Setplay While You Set Swords with Ramlethal with Advanced Setups in Guilty Gear Xrd -REVELATOR-

For Ramlethal to be successful, she often needs to be one step ahead of her opponent. Having limited defense options and some lackluster normals means she needs to be ready for the opponent’s attempts to escape her pressure. Below is a collection of ideas to expand that repertoire.

A burst-safe airdash string off command grab. Rather than instant air dash j.KSD, using j.KPSD allows for an easy burst bait:


If your opponent is anti-airing your jumping sword sets, come down with a blitz shield. Kakkou illustrates here that when successful, using command grab essentially sets up her unblockable. They either blitz and get grabbed, or they don’t and the sword launches them:


A simple way to beat high blitz after a corner combo:


If you time a meaty 6K just late enough, it will allow you to still block slower reversals. For instance, Sin & Jacko’s DP:


Using FD to cancel your run makes you slide, effectively giving you more command grab range. This is a relevant option for any character whether you’re using normal throw or a command grab:


Midscreen safejump on Leo:


Punishing Bedman’s bedslam optimally requires jumping into it and instant blocking. Daiji takes the optimization to new levels here:


Stun combo setup versus I-no:


If you’re doing dash up 2k against Axl, this shows it can be useful to input 1k with down-back instead. It will option select his crossup move, with her slide counter hitting for a full combo. Highly situational, but good to know for when it happens:


Instant air dash loop on Potemkin, reminiscent of Jam’s IAD loops in older iterations of the game:


Awesome setplay concept using a tech trap to air throw reset while covered by a swinging sword:


Sources: Daiji; Kakkou; chikin5922


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