1. CORNER COMBOS / SETUPS
1.1. Both swords equipped
1.1.1. Combos
1.1.1.1. 5d 6 (5hs 5hs/ cs fs 5hs) 6s 66 cs 6hs 66 (cs 66 cs 2d / 5kk4k)
1.1.1.2. Super
1.1.1.2.1. 5d 6 cs fs 5hs 5hs calvados
1.1.1.2.2. 5d 6 5hs 5hs 6s 66 cs 6hs 66 5p2p trance 5p
1.1.2. Resets / Setups
1.1.2.1. 5d 6 cs fs 5hs 66 cs 6hs 66 cs 2d (kockdown) 2s 669 j2hs SAFE JUMP
1.1.2.2. 5d 6 cs fs 5hs 6s 66 cs 6hs 66 6k (66 cs hs) dauro OVERHEAD
1.1.2.3. 5d 6 cs fs 5hs 6s 66 cs 6hs 66 delay 2d iad jk jp js j8d kkk (ppp) LOW
1.1.2.4. 5d 6 cs fs 5hs 6s 66 cs 6hs 66 delay 2k 2d dauro LOW
1.1.2.5. 5d 6 cs fs 5hs 6s 66 cs 6hs delay 2k 5d 6 LOW/HIGH
1.1.2.5.1. FOLLOW-UP: 5hs 5hs 2hs cs 2s (5hs 8d) ppp (wallsplat) iad jk j2hs cs 2hs 66 (5k4k / 5hs trance 2p5p)
1.1.2.6. 5d 6 cs fs 5hs 6s 66 cs 6hs 66 flama cargo COMMAND GRAB
1.1.2.7. 5d 6 cs fs 5hs 6s 66 2p3k 6hs flama cargo COMMAND GRAB
1.2. S equipped HS deployed IN corner
1.2.1. Combos
1.2.1.1. 5d 6 cs fs 5hs 6s 66 ( cs 66 cs 2d / 5kk4k)
1.2.1.2. 5d 6 jp js js j6s 5p 2p 66 cs 2d
1.2.1.3. kkk (ppp) 5kk 6s 2p2k 5d 6
1.2.2. Resets / Setups
1.2.2.1. 5d 6 5hs js 9 j6s j2hs jp SAFE JUMP
1.3. HS equipped S deployed IN corner
1.3.1. Combos
1.3.1.1. 5d 6 5hs 5hs 6hs 66 cs 66 cs 2d
1.3.1.2. 5d 6 5hs 5hs j2s 2p 2k 66 5kk 6hs
1.3.1.3. kkk (ppp) 5kk 6hs 2p2k 5d 6
1.3.2. Resets / Setups
1.3.2.1. 5d 6 cs 5hs jp j6s jk (5kpp / 5kp 2d dauro) LOW/HIGH
1.4. S equipped HS deployed OUT of corner
1.4.1. Combos
1.4.1.1. 5d 6 jp js js j6hs cs 6s 66 (cs 66 cs 2d / 5kk4k)
1.4.1.2. 5d 6 cs fs hs 6s cs 4hs cs 2d 6hs j2s
1.4.1.3. kkk (ppp) iad jk j6hs cs 6s 66 cs 5d 6 (Refer to Both swords deployed in corner)
1.4.2. Resets / Setups
1.4.2.1. 5d 6 jp js js 6hs cs 6s 66 6k (cs hs) dauro OVERHEAD
1.4.2.2. 5d 6 jp js js 6hs cs 6s 66 delay 2k 2d dauro kkk (ppp) LOW
1.4.2.3. 5 d 6 jp js js 6hs cs 6s 66 delay 2d iad jk js j8d kkk (ppp) LOW
1.4.2.4. 5d 6 jp js js 6hs cs 6s 66 delay 2k 5d 6 LOW/HIGH
1.4.2.4.1. FOLLOW-UP: 5hs 5hs 2hs cs 2s (5hs 8d) ppp (wallsplat) cs (5hs) 2hs cs 2s 66 5k4k
1.4.2.5. 5d 6 jp js js 6hs cs 6s 66 flama cargo COMMAND GRAB
1.4.2.6. Fancy
1.4.2.6.1. Note: Only works from a short corner carry
1.4.2.6.2. 5d 6 cs fs jp j2hs air dash jk jp j6s 6k (cs 5hs) dauro OVERHEAD
1.4.2.6.3. 5d 6 cs fs jp j2hs air dash jk jp j6s 66 2k 2d dauro LOW
1.4.2.6.4. 5d 6 cs fs jp j2hs air dash jk jp 6hs 66 delay 2k 5d 6 LOW/HIGH
1.4.2.6.5. 5d 6 cs fs jp j2hs air dash jk jp j6hs 66 flama cargo COMMAND GRAB
1.5. HS equipped S deployed OUT of corner
1.5.1. Combos
1.5.1.1. Super
1.5.1.1.1. 5d 6 5hs 5hs 4s 5hs calvados
1.5.2. Resets / Setups
1.5.2.1. Fancy
1.5.2.1.1. Note: Only works from a short corner carry
1.5.2.1.2. 5d 6 cs fs jp j2s iad jk jp j6hs 66 6k (cs hs) dauro HIGH
1.5.2.1.3. 5d 6 cs fs jp j2s iad jk jp j6hs 66 2k 2d dauro LOW
1.5.2.1.4. 5d 6 cs fs jp j2s iad jk jp j6hs 66 2k 5d 6 LOW/HIGH
1.5.2.1.5. 5d 6 cs fs jp j2s iad jk jp j6hs 66 flama cargo COMMAND GRAB
1.5.2.2. Also Fancy
1.5.2.2.1. 5kk4k 9 (cross up) 6hs yrc j2s 2kpk/2kpp 66 kp 66 kp ppp CROSS-UP LOW/HIGH
1.6. Both swords deployed out of corner
1.6.1. Combos
1.6.1.1. kkk (ppp) iad jk 2hs cs hs 2s iad jk js land j8d
1.6.1.2. kkk (ppp) iad jk jhs 2d
1.6.1.3. 5d 6 jp jp jhs j4hs cs 2d
1.6.1.4. 5d 6 5hs 5hs 6hs 66 5p 2p 66 cs 2d
1.6.2. Resets / Setups
1.6.2.1. 5d 6 cs fs jp j2s air dash jk jp j2hs (2kpk / 2kpp j8d / 66 5k 6k) HIGH/LOW
1.6.2.2. 5d 6 cs fs jp j2s air dash jk jp j2hs 2k 66 flama cargo COMMAND GRAB
1.7. Both swords deployed in corner
1.7.1. Combos
1.7.1.1. 5d 6 5hs 5hs j2hs cs 2s 66 5hs 8d
1.7.1.2. 5d 6 5hs 5hs j2hs cs 2s 66 5k4k
1.7.1.3. Super
1.7.1.3.1. 5d 6 cs (fs 5hs) trance 2p 5p
1.7.1.3.2. kkk (ppp) cs fs/5hs j6hs 6s trance 2p 5p
1.7.1.3.3. 5d 6 5hs 5hs j2hs cs 2s 66 5hs (trance / j8d explode)
1.7.2. Resets / Setups
1.7.2.1. Note: Rams setups are pretty free form when both swords are in the corner, especially after a 5k4k ender, but here are a few examples of what you can do
1.7.2.2. 5d 6 jp jp jhs (j2hs / j2s) air dash back (j2hs/ j2s) SAFE-JUMP
1.7.2.3. 5d 6 5hs 5hs 9 j2hs air backdash j2s kpp/kpk HIGH/LOW
1.7.2.4. 5d 6 cs jk j2hs (9) j2s (2kp / 6k) HIGH/LOW
1.7.2.5. 5d 6 cs jk jc j2hs j2s jp SAFE JUMP
1.7.2.6. 5d 6 5hs 5hs super jump jhs jp SAFE JUMP
1.7.2.7. 5k4k 9 j6hs yrc j2s (cross-up) (jk jc jk / jk 2k / 2kp / jk 6k / etc...) CROSS-UP
1.7.2.8. 5k4k 9 j6hs yrc air back dash j2s (2kp / 6k / jk / etc...) FAKE CROSS-UP
1.7.2.9. 5k4k 9 (cross up) j6hs yrc jc j2s jk/2k LEFT/RIGHT
1.7.2.10. Fancy
1.7.2.10.1. 5d 6 cs 5hs jp j2s air dash jk j2hs (6k / 2kp) HIGH/LOW
1.7.2.10.2. 5d 6 cs 5hs jp j2s air dash jk j2hs 66 flama cargo COMMAND GRAB
2. RAM MU TIER LISTS
2.1. ARM
2.1.1. http://www.mmcafe.com/tiermaker/xrd_revelator/index_customize.html?tc=ya0-trk86cmwbni0bhge3dis8wfz8uhj61o72kf5bi9ubali8vdc8ilf3h00ffap89bae0mu6deu5uckbjfmdsd9gio392h4gq-bkf-tiMatchup%20chart%20for%20XrdR%20Ram-ct999999-c1000000-c2000000-tvFF7101-thDD3C3C-d1Hard-x110-d2Easier-x210-d3Volatile-x310-d4Stable-x47
2.2. WBS
2.2.1. http://www.mmcafe.com/tiermaker/xrd_revelator/index_customize.html?tc=ya0-trlv5lfy80de7t9357j45l8c7waoa6bu2xfsa6kncheq43dca1ic7u00ffdd5il77yjb31gd5h7va5as7sgccfnq7wbhce-bkf-naWarriorBySand-tiTier%20Chart%20for%20Guilty%20Gear%20Xrd%20Revelator-ct999999-c1FFFFFF-c2EEEEEE-tvFF7101-thDD3C3C-d1Harder-x110-d2Easier-x210-d3Volatile%20-x310-d4Stable-x410
2.3. Mik
2.3.1. http://www.mmcafe.com/tiermaker/xrd_revelator/index_customize.html?tc=ya0-tre07egnago8ahgn7cab3iegdlb9ajip3k8r7eh9dk8haldtajj17cj9adlp3leggobd7cdd3l00m300m3lzai5vaibmdi-bkf-tiTier%20Chart%20for%20Guilty%20Gear%20Xrd%20Revelator-ct999999-c1000000-c2000000-tvFF7101-thDD3C3C-d1Hard-x16-d2Easy-x210-d3-x310-d4-x47
2.3.2. Note: jack-o and jam not listed
3. Noteworthy Ram Players
3.1. NA
3.1.1. Arm
3.1.2. Drunkenchicken
3.1.3. Pain
3.1.4. Kusanagi
3.1.5. UltraToast
3.1.6. Puddles
3.1.7. Solstice
3.1.8. Nagai
3.2. EU
3.2.1. WBS
3.2.2. Nyaa
3.2.3. Mik
3.2.4. OnimariO
3.3. JPN
3.3.1. Takehara (Has been
3.3.2. Trnk / Torinku
3.3.3. Kakkou
3.3.4. Fox
3.3.5. Hohiko
3.3.6. Saryu
3.3.7. Daiji
4. MIDSCREEN / OTHER COMBOS
4.1. Anti- Air Combos
4.1.1. 6p (cs) jk js jc jk js (j8d slido detruo / martelli, forpelli )
4.1.2. 6p cs 8d calvados
4.2. Both swords equipped
4.2.1. 6HS 9 land 2d daruo LOW / SAFE JUMP
4.2.2. 6HS 9 air-dash jk js cs dauro HIGH
4.2.3. 6HS 669 (cross-up) 6S air-backdash jhs dauro CROSS-UP
4.2.3.1. NOTE: delaying the air dash will let you stay on the same side
4.3. Corner Carry
4.3.1. cs (2d) dauro 66 pk 66 pk kp 66 cs dauro kp 66 ppp (FULL CORNER CARRY)
4.3.2. cs (2d) dauro 66 pk 66 pk kp ppp/kkk (3/4 corner carry)
4.3.3. cs (2d) green dauro 66 pk~4k cs dauro kp ppp (SIDE SWAP)
4.3.4. cs (2d) green dauro 66 pk~4k kp ppp/kkk (SIDE SWAP)
4.3.5. if you dont think you can take them all the way to the corner you can safely end the corner carry and get a knockdown with 5kpp
4.3.6. any corner carry string will combo into explode. You can use this as a burst safe way to kill.
4.3.7. kp and pk corner carry strings can be mixed and matched. Use pk to get more corner carry and to raise them up and use kp to lower them if they're too high. The general rule is you can do three corner carry strings before you have to wallsplat or the combo will drop. The exception would be if you picked the opponent up in the air with either pk or kp, then you can do 4 corner carry strings instead of 3.
4.4. Dust
4.4.1. 5d 8 js js js martelli forpelli
4.4.2. 5d 8 jd jd jk js jc jk js (martelli forpelli / jd)
4.5. Other
4.5.1. dauro cs jk js jc jk js martelli forpelli (use if you want meter gain over corner carry)
4.5.2. martelli forpelli RC dauro
4.5.3. martelli forpelli RC iad js jhs cs dauro
4.5.4. 6k 5ppk will wallsplat in the corner
4.5.5. air grab, explode
4.5.6. 5hs (counter hit) 9 (cross-up) pk/corner carry (you have to jump preemptively for this to work but it helps if you need to swap sides)
5. MISC / RANDOM
5.1. Danger time
5.1.1. Danger time combos
5.1.1.1. (fs, martelli, forpelli, 5k, etc..) 66 cs fs 2d dauro
5.1.1.2. fs slid detruo
5.1.1.3. 2hs 66 pk pk kp etc..
5.1.1.4. 2hs, 2s, 2hs, rc 2s 2hs (rc 2s 2hs) not ideal, but this should stun everyone except pot, leo, kum. some characters wont need the extra rc to stun
5.1.1.5. 2S (counter), 2S 2H
5.1.2. Danger Time Start Options:
5.1.2.1. slid detruo. This is an okay gimmick that will go over lows
5.1.2.2. 3k. this will low profile a lot of normals, on hit you can combo into 66 cs fs 2d dauro
5.1.2.3. fd block. usually the safest option at danger time start
5.1.2.4. blitz. this is especially good when a multi hitting move triggers the danger time
5.1.2.5. explode, yrc mash. if they blocked or did a reversal you'll yrc and stay safe, if they mashed any kind of normal explode will hit them.
5.2. Blitz
5.2.1. after a charge blitz hits you should have enough time to cross-up 2d dauro if you need to swap sides. however, corner carry is significantly more difficult after this.
5.3. Instant Kill
5.3.1. Note: To get the gold/time freeze IK activation 1. It must be match point for you 2. You must have at least 50 meter 3. Their health must be flashing (in a combo until 10% or in neutral at 20%)
5.3.2. Note: if done correctly the ik activation should be around 10f startup. The actual ik (236 236hs) should have full invuln
5.3.3. IK Combos
5.3.3.1. (2k / 6k) deployed 2s or 2hs (2k / 6k) (rc) ik activate, ik
5.3.3.2. equipped 2s, rc ik activate, ik
5.3.3.3. flama cargo rc ik activate, ik
5.3.3.4. kkk (ppp) wallsplat, rc ik activate, ik
5.3.3.5. Counter Hit Only
5.3.3.5.1. equipped 2hs (counter hit) rc, ik activate, ik
5.3.3.5.2. dauro (counter hit) rc, ik activate, ik
5.3.4. Neutral IK
5.3.4.1. A common neutral ik point is right after a whiffed reversal
5.3.4.2. Another common point would be to punish charge blitz.
5.3.4.3. Its pretty risky but sometimes you can punish a move that has at least 10+ frames of startup if you read it. For example, Slayer's 2hs, Sin's bull bash, etc...
6. RESOURCES
6.1. Definitive Ramlethal Guide For Beginners And Advanced Players: https://docs.google.com/document/d/1i5ntiJbsfe0UYIWLWCnVMlE9pwCvfewEeaKcyyvx9E4/edit#heading=h.29l6qdvflnm8
6.2. CORNER CARRY GUIDE: https://goo.gl/8Ds5pP
6.2.1. Note: I-No, Answer, Baiken not listed (yet)
6.3. DAIJI'S CORNER PRESSURE LECTURE: https://youtu.be/x27mSctwcdw
6.4. SAFE JUMP SETUPS: https://youtu.be/-L32BOcA3uA
6.5. RAMLETHAL OKI GUIDE:: https://youtu.be/kwuFjlwyDtA
6.6. RAMLETHAL YOUTUBE PLAYLIST: https://www.youtube.com/playlist?list=PL0UODoHGZU7aJElUQe1Ch5tiwcTwd4urh
6.7. MORE RAM VIDEOS: https://keeponrock.in/?char1=ram
6.8. RAMLETHAL DISCORD: https://discord.gg/9SZUHR9
6.9. RAMLETHAL COMBO SUMMARY: ラムレザル 状況別コンボまとめ
7. MIDSCREEN OKI
7.1. MIDSCREEN OKI SETUPS: https://youtu.be/LlGN7aJC2ts
7.2. Dauro pk4k 5kk
7.2.1. S equipped HS deployed CLOSE
7.2.1.1. NOTE: These setups work best best when the hs sword is deployed directly above where they land
7.2.1.2. 6s 669 j2hs cross-up back air dash jhs LEFT/RIGHT
7.2.1.2.1. NOTE: air dashing back immediately will cross-up and delaying it will let you stay on the same side.
7.2.2. HS equipped S deployed CLOSE
7.2.2.1. 2s 669 jp SAFE JUMP
7.2.3. S equipped HS deployed FAR
7.2.3.1. 2hs 9 jp SAFE JUMP
7.2.3.2. 6s 669 j2hs (2kpk / 2kpp) HIGH/LOW
7.2.4. HS equipped S deployed FAR
7.2.4.1. 2s 9 jp SAFE JUMP
7.2.4.2. 6hs 66p j2s (2kpk / 2kpp) HIGH/LOW
7.3. 2kk / 2KPK / whatever
7.3.1. Both swords equipped
7.3.1.1. 6S/6HS 6k (cs) dauro HIGH
7.3.1.2. 6S/6HS 2k 2d dauro LOW
7.3.1.3. 6S/6HS 2k 5d 6/8 LOW/HIGH
7.3.1.4. 6S 3K (kp / dauro ) ANTI-BACKDASH
7.3.1.5. 6s/6hs iad 6s/6hs jk 2d dauro SAFE JUMP
7.3.1.6. 6s/6hs 9 jp cs dauro SAFE JUMP
7.3.1.7. 6S cassius yrc 9 (2d dauro / air dash jk js cs dauro) HIGH/LOW
7.3.1.7.1. Note: Works best on slow wakeup characters
7.3.1.8. 6hs martelli dauro. ANTI-MASH
7.3.2. Either sword equipped Either deployed FAR
7.3.2.1. 2HS 2kk LOW, ANTI-BACKDASH
7.3.2.2. j2hs/j2s (2kpk / 2kpp) HIGH/LOW
7.3.2.3. j2HS/j2s 5k6k MID/HIGH
7.3.3. 669 (cross up) j2hs/j2s 2kpk/2kpp CROSS-UP HIGH/LOW
7.3.4. S sword equipped HS deployed CLOSE
7.3.4.1. j2hs/j2s iad 6s/6hs CROSS-UP
7.3.4.1.1. Note: if the HS sword has to move at all this will not work