Chaos Breaker/Ramda: Difference between revisions

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2C > 2C > 236C/623C
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.''
*''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'''
'''Corner'''
Requirements: Blood Sword
2D > 236B > (Blood Sword IB > 2C > 2C)x3 > 236C
* ''Practical way to set up the Blood Sword IB loop, which deals a maximum of 70-80% on virtually every character, but is extremely costly, meter-wise. The 236B will space you perfectly for you to finish with 236C for max damage.''
Requirements: Earth Hammer + Zon Assist
JC > (2C > Call Zon > Hammer SA)x3 > 2C > 623A > 623D
* ''100% damage loop, costs 3 full bars. The timing is not strict whatsoever, you can basically mash on Call Assist/Item SA during the other's animation and it will work. Don't expect to land this in a real match though.''
Requirements: Hellfire Sword + Zon Assist
JC > 2C > 2C > Call Zon > 2C > 2C > 236B > 214214A > 2D Pursuit
* ''Another death combo, only this one is against defensively weaker characters and only requires 2 bars to do. Make sure to do the super as late as possible after the 236B (do not just cancel into it), otherwise it will whiff and you will be unable to complete the combo.''


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Revision as of 21:04, 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

Requirements: Blood Sword

2D > 236B > (Blood Sword IB > 2C > 2C)x3 > 236C

  • Practical way to set up the Blood Sword IB loop, which deals a maximum of 70-80% on virtually every character, but is extremely costly, meter-wise. The 236B will space you perfectly for you to finish with 236C for max damage.


Requirements: Earth Hammer + Zon Assist

JC > (2C > Call Zon > Hammer SA)x3 > 2C > 623A > 623D

  • 100% damage loop, costs 3 full bars. The timing is not strict whatsoever, you can basically mash on Call Assist/Item SA during the other's animation and it will work. Don't expect to land this in a real match though.


Requirements: Hellfire Sword + Zon Assist

JC > 2C > 2C > Call Zon > 2C > 2C > 236B > 214214A > 2D Pursuit

  • Another death combo, only this one is against defensively weaker characters and only requires 2 bars to do. Make sure to do the super as late as possible after the 236B (do not just cancel into it), otherwise it will whiff and you will be unable to complete the combo.

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