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Posted

Most of the 1.1 Oki still works. But I figured just a new gameplay thread would be enough. Especially since Revalator

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Posted

It covers some but I felt the new route in 1.1 or 1.5 console patch added some new addition that could be first page material. For me anyway i always felt there is room for improvement in everything but otherwise a dedicated mod will still be require even if the next revision is release sooner or later.

Little tibits, that otg with 2k is a valid strategy for corner carry for those situation where u havent yet reach the corner but almost or when you've use rc (yrc too) where tension penalty applies and a quick reset an work in your favour. This aims to reach ramlethal strongest game at the corner where sword position of 6hs.

Im liking new aeriel into j2d that does have a general theory in order go kd down all cast member and varies base on position and yet at the same time one of the few ways to generate tension midscreen when you have s sword equip.

Anyway I like theres various small details that could be useful for new players when exploring ramlethal.

Posted

Hmm well I see your concerns, but until a new moderator is appointed we'll just have to make due. I tried to put as much helpful videos as I could into that playlist but it prolly won't be enough. We'll have to wait until one of the administrators gives someone here mod status ;__;

Posted

I'm actually enjoying ramlethal current tier position because its motivating or rage inducing lol.

since you need to hone in and improve your skills otherwise a clear defeat

or perhaps 1.0 ramlethal just made me more lazy.

playing around with blitz but it's interesting for daruo starter where you can use 3 dauro in those combo.

i.e blitz ground repell ky random stun dipper second hit.

dauro c.s dauro c.s dauro 5kk4k c.s dauro 5ppp.

Posted

I'm not enjoying it, some matchups are just pissy.

 

I didn't know you could blitz second hit of stun dipper, I always punish it raw with Dauro anyways. Doesn't blitz prorate the combo? If it doesn't too much it might be worth blitzing instead for more damage at cost of 12 meter.

Posted

I'm not enjoying it, some matchups are just pissy.

 

I didn't know you could blitz second hit of stun dipper, I always punish it raw with Dauro anyways. Doesn't blitz prorate the combo? If it doesn't too much it might be worth blitzing instead for more damage at cost of 12 meter.

Gotta love the grind homie, I take some L's but taking L's is part of the fun.

 

Unless it is a Ky player, fuck Ky.

Posted

Takehara plays a lot different than Daiji. I may have to give more insight into his play and see about what I can xcopy to my own playstyle. It's so amazing how Ramlethal can be played so differently with each person

Posted

I'm not enjoying it, some matchups are just pissy.

I didn't know you could blitz second hit of stun dipper, I always punish it raw with Dauro anyways. Doesn't blitz prorate the combo? If it doesn't too much it might be worth blitzing instead for more damage at cost of 12 meter.

My general theory is ky player are likely to throw out stun dipper when they have rc availible of course you could be wary of yrc as well. As for damage, its almost a non issue because getting that oppotunity or carry corner out weighs the damage and besides blitz doesnt trigger tension penalty so its not that bad.

Edit: although counter blitz is another risk factor.

Takehara plays a lot different than Daiji. I may have to give more insight into his play and see about what I can xcopy to my own playstyle. It's so amazing how Ramlethal can be played so differently with each person

If you're talking about that bedman match it was interesting but there were a few things to consider, the near time out and damage potential on both sides. Actually i found the bedman player to be more interesting, since you kinda expect standard bedman oki.

Posted

Is it so much to ask for Rammy-chan to be good ;____;

Posted

Is it so much to ask for Rammy-chan to be good ;____;

1340085633117.gif

just gib up

 

let the memory of 1.0 ram remain beautiful

Posted

Even if Daiji drops her I won't. Rammy~swaaan still cutest.

 

Seriously looking forward to Evo this year, hoping to see a lot of swell Ram action. We're hosting a local Evo-event in our town with a XRD-tournament so I won't be missing out! Rampresentin'!

Posted

More grinding as usually.

5kpp on air hit has a few good application, the theory behind this route is that it is similar to 2kk but on air hit instead giving you the same kd timing however a very high 5kpp hits gives you the same timing as 2kpk. Anyway it provides an interesting way to convert the general dauro conversion into a grounded close up kd,

Why do this when you can do various other stuff? It just provides you with the otg function that 2kk provides, so an otg 2d jc into stuff is an interesting play for addition corner carry and throwing your opponent off guard. However with any otg its best for predicting neutral or backwards recovery. You will need a different strategy for a forward recovery.

Other otg button such as hs with sword equip is encourage because you get tension also.

E.g c.s 623p dash pk pk 5kpp 2d otg iad j.k j.s can be meaty or slighting positive advantage. A slight delay can pick up an air tech instead into a low j.d into general jksd loop.

A good option on light chara since its provide a stable route, where stable just mean easier time instead of going for longer carry combo which are harder on light character.

Alternatively you can just set up simply oki similar to 2kk route.

J2d function increase as the higher you land it meaning hitting your opponent with jk js jc js j2d provide you with more time to set up. While the universal route of jk js jc j2d gives you enough time for dash normals to be meaty.

Basic theory c.s 623p c.s 623p c.s jk js jc j2d or jk js jc js j2d instead, depends on opponent hurt box and positioning i.e directly close and verticle usually is a signal for jk js jc js j2d conversion

Posted

Hmm, Ramlethal beam super (maybe toranshi too) super flash animation doesn't stop Elphelt grenade timer.

 

Happened in a match I just played online, became an unblockable super with extra damage. I don't have Elphelt so I can't test this, would someone who has her do?

Posted

Yes it is true if you do Calvados and she has a grenade held (even one just pulled) she gets 100% unblockabled. It ends up not being so useful in matches since good Elphelts won't just simply ground pull really.

 

Not sure if this has been discussed but there is similar tech you can use with Cassius since it still travels during super flash. Cassius > YRC > Calvados hits on frame zero DURING the super flash. If they weren't already blocking before Calvados starts then they will get hit every time.

 

Also not to rain on anyone's parade but I saw Daiji playing Elphelt on his stream last week >.>

Posted

Yes it is true if you do Calvados and she has a grenade held (even one just pulled) she gets 100% unblockabled. It ends up not being so useful in matches since good Elphelts won't just simply ground pull really.

 

Not sure if this has been discussed but there is similar tech you can use with Cassius since it still travels during super flash. Cassius > YRC > Calvados hits on frame zero DURING the super flash. If they weren't already blocking before Calvados starts then they will get hit every time.

 

Also not to rain on anyone's parade but I saw Daiji playing Elphelt on his stream last week >.>

Don't troll me Arm

Posted

There an interesting vid on youtube that goes through various combination of starter and combo potential. The main point is highlighting the damage and difference in tension gain between you and the opponent.

raising jk that hits opponent while in hit stun from previous attack in standing animation e.g 6hs that works on hit ky, axl and zato. I should test this on the entire cast. However zero proximity i.e the shortest difference in distance between x and y works on a few other characters i.e 2d 6hs ad 6s between left and right side land jk.

Posted

And that's why you should aim to replace all your ppp into wallstick with kkk because not only does kkk do more damage but it also bypasses the stupid forced prorate 90% that they slapped on ppp in recent patches. The downside that it's a little harder to do but it's not harder by much.

Posted

The forced proration doesn't matter much if you started your combo with 3K, 6K, any deployed sword attack, jS, sweep, cS and equipped jH.

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