GBVS/Ladiva: Difference between revisions

From Dustloop Wiki
No edit summary
(34 intermediate revisions by 8 users not shown)
Line 2: Line 2:
{{MFlag|update}}
{{MFlag|update}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{Overview
| overview = Ladiva is a grappler whose play style effectively uses her high-flying moves and throws to put opponents into submission in the name of love.
| overview = Ladiva is a grappler whose play style effectively uses her high-flying moves and throws to put opponents into submission in the name of love.
| lore = This Draph duelist is the star of the Jewel Resort Casino Liner. In the arena and out, she's purehearted, compassionate, and loving in every sense of the word. Her devotion to fans and formidable strength make for powerhouse performances sure to captivate any audience.
| lore = This Draph duelist is the star of the Jewel Resort Casino Liner. In the arena and out, she's purehearted, compassionate, and loving in every sense of the word. Her devotion to fans and formidable strength make for powerhouse performances sure to captivate any audience.
Line 12: Line 12:
*Can set up very practical (but frame perfect) unmashable grabs vs the entire cast.
*Can set up very practical (but frame perfect) unmashable grabs vs the entire cast.
*Has the best one-chance potential in the game: extremely high damage and never-ending pressure.
*Has the best one-chance potential in the game: extremely high damage and never-ending pressure.
*[[GBVS/Ladiva#Headbutt of Love|Headbutt of Love]] allows her to contest projectiles and reset pressure.
*Increased base health means trading damage is sometimes risky, yet advantageous for distance.
*Increased base health means trading damage is sometimes risky, yet advantageous for distance.
| cons =  
| cons =  
*No projectiles to effectively nullify keep-away, effectively making approaching harder.
*No projectiles to effectively nullify keep-away, effectively making approaching harder.
*Difficulty navigating neutral vs some of the roster.
*Can easily be locked down.
*Can easily be locked down.
}}
}}
Line 23: Line 23:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_cL.png| The chop is the cornerstone of any wrestlers arsenal  
GBVS_Ladiva_cL.png| The chop is the cornerstone of any wrestlers arsenal  
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_cL_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 31: Line 39:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|c.L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
With {{clr|1|c.L}}, {{clr|1|f.L}}, and {{clr|1|2L}} all being tied for your fastest button at 6f, there will be times where Ladiva can't punish specific moves or contest certain frametraps. To compensate, all of them have fantastic range for Light buttons and high frame advantage letting Ladiva pressure on block with strong blockstrings. They make excellent tick throws into command grab as well.  
With {{clr|1|c.L}}, {{clr|1|f.L}}, and {{clr|1|2L}} all being tied for your fastest button at 6f, there will be times where Ladiva can't punish specific moves or contest certain frametraps. To compensate, all of them have fantastic range for Light buttons and high frame advantage letting Ladiva pressure on block with strong blockstrings. They make excellent tick throws into command grab as well.  


Can CH link into {{clr|2|2U}} for knockdown, {{clr|3|c.M}} for damage.
Can combo into {{clr|4|2U}} on crouching opponents, CH link into {{clr|4|2U}} for knockdown on standing, {{clr|2|c.M}} for damage (but try going for {{clr|4|2U}} for oki).
</div>
{{CloseCard}}
</div>


===<big>{{clr|3|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_cM.png| The kick is as well
GBVS_Ladiva_cM.png| The kick is as well
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_cM_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 51: Line 70:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|c.M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 57: Line 80:
Against 6f moves, Light and EX Screwdriver will beat them.
Against 6f moves, Light and EX Screwdriver will beat them.


On CH it's +8 on hit, letting Ladiva link into another {{clr|3|c.M}}, {{clr|3|f.M}}, {{clr|3|2M}}, or {{clr|2|2U}}.
On CH it's +8 on hit, letting Ladiva link into another {{clr|2|c.M}}, {{clr|2|f.M}}, {{clr|2|2M}}, or {{clr|4|2U}}.
</div>
{{CloseCard}}
</div>
===<big>{{clr|3|c.H}}</big>===
===<big>{{clr|4|c.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_cH.png| So is the double chop, its all mandatory
GBVS_Ladiva_cH.png| So is the double chop, its all mandatory
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_cH_Hitbox1.png| Frame 12~13
GBVS_Ladiva_cH_Hitbox2.png| Frame 14~17
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 71: Line 102:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|c.H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Slow, but very high damage starter. With a high number of active frames and only being -2 on block, it's suitable as a meaty on the opponents wake-up capable of being up to +3 on block if timed correctly. It can also frametrap into Light Headbutt with only a 2f gap that can be delayed. {{clr|4|c.H}} will, however, not hit Cross-Over.   
Slow, but very high damage starter. With a high number of active frames and only being -2 on block, it's suitable as a meaty on the opponents wake-up capable of being up to +3 on block if timed correctly, which can lead into an unmashable M SPD in the corner. It can also frametrap into Light Headbutt with only a 2f gap that can be delayed. {{clr|3|c.H}} will, however, not hit Cross-Over.   
    
    
On CH it's at a extremely high +14 on hit, letting Ladiva link into a second {{clr|4|c.H}} for very high damage. It also lets {{clr|4|c.H}} combo into Medium Headbutt for high meterless damage.
On CH it's at a extremely high +14 on hit, letting Ladiva link into a second {{clr|3|c.H}} or M lariat vs standing opponents for very high damage. It also lets {{clr|3|c.H}} combo into Medium Headbutt for high meterless damage.
</div>
{{CloseCard}}
</div>


===<big>Auto Combo</big>===
===<big>Auto Combo</big>===
Line 92: Line 126:
{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=XX}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|c.XX}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="c.XX" or input="c.XXX")
{{AttackVersion|name=XXX}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|c.XXX}}
|delimiter=\n{{!}}-\n
}}
|}
|}
==== ====
==== ====
Primarily only for hit confirming or combos routes that don't use EX specials. If you have no specials available, Ladiva would rather combo into {{clr|2|2U}} to set up stronger offense. c.X have enough blockstun to make canceling into EX Headbutt be frametrap, and c.XX have enough to make both Light and EX Headbutt a frametrap.
Primarily only for hit confirming or combos routes that don't use EX specials. If you have no specials available, Ladiva would rather combo into {{clr|4|2U}} to set up stronger offense. c.X have enough blockstun to make canceling into EX Headbutt be frametrap, and c.XX have enough to make both Light and EX Headbutt a frametrap.


Auto Combo can mostly be used for utility purposes. Even if it will lessen the damage by small amounts, using Auto Combo can let you buy time to get specials off cooldown if needed.  
Auto Combo can mostly be used for utility purposes. Even if it will lessen the damage by small amounts, using Auto Combo can let you buy time to get specials off cooldown if needed.  
</div>
{{CloseCard}}
</div>


===<big>{{clr|1|f.L}}</big>===
===<big>{{clr|1|f.L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_fL.png|
GBVS_Ladiva_fL.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_fL_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 116: Line 158:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|f.L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
A fairly long range Light with high + frames. At 6f, it's a valuable tool to check the opponent in neutral, during their pressure, and confirming into {{clr|2|2U}} get get your offense started. Unlike {{clr|1|c.L}} and {{clr|1|2L}}, {{clr|1|f.L}} is a lvl 2 normal, which gives it frame advantage on CH and lets it crush other lvl 1 moves.
A fairly long range Light with high + frames. At 6f, it's a valuable tool to check the opponent in neutral, during their pressure, and confirming into {{clr|4|2U}} vs crouchers gets your offense started. Unlike {{clr|1|c.L}} and {{clr|1|2L}}, {{clr|1|f.L}} is a lvl 2 normal, which gives it frame advantage on CH and lets it crush other lvl 1 moves. Can be used as a hit confirm into 236236H


On CH it's +8 on hit, letting Ladiva link into a {{clr|3|f.M}}, {{clr|3|2M}}, and {{clr|2|2U}} even at max range. It can also combo into Light and EX Lariat on CH.
On CH it's +8 on hit, letting Ladiva link into a {{clr|2|f.M}}, {{clr|2|2M}}, and {{clr|4|2U}} even at max range. It can also combo into Light and EX Lariat on CH.
</div>
{{CloseCard}}
</div>


===<big>{{clr|3|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_fM.png| Just mash this it'll work eventually
GBVS_Ladiva_fM.png| Just mash this it'll work eventually
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_fM_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 136: Line 189:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|f.M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
A decently fast, long range Medium. One of Ladiva's best normals for poking and whiff punishing. Combos into Light and EX Lariat at any range, as well as EX Headbutt but not on max range. Does not hit Cross-Over.
A decently fast, long range Medium. One of Ladiva's best normals for poking and whiff punishing. Combos into Light and EX Lariat at any range, as well as EX Headbutt but not on max range. Does not hit Cross-Over.
    
    
While not as strong as other more notorious mid range moves, such as Katalina's {{clr|3|f.M}}, it's still a staple and strong move in neutral. What Ladiva truly lacks are specials that are suitable to be canceled into, however. All Lariats can be ducked and won't combo on crouching hit, making them all very punishable, and only EX Headbutt has the range, speed, and frame advantage to make it a strong special to cancel into. Even tho it may not combo on hit at max range, it's still a frametrap if canceled into on block. However, as expected, that means you forgo using Headbutt for a while.
While not as strong as other more notorious mid range moves, such as Katalina's {{clr|2|f.M}}, it's still a staple and strong move in neutral. What Ladiva truly lacks are specials that are suitable to be canceled into, however. All Lariats can be ducked and won't combo on crouching hit, making them all very punishable, and only EX Headbutt has the range, speed, and frame advantage to make it a strong special to cancel into. Even tho it may not combo on hit at max range, it's still a frametrap if canceled into on block. However, as expected, that means you forgo using Headbutt for a while.


As a whiff punish, it's very strong but do make sure you don't cancel into Lariat in case you catch them crouching.  
As a whiff punish, it's very strong but do make sure you don't cancel into Lariat in case you catch them crouching.  
</div>
{{CloseCard}}
</div>
===<big>{{clr|3|f.H}}</big>===
===<big>{{clr|4|f.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_fH.png|
GBVS_Ladiva_fH.png| Whiff this in neutral into SSBA
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_fH_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 157: Line 221:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|f.H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Long range but high damage poke with high active frames. Due to slow speed and high hitbox, it's a difficult move to use in neutral and almost impossible to whiff punish with. However, due to it's forward momentum it will almost always combo into Light Headbutt or frame trap into it. Overall, it has more limited uses compared to her other normals.
Long range but high damage poke with high active frames. Due to slow speed and high hitbox, it's a difficult move to use in neutral and almost impossible to whiff punish with. However, due to it's forward momentum it will almost always combo into Light Headbutt or frame trap into it. Overall, it has more limited uses compared to her other normals.
</div>
 
</div>
If you manage to land a CH you can link into {{clr|1|c.L}} or {{clr|2|c.M}} (spacing withstanding) for some intense corner carry.
{{CloseCard}}
 
===<big>{{clr|1|2L}}</big>===
===<big>{{clr|1|2L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_2L.png|
GBVS_Ladiva_2L.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_2L_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 174: Line 252:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 182: Line 264:


However due to being a crouching normal you will always get this normal no matter the range giving you some stability in that frame advantage, and it will let you whiff punish or stuff certain moves that Ladiva's other Lights will not hit due to it's lower hitbox. It also hits cross-over {{clr|1|2L}}.
However due to being a crouching normal you will always get this normal no matter the range giving you some stability in that frame advantage, and it will let you whiff punish or stuff certain moves that Ladiva's other Lights will not hit due to it's lower hitbox. It also hits cross-over {{clr|1|2L}}.
</div>
{{CloseCard}}
</div>


===<big>{{clr|3|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_2M.png|
GBVS_Ladiva_2M.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_2M_Hitbox1.png|Frame 8~9
GBVS_Ladiva_2M_Hitbox2.png|Frame 10~12
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 196: Line 286:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
A long range low hitting Medium. Complements {{clr|3|f.M}} in neutral by hitting low and can whiff punish certain attacks and hitboxes that {{clr|3|f.M}} can't hit, at the cost of having slightly shorter range and more whiff recovery.
A long range low hitting Medium. Complements {{clr|2|f.M}} in neutral by hitting low and can whiff punish certain attacks and hitboxes that {{clr|2|f.M}} can't hit, at the cost of having slightly shorter range and more whiff recovery.


{{clr|3|2M}} and {{clr|3|f.M}} are very similar with having same speed, damage, can combo into the same specials, and attack level. Both share similar uses in neutral with small differences to make them cover different angles. {{clr|3|2M}} is safer on block and hit, and is one of the few moves Ladiva has that can hit Cross-Over. It's also the best option Ladiva has of hitting moves low to the ground, such as Ferry's {{clr|3|2M}} that {{clr|3|f.M}} can't hit.   
{{clr|2|2M}} and {{clr|2|f.M}} are very similar with having same speed, damage, can combo into the same specials, and attack level. Both share similar uses in neutral with small differences to make them cover different angles. {{clr|2|2M}} is safer on block and hit, and is one of the few moves Ladiva has that can hit Cross-Over. It's also the best option Ladiva has of hitting moves low to the ground, such as Ferry's {{clr|2|2M}} that {{clr|2|f.M}} can't hit.   
    
    
Together with {{clr|3|f.M}} makes up the bread and butter of Ladiva's neutral and poking game.
Together with {{clr|2|f.M}} makes up the bread and butter of Ladiva's neutral and poking game.
</div>
 
</div>
Counter hitting this vs a crouching opponent enables you to combo into {{clr|4|2U}.
===<big>{{clr|4|2H}}</big>===
{{CloseCard}}
 
===<big>{{clr|3|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_2H.png| I know it's tempting but for the love of god do not open with this
GBVS_Ladiva_2H.png|  
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_2H_Hitbox1.png|Frame 11~12
GBVS_Ladiva_2H_Hitbox2.png|Frame 13~14
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 217: Line 322:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====


* Two hits
* Two hits
* On anti-air counter hit, can do {{clr|3|214M}} from first hit
* On anti-air counter hit, can do {{clr|2|214M}} from first hit
* Despite the animation, does not launch on grounded hit, but will lift airborne opponents a bit.
* Despite the animation, does not launch on grounded hit, but will lift airborne opponents a bit.
* Low profile, can go under some ground attack with high hitbox like her 214X.
* Low profile, can go under some ground attack with high hitbox like her 214X.
* Will force the opponent to stand up on hit
* Will force the opponent to stand up on hit
</div>
{{CloseCard}}
</div>


===<big>{{clr|2|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_2U.png|The legendary netplay button
GBVS_Ladiva_2U.png|The legendary netplay button
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_2U_Hitbox1.png|Frame 7~9
GBVS_Ladiva_2U_Hitbox2.png|Frame 10~12
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 240: Line 357:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
A very fast good range sweep. Ladiva does a dropkick that actually leaves her airborne, meaning on clash she can cancel into air moves.
A very fast good range sweep. Ladiva does a dropkick that actually leaves her airborne, meaning on clash she can cancel into air moves.


An essential move for Ladiva. Being able to combo into sweep is a valuable tool to have, and is a good start for Ladiva's offense. She can also safe-jump 11f DPs such as Charlotta Holy Ladder and Ferry's DP if you jump immediately after {{clr|2|2U}} and if it's a counter-hit then you can safe-jump even those 9f DPs. hitting {{clr|2|2U}} at max range also nets a safejump vs 9f DPs.{{clr|2|2U}} is also a valuable whiff punish as well, and due to it's speed and good range it's very adept at that.
An essential move for Ladiva. Being able to combo into sweep is a valuable tool to have, and is a good start for Ladiva's offense. She can also safe-jump 11f DPs such as Charlotta Holy Ladder and Ferry's DP if you jump immediately after {{clr|4|2U}} and if it's a counter-hit then you can safe-jump even those 9f DPs. hitting {{clr|4|2U}} at max range also nets a safejump vs 9f DPs.{{clr|4|2U}} is also a valuable whiff punish as well, and due to it's speed and good range it's very adept at that.
</div>
{{CloseCard}}
</div>


===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|1|j.L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_jL.png| Good tic throw button
GBVS_Ladiva_jL.png| Good tic throw button
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_jL_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 260: Line 388:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 268: Line 400:


Unsuitable for air-to-airs however, due to it's aforementioned poor range and it's downward facing hitbox.
Unsuitable for air-to-airs however, due to it's aforementioned poor range and it's downward facing hitbox.
</div>
{{CloseCard}}
</div>


===<big>{{clr|3|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_jM.png|
GBVS_Ladiva_jM.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_jM_Hitbox1.png|Frame 7~11
GBVS_Ladiva_jM_Hitbox2.png|Frame 12~16
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 282: Line 422:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 288: Line 432:


Clever use of this normal can let Ladiva beat out anti-airs that would normally beat her other jumping normals. In safe-jumps, it also acts as her only jumping normal that can hit wake-up Cross-Over, further reducing their defensive options against her oki.
Clever use of this normal can let Ladiva beat out anti-airs that would normally beat her other jumping normals. In safe-jumps, it also acts as her only jumping normal that can hit wake-up Cross-Over, further reducing their defensive options against her oki.
</div>
{{CloseCard}}
</div>
===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_jH.png| Get in with this
GBVS_Ladiva_jH.png| Get in with this
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_jH_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 301: Line 452:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 307: Line 462:


As the longest reaching air normal, it acts as Ladiva's best long range jump-in. It's lack of cross-up hitbox works to it's advantage by letting Ladiva fake a cross-up and immediately go for a grab.
As the longest reaching air normal, it acts as Ladiva's best long range jump-in. It's lack of cross-up hitbox works to it's advantage by letting Ladiva fake a cross-up and immediately go for a grab.
</div>
{{CloseCard}}
</div>
===<big>{{clr|4|j.U}}</big>===
===<big>{{clr|2|j.U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_jU.png| Or this
GBVS_Ladiva_jU.png| Or this
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_jU_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 320: Line 482:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
The Grappler body splash. Has shorter horizontal reach than {{clr|3|j.M}}. Very strong cross-up hitbox.
The Grappler body splash. Has shorter horizontal reach than {{clr|2|j.M}}. Very strong cross-up hitbox.


An essential normal for many reasons. The opposite in function to {{clr|4|j.H}}, this normal is a powerful cross-up and is the normal to condition the opponent to block to make {{clr|1|j.L}} and {{clr|4|j.H}} work as grab mixups. Due to it's poor horizontal reach, it can be used to fake out the opponent believing that you are going for a {{clr|4|j.H}} but instead land and go for something else.
An essential normal for many reasons. The opposite in function to {{clr|3|j.H}}, this normal is a powerful cross-up and is the normal to condition the opponent to block to make {{clr|1|j.L}} and {{clr|3|j.H}} work as grab mixups. Due to it's poor horizontal reach, it can be used to fake out the opponent believing that you are going for a {{clr|3|j.H}} but instead land and go for something else.
</div>
{{CloseCard}}
</div>


==Unique Actions==
==Unique Actions==
===<big>Love Grapple</big>===
===<big>Love Grapple</big>===
<span class="input-badge">'''{{clr|2|5U}}'''</span>
<span class="input-badge">'''{{clr|4|5U}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_Love_Grapple.png |The mental stack grab
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_Love_Grapple.png |Y'all need a hug.
GBVS_Ladiva_5U_Hitbox.png |
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 342: Line 515:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 348: Line 525:


Despite the similarities in concept to the classic Running Bear Grab, Ladiva will not grab until the end of the animation.
Despite the similarities in concept to the classic Running Bear Grab, Ladiva will not grab until the end of the animation.
</div>
{{CloseCard}}
</div>
 
===<big>Hurl</big>===
===<big>Hurl</big>===
<span class="input-badge">'''{{clr|2|5U}}-X'''</span>
<span class="input-badge">'''{{clr|4|5U}}-X'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 362: Line 539:


Note that using the M version in or near the corner will actually cause a side-switch, as the opponent will bounce off the wall and then ''through'' Ladiva. Pressing nothing or using the H followup will keep the opponent on the same side.
Note that using the M version in or near the corner will actually cause a side-switch, as the opponent will bounce off the wall and then ''through'' Ladiva. Pressing nothing or using the H followup will keep the opponent on the same side.
</div>
{{CloseCard}}
</div>
==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_Throw.png | Bear hug
GBVS_Ladiva_Throw.png | Bear hug
GBVS_Ladiva_BackThrow.png |
GBVS_Ladiva_BackThrow.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_Throw_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 377: Line 561:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|LU}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 389: Line 577:
Leads to a superjump safejump if your in the corner, or a dash in meaty(not reversal safe) midscreen.
Leads to a superjump safejump if your in the corner, or a dash in meaty(not reversal safe) midscreen.
Do 214L into 2L for a safejab anywhere on the screen
Do 214L into 2L for a safejab anywhere on the screen
</div>
{{CloseCard}}
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_AirThrow.png | RKO outta nowhere
GBVS_Ladiva_AirThrow.png | RKO outta nowhere
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_AirThrow_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 403: Line 598:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.LU}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the divs-->
<!--Insert text below the =s and above the {{CloseCard}}-->
</div>
{{CloseCard}}
</div>
===<big>Overhead Attack</big>===
===<big>Overhead Attack</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_OverheadAttack.png | Lewd
GBVS_Ladiva_OverheadAttack.png | DROP THE HEEL ON ‘EM
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_UOH_Hitbox1.png | Frame 26~28
GBVS_Ladiva_UOH_Hitbox.png | Frame 29~31
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 420: Line 627:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|MH}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="MH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Move can hit very high in the air which can be good if opponent is scared of command grabs and the move is air unblockable.
Move can hit very high in the air which can be good if opponent is scared of command grabs and the move is air unblockable.
</div>
{{CloseCard}}
</div>


==Special Moves==
==Special Moves==
===<big>Jewel Resort Screwdriver {{Micon|12}}</big>===
===<big>Jewel Resort Screwdriver</big>===
<span class="input-badge">'''360X'''</span> or <span class="input-badge">'''5S'''</span>
{{Micon|12}} <span class="input-badge">'''360X'''</span> or <span class="input-badge">'''5S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_Jewel_Resort_Screwdriver2.png |
GBVS_Ladiva_Jewel_Resort_Screwdriver2.png |
GBVS_Ladiva_Jewel_Resort_Screwdriver.png |More like Gigantic Tager Driver but nerfed
GBVS_Ladiva_Jewel_Resort_Screwdriver.png |Comes with a handy taunt that removes your safejump
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_360L_Hitbox.png | {{clr|L|360L}}
GBVS_Ladiva_360M_Hitbox.png | {{clr|M|360M}}/{{clr|H|H}}
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 441: Line 660:
{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|360L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="360L" or input="360M" or input="360H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|360M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|360H}}
|}
|}
==== ====
==== ====
Command grab. Has a farther grab distance and does more damage than Ladiva's regular grab. Using the shortcut input will reduce the damage for all versions by 500.
Command grab. Has a farther grab distance and does more damage than Ladiva's regular grab. Using the shortcut input will reduce the damage for all versions by 500. (Note; None of Ladiva's SPDs are throw invuln).
----
----
;L/M Version
;L/M Version
Line 464: Line 681:
* Similar reach and startup to the L version, but does the most damage.
* Similar reach and startup to the L version, but does the most damage.
You can follow up with a immediate foward jump for a safejump with the L version, and a whiffed {{clr|1|5L}} into forward jump for a safejump with the M and H version
You can follow up with a immediate foward jump for a safejump with the L version, and a whiffed {{clr|1|5L}} into forward jump for a safejump with the M and H version
</div>
{{CloseCard}}
</div>


===<big>Leg Drop of Adoration {{Micon|12}}</big>===
===<big>Leg Drop of Adoration</big>===
<span class="input-badge">'''j.360X'''</span> or <span class="input-badge">'''j.S'''</span>
{{Micon|12}} <span class="input-badge">'''j.360X'''</span> or <span class="input-badge">'''j.S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_Leg_Drop_Of_Adoration2.png |
GBVS_Ladiva_Leg_Drop_Of_Adoration2.png |
GBVS_Ladiva_Leg_Drop_Of_Adoration.png |
GBVS_Ladiva_Leg_Drop_Of_Adoration.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_j360L_Hitbox.png | {{clr|L|j.360L}}
GBVS_Ladiva_j360M_Hitbox.png | {{clr|M|j.360M}}/{{clr|H|H}}
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 480: Line 705:
{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|j.360L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="j.360L" or input="j.360M" or input="j.360H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|j.360M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|j.360H}}
|}
|}
==== ====
==== ====
Line 493: Line 716:


Using the shortcut input will reduce the damage for all versions by 500
Using the shortcut input will reduce the damage for all versions by 500
</div>
</div>


===<big>Headbutt of Love {{Micon|9}}</big>===
H grab is throw invuln.
<span class="input-badge">'''236X'''</span> or <span class="input-badge">'''6S'''</span>
{{CloseCard}}
 
===<big>Headbutt of Love</big>===
{{Micon|9}} <span class="input-badge">'''236X'''</span> or <span class="input-badge">'''6S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_Headbutt_Of_Love.png | Never ask a lady '''HER AGE'''
GBVS_Ladiva_Headbutt_Of_Love.png | Go to for frametraps
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_236L_Hitbox1.png | {{clr|L|236L}}: Frame 18~19
GBVS_Ladiva_236L_Hitbox2.png | {{clr|L|236L}}: Frame 20
GBVS_Ladiva_236M_Hitbox1.png | {{clr|M|236M}}: Frame 28~29 <br> {{clr|H|236H}}:Frame 18~19 <br> {{clr|H|236H}} > {{clr|H|6H}} > ({{clr|H|6H}}):Frame 17~18
GBVS_Ladiva_236M_Hitbox2.png | {{clr|M|236M}}: Frame 30~34 <br> {{clr|H|236H}}:Frame 20~23 <br> {{clr|H|236H}} > {{clr|H|6H}} > ({{clr|H|6H}}):Frame 19~22
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 509: Line 744:
|-
|-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
|-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
|-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
|-
{{AttackVersion|name={{clr|4|236H}} > 6H}}
{{AttackVersion|name={{clr|3|236H}} > 6H}}
{{#lst:{{PAGENAME}}/Data|236H 6H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236H 6H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
|-
{{AttackVersion|name={{clr|4|236H}} > {{clr|4|6H}} > 6H}}
{{AttackVersion|name={{clr|3|236H}} > {{clr|3|6H}} > 6H}}
{{#lst:{{PAGENAME}}/Data|236H 6HH}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236H 6HH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
This attack has the ability to negate projectiles. The M version is plus on block and gives a combo on hit, making it something the opponent has to look out for as plus frames are very scary against Ladiva. The H version groundbounces and can lead to combo extensions.
This attack has the ability to negate projectiles. Rewards you with 15% meter (2% for using headbutt and then 13% for hitting the fireball) (spot dodging is almost always preferred though). The M version is plus on block and gives a combo on hit, making it something the opponent has to look out for as plus frames are very scary against Ladiva. The H version groundbounces and can lead to combo extensions.
----
----
;L Headbutt
;L Headbutt
Line 535: Line 790:
----
----
;H Version
;H Version
* Can be followed up twice with {{clr|4|6H}}
* Can be followed up twice with {{clr|3|6H}}
Very plus on hit for the first two headbutts, but progressively less plus on block.
Very plus on hit for the first two headbutts, but progressively less plus on block.
</div>
{{CloseCard}}
</div>


===<big>Elegant Lariat {{Micon|8}}</big>===
===<big>Elegant Lariat</big>===
<span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
{{Micon|8}} <span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_Elegant_Lariat.png | Hugo homies be like
GBVS_Ladiva_Elegant_Lariat.png | Hugo homies be like
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_214X_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 552: Line 814:
{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|214L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|214M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|214H}}
|}
|}
==== ====
==== ====
An advancing lariat that has the ability to guard crush an opponent who is stand-guarding. Has higher damage and faster startup if done while in the middle of a run. All versions whiff against crouching opponents who are not currently doing an attack.
An advancing lariat that has the ability to guard crush an opponent who is stand-guarding. Has higher damage and faster startup if done while in the middle of a run. All versions whiff against crouching opponents who are not currently doing an attack.


<strike>If the M or H version lands, you can link into either {{clr|2|2U}} or {{clr|3|2M}} xx SBA when mid-screen,</strike> or go into your extended corner combos.
<strike>If the M or H version lands, you can link into either {{clr|4|2U}} or {{clr|2|2M}} xx SBA when mid-screen,</strike> or go into your extended corner combos.
</div>
{{CloseCard}}
</div>


===<big>Devoted Body Slam {{Micon|13}}</big>===
===<big>Devoted Body Slam</big>===
<span class="input-badge">'''623X'''</span> or <span class="input-badge">'''2S'''</span>
{{Micon|13}} <span class="input-badge">'''623X'''</span> or <span class="input-badge">'''2S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_Devoted_Body_Slam2.png |A healthy relationship  
GBVS_Ladiva_Devoted_Body_Slam2.png |A healthy relationship  
GBVS_Ladiva_Devoted_Body_Slam.png |requires commitment.
GBVS_Ladiva_Devoted_Body_Slam.png |requires commitment.
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_623X_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 581: Line 848:
{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|623L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="623L" or input="623M" or input="623H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|623M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|623H}}
|}
|}
==== ====
==== ====
Ladiva's antiair command grab. Will not work on opponents on the ground, but can be used against an opponent in hitstun who is in the air. Too short to anti-air usually, but can catch jump outs in pressure or work as a combo ender. Using 623L can score combo pickups that 623H cannot.
Ladiva's antiair command grab. Will not work on opponents on the ground, but can be used against an opponent in hitstun who is in the air. Too short to anti-air usually, but can catch jump outs in pressure or work as a combo ender. Using 623L can score combo pickups that 623H cannot.
</div>
{{CloseCard}}
</div>


==Skybound Arts==
==Skybound Arts==
===<big>Maximum Love Bomb (Strike)</big>===
===<big>Maximum Love Bomb (Strike)</big>===
<span class="input-badge">'''{{clr|4|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_Maximum_Love_Bomb_Strike.png |Love can hit a rough patch every now and then.
GBVS_Ladiva_Maximum_Love_Bomb_Strike.png |Love can hit a rough patch every now and then.
GBVS_Ladiva_Maximum_Love_Bomb.png |
GBVS_Ladiva_Maximum_Love_Bomb.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_236236H_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 609: Line 881:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 617: Line 893:


Technical input gives better damage and better oki. shortcut does less damage, moves slower and knocks them further away.
Technical input gives better damage and better oki. shortcut does less damage, moves slower and knocks them further away.
</div>
{{CloseCard}}
</div>


===<big>Maximum Love Bomb (Throw)</big>===
===<big>Maximum Love Bomb (Throw)</big>===
<span class="input-badge">'''{{clr|4|214214H}}'''</span> or <span class="input-badge">'''214S'''</span>
<span class="input-badge">'''{{clr|3|214214H}}'''</span> or <span class="input-badge">'''214S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_Maximum_Love_Bomb_Throw.png |
GBVS_Ladiva_Maximum_Love_Bomb_Throw.png |
GBVS_Ladiva_Maximum_Love_Bomb.png |
GBVS_Ladiva_Maximum_Love_Bomb.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_214214H_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 633: Line 916:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|214214H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="214214H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 642: Line 929:


Also, technical input give you a better oki (opponent wake up closer to you).
Also, technical input give you a better oki (opponent wake up closer to you).
</div>
{{CloseCard}}
</div>


==Super Skybound Art==
==Super Skybound Art==
===<big>The Shape of Love</big>===
===<big>The Shape of Love</big>===
<span class="input-badge">'''{{clr|2|720U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<span class="input-badge">'''{{clr|4|720U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_The_Shape_Of_Love2.png |
GBVS_Ladiva_The_Shape_Of_Love2.png |
Line 655: Line 943:
GBVS_Ladiva_The_Shape_Of_Love.png |I wasn't informed that body press is involved.
GBVS_Ladiva_The_Shape_Of_Love.png |I wasn't informed that body press is involved.
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Ladiva_720U_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 660: Line 954:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|720U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="720U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 672: Line 970:


Also, technical input give you a better oki (opponent wake up closer to you).
Also, technical input give you a better oki (opponent wake up closer to you).
</div>
{{CloseCard}}
</div>


==Colors==
==Colors==
Line 680: Line 977:
<br style="clear:both;"/>
<br style="clear:both;"/>
==External References==
==External References==
[https://gbvs.keeponrock.in/#/?p1chars=fastiva Ladiva Match Video Database]


==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Ladiva|58px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GBVS}}
{{#lst:GBVS/Navigation}}
 
[[category:GBVS Characters]]

Revision as of 11:31, 1 August 2022

Overview
Overview

Ladiva is a grappler whose play style effectively uses her high-flying moves and throws to put opponents into submission in the name of love.

 Ladiva  Ladiva is a grappler-type character who wants to get up close and personal to threaten opponents with throw/strike mix-ups and terrifying damage.

Pros
Cons
  • OVERWHELMING corner presence.
  • Can set up very practical (but frame perfect) unmashable grabs vs the entire cast.
  • Has the best one-chance potential in the game: extremely high damage and never-ending pressure.
  • Increased base health means trading damage is sometimes risky, yet advantageous for distance.
  • No projectiles to effectively nullify keep-away, effectively making approaching harder.
  • Difficulty navigating neutral vs some of the roster.
  • Can easily be locked down.
GBVS Ladiva Nameplate.png
GBVS Ladiva Portrait.png
Health
11000
Prejump
5f
Backdash
22f
Backshift
Low Recovery (20f)

Normal Moves

c.L

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Mid 6 3 6 +2 +6

With c.L, f.L, and 2L all being tied for your fastest button at 6f, there will be times where Ladiva can't punish specific moves or contest certain frametraps. To compensate, all of them have fantastic range for Light buttons and high frame advantage letting Ladiva pressure on block with strong blockstrings. They make excellent tick throws into command grab as well.

Can combo into 2U on crouching opponents, CH link into 2U for knockdown on standing, c.M for damage (but try going for 2U for oki).

c.M

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
800 Mid 7 1 14 0 +4

A fast, special cancelable kick with a large downward hitbox. Has farther range than c.L, letting Ladiva get Auto Combo in situations where c.L doesn't come out. With only 1 active frame, Ladiva will not get any extra frame advantage as a meaty, but thanks to it's speed and good hitbox it can be used as a frame trap and will also hit the opponent out of Cross-Over. On block, it's not the worst but anyone with a 5f Light will be able to beat any move that is not invul and Light Headbutt can be interrupted if canceled into it. EX Headbutt works as a frametrap, however. Against 6f moves, Light and EX Screwdriver will beat them.

On CH it's +8 on hit, letting Ladiva link into another c.M, f.M, 2M, or 2U.

c.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Mid 12 6 15 -2 +2

Slow, but very high damage starter. With a high number of active frames and only being -2 on block, it's suitable as a meaty on the opponents wake-up capable of being up to +3 on block if timed correctly, which can lead into an unmashable M SPD in the corner. It can also frametrap into Light Headbutt with only a 2f gap that can be delayed. c.H will, however, not hit Cross-Over.

On CH it's at a extremely high +14 on hit, letting Ladiva link into a second c.H or M lariat vs standing opponents for very high damage. It also lets c.H combo into Medium Headbutt for high meterless damage.

Auto Combo

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 400 Mid 9 3 15 -3 +1
c.XXX 400 Mid 12 3 18 -4 0

Primarily only for hit confirming or combos routes that don't use EX specials. If you have no specials available, Ladiva would rather combo into 2U to set up stronger offense. c.X have enough blockstun to make canceling into EX Headbutt be frametrap, and c.XX have enough to make both Light and EX Headbutt a frametrap.

Auto Combo can mostly be used for utility purposes. Even if it will lessen the damage by small amounts, using Auto Combo can let you buy time to get specials off cooldown if needed.

f.L

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Mid 6 3 8 +2 +6

A fairly long range Light with high + frames. At 6f, it's a valuable tool to check the opponent in neutral, during their pressure, and confirming into 2U vs crouchers gets your offense started. Unlike c.L and 2L, f.L is a lvl 2 normal, which gives it frame advantage on CH and lets it crush other lvl 1 moves. Can be used as a hit confirm into 236236H

On CH it's +8 on hit, letting Ladiva link into a f.M, 2M, and 2U even at max range. It can also combo into Light and EX Lariat on CH.

f.M

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 Mid 8 3 18 -6 -2

A decently fast, long range Medium. One of Ladiva's best normals for poking and whiff punishing. Combos into Light and EX Lariat at any range, as well as EX Headbutt but not on max range. Does not hit Cross-Over.

While not as strong as other more notorious mid range moves, such as Katalina's f.M, it's still a staple and strong move in neutral. What Ladiva truly lacks are specials that are suitable to be canceled into, however. All Lariats can be ducked and won't combo on crouching hit, making them all very punishable, and only EX Headbutt has the range, speed, and frame advantage to make it a strong special to cancel into. Even tho it may not combo on hit at max range, it's still a frametrap if canceled into on block. However, as expected, that means you forgo using Headbutt for a while.

As a whiff punish, it's very strong but do make sure you don't cancel into Lariat in case you catch them crouching.

f.H

2L

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Mid 6 3 6 +2 +6

A good range Light with the same frame advantage as c.L and f.L.

c.L sees use as a hit confirm and tick throw normal, altho in both aspects it's less effective than the other options. It can only link into itself and other Light normals, and because it's a lvl 1 attack it gains no additional frame advantage on CH.

However due to being a crouching normal you will always get this normal no matter the range giving you some stability in that frame advantage, and it will let you whiff punish or stuff certain moves that Ladiva's other Lights will not hit due to it's lower hitbox. It also hits cross-over 2L.

2M

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 Low 8 5 12 -2 +2

A long range low hitting Medium. Complements f.M in neutral by hitting low and can whiff punish certain attacks and hitboxes that f.M can't hit, at the cost of having slightly shorter range and more whiff recovery.

2M and f.M are very similar with having same speed, damage, can combo into the same specials, and attack level. Both share similar uses in neutral with small differences to make them cover different angles. 2M is safer on block and hit, and is one of the few moves Ladiva has that can hit Cross-Over. It's also the best option Ladiva has of hitting moves low to the ground, such as Ferry's 2M that f.M can't hit.

Together with f.M makes up the bread and butter of Ladiva's neutral and poking game.

Counter hitting this vs a crouching opponent enables you to combo into {{clr|4|2U}.

2H

2U

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Low 7 6 28 -19 HKD

A very fast good range sweep. Ladiva does a dropkick that actually leaves her airborne, meaning on clash she can cancel into air moves.

An essential move for Ladiva. Being able to combo into sweep is a valuable tool to have, and is a good start for Ladiva's offense. She can also safe-jump 11f DPs such as Charlotta Holy Ladder and Ferry's DP if you jump immediately after 2U and if it's a counter-hit then you can safe-jump even those 9f DPs. hitting 2U at max range also nets a safejump vs 9f DPs.2U is also a valuable whiff punish as well, and due to it's speed and good range it's very adept at that.

j.L

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500 High/Air 5 6 Until L

Fastest air normal and the normal with the shortest range. Unlike some other j.L normals it is not active for the entire duration of the jump. Can cross-up.

j.L sees use the most when you intentionally don't want the opponent to stay in hitstun for long, leaving them open for a regular throw or Screwdriver earlier than what they might expect. It's short range and active frames works to its advantage at times when you intentionally want a jump-in normal to whiff, again leaving the opponent open for a grab or simply want to bait their Anti-Air.

Unsuitable for air-to-airs however, due to it's aforementioned poor range and it's downward facing hitbox.

j.M

j.H

j.U

Unique Actions

Love Grapple

5U

Hurl

5U-X

A follow-up toss that Ladiva can perform after connecting Love Grapple. M sends the opponent forward, H sends the opponent upward.

Note that using the M version in or near the corner will actually cause a side-switch, as the opponent will bounce off the wall and then through Ladiva. Pressing nothing or using the H followup will keep the opponent on the same side.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Jewel Resort Screwdriver

GBVS Throw.png 360X or 5S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
360L 2000 Throw 6 3 38 HKD HKD
360M 2500 Throw 9 3 38 HKD HKD
360H 3000 Throw 6 3 38 HKD HKD

Command grab. Has a farther grab distance and does more damage than Ladiva's regular grab. Using the shortcut input will reduce the damage for all versions by 500. (Note; None of Ladiva's SPDs are throw invuln).


L/M Version
  • L version is faster, has less range, and does less damage
  • M version is slower, has more range, and does more damage

Work the Crowd

Taunt follow-ups with L or M on hit, sacrificing some advantage. Working the crowd enables her next SPD to do more damage (200 more on true input and 100 for simple.) Taunts also enable mindgames on wakeup. Doing taunts on an L SPD leaves you minus but sets up a perfect timing for a supergrab. L taunt on M SPD sets up a perfect H meaty. M taunt on M SPD gives you time for a 2m framekill in the corner.


H Version
  • Similar reach and startup to the L version, but does the most damage.

You can follow up with a immediate foward jump for a safejump with the L version, and a whiffed 5L into forward jump for a safejump with the M and H version

Leg Drop of Adoration

GBVS Throw.png j.360X or j.S

Headbutt of Love

GBVS Strike.png 236X or 6S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L 1000 Mid 18 3 14 -2 +3
M 1200 Mid 28 6 11 +2 +7
H 500 Mid 18 6 11 +2 +13
236H > 6H

No results

236H > 6H > 6H

No results

This attack has the ability to negate projectiles. Rewards you with 15% meter (2% for using headbutt and then 13% for hitting the fireball) (spot dodging is almost always preferred though). The M version is plus on block and gives a combo on hit, making it something the opponent has to look out for as plus frames are very scary against Ladiva. The H version groundbounces and can lead to combo extensions.


L Headbutt
  • Minus on block.

Ladiva's only non-EX standing combo ender.


M Headbutt
  • Plus on block.

Pressure reset tool. Leaves you plus on block right next to your opponent, exactly what you want.


H Version
  • Can be followed up twice with 6H

Very plus on hit for the first two headbutts, but progressively less plus on block.

Elegant Lariat

GBVS Tackle.png 214X or 4S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 1200 [1300] Mid 18 [13] 6 21 +5 KD
214M 1500 [1600] Mid 35 [28] 6 18 +6 KD
214H 1300 [1400] Mid 18 [16] 6 21 +5 HKD

An advancing lariat that has the ability to guard crush an opponent who is stand-guarding. Has higher damage and faster startup if done while in the middle of a run. All versions whiff against crouching opponents who are not currently doing an attack.

If the M or H version lands, you can link into either 2U or 2M xx SBA when mid-screen, or go into your extended corner combos.

Devoted Body Slam

GBVS Athrow.png 623X or 2S

Skybound Arts

Maximum Love Bomb (Strike)

236236H or 236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
3600→3300 Mid 7+8 6 24 -11 HKD 1~7 All, 8~12 Projectile

Ladiva charges at her opponent to perform a lariat and a dropkick in quick succession. This attack has projectile invulnerability, but there are some exceptions (can't go through Ferry's SBA). It is, however, an incredible long-range whiff-punish tool.

Even though it only has projectile invulnerability after the flash, you can use 6 frames of full invulnerability on its start up frames to go through a non-projectile attack if you can time it right.

Technical input gives better damage and better oki. shortcut does less damage, moves slower and knocks them further away.

Maximum Love Bomb (Throw)

214214H or 214S

Super Skybound Art

The Shape of Love

720U or 236S+U

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Ladiva Color 01.png
GBVS Ladiva Color 02.png
GBVS Ladiva Color 03.png
GBVS Ladiva Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Ladiva Color 05.png
GBVS Ladiva Color 06.png
GBVS Ladiva Color 07.png
GBVS Ladiva Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Ladiva Color 09.png
GBVS Ladiva Color 10.png
GBVS Ladiva Color 11.png
GBVS Ladiva Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Ladiva Color 13.png
GBVS Ladiva Color 14.png
GBVS Ladiva Color 15.png
GBVS Ladiva Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Ladiva Color 17.png
GBVS Ladiva Color 18.png
GBVS Ladiva Color 19.png
GBVS Ladiva Color EX.png
Weapons
01
02
03
04
GBVS Ladiva Weapon 01.png
GBVS Ladiva Weapon 02.png
GBVS Ladiva Weapon 03.png
GBVS Ladiva Weapon 04.png
05
06
07
08
GBVS Ladiva Weapon 05.png
GBVS Ladiva Weapon 06.png
GBVS Ladiva Weapon 07.png
GBVS Ladiva Weapon 08.png


External References

Navigation

 Ladiva
To edit frame data, edit values in GBVS/Ladiva/Data.