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Nyaa

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Everything posted by Nyaa

  1. I'm not enjoying it, some matchups are just pissy. I didn't know you could blitz second hit of stun dipper, I always punish it raw with Dauro anyways. Doesn't blitz prorate the combo? If it doesn't too much it might be worth blitzing instead for more damage at cost of 12 meter.
  2. Their neutrals are vastly different. Even if they have similar strenghts in setplays. Millias speed and great normals make her scary, elements Ram doesn't have.
  3. fS > 6S > 3K isn't too shabby, can catch someone off guard into a combo and if they block it they're at a disadvantage at least after 6S. If I have meter for a YRC I sometimes like to do fS xx Detruo YRC for a mixup.
  4. Every character can punish fS > Dauro by throwing before dauro hits.
  5. Are all the Ram-players ready to be less happy about Ram than they already are?? So I've seen from some japanese players that if they have 1 sword out and get a corner combo they like to end with PPP > cSfS > 4S/H > 2D > 6H for a meaty setup, right? At least against Sol 2D > 6H is meaty, but apparantly if the combo is long enough, gravity kicks in and 2D knocks down faster, which makes this non-meaty. If the combo is at 8 hits total (with 2D) it's meaty. At 9 hits, it's not. Sol is holding up to jump it hits him airborne instead of on the ground which might screw some stuff up. What a great character. Can't actually even bait bursts either because of Dauro.
  6. Cool, where is that google docs from? It's still not entirely 100%, Ram 5K is 7f but that doc states its 8f. :P
  7. Final hit on standing characters...? DaiAndOh, I'm not sure what you mean. I tested by setting the AI to do a HS mad struggle against me in the corner (to ensure as little spacing as possible), I also confirmed by recording that Ram 5K starts at 7f at maxrange. At least from the testing I've done so far I would conclude that HS mad struggle is -6 on block, not -8. If this is not the case something else is making this move basically unpunishable against Ram unless she FD-blocks so the last hits of mad struggle whiffs.
  8. Did they change anything about HS mad struggle or is the frame-data on the wiki completely wrong? It says it's -8 on block after the flip but I can't for the love of god punish it with a 7f normal with Ram without instant-blocking it. I'm able to punish with Pot 2P which is 6f.
  9. I guess that's the general consensus at the moment. After the patch, this is one of the matchups that switched most. Ram had a clear advantage in vanilla because she could nullify and/or beat Venoms zoning with swords. Now she doesn't, and all of Venoms buttons do indeed beat Rams. In my opinion, one of her clearly worst matchups at the moment. It makes me really wish that 3K low profiled earlier so it at least could deal with fS. But noooooo. I have no real advice. Patience during defense, take risks to get in. Getting in is key. Sometimes you just have to do a hard read and just go in when you hope he sets a ball instead of hitting them. If anything Rams reward on a hit is SO MUCH GREATER than his rewards on hit so it's a risk that might be worth taking. Equipped jH is decent in neutral if you double-jump to bait an AA. If you can get them in the corner the match switches up as he got poor defensive options. At the start of the round you can do jump > j2D to beat Venom fS or 2S, which is somewhat useful.
  10. Added 2S in the mix and made a short video about it. Fuzzy and low options won't trigger YRC combo proration so this does good damage. https://www.youtube.com/watch?v=2UoQgmnwQ1M Fuzzy is not a true fuzzy, if they stand-block jK then crouch-block 2S immediately they won't get hit by the rising jK, but if they standblock both jK and 2S then it's a fuzzy. However the timing to correctly switchblock this is pretty tight and you kinda have to know about it.
  11. Hmm, realized today you can do jump, j2H immediately YRC jK jc JK fuzzy. If the second jK in the fuzzy hits before 2H hits it won't count as a YRC combo and won't be prorated. You can cover your approach with a 2S after a knockdown, run up jump j2H. This is a multi-mixup, you can either do j2H YRC land low, j2H YRC jK land low or j2H YRC jK jc jK fuzzy. I would record this but my PS3 is at a convention this weekend.
  12. Hmm, after 4K oki with swords deployed, doing superjump > j2S > falling jK CAN BE a safejump against Sol/Ky.
  13. It's super honest. It costs meter AND because you use an YRC it prorates the combo a lot so the following combo does piss poor damage. Please, other characters have METERLESS options that are more ambigious than this. Does anyone on stream call out cheapness when a Zato uses his unblockble??? NO. THERE IS NO JUSTICE IN XRD. The setup is pretty simple. Do a 4K ender, then jump over the opponent (or just straight up), then do 6H YRC. If you want a crossup, do an airdash over your opponent into j2S, or don't airdash (or just YRC jump) and do a followup j2S. After the j2S you fall down into either jK or jP. If you don't do a airjump after the YRC I suggest doing falling jP because it's faster, jump > YRC > dash > j2S > jK is really strict and with the proration after the YRC it doesn't make a huge difference anyway. This is a great setup because if the 6H hits, falling jK/jP combos so the 2S will hit. If the 6H is blocked he still needs to guess correctly if you're doing a falling jK/jP or just land 2KP / cmd grab. Land 2KP is good because 2S is already activated and you want the fastest low possible. Alternatively, land 6K if they switchblock a lot, at the risk of creating gaps in this setup. You can also jump over 6H YRC 2S falling jK fuzzy jK if you want and have the execution for it. Keep in mind that if you do the fuzzy and they get hit by the falling jK the fuzzy does not work because Ram is a fair and honest character that rewards solid fundamentals and always was!! He does NOT use a superjump in the video, if he did he wouldn't be able to airjump after the YRC. He uses a regular jump. The Venom-player either wasn't aware that the 4K oki puts him outside the corner so that Ram was behind him, or he guessed incorrectly that he was going for a crossup which only works if he's seen the crossup setup before. NTR_, if you don't dash before a jump, a sword call halts Rams momentum in the air entirely. The j6S is definitely done on the right side, if it was done on the left Ram wouldn't be on the right side of Venom at all. 4K ender pulls more out of the corner than what people expect.
  14. I really like 2S in this matchup. As Complexity mentioned, use it if you have 25 meter to YRC it. Throw it out sometimes and if you see that Millia is NOT engaging you, YRC it. If she is moving towards you, let it rip. 2S beats pretty much any option Millia have. I still don't think it saves the matchup though, this is uphill for Ram in the neutral game. It's crazy how superior Millia is in the air compared to Ram, her normals are so damn good. jD with Millia seems to beat Ram jS cleanly no matter the situation.
  15. It's pretty easy to combo into 5K4K from either a equipped or deployed combo so yeah S-sword must be out. I only use it in a setup, and mostely after 5K4K because it puts you exactly in front of your opponent regardless of prior hits in the combo. https://d.maxfile.ro/clcqrhhapu.mp4Made a short video. If the timing is correct you're already airborne when they wake up.
  16. If you end a combo with 5K4K you have enough time to do j2S land backdash YRC jK. Hits meaty, hold crouchblock after jK for it to be safe from DP. Well at least on Sol with his wakeup time.
  17. I play a lot online and I consistently get out backdash yrc jK but online fuzzies are pretty hard. I still go for them now and then because I gotta do it to master it. It's just timing. Backdash yrc jK is really easy to practice as well. If I could guess I would say I have around 80% successrate (either overhead hits and I get combo or opponent DP's blocked) with backdash YRC so it's very practical. It just sucks that doing the YRC prorates the combo.
  18. Yo, backdash YRC jK is safe from DP's if used as an oki option, and against Sol it evades his DP entirely so no RRC for him.
  19. Huh? Dauro isn't slowed down. The green version have 1f more recovery. Or are there other unlisted changes?
  20. You don't. It was more a way to illustrate in what way it was nerfed. On hit it's pretty much the same as before, same use and utility. The real nerf was on jP on block and whiff.
  21. jP got nerfed with slightly more recovery so it's not as mashable as it was before. Prior to the nerf jPPPPP mash was true blockstring even if you IB. Now it's not, one IB and Ram can get air thrown. It's also slightly harder to confirm off random jP hits in the air as well, before you could get 5 to 6 jP before doing j8D, now you kinda have to settle with 3. The recovery is very noticable for Ram players at least. It's still a pretty good air normal, being fast, good hitbox and slight combo, but it's way worse on block than it was.
  22. Few? Works on all but Faust, May and Ky. Uncertain about Sin/Elph/Leo (Don't have them)
  23. https://www.youtube.com/watch?v=HicXleE_bp8 You can do a fuzzy after 2KK, combos midscreen and of course in corner.
  24. I hate to say it, but Jack-O' surpassed Ram on the cute butt tier list.
  25. Useless... Reminding everyone of this excellent picture: https://pbs.twimg.com/media/B9B2w7kIAAAP0YL.png
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