guide
Didn't use any, I just spent a shit ton of time in the lab + matches.
The hardest thing is understanding how her neutral works. fS is borderline useless, 5H or 2H only work as a hard callout, so you want to be focusing on 5K, 2S and 2D.
Spamming specials is also ill advised, even fullscreen, because a lot of characters can run up and get a counterhit if you do something like Chestnut or H Sword.
Also she's a little buggy, for example 5H>Frozen>214H will be KD+0, but 5H>Frozen>22H>214K>2S>214H properly applies oki (HKD +42)
5H also sometimes has to be canceled early because of spacing.
My gameplan is mostly to get into WOL and then stall for as long as possible
It doesn't matter if you start it up at 0 Tension, you will build up meter during the 10s before the activation.
So you can set it then abuse plus frames, like with Blue WA into charged 6H (1F frametrap and leaves you plus enough to go for a throw), as well as point blank Chestnut
Some characters can't deal with her zoning if you setup Ice Floor (Slayer, Leo, ABA, Anji, Sin [...]), letting you stall for wings of light without spending meter.
So you can go safe 2K>2D>WOL into meaty Spike instead, it hits meaty and makes Ice Floor only -18 on block instead of -30
If you can route into Ice Spike (2H, CH 2S, CH 2D) you can followup with ~6S and get a full combo
But you can also reset into a throw (which you can followup into 236S~6S again because of the ice floor bounce), or reset into 5D>88RC>66>2H (cross-under)>22H>66>5K>6H>236H~6S (and then either reset again, or go into a wallbreak)
You can also try to do 236S~6S>66>22H>cS, but it's difficult
Huh, how?
Use 236P right before a projectile hits. There are exceptions like Overdrive projectiles, Flick, Drone or Nago's clone.
You can know that Ram's' gonna toss by looking at her feet, there's a circle that shows up.
It can also work against Rock, but it's harder to time correctly and if you're too close it won't work.