Chaos Breaker/Ramda: Difference between revisions

From SuperCombo Wiki
Line 6: Line 6:


== Combos ==
== Combos ==
'''Midscreen'''
2B/2D > 236B xx[214214A/B/C]
*''Basic 2-in-1, good damage. 2B has more range and is a better footsies tool but 2D is Ramda's designated low-hitting meaty. You can tack on the designated Mana Burst after the combo for more damage and to push them further towards the corner.''
6B > 214C > 214C
* ''Ramda's furthest reaching combo and one of his most important. On knockdown it creates a good opportunity for an ambiguous cross-up. Once it connects, short dash up and forward j.D, and depending on where you stop in your dash you will either cross-up or remain on the same side. Extremely difficult to see, which can lead to another knockdown and similar oki setup.''
2C > 2C > 236C/623C
*''Difficult to land outside of a landed jump-in or a conveniently spaced punish, but by far his strongest meterless combo (about 30% without any attack-boosting items). The choice between 236 and 623C is mostly screen-specific, as 623C is much easier to connect in the corner than 236C, but it also sets up better oki when midscreen. 236C just does more damage, if only a small fraction more, and is easier to execute due to the game's sometimes stringent DP inputs.''
'''Corner'''
{{backtotop}}
{{backtotop}}



Revision as of 20:29, 17 August 2010

Introduction

The Basics

Combos

Midscreen

2B/2D > 236B xx[214214A/B/C]

  • Basic 2-in-1, good damage. 2B has more range and is a better footsies tool but 2D is Ramda's designated low-hitting meaty. You can tack on the designated Mana Burst after the combo for more damage and to push them further towards the corner.

6B > 214C > 214C

  • Ramda's furthest reaching combo and one of his most important. On knockdown it creates a good opportunity for an ambiguous cross-up. Once it connects, short dash up and forward j.D, and depending on where you stop in your dash you will either cross-up or remain on the same side. Extremely difficult to see, which can lead to another knockdown and similar oki setup.

2C > 2C > 236C/623C

  • Difficult to land outside of a landed jump-in or a conveniently spaced punish, but by far his strongest meterless combo (about 30% without any attack-boosting items). The choice between 236 and 623C is mostly screen-specific, as 623C is much easier to connect in the corner than 236C, but it also sets up better oki when midscreen. 236C just does more damage, if only a small fraction more, and is easier to execute due to the game's sometimes stringent DP inputs.

Corner

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Normal Throws

Mana-Counter

Specials

Body Separation: 236A/B/C

Wing Cutter: 623A/B/C

Loop Slicer 214A/B/C

  • (After Loop Slicer) Loop Slicer Finisher: 214A/B/C

Tackle Throw: 236D

Jump Catch Throw: 623D

Sword Rush: A/B/C, repeatedly

  • (minimum of 6 inputs required)

Death Descend: j.214A/B/C

Mana Bursts

236236X

214214X

236236D

Frame Data