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General gameplan:
Don't let her corner you
Her reward from midscreen is much better this patch, playing defensively is encouraged
In neutral:
- Carelessly swinging will get you killed, her combo game and reward midscreen was massively improved
- Her f.S and 5H are commanding checks
- 6P beats them as a counterpoke
- After blocking 5H microdash to take the space
- Her j.H can be pesky but is easier to deal with this version
- It can clash with you 6P so be ready if it does to clash cancel
- Meeting her air to air is your best bet with jP, j.K or j.S
- If she does j.H from too high she is punishable when she lands, even on hit
- The pushback on the move is pretty big so blocking it and doing nothing is not bad
- Don't let them do IAD j.S at you, 6P her
- Use your superior air mobility to your advantage, if you're going to jump mix up what you'll do from that jump
On defense:
- Rekka (214P and its followups), this move is insane
- This is probably the only move in the game that needs to be IB'd
- There is a 2 frame gap between rekka 1 and 2, if you IB rekka 1 you're more likely to be close enough to throw punish
- Backdashing is very ill-advised, May has short invuln and rekka followups will catch it
- H sword in the corner
- If you IB a c.S you can throw her before the H sword reaches you and put her in the corner
- The main mixup is she will either 2K you trying to escape or throw you trying to block
- If you FD her attacks before sword she becomes too far to 2K so she has to 5K to stop you
- You can then 6P the 5K or microdash forward and block, this makes her less able to pick up the sword again
- She then has to run further to pick up the sword so you can gamble on reversal throw when she runs forward
- If you IBFD a move she's too far to keep you trapped
- You then pick between jumping, dolphin, or microdash out. 3K is also a good button to represent
- If you think a throw is coming then jump or attack, be aware of the risk however
- YRCing is very good, it makes her sword stay on the ground and you're now plus to do some pressure
- When she has meter she will do rekka to forcibly pick up sword, FD it to not build unnecessary risc or IB to throw punish
- H sword far away
- Ram is too far away to force you in the corner so its a chance to escape
- She will either pre emptively hit a button to stuff a dolphin or jump to catch you air to air
- You can take minimal risk instead and microdash block
Dolphin RPS:
Ram's options in the RPS are a bit riskier than most characters
S Dolphin 6P, mainly to beat f.S
- Will beat f.S
- Will lose to 2S
S Dolphin Backdash, riskier in this matchup because of f.S
- Will lose to f.S
- Reset to neutral if she did 2S
S Dolphin Jump, this is a bit nuanced
- If she does f.S with reversal timing she will catch you airbourne
- If she doesn't then you jump over f.S and get to punish with j.S
- Also get a punish if she 2S'd with j.S
S Dolphin block, deciding to not take a risk
- If you blocked a f.S its back to neutral
Random things you should know:
- When Ram ends a combo in grounded Dauro she is +5
- If you're mid screen you can backdash if you think she will do a P or K move
- Or 6P if you think she will f.S to catch your backdash
- Calvados (her laser super) can be super jumped after the flash and you can stall in the air with j.D
- You have to get to her before the animation ends for a punish however
Chefmania
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Yesterday at 7:45 PM
You get guaranteed grab if she goes for multiple rekkas
100% guaranteed
and guaranteed in corner
IB is very easy honestly and it will cream her after guaranteed grab
I have labbed this and taught this class to players to oblivion
If you IB FD you get 5H
FD the first rekka t max distance gets punish
unless she goes for it at max distance grab is good, she can frametrap you training mode ib is so crucial
these notes are insane tho, Highly highly appreciate. Do you mind if I add to dustloop?