GBVSR/Ladiva: Difference between revisions

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(→‎Headbutt of Love: Added information about combo extensions and safe pressure provided by the H version of Headbutt, put the notes about Headbutt destroying projectiles and spot dodging being preferred into one set of parentheses for formatting.)
(→‎Ultimate Headbutt of Love: Added information about Ultimate Headbutt frequently losing to jump-ins and how it can lose to grabs, as well as the fact the Launches the opponent a fair distance away on hit.)
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|description=
|description=
Ladiva's only reversal outside of her supers. Has frame 1 super armour, allowing it to be used both on wakeup and to beat frametraps in an opponent's pressure.
Ladiva's only reversal outside of her supers. Has frame 1 super armour, allowing it to be used both on wakeup and to beat frametraps in an opponent's pressure. However, it frequently loses against jump-ins, and if your opponent was in the middle of a grab when you activate the move, you can be thrown out of the start up.
*Launches the opponent fairly far on hit, which can make meaty setups difficult.
}}
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Revision as of 07:52, 8 January 2024

Overview

Overview

Ladiva is a Granblue's resident grappler whose play style effectively uses her big normals and advancing Headbutt of Love and Elegant Lariat to get in range of her command grab, Jewel Resort Screwdriver to score good damage and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. Ladiva can still score high damage from her combos once she has sufficiently conditioned her opponents.

Though she possesses high health and makes good use of Brave Counter, Ladiva's defenses are lacking as she is cursed by a 6f jab as her fastest normal and has no true invincible reversal outside of her SBA and SSBA. In addition, her burly frame and slower Roll make it challenging for her to navigate neutral against some cast members.

Ladiva is ideal for players who enjoy having their patience rewarded by throwing their opponents around the screen in the name of love.
Ladiva
GBVSR Ladiva Portrait.png
Health
18000
Prejump
5f
Backdash
18f

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
  • Classic Grappler: Sports an overwhelming corner presence, with many practical, strong ways to set up tick throws in her strings or blow up the opponent with safe, or even advantaged frametrap options. This lends her some of the strongest "one chance" potential in the game, where one error from the other player will quickly spiral out of control.
  • High Base HP: Ladiva has higher HP than other characters, letting her leverage health as a resource in neutral and offers forgiveness for more minor mistakes.
  • Sluggish: Ladiva both suffers from slow movement speed and slow startup on her normals, as well as a uniquely slower roll than everyone else. She can struggle against strong footsies and zoning.
  • No Reversal: Ladiva lacks a meterless reversal. This, combined with her slow speed, can make it easy to lock her down in pressure.

Normal Moves

Ground Normals

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 3 6 +4 +8

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.

At +8 on hit, Ladiva can link into c.M, f.M, 2M, or 2U. CH increases this to +10 and the additional frame from crouching allows a link into 2H. Loops into itself up to 5 times on air hit in the corner for some interesting juggle opportunities.

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 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

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1800 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.

Due to the shape of the hurtbox, the move hits crouching characters 2f late making it +5 on hit and 0 on block.

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 700 Mid 12 3 18 -4 0
c.XX6M 700 Low 12 - 18 -4 KD+30
c.XX6H 700 High 18 - 24 -4 +1

c.XX

  • Second hit of a Triple Attack. 360L will catch opponents after the second hit, and 360U will land if canceled into during hitstun, but the other versions of 360x and 214214H won't reach reliably without a very small microwalk, however 720U will always connect.

c.XXX

  • Safe on block, and forces standing on hit allowing for Lariat enders after 236H at ranges where 236H cannot link into 2H. Extremely useful tool that grants Ladiva potent midscreen combos with significant corner carry.

c.XX6M

  • Low Triple Attack ender. At +30 on hit, Ladiva can meaty with 236M and be +5.
  • Grants hard knockdown on counter hit.

c.XX6H

  • Overhead Triple Attack ender. Once again has a tiny bit too much pushback for 360X or 214214H, but 720U will still connect. Gives a height dependent +10 to +17 KD when used as an air hit.
  • Grants hard knockdown on counter hit.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 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, EX and Ultimate Lariat on CH.

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 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, EX and Ultimate 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 except 214U 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 though 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

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1400 Mid 13 6 17 -6 -2

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.

If you manage to land a CH you can link into c.L or c.M (spacing withstanding) for some intense corner carry.

2L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Mid 6 3 7 0 +4

c.L sees use as a hit confirm and tick throw normal, althogh 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

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 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 2U.

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
650+650 Mid 11 2,2 23 -8 -4
  • Two hits
  • On anti-air counter hit, can do 214M from first hit
  • 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.
  • Will force the opponent to stand up on hit

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Low 7 6 28 -19 HKD+36

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.

Dash Normals

66L

66M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 High 22 9 22 -14 KD+12

Rare overhead 66M. Can high profile some lows, but the limited reward on hit does little to offset how punishable it is on block. Works well against opponents conditioned to blocking low in fear of lariat, but use sparingly.

66H

Air Normals

j.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 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

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
800 High/Air 7 10 Until L

A jumping Medium with a very deep hitbox. Has the longest Vertical reach of all Ladiva's jumping normals letting it hit earlier than expected, and also hit Cross-Over where other air normals will whiff.

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.

j.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 High/Air 11 8 Until L

Air normal with the longest horizontal reach. Highest damage air normal. Has no cross-up hitbox.

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.

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 High/Air 12 16 Until L

The Grappler body splash. Has shorter horizontal reach than j.M. Very strong cross-up hitbox.

An essential normal for many reasons. The opposite in function to j.H, this normal is a powerful cross-up and is the normal to condition the opponent to block to make j.L and 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 j.H but instead land and go for something else.

It's also worth mentioning that this move trips proximity guard on same side cross ups if the opponent is crouching.



Unique Actions

Love Grapple

5U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
- Throw 34-40 3 32

Ladiva charges forward before performing a command grab on the opponent. Very slow to start.

Despite the similarities in concept to the classic Running Bear Grab, Ladiva will not grab until the end of the animation.

Hurl

5U-X

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U > L 1300
5U > M 1300
5U > H 1300

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

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 4 3 26 +3, HKD+45
Forward Throw
  • Leaves the opponent standing, right in your face, with you at the advantage. Exactly what you want.
  • Lvl 0 character knowledge check.

Forms a guessing game between a jab, a low, or another throw.


Back Throw
  • Switches sides
  • Leads to a superjump safejump anywhere on screen

Air Throw

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15
  • Requires a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Raging Chain

Brave Counter


Special Moves

Jewel Resort Screwdriver

GBVS Throw.png 360X or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
360L 2300 Throw 7 3 38 HKD+28
360M 2700 Throw 9 3 38 HKD+28
360H 3500 Throw 6 3 38 HKD+28

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 has the most range of all versions of Screwdriver (even more than Ultimate Screwdriver!), but it does the least damage.
  • M version is slower and has less range than the L version, but it does more damage.

Work the Crowd

Holding L or M performs a taunt during recovery that reduces your frame advantage to +5. Any taunt, either holding L/M after command throw or H+U, boosts your next command throw by 550 if it hits. A whiffed command throw will also consume this buff.


H Version
  • Similar reach to the M version, but it comes out slightly faster than the L version while also doing the most damage.

All versions lead into a hard knockdown, leaving Ladiva at +28 and forming the cornerstone of her monstrous corner pressure. This is enough time to setup a safejab in the corner with (whiffed) 66L > c.L. 236M will also hit meaty for +3 on block. For a good time, serve up a Screwdriver.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
360L 0, 4
360M 0, 4
360H 420F after 3F 0, 4

360L:

  • Holding L or M after move hits reduces Ladiva's frame advantage to +5 and increases damage of next 360X or j.360X by 500. Damage buff is lost if a 360X or j.360X whiffs.


360M:

  • Holding L or M after move hits reduces Ladiva's frame advantage to +5 and increases damage of next 360X or j.360X by 500. Damage buff is lost if a 360X or j.360X whiffs.


360H:

  • Holding L or M after move hits reduces Ladiva's frame advantage to +5 and increases damage of next 360X or j.360X by 500. Damage buff is lost if a 360X or j.360X whiffs.

Leg Drop of Adoration

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

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.360L 500, 1800 7 3 Until L+16 HKD+46
j.360M 500, 2200 9 3 Until L+16 HKD+55
j.360H 500, 3000 4 3 Until L+16 HKD+57

Midair command grab. Has a farther grab range and does more damage than Ladiva's regular air grab.

H grab is throw invuln.

Headbutt of Love

GBVS Strike.png 236X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 1000 Mid 17 3 14 -2 +3
236M 1200 Mid 28 6 11 +2 +7
236H 1000 Mid 17 6 11 +3 +12
236H > 6H 1000 Mid 15 6 13 0 +12
236H > 6HH 1000 Mid 15 6 15 -2 KD+13

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.

  • Moves Ladiva forward on each hit, which allows you to get a combo extention after the first and second hit or leave you at a close range while safe on block.
Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236L 2
236M 4
236H 420F after 3F 4
236H > 6H 4
236H > 6HH 4

236L:
236M:

  • Cooldown: 20F (Technical) 200F (Easy)


236H:
236H > 6H:
236H > 6HH:

Elegant Lariat

GBVS Tackle.png 214X or 4S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 1200 [1300] Mid 18 [17] 6 21 +5 KD+12
214M 1500 [1600] Mid 34 [28] 6 18 +6 KD+39
214H 1800 [2000] Mid 18 [16] 6 21 +5 KD+41

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.

Due to the L and H versions having a +5 guard crush effect on block, following up with a perfectly timed 360U results in a command grab setup that can ONLY be avoided by spending BP on a Brave Counter.

The M version is similarly dangerous to block, being a +6 guard crush allows for a followup c.L into a full conversion.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
214L 4
214M 4
214H 420F after 3F 4

214L:

  • Clash Level 2
  • Data in brackets refers to when performed while dashing.


214M:

  • Clash Level 2
  • Data in brackets refers to when performed while dashing.


214H:

  • Clash Level 3
  • Data in brackets refers to when performed while dashing.

Devoted Body Slam

GBVS Athrow.png 623X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 1000 7 5 22 KD+27
623M 2000 12 5 22 KD+5
623H 2500 10 5 22 KD+27

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.


Ultimate Skills

Ultimate Jewel Resort Screwdriver

GBVS Throw.png 360U or 5S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
360U 4000 Throw 5 3 38 HKD+44

Ladiva's highest-damage command throw outside of her supers. Takes the opponent off to see the curvature of the earth before slamming them down for a hard knockdown.

Hold 9 for an autotimed safejump.

Ultimate Leg Drop of Adoration

GBVS Throw.png j.360U or j.S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.360U 4000 Throw 5 3 38 HKD+57 Strike invul 1~18

A version of Leg Drop of Adoration with a hefty amount of invulnerability on startup. Ideal for snatching reversals that go airborne, but will generally have to be done on a read.

Ultimate Headbutt of Love

GBVS Strike.png 236U or 6S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236U 2000 Unblockable 22 3 34 HKD+38 HKD+38 Superarmor 1~18

Ladiva's only reversal outside of her supers. Has frame 1 super armour, allowing it to be used both on wakeup and to beat frametraps in an opponent's pressure. However, it frequently loses against jump-ins, and if your opponent was in the middle of a grab when you activate the move, you can be thrown out of the start up.

  • Launches the opponent fairly far on hit, which can make meaty setups difficult.

Ultimate Elegant Lariat

GBVS Tackle.png 214U or 4S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214U 1500, 1000 Mid 17 5,1 26 +5* HKD+62

A version of Elegant Lariat that drops the opponent right in front of Ladiva on hit, acting as a higher-reward version of her standard Elegant Lariat versions. Strong midscreen combo tool that easily juggles into c.MXX.

Note: 214U is only +5 when blocked crouching. Due to the guard crush nature of the first hit, the second hit will always connect on standing characters for a +26 non-juggle HKD.

Ultimate Devoted Body Slam

GBVS Athrow.png 623U or 2S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623U 3000 Throw 6 10 20 HKD+24

A much faster version of Devoted Body Slam. Yanks the opponent out of the air before transitioning to a cinematic elbow drop. The hard knockdown leaves the opponent right at Ladiva's feet.

At +24 it sets up fairly nicely for a meaty with raging strike.

Skybound Arts

Maximum Love Bomb (Strike)

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1700, 2300 Mid 7+8 6 24 -11 HKD +18 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 due to the potential gap between its last invul and first active frame when used as an anti-fireball tool, it requires very precise timing and distance to avoid getting clipped. 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.

Maximum Love Bomb (Throw)

214214H or 214S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
200, 2000, 2300 Throw 9+0 2 39 HKD +18 1~10 All

Active 0 frames post super flash. Range is more than M Jewel Resort ScrewdriverGBVSR Ladiva 360X.pngGuardThrowStartup9Recovery38Advantage- but less than L Jewel Resort ScrewdriverGBVSR Ladiva 360X.pngGuardThrowStartup7Recovery38Advantage-.


Super Skybound Art

The Shape of Love

720U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
360×4, 24×100, 2400 Throw 9+0 2 39 HKD +17 1~10 All

Ladiva wrestles her opponent against the floor, slowly reducing their HP.

  • Longer range than her SBA, about the same as L Jewel Resort ScrewdriverGBVSR Ladiva 360X.pngGuardThrowStartup7Recovery38Advantage-'s range.
  • Connects with opponents who are blocking, in grounded hitstun, or are being juggled close to the ground.


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
GBVSR Ladiva Color 01.png
GBVSR Ladiva Color 02.png
GBVSR Ladiva Color 03.png
GBVSR Ladiva Color 04.png
GBVSR Ladiva Color 05.png
Color 6
Color 7
Color 8
Color 9
Color 10
GBVSR Ladiva Color 06.png
GBVSR Ladiva Color 07.png
GBVSR Ladiva Color 08.png
GBVSR Ladiva Color 09.png
GBVSR Ladiva Color 10.png
Color 11
Color 12
Color 13
Color 14
Color 15
GBVSR Ladiva Color 11.png
GBVSR Ladiva Color 12.png
GBVSR Ladiva Color 13.png
GBVSR Ladiva Color 14.png
GBVSR Ladiva Color 15.png
Color 16
Color 17
Color 18
Color 19
Color 20
GBVSR Ladiva Color 16.png
GBVSR Ladiva Color 17.png
GBVSR Ladiva Color 18.png
GBVSR Ladiva Color 19.png
GBVSR Ladiva Color 20.png
Color 21
EX
GBVSR Ladiva Color 21.png
GBVSR Ladiva Color EX.png
Weapons
01
02
03
04
GBVSR Ladiva Weapon 01.png
GBVSR Ladiva Weapon 02.png
GBVSR Ladiva Weapon 03.png
GBVSR Ladiva Weapon 04.png
05
06
07
08
GBVSR Ladiva Weapon 05.png
GBVSR Ladiva Weapon 06.png
GBVSR Ladiva Weapon 07.png
GBVSR Ladiva Weapon 08.png
09
GBVSR Ladiva Weapon 09.png


Navigation

Ladiva
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