Bachiru thanks so much for these Ram guides. This'll be my first GG game (I only dabbled a bit in Xrd) that I wanna invest time in and I picked Ram simply for aesthetic purposes but I really do enjoy playing her.
Things to practice (Leaving this for my future self) Get to work bruh!: Meterless: 7:02 Purple roman cancel safety 9:53 This is just disgusting man. (Blue roman cancel): 13:42 Be mindful of this: 16:10
Great video on corner pressure! I was having a tough time staying in the corner when my opponent was blocking my stringsand didn’t realize some of rams closer normals were jump cancelable. Thank you so much
As someone whose main isn't in Strive, I've swapped to Ramlethal and these actually have been rather helpful in getting a platform to start in Strive - I just picked it up yesterday! (Though I hate 6/4+2+1/3 inputs.)
Hi Bachiru, thank you so much for this guide! For some reason, I am comfortable with the brc mix and struggling with the prc one. Is it okay if I just try to master brc and leave prc or should I learn both anyways? They seem very similar to me at least :o
I'd say master BRC if you can pressure with 5K however PRC is really important since you can use it after F.S or HS since those moves are not jump cancellable
doesn't opponent's 6P go through the 236HS (upper body invincibility) and counter the following run up pressure (ky's 6P does unless i'm doing something wrong). maybe instead of c.S - S, etc. go into c.S - HS -236HS, but this might push you too far away. edit: or i guess it's just pressure and not a true blockstring and i misinterpreted
That's a good observation however any pressure without RC is not truly gapless so you need to read what you're opponent is going to do, while 6P counters 236HS if distanced correctly it wont hit Ram and your opponent will be caught in the explosion
Correct, Ram's only 2 blockstrings are either 5P after 236HS or 5K/C.S after 236S that's why you need to consider spacing when you're doing meterless blockstrings to avoid being hit with a 5P close range
I feel like the game moved from high low mix-ups to low trapping/ baiting moves or throw set-ups so these are longer as consistent as they used to be honestly
You have to react to how your opponent blocks after the RCs since you can JK, IAD into JK or go for dust or throw mixup, i also made a follow up video for using J214S to hit crouching opponents and start a mix afterwards
@@Bachiru I mean that if you set the dummy to duck-block, the jK will whiff on them, what's the point of the other mixes besides blue RC then? they can duck all the time and only stand when trying to react to dust
@@Bachiru is RRC reactable or do you just do it if you think they won't block high? If it is reactable, is there a way to set the bot to block 5k but only randomly block high? I can set the bot to switch guard at random but if they are crouching it whiffs and if they are standing they block it.
Yeah brother. I don't want to act entitled to any of your lab results, if you had the inputs and could easily share them it would be amazing. Trying to figure some of the strings out by just looking at them is a like difficult given that the last fighting game I really sunk time into was Tatsunoko vs Capcom. Definitely been a while 😅
@@Bachiru I've been going over your videos again and trying to see things with different eyes. Sol and Chipp are the only two characters with a three frame normal. Does that dramatically change what can be punished? Sol is already a problem, a two hit three frame normal is just gross though 🤢
Just a comment for the algorithm. But seriously, thanks for putting out all of this Ram tech , I have lots of stuff to lab about and get better. Previous videos already helped a lot so keep it up! Inshallah we'll all get good hahaha
Love the video but I must say u forgot to mention something fairly important about 5S and 5K jump cancels with no meter. Without the threat of a Dust overhead, there’s no reason for your opponent to stand in the first place. And the the jump cancels as well as 236S whiff on crouching opponents. So we also have to remember to give them another layer of respect for Dust ✊🏽
You can probably j.hs immediately and red rc downwards. Haven't tried it but it probably works better that j.k cuz it most likely hits crouching opponents and it's fairly hard to react to.
you can do 5K into 2K into throw or 5K IAD JK or JS or go for BRC JD or BRC into air backdash JK or 5JK into IAD whiff JP into throw, plenty of options depending you're opponent's state
If your opponent is crouching then you need to go for either 2K or 5K IAD JK or JS or you can go for a throw mix, you have to be also aware of how opponent is reacting to your pressure so you can open them up
For some reason the training bot is able to reversal after the 236S at 9:54 even i do the RC follow up. Its like the RC comes too late or the sword is too slow. What am I doing wrong? That said very nice video for us noob Ram mains :D edit: Ahh I found out the the timing on the first 3 moves it very strict. Thanks anyways :D
I don't really understand the mix-up. Why would anyone stand block to let you jump cancel into a j.5K? All your threat is low, no? Where's the overhead pressure?
this has been such a helpful video. i did have a question about the purpose of the PRC pressure. If an opponent plans on doing a DP, does the regular corner pressure leave an opening for the DP to come out? So by doing a PRC you can slow down your sword throw in a way that tightens the gap so that the DP can't come out? I think you address this in the video but i want to make sure i am conceptualizing it right on my end.
you should remake this entire video with the dummy sent to crouch block, none of your setups will work since you base everything on getting the instant overhead jK that won't actually work in real games since they can just block low the whole time you can't even really condition them with dust since uncharged it combos into legit nothing and they have no reason to respect it, unless you want to spend meter for like a 3 hit combo off it :/
Eventually i'll make a full mixup video as crouch blocking opponents can be hit with J214S, even though it's not a true overhead it opens up a mixup oppurtunity.
what can i do against someone who is mashing 2p after blocking the 5k while crouching? i saw that you can TK 214s but i can't convert off it unless i have meter. i was also trying to delay 2d but if they block the 5k while crouching it's really inconstant.
You can't convert J214S on hit without spending RC, also K stagger can be beaten with mash as far as i know so the only advise i can give it to space your attacks outside of your opponent's 2P range
11:00 It looks like the bot blocks 2K while standing. Does the bot actually block the 2K low for a few frames but changes to stand block as soon as 236HS hits or is it some sort of strange interaction? Don't have a computer available to me right now so I can't go frame by frame.
It's an animation overlap since Sol is still in blockstun from 236HS but the game still considers it as a crouching block but you have some really good eyes to spot this
People just jump out as soon as they block the sword toss every time, and I don't find that my options for stopping them from just getting out after that are very strong. I'm working on this, but I feel that I'm really missing something here.
This is exactly the video I was looking for. Coming from Fighterz, I was having serious trouble applying any corner pressure without the universal gattling. This is seriously great stuff.
Great video as always! I’m losing slightly less badly to my friend because of your great content. I’m a little confused on how exactly to condition against DP’s. I’m not sure where to start. Do I just block when I expect it?
Hi, I don’t understand why you do back air dash k vs falling k in the brc 50/50 mixup is there something I’m missing? It seems to me that the mixup still works with falling k. Thank you
You have to force them to respect your pressure as in blocking one of their DP attempts which will make them second guess doing it again, it's all part of the mid games in fighting games
Great vids on Ram! I'm a complete noob at Guilty Gear, but how do you jump kick into the jumping slash? I can do the jump kick as you're going up, but not sure how to perform the slash in the air without dash forwarding in the air or is that required?
Hey there welcome to Guilty Gear! for that you have to time it so do JK immediately of the ground and as soon as you see Ram falling from her peak jump height you can press jumping slash, practice makes perfect!
For me 2K pressure into throw mix conditions them into wanting to jump to avoid both attacks then i tend to do 236S, i uploaded some match vids earlier where this happens
With the first meter less low option demonstration, if you have the bar to rc after the grab, with the risc built you can do 232 without defense modifications Probably more if a there’s a better rc combo if there is feel free to reply with it
Notation of the combo: Grab fast rc CS, 2HS, 236S both hits, CS (wall splat), 214HS If you have the meter to dp super instead of 214HS you can do 248 Edit: I found one that does a little bit more damage: Grab fast rc CS, 6HS, 236HS both hits, CS (wall splat), 214HS. This one does just a little bit more damage either way the damage is insane and it’s up to you which to use
Truly appreciate your help man. As a new guilty gear player that loves Ramlethal, your guides are invaluable. Hopefully I'll get good enough to do these things on the fly 😅
The problem I have is the kick into overhead jump kick feels so inconsistent, I can only land it like 50% of the time, which means it's not really usable online
I get it like 95% of the time online. You’re probably just not pressing K as soon as you’re off the ground. When I do it, I don’t wait to see Ram jump at all. I just do 5K then jump and immediately press K.