] / 6H / 2H is usually preferred but I didn't really optimize for damage on wallbreak since the difference was usually only 2-5 damage. I just preferred 214K since it is usually fast enough to break wall and it doesn't matter how far from the wall you end up after the combo. And yeah the PRC stuff is really fun- my hands might have been a bit sore after recording, but it's so satisfying when everything lines up
@@SangoEna This is wrong. Ram's highest single-hit damage attack for meterless wallbreaks is 214H, which is why Ram typically routes combos such that she can wallbreak with it at the end with at least one sword.
I was looking for the new ramlethal sword combos after their huge rework, the swords delayed explosion was one of the things that threw off the hardest, thank you for this guide.
For real
❀✾ this is really the season of rekka cancel for Ramlethal, so if you haven't learned it, it might be the time!!!
there are easy rekka cancels where you perform erarlumo 1, and then buffer a dash and another special move (typically the slash / diagonal bajoneto sword toss)
and then the more difficult rekka cancel is where you do erarlumo 1 > erarlumo 1 which is mainly for corner carry, which is more difficult since if you get the timing wrong, the game will think you are just attempting to continue the rekka (so it gives you erarlumo 2, then 3)
there's a lot of rhythm, and timing, but once you get a feel for it, it's not too too bad
personally i find listening to the audio cue helps get the timing for right after the hitlag ends on erarlumo 1
good video, do you think you can maybe do a guide on rekka cancelling back into earlumo 1, i always struggled with it in s3
I tried my best to make a rekka cancel guide ruclips.net/video/iJuZ8vtwjKg/видео.html - unfortunately there's not all too much of a trick to it outside of learning the rhythm. Generally, I try and use the sound effect of erarlumo hitting & screen shake / hitlag ending as a cue to start my inputs. There's another method I don't cover that some people prefer called plinking where one essentially does: (c.S > 2H > ) 214P > 2145 > dash, P - with the idea being that you buffer the movement input, then return to neutral before inputting dash and P --- as opposed to buffering the dash, if you want to look into that.
Hopefully this helps, and tbh if not, Ram's bread and butters are good enough - so you would only be missing out on some corner carry and style points.
Thank you for the S4 combo guide! Great work. In particular thanks for the text listing of all the combos as well~
oh god these look so hard, the timings have to be so perfect
If anyone's using this guide to learn Ram, do NOT use the stuff listed from 4:51-5:37. Explanation below.
*_False information_*
What the video says at 5:30 is misleading. Sildo Detruo (214K) crossing up isn't exactly dependent on spacing, but rather on whether the opponent was crouching or not. 214K won't crossup against crouchers if 214K is done far away, but otherwise it'll consistently go over their heads. The reason why sometimes it's crossing up and sometimes not is because in the video's demonstrations, there are slight variations on when exactly they're timing the 236S and PRC, causing Ram to sometimes go over them while they're still locked in crouching blockstun from the 2K and before the 236S connects. Note that in the Baiken clip, the Baiken dummy was set to crouch the entire time.
*_Bad setup_*
... > 236S > 66fPRC > 214K is bad for several reasons.
- Sildo Detruo (214K) hitting is dependent on the opponent stand-blocking against the S-sword which is unlikely considering the convention in GGST is to crouch block until you have a reason to do otherwise.
- Even if the opponent blocks Sildo, Ram is left -10 on block with the sword explosion too far away to cover her. She's just giving the opponent a free punish.
- In the very unlikely event the opponent stand-blocks the 236S and then resumes blocking low against 214K, Ram doesn't get anything significant for that. She's spending 50% Tension here to *maybe* hit the opponent for a small amount of damage for no significant oki and losing a sword.
- In most cases against seasoned players, you'd crossup with 214K. While you might think this is salvageable because of the 5D mixup shown at 5:26, it's not as good as it looks. You do get a combo if the opponent gets hit. But if the opponent blocks it, the sword explosion not only doesn't leave Ram safe, it pushes the opponent closer and lets them get a cS punish for free.
- The 5D mixup won't even catch chicken-blockers (people stubbornly holding up+back during blockstun). It'll just result in them blocking it.
- Now, a good strike/throw mixup is possible here since the opponent's in guard crush (and thus has no 5f of throw protection after recovering), but this is something Ram can access already by just throwing 236S normally with no PRC shenanigans.
*_For OP_*
Apologies if this came across as harsh, and I don't mean to discourage you from making more stuff (continuing to try is how we get better, after all). Half the stuff shown here I think was decent for getting started at beginner play, but several combos here can be improved, and for some of them, it wouldn't be much more difficult, if not less difficult.
You are an amazing Ramlethal player wow!
Thanks for the guide, definitely using this!! :))
Im using this video to learn how to play Ramlethal because I wanted to try a new character, the video has been really good for every situation ngl, the only thing is that at the combo of 0:10, you literally do more dmg if you don’t 214k and let the sword explode (I discovered by missing the input while practicing and noticing my max combo dmg was 226 instead of 224). Im just writing this even when you said that using 214k was just for comfort basically because you can literally skip that input for extra dmg
I noticed that as well and then I thought maybe doing it gives a bit more extra meter just like how there are some baiken combos that do a parry in the middle of a combo before doing the wall break.
thank you so much for this
Good video.
Awesome you are crazy good
Hiii, i bought the game literally yesterday and i liked ramlethal so i was testing and trying my new combos, i played before street fighter and tekken (the only 2D fighting games) but in a very bad way only for fun, now i want to become better and play it in a serious mode, so any tips i should get? And how i can read the text combos? I understand the moves but no the writted way KFKDKS, thanks so much and srry for the bad english
So is 214K the highest damage swordless wallbreak then? Also damn I gotta practice those 236S FPRC setups those were disgusting as hell lol
[5D] / 6H / 2H is usually preferred but I didn't really optimize for damage on wallbreak since the difference was usually only 2-5 damage. I just preferred 214K since it is usually fast enough to break wall and it doesn't matter how far from the wall you end up after the combo.
And yeah the PRC stuff is really fun- my hands might have been a bit sore after recording, but it's so satisfying when everything lines up
@@SangoEna This is wrong. Ram's highest single-hit damage attack for meterless wallbreaks is 214H, which is why Ram typically routes combos such that she can wallbreak with it at the end with at least one sword.
And the 236S FPRC setups shown were actually bad. I posted the full explanation in my own comment on the video.
What skin mod are you using?
this skin is the lasted color
Do these still work? I for the life of me can’t get the second and third 214P to connect at the end of the meterless coast to coast stuff
no,now u only can use two 24p in a combo