Line 56: | Line 56: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Ramlethal's fastest normal, has poor reach | *Ramlethal's fastest normal, has poor reach but is positive on block. | ||
* | *Whiffs on crouching Millia and Faust. | ||
*Great for baiting bursts. | *Great for baiting bursts. | ||
*Can chain into itself and other normals by using 4P as the input. | *Can chain into itself and other normals by using 4P as the input. | ||
}} | }} | ||
}} | }} | ||
Line 84: | Line 84: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Farthest reaching ground normal that doesn't rely on a sword to be equipped. | |||
*Decent normal to cancel into a sword summon when without S sword due to its range. | |||
*Doesnt see much use due to not having much of a reward on hit. | |||
*Chains into 6K. | |||
}} | }} | ||
}} | }} | ||
Line 135: | Line 139: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Combo fodder. Awful normal for neutral or offense, avoid using this move. | |||
}} | }} | ||
}} | }} | ||
Line 163: | Line 168: | ||
*Jump cancel-able on block. | *Jump cancel-able on block. | ||
*Combos into Daruo on crouching or counterhit for big damage. | *Combos into Daruo on crouching or counterhit for big damage. | ||
*Good normal to cancel into a sword summon due to its range. | |||
*Chains into 3K. | |||
}} | }} | ||
}} | }} | ||
Line 189: | Line 196: | ||
|description= | |description= | ||
*Blockstring and combo tool when without swords. | *Blockstring and combo tool when without swords. | ||
*Jump cancel-able on block. | |||
*Combos into daruo. | *Combos into daruo. | ||
}} | }} | ||
Line 215: | Line 223: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Has a big vertical hitbox, | *Has a big vertical hitbox, 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. | *Mostly used in combos due to launching on hit, can be followed up by an air combo. | ||
*Level 4 move, lots of blockstun. | |||
}} | }} | ||
Line 242: | Line 251: | ||
|inv=1~13 Upper body | |inv=1~13 Upper body | ||
|description= | |description= | ||
*A Pretty solid anti-air, has a | *A Pretty solid anti-air, has a small hitbox and lots of recovery though. | ||
*Frames 1~13 Upper body invulnerability. | *Frames 1~13 Upper body invulnerability. | ||
}} | }} | ||
Line 269: | Line 278: | ||
|description= | |description= | ||
*Standing overhead, hits crouching characters at 20F. | *Standing overhead, hits crouching characters at 20F. | ||
*Combos into 5P on anyone not named May, Bedman and Potemkin. | *Combos into 5P on anyone not named May, Bedman and Potemkin. | ||
*Primarily used in oki situations where a set sword will allow her to easily confirm into a combo. | |||
}} | }} | ||
}} | }} | ||
Line 346: | Line 356: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Standard crouching punch, use this | *Standard crouching punch with less range, frame advantage and more startup than 5P. | ||
*Not a whole lot of reasons to use this move other than it doesn't whiff on crouching Millia and Faust. | |||
}} | }} | ||
}} | }} | ||
Line 371: | Line 382: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Standard crouching short that hits low. | *Standard crouching short that hits low. | ||
* | *Despite its frame advantage, it works well in blockstrings due to its range and the fact that it hits low. | ||
*Slightly faster than 2D but does less damage. | |||
*Combos into 2KK for a knockdown. | |||
}} | }} | ||
}} | }} | ||
Line 398: | Line 411: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *A very big but slow 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. | *Can chain into 2H on block for safety or for damage on non-counterhits. Also chains into 5D. | ||
*Lots of untechable time on air counterhit | *Lots of untechable time on air counterhit that allow for a variety of followups depending on the spacing. | ||
}} | }} | ||
}} | }} | ||
Line 427: | Line 440: | ||
|description= | |description= | ||
*Big normal that slams the opponent into the ground for a knockdown | *Big normal that slams the opponent into the ground for a knockdown | ||
*Primarily used after 2S to make it | *Slower than 2S but reaches a bit further horizontally. Has some uses in neutral when S sword is deployed. | ||
*Primarily used after 2S to make it safer. | |||
*Difficult to punish on block due to the amount of pushback, but its possible. | |||
*Bounces on counterhit, difficult to combo off unless its in the corner. | |||
}} | }} | ||
}} | }} | ||
Line 505: | Line 521: | ||
*Good normal for air to ground approaches due to its downward hit box. | *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. | *Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low. | ||
*Cancels into sword summons. | |||
}} | }} | ||
}} | }} | ||
Line 530: | Line 547: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Air combo filler, nothing really special about this move | *Air combo filler, nothing really special about this move. | ||
}} | }} | ||
}} | }} | ||
Line 557: | Line 574: | ||
|description= | |description= | ||
*f.S 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 | *Good hitbox to air-to-air with and lots of untech time on air counterhit that can lead to massive damage. | ||
*Very small vertical hitbox. | |||
*Does not hit overhead. | |||
}} | }} | ||
}} | }} | ||
Line 583: | Line 602: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *Solid air-to-ground normal that hits overhead. Pretty useless by itself due to its small hitbox and high recovery. | ||
*Primarily used in air-dash mixups. | |||
}} | }} | ||
}} | }} | ||
Line 609: | Line 629: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*A big sword bonk that | *A big, downwards sword bonk that travels all the way to the ground regardless of height. | ||
*Beats most anti-air normals if done high enough, but is unsafe on block if done too high. | |||
*Beats | *Can be cancelled into 214K on block to stay safe and + on block. | ||
}} | }} | ||
}} | }} |
Revision as of 11:54, 5 March 2015
Ramlethal Valentine |
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Defense Modifier: x1.06 Guts Rating: 1 Stun Resistance: 60 Jump Startup: 3F Backdash Time: 16F Backdash Invincibility: 1-9F
Double jump, 1 Airdash, Run type dash
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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
- Trance super
- Weaknesses
- Normals have poor range without swords equipped.
- Lacks a meterless reversal
- Neutral game can be difficult to setup
Move List
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S No Sword |
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f.S
f.S With Sword |
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5H
5H No Sword |
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5H
5H With Sword |
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6P
6P |
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6K
6K |
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3K
3K |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S With Sword |
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2H
2H With Sword |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S No Sword |
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j.S
j.S With Sword |
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j.H
j.H No Sword |
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j.H
j.H With Sword |
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j.D
j.D |
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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 |
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5PK
5PK |
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5PPK
5PPK |
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5KKK
5KKK |
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5K>4K and 5KK>4K
5K>4K and 5KK>4K |
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5KPP
5KPP |
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2PPK
2PPK |
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2PK
2PK |
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2KK
2KK |
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2KPP
2KPP and 2KPK |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Deploy Giant Sword
Deploy Giant Sword 6S/H or 2S/H |
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Retrieve Giant Sword
Retrieve Giant Sword 4S/H |
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Daruo
Daruo 623P |
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Furama Kaago
Furama Kaago 236K |
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Sildo Detruo
Sildo Detruo 214K (air OK) |
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Cassius
Cassius 214P |
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Overdrives
Calvados
Calvados 632146H with sword equipped |
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Toranshi
Trance 632146H with sword deployed |
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Explode
Explode 2363214K |
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Instant Kill
Animo Estingi in IK mode: 236236H |
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