GBVS/Ladiva

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< GBVS
Revision as of 00:24, 15 August 2021 by Klo (talk | contribs)
Overview

Template:CharaOverview

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

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

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

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
XX
XXX

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

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

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

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

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.

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

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

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
L
M
H

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.


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
M
H
236H > 6H
236H > 6H > 6H

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.


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

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

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

Ladiva Match Video Database

Navigation

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