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Complexity

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Everything posted by Complexity

  1. 1) IAD YRC 2d can be an ambiguous crossup depending on when you YRC, but might be a little hard if you do not know how to time it to make the 2d meaty. 2) Dash a bit Cassius YRC. Depending on when you YRC, the projectile will either hit meaty or fly through the opponent completely. This sets up for a very cheesy 50/50 with the command throw. 3) 6h IAD j.h. You must do this sequence as fast as possible. This is a crossup that hits meaty and can be mixed up with j.214k to make it not a crossup. The drawback is that your opponent can simply crouch to avoid the meaty j.h, which is in turn beaten by a delayed j.h but then that loses if your opponent stands. To continue your combo, you need to do a very well timed Daruo. Nothing else will combo. 4) 2s 2h because throw oki sucks and this is always the go to option when your oki sucks.
  2. South of the tier list.
  3. Probably can be chicken blocked. Sword didn't look meaty but I could be wrong.
  4. Well it's not so much she's strongest in the air as much as it's harder to catch people who are super jumping and trying to retrieve their swords actually.
  5. 1) Ramlethal sucks without her swords unless you have asserted a lot of dominance over your opponent. 2) Using only 1 sword for oki is okay if you know what setup you want to do. 3) Your command throw is 10 frames slower than a normal throw and has almost the same range although it pays off a lot more.
  6. 5h CH IAD j.k j.s j.8d loops and corner. 6p CH Daruo combinations and corner. You can just do 6p 623p for a simple OS.
  7. I'm pretty sure you can't plink in Xrd. If you go to training mode and do a normal plink you will notice that whatever button that you pressed is grayed out because the game thinks that the button is being held down. For instance, doing p~pk will result in p being grayed out and what happens is that you only get k. If you do h~sh, you will probably get HSVV because h is the button that comes out first, assuming you completed your 623 motion before doing h~sh.
  8. If you used 623s+h then SVV will come out because of input priority. Doesn't look like that was SVV to me though. Anyway, VV is not invul to projectiles after leaving the ground so that makes sense because Ramlethal's H sword is already active and therefore trades with the VV. You can see the sword dropping to the floor after CH-ing Sol. What's weird however, is http://puu.sh/j6Ler/6eb4e28ddf.jpg. It looks like a case of swords are eating hits again because Ramlethal already jumped into the VV hitbox and if that really happened she would have at least blocked the VV if it was a safe jump, causing both swords to fall before Sol even gets hit. Startup is not the issue here, because VV is invul until its active frames, so if the H sword can hit Sol out of it, it surely must have reached its active frames already.
  9. Well there's also no reason to cut your damage.
  10. 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.
  11. 5kk4k route should always work because swords are give you a million frames of hitstun to work with. It's just a personal preference that I don't chuck both swords out in the corner in a combo in case my opponent bursts and then suddenly I don't have my swords. 1 sword is enough to do the setup anyway. You need to throw both swords out to do 5kk4k and have a sword available for 2s/2h oki options.
  12. 5k 4k doesn't work on crouching Ramlethal on longer combos that would normally work on all the other characters.
  13. Well being in neutral against everyone is kinda losing unless you are fighting Pot.
  14. But c.s gatlings into f.s....
  15. Well you can't really put it like that. For example, its harder for Millia than Ramlethal to force the issue because she doesn't have ways to start playing her game from nowhere. She must get some hit in order to get her game running. As long as you have enough meter, Ramlethal can just Calvados YRC and suddenly your opponent flies all the way to the corner. Calvados is also a super good way to guarantee wins via chip, something that Millia doesn't have. Trance while bad now still has applications for pushing the opponent to corner from midscreen. Obviously Millia is the better character but you can't really say they do the same thing when Ramlethal has dumb things that Millia doesn't have.
  16. In somewhat order of options I like to do: 1) f.s 6h f.s. If they aren't paying attention you can dash and make them block 1 more f.s after they block 6h. That's about 20 meter for free. f.s 4h f.s is a similar concept. Recall the sword later on. 2) f.s jump react with falling j.s should they approach. Safest option and you get away with some meter anyway. 3) f.s Cassius. Mostly safe but there are moves that can wreck it. 4) f.s jump falling j.h. For when you are close enough that j.h hits. It's frame advantage done low enough so if you get away with this you can land and make them block another f.s or do more falling j.h if they are sleeping for lots of meter. 5) f.s nothing f.s. Gets you meter and it works when people are trying to IB Daruo. 6) f.s 3k. I'm pretty sure it's + at max range and it catches people who upback. Probably can throw in another f.s after 3k. 7) f.s IAD j.p j.k. It's actually quite difficult to react with a punish as long as you don't do it all the time. 8) f.s Detruo. Same as IAD j.p j.k except that it's easier to punish and if they IB the last hit of Detruo you might be in some trouble. 9) f.s dash 2s 2h. A bait to catch opponents. The gap between a blocked f.s to 2s is large enough to tempt your opponent into making a move like jumping should your opponent just block all the way. 10) f.s Daruo. You gotta do it sometimes in case they ate f.s CH or crouching.
  17. Honestly I do not recommend doing that because a good Ramlethal player can space the f.s Daruo such that he won't be in throw range. It's how you see all the random Daruo CH-es after f.s sometimes.
  18. If your opponent up backs your 6h you can probably catch the pre-jump frames with f.s Detruo into stuff.
  19. I'll be making a vid of the cheese later. Probably.
  20. No she's not unfair. She's dishonest. The way in which she gets wins is ridiculous.
  21. I lol-ed. If anything, Ramlethal was once super dishonest and is still dishonest in the current version but a little bit fairer. I don't see how being able to end a game with setplay alone can ever be honest gameplay. It's like calling Millia's Tandem Top oki in the corner honest. It's also horribly hard to use fundamentals to play solidly with her. If you notice, her most favoured neutral tactics like f.s Daruo, j.h, airdash j.p, 2s and Cassius are not the safest things to do and can be punished should the opponent be familiar with playing against Ramlethal. She doesn't have a way to apply safe and good pressure outside the corner because of her lack of gatlings. In most situations, if you were to score a hit as Ramlethal, it's not because you opened up your opponent, but because he so happened to hit a move at the same time as you did and that you CH-ed the guy for doing so. Your opponent pretty much has to make a mistake for you to do something, a trait that doesn't exist in most other characters because they actually have gatlings that they can play frame trap/throw games (Sol/Millia), some form of high low game (Zato) or that your opponent forces you to react to them (Faust). Ramlethal used to be able to force her opponents to react to her, but the ability to punch swords took that away so yeah whatever. What I'm saying is that there's no solid game plan that Ramlethal can employ to win. It's somewhat similar to Slayer, where he swings his fists randomly and suddenly he gets a hit for huge damage. Ramlethal is like a jackpot character. Since there's no clean way to play her, most of the time you just want to throw out her huge normals until you get a good hit, then send them to the corner and hope they never leave. Maybe that's why FAB thinks she sucks because JP players have never liked playing unsafe to win. Sorry this doesn't pertain anything to oki.
  22. It's j.6h that he's using to crossup and j.2s that he's using to combo. He's also using 25 meter for a 50/50 setup, which seems pretty honest to me. I guess the good part is that the 50/50 is clean.
  23. Just do j.6h earlier in the super jump probably. The move has plenty of active frames anyway.
  24. Well that's why I said that you should be confident that it is at least blocked if you want to use it. The risk reward isn't really there if you use it to AA since it's 120 damage for you and potentially the round for Millia unless 2s is a CH. However, 2s is a move you should use liberally in this matchup if you have YRC to save yourself because it hits everywhere that Millia can be if she is trying to hit you.
  25. If you are midscreen and Millia does not YRC her Tandem Top, I believe backdash YRC FD should beat all her options since it puts you airborne and give you enough time to react to a crossup. Doing j.2d after the backdash will probably get beaten by the moves that Millia is trying to do to catch you. She might be able to catch you in YRC startup but that probably requires a hard read and is not covered by any of her usual options. In the corner, if Millia doesn't knock you down with a 3 hit j.h, you might be able to escape all her options with backdash YRC FD too. I haven't tested any of this yet, but I play some Millia myself and let it be known that Millia Tandem Top oki setups can be disrespected unless they are YRC-ed or come from a 3 hit j.h in the corner.
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