Overview
Ladiva is a grappler whose play style effectively uses her high-flying moves and throws to put opponents into submission in the name of love.
Ladiva is a grappler-type character who wants to get up close and personal to threaten opponents with throw/strike mix-ups and terrifying damage.
- OVERWHELMING corner presence.
- Can set up very practical (but frame perfect) unmashable grabs vs most of the cast.
- Has the best one-chance potential in the game: extremely high damage and never-ending pressure.
- Increased base health means trading damage is sometimes risky, yet advantageous for distance.
- Slower roll than everyone else.
- Difficulty navigating neutral vs some of the roster.
- Can easily be locked down.
Normal Moves
c.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 6 | 3 | 6 | +2 | +6 |
With c.L, f.L, and 2L all being tied for your fastest button at 6f, there will be times where Ladiva can't punish specific moves or contest certain frametraps. To compensate, all of them have fantastic range for Light buttons and high frame advantage letting Ladiva pressure on block with strong blockstrings. They make excellent tick throws into command grab as well.
Can combo into 2U on crouching opponents, CH link into 2U for knockdown on standing, c.M for damage (but try going for 2U for oki).
Level | Attribute |
---|---|
0 |
c.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | Mid | 7 | 1 | 14 | 0 | +4 |
A fast, special cancelable kick with a large downward hitbox. Has farther range than c.L, letting Ladiva get Auto Combo in situations where c.L doesn't come out. With only 1 active frame, Ladiva will not get any extra frame advantage as a meaty, but thanks to it's speed and good hitbox it can be used as a frame trap and will also hit the opponent out of Cross-Over. On block, it's not the worst but anyone with a 5f Light will be able to beat any move that is not invul and Light Headbutt can be interrupted if canceled into it. EX Headbutt works as a frametrap, however. Against 6f moves, Light and EX Screwdriver will beat them.
On CH it's +8 on hit, letting Ladiva link into another c.M, f.M, 2M, or 2U.
Level | Attribute |
---|---|
2 |
c.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | Mid | 12 | 6 | 15 | -2 | +2 |
Slow, but very high damage starter. With a high number of active frames and only being -2 on block, it's suitable as a meaty on the opponents wake-up capable of being up to +3 on block if timed correctly, which can lead into an unmashable M SPD in the corner. It can also frametrap into Light Headbutt with only a 2f gap that can be delayed. c.H will, however, not hit Cross-Over.
On CH it's at a extremely high +14 on hit, letting Ladiva link into a second c.H or M lariat vs standing opponents for very high damage. It also lets c.H combo into Medium Headbutt for high meterless damage.
Level | Attribute |
---|---|
4 |
Auto Combo
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
c.XX | 400 | Mid | 9 | 3 | 15 | -3 | +1 | |
c.XXX | 400 | Mid | 12 | 3 | 18 | -4 | 0 |
Primarily only for hit confirming or combos routes. c.XXX will restand the opponent, allowing her to combo into L or EX Lariat on hit, or headbutt to force them into crouching. c.X have enough blockstun to make canceling into EX Headbutt be frametrap, and c.XX have enough to make both Light and EX Headbutt a frametrap.
Auto Combo can mostly be used for utility purposes. Even if it will lessen the damage by small amounts, using Auto Combo can let you buy time to get specials off cooldown if needed.
Version | Level | Attribute |
---|---|---|
c.XX | 2 | |
c.XXX | 3 |
c.XX:
c.XXX:
f.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 6 | 3 | 8 | +2 | +6 |
A fairly long range Light with high + frames. At 6f, it's a valuable tool to check the opponent in neutral, during their pressure, and confirming into 2U vs crouchers gets your offense started. Unlike c.L and 2L, f.L is a lvl 2 normal, which gives it frame advantage on CH and lets it crush other lvl 1 moves. Can be used as a hit confirm into 236236H
On CH it's +8 on hit, letting Ladiva link into a f.M, 2M, and 2U even at max range. It can also combo into Light and EX Lariat on CH.
Level | Attribute |
---|---|
1 |
f.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 8 | 3 | 18 | -6 | -2 |
A decently fast, long range Medium. One of Ladiva's best normals for poking and whiff punishing. Combos into Light and EX Lariat at any range, as well as EX Headbutt but not on max range. Does not hit Cross-Over.
While not as strong as other more notorious mid range moves, such as Katalina's f.M, it's still a staple and strong move in neutral. What Ladiva truly lacks are specials that are suitable to be canceled into, however. All Lariats can be ducked and won't combo on crouching hit, making them all very punishable, and only EX Headbutt has the range, speed, and frame advantage to make it a strong special to cancel into. Even tho it may not combo on hit at max range, it's still a frametrap if canceled into on block. However, as expected, that means you forgo using Headbutt for a while.
As a whiff punish, it's very strong but do make sure you don't cancel into Lariat in case you catch them crouching.
Level | Attribute |
---|---|
2 |
f.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1100 | Mid | 13 | 6 | 17 | -6 | -2 |
Long range but high damage poke with high active frames. Due to slow speed and high hitbox, it's a difficult move to use in neutral and almost impossible to whiff punish with. However, due to it's forward momentum it will almost always combo into Light Headbutt or frame trap into it. Overall, it has more limited uses compared to her other normals.
If you manage to land a CH you can link into c.L or c.M (spacing withstanding) for some intense corner carry.
Level | Attribute |
---|---|
3 |
2L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 6 | 3 | 6 | +2 | +6 |
A good range Light with the same frame advantage as c.L and f.L.
c.L sees use as a hit confirm and tick throw normal, altho in both aspects it's less effective than the other options. It can only link into itself and other Light normals, and because it's a lvl 1 attack it gains no additional frame advantage on CH.
However due to being a crouching normal you will always get this normal no matter the range giving you some stability in that frame advantage, and it will let you whiff punish or stuff certain moves that Ladiva's other Lights will not hit due to it's lower hitbox. It also hits cross-over 2L.
Level | Attribute |
---|---|
0 |
2M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Low | 8 | 5 | 12 | -2 | +2 |
A long range low hitting Medium. Complements f.M in neutral by hitting low and can whiff punish certain attacks and hitboxes that f.M can't hit, at the cost of having slightly shorter range and more whiff recovery.
2M and f.M are very similar with having same speed, damage, can combo into the same specials, and attack level. Both share similar uses in neutral with small differences to make them cover different angles. 2M is safer on block and hit, and is one of the few moves Ladiva has that can hit Cross-Over. It's also the best option Ladiva has of hitting moves low to the ground, such as Ferry's 2M that f.M can't hit.
Together with f.M makes up the bread and butter of Ladiva's neutral and poking game.
Counter hitting this vs a crouching opponent enables you to combo into 2U.
Level | Attribute |
---|---|
2 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
600+500 | Mid | 11 | 2,2 | 23 | -8 | -4 |
- Two hits
- On anti-air counter hit, can do 214M from first hit
- Despite the animation, does not launch on grounded hit, but will lift airborne opponents a bit.
- Low profile, can go under some ground attack with high hitbox like her 214X.
- Will force the opponent to stand up on hit
Level | Attribute |
---|---|
3 |
2U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | Low | 7 | 6 | 28 | -19 | HKD |
A very fast good range sweep. Ladiva does a dropkick that actually leaves her airborne, meaning on clash she can cancel into air moves.
An essential move for Ladiva. Being able to combo into sweep is a valuable tool to have, and is a good start for Ladiva's offense. She can also safe-jump 11f DPs such as Charlotta Holy Ladder and Ferry's DP if you jump immediately after 2U and if it's a counter-hit then you can safe-jump even those 9f DPs. hitting 2U at max range also nets a safejump vs 9f DPs.2U is also a valuable whiff punish as well, and due to it's speed and good range it's very adept at that.
Level | Attribute |
---|---|
3 |
j.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
500 | High/Air | 5 | 6 | Until L |
Fastest air normal and the normal with the shortest range. Unlike some other j.L normals it is not active for the entire duration of the jump. Can cross-up.
j.L sees use the most when you intentionally don't want the opponent to stay in hitstun for long, leaving them open for a regular throw or Screwdriver earlier than what they might expect. It's short range and active frames works to its advantage at times when you intentionally want a jump-in normal to whiff, again leaving the opponent open for a grab or simply want to bait their Anti-Air.
Unsuitable for air-to-airs however, due to it's aforementioned poor range and it's downward facing hitbox.
Level | Attribute |
---|---|
1 |
j.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | High/Air | 7 | 10 | Until L |
A jumping Medium with a very deep hitbox. Has the longest Vertical reach of all Ladiva's jumping normals letting it hit earlier than expected, and also hit Cross-Over where other air normals will whiff.
Clever use of this normal can let Ladiva beat out anti-airs that would normally beat her other jumping normals. In safe-jumps, it also acts as her only jumping normal that can hit wake-up Cross-Over, further reducing their defensive options against her oki.
Level | Attribute |
---|---|
2 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | High/Air | 11 | 8 | Until L |
Air normal with the longest horizontal reach. Highest damage air normal. Has no cross-up hitbox.
As the longest reaching air normal, it acts as Ladiva's best long range jump-in. It's lack of cross-up hitbox works to it's advantage by letting Ladiva fake a cross-up and immediately go for a grab.
Level | Attribute |
---|---|
3 |
j.U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | High/Air | 12 | 16 | Until L |
The Grappler body splash. Has shorter horizontal reach than j.M. Very strong cross-up hitbox.
An essential normal for many reasons. The opposite in function to j.H, this normal is a powerful cross-up and is the normal to condition the opponent to block to make j.L and j.H work as grab mixups. Due to it's poor horizontal reach, it can be used to fake out the opponent believing that you are going for a j.H but instead land and go for something else.
It's also worth mentioning that this move trips proximity guard on same side cross ups if the opponent is crouching.
Level | Attribute |
---|---|
3 |
Unique Actions
Love Grapple
5U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Throw | 31-40 | 3 | 32 | HKD |
Ladiva charges forward before performing a command grab on the opponent. Very slow to start.
Despite the similarities in concept to the classic Running Bear Grab, Ladiva will not grab until the end of the animation.
Level | Attribute |
---|---|
0, 4 |
Hurl
5U-X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
5U > L | 1000 | |||||||
5U > M | 1000 | |||||||
5U > H | 1000 |
A follow-up toss that Ladiva can perform after connecting Love Grapple. M sends the opponent forward, H sends the opponent upward.
Note that using the M version in or near the corner will actually cause a side-switch, as the opponent will bounce off the wall and then through Ladiva. Pressing nothing or using the H followup will keep the opponent on the same side.
Version | Level | Attribute |
---|---|---|
5U > L | 0, 4 | |
5U > M | 0, 4 | |
5U > H | 0, 4 |
5U > L:
5U > M:
5U > H:
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Throw | 7 | 3 | 31 |
- Forward Throw
- Leaves the opponent standing, right in your face, with you at the advantage. Exactly what you want.
- Lvl 0 character knowledge check.
Forms a guessing game between a jab, a low, or another throw.
- Back Throw
- Switches sides
Leads to a superjump safejump if your in the corner, or a dash in meaty(not reversal safe) midscreen. Do 214L into 2L for a safejab anywhere on the screen
Level | Attribute |
---|---|
0, 4 |
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Throw | 5 | 5 | Until L+6 | HKD |
Level | Attribute |
---|---|
0, 4 |
Overhead Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | High | 26 | 6 | 17 | -4 | +1 | 4-34 Throw 12-31 Low 9-33 Airborne |
Move can hit very high in the air which can be good if opponent is scared of command grabs and the move is air unblockable.
Level | Attribute |
---|---|
4 |
Special Moves
Jewel Resort Screwdriver
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
360L | 2000 | Throw | 6 | 3 | 38 | HKD | HKD | |
360M | 2500 | Throw | 9 | 3 | 38 | HKD | HKD | |
360H | 3000 | Throw | 6 | 3 | 38 | HKD | HKD |
Command grab. Has a farther grab distance and does more damage than Ladiva's regular grab. Using the shortcut input will reduce the damage for all versions by 500. (Note; None of Ladiva's SPDs are throw invuln).
- L/M Version
- L version is faster, has less range, and does less damage
- M version is slower, has more range, and does more damage
- Work the Crowd
Taunt follow-ups with L or M on hit, sacrificing some advantage. Working the crowd enables her next SPD to do more damage (200 more on true input and 100 for simple.) Taunts also enable mindgames on wakeup. Doing taunts on an L SPD leaves you minus but sets up a perfect timing for a supergrab. L taunt on M SPD sets up a perfect H meaty. M taunt on M SPD gives you time for a 2m framekill in the corner.
- H Version
- Similar reach and startup to the L version, but does the most damage.
You can follow up with a immediate foward jump for a safejump with the L version, and a whiffed 5L into forward jump for a safejump with the M and H version
Version | Level | Attribute |
---|---|---|
360L | 0, 4 | |
360M | 0, 4 | |
360H | 0, 4 |
360L:
- Cooldown: 20F (Technical) 200F (Easy)
- Easy Input Damage 1500
360M:
- Cooldown: 20F (Technical) 200F (Easy)
- Easy Input Damage 2000
360H:
- Cooldown: 480F (Technical) 600F (Easy)
- Easy Input Damage 2500
Leg Drop of Adoration
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
j.360L | 2000 | Airthrow | 7 | 3 | Until L+16 | HKD | HKD | |
j.360M | 2500 | Airthrow | 9 | 3 | Until L+16 | HKD | HKD | |
j.360H | 3000 | Airthrow | 4 | 3 | Until L+16 | HKD | HKD |
Midair command grab. Has a farther grab range and does more damage than Ladiva's regular air grab.
Using the shortcut input will reduce the damage for all versions by 500
H grab is throw invuln.
Version | Level | Attribute |
---|---|---|
j.360L | 0, 4 | |
j.360M | 0, 4 | |
j.360H | 0, 4 |
j.360L:
- Cooldown: 20F (Technical) 200F (Easy)
- Easy Input Damage 1500
j.360M:
- Cooldown: 20F (Technical) 200F (Easy)
- Easy Input Damage 2000
j.360H:
- Cooldown: 480F (Technical) 600F (Easy)
- Easy Input Damage 2500
Headbutt of Love
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 1000 | Mid | 18 | 3 | 14 | -2 | +3 | |
236M | 1200 | Mid | 28 | 6 | 11 | +2 | +7 | |
236H | 500 | Mid | 18 | 6 | 11 | +2 | +13 | |
236H > 6H | 700 | Mid | 17 | 6 | 13 | 0 | +10 | |
236H > 6HH | 1000 | Mid | 17 | 6 | 15 | -2 | KD |
This attack has the ability to negate projectiles. Rewards you with 15% meter (2% for using headbutt and then 13% for hitting the fireball) (spot dodging is almost always preferred though). The M version is plus on block and gives a combo on hit, making it something the opponent has to look out for as plus frames are very scary against Ladiva. The H version groundbounces and can lead to combo extensions.
- L Headbutt
- Minus on block.
Ladiva's only non-EX standing combo ender.
- M Headbutt
- Plus on block.
Pressure reset tool. Leaves you plus on block right next to your opponent, exactly what you want.
- H Version
- Can be followed up twice with 6H
Very plus on hit for the first two headbutts, but progressively less plus on block.
Version | Level | Attribute |
---|---|---|
236L | 2 | |
236M | 4 | |
236H | 4 | |
236H > 6H | 4 | |
236H > 6HH | 4 |
236L:
- Cooldown: 20F (Technical) 200F (Easy)
236M:
- Cooldown: 20F (Technical) 200F (Easy)
236H:
- Cooldown: 480F (Technical) 600F (Easy)
236H > 6H:
236H > 6HH:
Elegant Lariat
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 1200 [1300] | Mid | 18 [13] | 6 | 21 | +5 | KD | |
214M | 1500 [1600] | Mid | 35 [28] | 6 | 18 | +6 | KD | |
214H | 1300 [1400] | Mid | 18 [16] | 6 | 21 | +5 | HKD |
An advancing lariat that has the ability to guard crush an opponent who is stand-guarding. Has higher damage and faster startup if done while in the middle of a run. All versions whiff against crouching opponents who are not currently doing an attack.
If the M or H version lands, you can link into either 2U or 2M xx SBA when mid-screen, or go into your extended corner combos.
Version | Level | Attribute |
---|---|---|
214L | 4 | |
214M | 4 | |
214H | 4 |
214L:
- Cooldown: 20F (Technical) 200F (Easy)
- Clash Level 2
214M:
- Cooldown: 20F (Technical) 200F (Easy)
- Clash Level 2
214H:
- Cooldown: 480F (Technical) 600F (Easy)
- Clash Level 3
Devoted Body Slam
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623L | 1500 | Airthrow | 7 | 5 | 22 | KD | ||
623M | 2000 | Airthrow | 12 | 5 | 22 | KD | ||
623H | 2500 | Airthrow | 10 | 5 | 22 | KD |
Ladiva's antiair command grab. Will not work on opponents on the ground, but can be used against an opponent in hitstun who is in the air. Too short to anti-air usually, but can catch jump outs in pressure or work as a combo ender. Using 623L can score combo pickups that 623H cannot.
Version | Level | Attribute |
---|---|---|
623L | 0, 4 | |
623M | 0, 4 | |
623H | 0, 4 |
623L:
- Cooldown: 20F (Technical) 200F (Easy)
623M:
- Cooldown: 20F (Technical) 200F (Easy)
623H:
- Cooldown: 480F (Technical) 600F (Easy)
Skybound Arts
Maximum Love Bomb (Strike)
236236H or 236S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3600→3300 | Mid | 7+8 | 6 | 24 | -11 | HKD | 1~7 All, 8~12 Projectile |
Ladiva charges at her opponent to perform a lariat and a dropkick in quick succession. This attack has projectile invulnerability, but there are some exceptions (can't go through Ferry's SBA). It is, however, an incredible long-range whiff-punish tool.
Even though it only has projectile invulnerability after the flash, you can use 6 frames of full invulnerability on its start up frames to go through a non-projectile attack if you can time it right.
Technical input gives better damage and better oki. shortcut does less damage, moves slower and knocks them further away.
Level | Attribute |
---|---|
4 |
- Clash Level 25 (Technical) 20 (Easy)
Maximum Love Bomb (Throw)
214214H or 214S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4000 | Throw | 9+0 | 2 | 39 | HKD | HKD | 1~10 All |
Active 0 frames post super flash. Range is more than L SPD but less than M SPD.
If performed with the skill button, the damage is reduced to 3000 instead of 4000.
Technical input provides better okizeme, leaving your opponent closer to you.
Level | Attribute |
---|---|
0, 4 |
- Easy Input Damage 3000
Super Skybound Art
The Shape of Love
720U or 236S+U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5000 | Throw | 9+0 | 2 | 39 | HKD | HKD | 1~10 All |
Ladiva wrestles her opponent against the floor, slowly reducing their HP.
- Longer range than her SBA, slightly further than her M SPD's range.
- Connects with opponents who are blocking, in grounded hitstun, or are being juggled close to the ground.
- If performed with the skill button, the damage is reduced to 4000 instead of 5000.
- Technical input provides better okizeme, leaving your opponent closer to you.
Level | Attribute |
---|---|
0 |
- Easy Input Damage 4000
Colors
