GGST/Ramlethal Valentine

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Overview
Overview

Ramlethal is a mid-ranged brigadier who controls neutral with her massive swords. She can also expend her swords in order to shoot them as projectiles to dominate the corner.

Key to Ramlethal’s mid-ranged domination is her f.S and 5H. They are disjointed, quite fast and have massive range. Her air control is also great - j.S is basically an aerial version of f.S, and j.H has a huge vertical hitbox, making it an excellent jump-in attack.

Ramlethal can apply suffocating corner pressure with Bajoneto - a projectile attack that fires a sword. The sword explodes if it hits a wall, which can extend blockstrings or lead to powerful wallbreak combos. However, when fired, the swords take time to return. Without swords, her S and H buttons are significantly weakened. The swords can be retrieved quickly by walking over the spot they landed. At the corner, she can shoot her swords to great extent, as she can pick them up while pressuring the opponent or even during a combo.

Generally, it’s best to only shoot swords off of confirms or for corner pressure in order to not risk losing them. There are exceptions though, for example, the Calvados overdrive retrieves both swords. With 50% Tension, you have the option of playing fast and loose with sword projectiles, just to take them back again. Before expending swords, weigh your options carefully.

Ramlethal is blessed with amazing buttons, outstanding corner pressure and an adorable puppy on her win screen! What else could you ask for?

 Ramlethal Valentine  Ramlethal Valentine , classified as a Shooting type, is a Brigadier who controls the mid-range with her two swords.

Pros
Cons
  • Insane Midrange: f.S and 5H are some of the longest buttons in the game, and are complemented by Bajoneto being a disjointed and highly plus on block fireball.
  • Suffocating Corner Pressure: being in the corner allows for Ramlethal to mitigate the downtime of her sword normals after Bajoneto. Launched swords also have a secondary explosion when they reach the corner, letting Ramlethal easily re-assert her turn.
  • Hard to Burst: Ramlethal's large normals mean it's likely bursts will whiff against her. The explosions from Bajoneto will also catch stray bursts, and the height she sticks the opponent at on the wall usually means finding a safe burst point is incredibly difficult.
  • Extreme wall damage: Bajoneto allows Ramlethal to get off extremely high damage combos from almost any hit whenever she is near the wall.
  • Double-Edged Swords: Using Bajoneto will lock Ramlethal out of one (or both) of her best poking tools, and she must wait for the corresponding to return until she can use them again.
  • Rare Midscreen Knockdowns: Ramlethal cannot reliably secure knockdowns from midscreen hits without meter due to her small sweep. Most of the time, getting hit by f.S means you'll only get hit by a 5H when her back is close to the wall.
Ramlethal is built around her two familiars and the large swords they carry for her. Her S button and H button moves are mapped to one of her two swords, and using Bajoneto will launch them. Launched swords change the properties of her moves that use either one or both of her swords. The swords will return to Ramlethal after a delay, but can also be picked up by walking or dashing over them.
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Ramlethal Valentine

Normal Moves

5P

5K

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

  • Good midrange poke for when the opponent is too close for f.S or 5H.
  • Combos into 2D, but not at max range.

This is Ramlethal's main close-up neutral tool and punish for options like Potemkin's Hammer Fall. c.S is too short, f.S is too slow, and 2D has both issues. Cancel into Dauro for a basic confirm and to maintain advantage on hit, but take care to make sure you don't do it on block. This move has a lot more combo applications in juggles than on grounded connect.

Gatling Options: 6P, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 7 6 10 - -

  • Ramlethal's highest damage starter.

Mostly used in blockstring or in combos however there are situations where this can function as an anti air for people directly above you. Even though the move is -2 on block it makes a decent tool for stagger pressure due to the fear of sword pressure. Long active frames also make this a great meaty, as it's easy to run up and establish pressure from farther knockdowns and increase its frame advantage on closer ones.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 [33] All 12 3 28 - -

  • If H sword equipped then can be used as frametrap before 214P, 236S and 236H without delay.
  • Data in [] refers to when H sword is unequipped.
  • Not as good as its cousin, but another excellent normal.

Slightly more reach than f.S, very rare that f.S will hit and 5H will whiff. f.S > 5H on block will push your opponent about a half-screen distance away, so only confirm into 236H sword throw if you're near enough to the corner to get a combo off it.

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 High 20 2 27 - -

  • Hold D to charge.
  • Deals more damage and launches opponent on hit when fully charged.
  • Homing jump cancelable on hit against grounded opponents when fully charged.
  • Homing jump cancel forces an Area Shift.

Standard dust attack. Can be charged for more damage and a full combo on hit. RC's allow this attack to continue into further pressure or convert into a combo without charging it. Both charged and uncharged dust sees use in some corner combos.

6P

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 [40] All 18 2 33 - -

  • Can be used as frametrap after c.S without delay.
  • If H sword equipped then can be used as frametrap before 214P, 236S and 236H without delay.
  • Data in [] refers to when H sword is unequipped.
  • Launches away on hit, wallbounces in the corner.

Mostly relegated to combo filler and frame trapping. Will combo from 5K on an airborne opponent, but will drop if they're grounded. Excellent for getting an opponent into the corner or setting up for a wallbreak from midscreen.

2P

2K

2S

2H

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Low 10 6 19 - -

  • Will not combo from max range pokes.
  • Very strong against moves that low profile f.S and 5H.

Very small for a 2D. You will spend a lot of time cursing out its lack of range. That said, if it does land you can either get good oki or a damaging combo with a Dauro launch. Successfully counterhitting a low-profile move like Stroke the Big Tree or NRV gives Ramlethal an absolutely devastating combo, especially in comparison to using 2S in the same situation.

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 [32] High 19 6 31 - -

  • Data in [] refers to when H sword is unequipped.
  • Jump in of the gods mortals.

Once this lands, you have to choose immediately what you're doing next due to the high pushback. This move no longer hits crouching opponents while rising due to a hitbox nerf, which also means you as the player must use a little more discretion when jumping in with it.

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×3 High 10 2, 2, 2 - -

  • Useful for comboing into grounded moves.

Despite what the animation and effect might imply, this does not hit behind Ram so it is unfortunately not a cross-up tool. Instead, it just covers the space in front of and slightly above Ram. If you can land this on an aerial opponent when they are very close and slightly above you while you are descending you can follow up with some of Ram's faster grounded options after landing, such as 5K.

Universal Mechanics

Ground Throw

6D or 4D

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Gives a manually timed safejump midscreen and setups in the corner with swords/meter.

A pretty good throw, all things considered. A short dash into a forward jump j.H will safejump reversals and catch buttons if timed correctly. In the corner, you can OTG c.S and IAD j.H for a better, autotimed safejump. Ramlethal's throw also gives you the option to OTG anywhere with 214H and 632146H (along with 236236S in the corner) for more damage and to potentially seal a round. Be careful as OTG 214H is unsafe on hit. Weirdly enough, OTG 236236S will not break the wall.

Air Throw

j.6D or j.4D

Special Moves

Dauro

623P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 All 11 3 26 - -

  • +5 on grounded hit and in range for K normals.
  • Links into 5K and all grounded S normals on counterhit.
    • Can also extend combos after a counterhit f.S or 5H by linking into 2K > Dauro.
  • Launches high enough to link after on airborne opponents, but not in scaled combos.

Grounded combo ender that leaves you at advantage. You can follow-up on air hit with fast attacks like 2K to extend combos. It's punishable on block, so don't autopilot into it. Combining Dauro with 66.RC lets Ramlethal quickly close space and is vital for midrange f.S > 5H confirms. Dauro's launch height is highly affected by combo scaling, meaning it won't extend combos out of starters like 2K > 2D or Throw > RRC.

Erarlumo

214P -> 214P -> 214P (Delay OK)

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

214P
  • Dash cancelable on hit with -10 frame advantage and this dash will force Counter state.
    • 2K > 2D > 214P dash cancel leads to the same frame advantage as 623P.
  • Can frametrap after with the second rekka, but both are highly punishable on block.

ArcSys took away Ramlethal's Tekken strings and gave her this instead. Pretty useful for combos, but too unsafe to be reliably used in pressure. Does not lead to anything on counterhit outside of the second rekka.


214P214P
  • Launches higher and deals more damage if delayed from 214P.
  • Data in [] refers to the delayed version.
  • Staggers on hit and long enough on counter hit to link after.
  • Delayed rekka frametrap can be avoided with backdash or DPs.
  • Guard crushes on block.

Can be used as a frametrap after the first rekka, but its frame advantage makes it a much higher risk than is generally worth taking.


214P214P214P
  • Launches higher and deals more damage if delayed from 214P.
  • Data in [] refers to the delayed version.
  • Hard knockdown on hit, allowing for decent oki in the corner if it doesn't break the wall.
  • Ground bounces on counter hit, allowing for a follow-up juggle.

Last rekka in the sequence and also the most minus. High recovery but gives a hard knockdown in return. While it is manually timed, Ram can safejump after this from anywhere on the screen with a dash jump.

Sildo Detruo

214K (Air OK)

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

  • Can sideswitch at close range, but it will leave Ramlethal too far for the move to connect.
    • 214K and j.214K have different collision boxes.
  • Too slow to combo out of grounded hits and generally hard to combo into in general.
  • Knocks down on hit.

Generally too slow to accomplish anything. Your opponent will usually be able to punish this with a throw or 6P. Can be RC-ed on block into RRC > 2D or 88.RRC~j.P or j.K. Extremely situational pressure tool after a far range 5H.

Bajoneto

236S/H

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

  • Using Bajoneto means the corresponding sword will be launched.
  • Launched swords will have a delay before they can be used again.
  • Launched swords can also be picked up to shorten their downtime.
  • Attempting to launch a sword that has already been launched will result in a whiff animation.
  • S sword is the top one, H sword is the bottom.
  • takes about 6 seconds for swords to start to come back
  • Both versions of explode can be beaten with 6P or any other low-profile move, if timed properly.
  • Due to the fact that near the corner the swords are driven deeper into the wall - the hitbox of the explosion becomes less wide.
  • It's possible to loop your combo in the corner until a wall break with: (>) Explosion > Dash > (on explosion) 5K/c.S > 6H > 236H > Repeat

Ram's primary corner combo filler. Launched swords explode when they make contact in the corner, which lets Ramlethal do some RPS between running up with a button/throw or whiff punishing your opponent pressing something. Running up is extra beneficial in that you can pick up the swords and start pressuring all over again.

As amazing as this move is, there are two general rules to abide by when using it:

  1. Never use it when you cannot see the corner.
  2. Never shoot both swords at once if your opponent has any chance to escape.

There are some exceptions to these rules like going for the kill or using meter, but losing Ram's biggest poking mormals is a huge price to pay. The worst position Ram can be in is having neither sword.

Agresa Ordono

j.214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30,30 [24,24] All 12 4(10)4 24 - -

  • Damage assumes both swords are equipped.
  • [] refers to one sword and {} is empty handed.
    • If S sword is not equipped, the first hit will be weakened with reduced range and the second hit will have a gap.
    • If H sword is not equipped, the second hit will be weakened and have reduced range.
    • If neither sword is equipped, then both hits will be the weaker version.
  • First hit launches and gives a hard knockdown on grounded opponents.

Good aerial poke due to its range and providing knockdown on aerial opponents. Also useful for following up faster, less committal air-to-air normals to secure knockdown. The first hit launches a grounded opponent for a hard knockdown. Usually this is high enough for the second hit to connect, but you still get a hard knockdown if it whiffs.

Sabrobato

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
100 [75] {50} All 19 4 42 - -

  • Damage assumes both swords are equipped.
  • [] refers to one sword and {} is empty handed.
  • Cannot be cancelled into.
  • The absence of the 1st sword doesn't change the hitbox, but the absence of both will make it narrower and shorter.

This is your prime wallbreak move outside supers due to its high damage. Reaches about 3/4 of the screen with both swords equipped. While it can catch opponents off guard, it is extremely punishable on block and whiff even at maximum range. Should seldom, if ever, be used in neutral especially if you don't have enough tension to RC the move's long recovery.

Overdrives

Calvados

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
1×29, 112 All (Guard Crush) 11+13 60 17 - -

  • Returns swords to Ramlethal, no matter their position.
  • Deals heavy chip damage if not FD'd, but this does not mean you want this blocked. You will get punished hard for it so it's probably not worth it.
  • RC-able for a nearly invisible (but expensive) mixup.

Guaranteed to deal 30 damage at low health, making this super a great way to deal with characters with high guts. Be careful if you try to snipe someone fullscreen as projectiles can trade and knock you out of the super. Any competent opponent will either FD the super and take no chip or jump over it and punish you, or FD it and punish you anyway because of the extreme recovery of this move.

Will almost always do more damage than Mortobato as a finisher in the corner, but it also builds a lot of burst-meter for the opponent.

Mortobato

236236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
130 [110] {90} All 7+2 6 51 - -

  • Damage assumes both swords are equipped.
  • [] refers to one sword and {} is empty handed.
  • Hitbox changes depending on what swords are equipped.
  • Invincible from frame 1.

Ramlethal's only reversal, but quite a good one at that. Launches the opponent about half screen and will break the wall if the opponent hits it while rising. Decent super to break the wall with because of its high damage, but Calvados will almost always do more while building a lot of burst-meter for the opponent.

While a risky super it's surprisingly safe if blocked in the air because of the pushback. If it does hit against airborne you can OTG with 214H.


91% complete
Page Status %
Overview More detailed/accurate pros and cons, more useful information is still welcome. Aside from that, it is complete. 19/20
Combos Has been completely revamped. A few typos need to be corrected. The Ramlethal community will be asked for feedback. 9/10
Strategy Only missing video examples 18/20
Frame Data Almost done. Need to check values and update descriptions. 45/50
Click here for the scoring criteria to assess character page completion.


External References

Navigation

To edit frame data, edit values in GGST/Ramlethal Valentine/Data.

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