GUILTY GEAR STRIVE Ramlethal’s Corner Pressure
Welcome to our GUILTY GEAR STRIVE Ramlethal’s Corner Pressure guide! This list is meant as a pre-structuring for everyone who wants to jump into Ramlethal’s corner pressure: New players, people who want to record the stuff they got beat with to practice or just someone who likes flowcharts.
I’d welcome any discussion to improve my knowledge of the character, it’s matchups and the game in general. Especially if anyone can tell me if or when (and how) I can get something out of c.S > Jump-Cancel-66.BRC > j.K > Land > (rising, fuzzy) j.K on hit. Thanks in advance!
Overview
Please click to expand.
I didn’t include some stuff that puts me in too much risk of loosing my turn/getting punished. Jumping in with a low j.K after c.S > 236 is as risky as it gets!
Another illustration of deliberate choices would be the Dash-In during your meterless pressure:
I wouldn’t follow up with 2K, because while it can punish opponents standing up for a throw without creating a gap in your offense, this would leave you too far away to pick up your sword; leaving you in a RPS situation again (66.2K > Tick Throw/c.S), giving your opponent an easy chance to just patiently block after your true 236H > 2K > Explosion > 66.2K and then mash out. So I’d just try to go directly back into the Vortex or greatly punish their throw attempt.
Please feel free to express your opinions!
Basic Pressure Description
The main reason to use 66.PRC Pressure is to get into a mix-up situation out of your basic blockstring (c.S > dl.2S > dl.5H).
Meterless you’d have to commit to 236H right after the close Slash. This is still highly applicable, since you have enough time to confirm. Still can be gold-bursted if read.
Additionally, going for the meterless vortex is highly punishable with a back throw, so you always have to prepare for RPS at this point.
If you don’t delay any of c.S > 2S > 5H > 236H > 66PRC > …, the j.K-Pressure is true until the second j.K (including it). Your best bet aginst this is to watch out if they delay the string and try to punish with 6P between the Sword-Hit and j.K. Caution is advised, since j.K can hit deep enough to not care about the invulnerability.
Doing nothing (except watching how your opponent reacts) is a highly advisable strategy on any level of play.
Disclaimer:
- I left out all the RRC since they’re pretty much applicable anywhere. So express yourself!
- The “infinite” blockstring will get patched soon, so it’s not included, too.