Chaos Breaker/Ramda: Difference between revisions

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Requirements: Earth Hammer + Zon Assist
Requirements: Earth Hammer + Zon Assist


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


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Requirements: Hellfire Sword + Zon Assist
Requirements: Hellfire Sword + Zon Assist


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



Revision as of 06:26, 13 November 2011

Introduction

While not quite the "shoto" of the game, Ramda is very possibly the easiest character to master in the game due to his extremely straightforward play and lack of any truly extensive combos. Powerful footsies, high damage output and good defense.

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

j.C > (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

j.C > 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

Hellfire Sword

  • Raises Ramda's damage output by a very large percentage.

Talisman

  • Compensates for Ramda's less than average magic defense.

Shining Bow

  • Stock Action useful for closing the distance since Ramda lacks a projectile of his own.
  • Item Burst comes in handy for use after 2C or 236B.
  • 2C > IB works after a wall-bounce from a Mana-Counter.

Earth Hammer

  • Raises Ramda's physical attack by 20%

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Standing

5A

  • Ramda hits with the hilt of his sword. Bad range, and 2A is better for ticks, but this is great for clashing due to it's extremely quick startup. Other than that, don't use it.

5B

  • A fairly quick overhead swipe. Horizontal range is pretty poor but it's vertical range makes it a really great anti-air. You are also able to buffer 623C into the move for following up after clashing with jump-ins. This will be your anti-air of choice.

5C

  • A slower overhead swipe with better range. Terrible start-up(17f), leaves you at disadvantage even on hit, and doesn't have enough range to warrant trying to use it for spacing. This is really only good for combos off of j.C and nothing else.

5D

  • Generic overhead kick that virtually everyone in the game has. Unfortunately for Ramda he cannot combo after his on hit, as it leaves him at -/+0f, and is punishable on block. Use sparingly, if at all.

Crouching

2A

  • Ramda's overall best tick. Although 5A starts up faster, 2A's range is far superior and you won't have to worry about accidentally getting 6A and then being at too much frame disadvantage to properly tick. It appears to hit low, but it in fact hits mid, so don't bother trying to use this in your high/low game.

2B

  • AMAZING poke. Probably Ramda's best overall. Hits from about halfscreen, can cancel into any special/super and has more frame advantage than 6B. Best use for this is to poke from just within max range and buffer 236A. At max range 236A is safe on block and it nets you free chip and good spacing.

2C

  • While not a useful footsies tool outside of hitting extremely telegraphed jump-ins, this is Ramda's party starter of sorts. All of his corner loops and big damage combos stem from this move. This move is the primary reason that Ramda's ambiguous cross-up j.D is so powerful, so make sure to implement it into your game. I have to reiterate, though, do not use this in your spacing game. It is at a huge disadvantage on block and can put you down a heavy amount of life against a lot of characters.

2D

  • Poor range for footsies(ironically), but a superb cancellable meaty that is fairly safe on block. Ramda's ground oki game is nowhere near as scary as his aerial oki game, though, so use sparingly.

Command

6A

  • Though it has better range than 5A by a considerable amount, it doesn't leave you with much frame advantage on hit and starts up the fastest of all of his light attacks. Don't rely on this much. 2A is still superior up close, but you can incorporate this to gain some ground if you find yourself in between the zones where 2A or 2B would work best.

6B

  • Though not as useful as 2B, 6B is still one of Ramda's best pokes. More range, though a little less safe on block, so make sure to keep at max range while using this. Max range will keep you safe from random reversal damage and is extremely difficult to get around due to the fact that it will smack jumps out of their startup and beats the vast majority of pokes in this game. If your opponent tries to get smart and dash-clash your poke, you can cancel into 214A to punish it.

6C

  • Another incredible max range poke. Up close you leave yourself at hefty frame disadvantage and are begging for a combo to the face, but from just outside of half screen, this will bat away any of your opponent's attempts at throwing normals out there. Beware of random dashes, as you are unable to cancel this move into something to punish their clash.

6D

  • A completely worthless move, you will get this a lot when you attempt to tick throw at improper ranges. Terribly unsafe on block and you can't really do much off of it even after a wallbounce. Really bad.

Jumping

j.A

  • A pretty useless jump-in, but it is actually very good as an instant overhead. Not too much damage, but allows you a safer high/low mixup than what 5D will allow. Somewhat gimmicky so don't make it a cornerstone of your Ramda game.

j.B

  • Fast, reliable air-to-air. You can even cancel into j.214A on clash to hit them out of the air. Can also be used as an air-to-ground jump-in against larger characters such as Troll and Cursehead, as it is much faster than j.C and more difficult for them to clash with.

j.C

  • Typical heavy jump-in. Pretty fast for a C normal, this is good for pressure and when you aren't going for cross-up setups.

j.D

  • Ramda's best jump-in and an extremely pivotal part of his gameplay. Due to the tricky hitbox and animation, you can create extremely ambiguous cross-ups off of a myriad of situations, such as a landed throw, 236A/B/C and 623A/B/C. Also good as a standard jump-in. The basic setup for this is to land a knockdown, dash or walk up to a certain range (to where Ramda's feet are nearly touching the grounded opponent's) and perform the move. If you perform the move early, you won't cross up, and if you perform it late, you will. You can also adjust the spacing to do a late j.D that doesn't cross up, or an early j.D that does. upon landing it, you can combo into 2C for big combos that put you in another situation to create the setup. Bear in mind this is all assuming your opponent does not tech, which makes 236A/B/C the best move to set this up with.

Normal Throws

Forward Throw: 6D (when close)

  • Ramda picks the opponent over his head and slams them forward to the ground. Opponent can be pursued after knockdown.

Back Throw: 4D (when close)

  • Ramda picks the opponent over his head and slams them backwards to the ground. Opponent can be pursued after knockdown.

Mana-Counter

A dashing shoulder tackle similar to the beginning of his Barbarian Rush mana burst. If hit while the opponent is grounded, juggle/reset follow-ups are possible in or near the corner. As an anti-air, this will float them close enough to where you can juggle from anywhere on screen. If hit from about midscreen while the opponent is grounded, where combo follow-ups are not possible, you are able to dash forward to ambiguous cross-up range for a solid oki follow-up.

Specials

Body Separation: 236A/B/C

  • Heavy downward slash that breaks the ground apart.
  • A version is fastest, relatively safe on block, and does not knock down.
  • B version is slower, but floats the opponent high into the air.
  • C version is slowest, most damaging, and knocks down on hit.
  • A and B version are burst cancellable.

Wing Cutter: 623A/B/C

  • Anti-air slash that cuts up and toward Ramda.
  • A version is fast and hits once. It can be used more than once in the corner.
  • B version is slower, moves Ramda further forward but only hits once.
  • C version is slowest, moves Ramda the furthest forward and hits twice.

Loop Slicer 214A/B/C

  • Leaping circular slash that hits twice.
  • Button strength determines distance.
  • Burst cancellable.

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

  • Follow-up to Loop Slicer that hits once and knocks down.

Tackle Throw: 236D

  • Unblockable tackle that serves as a command throw.
  • Only works on grounded opponents.
  • The windup on the move makes its use somewhat limited, but it can be incorporated as a surprise attack to catch opponents off-guard.

Jump Catch Throw: 623D

  • Anti-air version of Tackle Throw.

Sword Rush: A/B/C, repeatedly

  • Series of 4 slashes, similar to 6A animation.
  • Minimum of 6 inputs required.

Death Descend: j.214A/B/C

  • Spinning sword plunge that hits 3 times.

Mana Bursts

Barbarian Rush: 236236A/B/C

  • 5-hit autocombo that finishes with a downward slash.
  • Button strength controls distance of initial dash tackle.
  • First hit (the tackle) does not have clash frames.
  • Can be super burst-cancelled on the 4th hit.

Death Pierce: 214214A/B/C

  • Quick stab super that can be charged up to 3 levels.

Muscle Drive: 236236D

  • Super throw that hits 4 times.

Frame Data

Attack Cancel State Total Start-up Active Hit Guard
5A No Mid 16 5 4 +4 -1
6A No Mid 21 8 4 +2
2A No Mid 18 7 4 +4 -1
j.A No Overhead 6
5B Yes Mid 26 9 4 +2
6B Yes Mid 28 9 6 0
2B Yes Mid 26 9 6 +2
j.B Yes Overhead
5C Yes Mid 44 17 6 -1
6C No Mid 42 17 8 -1
2C Yes Mid 45 13 5 Float -15
j.C Yes Overhead 13
5D Yes Overhead 38 19 6 0 -9
6D No Mid 40 15 4 Blowback -15
2D Yes Low 26 9 4 +2 -7
j.D Yes Overhead 9