GGXRD/Ramlethal Valentine: Difference between revisions

From Dustloop Wiki
Line 588: Line 588:
|name=j.D
|name=j.D
|image=GGXRD_Ramlethal_jD.jpg
|image=GGXRD_Ramlethal_jD.jpg
|caption=  
|caption=
|image2=GGXRD_Ramlethal_j8D.jpg
|image2=GGXRD_Ramlethal_j8D.jpg
|caption2= Most useful version for corner carry and combo extension
|caption2= Most useful version for corner carry and combo extension
Line 608: Line 608:
  |inv=
  |inv=
  |description=
  |description=
*Ramlethal's primary air combo ender. Blows opponents away based on the version of the move used.
*J2D stalls your air momentum so it can be used to delay your landing.
  }}
  }}
}}
}}

Revision as of 06:46, 24 November 2014

Ramlethal Valentine

Overview

Wizard from the backyard. Ramlethal can fight using her two giant swords equipped or by setting them up to attack separately. Deployed swords can be used to control space in neutral, force the opponent to block after a knockdown or as part of blockstrings to keep them pinned down so Ramlethal can go for mixups.

Strengths
  • Great normals when equipped with her swords.
  • Good mixup and pressure off corner knockdowns
  • Midscreen combos have good corner carry
  • Toranshi super
Weaknesses
  • Normals have poor range without swords equipped.
  • Lacks a meterless reversal
  • Neutral game can be difficult to setup
Movement Options

Double jump, 1 Airdash, Run type dash

Defense Modifier: x1.06

Guts Rating: ??

Stun Resistance: ??

Jump Startup: 3F

Backdash Time: 16F

Backdash Invincibility: 1-9F


Move List

See also: Ramlethal Full Frame Data

Normal Moves

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • F: can block while in the air only with Faultless Defense
  • All: can be blocked however
  • All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
5P
5P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid - - 4 4 5 +1
  • Ramlethal's fastest normal, has poor reach but hits crouching characters and is positive on block.
  • Great for baiting bursts
5K
5K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 Mid - - 8 3 15 -4
c.S
c.S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid - - 6 3 18 -4
  • Good close range normal, good startup and more range than 5P.
  • Combos into 2D and Daruo.
f.S
f.S
No Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 Mid - - 11 5 21 -12
  • Pretty useless normal. Does not see much use in matches if any at all.
f.S
f.S
With Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid - - 9 6 18 -10
  • Far reaching sword swing with good range and startup.
  • Jump cancel-able on block.
  • Combos into Daruo on crouching or counterhit for big damage.
5H
5H
No Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Mid - - 12 6 24 -13
  • Blockstring and combo tool when without swords.
5H
5H
With Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
46 Mid - - 14 9 27 -19
  • Has a big vertical hitbox, possibly a good anti-air if the spacing is right.
  • Mostly used in combos due to launching on hit, can be followed up by an air combo.
6P
6P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid - - 10 4 22 -12
  • A Pretty solid anti-air, has a pretty small hitbox.
  • Frames 1~13 Upper body invulnerability.
6K
6K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 High - - 18 5 9 0
  • Standing overhead, hits crouching characters at 20F.
  • Combos into 5P in the corner, requires an RC or a deployed sword to hit to combo off it midscreen.
3K
3K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Low - - 12 12 12 -7
  • A sliding kick that can go under stuff.
  • Frames 10~ Low profile.
5D
5D
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High - - 28 6 21 -13
2P
2P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid - - 5 4 6 0
2K
2K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
15 Low - - 6 5 9 -2
  • Standard crouching short that hits low.
2S
2S
With Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Mid - - 19 9 51 -41
  • Big normal that covers a lot of space above and behind Ramlethal.
  • Can chain into 2H on block for safety or for damage on non-counterhits.
  • Lots of untechable time on air counterhit; allows for a dash up c.S into air combo.
2H
2H
With Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
70 Mid - - 25 9 27 -17
  • Big normal that slams the opponent into the ground for a knockdown
  • Primarily used after 2S to make it safe.
2D
2D
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Low - - 8 6 16 -8
  • Ramlethal's best low starter.
  • Combos into daruo for a combo
j.P
j.P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 High/Air - - 5 6 6 -
  • Amazing normal for air to air hit confirms and blockstrings.
j.K
j.K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High/Air - - 7 4 13 -
  • Good normal for air to ground approaches due to its downward hit box.
j.S
j.S
No Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 High/Air - - 9 4 20 -
  • Air combo filler, nothing really special about this move compared to jP and jK.
j.S
j.S
With Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 High/Air - - 10 7 24 -
  • 5S but in the air.
  • Good hitbox to air-to-air with and lots of untech time on air counterhit that leads to massive damage.
j.H
j.H
No Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 High/Air - - 13 8 27 -
  • Good normal to extend an air blockstring against a grounded opponent, as it does hit overhead.
j.H
j.H
With Sword Not an overhead
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 All - - 15 Active until landing 0 -
  • A big sword bonk that leads to good damage.
  • A good normal to throw out if the opponent is below you.
  • Beats a lot of anti-airs if done high enough, can be avoided entirely if they crouch however.
j.D
j.D Most useful version for corner carry and combo extension Used for midscreen knockdown
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 (50 for J8D) All - - 11 (16 for J2D) 8 20 / 5 Landing recovery -
  • Ramlethal's primary air combo ender. Blows opponents away based on the version of the move used.
  • J2D stalls your air momentum so it can be used to delay your landing.


Combination Attacks

5PPP
5PPP
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5P 10 Mid - - 4 4 5 +1
5PP 18 Mid - - 7 4 10 -2
5PPP 28 Mid - - 10 6 9 -1
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

5PK
5PK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5P 10 Mid - - 4 4 5 +1
5PK 22 Mid - - 10 3 21 -7
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

5PPK
5PPK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5P 10 Mid - - 4 4 5 +1
5PP 18 Mid - - 7 4 10 -2
5PPK 26 Mid - - 13 6 18 -10
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

5KKK
5KKK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5K 22 Mid - - 8 3 15 -4
5KK 28 Mid - - 9 3 12 -1
5KKK 32 Mid - - 11 4 22 -9
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

5K>4K and 5KK>4K
5K>4K and 5KK>4K
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5K 22 Mid - - 8 3 15 -4
5KK 28 Mid - - 9 3 12 -1
4K 36 Mid - - 15 3 35 -24
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

5KPP
5KPP
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5K 22 Mid - - 8 3 15 -4
5KP 18 Mid - - 7 4 9 -1
5KPP 42 High - - 18 4 12 +3
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

2PPK
2PPK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
2P 8 Mid - - 5 4 6 0
2PP 18 Mid - - 8 4 10 -2
2PPK 36 Low - - 16 6 20 -12
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

2PK
2PK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
2P 8 Mid - - 5 4 6 0
2PK 24 Low - - 9 4 12 -2
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

2KK
2KK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
2K 15 - - - 6 - - -2
2KK 18,32 Low - - 9 4(6)5 16 -4
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

2KPP
2KPP
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
2K 15 - - - 6 - - -2
2KP 22 Mid - - 8 4 10 -2
2KPP 44 High - - 18 4 12 +3
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Universal Mechanics

Ground Throw
Ground Throw
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
54 Ground Throw: 75250 - - 1 - - +53
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Air Throw
Air Throw
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
63 Air Throw: 192500 - - 1 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Dead Angle Attack
Dead Angle Attack
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 7 4 27 -17
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Special Moves

Deploy Giant Sword
Deploy Giant Sword
6S/H or 2S/H 6S 2S 6H 2H
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6S
Initial deployment
26 - - - 67 13 22 if used on the ground, 26 if used in the air. -
2S
After deployment
50 - - - 96 (67 if the sword doesn't have to teleport) 18 33 if used on the ground, 26 if used in the air. -
6S
After deployment
26 - - - 64 (26 if the sword doesn't have to teleport) 15 31 if used on the ground, 29 if used in the air. -
6H
Initial deployment
26 - - - 66 11 22 if used on the ground, 26 if used in the air. -
2H
After deployment
60 - - - 91 (62 if the sword doesn't have to teleport) 18 33 if used on the ground, 26 if used in the air. -
6H
After deployment
26 - - - 63 (25 if the sword doesn't have to teleport) 11 31 if used on the ground, 29 if used in the air. -
  • Deploying a sword will cause it to do a tracking teleport to the opponent and perform an attack.
  • S sword will always appear in front of the opponent while the H sword will appear from above.
  • If a deployed sword is already close to the opponent, it will forego teleporting and immediately attack.
  • Swords cannot be summoned again until the corresponding bat starts glowing.
  • Setting a sword puts Ramlethal in counterhit state for the entire animation.


  • 6H sword attack is a vertical cut downwards, 6S sword is a horizontal attack.
  • 2H and 2S cause an already deployed sword to do a much slower spin attack with better damage.
  • 2H/2S ground bounce on hit.
Retrieve Giant Sword
Retrieve Giant Sword
4S/H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - 22 total (26 total if used in the air) -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Daruo
Daruo
623P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 (36 on fastest daruo) All - - 15 3 18 -4 (-1 on fastest daruo)
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Furama Kaago
Furama Kaago
236K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Ground Throw: 90000 - - 11 1 Total 41
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Sildo Detruo
Sildo Detruo
214K (air OK)
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 20×3 High / Air - - 32 3 11 +2
Air
j.214K
20×3 High / Air - - Until Landing[20] 3 12 +1
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Cassius
Cassius
214P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 All - - 19 29 Total 46 -1
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Overdrives

Calvados
Calvados
632146H with sword equipped
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
7×30 All - - 12+10 62 29 -15
  • Anime
  • frames 8-21 invincible
Toranshi
Toranshi
632146H with sword deployed
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8×40 All - - 9+17 129 Total 12
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Explode
Explode
2363214K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,4×14,80 All - - 7+1 18 24 -32
  • Frames 1-10 invincible
  • Reversal super. Rushes forward so it can be used to get out of the corner if they jump over it.


Instant Kill

Animo Estingi
in IK mode: 236236H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 14+18[10+16] 3 34 -20
  • [ ] Indicates during Hell Fire
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Strategy

General Tactics

Tips and Tricks

Combos


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc