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zaeris

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Everything posted by zaeris

  1. Its more like the overhead and low are visually.... recognisable. You don't need to fuzzy switch when it looks the part of a low or overhead. However I love the idea of using backdash yrc differently
  2. Dizzy is already dlc money making material and you don't need a poll to tell you that.
  3. Pk combo require less confirm at start so 2 hits or less before dauro and mainly dash momentum on the second pk to be deep for kp c.s dauro to connect. Then there a few character specific issue like ky and venom and lighter characters.
  4. Do ram players have an active sub forum mod? Just lots of stuff not updated.
  5. Well I'm Fine With Anything. ... its seems most ram player are not active on forum per se
  6. Download the app first and make an account then post your user name and I can invite.
  7. We have a chat group on line app . so you can mostly catch us there.
  8. Was curious, guess I need to brush up on my ky match up. Otherwise I will try some input base on what little knowledge I have lol.
  9. guess I'm curious but how did you deduce the match up ratio? but otherwise a good watch but lack of quality ram player will always be a problem. And I hope to see machaboo again when he has ramlethal full match up knowledge.
  10. Thanks for the write up. I believe these post should be encourage. As for Millia vs ram, at some point I wonder if LK has played against a ramlethal with more depth before.
  11. Some of the evo stuff with kuni is a good watch. However is it me or is did the vid got taken away. If you try searching nico there isn't much there too. Most vids now seems to be live twitch. Edit: seems the vids are back or I'm bad at searching lol, although there seems to be a new vid or two.
  12. I think in general ramlethal is quite a fun character to use, the only issue is that you don't get to play as often lol but that's part of the development. The other issue regarding her is competency, as in you need be at a certain level of match up experience and combo proficiency to make her work. Actually the bar is quite high where you can do simplisic combo but overall get lower tension return but you can pull off better corner and gain a lot more tension. Anyway, think I'm just stagnating re-watching daiji vids. It doesn't help that there isn't more vids of ram players out there.
  13. Anyone else feel this sub forum and characters are neglected lol. At this rate I feel I have no reason to suggest ram to new players. Beside from that ass. P.s wtb more ram vids.
  14. Thats been my goal for a while now lol.
  15. First off you need to find your preferences in style some likes swords equip some just likes to throw them away asap. Most however do throw them both out in corner but it is preference. Your main confirm? Well ram doesn't have much neutral confirm if at all. You can really only confirm off mix up but in neutral f.s only combos on crouching and ch standing and even then you won't have much time so f.s dauro is almost auto pilot, or you can f.s without going into dauro but other pressure however forgoing a possible confirm. Answering some question. Air play works where your opponent doesn't have a strategy to deal with it but if you opponent does most ram players can feel lost in their next step. For okizeme you can use various corner mix up, as you don't need kk4k to be effective since most of her option is good. But to be very good most people use several option because people can adapt if you just have 2 to 3 mix up option where a 4th or 5th option can open your opponent more. Again just don't be predictable. Her command grab is probably the worst out of those with a cmd since it comes with no addition stats like throw invul or start up and in ggxrd players can not be thrown for xx amount of frames coming out of hit or block stun so the minimal is 5 frames where your opponent can not be throw thus making you a victim of your own mix up. Like often you won't be able to counter throw zato cmd grab due to extended throw range making him capable of grabbing their 6hs hit box. In the end ram cmd throw pay off is bigger but your normal mix up are already great so there is no need but having more option is a plus. Tension usage and tension management. The usage is straight forward, you can yrc for better confirm, neutral and mix up. Most ram player often use it for neutral and mix up although I would put more emphasis on better confirms for position and damage. You see people not using rc for 2kk or 5ppp on hit both of which are valid. However it is a choice.
  16. I think the lack of avalible ram vids will make it a short analysis.
  17. I dont think its the same, in this case the projectile isn't moving during freeze frame but only the timer of her pine berry, Zato being able to move eddie during danger time freeze is similar.
  18. Lol and I here I thought my net was broken. I should thank maadhum for the only person showcasing 6s yrc. Note that in game play it is more about getting that option meaty 6hs or 6s meaty, in most case it isn't as simply as the height of jump arc but gravity and wake up time for each character. If your opponent is able to jump and block that can messed up the combo on hit. The iad back variate does a good job of combo on air hit though even if you messed up the timing.
  19. Thats the normal 4k route although it doesn't give you the option to ad back though lol. Going low or ad back jk is probably 2 most ambiguous change up. With the normal route 4k route it's kinda of a 50/50 but they only need to guess left or right once. Since there is no slash back you can't use that mechanic to correct sides ambiguously. Well since we're on the topic of alternative 4k route, the one you quoted syklone. I wanted to always have access to it in all situation. J6hs variate, 4k kd jump forward j6hs yrc 2s ad back jk j5d (2s hits) j214k whiff land ppp. Although various hitbox issue where u need to dash high enough to cross over but low enough for kd to connect.
  20. If you want to do the non cross version there a few option. After 4k kd, super jump 9 j4s since super jump corrects the side for ramlethal then yrc j2hs as normal and dash towards corner jk. Of course there is a visual cue but your opponents needs to be paying attention to the animation. This is often the case that rather than visual people use the sound that air dash makes to correctly block hence you can bait. Edit: Guess i should think of something more deceptive. Atm its quite the standard either land 2k/2d, jk jc jk. I should 3dit this some more lol, the super jump version is not reliable since there too many visual cue, just ad lower non cross up.
  21. Because you use j2s last which needs to recover for any meaty set up using s sword again. Testing vs various where you can wait for the recovery but the kd becomes jumpable plus you need to take into account various wake up delay and gravity and the numbers of hits before hand to take that into account. You can make an adjustable judgement when players are waking up but if j6s is not ready you can't do anything about that. Of course you can just use j6hs since it has came out of recovery. You can use s sword again if you switch to a jd kd instead which gives it time to recover but a 4k ender is a shorten combo so time is not there. But that kind of defeats the purpose if its not 4k and meaty so you keep them standing. Plus s sword is slower compare to hs sword.
  22. Maybe i should rephrase that. Like, i want to do j6s yrc oki but if i go the normal route when swords already out, s sword is on cool down and hasnt recovered yet for j6s oki starter. Using the above combo.
  23. Whats the combo when you already have swords deploy for the 4k corner ender j6s yrc variant when you want s sword first. Atm mines like wall splat dash c.s 5hs jc j2s land 2pk 2hs [2s hits] dash 5kk4k or 5k4k but it doesnt stablise vs lights and ectera.
  24. New tech is always fun to play with. Didnt realise kuni went to evo. Edit: still its all corner stuff which ramlethal is already good at and spending yrc means restricting tension gain means you might not be able to pull off a second yrc mix up.
  25. I mean it needs a crouching stance for you to iad back. If for example the standing guard stance, does that become a wall that you cant iad back. Probably need a vid later, at work.
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