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TheArm05

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About TheArm05

  • Birthday 02/25/1990

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    TheArm05
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    TheArm05

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  1. Team Name: Fair Characters Player Names: TheArm, Genosade, Mystic Characters: Rachel, Nine, Arakune Twitter: @TheArm05, @Genosade, @Mystic305
  2. For Daiji's stream he is only on Nico and it only allows for 30 min streams at a time so the only way to catch him is to be on twitter and be ready to get in there. His twitter is @1_daiji My twitter is @thearm05 I play in our weekly streamed Xrd tournaments and always place at least top 4 so you can check that out for some Ram tech. As for sword sets in neutral its 100% matchup dependant (and player dependant). If the player doesn't know the matchup you can run 1.0 Ram on them all day until they figure it out. For people that do know the matchup there are the chars where unequipped is useless/needs meter to function like Chipp,Millia, May and Sol. Sometimes you can get away with HS deployed vs these guys but its hard. For the rest of the cast deployed works sparingly but you still mostly want to keep S sword and not rely on deployed HS too much. Also yeah I am a huge fan of 2S yrc against airdash happy opponents. Make sure you do it preemptively or you will get bodied. With the release of new dustloop the links in the video thread died so I just made a link to a Kuni playlist for the videos on Hotashis youtube channel.
  3. I think Kuni is 100% worth watching. Especially since he has videos even as new as Evo (opposed to Daiji who I havent seen content for in a long time). Best NA Ramlethal imo is Pain free atm but unfortunately he did not do very well at Evo. He died in pools if I heard right. Also yes I play Ram in tournament and usually do relatively well. I would be willing to discuss more tech/matchups/strategies etc. but I need people to bounce stuff off of. A lot of the times I post stuff and come back days later and it is still the most recent post lol. Lastly on the subject of whining. The reason why people often cry about Ram is because she takes WORK to play and that work is rewarded with mediocre-bad neutral (matchup depending) and amazing setplay. Even once you reach the setplay level though if your execution falters for a second you very well can just get rolled over and lose the whole round. Ram is very unforgiving and the reward given =/= the time invested. That is why I absolutely do not recommend Ramlethal to newer players.
  4. No need to do super jump. Just do 4k regular (9) jump 6HS/6S yrc then double jump the direction you want them to block (7 for same side, 9 for crossup) 2S/2HS. There is really no way to react to it the sword hits immediately as you choose your side. They are able to get out of this setup if they hit the wakeup blitz timing since they don't have to guess the side. You still get pressure however and it is hard to blitz haha.
  5. The one I find the most stable and use the most for corner set swords is splat IAD delay j.k j.2hs cS (2HS hits) j.2s 5k(2s hit)4k It is stable even on rather long combos pre splat on most the cast tho it can be tricky on the lights.
  6. I have seen Daiji practicing the setup on stream. Can confirm it works on standing block. Also can confirm the setup is rather mechanically difficult to pull off LOL. One of my friends recorded quite a bit of Kuni Ramlethal at Evo btw. I will post up the link when he gets the footage uploaded. Kuni is quite good.
  7. Hahah Most of what I say in that old post is still relevant (aside from the overwhelming advantage part lmao) in 1.1 however it is all just a lot harder since he is so much better and our neutral is so nerfed. I don't think the Axl matchup is nearly as bad as Chipp/Millia and getting in on him is much easier than Venom so it isn't that bad imo. As long as you don't give up free hits to not using air faultless/obvious air techs you shouldn't really be getting hit that much.
  8. Welp looks like its time to go relearn a bunch of new combos lol. It shouldn't be hard since I don't usually try to do super crazy stuff pre splat. The damage post splat is real tho especially on those combos that splat early. Good stuff.
  9. 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 >.>
  10. That daiji loop that works on Millia is EXTREMELY difficult. Far beyond what I am capable of in a match so far. Personally I use cS (2D) (regular)Dauro dash pk dash pk kp ppp > splat combo ender (cS fS 6S dash cS 6HS dash cS dash cS 2D > oki) That only works from about 60-70% out of the corner depending on how well you microdash. If you are starting the combo back to the corner I do cS (2D) (regular)Dauro dash pk dash pk kp kk6HS > midscreen oki I am not confident in any full corner carry combos on light characters yet and midscreen kk6HS oki is super legit. Anyway combos aside I think Millia is the hardest matchup we have in 1.1 She completely outclasses us in movement. Her normals are all really good. She really has no problem challenging us anywhere and she does not have to commit to any real risks most of the time. Once she hits us we are going for a ride. We have to fish for hits with jS and just attempt to not get locked down. Try to stay away from the corner and do whatever you can to tag her then knock her down. Once she is knocked down run your game and don't let up. Being in neutral in this matchup vs a good Millia means you are probably losing.
  11. fS deploy is ok until they start just completely disrespecting it. Tho I catch people with fS 6S 3k all the time. The best by faaaar is fS (sword already in position to swing) 6HS. This lets you run up 4p/cS whatever and often frametraps them if they try to mash. Similarly the fS j6HS version is good too as you can combo off the sword hit with airdash jk. fS Cassius yrc 6S/6HS is strong for gaining time to set swords up. Honestly it is important to figure out the way your opponent likes to react defensively. Most of Rams options after blocked fS are easily beaten by iad buttons or good long range pokes. Figure out how they react and adjust accordingly.
  12. Yeah 1.1 made this matchup way more difficult. Prepare to be absolutely overwhelmed in neutral now. Simple ball zoning shuts down most of your options automatically and his 6p is the bane of Rams existence. Learn how to use the air delay from sword sets to help you maneuver around incoming pool balls. Getting a 6HS out in between his ball zoning is good as it forces him to move or slow his game down. Every time you hit him you better make it count. His defense sucks so if you get in you have to run game as hard as possible. One of the biggest things to watch out for is Bishop Runout. This super is RIDICULOUS for closing our rounds now. If he does this super you do not really have a choice but to try to stall for time bc even if you hit him the ball will bounce off of the wall and come back to knock you out of your combo.
  13. Autopiloting fS > Dauro will get you punished vs experienced players since quite a few characters can punish Dauro (even green) on instant block. Elph can IB 5p punish, Pot can IB pot buster etc. Once you fight a player who can do this consistently it will discourage this tactic quite a bit as you will just start giving them free hits. 2s is best used as a preemptive anti air. Again against experienced players a blocked 2s is hanging yourself so it needs to be used sparingly. 2s yrc is extremely good. I agree with most of the posted complaints about new Ram. The 1.1 changes basically boil down to flail wildly when you are against Ram bc you will accidentally kill swords while also putting pressure on her. I understand they wanted to put counterplay to swords but the way it came out the counterplay is so free that the Ram player has to get extremely good reads to punish. In 1.0 Ram destroyed people for disrespecting her swords (except for her already bad matchups like Chipp) in 1.1 disrespecting them is absolutely the go to as the payoff for it is usually huge.
  14. Stun dipper frame advantage isnt based on distance at all dauro will punish it at all distances where dash up cS might not. Just practice IBing the second hit and doing dauro. It really isnt hard.
  15. I agree I think Ram has an overwhelming advantage both in raw damage and in neutral. If you get careless you can easily die in 1-2 resets tho and his midrange control (especially against air targets) is extremely strong. Just be patient and understand which spots are dangerous to be in. Blocking is not nearly as bad in this matchup as it is against other chars. His command grab is hilariously slow so just jump over it and hit him. His DP is legit but doesnt have much range so just run oki that is safe to it and its fine. I think this matchup is all about taking it slow and waiting for an opportunity to get in and knock him down.
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