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Sakaku

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Everything posted by Sakaku

  1. Discuss the matchup here.
  2. Discuss the matchup here.
  3. Discuss the matchup here. From the gameplay discussion thread:
  4. Discuss the matchup here.
  5. Discuss the matchup here.
  6. Discuss the matchup here.
  7. Discuss the matchup here.
  8. Discuss the matchup here.
  9. Discuss the matchup here.
  10. Discuss the matchup here.
  11. Discuss the matchup here.
  12. Discuss the matchup here.
  13. Discuss the matchup here.
  14. Discuss the matchup here.
  15. Discuss the matchup here.
  16. Discuss the matchup here.
  17. Discuss the matchup here. From the gameplay discussion thread:
  18. If you're having trouble with the terminology, check this thread. Her neutral is a little bit awkward at first. I'll try to explain her best neutral tools, but knowing how to use them properly only comes with experience. f.S: Your go-to poke. It has okay start-up but huge recovery on whiff. The hitbox is smaller than it looks, it ends somewhere around the red line. A lot of characters can play around this move easily, either by having better pokes (Elphelt, Sol, Faust, Ky, Sin, Axl for example) or by using their mobility (Millia, Chipp) to whiff punish it/interupt its start-up with quick pokes. It's far from a braindead poke you can stick out all the time, but the reward for hitting your opponent is really good. On CH or if the opponent is crouching, you can combo f.S into Dauro (623P). I encourage not to cancel this move into Dauro all the time though. While a green Dauro is relatively safe on block by itself (-1), f.S > Dauro is not a true blockstring, meaning the opponent can stick out a reversal or a blitzshield in between them. If they instant block they can even grab or poke you out right before Dauro hits. Thankfully you have a lot more options on a blocked f.S, so try to mix-up what you're doing in order not to be predictable. On max range f.S you can summon a sword relatively safe even if your opponents instant blocks the f.S. You need to be wary that there's a huge gap after summoning a sword and sticking out another normal though. It's easy to poke you out unless the sword you summoned is already deployed and close to the opponent. Another option is you can jump cancel the f.S. Either jump back to safety or go for an instant air dash followed up by j.P or j.K. Again, the opponent has ways around the IAD j.P/j.K option since there's a big gap in between f.S and IAD j.P/j.K as well. They can also simply crouch, although I'm not 100% sure this applies for every character. One last thing I've seen Batako (on of the best japanese Ramlethal players) do is throwing out 214P after the blocked f.S. I haven't tested this myself but I'm pretty sure there are options for your opponent to play around it as well. I'd like to stress this out one more time: being unpredictable and knowing your and your opponents options is key in fighting games. j.P: Probably one of the best air to air normals in this game. Unless your opponent outranges you with his air normal, you are most likely to win. It also chains into itself on hit or block, meaning you can stick out as many j.Ps as you want. On hit you can convert into a small combo ending with j.8D, f.e. j.PPP > j.8D. There isn't much more to say to it, except for the fact that it's really abusable. sword summons: Now this is a little tricky. In general deploying swords is unsafe if the opponent knows you are going for it. You can make it safe by yellow roman canceling it. Also note that by summoning your S sword, you'll lose your only decent grounded poke. Knowing when to summon swords is another thing that only comes with (match-up) experience. Against Potemkin for example, there's little he can do if you decide to summon a sword fullscreen. But against someone with hypermobility like Millia who just dashes/IADs in your face, it's very risky to do. Here's a basic breakdown: deploying a sword recovers faster if you are on the ground. Once the sword is deployed, the recovery for using it again is a little bit higher. The recovery is faster in the air now, so do a j.6S/HS or j.2S/HS very low to the ground. Also note that the startup is significantly shortened if a deployed sword is close to the opponent (for 6S/HS summons from ~65 to ~25 frames and for 2S/2HS summons from ~90 to ~60 frames). This is just a general guideline and by no means something that is gonna happen all the time, but once you deploy your S sword, look out for the opponent to either jump or air dash over it. You can chose to either contest them in the air with j.P or to go for an airthrow or anti air 6P, although 6P is not the strongest. Deploying your H sword will make the opponent run towards you, so be ready to counterpoke with f.S. Once again, knowing your and your opponents option will make it a lot easier for you to decide what to do next. Ram's wake up options are very poor indeed. Most of the time you need to rely on this game's defensive system mechanics. Her 5P being 4 frames makes it a little easier to get out of strings with big gaps if your opponent is in your face, but you'll run into the risk of getting CH'd. She also has a reversal super for 50% tension (2363214K) but it's incredibly unsafe on block. There are safe jumps, but since characters have different wake up timings, it's pretty hard to give you a setup that's universally usable. This video by emjay goes through two safe jump setups for both midscreen and corner that works against Sol at least. You can also use swords to cover the opponents wake-up without giving up on pressure. With HS swords equipped, knock your opponent down with 2D and cancel into 6HS. The sword hits meaty and you can start pressuring afterwards without running into the risk of eating a reversal, but you're also gonna give up on a potential mix-up with 2K/6K/command grab (236K). With HS sword deployed and close to your opponent, you can cancel 2D into 2HS which will also hit meaty, leaving the opponent in a very long blockstun.
  19. Quoted these posts here because they seem to be more fitting for this thread. For the first setup: It is actually possible to do IOH j.K on wake-up ... in pmode. The dummy will stand for at least a frame on his wake-up instead of immediately going to crouching state. Dummy: Last wake-up frame -> First post wake-up frame Player: Last wake-up frame -> First post wake-up frame Based from what I've tested you can immediately crouch block after the wake-up invincibility frames, so it doesn't seem like you can catch the opponent's standing hitbox on the first frame after the invincibility runs out. I believe it's a measure to prevent the opponent from jumping out of the corner while still getting both swords deployed relatively safely.
  20. There is a skype group but it has been dead just 3 or 4 days after it was created. If you want to join anyway, PM me your Skype ID.
  21. It's match-up and momentum dependent, at least for me. I've played my fair share against Sol, May, Elphelt, Faust, Pot and Millia so I can only comment on these. As a general rule of thumb I keep my S sword and have my H sword deployed. This allows me to zone them while still being able to poke, even though I'm still not the biggest fan of her f.S. Depending on how agressive the Faust player is, I either do the same strategy or try to nail him down with both swords deployed. Same goes for Pot. For anything else I'll just leave this post here I made in the General Discussion thread. edit: after fighting Millia more, I'm not really sure if keeping swords is the best idea. Whiffing one f.S will get you punished so hard where keeping it doesn't do that much.
  22. Information If you'd like to contribute, please feel free to do so! Please refrain from going off topic in this thread. This thread is for posting and discussion of oki setups only. Oki Videos GGXrd - Ramlethal combos and setups by Daiji GGXrd - Ramlethal Safejump Testing 01 by Emjay Ramlethal corner crumple ideas by UmaiCakes GGXrd - Ramlethal okizeme Midscreen Collapsed: 2KK Ender: Setup: 2KK, 6S/HS, dash 2K or 6K or CG Swords: 6S/HS equipped or 6S/HS deployed and far away Info: Able to hit 6K/2K meaty with equipped sword. Unable to meaty 6K with deployed sword, but 2K still hits meaty. Reversal safe: No Setup: 2KK, IAD(crossup), j.6S, delayed j.K Swords: 6HS equipped Info: Delay the air dash after jumping a tiny bit. Reversal safe: vs Sol, needs more testing Setup: 2KK, dash jump9, delay j.6S/6HS, (delayed) air backdash j.K Swords: Either sword equipped Info: (Fake) cross-up. Delaying the air backdash will make it a fake cross-up. Reversal safe: No [Cross-up] | [Fake cross-up] Setup: 2KK, j.2HS, empty jump 2KK Swords: HS sword deployed and far away. Info: Empty jump setup. 2HS will hit them for a combo if 2KK hits. 2HS whiffs if they are blocking it correctly. Reversal safe: No Collapsed: 2D Ender: Collapsed: PPP Ender: Collapsed: Throw: Corner Collapsed: 2KK Ender: Setup: 2KK, 6S/HS, dash 2K or 6K or CG Swords: 6S/HS equipped or 6S/HS deployed and far away Info: Able to hit 6K/2K meaty with equipped sword. Unable to meaty 6K with deployed sword, but 2K still hits meaty. Reversal safe: No Setup: 2KK, 6S, 2K > 6HS, 2K, 6K or CG Swords: Both swords equipped Info: Addition to the mix-up above. Reversal safe: No Setup: 2KK, j.2HS, dash 2K or 6K or CG Swords: HS sword deployed and close Info: Reversal safe: No Collapsed: 2D Ender: Setup: 2D > jc7 > delay j.2H, airdash , delay j.K Swords: HS deployed Info: Reversal safe: vs Sol, needs more testing Setup: 2D > jc > j.2S > 2PPK > YRC > j.K/2D Swords: 6S deployed in the corner near the opponent Info: Requires lengthy combo starter so that 2D has significant push back for timing 2PPK > YRC > j.K/2D. The j.K option will whiff on heavy weight characters such as Bedman and Potemkin the 2D option still works on them. Info: YRC timing is immediately after K to make Ramlethal airborne while giving enough time to do j.K. If done too late j.K won't come out or it'll whiff. The reversal overdrive and DP timings are tight due to YRC slow down. Most overdrives I've tested allow you to block making this is a frame specific safe jump. It loses to some reversal DP's but haven't tested with the entire cast. If you do the j.K option the opponent can mash Blitz Shield on wake up to counter it. You can make the opponent second guess the Blitz Shield with the 2D option. Reversal safe: Safe against certain reversal overdrives (ie. Zato-1's Amorphous (632146HS), Elphet's Judge Better Half (236236D), not safe against reversal DP (ie. Sol's Volcanic Viper), not safe against Blitz Shield. Collapsed: Wallsplat reset: Setup: c.S > 5HS (wallsplat) > jc > delay j.2HS IAD j.K or empty jump 2K/2D Swords: HS sword deployed and close(?) Info: Reversal safe: Setup: c.S > 5HS (wallsplat) > jc > delay j.2HS IAD j.K/empty jump 2K > (j.)2S, 6K Swords: Both swords deployed and close(?) Info: 2 way mix-up. If the first mix-up hits, can convert into a combo. Otherwise can still go for a high/low mix-up after setting (j.)2S. Reversal safe: Setup: PPP (wallsplat), dash j.PPK > jc > j.2delayHS, j.2S, falling j.P or empty 2K/2D Swords: Both swords deployed and close(?) Info: For empty 2K/2D do j.2HS without delay. Reversal safe: Can do empty jump to bait reversals Setup: PPP (wallsplat), 2HS, 2PPK > YRC > j.K/2D Swords: 6S/HS deployed (any distance) Info: PPP needs to hit low to the ground so that the wall splat slides to the ground and the opponent is unable to tech recover. Requires lengthy combo starter so that PPP has significant push back for timing 2PPK > YRC > j.K/2D. Requires further testing on the cast but it does not appear to work on light weight characters. Reversal safe: Collapsed: PPP Ender: Collapsed: Throw: Setup: Throw > 6S > 6HS > Backdash YRC > j.K Swords: Both swords equipped. Info: Backdash YRC leaves Ramlethal airborne allowing for low j.K. Timing on YRC needs to be immediate otherwise j.K whiffs. Reversal Safe: No. Collapsed: 5K4K Ender: Setup: 5K4K, dash jump > max height j.2S > YRC > deep j.K > dj(7).K Swords: Both swords deployed at close distance. Info: Only works on Slayer, Zato-1, and Potemkin (maybe Sol?). First j.K is a cross up then dj.K is a fuzzy guard. Reversal Safe: No. Can reversal DP or Blitz Shield first j.K.
  23. For whatever reason it didn't.
  24. She's a momentum based character I'd say. Her oki is really good so she can ride the train for a while, but her neutral is lacking. Her normals are either bad (except for j.B) or have very long recovery, especially Persona normals. She also has UB setups once she is in awakening mode that roughly do 4~6k damage. Count me in! My skype is sima-chan. (with the dot at the end)
  25. Oh. Yours is besser (and much easier). The combo I've been doing only does 4.6k.
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