GGXRD/Ramlethal Valentine: Difference between revisions

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*5S but in the air.  
*f.S but in the air.  
*Good hitbox to air-to-air with and lots of untech time on air counterhit that leads to massive damage.
*Good hitbox to air-to-air with and lots of untech time on air counterhit that leads to massive damage.
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Revision as of 20:04, 27 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 and is positive on block.
  • Does not hit all characters on crouching.
  • Great for baiting bursts.
  • Can chain into itself and other normals by using 4P as the input.
5K
5K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 Mid - - 8 3 15 -4
  • Used to start combination attacks.
  • Not much use in neutral as Ramlethal has better normals for that.
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
  • A typical dust attack, very slow and unsafe.
  • Doesn't see much use due to Ramlethal having better options for overheads but that doesn't mean it should never be used.
2P
2P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid - - 5 4 6 0
  • Standard crouching punch, use this instead of 5P on characters who can crouch under 5P.
2K
2K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
15 Low - - 6 5 9 -2
  • Standard crouching short that hits low. Fastest low attack so its a good mixup tool.
  • Faster than 2D but less damage.
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 bonk
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.
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.
  • Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low.
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 -
  • f.S 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

Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings. Once you start a combination attack string, you cannot cancel into any special moves after the second attack but you can cancel into 4S/H, 6S/H, or 2S/H. After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.

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
  • Important in corner combos as it wall slams allowing for extended combos.
  • Decent midscreen combo ender as it blows the opponent away. Not much time for proper oki but it works.
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
  • Second hit is bad on block but has lots of untechable time.
  • If used in a combo, the second hit can be canceled into 4S/H and still leaves enough time to continue the combo.
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
  • Last hit floats midscreen, wall slams in corner.
  • First and second hits always combo, last hit only combos on crouching.
  • Doesn't see much use as there are better options for damage that don't require crouching.
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
  • Last hit causes sliding midscreen, wall slams in the corner.
  • Unsafe on block but on hit leads to the standard post-wall slam corner combos.
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
  • Same as the 5KKK string but with an alternate ender.
  • 4K is an interesting move that launches and causes a knockdown. Also slightly pulls opponents out of the corner allowing you to cross them up on wakeup.
  • 4K can also be done after 5P.
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
  • First and second hits only combo on crouching, third hit does not combo at all.
  • Last hit is an overhead that is great on block and ground bounces, easy to followup.
  • Third hit isnt a really a good mixup tool due to there not being a low-hitting followup with the same starter.
  • Primarily used in pressure and to combo aerial opponents.
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
  • Third hit has the same animation as 2KPK but launches on hit instead of knocking down.
  • Very unsafe on block and doesnt combo but easy to combo after.
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
  • Nothing special about this chain other than the second hit is a low.
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
  • Second attack hits low twice, making all three attacks hit low.
  • Knocks down, allowing you time to setup oki.
  • Unsafe on block.
2KPP
2KPP and 2KPK
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
2KPK 32 Low - - 12 6 20 -12
  • Starts out hitting low and can end with either an overhead or a low.
  • Despite the sweep ender having the same animation as the third attack of 2PPK it does not launch but instead causes knockdown and also always combos regardless of standing or crouching.
  • Very unsafe if the final hit is the low option. Use sparingly or with an RC.


Universal Mechanics

Ground Throw
Ground Throw
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
54 Ground Throw: 75250 - - 1 - - +53
  • Leads to nothing but a knockdown and oki.
Air Throw
Air Throw
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
63 Air Throw: 192500 - - 1 - - -
  • Ground throw animation but in the air. Leads to the same situation as a ground throw.
Dead Angle Attack
Dead Angle Attack
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 7 4 27 -17
  • Same animation as the 5PP combination attack.
  • A solid defensive tool to spend meter on if you don't want to risk doing a reversal super.


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 26 Mid/Air - - 67, 64 (after deployment), 26 (close range) 13, 15 (after deployment) 22, 26 (aerial) / 31 (after deployment), 29 ( after deployment, aerial) -

Does a horizontal slash, better active frames than 6H. Appears in front of opponents. good for controlling a grounded opponent.

2S 50 Mid/Air - - 96 (67 close range) 18 33, 26 (aerial) -

An alternate attack done by the S sword. Causes the familiar to do a clockwise spin with the sword. Slow to start up but has a big hitbox and causes a ground bounce on hit. Requires S sword to already be placed with 6S.

6H 26 Mid/Air - - 66, 63(after deployment), 25 (close range) 11 22, 26 (aerial) / 31 (after deployment), 29 (after deployment, aerial) -

Familiar does a downward, vertical slash with the H sword. Appears above opponents, easy to avoid.

2H 60 Mid/Air - - 91, 62 (close range) 18 33, 26 (aerial) -

Similar to 2S but instead does a counter-clockwise spin. Difficult attack to avoid and also causes the most blockstun out of all the other sword attacks due to its attack level. Ground bounces on hit. Requires H sword to already be placed with 6H.

A series of command normals that cause one of your two giant swords to do a tracking teleport to your opponent and perform an attack. Used for mixup, neutral game and to extend pressure. She can cancel the majority of her normals into these as well as the second hit of combination attacks, very effecttive when used with jump cancelable normals.

  • Using 6S or 6H replaces the normals done with that button with new ones.
  • Ramlethal is in counterhit state during the entire animation of deploying a sword.
  • Blocking or getting hit will cause any deployed swords to stop attacking.
  • A sword cannot be summoned again until the familiar starts glowing again.
  • On the intitial 6S/H, the sword will always go through the teleport animation. Any summons afterward can skip the teleport animation if the opponent is close by, causing the attack to come out much faster.
Retrieve Giant Sword
Retrieve Giant Sword
4S/H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - 22 total, 26 (aerial) -
  • Can be used in some combos. Animation is pretty quick.
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)
  • Primary combo starter as it launches on hit
  • Two versions of this move. To get the better version, P must be inputted as soon as you hit the 3 in the 623 motion.
  • Safe on block if you do the fastest daruo.
Furama Kaago
Furama Kaago
236K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Ground Throw: 90000 - - 11 1 Total 41
  • Command grab with decent startup and range. Launches on successful grab, leads to a lot of damage.
  • An effective mixup tool when used properly with her other tools.
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
Cassius
Cassius
214P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 All - - 19 29 Total 46 -1
  • Fires a projectile at an upward angle, similar to Mu-12.
  • Not really all that useful. Throw it out to end blockstrings or catch opponents trying to approach through the air.


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
  • Can only be used when BOTH swords have been deployed.
  • Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning.
  • Causes a massive amount of blockstun, can go for multiple mixups if this attack pushes them into the corner.
  • One of the best overdrives in the game.
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


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