GGXRD-R2/Ramlethal Valentine

From Dustloop Wiki

Overview

Overview

Ramlethal Valentine is a unique mode-switching character. Her main mechanic is managing her swords, which can switch between acting as neutral tools and okizeme tools depending on the situation.

Ramlethal starts with her swords "equipped", which strengthen her S and H normals. Sword normals are long-reaching, decently fast and deal great damage, making her a decent threat in neutral. When Ram presses 6S or 6H, she sacrifices one of her swords to "deploy" them at a specific location. Deployed swords can be used to control space in neutral, force opponents to block after a knockdown, or used as a reset tool to regain pressure. Balancing between keeping swords equipped versus deployed is key to mastering Ramlethal.

Ram's other major feature are her "Combination Attacks". Rather than have her P and K normals be on a normal gatling table, they can instead combo into each other for unique moves. For instance, PPP causes a three hit swipe that blows her opponent away, while PPK causes a two hit swipe followed by an upward kick that floats the opponent. Ram has a large number of Combination Attacks to use, many of which grant her strong pressure and excellent combo opportunities.

Ramlethal has decent ability to control her opponent in neutral (f.S, j.H, and an upward-arcing projectile), but setplay and okizeme are where she really shines: most any hit can confirm to a combo that will carry her opponent halfway across the screen. If she reaches the corner she can wallsplat her opponent and set up one or both swords for a multi-layer mixup - oh, and she has a command throw that launches, too. If her opponent somehow manages to block, Ramlethal can reset pressure with one of her plus on block overheads or a sword swipe.

Balancing this offensive vortex are poor defensive options and very stubby non-sword normals. Ramlethal is notoriously limited without her swords, and detaching one them for a neutral gamble can leave her without any kind of poke for several seconds. Her ability to mash is also mediocre, and even her 2D sweep is prone to whiffing.

All in all, Ramlethal is a character who can take a lot of work to get going - but once she does, she can feel damn near impossible to stop.
Ramlethal Valentine
GGXRD-R Ramlethal Portrait.png
Defense
x1.06
Guts Rating
1
Weight
[105] Light
Stun Resistance
60
Prejump
3F
Backdash
16F (1~9F invuln)
Wakeup Timing
25F (Face Up)/ 23F (Face Down)
Fastest Attack
5P (4F)
Reversals
2363214K (7+1F)

 Ramlethal Valentine specializes in juggling opponents into the corner and locking them down with summoned swords and deadly mixups.

Pros
Cons
  • Good Pokes: With swords equipped, Ramlethal has good pokes such as f.S, and 5H which can help her hold her ground in neutral. Her ability to get strong corner-carry combos off of her pokes with DauroGGXRD Ramlethal Daruo.pngGuardAllStartup15Recovery18 [16]Advantage-4 [-2] also makes her them highly rewarding.
  • Rewarding Combos: A combination of great damage potential and high corner carry allow Ram to gain heavy reward off of any won exchange. It is not uncommon for a single combo to take an enemy right to the corner from midscreen.
  • Insidious Okizeme: Ramlethal has disgustingly powerful corner okizeme with 6S and 6H, both of which set one of her swords. From here, Ram can go for a high/low/throw mixup with great reward that loops back into itself, or even go for a double mixup if both swords are out.
  • Good Meter Gain: Sword normals gain a ton of tension when used. Ram can use YRC to quickly set swords and get to her strongest Okizeme as fast as possible.
  • Several Burst Safe Points: Has access to several efficient ways of baiting bursts in combos. (4P[x], 5D)
  • Checkmate Potential: Ramlethal has strong guts crush combos and supers, including 4P mashing, Explode (2363214K), and Calvados or Trance (632146H).
  • Sword-Reliant: While Ramlethal's swords are deployed for okizeme or pressure, her sword normals are heavily weakened. In these situations, Ram doesnt have access to her strongest pokes and has pitiful Tension gain.
  • Lack of Proper Gatlings: Ram's unique Combination Attacks will never directly combo into Dauro or other juggles without special hits like Counter Hit, crouching hit, or a prior sword setup. Her other juggle options and workarounds are generally unfavorable.
  • Burst Building Combos: While long combos are cool, it also means opponents build tension and burst meter more quickly. Often an opponent can burst at the start of a round and have burst back before the end of the round.
  • Tricky Combos: Ram's combos frequently require adjustments to be made based on character weight and height. Making sure opponents can't tech out of her juggles or wallslump too high is a demanding practice, but with thankfully very high reward.
  • Obvious Burst Points: While Ramlethal does have burst safe combo routes, her normal routes have obvious burst points.

Unique Mechanics

Sword Set

Ramlethal can detach her swords and set them on the screen relative to her opponent's position. The swords will rest in the background wherever Ramlethal set them until she attempts to swing a sword. During the swing's startup and recovery, it becomes vulnerable, and will be knocked down for a short time if hit. When a sword is detached, Ramlethal loses the corresponding sword for her normals until she recalls it manually or uses her MarteliGGXRD Ramlethal Marteli.pngGuardMidStartup12 [20]Recovery16Advantage-5/ForpeliGGXRD Ramlethal Forpeli.pngGuardMidStartup15 [22]Recovery24Advantage-11 special moves.

The sword attacks have two speeds, a slower one which is used the first time a sword is set, and a faster one which is used if Ramlethal's opponent is already in range of a set sword.
Sequence Normals
Ramlethal's P and K normals change when used in specific sequences, similar to chain moves from 3D fighting games like Tekken. For instance, using 5P will give one attack, but pressing 5PP will grant a different attack on the second button press. These chains are a core part of Ramlethal's combo, pressure, and mixup game.

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 Mid 4 4 5 +1
Total: 12

Ramlethal's fastest normal. has poor reach but is plus on block, making it a great abare An attack during the opponent's pressure, intended to interrupt it. option.

5P is one one of her fastest and simplest ways to secure a knockdown with either 2KK or 2KPK as enders, and is burst safe to boot.

  • Can gatling into itself and other normals by using 4P as the input.
  • Whiffs on crouching Millia, Faust and Jack-O.

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 Mid 7 3 15 -4
Total: 24

Ram's farthest reaching ground normal that doesn't rely on S sword being equipped. Very sightly inches her forward.

Primarily used as a poke when S Sword is not available. 5K seems similar to others character's 5Ks on the surface, but she can't get too much reward off of it alone (a knockdown, a jump cancel) but she has followup options that can be pretty rewarding both on block and hit.

5K cannot gatling freely, but is part of an overall combination of strings (see below).

  • Lacks reward on hit (without strings) but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall.
  • Chains into 6K.
  • Combos into her basic strings, but cannot be jump cancelled.

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 6 3 18 -4
Total: 26

Ram's go-to close range normal for many situations due to its versatility.

Fast startup makes it great for starting pressure, punishing, and as a combo starter due to not being limited by the structure of her string normals. On hit, combos into DauroGGXRD Ramlethal Daruo.pngGuardAllStartup15Recovery18 [16]Advantage-4 [-2] or chains into stuff that combos into Dauro (2D, 5H. without sword). Also chains into 2S/2H but won't combo outside of wallsplat.

  • Jump cancelable and has a high attack level, making it good for canceling into sword summons.

f.S

No Sword

f.S

With Sword

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 Mid 9 6 18 -10
Total: 32

Far reaching disjointed sword swing with good range and startup. Great for pokes and long range punishes.

Ramlethal's f.S is almost essential to her neutral, so much so that many choose to keep an non-deployed f.S equipped at all times outside of her corner game. It doesn't have much reward non-counterhit, but it is still by far one of Ramlethal's better pokes. Use often.

Combos into DauroGGXRD Ramlethal Daruo.pngGuardAllStartup15Recovery18 [16]Advantage-4 [-2] on crouching or counterhit, leading to meterless full corner carry combos from midscreen that also set up oki.

  • As with the rest of her equipped sword normals, f.S grants huge meter gain on hit and block
  • Cancels into specials, sword summons/recalls, jumps/iad, and 3K.

5H

No Sword

5H

With Sword

5D

6P

6K

3K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Low 12 12 12 -7 10~ Low Profile
Total: 35

A sliding kick that can low profile high moves.

Other counterpoking as a low profile move, 3K can be used after f.S to close distance and can be the low component in Ram's mixup game, especially on oki since it can be made reversal safe when timed correctly. While it's minus on block and on hit, proper spacing and timing can leave Ram plus. On a raw hit, Ram can RRC for a full combo which is a useful tool for threatening opponents abusing moves that can be low profiled in neutral.

2P

2K

2S

With Sword

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70 Mid 19 9 51 -41
Total: 78

A very big but slow normal that covers a lot of space above and behind Ramlethal.

While it's a high risk move due to its gigantic whiff recovery, it provides great reward on air hit and even more on air counter hit, allowing for a variety of followups depending on the spacing. Due to the risk of whiffing, it's generally recommended to save 25 tension to YRC in order to remain safe.

  • Can chain into 2H on block for safety or for damage on non-counterhits. Also chains into 5D.

2H

With Sword

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70 Mid 25 9 27 -17
Total: 29

Large normal that slams the opponent into the ground for a knockdown.

Primarily used after 2S on block to make it safer. Has some uses in neutral when S sword is deployed. While ram has access to both swords, it's a slower option than 2S but reaches a bit further horizontally which can be situationally useful as an anti air.

  • Difficult to punish on block due to the amount of pushback.
  • Bounces on counterhit, though difficult to combo off unless its in the corner.

2D

j.P

j.K

j.S

No Sword

j.S

With Sword

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 10 7 24
Total: 40

Air-to-air normal with and lots of untech time on air counterhit that can lead to massive damage.

While it's good as an air to air poke against opponents that are parallel to Ram due to its long disjoint, it has little to no vertical reach to cover opponents above or below her. It also has long recovery, so whiffing it can be punishing. On counter hit, if the opponent is low enough to the ground, Ram can convert into a full corner carry combo.

Gatling Options: j.H, j.D

j.H

No Sword

j.H

With Sword

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 15 Until Landing 0

A fully disjointed downwards sword toss that travels all the way to the ground regardless of height.

Used as a jump-in option or anti-anti air. Beats most anti-air normals if done high enough, but is unsafe on block if done too high. Can be cancelled into 214K on block to be plus, continuing pressure. Has a good amount of reward on counterhit, especially on rising j.H to call out abare An attack during the opponent's pressure, intended to interrupt it. attempts.

j.D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D 40 All 11 8 24 + 5 Landing Recovery
j.2D 40 All 11 8 24 + 5 After Landing
j.8D 34 All 11 8 24 + 5 After Landing

Halts Ram's air momentum and blows her back in the opposite direction in the move.

Opponents are blown away in the direction of the move. Used to both extend (with j.D aiding in corner carry) and end (j.2D) air combos due to its high untechable time. j.8D can be used to stop air approaches, such as opponents jumping/airdashing over Trance. j.2D knocks down on hit and can be canceled into j.214K to reach the ground faster.

Combination Attacks

Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings. P and K normals can only be cancelled into combination attack strings or sword summons, except for 5P and 2P which can chain into themselves or 2K. Only the first and second attacks can be cancelled into sword summons. After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.


5PPP

5PPK

5PK4K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P 10 Mid 4 4 5 +1
5PK 22 Mid 10 3 21 -7
5P4K 36 Mid 15 3 35 -24 1-6F Upper Body
7-14 Above Knees

Great combo tool against airborne opponents.

5PK on air hit, can combo into 4S/4H or 6S/6H sword deployments and still have enough time to continue the combo with more normals. A useful string for midscreen juggles overall.

4K ender launches on normal hit and leads to additional combo routes.

  • Second hit staggers on ground hit, lots of untechable time on air hit.

5KKK

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K 22 Mid 7 3 15 -4
5KK 28 Mid 9 3 12 -1
5KKK 32 Mid 11 4 22 -9

5KK moves Ram forward and is relatively safe on block; she can continue pressure with this and sometimes go for unexpected command grabs. 5KK is also sometimes used to end combos into a knockdown into sword summon oki. While unsafe on block, leads to the standard post-wall slam corner combos on hit.

  • Last hit causes techable knockback midscreen, does a low wall slam in the corner.

5K>4K and 5KK>4K

5KPP and 5KPK

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K 22 Mid 7 3 15 -4
5KP 18 Mid 7 4 9 -1
5KPP 42 High 18 4 12 +3
5KPK 26 Mid 11 6 18 -7

A string used for mixups after a blocked 5K or hit confirms from 5K crouching hit. 5KP without finishing the string is also great option for consistent corner carry juggle combos.

5KPP

The last hit of 5KPP is an overhead that is great on block, ground bounces on ground hit and causes knockdown on air hit. Useful for setting up oki midscreen. If used as a blockstring, be aware of the gap between the second and third hits of 5KPP - a savvy opponent can interrupt it for a free punish, so try to not be too predictable with it.

  • First and second hits only combo on crouching, third hit does not combo at all.

5KPK

As the K ender launches on normal hit, this string is useful for launching a crouching opponent into a combo after hit confirming 5K.

  • First and second hits only combo on crouching. Full sequence will combo against a crouching opponent.

2PPP and 2PPK

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2P 8 Mid 5 4 6 ±0
2PP 18 Mid 8 4 10 -2
2PPP 28 Mid 10 6 9 -1
2PPK 36 Low 16 6 20 -12 3~15 Foot
3~Airborne
2PPP

is identical to 5PPP besides the differences between 5P and 2P as well as some negligible frame differences on the second hit.


2PPK

Third hit of 2PPK has the same animation as 2KPK but launches on normal hit instead of knocking down. Last hit is unsafe on block and will not combo on a standing opponent.

Ramlethal is airborne during the startup of the last hit, which can be RC'd to put Ramlethal in the air but very low to the ground, enabling a mixup: Following up with j.K for an overhead or 2D for a low.

2PK

2KK

2KPP and 2KPK

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2K 15 Low 6 5 9 -2
2KP 22 Mid 8 4 10 -2
2KPP 44 High 18 4 12 +3
2KPK 32 Low 12 6 20 -12 3~11 Foot

Similar to the standing string, 5KP, except the K ender secures a knockdown instead of a launch.

2KPP

Overhead string ender option from 2K

  • Just like 5KPP, be aware of the gap between the second and third hits if you choose to use the overhead.

2KPK

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.

  • Unsafe on block

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 All 7 4 27 -17 1~10 Full
11~19 Throw

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. Notably, this is the fastest dead angle in the game, making it harder to bait and block than most other characters.

However if it is blocked, it has the second worst frame advantage at -17. Only Bedman's DAA is worse.

Blitz Attack

S+H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5

Standard Blitz attack when used defensively.

Uncharged leads to blowback and wallstick, leads to same situation as her corner combos if optimized. Good for burst safe combos too.

Fully charged/counter hit leads into crumple state meaning you can go for as heavy of a standing punish as you please.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz: [Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Deploy Giant Sword (Forward)

6S/6H (Air OK) or 2S/2H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6S Deployed 26 All 26 [64] 15 Total 31 +22 [-]
6H Deployed 26 All 25 [63] 11 Total 31 +23 [-]

The first of two potential sword swipes that Ram can set with her Deploy Sword move. The core of Ram's okizeme mixup game.

GGXRD Ramlethal swordplacement2.png
GGXRD Ramlethal swordplacement.png

Using 6H or 6S causes one of the two familiars to do a tracking teleport to the opponent and attack once independently of Ram after a slight delay. The familiars will standby at the spot where they teleported initially until they are summoned again. Ramlethal can cancel the majority of her normals into a summon, as well as the second hit of combination attacks. While the swords are deployed, the properties of Ram's S and H normals are replaced.

While it may seem tempting to deploy an S sword as a neutral due to the large amount of space they cover, losing access to Ram's best normals in f.S and j.S is generally not worth the cost.

Ram generally requires spacing, a knockdown, or some sort of hit in order to safely set up Swords, as she is in counterhit state during the entire animation of deploying them. Additionally, Ram and the familiars can be hit during their initial summons or the attack startup, preventing the followup attack and making them fall to the ground before recovering. In the air, Ram can get away with summoning swords as it stalls her momentum, messing with the opponents' anti air timings. If used after a dashjump, Ram will retain a small amount of momentum upon deploying the 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.
  • While equipped, sword summons have less recovery.
  • 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.

6S does a horizontal slash. Has better active frames than 6H and always appears in front of the opponent.

  • Staggers on counterhit.

6H does a downward vertical slash with the H sword. Appears above opponents.

  • Staggers on counterhit.


Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
6S Deployed Initial: 85% 2 10 7
6H Deployed Initial: 85% 2 10 7

6S Deployed:

  • Values in [] are when sword teleports to opponent's position
  • Staggers opponent on CH. Max duration 35F

6H Deployed:

  • Values in [] are when sword teleports to opponent's position
  • Staggers opponent on CH. Max duration 35F

Deploy Giant Sword (Down)

While Deployed 2S/2H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S Deployed 50 All 67 [96] 18 Total 33
2H Deployed 50 All 62 [91] 18 Total 33

The second of two potential sword swipes that Ram gains access to upon deploying a sword. Riskier to use, but has much higher reward.

Access to this move requires Ram to have deployed a sword with 6S or 6H. Rather than swiping horizontally or vertically, commanding the swords to perform this attack causes them to swipe at Ram's opponent with a rotation. 2S covers the ground while 2H covers the air. The swipes take longer to become active than the 6S/6H versions, but in exchange grant higher damage on hit, better frame advantage on block, and ability to pick up in certain combos.


2S (while the familiar/sword is deployed) does a clockwise spin with the sword. Slow to start up, but has a big hitbox.

  • Causes ground bounce on hit.

2H (while the familiar/sword is deployed) is similar to 2S, but instead does a counter-clockwise spin. Difficult to avoid and also causes the most blockstun out of all the deployed sword attacks due to its attack level. Great tool for controlling space in neutral against slower or less aggressive opponents, as losing access to H normals is not generally impactful at range. Leads to a corner carry combo on hit and especially on counter hit, making it a huge threat that either locks down the opponents or forces them to try to counter it.

Retrieve Giant Sword

4S/H (Air OK)

Dauro

623P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 [37] All 15 3 18 [16] -4 [-2]

A gap closing rush-in type of move that's minus on block but useful on hit.

Dauro is Ram's primary combo starter as it launches on hit and is used in nearly every one of her combos. While green Dauro launches higher and usually leads to more damage, both are useful in their own right as each can set up their own specific combos.

Curiously, Ramlethal instantly teleports forward the full distance of the move shortly after its startup begins (around frame 3 or 4), which can avoid some attacks or projetiles depending on spacing. Note that her hurtbox is always present during this movement.

  • The enhanced green version is not punishable unless instant blocked.
  • Numbers in [] are for green Dauro, done by inputting P simultaneously with 3.

Flama Kargo

236K

Sildo Detruo

214K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214K 20×3 High / Air 32 3 11 +2
j.214K 20×3 High / Air Until Landing[20] 3 12 +1
Ground

A very slow airborne distance closing overhead that is plus on block.

Generally not worth using due to the risk, it can serve as a callout option by hopping over long recovery moves like Raven's 2H or Ky's Stun EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10. 214K's lengthy startup and distinctive animation makes easily interrupted on reaction. Even if Ram doesn't get outright anti aired, she actually lands before the hitbox becomes active, making it vulnerable to being thrown before she gets to take advantage of the plus frames.

On hit, it is rewarding however as Ram can get a combination attack followup to juggle the opponent into the corner with.


Air

j.214K can be TK'd into for quicker overheads while Ram is already close to the opponent where the evasive properties and forward movement aren't needed. Unlike the grounded version, the air version has very little forward momentum and overrides any air momentum, falling quickly towards the ground. Has some minor use in combos or air-to-air confirms after j.D to reach the ground faster at certain heights.

  • Both versions launch on normal hit for a combo.
  • Both versions knock down on hit if not followed up.

Cassius

214P

Marteli

214S (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214S 38 Mid 12 [20] 6 16 -5
j.214S 38 All 12 [20] 6 Until landing+8

Quick startup and large disjoint counterpoke that is used as a frametrap and combo filler.

Useful as a frametrap for opponents trying to mash after f.S. Generates a lot of Tension on hit and floats the opponent on counterhit for a full combo. Ram can perform this move when S sword is deployed, which will recall the sword to her before attacking at the cost of a much slower startup than the equipped version.

  • Can be special cancelled into Forpeli.

Forpeli

214H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214H 42 Mid 15 [22] 6 24 -11
j.214H 42 All 15 [22] 6 Until landing+8

Long range disjointed strike. Usually cancelled into after Marteli in combos to build meter.

Reaches farther than Martelli and does more damage, but is noticeably worse on block. Generates a lot of tension on hit. Has situational use for when you need to retrieve the H sword while also throwing out a hitbox. Like Marteli, the recall version has significantly slower startup than equipped version.

Overdrives

Calvados

632146H with swords equipped or 632146D with swords equipped

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50, 6×29
[62, 7×29]
All 7+7 62 31 -17 3~13 Strike
[1~15 Full]

A difficult to punish fullscreen beam super. Can only be used while both swords are equipped.

Used in situations where you either want to finish the opponent off or chip them out if they block from afar. Also depletes a significant portion of their meter if they FD in those situations.

  • Can be YRC'd after the super flash, allowing Ram to run up while the beam is active, if you want to sink 75 meter into this option.
  • Ram can get grabbed during the startup if you use it too close to an opponent.

Trance

632146H with swords deployed

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
8×30 All 9+17 129 Total 12

A highly active and plus on block super to lock the opponent down for a mixup. 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 forward. The swords are thus relocated to where the overdrive ended. Hits 30 times, keeps the opponent blocking long enough for at least 1 jump-in mixup. Is sometimes used at the end of combos from an OTG state for the kill.

  • Swords disappear if Ramlethal is hit before the move becomes active.

Explode

2363214K

Instant Kill

Animo Estingi

During IK Mode: 236236H

Navigation

 Ramlethal Valentine


To edit frame data, edit values in GGXRD-R2/Ramlethal Valentine/Data.
System Links
Mechanics
Application & Advanced Information
Archived Information