StrawberryGL Posted August 23, 2015 Posted August 23, 2015 Discussion thread for the Ky vs. Ramlethal matchup. Video DatabaseENG: http://keeponrockin.meteor.com/?character1=kyk&character2=ramJP: http://horibuna.web.fc2.com/GGXrd/GGXrd_KY.html#RA Frame DataKy: http://www.dustloop.com/wiki/index.php?title=GGXRD/Ky_Kiske/Frame_DataRamlethal: http://www.dustloop.com/wiki/index.php?title=GGXRD/Ramlethal_Valentine/Frame_Data
Dead Spike Posted September 22, 2015 Posted September 22, 2015 Feels pretty easy on Ky's side. Ky's buttons in general will beat out Ramlethal's, he also has an easier time in neutral. Ky will mostly be bullying Ramlethal in neutral, looking for a knockdown and actively preventing her from having her swords out and about. It's really up to Ramlethal to play a stronger, I'd say overwhelmingly good and cautious neutral against Ky to have her chance to setup her dumb corner mixup game.Ky should be running his normal gameplan of bullying with buttons to eventually get knockdown and run his setups. One important note though is for Ky is to be extra careful about NOT get put in the corner. This lets Ramlethal set up her incredibly annoying gorillion way mixup (lows, highs, crossup, command grab), eventually into death if Ky guesses wrong too many times.Ky must also stop Ramlethal from having her swords deployed in neutral, which can be accomplished with his P/K buttons, throwing out (air) stun edges to make Ram block, running j.H if she's in the air, anything! Just be active and don't let her have her swords out. Of course, don't get overzealous and trade life for a counterhit combo! Sort of like not letting Zato have his little Eddie out. If Ram has both swords on Ky and the chance comes up, then 2H will conveniently knock out both of them.The ideal situation for Ky would be for Ramlethal to have to contend with Ky without her swords on her and also not deployed anywhere. This would also take away her really annoying sword j.H, along with her huge 2S + 2H.Knowing Ramlethal's strings and what they look like is also very important.5P leads to nothing but mids.5K>5P>5P leads to an overhead on the third hit, but also has a gap to mash out of on the second hit. Otherwise nothing.2P will always lead to lows.2K leads to either a low or a high.
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