Ramlethal is a formidable character in Guilty Gear Strive, known for her exceptional range and versatile playstyle. She wields a pair of floating swords that grant her unique abilities and options in combat. Here's an overview of Ramlethal:
Long-Range Control: Ramlethal's sword attacks have incredible reach, allowing her to dominate the neutral game and keep opponents at bay. Her f.S and 5H attacks, in particular, provide exceptional coverage.
Floating Swords: Her ability to summon and control floating swords sets her apart. These swords can be used for zoning, extending combos, and creating tricky mix-ups. The explosions from her swords add complexity to her gameplay.
Versatile Pressure: Ramlethal has an array of tools for maintaining offensive pressure. Moves like 5P, 2K, and c.S are fast and effective for disrupting opponents and continuing her offense.
Powerful Mix-Ups: With her swords, Ramlethal can set up potent mix-up situations. Her sword explosion attacks, like Bajoneto H and Sabrobato, force opponents to make quick decisions and guess her next move.
High Damage Output: Ramlethal's combos can deal significant damage, especially when she has access to her floating swords. Her super moves, Mortobato and Calvados, provide strong combo enders.
Vulnerable Defense: While she has tools like Mortobato for reversals, Ramlethal can struggle defensively, especially when pressured up close. Her options are limited without meter or proper spacing.
Resource Management: Properly managing her floating swords and using them effectively is crucial. Mismanaging them can leave her at a disadvantage.
Complex Gameplay: Ramlethal's unique mechanics and reliance on her floating swords can be challenging for newcomers to grasp. Precision in spacing and timing is essential.
Ramlethal's gameplay revolves around her unique mechanic involving two familiars, each wielding a large sword. Her S and H button moves are linked to these swords, and she can launch them using her Bajoneto special move. Once launched, the swords modify the properties of her sword-based moves. These swords will eventually return to Ramlethal after a delay, but she can also retrieve them by walking or dashing over their location on the battlefield. This mechanic adds a layer of versatility and strategic depth to Ramlethal's playstyle, allowing her to adapt and control space more effectively based on the positioning of her familiars and their swords.
Ramlethal's fastest Abare, a quick, defensive anti-air.
With its swift 5-frame startup, reversal 5P serves as a reliable tool to thwart Tick Throws, and its extended reach makes it effective for countering airborne opponents during pressure situations or as a rapid response to deep air-to-ground attacks, offering substantial rewards on a hit. On a grounded Counter Hit, it can be further linked into 5K and c.S, providing enhanced damage potential and advantageous okizeme opportunities.
Despite its merits, it's important to note that 5P has limited range, particularly when targeting crouching opponents. Consequently, it's often outspaced by pressure tactics and isn't frequently employed in RPS scenarios or neutral play unless the distance is already extremely close. Nevertheless, on block, it proves valuable for executing Tick Throws due to its swift recovery, and it forms a safe blockstring when followed by 6P > 214P.
5K serves as a swift close-range poking tool and an effective frame trap option, fulfilling the roles of abare and a punisher against well-spaced pressure. With its impressive speed, minimal recovery, and decent range, it stands out as one of Ramlethal's most secure attacks when a situation calls for a quick response, especially when compared to the slightly slower 2S.
In scenarios where the opponent blocks Bajoneto H or gets hit by Dauro, 5K is the standard choice for a frame trap due to its rapid startup and sufficient range. However, its effectiveness diminishes when used at greater distances, as 5K lacks the ability to combo into 2D unless executed very close, and it doesn't offer completely safe options. On block, Erarlumo (6K) can defeat it, and Dauro (214P) leaves Ramlethal vulnerable. Nevertheless, thanks to its swift recovery, 5K excels at disrupting the opponent's rhythm and helping Ramlethal regain her preferred mid-range positioning.
As a punishing tool, 5K exhibits impressive range and can confirm into Dauro for a valuable +5 advantage, particularly when used to punish slower attacks from a distance that are otherwise out of reach for 5P and 2P.
c.S primarily finds its utility within blockstrings, offering a wide array of gatling options. This includes delaying a follow-up with 2S to catch opponents attempting to jump, or using 6H for a 3-frame frame trap. It's also a staple in combos, contributing to Ramlethal's offensive potential.
In certain situations, c.S can even serve as an anti-air against opponents directly above you. Its lengthy active frames make it an excellent choice for a meaty attack, whether you're running up to apply pressure after a distant knockdown or looking to enhance its frame advantage in closer situations. This move's versatility adds depth to Ramlethal's gameplay, enabling her to control various aspects of the match.
f.S stands as the quintessential poke in Ramlethal's arsenal. Boasting an impressive disjointed hitbox, unparalleled range, and remarkable speed, this move is the linchpin of her neutral game.
It excels at outspeeding, outreaching, or simply crushing the disjoint of other pokes, leaving Ramlethal in a commanding position to attack opponents from a safe distance. Its primary vulnerabilities are limited to 6P or anticipated instant air dash (IAD) jump-ins.
While f.S offers a relatively low-risk option, it can sometimes be challenging to secure significant damage outside of the corner. However, it reliably confirms into 5H with high pushback, effectively pushing opponents out of range and gradually cornering them.
Furthermore, the f.S > 5H string is instrumental in building an opponent's R.I.S.C. gauge, even if it doesn't directly deal damage. This strategic approach enables Ramlethal to set up for devastating damage opportunities from a neutral position, cementing the move's central role in her gameplay.
A poke with a slightly extended reach compared to f.S, making it a valuable tool for checking opponents attempting to dash in after a blocked f.S. This property forces opponents to show more respect towards a blocked midrange f.S.
Notably, in corner situations, utilizing 236H after a blocked f.S > 5H will push the opponent roughly half a screen away. As such, it's advisable to confirm into 236H sword throw only when Ramlethal is positioned near enough to the corner to follow up with a combo.
On counterhit, Ramlethal can capitalize by comboing into 214K and further extending her combo potential. This aspect underscores the importance of using 236H judiciously, as a well-timed 5H can significantly deter opponents from dash-blocking in after a blocked f.S, bolstering Ramlethal's overall offensive strategy.
Uncharged Dust Attack
A relatively weak overhead mixup option, primarily useful when Ramlethal has 50% Tension available.
On its own, the uncharged Dust Attack lacks significant advantages on hit, cannot lead to combos on Counter Hit, and is highly unsafe when blocked. However, its utility increases when coupled with Roman Cancel (RRC) or used following a Blue Roman Cancel (BRC). In such cases, it transforms into a practical mixup tool that can combo on hit and maintain pressure when blocked. This makes it valuable for situations where Tension is generated within a pressure sequence.
A noteworthy strategy involves executing 236H > 5K > 5D, creating a gapless overhead attack that is considerably safer than a standard gatling, which typically leaves a slight opening for backdashes and invincible reversals. Nevertheless, it's essential to recognize that the practicality of this mixup still hinges on the availability of Tension.
Charged Dust Attack
A slower but highly rewarding overhead option that becomes impractical when opponents are prepared to react to it.
In contrast to the uncharged version, the charged Dust Attack allows Ramlethal to execute meterless combos that deal significant damage. However, it is easily identifiable due to its bright orange telegraph, making it reactable. Additionally, Ramlethal possesses setups to frame-trap into a charged Dust Attack, but opponents may not even require reactive measures to defend against it.
5P's crouching counterpart. Not as effective as an abare option compared to 5P because it can be beaten by throws out of blockstun. It's generally more advisable to utilize 5P instead.
This button is your next best choice after 5P for abare situations. Its low hurtbox makes it effective for interrupting your opponent's strings, and it provides decent frame advantage. 2K is also a valuable tool in corner pressure, as it has enough range to create frame traps following sequences like c.S > 236H. Moreover, you can use 2K as a deceptive approach tool, capitalizing on Ramlethal's rapid dash speed and the pressure it generates after 2K > 2D > 214P.
This move is a safe and long-reaching low poke, ideal for catching opponents attempting dashes or low-profile moves. While it hits low, it's not as effective for high/low mix-ups as 2K. However, it offers an advantage over 2K in that it can be canceled into after c.S to catch opponents attempting to backdash, making Ramlethal's strike/throw game more threatening. Additionally, it boasts greater range than 2D, although it comes with lower damage potential.
This move serves as Ramlethal's main launcher, essential for initiating combos. It can also be used as a high-risk, high-reward preemptive anti-air option. Most of her effective mid-screen juggle combos stem from canceling this move into 623P and continuing the juggle from there. However, 2H has a downside in its limited horizontal range, making it connect consistently only after moves like c.S or 2S.
Despite being a 2D, this move has a rather small range, which can be frustrating at times. However, if it does connect, it opens up opportunities for advantageous okizeme or a potentially high-damage combo that can lead to a Dauro launch. Landing a counter-hit against a low-profile move like Stroke The Big Tree or Night Raid Vortex can result in a devastating combo, offering significant rewards, particularly when compared to using 2S in a similar situation.
Ramlethal's most dependable anti-air option. It sends the opponent flying if it connects while they're in the air but leaves them standing if it hits a grounded opponent. 6P has the valuable property of comboing into 214P from anywhere, allowing Ramlethal to secure knockdowns off her P buttons. When it connects with an airborne opponent, 6P can combo into 623P for a juggle. Its main drawback is its limited horizontal range, influenced by how the move animates. Using 6P at specific ranges may result in it whiffing.
Primarily employed as combo filler and for frame traps due to its lengthy startup. The framedata for this move is notably poor, so it should only be utilized when it can be safely canceled into another action. Notably, 6H can combo from 5K when the opponent is airborne, but it won't connect if they're grounded. Ramlethal typically uses this move to achieve a launch near the corner, as it offers more immediate corner carry and damage compared to 2H.
Hits at a favorable angle for intercepting opponents positioned above you. Can chain into itself, enabling Ramlethal to bring airborne opponents back to the ground. Additionally, it can be converted into a respectable knockdown by following up with j.214S.
A versatile tool for mix-ups, especially when combined with corner F-Shiki setups involving exploding swords. However, it lacks sufficient blockstun to be effective on its own as a jump-in attack. It's worth noting that Ramlethal's only gatling option after j.H is j.D, which can limit her follow-up options on block. Fortunately, she can airdash cancel to extend juggles against airborne opponents, adding to her combo potential.
A fantastic aerial attack with extensive reach, covering nearly half the screen and offering safety when used as a retreating option. However, be cautious not to become overly dependent on IAD back j.S, as many characters can exploit your landing recovery if you use it predictably.
After successfully connecting with this move, you'll need to make a quick decision about your next action due to the significant pushback it creates. Keep in mind that this attack can hit certain crouching characters as they rise, but it may not be reliable against the entire roster, so exercise some discretion when using it.
If you manage to hit an aerial opponent with this move when they are in close proximity and slightly above you as you descend, you can then follow up with some of Ramlethal's quicker grounded attacks upon landing, like her 5K. This can be quite useful for transitioning into grounded combos.
This move functions as a grounded combo ender that allows Ramlethal to maintain an advantageous position at a far range. It's especially useful for confirming combos from the far range of moves like 5K and 2K, as well as the mid-range of f.S > 5H, positioning her close enough with frame advantage to set up a frametrap into 2K. However, it's crucial to note that on block, this move is very unsafe and provides no reward unless it lands as a Counter Hit or air hit. As such, it's rarely worth using without the backup of a Roman Cancel. At closer ranges, it's more effective to confirm into Erarlumo. While not particularly useful in neutral, it offers approximately the same range as 5H with no significant advantages.
Additionally, this move plays a significant role as a combo extender due to its high vertical launch, enabling Ramlethal to extend combos into 5K or c.S, resulting in large and straightforward combos, especially near the corner. However, its effectiveness can be dependent on Combo Decay, meaning it won't work from all combo starters.
These Rekkas are a potent tool for Ramlethal, allowing her to easily confirm from pokes and providing several benefits such as generating Tension, dealing chip damage, carrying the opponent to the corner, and increasing R.I.S.C. gauge. It also sets up rewarding frametraps.
Each attack within this Rekka sequence serves as a basic frametrap, making it difficult for opponents to challenge Ramlethal's pressure. By performing a Kara Cancel from the Dash Cancel of the first and second attacks, Ramlethal can cancel back into the first attack, creating a self-sustaining pressure loop. This loop can be extended further when near the corner by kara cancelling into Bajoneto H, immediately initiating corner pressure.
One of the key strengths of this move is its high Counter Hit reward, discouraging opponents from mashing out of Ramlethal's pressure. This allows her to continuously build resources and unlock even more rewarding combos on hit. Additionally, the ability to use Roman Cancels adds further versatility to this pressure loop, enabling Ramlethal to maintain control and keep the pressure on her opponent.
Erarlumo 1 marks the beginning of Ramlethal's pressure setplay and provides a straightforward way to gain an advantage at mid-range. This move is a valuable tool for Ramlethal as it allows her to transition into her pressure game effectively.
Ramlethal can initiate Erarlumo 1 from most close-range pokes, creating safe blockstrings. While cancelling from moves like 5P/2P and 5K/2K may leave her vulnerable to 6P attacks, using 6P and 2D allows her to maintain safe blockstrings. This move can also catch opponents who anticipate dangerous frametraps like 6H.
However, it's important to note that Erarlumo 1 becomes uniquely weak when Instant Blocked, as there are no follow-up options to frametrap a Throw. Additionally, the move naturally advances into Throw range, necessitating the use of either 50% Tension or a kara cancel into a whiffed Sildo Detruo to address this vulnerability.
Erarlumo 2 serves as a straightforward pressure extender, offering the option to reset into Erarlumo 1. However, it comes with riskier frametrap options due to Erarlumo 3 being unsafe. Delaying the attack introduces a punishable gap in the pressure, but it also provides substantially more reward on hit and better resources on block. This makes it a solid choice for punishing opponents attempting delayed abare (quick attacks).
It's important to note that characters with access to invincible attacks with a frame 10 or faster startup (e.g., Sol's 623S) can use these moves to escape Erarlumo pressure without consequences. This is because Erarlumo 2 itself is -10 on block, which is negative enough for opponents to punish with most reversal attacks. Attempts to frame trap or dash-cancel into special moves will result in a counter-hit, and empty dash canceling will leave you at a significant disadvantage. To address this, be prepared to either bait your opponent's invincible move or safely continue your pressure with a Roman Cancel (RC).
Erarlumo 3 is a rewarding pressure ender with the potential for combos on delayed hits. However, it lacks any cancel options and is highly punishable on block. When you have 50% Tension available to make it safe on block, it becomes a significant threat for your opponent to challenge the frametrap. This makes pressure resets from previous rekka sequences much more powerful and difficult to deal with.
Additionally, Erarlumo 3 serves as a versatile combo ender, delivering good damage, substantial corner carry, and, in some situations, providing decent okizeme (pressure or mix-up opportunities after a knockdown).
This move is an advancing low crush with impressive range, making it useful for frame trapping after moves like f.S and 5H. It can also be employed to bait anti-air attacks and navigate tricky air situations.
It serves as an effective frame trap tool, capable of catching opponents even after moves like 5H and Faultless Defense. With its speed, it can frame trap after most buttons, with only a 3-frame gap that allows certain fast buttons to contest it. When combined with a dash, it covers about 75% of the screen, making it a valuable tool in neutral to evade low pokes. Additionally, with the use of Tension and Roman Cancel, Ramlethal can continue her pressure, leading to significant corner carry and potential wall breaks.
The air version of this move allows Ramlethal to change her air trajectory, enabling her to bait and punish anti-air attacks, including 6P moves. However, it cannot lead into any follow-up attacks, making it a relatively low-reward option. While generally safe on block, its slow startup makes it vulnerable to preemptive anti-airs, especially if the opponent hasn't committed to an attack yet.
This move generates a powerful crack in the ground, reaching an extended range. While it has a slow startup, it offers advantages on block and features an extensive vacuum effect. Upon hitting the opponent, it launches them back toward Ramlethal, setting up opportunities for combos. It's commonly utilized in corner combos to maximize damage and control.
This move serves as the primary choice for corner combo filler and plays a crucial role in corner pressure tactics. When used in the corner, the sword will detonate shortly after, allowing for automatic combos on hit and resetting pressure when blocked.
In close-range corner situations, like after a c.S Ramlethal can employ the H version to create frametraps into her 5K or 2K, and even set up for a Tick Throw. This move also provides a safe way to bait invincible reversals. If the opponent attempts to escape, they must either jump out or move far forward. If they remain stationary, the subsequent explosion leaves Ramlethal in a highly advantageous position, enabling her to run back and maintain point-blank pressure, keeping risks low and rewards high.
The S version and its explosion will miss crouching opponents, but it can be effectively used after the H version to force opponents back into the corner if they try to jump or dash out of the explosion. This tactic allows Ramlethal to maintain safe corner pressure while keeping a comfortable distance from the opponent.
Both versions of this move also function as powerful projectiles, capable of clashing with and defeating almost any non-Overdrive projectile. They offer significant corner carry on hit and provide a substantial advantage on block. However, outside of the corner, the move is typically less favorable due to the high opportunity cost, making it less practical in most scenarios.
This move serves as a straightforward air confirm tool when transitioning from falling j.H, air-to-air j.D, IAD j.K, and IAD j.P. Additionally, it functions as an effective air control tool.
In situations involving other air attacks, it often acts as a more accessible alternative. Ramlethal can execute full air combos from air-to-air j.P, j.K, and j.S, as well as from IAD j.S and High Jump IAD j.H. However, its primary purpose isn't for pressure, except for situations where it can make a high j.H safe on block by providing substantial pushback, although it generally leaves Ramlethal less advantaged compared to her other air attacks.
Furthermore, this move proves valuable as a keep-away and air space control tool, whether executed through a backward jump, forward jump, or IAS. It possesses the capability to hit very close to the ground and offers considerable range. However, it's essential to note that the second hit of the move may likely miss unless performed very close to the ground, potentially leaving Ramlethal at a significant disadvantage.
Sabrobato is an incredibly powerful move that serves multiple purposes. It boasts the highest meterless wallbreak damage, making it an excellent choice for devastating combos. Additionally, its immense reach covers over 80% of the screen, making it nearly impossible to miss. Its speed is such that it becomes a sudden threat for opponents who might be using projectiles from a distance or attempting to create space by backdashing. However, it's important to note that Sabrobato is a high-risk move if it fails.
Despite its many strengths, Sabrobato can be disadvantageous if blocked. Unlike similar attacks, it lacks exceptional speed and can be blocked while standing, making it less effective as a neutral tool. To maximize its utility, it's often recommended to use Sabrobato with 50% Tension to enable an RRC. This allows you to safely transition into pressure on block and extend your combo on hit, making it a versatile and potentially game-changing move.
Calvados stands as the highest damage combo ender in the game, scaling incredibly well regardless of the combo's initial strength. Its damage output surpasses that of Mortobato, particularly in lengthy combos. However, it comes with a trade-off – the numerous hits in Calvados mean that the opponent will regain a significant portion of their Burst gauge. This can have ramifications for future rounds, especially if Mortobato has already been used effectively. Calvados shines even brighter when facing opponents who have preserved their Burst gauge.
In terms of pressure, Calvados offers a unique pressure reset akin to a Roman Cancel. What sets it apart is that it restores both swords, inflicts chip damage, and guard crushes the opponent. Yet, it has limitations. Calvados cannot be employed after Ramlethal's unsafe attacks, such as Erarlumo 3, Sabrobato, Dauro, or Dust Attack, making it redundant unless the swords have been managed poorly. It's also unsafe if executed too close to the opponent and more costly than fast-cancelled Roman Cancels while providing similar pressure.
While Calvados does deal substantial chip damage, a savvy opponent can use Faultless Defense to block the entire assault. Additionally, they can employ Instant Blocks to mitigate some damage, gain Tension, and generate Tension Pulse, effectively granting them even more Tension. In neutral situations, opponents can easily jump to punish Ramlethal from a considerable distance, reducing the damage taken.
Nevertheless, Calvados has its uses, particularly when initiating attacks from afar with Bajoneto to refresh your swords. Furthermore, it allows you to continue your assault as opponents descend, launching them on hit. By Roman Canceling the move after the lasers begin, you can retain the lasers while freely attacking. While this may not always be the most efficient way to use 100% meter, it can be quite entertaining when executed correctly and inflict substantial damage while making opponents pay for their oversight regarding the explosion.
Mortobato stands as Ramlethal's invincible reversal, boasting extensive vertical and horizontal range, solid damage output, and swift startup. It's a straightforward yet highly effective tool in her arsenal.
In addition to its defensive utility, Mortobato also finds application in combos as a wallbreak ender. It can connect from a wider array of strings compared to Calvados and ensures that the opponent doesn't regain their Burst gauge. However, the quality of the okizeme following a standard hit significantly depends on the distance at which Mortobato lands. To achieve a meaty c.S hit, Mortobato must strike at close range or on Counter Hit.
Ramlethal is a versatile and powerful character in the fighting game Guilty Gear Strive. She excels at controlling space with her long-reaching sword attacks and boasts an array of tools for both offense and defense. Her moveset includes fast pokes like 5P and 2K, which are great for interrupting opponents and maintaining pressure.
Ramlethal's unique ability to summon and control floating swords adds complexity to her gameplay. She can use these swords to extend combos, create powerful mix-up opportunities, and pressure opponents from a distance. Her sword explosion attacks, such as Bajoneto H and Sabrobato, are excellent for controlling the screen and forcing opponents to make defensive choices.
In terms of defense, Ramlethal has Mortobato, an invincible reversal, to help her escape pressure and punish opponents. Her Mortobato super also serves as a combo ender and a way to break walls, maximizing her damage potential.
Overall, Ramlethal is a well-rounded character with strong zoning, mix-up, and combo capabilities. Mastering her unique sword mechanics and precise spacing is key to becoming a formidable Ramlethal player in Guilty Gear Strive.