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
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
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.
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
2C
2D
6A
6B
6C
6D
j.A
j.B
j.C
j.D
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
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
Barbarian Rush: 236236A/B/C
Death Pierce: 214214A/B/C
Muscle Drive: 236236D
Frame Data
Characters | Ramda • Sandra • Curse Head • Elion • Fina • Evetta • Dorgan • Vargan • GerhardsenII • Vritra • Nagar • Mara • Orc • Troll • Goblin • Bernhard • Nsidor • Zon | |
---|---|---|
Items | Healing Potion • Mana Potion • Power Bracelet • Scroll of Mana • Protection Ring • Amulet • Holy Symbol • Invisible Mantle • Wind Boots • Medal of Strength • Master Ring • Fortunate Coin • Talisman • Mutation Stone • Hellfire Sword • Magic Shield • Earth Hammer • Spike Mace • Demon Club • Goblin Spear • Ice Blade • Shining Staff • Shining Bow • Rune Ax • Extra Bullet • Draconic Figurine • Nightmare Blade • Evil Staff • Death Staff • Blood Sword • Naught Weapon • Dark Staff • Elixir • Demonic Figurine • Seven Keys • Book of Disaster • Magistery • Chaos Ring • Fang of Manticore • Dragon Scale |