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Simple air confirm tool off falling {{clr|H|j.H}}, air-to-air {{clr|D|j.D}}, {{keyword|IAD}} {{clr|K|j.K}}, and IAD {{clr|P|j.P}}. | |||
For other air attacks, it is mostly an easier substitute, as Ramlethal has full air combos from air-to-air {{clr|P|j.P}}, {{clr|K|j.K}}, and {{clr|S|j.S}}; from IAD {{clr|S|j.S}}, and from High Jump IAD {{clr|H|j.H}}. It also serves little purpose as pressure, besides making a high {{clr|H|j.H}} safe on block with its huge pushback, as it will generally leave Ramlethal ''less'' advantaged than any of her other air attacks already are. | |||
Also doubles as a keep-away tool with a backward jump or {{keyword|IAS}}, hitting very low to the ground with substantial range. However, the second hit will almost certainly whiff unless performed very low to the ground, potentially leaving Ramlethal at a large disadvantage. | |||
* | |||
* Launches into a hard knockdown on either hit. | |||
* The first attack is dealt by the {{clr|S|S}} sword and the second attack is dealt by the {{clr|H|H}} sword. An unequipped sword has significantly decreased range, will not launch into a hard knockdown on ground hit, and will deal the reduced damage given in [ ]. | |||
* {{ComboText|IAD > {{clr|S|j.S}} > {{clr|S|j.214S}}}} is +1 when blocked from standing. | |||
}} | }} | ||
Revision as of 00:10, 25 October 2022
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. At closer ranges, she can pressure with her swift 5K and her three-hit rekka A series of special attacks that are only available after the first one is performed., Erarlumo, of which the first two hits are dash cancelable. 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 and 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.
- Dominant Midrange: f.S and 5H are some of the safest attacks in neutral, being fast, disjointed, safe on block, with huge range allowing her to threaten in neutral at low risk. This is complemented by Bajoneto being a disjointed and highly plus on block fireball.
- Suffocating Corner Pressure: Bajoneto also has a secondary explosion when they reach the corner, letting Ramlethal easily re-assert her turn with loopable frametraps, threatening from a safe distance while being less affected by Faultless Defense, with high damage on any hit.
- Corner Carry: Due to the pushback of her normals and Erarlumo, and the distance combos launch opponents, opponents can quickly be forced into the corner, enforcing her strong corner pressure.
- Hard to Burst: Ramlethal's large disjoints, explosions from Bajoneto in the corner, and the height of her launches makes it difficult to Burst out of presure or combos safely, sometimes being entirely impossible to do.
- Damage: Bajoneto, along with being her main corner pressure tool, 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 pokes and pressure tools and she must wait for the corresponding sword to return until she can use them again. This can be exploited, as when hit by a YRC or Burst, Ramlethal will not gain back her swords immediately.
Ramlethal Valentine | |
---|---|
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 5P (5F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 236236S (9F) |
Normal Moves
5P
- Tall hitbox makes this a good anti-air in a pinch.
- Can link into 5K in juggles.
Low risk pressure normal. It also makes a surprisingly good anti-air if the opponent is right above Ram, and in those cases it's generally possible to link into 5K for a Dauro confirm. Otherwise, pushback will only allow two jabs until 6P > Dauro stops working.
Gatling Options: 5P, 2P, 6P, 6H
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 | -2 |
- Jump cancelable.
- 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 1 | Small | 1 | 1000 | 1000 | 300 | 80% |
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 | +1 |
- Jump cancelable.
- Ramlethal's highest damage starter.
- Low pushback, c.S will leave Ram close enough for another c.S.
Mostly used in blockstring or in combos however there are situations where this can function as an anti air for people directly above you. 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +4 | 2000 | 1000 | 300 | 80% |
- Input Proximity Range: 270
f.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 |
---|---|---|---|---|---|---|
32 [25] | All | 11 | 6 | 21 | -10 [-13] |
- Data in [] refers to when S sword is unequipped.
f.S is your go-to midrange check as you can hit confirm with 5H and decide what to do from there. Make sure to learn what ranges are better for f.S and 5K as f.S has high recovery and slightly more startup. This move can harass some characters at round start, but Ramlethal really doesn't want this move to whiff.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 [2] | Mid | -7 [-10] | 2000 [1500] | 1000 | 300 | 80% |
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 | -12 [-13] |
- 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.
- More rewarding on counterhit than f.S.
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. On counterhit, Ramlethal can combo into 214K and link off that into a combo. This is part of the reason that misusing 236H is so bad for Ramlethal, as f.S is significantly less scary as a poke without 5H to enforce afterwards.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 [3] | Large | -9 [-11] | 2500 [2000] | 1000 | 300 | 80% |
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 | -15 | |
56 | High | 28 | 2 | 27 | -10 |
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
Universal overhead attack that's pretty fast. Using RC will allow this attack to continue into further pressure or convert into a full combo. It's also useful for certain corner combos. Can be gatling from 5K, 2K, or c.S for a mixup.
- Charged Dust
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate homing jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
- Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Much like uncharged it's also used in corner combos.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
- Hitstop on block: 20F
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
- R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Wall Damage when hit raw is increased to 700 (900).
- Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
22 | All | 6 | 4 | 9 | -3 |
- One frame slower than 5P.
5P's crouching cousin. Worse as an abare option than 5P as it loses to throws out of blockstun. Use 5P instead.
Gatling Options: 5P, 2P, 6P, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 0 | 500 | 1500 | 300 | 80% |
2K
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 |
---|---|---|---|---|---|---|
26 | Low | 6 | 5 | 9 | -2 |
- Ramlethal's fastest low.
- Worse starter than 5K, some combos that start from 5K will not work from 2K.
This button is second only to 5P in terms of abare. The low hurtbox works wonders in mashing out of your opponent's strings and the frame advantage is pretty good too. 2K also sees a lot of use in corner pressure as it has enough range to frame trap after a sequence like c.S > 236H.
Gatling Options: 6P, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | 1 | 750 | 1000 | 300 | 80% |
2S
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 |
---|---|---|---|---|---|---|
38 [30] | Low | 10 | 4 | 18 | -5 [-8] |
- Data in [] refers to when S sword is unequipped.
Mostly a defensive normal, great to catch dashes with. You'll mostly be using this to check approaches that f.S is weak to (specifically low profile moves). Hits low but 2K is far better as a high/low mixup tool. Unlike 2K, it can be used after c.S and make her strike/throw game scarier. It also has more range than 2D at the cost of lower reward.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 [2] | Mid | -2 [-5] | 1500 [1125] | 1000 | 300 | 80% |
2H
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 |
---|---|---|---|---|---|---|
46 [36] | All | 14 | 9 | 25 | -15 [-17] |
- If H sword equipped this can frametrap into 236H without delay, and into 214P with some delay.
- Data in [] refers to when H sword is unequipped.
- Launches on hit.
This is Ramlethal's primary launcher, but it can also make for a high risk/high reward pre-emptive anti-air. Her best midscreen juggles primarily revolve around cancelling this into 623P and juggling from there. 2H is cursed by having very short horizontal range, the only place it will connect consistently is after c.S or 2S.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 [3] | Large | KD +25 | 2500 [2000] | 1000 | 500 | 60% |
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 | -8 |
- 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | HKD +50 | 1500 | 1000 | 300 | 80% |
6P
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 | 9 | 5 | 18 | -9 | 1-3 Upper Body 4-13 Above Knees |
- Upper-body invulnerable.
Ramlethal's most reliable anti-air. Blasts the opponent away on air connect, but leaves standing if it hits a grounded opponent. 6P will combo into 214P anywhere, letting Ram secure knockdowns off of her P buttons. On air connect, 6P will combo into 623P for a juggle. It's only real downside is that the horizontal range is lacking due to how the move animates. Canceling into 6P at certain ranges will cause it to whiff.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | -6 | 1500 | 1000 | 500 | 80% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
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 | -16 [-18] |
- 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 traps due to how long the startup is. The framedata on this move is genuinely horrendous so it should only be used when it can be safely cancelled into something else. 6H will combo from 5K on an airborne opponent, but will drop if they're grounded. Ramlethal mostly uses this as a way to get a launch close to the corner, as it provides more upfront corner carry and damage compared to 2H.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 [3] | Large | KD +22 {KD +29} [-15] | 2500 [2000] | 1000 | 500 | 100% |
- Values in { } are for the Wall Bounce with Sword equipped version.
j.P
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 |
---|---|---|---|---|---|---|
20 | High | 5 | 4 | 8 |
- Ramlethal's fastest air normal.
- Excellent rising anti-air because of fast startup and upward hitbox.
Hits at a good angle to stop opponents above you. Chains into itself, letting Ramlethal bring airborne opponents back to the ground. Also converts into a decent knockdown with j.214S.
Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 375 | 1000 | 300 | 60% |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
22 | High | 7 | 4 | 13 | 0 (IAD) |
- Excellent overhead button.
- Fastest air normal besides j.P, useful for some punishes like Sol 6S > Gunflame.
- Fantastic air to air
The mixup machine. Useful in corner F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups with exploding swords, but not quite enough blockstun to work on its own as a jump-in. Ramlethal's only gatling option is j.D which severely limits her options on block. Luckily she can airdash cancel to extend juggles on airborne opponents.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | +3 (IAD) | 750 | 1000 | 300 | 100% |
j.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 |
---|---|---|---|---|---|---|
30 [24] | High | 12 | 4 | 24 | +5 (IAD) |
- Data in [] refers to when S sword is unequipped.
- Long range air-to-air.
Amazing air button. Cuts off almost half the screen and is pretty safe to use while retreating. Don't get too reliant on IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. back j.S as most characters can smoke your landing recovery.
Gatling Options: j.H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 [1] | Mid | +8 (IAD) | 1125 [750] | 1000 | 300 | 80% |
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
godsmortals.
Once this lands, you have to choose immediately what you're doing next due to the high pushback. This move can hit certain crouching characters while rising, which also means it must be used with a little discretion, as it is not consistent against the whole cast.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 [1] | Mid | 1125 [750] | 1000 | 300 | 100% |
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 | +2 (IAD) |
- 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Mid | +5 (IAD) | 225×3 | 1000 (Once) | 166×3 | 60% |
Universal Mechanics
Ground Throw
6D or 4D
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 |
---|---|---|---|---|---|---|
80 | Ground Throw | 2 | 3 | 38 |
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
A pretty good throw, all things considered. Gives a manually timed safejump midscreen and setups in the corner with swords/meter. 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +55 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- First does 10 hits of 1 damage (unaffected by defense mod, risc scaling, or guts), then does one final hit for 70 damage
Air Throw
j.6D or j.4D
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 |
---|---|---|---|---|---|---|
80 | Air Throw | 2 | 3 | 38 or Until Landing+10 |
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Grants a safejump similar to her ground throw.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +55 (IAD) | 2500 | 1000 |
- Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
- Frame advantage increases as height increases (+53 to +55).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- First does 10 hits of 1 damage (unaffected by defense mod, risc scaling, or guts), then does one final hit for 70 damage
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 | -10 |
- +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.
Dauro can be used as a high risk/high reward frame trap after 5H, but the risk is not worth understating. Dauro can also whiff at ranges a little shorter than 5H's max range, so this should only really be done if you have 50 Tension to make it safe should it be blocked or hit. At halfscreen or closer, 214P should be used instead as it's hit confirmable, safe on block, and leads to a knockdown.
While not always the brightest idea, Ram can do Dauro at round start to catch some backdashes or some jumps which will bounce them up for a full combo which can lead into a wall break off literally one mistake at round start. Not something you should rely on but feels really funny to hit when you catch onto your opponent's round start options.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Mid | +5 | 2500 | 2000 | 700 | 60% | 25% | 150 |
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 33F (airborne hitstun 1-19F, standing hitstun 20-27F, can block 28-33F)
Erarlumo
214P > 214P > 214P (Delay OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
214P | 20 | All | 16 | 7 | 12 | -5 | |
214P 214P | 25 [40] | All | 9 | 4 | 25 | -12 [-10] | |
214P 214P 214P | 30 [60] | All | 11 | 6 | 38 | -25 |
A powerful Rekka A series of special attacks that are only available after the first one is performed. for midscreen setplay, granting sizable Tension, chip damage, corner carry, and R.I.S.C., with rewarding frametraps.
Individually each attack acts as a basic frametrap. By Kara Cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.ing from the Dash Cancel of the first and second attacks, it is possible to cancel back into the first attack, creating a self-sustaining pressure loop. Once near the corner, these can also be kara cancelled into Bajoneto HGuardAllStartup20RecoveryTotal 43Advantage+3 to immediately begin corner pressure and continue the onslaught. Due to the high reward on Counter Hits, it becomes dangerous for an opponent to abare, allowing Ramlethal to continue to gain resources for even more reward on hit, and access Roman Cancels to keep the loop going.
- Erarlumo 1 (214P)
The beginning of pressure setplay and an easy way to gain an advantage at midscreen. Most pokes at close-range will safely blockstring into Erarlumo 1. While cancelling from 5P/2P and 5K/2K is unsafe to 6P attacks, the use of 6P and 2D will allows safe blockstrings, and it can take advantage of opponents anticipating dangerous frametraps like 6H.
Uniquely weak if Instant Blocked as no follow-up can frametrap a Throw and the move naturally advances into Throw range, requiring either 50% Tension or a kara cancel into whiffing Sildo DetruoGuardAllStartup22Recovery17Advantage-2.
- Erarlumo 2 (214P~214P)
A simple pressure extender, maintaining the option to reset into Erarlumo 1, but with a riskier frametrap options due to Erarlumo 3 being unsafe. By delaying the attack, you open a punishable gap, but will receive substantially more reward on hit, and better resources on block, making it a good option to punish delayed abare.
- Delayed version deals additional blockstun, launches on ground hit, and launches higher on air hit.
- Erarlumo 3 (214P~214P~214P)
Rewarding pressure ender with full combo potential on Counter Hit and delayed hits, but with no cancels at all, this is extremely punishable on block. When backed with 50% Tension to make it safe on block, it becomes extremely dangerous for an opponent to risk the frametrap. Furthermore, a delayed Counter Hit is Ramlethal's single biggest combo confirm, resulting in a very short round.
With forced hard knockdown, Erarlumo makes a strong combo ender, with high damage, huge corner carry, and safejump okizeme.
- Ground bounces into a hard knockdown on hit. Delayed version bounces much higher, for longer, with less horizontal launch.
- Data in [ ] refers to the delayed versions.
- Erarlumo 1 and 2 are Dash cancelable. The dash cancel can kara cancel into all specials except Sabrobato, including Erarlumo 1.
- Erarlumo 1 and 2 can cancel into the next Erarlumo on whiff.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214P | 80% | 2 | Very Small | +10 | 1500 | 1000 | 300 | 80% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214P 214P | 80% | 3 [4] | Very Small | -9 [KD +29] | 1500 [2000] | 1000 | 300 | 60% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214P 214P 214P | 80% | 4 | Very Small | KD +24 | 2500 | 1000 | 300 | 100% | 25% | 150 |
214P:
- Cancels can only be performed during recovery (23~34F). The earliest cancel is therefore 6F later than usual.
- Dash cancel is -19 on block, and -4 on hit.
- Erarlumo 2 will result in a 2F gap if Erarlumo 1 is blocked on the first frame.
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19~28F)
214P 214P:
- Cancels can only be performed shortly after entering recovery (17~37F). The earliest cancel is therefore 7F later than usual.
- Dash cancel is -17 [-15] on block, and -14 [KD] on hit.
- Erarlumo 3 will result in a 2F [0F] gap if Erarlumo 2 is blocked on the first frame.
- Delayed version occurs if cancelled from Frame 30~36 of Erarlumo 1, 7F later than earliest cancel.
214P 214P 214P:
- Delayed version occurs if cancelled from Frame 28~37 of Erarlumo 2, 11F later than earliest cancel.
Sildo Detruo
214K (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
214K | 40 | All | 22 | 2 | 17 | -2 | |
j.214K | 40 | All | 30 | Until Landing | -3~+4 |
- 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.
- Ground version ground bounces, then wallbounces on air hit.
- Air version knocks down on hit.
The ground version is a basic, forward advancing special move that feels too slow to be effective. Can be stuffed out of with 6P or other normals on reaction so use with caution. Its main usage is to extend combos from CH 5H, as the slowdown allows for normals 7f or faster to link afterwards. It can also be used to extend pressure with a string like 214K > 2K, which frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s 4 frame or slower normals.
The air version can be used to delay or alter Ram's trajectory. While it can be used to catch someone off guard for trying to AA, it'll be more often that she flips over her opponent instead. The frame advantage depends on her height off the ground; closer means better advantage. From higher up it can even be punished on block by certain characters.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214K | 80% | 3 | Very Small | +2 | 2000 | 1000 | 300 | 100% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
j.214K | 80% | 3 | Very Small | KD | 2000 | 1000 | 300 | 100% | 25% | 150 |
214K:
- Forced crouching on hit, resulting in a guaranteed +1 hitstun.
Bajoneto
236S/H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236S | 15, 20 | All | 20 | Until Wall (34) 15 | Total 37 | +9 | |
236H | 15, 20 | All | 20 | Until Wall (34) 15 | Total 43 | +3 |
- Using Bajoneto means the corresponding sword will be launched.
- S sword is the top one, H sword is the bottom.
- 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.
- Takes about 6 seconds for swords to start to come back
- Both explosions can be beaten with 6P or any other low-profile move if timed properly.
- The explosion hitbox is smaller by the wall.
- On block, there is a 16f gap between the sword hitting and exploding.
- If Ram is hit while the sword is in flight, the sword hitbox disappears and it falls to the ground.
Ram's primary corner combo filler and pressure tool. 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. Once a sword is launched, she needs to pick it up or wait for it to return before using it again. The initial launch and resulting explosion in the corner are both plus on block, letting Ramlethal get around her gatling limitations via plus frames. Using more than one normal before cancelling into Bajoneto will leave a gap that opponents can jump out of, making c.S > 236H or 2S > 236H the ideal setups.
As amazing as this move is, there are two general rules to abide by when using it:
- Never use it when you cannot see the corner.
- 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 normals is a huge price to pay. The worst position Ram can be in is having neither sword.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236S | 80% | 2 | Very Small | Stagger +30 | 500 | 2000 | 350×2 | 80% | 12% | 100 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236H | 80% | 2 | Very Small | KD +28 [KD +89] | 500 | 2000 | 350×2 | 80% | 12% | 100 |
236S:
- Projectile will continue if Purple Roman Canceled on frame 4 at the earliest.
- Clash Level: 3
- Clash Hits: -
- When the projectile is destroyed by clash, the sword will be placed into the ground at its current location.
- This does not occur with projectile-deflecting moves such as Zato-1's OpposeGuardAllStartup66Recovery(Summon Vanishes)Advantage-'"`UNIQ--templatestyles-0000006B-QINU`"' or Jack-O's Defend CommandGuardStartup4RecoveryTotal 30Advantage+25. Instead the sword will lose its hitbox, but continue until it reaches the wall as normal.
- Horizontal Activation Range: 550 (Relative to projectile's centre)
- Explosion happens 34f after the sword sticks in the wall, leaves a 16f gap on block
- When the explosion is active and overlapping the opponent during a Throw, the opponent is unable to tech out.Potential bug
- Staggers on grounded hit, Listed on-hit value is for gold (fast) recovery.
- Total stagger duration: 41F (1-33F hitstun, 34-41F can block only)
- Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (37F and 41F respectively)
- Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (46F and 51F respectively)
236H:
- Values in [ ] are for the Wall Bounce version.
- Projectile will continue if Purple Roman Canceled on frame 4 at the earliest.
- Clash Level: 3
- Clash Hits: -
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 | -6 (IAS) |
Simple air confirm tool off falling j.H, air-to-air j.D, IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.K, and IAD j.P.
For other air attacks, it is mostly an easier substitute, as Ramlethal has full air combos from air-to-air j.P, j.K, and j.S; from IAD j.S, and from High Jump IAD j.H. It also serves little purpose as pressure, besides making a high j.H safe on block with its huge pushback, as it will generally leave Ramlethal less advantaged than any of her other air attacks already are.
Also doubles as a keep-away tool with a backward jump or IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input., hitting very low to the ground with substantial range. However, the second hit will almost certainly whiff unless performed very low to the ground, potentially leaving Ramlethal at a large disadvantage.
- Launches into a hard knockdown on either hit.
- The first attack is dealt by the S sword and the second attack is dealt by the H sword. An unequipped sword has significantly decreased range, will not launch into a hard knockdown on ground hit, and will deal the reduced damage given in [ ].
IAD > j.S > j.214S
is +1 when blocked from standing.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Very Small | HKD +46 (IAS) | 1000×2 [700×2] | 1000 (Once) | 150×2 | 100% | 25% | 150 |
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 | -27 [-27] {-32} |
Strongest meterless wallbreak for its huge damage, and a ginormous attack for catching an opponent off-guard from afar, but is extremely risky if it fails.
Reaching over 80% of the screen, Sabrobato is almost impossible to whiff. Combined with its barely-reactable speed makes it a sudden threat for an opponent that may be using projectiles at range or backdashing away for distance. Unfortunately, it is incredibly bad if blocked, and unlike similar styles of attack, it isn't very fast and can be blocked standing, making it a weak neutral tool. It is best used with 50% Tension for an RRC, to safely confirm into pressure on block, and combo on hit.
- Cannot be cancelled into.
- [ ] refers to one sword and { } is empty-handed. If empty-handed, range is significantly decreased.
- Ground bounces and wall bounces on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 [4] {2} | Large | HKD +33 (HKD +37) | 2500 [2500] [1500] | 2000 | 700 | 100% | 25% | 150 |
- Values in ( ) are for the Wall Bounce version.
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 | +16 |
The single highest damage combo ender in the game, scaling incredibly well no matter how weak the combo started.
In contrast to Mortobato, Calvados is much higher damage, especially in long combos. As a trade-off, its huge number of hits means the opponent will recieve as much as a third of their Burst gauge back. This means it can have implications on future rounds if Mortobato was already a lethal strike, and is much better if the opponent has maintained their Burst gauge.
In pressure, Calvados is a niche pressure reset, similar to a Roman Cancel, but grants both swords back, deals chip damage, and guard crushes the opponent. Unfortunately, it cannot be used from Ramlethal's unsafe attacks like Erarlumo 3GuardAllStartup11Recovery38Advantage-25, SabrobatoGuardAllStartup19Recovery42Advantage-27 [-27] {-32}, DauroGuardAllStartup11Recovery26Advantage-10, or Dust AttackGuardHighStartup20Recovery27Advantage-15, rendering it redundant unless the swords are mismanaged. It is also unsafe if too close to the opponent, and far more expensive than fast-cancelled Roman Cancels, while offering similar pressure.
While Calvados deals heavy chip damage, it is comparatively cheap to FD block the entire attack. Furthermore, an opponent can mash Instant Blocks to mitigate some damage, gain Tension, and generate Tension Pulse (functionally giving them even more Tension). In neutral it is also very easy to jump, punishing Ramlethal from considerable distance and mitigating almost the entire attack from afar.
- Returns both swords to Ramlethal immediately.
- Deals Guard Crush on block.
- On Wall Break results in a Hard Knockdown for +36 frame advantage.
- Minimum total damage of 54 on hit, and 60 chip damage on block
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 1 | Small | HKD +72 | 100×30 | 1000 (Once) | 0 | 80% | 12% |
- Projectile spawns during super freeze on frame 11 and can be Purple Roman Canceled immediately after end of super freeze.
- Clash Level: 5
- Clash Hits: -
- Costs precisely 19.6% Tension to Faultless Defense block the entire attack.
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 | -38 [-38] {-43} | 1-14F Full |
Ramlethal's invincible reversal, with enormous vertical and horizontal range, good damage, and fast startup. Simple but effective.
Mortobato can also be used in combos as wallbreak ender, picking up from more strings than Calvados and avoids granting the enemy their Burst gauge. The okizeme after a standard hit depends greatly on distance, as you can only hit c.S Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. if Mortobato hits at close range, or on Counter Hit.
- [ ] refers to one sword and { } is empty handed. Hitbox and damage changes depending on what swords are equipped.
- Launches into a hard knockdown on hit.
- On Wall Break results in a Hard Knockdown for +36 frame advantage.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 4 [4] {2} | Mid | HKD +28 | 2500 {1500} | 1000 | 0 | 80% | 25% |
- reversal
Colors
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC Colors 14 and 15 are included in the 25th Anniversary Colors DLCColors 7-11 are included in Season Pass 1 Color 12 is included in Ultimate Edition |
External References
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
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