GGST/Ramlethal Valentine

From Dustloop Wiki



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. 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 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
  • 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 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
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

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 5 4 8 -2
Total: 16

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
Total: 20
  • 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

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
Total: 22
  • 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

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]
Total: 37

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]
Total: 42
  • 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.

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
Total: 48
Total: 56
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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
Total: 18

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
Total: 19
  • 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

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]
Total: 31
  • 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

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]
Total: 47
  • 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.

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
Total: 34
  • 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.

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
Total: 31
  • 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.

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]
Total: 52
  • 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.

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
Total: 16

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)
Total: 23
  • 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

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)
Total: 39
  • 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

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
Total: 55

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.

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
Total: 42
  • 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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
The number of recovery frames is not a simple number (38 or Until Landing+10). Please specify explicitly.
  • 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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
Total: 39
  • +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.

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
Total: 34
Total: 37
Total: 54

Commonly referred to as "Rekkas."

  • First and second rekka can be dash canceled on hit or block only.
  • Second and third rekka can be delayed for different combo properties.
  • Dash cancel can be kara cancelled into special moves on the first three frames, referred to as "special cancels" due to mechanical similarity.
  • Special canceling into anything will always have 2f gap at least (so since ver 1.10 it cannot be gapless).
    • 214P > 214PP have 2f gap.
    • 214P > Dash > 623P have 4f gap.
    • 214PP > Dash > 623P have 2f gap.

ArcSys took away Ramlethal's Tekken strings and gave her this instead. Pretty useful for ending combos and also offers strong pressure with some risk. Rekkas are also great for stalling time in Positive Bonus, as she can frame trap with 236H then route into 214P*3 > RRC for an easy pressure reset that doubles as a confirm.

During the generously long dash cancel windows of rekka 1 and 2, the dash macro button can be plinked into a special input to more easily time special cancels (ex: 214P > dl 214(Dash Macro)~P to go back into rekka 1). This can introduce some amount of additional gap into the string depending on the length of the delay.


214P / Rekka 1
  • Dash cancelable on block with -13 frame advantage.
  • Is +10 on hit but causes a floating crumple, allowing the opponent to block during the latter part of that state even if they cannot take any other actions.
    • 2K > 2D > 214P dash cancel leads to the same frame advantage as 623P.

Relatively fast, safe, and resourceless make this a great combo and pressure ender for Ramlethal. She can also choose to frame trap with the second rekka to make opponents respect the first and possibly reset pressure. Universally punishable by IB > Throw, while it is unlikely this will happen due to how difficult it is to consistently IB it can and will happen.


214P > 214P / Rekka 2
  • Dash cancelable on block with -10 frame advantage.
  • 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.

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. Should it counterhit, Ramlethal is left very plus and can pick up a combo after.


214P > 214P > 214P / Rekka 3
  • 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. Ramlethal can also pick up a combo from a counter hit or a delayed version for huge damage if she took the risk from rekka 2.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
Total: 40
  • 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.

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:

  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 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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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 OpposeGGST Zato-1 Oppose Armor.pngGuardAllStartup66Recovery(Summon Vanishes)Advantage-'"`UNIQ--templatestyles-0000006B-QINU`"' or Jack-O's Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 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)
Total: 53
  • 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.

Ram's main knockdown tool for weird air-to-air hits. Gives her a hard knockdown if she has at least one sword equipped. 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. Can be used after getting a j.P air to air for an easy hard knockdown.

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}
Total: 64
  • 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 +16
Total: 100
  • Returns swords to Ramlethal, no matter their position.
  • Deals heavy chip damage if not FD'd.
  • 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.

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 -38 [-38] {-43} 1-14F Full
Total: 65
  • 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 albeit building a lot of burst-meter for the opponent.

Colors

GGST Ramlethal Valentine color 1.png
GGST Ramlethal Valentine color 2.png
GGST Ramlethal Valentine color 3.png
GGST Ramlethal Valentine color 4.png
GGST Ramlethal Valentine color 5.png
GGST Ramlethal Valentine color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Ramlethal Valentine color 7.png
GGST Ramlethal Valentine color 8.png
GGST Ramlethal Valentine color 9.png
GGST Ramlethal Valentine color 10.png
GGST Ramlethal Valentine color 11.png
GGST Ramlethal Valentine color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Ramlethal Valentine color 13.png
GGST Ramlethal Valentine color 14.png
GGST Ramlethal Valentine color 15.png
Color 13
Color 14
Color 15
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 DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

External References

Navigation

 Ramlethal Valentine



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