https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=138.217.165.172&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T23:48:07ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GBVS/Defense&diff=146800GBVS/Defense2020-03-15T02:46:28Z<p>138.217.165.172: /* Instant Blocking */</p>
<hr />
<div>==Blocking==<br />
Blocking is a key part of staying alive in GBVS. After blocking an attack, your character will be stuck in a state where you can not move, severely limiting your options. The amount of time you are locked into a blocking state called '''blockstun'''. Different attacks deal different amounts of blockstun. <br />
<br />
=== Ground Blocking ===<br />
[[File:GBVS GroundedBlock.png|thumb|200px|''Lancelot stand blocking Katalina's mid attack on the ground.'']]<br />
[[File:GBVS-WrongBlock.png|thumb|200px|''Lancelot incorrectly blocks low, resulting in being hit by Katalina's overhead attack.'']]<br />
:Basic ground blocking is the most common defensive option.<br />
To guard against high attacks, simply hold back. To guard against mid attacks, hold back or down+back. To guard against low attacks, hold down+back. If you guard incorrectly, a single "!" will appear over your character if you incorrectly block a low, and a "!!" for incorrectly block a high. Remember, you cannot block against throws, and some attacks are unblockable.<br />
<br style="clear:both;"/><br />
=== Air Blocking ===<br />
[[File:GBVS-AirBlock.png|thumb|200px|''Katalina is blocking in mid-air to successfully guard against Lancelot's incoming attacks.'']]<br />
:When in the air, holding backwards or the Block button will allow you defend in mid-air.<br />
:Some attacks are air unblockable. As a rule of thumb, projectiles are air blockable, all ground normal attacks and all H versions of Skills are air unblockable.<br />
:Landing while in air blockstun does not cancel out the remaining blockstun - instead you will transition immediately into ground standing blockstun for the remainder of blockstun.<br />
:For example, after blocking an attack in the air that causes 20F blockstun, you land after 15F. That means after landing, you will be in blockstun for 5F before you can return to neutral.<br />
<br style="clear:both;"/><br />
<br />
=== Instant Blocking ===<br />
[[File:GBVS-InstantBlock.png|thumb|200px|''Charlotta's blocking animation flashes white briefly while performing an instant block against an incoming special attack from Ferry.'']]<br />
: Instant Blocking is a more powerful, yet advanced form of blocking, that comes with its own specific merits aside from simply holding back.<br />
<br />
:One must start blocking right before the opponent's attack touches them within 8 frames before the hit connects. Your character will flash white and the word "Just!" will appear on screen if you IB an attack. If you mistime an instant block you are unable to instant block again for [unknown number of] frames, this prevents mashing IB.<br/><br />
:'''Instant Blocking has the benefit of:'''<br />
:* Builds 1% additional Skybound (SB) Gauge then usually blocking would do.<br />
<br />
:Instant blocking does not reduce chip damage or block stun, nor does it allow you to make "illegal" blocks: you still must block high/low correctly, and air unblockable attacks are still air unblockable even if you perform an IB.<br />
<br style="clear:both;"/><br />
<br />
=== Guard Break ===<br />
[[File:GBVS_GuardBreak.png|thumb|]]<br />
Some attacks cause a guard break state on block where you are stuck in a reeling animation and can not block. Depending on the attack, you can even start a combo on Guard Break!<br />
<br />
An example of this is Ladiva's M Elegant Lariat (214M). You are +6 after, so you can combo into an attack with 6F startup, like c.L.<br />
<br />
==Throw Breaks==<br />
[[File:GBVS-ThrowTech.png|thumb|200px|'' '''Image #1:''' Ferry attempts to throw Charlotta and misses. Charlotta grabs back in response, resulting in a throw punish.<br>'''Image #2:''' Charlotta attempts to throw Ferry again, and Ferry inputs throw, resulting in a successful throw tech.'']]<br />
: After getting normal thrown, you can break the incoming throw by inputting your own normal throw. You have 22 frames to break a ground throw and 10 frames to break an air throw, however the result depends on how fast you input the throw break.<br />
{{#lsth:GBVS/Frame_Data|Throw Break}}<br />
<br clear=all/><br />
<br />
== Evasion/Avoiding Damage == <br />
[[File:GBVS-Evasion.png|thumb|200px| '' '''Image #1:''' Gran using the Evade system mechanic. <br> '''Image #2:''' Gran using the Cross Over system mechanic.'']]<br />
: Alongside any form of blocking, GBVS allows you to avoid incoming damage with the '''Evade''' and '''Cross-Over''' mechanics. <br />
<br />
=== Evade ===<br />
:By pressing '''{{4}} + Block''', you trigger an ''Evade''. By using Evade, you are able to avoid damage from all incoming attacks for its duration. It is important to note that evading still leaves you open to throws, and is not fully invincible through out the animation.<br />
{{#lsth:GBVS/Frame_Data|Evade}}<br />
=== Cross-Over ===<br />
: Akin to Evade, pressing '''{{6}} + Block''' will trigger a ''Cross-Over''. <br />
Cross-Overs will dodge incoming attacks while moving the character forward; however, the player becomes vulnerable to low attacks in addition to throws while performing this method of defense.<br />
<br><br />
:Both methods of this defense can be also done by holding down the Block button, and inputting either direction.<br />
{{#lsth:GBVS/Frame_Data|Cross-Over}}<br />
<br clear=all/><br />
==Punish==<br />
[[File:GBVS_Punish.png|thumb|This means you hit the opponent during their attack's recovery. Good job!]] <br />
Sometimes you'll see the word "Punish" on the HUD. This means that you punished the opponent's attack. <br />
<br />
Punish is defined as hitting the opponent during the recovery of their attack. Attacks are punishable on block if you have enough time to punish the opponent after blocking the attack.<br />
<br />
This is especially helpful for learning while your play. Did you actually punish the opponent's attack or were they just not blocking? Now you can known for sure.<br />
{{Navbar-GBVS}}<br />
[[Category:Granblue Fantasy Versus]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GBVS/Defense&diff=146799GBVS/Defense2020-03-15T02:46:02Z<p>138.217.165.172: /* Instant Blocking */</p>
<hr />
<div>==Blocking==<br />
Blocking is a key part of staying alive in GBVS. After blocking an attack, your character will be stuck in a state where you can not move, severely limiting your options. The amount of time you are locked into a blocking state called '''blockstun'''. Different attacks deal different amounts of blockstun. <br />
<br />
=== Ground Blocking ===<br />
[[File:GBVS GroundedBlock.png|thumb|200px|''Lancelot stand blocking Katalina's mid attack on the ground.'']]<br />
[[File:GBVS-WrongBlock.png|thumb|200px|''Lancelot incorrectly blocks low, resulting in being hit by Katalina's overhead attack.'']]<br />
:Basic ground blocking is the most common defensive option.<br />
To guard against high attacks, simply hold back. To guard against mid attacks, hold back or down+back. To guard against low attacks, hold down+back. If you guard incorrectly, a single "!" will appear over your character if you incorrectly block a low, and a "!!" for incorrectly block a high. Remember, you cannot block against throws, and some attacks are unblockable.<br />
<br style="clear:both;"/><br />
=== Air Blocking ===<br />
[[File:GBVS-AirBlock.png|thumb|200px|''Katalina is blocking in mid-air to successfully guard against Lancelot's incoming attacks.'']]<br />
:When in the air, holding backwards or the Block button will allow you defend in mid-air.<br />
:Some attacks are air unblockable. As a rule of thumb, projectiles are air blockable, all ground normal attacks and all H versions of Skills are air unblockable.<br />
:Landing while in air blockstun does not cancel out the remaining blockstun - instead you will transition immediately into ground standing blockstun for the remainder of blockstun.<br />
:For example, after blocking an attack in the air that causes 20F blockstun, you land after 15F. That means after landing, you will be in blockstun for 5F before you can return to neutral.<br />
<br style="clear:both;"/><br />
<br />
=== Instant Blocking ===<br />
[[File:GBVS-InstantBlock.png|thumb|200px|''Charlotta's blocking animation flashes white briefly while performing an instant block against an incoming special attack from Ferry.'']]<br />
: Instant Blocking is a more powerful, yet advanced form of blocking, that comes with its own specific merits aside from simply holding back.<br />
<br />
:One must start blocking right before the opponent's attack touches them within 8 frames before the hit connects. Your character will flash white and the word "Just!" will appear on screen if you IB an attack. If you mistime an instant block you are unable to instant block again for [unknown number of] frames, this prevents mashing IB.<br/><br />
:'''Instant Blocking has the benefit of:'''<br />
:* Builds 1% additional Skybound (SB) Gauge then usually blocking would do.<br />
<br />
Instantly blocking does not reduce chip damage or block stun, nor does it allow you to make "illegal" blocks: you still must block high/low correctly, and air unblockable attacks are still air unblockable even if you perform an IB.<br />
<br style="clear:both;"/><br />
<br />
=== Guard Break ===<br />
[[File:GBVS_GuardBreak.png|thumb|]]<br />
Some attacks cause a guard break state on block where you are stuck in a reeling animation and can not block. Depending on the attack, you can even start a combo on Guard Break!<br />
<br />
An example of this is Ladiva's M Elegant Lariat (214M). You are +6 after, so you can combo into an attack with 6F startup, like c.L.<br />
<br />
==Throw Breaks==<br />
[[File:GBVS-ThrowTech.png|thumb|200px|'' '''Image #1:''' Ferry attempts to throw Charlotta and misses. Charlotta grabs back in response, resulting in a throw punish.<br>'''Image #2:''' Charlotta attempts to throw Ferry again, and Ferry inputs throw, resulting in a successful throw tech.'']]<br />
: After getting normal thrown, you can break the incoming throw by inputting your own normal throw. You have 22 frames to break a ground throw and 10 frames to break an air throw, however the result depends on how fast you input the throw break.<br />
{{#lsth:GBVS/Frame_Data|Throw Break}}<br />
<br clear=all/><br />
<br />
== Evasion/Avoiding Damage == <br />
[[File:GBVS-Evasion.png|thumb|200px| '' '''Image #1:''' Gran using the Evade system mechanic. <br> '''Image #2:''' Gran using the Cross Over system mechanic.'']]<br />
: Alongside any form of blocking, GBVS allows you to avoid incoming damage with the '''Evade''' and '''Cross-Over''' mechanics. <br />
<br />
=== Evade ===<br />
:By pressing '''{{4}} + Block''', you trigger an ''Evade''. By using Evade, you are able to avoid damage from all incoming attacks for its duration. It is important to note that evading still leaves you open to throws, and is not fully invincible through out the animation.<br />
{{#lsth:GBVS/Frame_Data|Evade}}<br />
=== Cross-Over ===<br />
: Akin to Evade, pressing '''{{6}} + Block''' will trigger a ''Cross-Over''. <br />
Cross-Overs will dodge incoming attacks while moving the character forward; however, the player becomes vulnerable to low attacks in addition to throws while performing this method of defense.<br />
<br><br />
:Both methods of this defense can be also done by holding down the Block button, and inputting either direction.<br />
{{#lsth:GBVS/Frame_Data|Cross-Over}}<br />
<br clear=all/><br />
==Punish==<br />
[[File:GBVS_Punish.png|thumb|This means you hit the opponent during their attack's recovery. Good job!]] <br />
Sometimes you'll see the word "Punish" on the HUD. This means that you punished the opponent's attack. <br />
<br />
Punish is defined as hitting the opponent during the recovery of their attack. Attacks are punishable on block if you have enough time to punish the opponent after blocking the attack.<br />
<br />
This is especially helpful for learning while your play. Did you actually punish the opponent's attack or were they just not blocking? Now you can known for sure.<br />
{{Navbar-GBVS}}<br />
[[Category:Granblue Fantasy Versus]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Yumi/Data&diff=145902BBTag/Yumi/Data2020-03-07T03:40:11Z<p>138.217.165.172: /* 236B Data */</p>
<hr />
<div>{{EditDataNotice}}<br />
{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBTag/Yumi |image=BBTag_Yumi_Icon.png |videos= |forums=}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks|charMainPage=BBTag/Yumi|videos= |discord= }}<br />
<section end=Links/><br />
==System Data==<br />
<section begin="SystemData"/>{{CharData-BBTag|health=17,000 |prejump=4F |backdashTime=23F |backdashInv=1-7F All |additonalNotes= }}<section end="SystemData"/><br />
<br />
==Normal Moves==<br />
===5A Data===<br />
<section begin="5A"/>{{AttackData-BBTag<br />
|damage=1200|cancel=CSTJP|p1=100|p2=80<br />
|level=3|attribute=B|guard=All<br />
|startup=6|active=3|recovery=15|frameAdv=-1<br />
|blockstun=16|groundHit=17|airHit=17|hitstop=9<br />
|invul= |hitbox=<br />
}}<section end="5A"/><br />
<br />
<section begin="5A Full"/>{{FrameData-BBTag<br />
|damage=1200|cancel=CSTJP|p1=100|p2=80<br />
|level=3|attribute=B|guard=All<br />
|startup=6|active=3|recovery=15|frameAdv=-1<br />
|blockstun=16|groundHit=17|airHit=17|hitstop=9<br />
|invul= |hitbox=<br />
}}<section end="5A Full"/><br />
<br />
===5AA Data===<br />
<section begin="5AA"/>{{AttackData-BBTag<br />
|damage=1500|cancel=CSTJP|p1=100|p2=80<br />
|level=3|attribute=B|guard=All<br />
|startup=9|active=3|recovery=18|frameAdv=-4<br />
|blockstun=16|groundHit=17|airHit=21|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="5AA"/><br />
<section begin="5AA Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=CSTJP|p1=100|p2=80<br />
|level=3|attribute=B|guard=All<br />
|startup=9|active=3|recovery=18|frameAdv=-4<br />
|blockstun=16|groundHit=17|airHit=21|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="5AA Full"/><br />
===5AAA Data===<br />
<section begin="5AAA"/>{{AttackData-BBTag<br />
|damage=1700|cancel=CSJP|p1=100|p2=80<br />
|level=4|attribute=B|guard=All<br />
|startup=13|active=3|recovery=33|frameAdv=-17<br />
|blockstun=18|groundHit=19|airHit=21|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="5AAA"/><br />
<section begin="5AAA Full"/>{{FrameData-BBTag<br />
|damage=1700|cancel=CSJP|p1=100|p2=80<br />
|level=4|attribute=B|guard=All<br />
|startup=13|active=3|recovery=33|frameAdv=-17<br />
|blockstun=18|groundHit=19|airHit=21|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="5AAA Full"/><br />
===5AAAA Data===<br />
<section begin="5AAAA"/>{{AttackData-BBTag<br />
|damage=1700|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=15|active=3|recovery=41|frameAdv=-25<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="5AAAA"/><br />
<section begin="5AAAA Full"/>{{FrameData-BBTag<br />
|damage=1700|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=15|active=3|recovery=41|frameAdv=-25<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="5AAAA Full"/><br />
<br />
===2A Data===<br />
<section begin="2A"/>{{AttackData-BBTag<br />
|damage=1000|cancel=CSTJP|p1=90|p2=70<br />
|level=1|attribute=F|guard=Low<br />
|startup=7|active=3|recovery=9|frameAdv=0<br />
|blockstun=11|groundHit=12|airHit=12|hitstop=9<br />
|invul= |hitbox=<br />
}}<section end="2A"/><br />
<section begin="2A Full"/>{{FrameData-BBTag<br />
|damage=1000|cancel=CSTJP|p1=90|p2=70<br />
|level=1|attribute=F|guard=Low<br />
|startup=7|active=3|recovery=9|frameAdv=0<br />
|blockstun=11|groundHit=12|airHit=12|hitstop=9<br />
|invul= |hitbox=<br />
}}<section end="2A Full"/><br />
===5B Data===<br />
<section begin="5B"/>{{AttackData-BBTag<br />
|damage=900*2|cancel=P,CSP|p1=100|p2=80(once)<br />
|level=3|attribute=B|guard=All<br />
|startup=13|active=7,20|recovery=6|frameAdv=-6<br />
|blockstun=16|groundHit=17|airHit=17|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="5B"/><br />
<br />
<section begin="5B Full"/>{{FrameData-BBTag<br />
|damage=900*2|cancel=P,CSP |p1=100|p2=80(once)<br />
|level=3|attribute=B|guard=All<br />
|startup=13|active=7,20|recovery=6|frameAdv=-6<br />
|blockstun=16|groundHit=17|airHit=17|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="5B Full"/><br />
<br />
===5BB Data===<br />
<section begin="5BB"/>{{AttackData-BBTag<br />
|damage=1700|cancel=CSJP|p1=100|p2=80<br />
|level=4|attribute=B|guard=All<br />
|startup=10|active=3|recovery=19|frameAdv=-3<br />
|blockstun=18|groundHit=19|airHit=19|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="5BB"/><br />
<section begin="5BB Full"/>{{FrameData-BBTag<br />
|damage=1700|cancel=CSJP|p1=100|p2=80<br />
|level=4|attribute=B|guard=All<br />
|startup=10|active=3|recovery=19|frameAdv=-3<br />
|blockstun=18|groundHit=19|airHit=19|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="5BB Full"/><br />
===5BBB Data===<br />
<section begin="5BBB"/>{{AttackData-BBTag<br />
|damage=2000|cancel=SP|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=13|active=4|recovery=33|frameAdv=-18<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=10<br />
|invul= |hitbox=<br />
}}<section end="5BBB"/><br />
<section begin="5BBB Full"/>{{FrameData-BBTag<br />
|damage=2000|cancel=SP|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=13|active=4|recovery=33|frameAdv=-18<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=10<br />
|invul= |hitbox=<br />
}}<section end="5BBB Full"/><br />
<br />
===2B Data===<br />
<section begin="2B"/>{{AttackData-BBTag<br />
|damage=1500|cancel=CSJP|p1=90|p2=80<br />
|level=3|attribute=B|guard=All<br />
|startup=9|active=6|recovery=18|frameAdv=-7<br />
|blockstun=16|groundHit=17|airHit=21|hitstop=11<br />
|invul=9~14 H|hitbox=<br />
}}<section end="2B"/><br />
<section begin="2B Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=CSJP|p1=90|p2=80<br />
|level=3|attribute=B|guard=All<br />
|startup=9|active=6|recovery=18|frameAdv=-7<br />
|blockstun=16|groundHit=17|airHit=21|hitstop=11<br />
|invul=9~14 H|hitbox=<br />
}}<section end="2B Full"/><br />
===5C Data===<br />
<section begin="5C"/>{{AttackData-BBTag<br />
|damage=800+|cancel=-|p1=100|p2=100<br />
|level=3|attribute=H|guard=High<br />
|startup=26|active=3|recovery=18|frameAdv=-4<br />
|blockstun=16|groundHit=17|airHit=-|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="5C"/><br />
<section begin="5C Full"/>{{FrameData-BBTag<br />
|damage=800+|cancel=-|p1=100|p2=100<br />
|level=3|attribute=H|guard=High<br />
|startup=26|active=3|recovery=18|frameAdv=-4<br />
|blockstun=16|groundHit=17|airHit=-|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="5C Full"/><br />
<br />
===2C Data===<br />
<section begin="2C"/>{{AttackData-BBTag<br />
|damage=1100*2|cancel=SP,SP|p1=90|p2=85(once)<br />
|level=4|attribute=F|guard=Low<br />
|startup=14|active=11,3|recovery=18|frameAdv=-2<br />
|blockstun=18|groundHit=19|airHit=30|hitstop=5,12<br />
|invul= |hitbox=<br />
}}<section end="2C"/><br />
<br />
<section begin="2C Full"/>{{FrameData-BBTag<br />
|damage=1100*2|cancel=SP,SP|p1=90|p2=85(once)<br />
|level=4|attribute=F|guard=Low<br />
|startup=14|active=11,3|recovery=18|frameAdv=-2<br />
|blockstun=18|groundHit=19|airHit=30|hitstop=5,12<br />
|invul= |hitbox=<br />
}}<section end="2C Full"/><br />
<br />
===j.A Data===<br />
<section begin="j.A"/>{{AttackData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=8|active=3|recovery=19|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.A"/><br />
<section begin="j.A Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=8|active=3|recovery=19|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.A Full"/><br />
===j.AA Data===<br />
<section begin="j.AA"/>{{AttackData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=9|active=4|recovery=26|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.AA"/><br />
<section begin="j.AA Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=9|active=4|recovery=26|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.AA Full"/><br />
<br />
===j.B Data===<br />
<section begin="j.B"/>{{AttackData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=12|active=3|recovery=18|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.B"/><br />
<section begin="j.B Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=12|active=3|recovery=18|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.B Full"/><br />
===j.BB Data===<br />
<section begin="j.BB"/>{{AttackData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=9|active=4|recovery=26|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.BB"/><br />
<section begin="j.BB Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=9|active=4|recovery=26|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.BB Full"/><br />
<br />
===j.C Data===<br />
<section begin="j.C"/>{{AttackData-BBTag<br />
|damage=1300*2|cancel=P|p1=80|p2=90(once)<br />
|level=5|attribute=H|guard=High<br />
|startup=18|active=Until L,3|recovery=22|frameAdv=-4<br />
|blockstun=20|groundHit=Launch|airHit=60,30|hitstop=6,13<br />
|invul= |hitbox=<br />
}}<section end="j.C"/><br />
<section begin="j.C Full"/>{{FrameData-BBTag<br />
|damage=1300*2|cancel=P|p1=80|p2=90(once)<br />
|level=5|attribute=H|guard=High<br />
|startup=18|active=Until L,3|recovery=22|frameAdv=-4<br />
|blockstun=20|groundHit=Launch|airHit=60,30|hitstop=6,13<br />
|invul= |hitbox=<br />
}}<section end="j.C Full"/><br />
<br />
==Universal Mechanics==<br />
===BC Data===<br />
<section begin="BC"/>{{AttackData-BBTag<br />
|damage=2000|cancel=S|p1=100|p2=50(once)<br />
|level= |attribute=T|guard=Throw<br />
|startup=7~30|active=3|recovery=23|frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="BC"/><br />
<section begin="BC Full"/>{{FrameData-BBTag<br />
|damage=2000|cancel=S|p1=100|p2=50(once)<br />
|level= |attribute=T|guard=Throw<br />
|startup=7~30|active=3|recovery=23|frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="BC Full"/><br />
<br />
===AD Data===<br />
<section begin="AD"/>{{AttackData-BBTag<br />
|damage=2300|cancel=-|p1=80|p2=60<br />
|level=3|attribute=B|guard=Air Unblockable<br />
|startup=13|active=5|recovery=44|frameAdv=<br />
|blockstun=16|groundHit=Launch|airHit=60|hitstop=11<br />
|invul=1~17 All|hitbox=<br />
}}<section end="AD"/><br />
<br />
<section begin="AD Full"/>{{FrameData-BBTag<br />
|damage=2300|cancel=-|p1=80|p2=60<br />
|level=3|attribute=B|guard=Air Unblockable<br />
|startup=13|active=5|recovery=44|frameAdv=<br />
|blockstun=16|groundHit=Launch|airHit=60|hitstop=11<br />
|invul=1~17 All|hitbox=<br />
}}<section end="AD Full"/><br />
<br />
===j.AD Data===<br />
<section begin="j.AD"/>{{AttackData-BBTag<br />
|damage=2300|cancel=-|p1=80|p2=60<br />
|level= |attribute=H|guard=All<br />
|startup=13|active=5|recovery= |frameAdv=<br />
|blockstun=16|groundHit=Launch|airHit=60|hitstop=11<br />
|invul=1~17 All|hitbox=<br />
}}<section end="j.AD"/><br />
<section begin="j.AD Full"/>{{FrameData-BBTag<br />
|damage=2300|cancel=-|p1=80|p2=60<br />
|level= |attribute=H|guard=All<br />
|startup=13|active=5|recovery= |frameAdv=<br />
|blockstun= |groundHit=Launch|airHit=60|hitstop=11<br />
|invul=1~17 All|hitbox=<br />
}}<section end="j.AD Full"/><br />
===DP Data===<br />
<section begin="DP"/>{{AttackData-BBTag<br />
|damage=1000|cancel=-|p1=-|p2=-<br />
|level= |attribute=H|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="DP"/><br />
<section begin="DP Full"/>{{FrameData-BBTag<br />
|damage=1000|cancel=-|p1= |p2=<br />
|level= |attribute=H|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="DP Full"/><br />
<br />
==Skills==<br />
===236A Data===<br />
<section begin="236A"/>{{AttackData-BBTag<br />
|damage=1500|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=14|active=-|recovery=44T|frameAdv=-7<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="236A"/><br />
<section begin="236A Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=14|active=-|recovery=44T|frameAdv=-7<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="236A Full"/><br />
<br />
===236B Data===<br />
<section begin="236B"/>{{AttackData-BBTag<br />
|damage=1500*3|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=30|active=-|recovery=68T|frameAdv=-9<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="236B"/><br />
<section begin="236B Full"/>{{FrameData-BBTag<br />
|damage=1500*3|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=30|active=-|recovery=68T|frameAdv=-9<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="236B Full"/><br />
<br />
===j.236A Data===<br />
<section begin="j.236A"/>{{AttackData-BBTag<br />
|damage=1500|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=23|active=-|recovery=43T|frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="j.236A"/><br />
<section begin="j.236A Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=23|active=-|recovery=43T|frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="j.236A Full"/><br />
===j.236B Data===<br />
<section begin="j.236B"/>{{AttackData-BBTag<br />
|damage=1500|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=23|active=-|recovery=43T|frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="j.236B"/><br />
<section begin="j.236B Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=23|active=-|recovery=43T|frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="j.236B Full"/><br />
===214A Data===<br />
<section begin="214A"/>{{AttackData-BBTag<br />
|damage=1000|cancel=P|p1=80|p2=85<br />
|level=3|attribute=B|guard=All<br />
|startup=14|active=3|recovery=18|frameAdv=-4<br />
|blockstun=14|groundHit= |airHit= |hitstop= <br />
|invul= |hitbox=<br />
}}<section end="214A"/><br />
<section begin="214A Full"/>{{FrameData-BBTag<br />
|damage=1000|cancel=P|p1=80|p2=85<br />
|level=3|attribute=B|guard=All<br />
|startup=14|active=3|recovery=18|frameAdv=-4<br />
|blockstun=14|groundHit= |airHit= |hitstop=13 <br />
|invul= |hitbox=<br />
}}<section end="214A Full"/><br />
===214AA Data===<br />
<section begin="214AA"/>{{AttackData-BBTag<br />
|damage=1000|cancel=P|p1=80|p2=85<br />
|level=3|attribute=B|guard=All<br />
|startup=13|active=3|recovery=21|frameAdv=-7<br />
|blockstun=14|groundHit= |airHit= |hitstop=13<br />
|invul= |hitbox=<br />
}}<section end="214AA"/><br />
<section begin="214AA Full"/>{{FrameData-BBTag<br />
|damage=1000|cancel=P|p1=80|p2=85<br />
|level=3|attribute=B|guard=All<br />
|startup=13|active=3|recovery=21|frameAdv=-7<br />
|blockstun=14|groundHit= |airHit= |hitstop=13<br />
|invul= |hitbox=<br />
}}<section end="214AA Full"/><br />
===214AAA Data===<br />
<section begin="214AAA"/>{{AttackData-BBTag<br />
|damage=600*2|cancel=P|p1=80|p2=85<br />
|level=3|attribute=B|guard=All<br />
|startup=13|active=3,3|recovery=22|frameAdv=-8<br />
|blockstun=14|groundHit= |airHit= |hitstop=13<br />
|invul= |hitbox=<br />
}}<section end="214AAA"/><br />
<section begin="214AAA Full"/>{{FrameData-BBTag<br />
|damage=600*2|cancel=P|p1=80|p2=85<br />
|level=3|attribute=B|guard=All<br />
|startup=13|active=3,3|recovery=22|frameAdv=-8<br />
|blockstun=14|groundHit= |airHit= |hitstop=13<br />
|invul= |hitbox=<br />
}}<section end="214AAA Full"/><br />
<br />
===214AAAA Data===<br />
<section begin="214AAAA"/>{{AttackData-BBTag<br />
|damage=300*5,325*5|cancel=P|p1=80|p2=90<br />
|level=4|attribute=B|guard=All<br />
|startup=14|active=18(5 hits),6(5 hits)|recovery=30|frameAdv=-13<br />
|blockstun=17|groundHit=Launch|airHit= |hitstop=6,6,6,6,4,1,1,1,1,6<br />
|invul= |hitbox=<br />
}}<section end="214AAAA"/><br />
<section begin="214AAAA Full"/>{{FrameData-BBTag<br />
|damage=300*5,325*5|cancel=P|p1=80|p2=90<br />
|level=4|attribute=B|guard=All<br />
|startup=14|active=18(5 hits),6(5 hits)|recovery=30|frameAdv=-13<br />
|blockstun=17|groundHit=Launch|airHit= |hitstop=6,6,6,6,4,1,1,1,1,6<br />
|invul= |hitbox=<br />
}}<section end="214AAAA Full"/><br />
<br />
===214A B Data===<br />
<section begin="214A B"/>{{AttackData-BBTag<br />
|damage=2000|cancel=P|p1=85|p2=95<br />
|level=5|attribute=B|guard=All<br />
|startup=26|active=4|recovery=15|frameAdv=+12<br />
|blockstun=27|groundHit= |airHit= |hitstop=21<br />
|invul= |hitbox=<br />
}}<section end="214A B"/><br />
<section begin="214A B Full"/>{{FrameData-BBTag<br />
|damage=2000|cancel=P|p1=85|p2=95<br />
|level=5|attribute=B|guard=All<br />
|startup=26|active=4|recovery=15|frameAdv=+12<br />
|blockstun=27|groundHit= |airHit= |hitstop=21<br />
|invul= |hitbox=<br />
}}<section end="214A B Full"/><br />
<br />
===214A C Data===<br />
<section begin="214A C"/>{{AttackData-BBTag<br />
|damage=2000|cancel=P|p1=70|p2=95<br />
|level=5|attribute=P|guard=High<br />
|startup=20|active=16|recovery=50T|frameAdv=-4<br />
|blockstun=20|groundHit=Knockdown|airHit=60|hitstop=4<br />
|invul= |hitbox=<br />
}}<section end="214A C"/><br />
<section begin="214A C Full"/>{{FrameData-BBTag<br />
|damage=2000|cancel=P|p1=70|p2=95<br />
|level=5|attribute=P|guard=High<br />
|startup=20|active=16|recovery=50T|frameAdv=-4<br />
|blockstun=20|groundHit=Knockdown|airHit=60|hitstop=4<br />
|invul= |hitbox=<br />
}}<section end="214A C Full"/><br />
===214A 2C(1) Data===<br />
<section begin="214A 2C(1)"/>{{AttackData-BBTag<br />
|damage=1000|cancel=P|p1=80|p2=100<br />
|level=3|attribute=F|guard=Low<br />
|startup=25|active=24|recovery=-|frameAdv=-<br />
|blockstun=-|groundHit=-|airHit=-|hitstop=7<br />
|invul= |hitbox=<br />
}}<section end="214A 2C(1)"/><br />
<section begin="214A 2C(1) Full"/>{{FrameData-BBTag<br />
|damage=1000|cancel=P|p1=80|p2=100<br />
|level=3|attribute=F|guard=Low<br />
|startup=25|active=24|recovery=-|frameAdv=-<br />
|blockstun=-|groundHit=-|airHit=-|hitstop=7<br />
|invul= |hitbox=<br />
}}<section end="214A 2C(1) Full"/><br />
<br />
===214A 2C(2) Data===<br />
<section begin="214A 2C(2)"/>{{AttackData-BBTag<br />
|damage=1500|cancel=P|p1=90|p2=85<br />
|level=4|attribute=F|guard=Low<br />
|startup=1~20|active= |recovery=-|frameAdv=-9<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="214A 2C(2)"/><br />
<section begin="214A 2C(2) Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=P|p1=90|p2=85<br />
|level=4|attribute=F|guard=Low<br />
|startup=1~20|active= |recovery=-|frameAdv=-9<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="214A 2C(2) Full"/><br />
<br />
===214B Data===<br />
<section begin="214B"/>{{AttackData-BBTag<br />
|damage=750*3|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=15|active=3,3,4|recovery=26|frameAdv=-17<br />
|blockstun=?,?,9|groundHit= |airHit= |hitstop=3,3,4 <br />
|invul= |hitbox=<br />
}}<section end="214B"/><br />
<section begin="214B Full"/>{{FrameData-BBTag<br />
|damage=750*3|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=15|active=3,3,4|recovery=26|frameAdv=-17<br />
|blockstun=?,?,9|groundHit= |airHit= |hitstop=3,3,4<br />
|invul= |hitbox=<br />
}}<section end="214B Full"/><br />
<br />
===214BB Data===<br />
<section begin="214BB"/>{{AttackData-BBTag<br />
|damage=1700|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=17|active=4|recovery=21|frameAdv=-12<br />
|blockstun=9|groundHit= |airHit= |hitstop=15<br />
|invul= |hitbox=<br />
}}<section end="214BB"/><br />
<section begin="214BB Full"/>{{FrameData-BBTag<br />
|damage=1700|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=17|active=4|recovery=21|frameAdv=-12<br />
|blockstun=9|groundHit= |airHit= |hitstop=15<br />
|invul= |hitbox=<br />
}}<section end="214BB Full"/><br />
===214BBB Data===<br />
<section begin="214BBB"/>{{AttackData-BBTag<br />
|damage=1700|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=17|active=4|recovery=22|frameAdv=-13<br />
|blockstun=9|groundHit= |airHit= |hitstop=15<br />
|invul= |hitbox=<br />
}}<section end="214BBB"/><br />
<section begin="214BBB Full"/>{{FrameData-BBTag<br />
|damage=1700|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=17|active=4|recovery=22|frameAdv=-13<br />
|blockstun=9|groundHit= |airHit= |hitstop=15<br />
|invul= |hitbox=<br />
}}<section end="214BBB Full"/><br />
===214BBBB Data===<br />
<section begin="214BBBB"/>{{AttackData-BBTag<br />
|damage=800*2|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=17|active=4,4|recovery=28|frameAdv=-19<br />
|blockstun=?,9|groundHit= |airHit= |hitstop=6,16<br />
|invul= |hitbox=<br />
}}<section end="214BBBB"/><br />
<section begin="214BBBB Full"/>{{FrameData-BBTag<br />
|damage=800*2|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=17|active=4,4|recovery=28|frameAdv=-19<br />
|blockstun=?,9|groundHit= |airHit= |hitstop= 6,16<br />
|invul= |hitbox=<br />
}}<section end="214BBBB Full"/><br />
===214B A Data===<br />
<section begin="214B A"/>{{AttackData-BBTag<br />
|damage=2000|cancel=P|p1=100|p2=90<br />
|level=5|attribute=B|guard=All<br />
|startup=13|active=3|recovery=30|frameAdv=-12<br />
|blockstun= |groundHit=Launch|airHit=60|hitstop= <br />
|invul= |hitbox=<br />
}}<section end="214B A"/><br />
<section begin="214B A Full"/>{{FrameData-BBTag<br />
|damage=2000|cancel=P|p1=100|p2=90<br />
|level=5|attribute=B|guard=All<br />
|startup=13|active=3|recovery=30|frameAdv=-12<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=14<br />
|invul= |hitbox=<br />
}}<section end="214B A Full"/><br />
<br />
===Aerial Rave Data===<br />
<section begin="Aerial Rave"/>{{AttackData-BBTag<br />
|damage=300*4,(1000*2)|cancel=P|p1=-|p2=100<br />
|level= |attribute= |guard=<br />
|startup= |active=-|recovery=-|frameAdv=-<br />
|blockstun= |groundHit=Launch|airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="Aerial Rave"/><br />
<section begin="Aerial Rave Full"/>{{FrameData-BBTag<br />
|damage=300*4,(1000*2)|cancel=P|p1=-|p2=100<br />
|level= |attribute= |guard=<br />
|startup=-|active=-|recovery=-|frameAdv=-<br />
|blockstun= |groundHit=Launch|airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="Aerial Rave Full"/><br />
<br />
==Extra Skills==<br />
===236C Data===<br />
<section begin="236C"/>{{AttackData-BBTag<br />
|damage=1300,1300,2000|cancel=P|p1=80|p2=80(once)<br />
|level= |attribute=P|guard=Low<br />
|startup=10|active= |recovery= |frameAdv=-4<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="236C"/><br />
<section begin="236C Full"/>{{FrameData-BBTag<br />
|damage=1300,1300,2000|cancel=P|p1=80|p2=80(once)<br />
|level= |attribute=P|guard=Low<br />
|startup=10|active= |recovery= |frameAdv=-4<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="236C Full"/><br />
===j.236C Data===<br />
<section begin="j.236C"/>{{AttackData-BBTag<br />
|damage=1500*3|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=18|active=-|recovery=37T|frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="j.236C"/><br />
<section begin="j.236C Full"/>{{FrameData-BBTag<br />
|damage=1500*3|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=18|active=-|recovery=37T|frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="j.236C Full"/><br />
<br />
===214C Data===<br />
<section begin="214C"/>{{AttackData-BBTag<br />
|damage=2200|cancel=P|p1=80|p2=75<br />
|level= |attribute=B|guard=All<br />
|startup=4|active=37|recovery=15|frameAdv=-5<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="214C"/><br />
<section begin="214C Full"/>{{FrameData-BBTag<br />
|damage=2200|cancel=P|p1=80|p2=75<br />
|level= |attribute=B|guard=All<br />
|startup=4|active=37|recovery=15|frameAdv=-5<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="214C Full"/><br />
===214X 66 Data===<br />
<section begin="214A 66"/>{{AttackData-BBTag<br />
|damage=-|cancel=P|p1=-|p2=-<br />
|level=-|attribute=-|guard=-<br />
|startup=-|active=-|recovery=18T|frameAdv=-<br />
|blockstun=-|groundHit=-|airHit=-|hitstop=-<br />
|invul= |hitbox=<br />
}}<section end="214A 66"/><br />
<section begin="214B 66"/>{{AttackData-BBTag<br />
|damage=-|cancel=P|p1=-|p2=-<br />
|level=-|attribute=-|guard=-<br />
|startup=-|active=-|recovery=18T|frameAdv=-<br />
|blockstun=-|groundHit=-|airHit=-|hitstop=-<br />
|invul= |hitbox=<br />
}}<section end="214B 66"/><br />
<br />
<section begin="214X 66 Full"/>{{FrameData-BBTag<br />
|damage=-|cancel=P|p1=-|p2=-<br />
|level=-|attribute=-|guard=-<br />
|startup=-|active=-|recovery=18T|frameAdv=-<br />
|blockstun=-|groundHit=-|airHit=-|hitstop=-<br />
|invul= |hitbox=<br />
}}<section end="214X 66 Full"/><br />
===Killing Stone Data===<br />
<section begin="Killing Stone"/>{{AttackData-BBTag<br />
|damage=1600,300*4,1000*2|cancel=P|p1=-|p2=90<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|blockstun= |groundHit=Launch|airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="Killing Stone"/><br />
<section begin="Killing Stone Full"/>{{FrameData-BBTag<br />
|damage=1600,300*4,1000*2|cancel=P|p1=-|p2=90<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="Killing Stone Full"/><br />
<br />
==Partner Skills==<br />
===5P Data===<br />
<section begin="5P"/>{{AttackData-BBTag<br />
|damage=360*4,500*5|cancel=-|p1=70|p2=80<br />
|level=4|attribute=B|guard=All<br />
|startup=18+14|active=14,6|recovery= |frameAdv=-<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="5P"/><br />
<section begin="5P Full"/>{{FrameData-BBTag<br />
|damage=360*4,500*5|cancel=-|p1=70|p2=80<br />
|level=4|attribute=B|guard=All<br />
|startup=18+14|active=14,6|recovery= |frameAdv=-<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="5P Full"/><br />
===6P Data===<br />
<section begin="6P"/>{{AttackData-BBTag<br />
|damage=1500*3|cancel=-|p1=70|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=18+32|active=-|recovery= |frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="6P"/><br />
<section begin="6P Full"/>{{FrameData-BBTag<br />
|damage=1500*3|cancel=-|p1=70|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=18+32|active=-|recovery= |frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="6P Full"/><br />
===4P Data===<br />
<section begin="4P"/>{{AttackData-BBTag<br />
|damage=1700|cancel=-|p1=70|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=18+17|active=3|recovery= |frameAdv=-<br />
|blockstun=18|groundHit=Launch|airHit=50|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="4P"/><br />
<section begin="4P Full"/>{{FrameData-BBTag<br />
|damage=1700|cancel=-|p1=70|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=18+17|active=3|recovery= |frameAdv=-<br />
|blockstun=18|groundHit=Launch|airHit=50|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="4P Full"/><br />
<br />
==Distortion Skills==<br />
===236BC Data===<br />
<section begin="236BC"/>{{AttackData-BBTag<br />
|damage=1740*5 [1220*10]|cancel=-|p1=80|p2=60<br />
|level=4|attribute=P|guard=All<br />
|startup=3+10|active=-|recovery=91T|frameAdv=-<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=2<br />
|invul= |hitbox=<br />
}}<section end="236BC"/><br />
<br />
<section begin="236BC Full"/>{{FrameData-BBTag<br />
|damage=1740*5 [1220*10]|cancel=-|p1=80|p2=60<br />
|level=4|attribute=P|guard=All<br />
|startup=3+10|active=-|recovery=91T|frameAdv=-<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=2<br />
|invul= |hitbox=<br />
}}<section end="236BC Full"/><br />
===214BC Data===<br />
<section begin="214BC"/>{{AttackData-BBTag<br />
|damage=500*24,1600 [410*34,2500]|cancel=-|p1=80|p2=60<br />
|level=4|attribute=B|guard= All<br />
|startup=3+6|active= |recovery= |frameAdv=-45<br />
|blockstun=18|groundHit=Launch|airHit=80|hitstop=15<br />
|invul= |hitbox=<br />
}}<section end="214BC"/><br />
<br />
<section begin="214BC Full"/>{{FrameData-BBTag<br />
|damage=500*24,1600 [410*34,2500]|cancel=-|p1=80|p2=60<br />
|level=4|attribute=B|guard=<br />
|startup=3+6|active= |recovery= |frameAdv=-45<br />
|blockstun=18|groundHit=Launch|airHit=80|hitstop=15<br />
|invul= |hitbox=<br />
}}<section end="214BC Full"/><br />
===Distortion Skill Duo Data===<br />
<section begin="Distortion Skill Duo"/>{{AttackData-BBTag<br />
|damage=75*24,200 (2000) [65*34,290 (2500)]|cancel=-|p1=100|p2=100<br />
|level= |attribute=B|guard=All<br />
|startup=1+1|active= |recovery= |frameAdv=<br />
|blockstun= |groundHit=Launch|airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="Distortion Skill Duo"/><br />
<section begin="Distortion Skill Duo Full"/>{{FrameData-BBTag<br />
|damage=75*24,200 (2000) [65*34,290 (2500)] |cancel=-|p1=100|p2=100<br />
|level= |attribute=B|guard=All<br />
|startup=1+1|active= |recovery= |frameAdv=<br />
|blockstun= |groundHit=Launch|airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="Distortion Skill Duo Full"/><br />
<br />
==Astral Heat==<br />
===222BC Data===<br />
<section begin="222BC"/>{{AttackData-BBTag<br />
|damage=1000,5000,36000|cancel= |p1= |p2=<br />
|level= |attribute= |guard=All<br />
|startup=8+5|active= |recovery= |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="222BC"/><br />
<section begin="222BC Full"/>{{FrameData-BBTag<br />
|damage=1000,5000,36000|cancel= |p1= |p2=<br />
|level= |attribute= |guard=All<br />
|startup=8+5|active= |recovery= |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="222BC Full"/><br />
<br />
==Category==<br />
{{Navbar-BBTag}}<br />
[[Category:Yumi]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Yumi&diff=145899BBTag/Yumi2020-03-07T03:35:35Z<p>138.217.165.172: /* Whirling Fans */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Yumi<br />
|-<br />
||<br />
[[File:BBTag_Yumi_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lst:BBTag/Yumi/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Hybrid Zoner, Mix-Up, Aggressive<br />
<br />
;Team role<br />
:Point, Support<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
===Backstory===<br />
<br />
Yumi is a third-year student and the leader of the Gessen Girls Academy elite shinobi.<br />
She lost her parents at a young age, luckily her grandfather Kurokage raised her along with the other Gessen girls.<br />
<br />
On the outside Yumi has a cold personality nevertheless she has a sister's love for her teammates. After the passing of Kurokage, Yumi begins to lead her team with discipline and love.<br />
<br />
===Playstyle===<br />
<br />
Yumi is a hybrid zoner/mixup character with ice projectiles that have restand properties and rekkas with multiple follow-ups. She is straightforward to play, ability to be aggressive, and with somewhat more ranged options than a typical character.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
<br />
* Very strong assist and support kit<br />
* Good blockstring safety, almost all of her normal moves can be jump cancelled on block, and both 214x dances can be dash cancelled.<br />
* Amazing mixup options, she has fast highs, long range lows and frametraps which become even scarier when doing cross combo pressure.<br />
* Her 236x and 6P projectiles have re-stand properties, which allows mixups and resets to happen at any point during her or her partner's combos.<br />
* Very high damage output (presses 5B twice and kills your character)<br />
* Good zoning tools <br />
* Can set up unburstable combos with Rave.<br />
| style="width: 50%;"|<br />
<br />
* Struggles against strong mid-range poking characters<br />
* Zoning is outshined against more dedicated zoning characters such as Vatista and Hilda.<br />
* Rather weak anti-air game<br />
|}<br />
<br />
<br style="clear:both;"/><br />
{{#lst:BBTag/Yumi/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_5A.png |caption=<br />
|image2=BBTag_Yumi_5AA.png |caption2=<br />
|image3=BBTag_Yumi_5AAA.png |caption3=That is the most beautiful ice animation I've seen in a fighting game, sorry Jin..<br />
|image4=BBTag_Yumi_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:BBTag/Yumi/Data|5A}}<br />
{{!}}-<br />
{{!}}-<br />
{{Description|7|text=<br />
* Moves her forward slightly<br />
An upward swipe with her fan, pretty much what you'll start combos with other than 2A since both are pretty safe to start out with.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:BBTag/Yumi/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:BBTag/Yumi/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:BBTag/Yumi/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_5B.png |caption=<br />
|image2=BBTag_Yumi_5BB.png |caption2=<br />
|image3=BBTag_Yumi_5BBB.png |caption3=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:BBTag/Yumi/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:BBTag/Yumi/Data|5BB}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:BBTag/Yumi/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=Head invulnerable 9~14<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=* 2 hit fan attack<br />
<br />
Has good proration for combos and adds a chunk of damage. 5BB commonly is used to combo into 2C > 214B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_jA.png |caption=<br />
|image2=BBTag_Yumi_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:BBTag/Yumi/Data|j.A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:BBTag/Yumi/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_jB.png |caption=<br />
|image2=BBTag_Yumi_jAA.png |caption2=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:BBTag/Yumi/Data|j.B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:BBTag/Yumi/Data|j.BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=The first hit can corner steal.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shinobi in Bloom</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_ShinobiInBloom.png |caption=<br />
|name=Shinobi in Bloom<br />
|input=5A+D<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Yumi/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Yumi/Data|j.AD}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Whirling Fans</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_WhirlingFans.png |caption=<br />
|input=236A/B<br />
|name=Whirling Fans<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lst:BBTag/Yumi/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lst:BBTag/Yumi/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=* Frame advantage is at point-blank range<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Grand Stage: Snowbird</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_GrandStageSnowbird.png |caption=<br />
|input=j.236A/B<br />
|name=Grand Stage: Snowbird<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lst:BBTag/Yumi/Data|j.236A}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lst:BBTag/Yumi/Data|j.236B}}<br />
{{!}}-<br />
{{Description|7|text=* Single hit durability air fireball, similar to the grounded A version<br />
* Air A Snowbird sends the projectile horizontally; Air B Snowbird is angled down diagonally<br />
<br />
Both versions allow air actions to be used after recovering. TK j.236X into airdash j.A/j.B is a useful approach tool, allowing combos off successful stray hits. Being similar to the grounded version, Snowbird shares the same freeze and restand properties on hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dancing as One: Yang</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_DancingAsOneYang.png |caption=<br />
|image2=BBTag_Yumi_PiercingTide.png |caption2=<br />
|image3=BBTag_Yumi_HowlingOgre.png |caption3=<br />
|image4=BBTag_Yumi_DemonicDestruction.png |caption4=<br />
|input=214A<br />
|name=Dancing as One: Yang<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=First Step|subtitle=A}}<br />
{{#lst:BBTag/Yumi/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=Second Step|subtitle=AA}}<br />
{{#lst:BBTag/Yumi/Data|214AA}}<br />
{{!}}-<br />
{{AttackVersion|name=Third Step|subtitle=AAA}}<br />
{{#lst:BBTag/Yumi/Data|214AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=Fourth Step|subtitle=AAAA}}<br />
{{#lst:BBTag/Yumi/Data|214AAAA}}<br />
{{!}}-<br />
{{AttackVersion|name=Piercing Tide|subtitle=> B}}<br />
{{#lst:BBTag/Yumi/Data|214A B}}<br />
{{!}}-<br />
{{AttackVersion|name=Howling Ogre|subtitle=> C}}<br />
{{#lst:BBTag/Yumi/Data|214A C}}<br />
{{!}}-<br />
{{Description|7|text=*Travels from the sky to the ground, hits 7 frames after the opponent comes out of blockstun from a rekka, can be used as a reset opportunity if used during a combo on a grounded opponent.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Demonic Destruction Part 1|subtitle=> 2C}}<br />
{{#lst:BBTag/Yumi/Data|214A 2C(1)}}<br />
{{!}}-<br />
{{Description|7|text=*A small ice surface travels along the ground, creating an ice spike when it either connects with the opponent or after a set distance, will still reach even if the rekka is pushblocked.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Demonic Destruction Part 2|subtitle=Automatic followup to > 2C}}<br />
{{#lst:BBTag/Yumi/Data|214A 2C(2)}}<br />
{{!}}-<br />
{{Description|7|text=*Leads into Aerial Rave automatically on hit.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Breathtaker|subtitle=> 66}}<br />
{{#lst:BBTag/Yumi/Data|214A 66}}<br />
{{!}}-<br />
{{Description|7|text=*Cancels the current rekka into a dash forward, leaving Yumi -4 and safe. Typically used to bait reversals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dancing as One: Yin</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_DancingAsOneYin.png |caption=Yumi has electricity on her hands and feet<br />
|image2=BBTag_Yumi_Purity.png |caption2=<br />
|input=214B<br />
|name=Dancing as One: Yin<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=First Step|subtitle=B}}<br />
{{#lst:BBTag/Yumi/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=Second Step|subtitle=BB}}<br />
{{#lst:BBTag/Yumi/Data|214BB}}<br />
{{!}}-<br />
{{AttackVersion|name=Third Step|subtitle=BBB}}<br />
{{#lst:BBTag/Yumi/Data|214BBB}}<br />
{{!}}-<br />
{{AttackVersion|name=Fourth Step|subtitle=BBBB}}<br />
{{#lst:BBTag/Yumi/Data|214BBBB}}<br />
{{!}}-<br />
{{Description|7|text=Pressing B after the Fourth Step will loop back to the First Step, but all First Steps that are looped this way have 17 frames of startup.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Dancing in Snow: Purity|subtitle=> A}}<br />
{{#lst:BBTag/Yumi/Data|214B A}}<br />
{{!}}-<br />
{{Description|7|text=Frametrap that hits on frame 4 after opponent exits blockstun. Will catch jumps. Leads into Aerial Rave automatically on hit.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Breathtaker|subtitle=> 66}}<br />
{{#lst:BBTag/Yumi/Data|214B 66}}<br />
{{!}}-<br />
{{Description|7|text=Cancels the current rekka into a dash forward, leaving Yumi -9. Unsafe vs mashing, but can bait most reversals this way.<br />
}}<br />
<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Aerial Rave</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_AerialRave.png |caption=<br />
|name=Aerial Rave<br />
|input=Automatic followup to certain attacks<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|Aerial Rave}}<br />
{{!}}-<br />
{{Description|6|text=Damage in () does not occur if Killing Stone is used.<br />
}}<br />
}}<br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">Dancing in Snow: Dance of Blades</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_DanceOfBlades.png |caption=<br />
|input=236C<br />
|name=Dancing in Snow: Dance of Blades<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=Leads into Aerial Rave automatically on hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Termination</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_Termination.png |caption=<br />
|input=214C<br />
|name=Termination<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|214C}}<br />
{{!}}-<br />
{{Description|6|text=A counter that is invincible to everything but throws. Projectiles do not activate the followup attack but leave her invincible for the rest of the duration. Strikes will trigger the followup attack. Frame advantage listed is if the followup attack is blocked. Leads into Aerial Rave automatically on hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Grand Stage: Storm of Snowbirds</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_StormOfSnowbirds.png |caption=<br />
|input=j.236C<br />
|name=Grand Stage: Storm of Snowbirds<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|j.236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Killing Stone</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_AerialRave.png |caption= For when you want to get high reward for very little effort.<br />
|input=Aerial Rave > C<br />
|name=Killing Stone<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|Killing Stone}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_YangFourthStep.png |caption=<br />
|input=Dancing as One: Yang - Fourth Step<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_WhirlingFans.png |caption=<br />
|input=Whirling Fans<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=*Re-stands the opponent on hit, this means that you can put it at the end of very long combos and aim for mixups and resets.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_Purity.png |caption=<br />
|input=Dancing in Snow: Purity<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Secret Ninja Art: Black Ice</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_BlackIce.png |caption=<br />
|input=236B+C<br />
|name=Secret Ninja Art: Black Ice<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Secret Ninja Art: Ice Pillar Fan</font> ======<br />
{{MoveData<br />
|image=BBTag_Yumi_IcePillarFan.png |caption=<br />
|input=214B+C<br />
|name=Secret Ninja Art: Ice Pillar Fan<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Yumi_IcePillarFan.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Secret Ninja Art: Ice Pillar Fan<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Yumi_IceQueen.png |caption=<br />
|image2=BBTag_Yumi_IceQueen2.png |caption2=<br />
|input=222B+C<br />
|name=Ultimate Secret Ninja Art: Ice Queen<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Yumi/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Roadmap==<br />
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--><br />
{{Roadmap}}<br />
==Navigation==<br />
{{#lst:BBTag/Yumi/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Yumi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Yumi]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Yumi/Data&diff=145898BBTag/Yumi/Data2020-03-07T03:34:15Z<p>138.217.165.172: /* 236A Data */</p>
<hr />
<div>{{EditDataNotice}}<br />
{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBTag/Yumi |image=BBTag_Yumi_Icon.png |videos= |forums=}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks|charMainPage=BBTag/Yumi|videos= |discord= }}<br />
<section end=Links/><br />
==System Data==<br />
<section begin="SystemData"/>{{CharData-BBTag|health=17,000 |prejump=4F |backdashTime=23F |backdashInv=1-7F All |additonalNotes= }}<section end="SystemData"/><br />
<br />
==Normal Moves==<br />
===5A Data===<br />
<section begin="5A"/>{{AttackData-BBTag<br />
|damage=1200|cancel=CSTJP|p1=100|p2=80<br />
|level=3|attribute=B|guard=All<br />
|startup=6|active=3|recovery=15|frameAdv=-1<br />
|blockstun=16|groundHit=17|airHit=17|hitstop=9<br />
|invul= |hitbox=<br />
}}<section end="5A"/><br />
<br />
<section begin="5A Full"/>{{FrameData-BBTag<br />
|damage=1200|cancel=CSTJP|p1=100|p2=80<br />
|level=3|attribute=B|guard=All<br />
|startup=6|active=3|recovery=15|frameAdv=-1<br />
|blockstun=16|groundHit=17|airHit=17|hitstop=9<br />
|invul= |hitbox=<br />
}}<section end="5A Full"/><br />
<br />
===5AA Data===<br />
<section begin="5AA"/>{{AttackData-BBTag<br />
|damage=1500|cancel=CSTJP|p1=100|p2=80<br />
|level=3|attribute=B|guard=All<br />
|startup=9|active=3|recovery=18|frameAdv=-4<br />
|blockstun=16|groundHit=17|airHit=21|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="5AA"/><br />
<section begin="5AA Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=CSTJP|p1=100|p2=80<br />
|level=3|attribute=B|guard=All<br />
|startup=9|active=3|recovery=18|frameAdv=-4<br />
|blockstun=16|groundHit=17|airHit=21|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="5AA Full"/><br />
===5AAA Data===<br />
<section begin="5AAA"/>{{AttackData-BBTag<br />
|damage=1700|cancel=CSJP|p1=100|p2=80<br />
|level=4|attribute=B|guard=All<br />
|startup=13|active=3|recovery=33|frameAdv=-17<br />
|blockstun=18|groundHit=19|airHit=21|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="5AAA"/><br />
<section begin="5AAA Full"/>{{FrameData-BBTag<br />
|damage=1700|cancel=CSJP|p1=100|p2=80<br />
|level=4|attribute=B|guard=All<br />
|startup=13|active=3|recovery=33|frameAdv=-17<br />
|blockstun=18|groundHit=19|airHit=21|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="5AAA Full"/><br />
===5AAAA Data===<br />
<section begin="5AAAA"/>{{AttackData-BBTag<br />
|damage=1700|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=15|active=3|recovery=41|frameAdv=-25<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="5AAAA"/><br />
<section begin="5AAAA Full"/>{{FrameData-BBTag<br />
|damage=1700|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=15|active=3|recovery=41|frameAdv=-25<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="5AAAA Full"/><br />
<br />
===2A Data===<br />
<section begin="2A"/>{{AttackData-BBTag<br />
|damage=1000|cancel=CSTJP|p1=90|p2=70<br />
|level=1|attribute=F|guard=Low<br />
|startup=7|active=3|recovery=9|frameAdv=0<br />
|blockstun=11|groundHit=12|airHit=12|hitstop=9<br />
|invul= |hitbox=<br />
}}<section end="2A"/><br />
<section begin="2A Full"/>{{FrameData-BBTag<br />
|damage=1000|cancel=CSTJP|p1=90|p2=70<br />
|level=1|attribute=F|guard=Low<br />
|startup=7|active=3|recovery=9|frameAdv=0<br />
|blockstun=11|groundHit=12|airHit=12|hitstop=9<br />
|invul= |hitbox=<br />
}}<section end="2A Full"/><br />
===5B Data===<br />
<section begin="5B"/>{{AttackData-BBTag<br />
|damage=900*2|cancel=P,CSP|p1=100|p2=80(once)<br />
|level=3|attribute=B|guard=All<br />
|startup=13|active=7,20|recovery=6|frameAdv=-6<br />
|blockstun=16|groundHit=17|airHit=17|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="5B"/><br />
<br />
<section begin="5B Full"/>{{FrameData-BBTag<br />
|damage=900*2|cancel=P,CSP |p1=100|p2=80(once)<br />
|level=3|attribute=B|guard=All<br />
|startup=13|active=7,20|recovery=6|frameAdv=-6<br />
|blockstun=16|groundHit=17|airHit=17|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="5B Full"/><br />
<br />
===5BB Data===<br />
<section begin="5BB"/>{{AttackData-BBTag<br />
|damage=1700|cancel=CSJP|p1=100|p2=80<br />
|level=4|attribute=B|guard=All<br />
|startup=10|active=3|recovery=19|frameAdv=-3<br />
|blockstun=18|groundHit=19|airHit=19|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="5BB"/><br />
<section begin="5BB Full"/>{{FrameData-BBTag<br />
|damage=1700|cancel=CSJP|p1=100|p2=80<br />
|level=4|attribute=B|guard=All<br />
|startup=10|active=3|recovery=19|frameAdv=-3<br />
|blockstun=18|groundHit=19|airHit=19|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="5BB Full"/><br />
===5BBB Data===<br />
<section begin="5BBB"/>{{AttackData-BBTag<br />
|damage=2000|cancel=SP|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=13|active=4|recovery=33|frameAdv=-18<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=10<br />
|invul= |hitbox=<br />
}}<section end="5BBB"/><br />
<section begin="5BBB Full"/>{{FrameData-BBTag<br />
|damage=2000|cancel=SP|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=13|active=4|recovery=33|frameAdv=-18<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=10<br />
|invul= |hitbox=<br />
}}<section end="5BBB Full"/><br />
<br />
===2B Data===<br />
<section begin="2B"/>{{AttackData-BBTag<br />
|damage=1500|cancel=CSJP|p1=90|p2=80<br />
|level=3|attribute=B|guard=All<br />
|startup=9|active=6|recovery=18|frameAdv=-7<br />
|blockstun=16|groundHit=17|airHit=21|hitstop=11<br />
|invul=9~14 H|hitbox=<br />
}}<section end="2B"/><br />
<section begin="2B Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=CSJP|p1=90|p2=80<br />
|level=3|attribute=B|guard=All<br />
|startup=9|active=6|recovery=18|frameAdv=-7<br />
|blockstun=16|groundHit=17|airHit=21|hitstop=11<br />
|invul=9~14 H|hitbox=<br />
}}<section end="2B Full"/><br />
===5C Data===<br />
<section begin="5C"/>{{AttackData-BBTag<br />
|damage=800+|cancel=-|p1=100|p2=100<br />
|level=3|attribute=H|guard=High<br />
|startup=26|active=3|recovery=18|frameAdv=-4<br />
|blockstun=16|groundHit=17|airHit=-|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="5C"/><br />
<section begin="5C Full"/>{{FrameData-BBTag<br />
|damage=800+|cancel=-|p1=100|p2=100<br />
|level=3|attribute=H|guard=High<br />
|startup=26|active=3|recovery=18|frameAdv=-4<br />
|blockstun=16|groundHit=17|airHit=-|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="5C Full"/><br />
<br />
===2C Data===<br />
<section begin="2C"/>{{AttackData-BBTag<br />
|damage=1100*2|cancel=SP,SP|p1=90|p2=85(once)<br />
|level=4|attribute=F|guard=Low<br />
|startup=14|active=11,3|recovery=18|frameAdv=-2<br />
|blockstun=18|groundHit=19|airHit=30|hitstop=5,12<br />
|invul= |hitbox=<br />
}}<section end="2C"/><br />
<br />
<section begin="2C Full"/>{{FrameData-BBTag<br />
|damage=1100*2|cancel=SP,SP|p1=90|p2=85(once)<br />
|level=4|attribute=F|guard=Low<br />
|startup=14|active=11,3|recovery=18|frameAdv=-2<br />
|blockstun=18|groundHit=19|airHit=30|hitstop=5,12<br />
|invul= |hitbox=<br />
}}<section end="2C Full"/><br />
<br />
===j.A Data===<br />
<section begin="j.A"/>{{AttackData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=8|active=3|recovery=19|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.A"/><br />
<section begin="j.A Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=8|active=3|recovery=19|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.A Full"/><br />
===j.AA Data===<br />
<section begin="j.AA"/>{{AttackData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=9|active=4|recovery=26|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.AA"/><br />
<section begin="j.AA Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=9|active=4|recovery=26|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.AA Full"/><br />
<br />
===j.B Data===<br />
<section begin="j.B"/>{{AttackData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=12|active=3|recovery=18|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.B"/><br />
<section begin="j.B Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=12|active=3|recovery=18|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.B Full"/><br />
===j.BB Data===<br />
<section begin="j.BB"/>{{AttackData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=9|active=4|recovery=26|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.BB"/><br />
<section begin="j.BB Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=SJP|p1=80|p2=80<br />
|level=3|attribute=H|guard=High<br />
|startup=9|active=4|recovery=26|frameAdv=<br />
|blockstun=16|groundHit=17|airHit=19|hitstop=11<br />
|invul= |hitbox=<br />
}}<section end="j.BB Full"/><br />
<br />
===j.C Data===<br />
<section begin="j.C"/>{{AttackData-BBTag<br />
|damage=1300*2|cancel=P|p1=80|p2=90(once)<br />
|level=5|attribute=H|guard=High<br />
|startup=18|active=Until L,3|recovery=22|frameAdv=-4<br />
|blockstun=20|groundHit=Launch|airHit=60,30|hitstop=6,13<br />
|invul= |hitbox=<br />
}}<section end="j.C"/><br />
<section begin="j.C Full"/>{{FrameData-BBTag<br />
|damage=1300*2|cancel=P|p1=80|p2=90(once)<br />
|level=5|attribute=H|guard=High<br />
|startup=18|active=Until L,3|recovery=22|frameAdv=-4<br />
|blockstun=20|groundHit=Launch|airHit=60,30|hitstop=6,13<br />
|invul= |hitbox=<br />
}}<section end="j.C Full"/><br />
<br />
==Universal Mechanics==<br />
===BC Data===<br />
<section begin="BC"/>{{AttackData-BBTag<br />
|damage=2000|cancel=S|p1=100|p2=50(once)<br />
|level= |attribute=T|guard=Throw<br />
|startup=7~30|active=3|recovery=23|frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="BC"/><br />
<section begin="BC Full"/>{{FrameData-BBTag<br />
|damage=2000|cancel=S|p1=100|p2=50(once)<br />
|level= |attribute=T|guard=Throw<br />
|startup=7~30|active=3|recovery=23|frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="BC Full"/><br />
<br />
===AD Data===<br />
<section begin="AD"/>{{AttackData-BBTag<br />
|damage=2300|cancel=-|p1=80|p2=60<br />
|level=3|attribute=B|guard=Air Unblockable<br />
|startup=13|active=5|recovery=44|frameAdv=<br />
|blockstun=16|groundHit=Launch|airHit=60|hitstop=11<br />
|invul=1~17 All|hitbox=<br />
}}<section end="AD"/><br />
<br />
<section begin="AD Full"/>{{FrameData-BBTag<br />
|damage=2300|cancel=-|p1=80|p2=60<br />
|level=3|attribute=B|guard=Air Unblockable<br />
|startup=13|active=5|recovery=44|frameAdv=<br />
|blockstun=16|groundHit=Launch|airHit=60|hitstop=11<br />
|invul=1~17 All|hitbox=<br />
}}<section end="AD Full"/><br />
<br />
===j.AD Data===<br />
<section begin="j.AD"/>{{AttackData-BBTag<br />
|damage=2300|cancel=-|p1=80|p2=60<br />
|level= |attribute=H|guard=All<br />
|startup=13|active=5|recovery= |frameAdv=<br />
|blockstun=16|groundHit=Launch|airHit=60|hitstop=11<br />
|invul=1~17 All|hitbox=<br />
}}<section end="j.AD"/><br />
<section begin="j.AD Full"/>{{FrameData-BBTag<br />
|damage=2300|cancel=-|p1=80|p2=60<br />
|level= |attribute=H|guard=All<br />
|startup=13|active=5|recovery= |frameAdv=<br />
|blockstun= |groundHit=Launch|airHit=60|hitstop=11<br />
|invul=1~17 All|hitbox=<br />
}}<section end="j.AD Full"/><br />
===DP Data===<br />
<section begin="DP"/>{{AttackData-BBTag<br />
|damage=1000|cancel=-|p1=-|p2=-<br />
|level= |attribute=H|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="DP"/><br />
<section begin="DP Full"/>{{FrameData-BBTag<br />
|damage=1000|cancel=-|p1= |p2=<br />
|level= |attribute=H|guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="DP Full"/><br />
<br />
==Skills==<br />
===236A Data===<br />
<section begin="236A"/>{{AttackData-BBTag<br />
|damage=1500|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=14|active=-|recovery=44T|frameAdv=-7<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="236A"/><br />
<section begin="236A Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=14|active=-|recovery=44T|frameAdv=-7<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="236A Full"/><br />
<br />
===236B Data===<br />
<section begin="236B"/>{{AttackData-BBTag<br />
|damage=1500*3|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=30|active=-|recovery=68T|frameAdv=<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="236B"/><br />
<section begin="236B Full"/>{{FrameData-BBTag<br />
|damage=1500*3|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=30|active=-|recovery=68T|frameAdv=<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="236B Full"/><br />
<br />
===j.236A Data===<br />
<section begin="j.236A"/>{{AttackData-BBTag<br />
|damage=1500|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=23|active=-|recovery=43T|frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="j.236A"/><br />
<section begin="j.236A Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=23|active=-|recovery=43T|frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="j.236A Full"/><br />
===j.236B Data===<br />
<section begin="j.236B"/>{{AttackData-BBTag<br />
|damage=1500|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=23|active=-|recovery=43T|frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="j.236B"/><br />
<section begin="j.236B Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=23|active=-|recovery=43T|frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="j.236B Full"/><br />
===214A Data===<br />
<section begin="214A"/>{{AttackData-BBTag<br />
|damage=1000|cancel=P|p1=80|p2=85<br />
|level=3|attribute=B|guard=All<br />
|startup=14|active=3|recovery=18|frameAdv=-4<br />
|blockstun=14|groundHit= |airHit= |hitstop= <br />
|invul= |hitbox=<br />
}}<section end="214A"/><br />
<section begin="214A Full"/>{{FrameData-BBTag<br />
|damage=1000|cancel=P|p1=80|p2=85<br />
|level=3|attribute=B|guard=All<br />
|startup=14|active=3|recovery=18|frameAdv=-4<br />
|blockstun=14|groundHit= |airHit= |hitstop=13 <br />
|invul= |hitbox=<br />
}}<section end="214A Full"/><br />
===214AA Data===<br />
<section begin="214AA"/>{{AttackData-BBTag<br />
|damage=1000|cancel=P|p1=80|p2=85<br />
|level=3|attribute=B|guard=All<br />
|startup=13|active=3|recovery=21|frameAdv=-7<br />
|blockstun=14|groundHit= |airHit= |hitstop=13<br />
|invul= |hitbox=<br />
}}<section end="214AA"/><br />
<section begin="214AA Full"/>{{FrameData-BBTag<br />
|damage=1000|cancel=P|p1=80|p2=85<br />
|level=3|attribute=B|guard=All<br />
|startup=13|active=3|recovery=21|frameAdv=-7<br />
|blockstun=14|groundHit= |airHit= |hitstop=13<br />
|invul= |hitbox=<br />
}}<section end="214AA Full"/><br />
===214AAA Data===<br />
<section begin="214AAA"/>{{AttackData-BBTag<br />
|damage=600*2|cancel=P|p1=80|p2=85<br />
|level=3|attribute=B|guard=All<br />
|startup=13|active=3,3|recovery=22|frameAdv=-8<br />
|blockstun=14|groundHit= |airHit= |hitstop=13<br />
|invul= |hitbox=<br />
}}<section end="214AAA"/><br />
<section begin="214AAA Full"/>{{FrameData-BBTag<br />
|damage=600*2|cancel=P|p1=80|p2=85<br />
|level=3|attribute=B|guard=All<br />
|startup=13|active=3,3|recovery=22|frameAdv=-8<br />
|blockstun=14|groundHit= |airHit= |hitstop=13<br />
|invul= |hitbox=<br />
}}<section end="214AAA Full"/><br />
<br />
===214AAAA Data===<br />
<section begin="214AAAA"/>{{AttackData-BBTag<br />
|damage=300*5,325*5|cancel=P|p1=80|p2=90<br />
|level=4|attribute=B|guard=All<br />
|startup=14|active=18(5 hits),6(5 hits)|recovery=30|frameAdv=-13<br />
|blockstun=17|groundHit=Launch|airHit= |hitstop=6,6,6,6,4,1,1,1,1,6<br />
|invul= |hitbox=<br />
}}<section end="214AAAA"/><br />
<section begin="214AAAA Full"/>{{FrameData-BBTag<br />
|damage=300*5,325*5|cancel=P|p1=80|p2=90<br />
|level=4|attribute=B|guard=All<br />
|startup=14|active=18(5 hits),6(5 hits)|recovery=30|frameAdv=-13<br />
|blockstun=17|groundHit=Launch|airHit= |hitstop=6,6,6,6,4,1,1,1,1,6<br />
|invul= |hitbox=<br />
}}<section end="214AAAA Full"/><br />
<br />
===214A B Data===<br />
<section begin="214A B"/>{{AttackData-BBTag<br />
|damage=2000|cancel=P|p1=85|p2=95<br />
|level=5|attribute=B|guard=All<br />
|startup=26|active=4|recovery=15|frameAdv=+12<br />
|blockstun=27|groundHit= |airHit= |hitstop=21<br />
|invul= |hitbox=<br />
}}<section end="214A B"/><br />
<section begin="214A B Full"/>{{FrameData-BBTag<br />
|damage=2000|cancel=P|p1=85|p2=95<br />
|level=5|attribute=B|guard=All<br />
|startup=26|active=4|recovery=15|frameAdv=+12<br />
|blockstun=27|groundHit= |airHit= |hitstop=21<br />
|invul= |hitbox=<br />
}}<section end="214A B Full"/><br />
<br />
===214A C Data===<br />
<section begin="214A C"/>{{AttackData-BBTag<br />
|damage=2000|cancel=P|p1=70|p2=95<br />
|level=5|attribute=P|guard=High<br />
|startup=20|active=16|recovery=50T|frameAdv=-4<br />
|blockstun=20|groundHit=Knockdown|airHit=60|hitstop=4<br />
|invul= |hitbox=<br />
}}<section end="214A C"/><br />
<section begin="214A C Full"/>{{FrameData-BBTag<br />
|damage=2000|cancel=P|p1=70|p2=95<br />
|level=5|attribute=P|guard=High<br />
|startup=20|active=16|recovery=50T|frameAdv=-4<br />
|blockstun=20|groundHit=Knockdown|airHit=60|hitstop=4<br />
|invul= |hitbox=<br />
}}<section end="214A C Full"/><br />
===214A 2C(1) Data===<br />
<section begin="214A 2C(1)"/>{{AttackData-BBTag<br />
|damage=1000|cancel=P|p1=80|p2=100<br />
|level=3|attribute=F|guard=Low<br />
|startup=25|active=24|recovery=-|frameAdv=-<br />
|blockstun=-|groundHit=-|airHit=-|hitstop=7<br />
|invul= |hitbox=<br />
}}<section end="214A 2C(1)"/><br />
<section begin="214A 2C(1) Full"/>{{FrameData-BBTag<br />
|damage=1000|cancel=P|p1=80|p2=100<br />
|level=3|attribute=F|guard=Low<br />
|startup=25|active=24|recovery=-|frameAdv=-<br />
|blockstun=-|groundHit=-|airHit=-|hitstop=7<br />
|invul= |hitbox=<br />
}}<section end="214A 2C(1) Full"/><br />
<br />
===214A 2C(2) Data===<br />
<section begin="214A 2C(2)"/>{{AttackData-BBTag<br />
|damage=1500|cancel=P|p1=90|p2=85<br />
|level=4|attribute=F|guard=Low<br />
|startup=1~20|active= |recovery=-|frameAdv=-9<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="214A 2C(2)"/><br />
<section begin="214A 2C(2) Full"/>{{FrameData-BBTag<br />
|damage=1500|cancel=P|p1=90|p2=85<br />
|level=4|attribute=F|guard=Low<br />
|startup=1~20|active= |recovery=-|frameAdv=-9<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="214A 2C(2) Full"/><br />
<br />
===214B Data===<br />
<section begin="214B"/>{{AttackData-BBTag<br />
|damage=750*3|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=15|active=3,3,4|recovery=26|frameAdv=-17<br />
|blockstun=?,?,9|groundHit= |airHit= |hitstop=3,3,4 <br />
|invul= |hitbox=<br />
}}<section end="214B"/><br />
<section begin="214B Full"/>{{FrameData-BBTag<br />
|damage=750*3|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=15|active=3,3,4|recovery=26|frameAdv=-17<br />
|blockstun=?,?,9|groundHit= |airHit= |hitstop=3,3,4<br />
|invul= |hitbox=<br />
}}<section end="214B Full"/><br />
<br />
===214BB Data===<br />
<section begin="214BB"/>{{AttackData-BBTag<br />
|damage=1700|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=17|active=4|recovery=21|frameAdv=-12<br />
|blockstun=9|groundHit= |airHit= |hitstop=15<br />
|invul= |hitbox=<br />
}}<section end="214BB"/><br />
<section begin="214BB Full"/>{{FrameData-BBTag<br />
|damage=1700|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=17|active=4|recovery=21|frameAdv=-12<br />
|blockstun=9|groundHit= |airHit= |hitstop=15<br />
|invul= |hitbox=<br />
}}<section end="214BB Full"/><br />
===214BBB Data===<br />
<section begin="214BBB"/>{{AttackData-BBTag<br />
|damage=1700|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=17|active=4|recovery=22|frameAdv=-13<br />
|blockstun=9|groundHit= |airHit= |hitstop=15<br />
|invul= |hitbox=<br />
}}<section end="214BBB"/><br />
<section begin="214BBB Full"/>{{FrameData-BBTag<br />
|damage=1700|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=17|active=4|recovery=22|frameAdv=-13<br />
|blockstun=9|groundHit= |airHit= |hitstop=15<br />
|invul= |hitbox=<br />
}}<section end="214BBB Full"/><br />
===214BBBB Data===<br />
<section begin="214BBBB"/>{{AttackData-BBTag<br />
|damage=800*2|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=17|active=4,4|recovery=28|frameAdv=-19<br />
|blockstun=?,9|groundHit= |airHit= |hitstop=6,16<br />
|invul= |hitbox=<br />
}}<section end="214BBBB"/><br />
<section begin="214BBBB Full"/>{{FrameData-BBTag<br />
|damage=800*2|cancel=P|p1=100|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=17|active=4,4|recovery=28|frameAdv=-19<br />
|blockstun=?,9|groundHit= |airHit= |hitstop= 6,16<br />
|invul= |hitbox=<br />
}}<section end="214BBBB Full"/><br />
===214B A Data===<br />
<section begin="214B A"/>{{AttackData-BBTag<br />
|damage=2000|cancel=P|p1=100|p2=90<br />
|level=5|attribute=B|guard=All<br />
|startup=13|active=3|recovery=30|frameAdv=-12<br />
|blockstun= |groundHit=Launch|airHit=60|hitstop= <br />
|invul= |hitbox=<br />
}}<section end="214B A"/><br />
<section begin="214B A Full"/>{{FrameData-BBTag<br />
|damage=2000|cancel=P|p1=100|p2=90<br />
|level=5|attribute=B|guard=All<br />
|startup=13|active=3|recovery=30|frameAdv=-12<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=14<br />
|invul= |hitbox=<br />
}}<section end="214B A Full"/><br />
<br />
===Aerial Rave Data===<br />
<section begin="Aerial Rave"/>{{AttackData-BBTag<br />
|damage=300*4,(1000*2)|cancel=P|p1=-|p2=100<br />
|level= |attribute= |guard=<br />
|startup= |active=-|recovery=-|frameAdv=-<br />
|blockstun= |groundHit=Launch|airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="Aerial Rave"/><br />
<section begin="Aerial Rave Full"/>{{FrameData-BBTag<br />
|damage=300*4,(1000*2)|cancel=P|p1=-|p2=100<br />
|level= |attribute= |guard=<br />
|startup=-|active=-|recovery=-|frameAdv=-<br />
|blockstun= |groundHit=Launch|airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="Aerial Rave Full"/><br />
<br />
==Extra Skills==<br />
===236C Data===<br />
<section begin="236C"/>{{AttackData-BBTag<br />
|damage=1300,1300,2000|cancel=P|p1=80|p2=80(once)<br />
|level= |attribute=P|guard=Low<br />
|startup=10|active= |recovery= |frameAdv=-4<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="236C"/><br />
<section begin="236C Full"/>{{FrameData-BBTag<br />
|damage=1300,1300,2000|cancel=P|p1=80|p2=80(once)<br />
|level= |attribute=P|guard=Low<br />
|startup=10|active= |recovery= |frameAdv=-4<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="236C Full"/><br />
===j.236C Data===<br />
<section begin="j.236C"/>{{AttackData-BBTag<br />
|damage=1500*3|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=18|active=-|recovery=37T|frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="j.236C"/><br />
<section begin="j.236C Full"/>{{FrameData-BBTag<br />
|damage=1500*3|cancel=P|p1=80|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=18|active=-|recovery=37T|frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="j.236C Full"/><br />
<br />
===214C Data===<br />
<section begin="214C"/>{{AttackData-BBTag<br />
|damage=2200|cancel=P|p1=80|p2=75<br />
|level= |attribute=B|guard=All<br />
|startup=4|active=37|recovery=15|frameAdv=-5<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="214C"/><br />
<section begin="214C Full"/>{{FrameData-BBTag<br />
|damage=2200|cancel=P|p1=80|p2=75<br />
|level= |attribute=B|guard=All<br />
|startup=4|active=37|recovery=15|frameAdv=-5<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="214C Full"/><br />
===214X 66 Data===<br />
<section begin="214A 66"/>{{AttackData-BBTag<br />
|damage=-|cancel=P|p1=-|p2=-<br />
|level=-|attribute=-|guard=-<br />
|startup=-|active=-|recovery=18T|frameAdv=-<br />
|blockstun=-|groundHit=-|airHit=-|hitstop=-<br />
|invul= |hitbox=<br />
}}<section end="214A 66"/><br />
<section begin="214B 66"/>{{AttackData-BBTag<br />
|damage=-|cancel=P|p1=-|p2=-<br />
|level=-|attribute=-|guard=-<br />
|startup=-|active=-|recovery=18T|frameAdv=-<br />
|blockstun=-|groundHit=-|airHit=-|hitstop=-<br />
|invul= |hitbox=<br />
}}<section end="214B 66"/><br />
<br />
<section begin="214X 66 Full"/>{{FrameData-BBTag<br />
|damage=-|cancel=P|p1=-|p2=-<br />
|level=-|attribute=-|guard=-<br />
|startup=-|active=-|recovery=18T|frameAdv=-<br />
|blockstun=-|groundHit=-|airHit=-|hitstop=-<br />
|invul= |hitbox=<br />
}}<section end="214X 66 Full"/><br />
===Killing Stone Data===<br />
<section begin="Killing Stone"/>{{AttackData-BBTag<br />
|damage=1600,300*4,1000*2|cancel=P|p1=-|p2=90<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|blockstun= |groundHit=Launch|airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="Killing Stone"/><br />
<section begin="Killing Stone Full"/>{{FrameData-BBTag<br />
|damage=1600,300*4,1000*2|cancel=P|p1=-|p2=90<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="Killing Stone Full"/><br />
<br />
==Partner Skills==<br />
===5P Data===<br />
<section begin="5P"/>{{AttackData-BBTag<br />
|damage=360*4,500*5|cancel=-|p1=70|p2=80<br />
|level=4|attribute=B|guard=All<br />
|startup=18+14|active=14,6|recovery= |frameAdv=-<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="5P"/><br />
<section begin="5P Full"/>{{FrameData-BBTag<br />
|damage=360*4,500*5|cancel=-|p1=70|p2=80<br />
|level=4|attribute=B|guard=All<br />
|startup=18+14|active=14,6|recovery= |frameAdv=-<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="5P Full"/><br />
===6P Data===<br />
<section begin="6P"/>{{AttackData-BBTag<br />
|damage=1500*3|cancel=-|p1=70|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=18+32|active=-|recovery= |frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="6P"/><br />
<section begin="6P Full"/>{{FrameData-BBTag<br />
|damage=1500*3|cancel=-|p1=70|p2=85<br />
|level=4|attribute=P|guard=All<br />
|startup=18+32|active=-|recovery= |frameAdv=-<br />
|blockstun=18|groundHit=9|airHit=30|hitstop=5<br />
|invul= |hitbox=<br />
}}<section end="6P Full"/><br />
===4P Data===<br />
<section begin="4P"/>{{AttackData-BBTag<br />
|damage=1700|cancel=-|p1=70|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=18+17|active=3|recovery= |frameAdv=-<br />
|blockstun=18|groundHit=Launch|airHit=50|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="4P"/><br />
<section begin="4P Full"/>{{FrameData-BBTag<br />
|damage=1700|cancel=-|p1=70|p2=85<br />
|level=4|attribute=B|guard=All<br />
|startup=18+17|active=3|recovery= |frameAdv=-<br />
|blockstun=18|groundHit=Launch|airHit=50|hitstop=12<br />
|invul= |hitbox=<br />
}}<section end="4P Full"/><br />
<br />
==Distortion Skills==<br />
===236BC Data===<br />
<section begin="236BC"/>{{AttackData-BBTag<br />
|damage=1740*5 [1220*10]|cancel=-|p1=80|p2=60<br />
|level=4|attribute=P|guard=All<br />
|startup=3+10|active=-|recovery=91T|frameAdv=-<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=2<br />
|invul= |hitbox=<br />
}}<section end="236BC"/><br />
<br />
<section begin="236BC Full"/>{{FrameData-BBTag<br />
|damage=1740*5 [1220*10]|cancel=-|p1=80|p2=60<br />
|level=4|attribute=P|guard=All<br />
|startup=3+10|active=-|recovery=91T|frameAdv=-<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=2<br />
|invul= |hitbox=<br />
}}<section end="236BC Full"/><br />
===214BC Data===<br />
<section begin="214BC"/>{{AttackData-BBTag<br />
|damage=500*24,1600 [410*34,2500]|cancel=-|p1=80|p2=60<br />
|level=4|attribute=B|guard= All<br />
|startup=3+6|active= |recovery= |frameAdv=-45<br />
|blockstun=18|groundHit=Launch|airHit=80|hitstop=15<br />
|invul= |hitbox=<br />
}}<section end="214BC"/><br />
<br />
<section begin="214BC Full"/>{{FrameData-BBTag<br />
|damage=500*24,1600 [410*34,2500]|cancel=-|p1=80|p2=60<br />
|level=4|attribute=B|guard=<br />
|startup=3+6|active= |recovery= |frameAdv=-45<br />
|blockstun=18|groundHit=Launch|airHit=80|hitstop=15<br />
|invul= |hitbox=<br />
}}<section end="214BC Full"/><br />
===Distortion Skill Duo Data===<br />
<section begin="Distortion Skill Duo"/>{{AttackData-BBTag<br />
|damage=75*24,200 (2000) [65*34,290 (2500)]|cancel=-|p1=100|p2=100<br />
|level= |attribute=B|guard=All<br />
|startup=1+1|active= |recovery= |frameAdv=<br />
|blockstun= |groundHit=Launch|airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="Distortion Skill Duo"/><br />
<section begin="Distortion Skill Duo Full"/>{{FrameData-BBTag<br />
|damage=75*24,200 (2000) [65*34,290 (2500)] |cancel=-|p1=100|p2=100<br />
|level= |attribute=B|guard=All<br />
|startup=1+1|active= |recovery= |frameAdv=<br />
|blockstun= |groundHit=Launch|airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="Distortion Skill Duo Full"/><br />
<br />
==Astral Heat==<br />
===222BC Data===<br />
<section begin="222BC"/>{{AttackData-BBTag<br />
|damage=1000,5000,36000|cancel= |p1= |p2=<br />
|level= |attribute= |guard=All<br />
|startup=8+5|active= |recovery= |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="222BC"/><br />
<section begin="222BC Full"/>{{FrameData-BBTag<br />
|damage=1000,5000,36000|cancel= |p1= |p2=<br />
|level= |attribute= |guard=All<br />
|startup=8+5|active= |recovery= |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<section end="222BC Full"/><br />
<br />
==Category==<br />
{{Navbar-BBTag}}<br />
[[Category:Yumi]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Hazama&diff=136904BBTag/Hazama2019-12-08T10:02:01Z<p>138.217.165.172: /* EX Flying Sickle Thrust */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBTag_Hazama_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Hazama/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Step<br />
<br />
;Playstyle<br />
:Neutral-focused, Hit and run<br />
<br />
;Team Role:<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
''"This is getting a little bothersome. Can I leave the rest of the work to you?"''<br />
<br />
===Backstory===<br />
Hazama is a captain of the Novus Orbis Librarium's (NOL) Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for the soul of Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Although Hazama usually retains a calm and charming demeanor, this is simply a mask with which he hides his selfish and manipulative personality that lurks underneath. At the end of BlazBlue: Chrono Phantasma, he and Terumi become separate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.<br />
<br />
===Playstyle===<br />
<br />
Hazama uses his Ouroboros chains to zip across the stage, either to approach his opponent or to run away. Once in, he can use his stance-mixups or his command grab to open them up and start in on any one of his myriad combo routes that lead into an aerial j.C ender, which places him in a great position to start everything over again.<br />
<br />
At close range, Hazama is notably lacking. Although his tools are all decently fast, they barely cover any space. The ones that do, i.e. 2C and his 214s, all need resources to get damage off of. Due to this, its best to try to avoid close range footsies without some serious mind game trickery up your sleeve.<br />
<br />
In general, with Hazama, you want to slip in, sneak in a hit, do some damage, then slip out. But if it allows you to maintain some scary pressure, then by all means keep staying in to confuse your foes even further.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Lots of effective smart combo routes that deal damage and build meter.<br />
* His B normals give him a large amount of range, being essentially the same as his D moves.<br />
* Amazing Reversal Action.<br />
* 236B+C is incredibly threatening.<br />
* Solid mixup options supplemented by his special moves.<br />
| style="width: 50%;"|<br />
* Embarrassingly small footsies range, requiring him to close the gap often.<br />
* Awkward mobility options limit his approaches severely.<br />
* No drive chain that deals with air approaches.<br />
* Being predictable in your approaches can easily get yourself anti-aired.<br />
* Needs either meter or partner to convert his stance specials.<br />
* Embarrassingly short true blockstrings without assist.<br />
|<br />
|}<br />
<br clear=all><br />
<br />
===Drive: Ouroboros===<br />
<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. Although Hazama's drive has returned in BlazBlue Cross Tag Battle, veteran Hazama players from the BlazBlue series will notice a few changes have been made. <br />
<br />
# Hazama's chains are now mapped to his B buttons. <br />
# There are no longer any stocks for his chain. <br />
# He no longer has multiple followups from his chains. Instead, you can do the D followup by continuing the B auto combo.<br />
<br style="clear:both;"/><br />
<br />
{{#lst:BBTag/Hazama/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_4A.png |caption=Jesus Knee<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|4A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* 5B from Blazblue.<br />
* Cancels forward momentum, meaning no sliding knee.<br /><br />
* NOT A JAB.<br /><br />
* Classic poke. <br /><br />
<br />
<br />
Lost a lot of its stagger pressure potential due to losing the slide. Still, it's a good backup for if 5A won't hit due to speed or range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_5A.png |caption=Whiff this in neutral if you feel like dying.<br />
|image2=BBTag_Hazama_5AA.png |caption2=Flick that arm.<br />
|image3=BBTag_Hazama_5AAA.png |caption3=Venom Sword/Jabaki<br />
|image4=BBTag_Hazama_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Hazama/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hazama's 5C from BlazBlue.<br />
* Short range normal, very high damage combo starter. <br />
* Special cancel-able on hit.<br />
<br />
5C has short horizontal range and a long recovery, but is still a great button to have. It has the lowest P2 in Hazama's entire moveset besides 2C, making it his strongest combo starter in terms of damage reward. On hit you can continue smart comboing, or use 2C > Houtenjin to create tons of damage.<br />
<br />
Also, this is not your poke. NOT YOUR POKE. '''NOT YOUR POKE.'''<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Hazama/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Exceed Accel animation from Blazblue Centralfiction.<br />
* Special cancel-able on hit<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Hazama/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* BB's Venom Sword (Jabaki) AKA 236A/D.<br />
* Special cancel-able on hit.<br />
<br />
On ground hit it does nothing special, but if hit in airborne the opponent will go sliding, letting them untechable for a long time and allows you to follow up by 5B. Mostly you will do 5AAA > 5BBB > reland or JC, or just do Mizuchi to end the combo.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Hazama/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* The ending move of Haz's EA.<br />
* Launches on hit.<br />
* Very unsafe on block.<br />
<br />
Only useful if you're trying to get the Cross Raid 1.5k or change characters, or you just want to be punishable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_5B.png |caption=Striking Coil!<br />
|image2=BBTag_Hazama_DFollowup.png |caption2=I sure do hope I don't get anti-aired...<br />
|image3=BBTag_Hazama_Old_jB.png |caption3=Still technically j5B...<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Hazama/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hazama's 5D from BB.<br />
* Hazama throws out his chain as a projectile.<br />
* Pressing B again at any point will have Haz pull himself in to wherever the chain currently is.<br />
* Special cancel-able on hit or block.<br />
<br />
<br />
Chains in BBTAG lack the deadzone of chains from other Blazblue games, making them excellent combo tools at any range.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Hazama/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 'D' followup to his drive moves in Blazblue.<br />
* Hazama pulls himself in to the chain.<br />
* Not ''actually'' an attack.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
Hazama lost his chain stocks, giving him infinite access to this followup. As nice as that is, do NOT make a habit of blindly pulling yourself in in neutral. You are very vulnerable to anti-airs on the way in.<br /><br />
Use j5C to cancel your forward momentum and try to bait out anti-airs, or otherwise remain less predictable.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Hazama/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hazama's j.5B from Blazblue.<br />
* Jump cancel-able on hit.<br />
<br />
Mainly used as combo filler, but can be used as a VERY situational air-to-air due to its horizontal range. Can also be used to bait out anti-airs or DP's if you time it correctly and block as soon as you land.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_5C.png |caption= Drop a snake on their heads.<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Uses Hazama's Crush Trigger animation.<br />
<br />
Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_2A.png |caption= Hazama still has classy legs<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hazama's 2B from BB.<br />
* Not incredibly fast, but makes up for its speed with its range.<br />
* Fast low.<br />
<br />
Depending on spacing, it may be better to use this instead of 2C, as it allows you to cancel into 5A for a full combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_2B.png |caption=Shing!<br />
|image2=BBTag_Hazama_2BB.png |caption2=WRYYYY<br />
|image3=BBTag_Hazama_DFollowup.png |caption3=Going up!<br />
|image4=BBTag_Hazama_Old_jB.png |caption4=Stick a leg out.<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=2B}}<br />
{{#lsth:BBTag/Hazama/Data|2B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hazama's 2C from BB.<br />
* Launches on hit.<br />
* May or may not be an anti-air.<br />
<br />
Because your only upward moving chain is tied to using this move first, expect to use this a lot when starting air combos.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=2BB}}<br />
{{#lsth:BBTag/Hazama/Data|2BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hazama's old 4D.<br />
* Special cancel-able on hit or block.<br />
<br />
Throws a chain at a 65 degree angle. This may actually whiff on your opponent depending on the spacing when 2B hit. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=2BBB}}<br />
{{#lsth:BBTag/Hazama/Data|2BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 'D' followup to his drive moves in BB.<br />
* Hazama pulls himself in to the chain.<br />
* Not ''actually'' an attack.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
This will almost always pull you close enough to continue your combo.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=2BBBB}}<br />
{{#lsth:BBTag/Hazama/Data|2BBBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hazama's j.5B in BlazBlue.<br />
* Jump cancel-able on hit.<br />
<br />
You may need to delay this button depending on both spacing and what kind of combo you're attempting.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_2C.png |caption= Just... Just use 3C...no other option.<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hazama's 3C from BlazBlue.<br />
* I know you're still inputting it as 3C.<br />
* All around one of Hazama's best pokes.<br />
* Hits low.<br />
* Special cancel-able on hit or block.<br />
* Use this to combo into falling/devouring fang.<br />
<br />
Excellent range makes this a very important tool in Hazama's neutral game. Use this to harass opponents who think they're at a safe distance. However since Jabaki(Venom sword) is no longer a special move, using it at a far range could be dangerous. <br /><br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_jA.png |caption= from CCCCC to AAAAA.....<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Hazama/Data|j.A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Hazama/Data|j.AA}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AAA}}<br />
{{#lsth:BBTag/Hazama/Data|j.AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AAAA}}<br />
{{#lsth:BBTag/Hazama/Data|j.AAAA}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AAAAA}}<br />
{{#lsth:BBTag/Hazama/Data|j.AAAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hazama's j.(C) x5 from the BB games.<br />
* Can be held to get all five hits.<br />
<br />
Combo filler, jump-in, or situational air-to-air. Hazama's only really accessible air normal.<br />
Note that all hits are high.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_jB.png |caption=Who needs 5B?<br />
|image2=BBTag_Hazama_DFollowup.png |caption2= Hope they're not anti-airing...<br />
|image3=BBTag_Hazama_Old_jB.png |caption3= Boot to the head.<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.B}}<br />
{{#lsth:BBTag/Hazama/Data|j.B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hazama's j6D from the BB games.<br />
* Comes out at a great angle.<br />
* Can be used to pick an opponent up after Hungry Coils.<br />
* Can OTG.<br />
<br />
Super aggressive angle makes this chain a great harassment tool, though lack of ability to cancel this chain means you're vulnerable when using it. Cover yourself with an assist if you can.<br /><br />
Pressing B immediately after the chain comes out will send you flying across the screen at a very slight upwards angle.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lsth:BBTag/Hazama/Data|j.BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 'D' followup to his drive moves in BlazBlue.<br />
* Hazama pulls himself in to the chain.<br />
* Not ''actually'' an attack.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
The follow up of the chain. Do note that the next follow up(jBBB) will NOT come out after a period of time(12F). Also due to the lack of other possible follow-ups, using this move too much could be predictable and will be easily anti-air'd. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.BBB}}<br />
{{#lsth:BBTag/Hazama/Data|j.BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hazama's jB from BlazBlue.<br />
* Jump cancel-able on hit.<br />
<br />
Standard combo filler. One thing to note is that this move has some landing recovery when simply chaining in has none at all, so if you want to bait anti-airs, don't use this move as you get close to the ground.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png |caption= Slicin' them up from above<br />
|name=j.C<br />
|input=<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text= <br />
* Hazama's j.2C from BlazBlue.<br />
* I know you are still input it as j.2C.<br />
<br />
As of 2.0, the old j.2C replaces the Jameijin(which became a special move) and preserves basically all nice properties in CF. Useful as a cross-up tool, and can fastly put you on the ground after chains, which is useful to bait anti-airs.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_j2B.png |caption= Down below?<br />
|name=j.2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|j.2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hazama's j4D from the old BB games.<br />
* For when the opponent is to close for j5B.<br />
<br />
If the opponent is close enough for this to hit, they're probably close enough to punish you for using this if you miss, so use with caution.<br /><br />
Pressing B immediately after the chain comes out will send Haz across the screen starting at a more or less horizontal angle. Also called a "super air dash."<br />
<br />
As of 1.50, the "super air dash" has been significantly slowed down. Don't rely on this too often. Instead, wait longer and press the B button. You'll fall down much faster and are in a position to use moves such as DP, 4A, or throw. Can be used to bait anti-airs if done this way.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_GroundThrow.png |caption= Send them flying or send them bouncing.<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Forward throw launches the opponent vertically into the air.<br />
* Back throw side switches and wall bounces the opponent.<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang - Gashoukyaku</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_Gashoukyaku.png |caption= No longer whiffs on crouching and low attacks. Hurray! <br />
|name=Rising Fang - Gashoukyaku<br />
|input=5A+D<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|AD}}<br />
{{!}}-<br />
{{Description|6|text=<br />
<br />
* Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 236A, or while holding 214B or 236B.<br />
* If timed incorrectly, simply pressing D after 214A or 236A for an active switch/cross combo could accidentally get this move, even if A is released long beforehand.<br />
<br />
Hazama's DP. Comes out very fast and slightly pushes Hazama backwards, but the recovery for it is a bit on the slow side and it horizontal range is a bit lacking so try to not whiff or have it blocked.<br />
<br />
Due to how Hazama's meterless special moves (notably the A versions) are the most useful to active switch out of, be sure you time active switching correctly or else you will get this move accidentally.<br />
}}<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang - Ressenga</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_Jagai.png |caption= add a mixup<br />
|image2=BBTag_Hazama_Ressenga.png |caption2= or just outright bop their heads.<br />
|input=236A/B<br />
|name=Falling Fang - Ressenga<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Hazama/Data|236A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A does Jagai-Ressenga<br />
* A can be held to delay the attack, which gives the charged version of Ressenga.<br />
* 2nd hit can be countered with reversal action on block. Use an assist to cover this move when pressuring.<br />
<br />
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 236B instead despite getting the same visual effects. This means it can only link into houtenjin. <br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Hazama/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* B does Ressenga Raw<br />
* B can be held to delay Ressenga<br />
<br />
A fairly good overhead. However, using this move sticks him in place for 27 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
<br />
Use partner skills or Houtenjin to follow-up. The timing for Houtenjin is strict (~4F), so practice is definitely needed.<br />
<br />
As of 1.50, this version of the move links fairly easily into 5A, though the link is tight if you dash beforehand. Useful in okizeme or active switch mixups.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang - Zaniega</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_Jagai.png |caption= add some sprinkles<br />
|image2=BBTag_Hazama_Zaneiga.png |caption2= just scoop the ice cream instead<br />
|input=214A/B<br />
|name=Devouring Fang - Zaneiga<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Hazama/Data|214A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A does Jagai-Zaneiga<br />
* A can be held to delay the attack.<br />
* 2nd hit can be countered with reversal action on block. Use an assist to cover this move when pressuring.<br />
<br />
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 214B instead despite getting the same visual effects. This means it can only link into houtenjin. <br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Hazama/Data|214B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* B does Zaneiga Raw<br />
* B can be held to delay Zaneiga<br />
<br />
Same as Ressenga, using this move sticks him in place for 22 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
<br />
As of patch 1.50, you can link into 5A and continue the combo fairly easily. It's so plus on hit that after you CC Active Switch, you can link this version into 4P.<br />
<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_ShadowSerpent.png |caption= JAAAMEIJIN~<br />
|name=Shadow Serpent/Jameijin<br />
|input=j.214A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|j.214A}}<br />
{{!}}-<br />
{{Description|6|text= <br />
* Hazama's Shadow Serpent (Jameijin) from Centralfiction.<br />
<br />
* On whiff, the recovery is cancelable into forward dash, normals, and specials.<br />
<br />
* Stops all horizontal momentum and causes Hazama to fall quickly to the ground.<br />
<br />
As of 2.0, since the move become a special move, you can now cancel your chain or your momentum(especially 5BB) into this move (just like CF) and make a fast drop to do many things, including (but not limited to) baiting a Reversal Action and anti-airs, mix-up feints, and a lot of things. As in CF, you should never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it, meaning it can be countered by many attacks from the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Flying Sickle Thrust</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_FlyingSickleThrust.png |caption= BBCS loops are back, yay<br />
|name=Flying Sickle Thrust/Hirentotsu<br />
|input=j.214B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|j.214B}}<br />
{{!}}-<br />
{{Description|6|text= <br />
* Hazama's Flying Sickle Thrust/Hirentotsu from BBCS/BBCP.<br />
* Does hard knockdown on hit, your air combo ender.<br />
<br />
Hazama's standard air combo ender. Use this to get oki off of any aerial moves you may hit-confirm.<br />
<br />
Note that this move can be Tiger Knee'd (2147B or (8/9)214B) a staple combo component in the corner, to recreate the famous 'Hirentotsu loop' in BBCSEX (or 'TK loop').<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">Hungry Coils - Jakou</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_Jakou.png |caption= send em back to the corner<br />
|input=236C<br />
|name=Hungry Coils - Jakou<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Wallbounces anywhere.<br />
* Side swaps on hit.<br />
* Large invincible frames during the catching move.<br />
<br />
Can be used against opponent approaching in air. Can also be linked up by j.B>j.BB or canceled into 214+BC as a few examples.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fang - Gasaishou</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_Gasaishou.png |caption= GOTCHA 2: The Sequel<br />
|input=214C<br />
|name=Bloody Fang - Gasaishou<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|214C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hazama advances towards the opponent and performs a command grab that leaves them in a stun state. If close, he performs the command grab automatically without advancing. <br /><br />
* Has grab invul against all grabs during startup, even moves such as Tager's GETB.<br />
* Has no actual damage if it connects.<br />
* Costs 1 bar of meter.<br />
<br />
<br />
As of BBTAG 1.50, the damage scaling has been tweaked so you can get some decent damage routes from the command grab. The fast startup can easily catch your opponent off guard, but beware of its short range.<br />
<br />
Links into 5C, making this move akin in damage to a standard non-super command grab. Useful for preventing bursts.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Flying Sickle Thrust</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_FlyingSickleThrust.png |caption=<br />
|name=EX Flying Sickle Thrust<br />
|input=j.214C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|j.214C}}<br />
{{!}}-<br />
{{Description|6|text= <br />
A more damaging and more versatile version of j.214B. On hit, you can cancel into chains(especially j.2B) to continue comboing.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_5P.png |caption= Mini Houtenjin<br />
|input=<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Launches opponents on hit.<br />
<br />
Hazama performs the non-super version of Jayuko Houtenjin. Has some good range due to Hazama moving forward and will sometimes catch people at a reasonable height.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P </font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_Jagai.png |caption=hit<br />
|image2=BBTag_Hazama_Gashoukyaku.png |caption2= and launch <br />
|input=Vengeful Viper > Rising Fang<br />
|name=4P <br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|4P }}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Launches the opponent into the air on the 2nd hit<br />
* 2nd hit is untechable until the opponent touches the ground.<br />
* You can pop cross combo and then use his 6P if the second hit connects.<br />
<br />
Good pressure assist upclose and combo extender in corner. May be used to stop air approaches in a pinch thanks to the 2nd hit having a good vertical hitbox.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_Jakou.png |caption= Drag them back for more pain.<br />
|input=Hungry Coils - Jakou<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
<br />
* Wallbounces and side swaps on hit.<br />
* Doesn't track, but very generous hitbox.<br />
<br />
Only really useful during an air combo or after a launcher (or as a very situation anti air.)<br /><br />
<br />
If you REALLY need damage at the end of your combo, this move gives you plenty of time to pop Cross Combo and then immediately go for Eternal Coils, enabling you to get the enhanced super.<br />
<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture - Jayoku Houtenjin</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_JayokuHoutenjin.png |caption=S U P E R S N A K E K I C K<br />
|input=236B+C<br />
|name=Serpent's Infernal Rapture - Jayoku Houtenjin<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Serpent's Infernal Rapture, a.k.a Jayoku Houtenjin, is why Hazama is so scary once he gets 2 bar. Even the simplest midscreen combo you follow-up with after this will net you at least 8k damage. This super is best done after a normal or two because of the remarkably low P1. Most commonly, you'll see the following normals or chains of normals leading into this super: 5A, 5AA, 5A > 2C, JBBB, or any throw. <br />
<br />
Usually, if your partner is still alive, then you should use partner skill instead of Jayoku if the damage has prorated too much.<br />
----<br />
Deals even more damage in Resonance Blaze while still having low P1. Confirming off from 5AA>2C>236+BC in corner and ending it with 2C>214+BC, as an example, nets you with at least 10k damage.<br />
<br />
If you have enough bars, then at the end of the combo, you can do (2C > (some special) > Jayoku)*n > Mizuchi, creating a Hazama Airline, which will only let you go when you're dead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan</font> ======<br />
{{MoveData<br />
|image=BBTag_Hazama_MizuchiRekkazan.png |caption=KIMOCHII DAROU?!<br />
|input=214B+C<br />
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Tracks the opponent's location.<br />
* Has minimum distance that makes it whiff.<br />
* Can catch opponents in the air if they're close to the ground.<br />
* 20% minimum damage (100*10, 600)<br />
* Still not a low, stop trying to use it as a low.<br />
* Startup until active is completely invulnerable to projectile attacks.<br />
<br />
Great combo ender. Can be reliably combo'd off from Hungry Coils or 2C in corner as a few examples.<br />
Can also be used as a situational punish against people who zone against Hazama, but be aware of its minimum range.<br />
----<br />
* 20% minimum damage (100*2 , 50*24, 250*2)<br />
<br />
Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.<br />
}}<br />
}}<br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Hazama_MizuchiRekkazan.png |caption=I hope Burensou comes back<br />
|input=P during Distortion Skill<br />
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* 100% minimum damage: 2000. 2500 during Resonance/Cross Combo<br />
<br />
Go for it if you can kill. Unlike the normal version of this super, this hits two characters.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Hazama_SenkonMeiraku.png |caption=RIP pretzel motion 2010-2018<br />
|input=222B+C<br />
|name= Hungry Darkness of 1000 Souls - Senkon Meiraku<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hazama/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hazama's Instakill from Blazblue<br />
* Can be combo'd off. (ex. 214A, 2C, Forward/Back throws in corner.)<br />
* Try to not do the pretzel motion on reflex, you're just hurting yourself.<br />
<br />
Classic Astral Heat with the giant snake. Can also be used as a reactive and flashy reversal if you feel like due to the i-frames.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Roadmap==<br />
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--><br />
{{Roadmap}}<br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Hazama/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Hazama/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:Hazama]]<br />
[[Category:BlazBlue Characters]]<br />
[[Category:BlazBlue Cross Tag Battle]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Hyde&diff=127805BBTag/Hyde2019-08-17T08:02:13Z<p>138.217.165.172: /* Playstyle */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hyde<br />
|-<br />
||<br />
[[File:BBTag_Hyde_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Hyde/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Balanced, Aggressive, Mid-range<br />
<br />
;Team role<br />
:Point, Support<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
''"Get in my way and I'll get rid of you!"''<br />
<br />
===Backstory===<br />
<br />
Hyde Kido was once a normal high school boy until one night, he is attacked by the Void; creatures of the Hollow Night. He is able to barely escape death due to the help of a girl he met named Linne, but the attack causes him to become an In-Birth. Soon after, Linne, her pet Dragon Kuu and Waldstein move into Hyde's home to teach and train Hyde about the Hollow Night and how to use his Power of Existence (EXS). When the Hollow Night returns and Linne and Waldstein disappear, Hyde sets out into the night in search of them.<br />
<br />
===Playstyle===<br />
<br />
Hyde is a basic and well-rounded character, but unlike Yu and Ruby who lean towards a more aggressive playstyle, Hyde is more balanced between offense and defense. His great ground normals dominate close and mid-ranges thanks to their combination of range and speed, and you can get a lot of value simply out of poking and whiff punishing. At longer ranges, he can use his fireball to control the ground, tack on chip damage (particularly using dark lotus), and encourage the opponent to approach. However, possibly Hyde's most important tool of all his 2B: it's one of the best anti-airs in the game and leads to a lot of damage on counterhit, making Hyde very dangerous to jump in on. By presenting the threat of 2B, Hyde can force the opponent to play more grounded, which is where he excels. However, Hyde does have weaknesses that can cause him to struggle in certain matchups and situations. Because of his assault-style air dash, he can't move forward as fast as other characters, and can have difficulty getting in if he is forced to approach. He also has limited ways of controlling the air other than directly above him, having weak air to airs and no air projectile. Still, Hyde is a solid character and great pick if you want to play a more balanced footsies style.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Amazing pressure due to having long blockstrings and reverse beat.<br />
*All sword attacks deal chip damage on block.<br />
*Excellent aerial oppression thanks to his fast and long reaching 2B.<br />
*Great range with both his sword and his projectile, Black Orbiter.<br />
*Has access to many unconventional combo extensions.<br />
*Can end nearly every combo with safe-jump oki.<br />
*Pale Bringer Arose guarantees a corner position and safe-jump oki while denying all zoning.<br />
*Versatile assists, most of which are great at contesting zoning.<br />
*Extremely scary in Resonance Blaze thanks to its chip damage modifier scaling with Void Red EXS.<br />
| style="width: 50%;"|<br />
*Slow and predictable overheads hurt his mix-up game.<br />
*High execution needed for anything more than basic combos.<br />
*Low damage without meter or assists which also means low meter gain.<br />
*All of his damage is locked behind his B Smart Combo which is difficult to use in combos outside the corner.<br />
*Any use of his A Smart Combo scales combos drastically.<br />
*All of his special moves are unsafe on block at close range.<br />
*Reject Guard prevents him from building chip damage on defending opponents.<br />
*Cannot chip enemies to death, must get a successful hit to finish opponents.<br />
|-<br />
|}<br />
<br style="clear:both;"/><br />
<br />
===EXS of Jet Black : Void Red===<br />
<br />
Hyde's EXS allows him to summon a sword from within his hand called the Indulgence of Sever Rending or "Insulator". It has the power to rend things apart and can kill even immortal beings. In Under Night in Birth, this power was adapted into Hyde's gameplay by making all his normals that have him attack with his sword do chip damage on block. In BlazBlue Cross Tag Battle, Hyde has the same unique ability.<br />
<br style="clear:both;"/><br />
{{#lst:BBTag/Hyde/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_5A.png |caption=Not a low but still his best move for picking people up off the ground for combos.<br />
|image2=BBTag_Hyde_5AA.png |caption2=Delay follow-ups for combo extensions.<br />
|image3=BBTag_Hyde_5AAA.png |caption3=Why couldn't you have been a button on your own? I miss you 6B.<br />
|image4=BBTag_Hyde_5AAAA.png |caption4=Bend Sinister<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Hyde/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump cancelable.<br />
* 10% chip damage.<br />
Sword poke that doesn't hit low but can pick up enemies that are flat on the ground. In neutral, this is Hyde's fastest attack and thus vital to both starting pressure and contesting an opponent's pressure. Keep in mind that its lack of vertical reach makes this attack useless against jumping foes. Also note that the gleaming tip of the blade has no hitbox, meaning the animation doesn't match the actual range of the attack. In combos, this move is important for continuing combos after the final hit of Vacant Shift or after Shadow Scare in the corner.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Hyde/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Knocks down on air hit.<br />
* 10% chip damage.<br />
Downward slash that drags airborne opponents down. Pressure filler and combo tool used to control the opponents height, useful for doing delayed Vacant Shift combos.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Hyde/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits twice.<br />
* Jump cancelable on hit on both hits.<br />
* Launches on hit on both hits.<br />
* 10% chip damage.<br />
Hyde swings twice horizontally, lifting grounded opponents into the air. Basic launcher for converting into air combos and filler for blockstrings. Avoid using in longer combos as this attack greatly scales combos.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Hyde/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 10% chip damage.<br />
Auto combo version of Bend Sinister. Has identical damage, range, and frame data as the special version but Hyde only travels about half screen before attacking. Generally less useful than the normal version but has an easier time setting up safe-jump oki thanks to 5AAA's launching properties. Has fantastic damage and scaling, making it great for starting assist combos. 5AAA to Bend Sinister is a natural frame trap but that same gap makes it vulnerable to reversals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_5B.png |caption=No longer chargeable.<br />
|image2=BBTag_Hyde_5BB.png |caption2=Strict Daze<br />
|image3=BBTag_Hyde_5BBB.png |caption3=Shadow Scare<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Hyde/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump cancelable on hit.<br />
* 10% chip damage.<br />
Long range poke that doubles as Hyde's best practical combo starter. Has great damage and scaling and thus should be used as often as possible within combos. Can be rebeat into 2A to eliminate some recovery.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Hyde/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump cancelable on hit.<br />
* Pushes airborne opponents away on hit.<br />
* 20% chip damage<br />
Hyde's original Force Function, Strict Daze. Hyde's best overall combo starter but requires the 5B before to have been blocked in order for this move to hit first. Deals massive chip damage on block but also pushes opponents back a moderate distance which can make the rest of a blockstring or combo difficult to continue. Can whiff after 5B against airborne opponents if they were too high in the air.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Hyde/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Launches on hit.<br />
* 10% chip damage.<br />
Hyde's old special move, Shadow Scare. In pressure, this move can still be canceled into C normals for a high / low mix-up. Used in combos to launch already airborne opponents high enough for delayed Vacant Shift extensions anywhere and for 5A extensions in the corner. Note that this move scales combos quickly and thus should be used primarily near the end of a combo.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Shares the same hitbox and animation as j.A.<br />
* Airborne on frame 7.<br />
* On grounded hit, leads into a timed follow-up.<br />
* Follow-up damage, meter gain, oki, and timing changes if partner is available.<br />
* 10% chip damage.<br />
Universal overhead with notably long start-up but is safe on block. The initial jump makes this move able to jump over lows, allowing Hyde to punish the opponent. Due to Hyde's low damage off of air normal starters, slow IAD, and lack of any specials that hit high, this move is important for Hyde's mix-up game. Never used in combos due to the moves long start-up and inability to extend combos.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits low.<br />
* Jump cancelable.<br />
* Can cancel into itself up to three times.<br />
Hyde's main low poke and also his best move for ending blockstrings as it is safe on block and can be jump canceled to reset pressure with a jump-in. Can also be canceled into after moves with long recoveries, like 5B, to make it shorter even if the 2A whiffs. Has atrocious damage and scaling so avoid using this move in combos.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_2B.png |caption=Stop jumping, for real.<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Head attribute invulnerable.<br />
* Jump cancelable on hit.<br />
* 10% chip damage.<br />
Hyde swings his sword above his head to anti-air opponents. Amazing anti air just like it was in UNI, covering both in front and above Hyde while also shrinking his hurtbox. Fantastic damage and scaling makes this move very useful in combos.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits low.<br />
* Jump cancelable on hit.<br />
Hyde's second low which has much better damage and scaling than 2A. Has a very long cancel window, allowing for delayed follow-ups that can manipulate the height of airborne opponents in combos, primarily to get the delayed Vacant Shift extension. Can be used at the end of combos to create safe-jump oki.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_jA.png |caption=<br />
|image2=BBTag_Hyde_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Hyde/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits high.<br />
* Double jump cancelable.<br />
* 10% chip damage.<br />
Hyde's main air-to-air normal and combo filler. Can be used as a jump-in but j.B's better range, active frames, damage, and scaling makes this a poor option.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Hyde/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits high.<br />
* Double jump cancelable.<br />
* 10% chip damage.<br />
As this move can only be done as a follow-up to j.A, this move is strictly combo and blockstring filler.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits high.<br />
* Hits twice.<br />
* Double jump cancelable on both hits.<br />
* 10% chip damage.<br />
Hyde's j.2C originally added in UNIST 3.00, an aerial spin slash that hits all around him. Hyde's best move for crossing-up opponents and his best jump-in overall. At the proper height, Hyde can air dash and hit standing opponents with both hits of this move and still have time to cancel into j.A before hitting the ground, resulting in a triple overhead. Can add an additional overhead by using 5C as soon as Hyde touches the ground. In combos, this move can cancel into j.C if you hit the opponent while Hyde is above them, usually by high jump canceling.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_jC.png |caption=<br />
|name=j.C<br />
|input=Dark Lotus (midair)<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits twice, once by the sword and once by the orb.<br />
* First hit knocks down on air hit.<br />
* Second hit is a launcher.<br />
* Moves Hyde forward or backwards depending on the direction held during the second hit.<br />
* 10% chip damage.<br />
Hyde's midair Dark Lotus special. Can be used multiple times in midair until Hyde touches the ground. Does excellent damage but the long recovery makes it hard to use late into a combo without dropping it.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_GroundThrow.png |caption=Looks like I bent my leg while trying to kick someone.<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Holding back while pressing throw results in a back throw.<br />
* If Hyde isn't close enough for the grab to connect, he will run a short distance then attempt a throw.<br />
* Opponents cannot burst during a throw.<br />
Hyde grabs the opponent and kicks them diagonally away. Cancels directly into specials and supers. Can combo into 5B midscreen and essentially anything in the corner.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Red-Clad Craver</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_RedCladCraver.png |caption=Setsuna would be proud.<br />
|name=Red-Clad Craver<br />
|input=5A+D<br><small>(Air OK)</small><br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hyde/Data|AD}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invincible on start-up.<br />
* Air unblockable.<br />
* Hits 7 times.<br />
* Launches grounded opponents on hit.<br />
* Opponents cannnot burst during this attack.<br />
* Does 5% minimum damage. 34 x 7 = 238.<br />
* 10% chip damage.<br />
Hyde's reversal action is a Shoryuken like jump starting with a shoulder bash and following through with an upward sword slash. Can anti-air opponents, through a preemptive assist call is needed to convert a successful hit into a combo (and even then only certain partners have an assist that can work). Deals minimum damage, making it useful at the end of highly scaled combos though note that this move doesn't generate any sort of oki. Horribly unsafe on block so use carefully.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air }}<br />
{{#lsth:BBTag/Hyde/Data|j.AD }}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Same parameters as the ground version, only now it is air blockable.<br />
Has very similar uses as the grounded version but is less practical thanks to the increased endlag.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Black Orbiter</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_BlackOrbiter.png |caption=Throw the pizza.<br />
|input=236A/B<br />
|name=Black Orbiter<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Hyde/Data|236A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* 10% chip damage.<br />
Hyde launches a red disk from his sword that travels full screen. Good for Active Changes with assists to cover their approach. Can combo into 5B by having opponents land on the projectile. For example: (Max range 2C > 2B > 236A > dash 5BBB).<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Hyde/Data|236B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* 10% chip damage.<br />
Faster start-up and travel speed version of Black Orbiter with more cooldown and is unsafe on block at close range. Used to harass opponents from a distance.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dark Lotus</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_DarkLotus.png |caption=Blow up the pizza.<br />
|input= After Black Orbiter 236A<br />
|name=Dark Lotus<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|236A > 236A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Can be used regardless of whether or not Black Orbiter hit, was blocked, or whiffed.<br />
* Hits 3 times.<br />
* Launches grounded opponents on hit.<br />
* 10% chip damage.<br />
Hyde commands the Black Orbiter projectile to explode, which launches opponents into the air and pushes Hyde back. Used in combos after Shadow Scare into Black Orbiter in the corner. At the most optimal timing, it is possible to link Dark Lotus into 2B in the corner by having opponents land on a Black Orbiter and then immediately detonating it.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bend Sinister</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_BendSinister.png |caption=Slice the pizza.<br />
|input=After Black Orbiter 236B/C <br />
|name=Bend Sinister <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Hyde/Data|236A > 236B}}<br />
{{!}}-<br />
{{AttackVersion|name=C}}<br />
{{#lsth:BBTag/Hyde/Data|236A > 236C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Airborne on frame 4.<br />
* Knocks down on hit.<br />
* 10% chip damage.<br />
Hyde jumps at the opponents and tracks their position, slicing downward which results in a knockdown that can create safe-jump oki if the opponent was high enough when they got hit. Because this move only hits once, it's a great way add damage without scaling your combo, though an assist is required to further extend that combo.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vacant Shift</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_VacantShift.png |caption=Rekkas, but with benefits from delaying the extra hits.<br />
|input= 214A/B (Air OK)<br />
|name=Vacant Shift<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lsth:BBTag/Hyde/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air A}}<br />
{{#lsth:BBTag/Hyde/Data|j.214A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Launches grounded opponents.<br />
* 10% chip damage.<br />
Hyde performs a rising spin slash at a 35 degree angle. This version is used exclusively in grounded combos to utilize a delayed Vacant Shift Third's combo extension. Don't use the A version for ending combos as it deals less damage and, when done in mid-air, has the same start-up as the B version.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lsth:BBTag/Hyde/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air B}}<br />
{{#lsth:BBTag/Hyde/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Launches grounded opponents.<br />
* Travels farther diagonally than the A version.<br />
* 10% chip damage.<br />
As this variant does more damage, the B version of Vacant Shift is what is normally used for ending combos or for delayed Vacant Shift Third combo extensions in the corner.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Second|subtitle=First > A/B/C}}<br />
{{#lsth:BBTag/Hyde/Data|j.214A > A/B/C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Values in [] are when done from B Vacant Shift.<br />
* Launches grounded opponents.<br />
* 10% chip damage.<br />
Follow up to Vacant Shift First. Is simply combo filler. Has one less active frame than every other part of Vacant Shift.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Third|subtitle=Second > A/B/C}}<br />
{{#lsth:BBTag/Hyde/Data|j.214A > A/B/C > A/B/C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Knocks down on hit.<br />
* 10% chip damage<br />
Final attack of the Vacant Shift rekka. Great for ending combos thanks to its knockdown. If the opponent is high enough and Hyde is low to the ground when using this move, Hyde has enough of a frame advantage to either pick opponents with 5A for a combo extension or to preform safe-jump oki. Very unsafe on block so don't use this neutral or in blockstrings.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">EX Black Orbiter</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_BlackOrbiter.png |caption=When the moon hits your eye, like an EX pizza pie, that's amore.<br />
|input=236C<br />
|name=EX Black Orbiter<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits 5 times.<br />
* Launches grounded opponents on hit.<br />
* Cannot be followed up with Dark Lotus or Bend Sinister.<br />
* 10% minimum damage. 75 x 5 = 375.<br />
* 10% chip damage.<br />
Fastest start-up but slowest travel speed version of Black Orbiter. Used to cover Hyde will trying to approach from full screen. Its multihit nature always the projectile to beat other projectiles, allowing Hyde to win fireball wars. Also used in corner combos to link into 5A after Shadow Scare.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Vacant Shift</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_VacantShift.png |caption= First, you land the knee. Then you slice 'em up nice and high.<br />
|input= 214C (Air OK)<br />
|name=Vacant Shift - Sediment<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hyde/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hyde/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits 6 times.<br />
* Only the first two hits come out on block or whiff.<br />
* Only the final hit can K.O. an opponent.<br />
* Launches grounded opponents on hit.<br />
* Final hit knocks down on hit.<br />
* Opponents cannot burst during this attack.<br />
* 10% minimum damage. 80 x 5 + 200 = 600.<br />
* 10% chip damage.<br />
Hyde's classic EX version of Vacant Shift, with the full sequence intact. EX Vacant Shift is Hyde's fastest attack making it effective at beating bad blockstrings or mistimed oki. Does tons of minimum damage, making it good move for ending combos especially in the air where Hyde cannot use supers. Never use this move in blockstrings as it just results in a wasted bar of meter and getting caught in an opponents combo.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_BlackOrbiter.png |caption=Throw your partner a pizza.<br />
|input=Black Orbiter<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits 3 times.<br />
* Launches grounded opponents on hit.<br />
* 10% Chip Damage.<br />
Essentially identical to Hyde's EX Black Orbiter but deals only 3 hits instead of 5, thus reducing its damage. Used to cover the point character's approach or to contest the opponent's projectiles.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_DarkLotus.png |caption=Blow up your partner's pizza.<br />
|input=Dark Lotus<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits 3 times.<br />
* Launches grounded opponents on hit.<br />
* 10% Chip Damage.<br />
Hyde uses Dark Lotus right in front of himself without firing a Black Orbiter before hand. Primarily used to protect the point character from jump-ins and to keep opponents locked in blockstun. Due to this attacks poor range it shouldn't be used in neutral or in mid-screen combos.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_PaleBringer.png |caption=<br />
|input=Pale Bringer<br />
|name=5P <br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|5P }}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits 2 times.<br />
* Launches grounded opponents on hit.<br />
* Travels up to half-screen.<br />
* 10% chip damage.<br />
Hyde thrusts forward with his sword up to half the screen in distance or until he hits an opponent then he follows it up with a uppercut that uses the same animation (but different particle effects) as his Red-Clad Carver special. Fantastic assist that works well for extending both blockstrings and combos.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Gyre Vortex</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_GyreVortex.png |caption=Chip them to death. <br/>Wait chips don't kill in this game-<br />
|input=236B+C<br />
|name=Gyre Vortex<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Invincible on start up.<br />
* Hits 11 times.<br />
* (RB) Hits 21 times.<br />
* Launches grounded opponents on hit.<br />
* 30% minimum damage. 600 + (134 x 10) = 1940.<br />
* (RB) 30% minimum damage. 600 + (76 x 20) = 2120.<br />
* 10% chip damage.<br />
Hyde stabs the ground with his sword, causing a geyser of energy to erupt upward and around himself, reaching high into the air. Hyde's most damaging super but also his slowest and most unsafe. Go-to super for Distortion Skill Duos, happy birthday situations, or for finishing off an opponent. While it is very unsafe on block this super does great chip damage, even more so in Resonance Blaze. At level 4, it can do about 6,300 chip damage if all hits connect! That's almost as much damage as it does on a raw hit (about 6,800 damage)!<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Pale Bringer</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_PaleBringer.png |caption= I'm sorry, did you throw a projectile from full-screen? Time to "wake you up" from that bs. Get it?<br />
|input=214B+C<br />
|name=Pale Bringer Arose<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Invincible on startup.<br />
* Hits 10 to 22 times depending on the distance Hyde carries the opponent.<br />
* (RB) Hits 17 to 29 times depending on the distance Hyde carries the opponent.<br />
* Travels full-screen.<br />
* Preforms follow-up uppercut on hit, block, and whiff.<br />
* (RB) Only does Axe Kick follow-up on hit.<br />
* 20% minimum damage. 340 + (11 x (1 to 13)) + (192 x 8) = 1,887 to 2019.<br />
* (RB) 20% minimum damage. 340 + (10 x (1 to 13)) + (102 x 14) + 365 = 2143 to 2,263.<br />
* 10% chip damage.<br />
Hyde rushes the opponent with his sword and drags them to the corner where he follows-up with a rising uppercut. A successful hit always corners the opponent and grants Hyde safe-jump oki making this his most powerful combo ender, one which should be used whenever possible. Deals more damage the farther Hyde drags the opponent. In Resonance Blaze, this super ends with an axe kick that adds more damage but doesn't change his frame advantage. Can be used as a reversal though it is horribly unsafe on block so use this wisely.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Hyde_GyreVortex.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Gyre Vortex<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Identical to Hyde's solo version of Gyre Vortex except it deals slightly higher minimum damage.<br />
* 100% minimum damage. 600 + (140 x 10) = 2000.<br />
* (RB) 100% minimum damage. 700 + (90 x 20) = 2500.<br />
Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Hyde_RagingRoar.png |caption=''"Don't you die on me!"''<br />
|image2=BBTag_Hyde_RagingRoar2.png |caption2='''''"RAGGINGGGG ROARRRRR!"'''''<br />
|input=222B+C<br />
|name=Raging Roar<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hyde/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.<br />
* Invincible on start-up.<br />
* Grants victory upon a successful hit.<br />
* Lazer travels about 80% of the screen.<br />
* Deals no chip damage.<br />
Hyde fires a beam from his sword that insta-kills opponents on hit. As it is only usable in Resonance Blaze, Hyde can cancel his specials into this super for easy confirms. Cannot hit opponents who are flat on the ground so this move won't connect after Bend Sinister and all versions of Vacant Shift. Use this super to end combos whenever possible. Can be used as a reversal but this isn't recommend unless it it guaranteed to hit.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Hyde/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Hyde/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Hyde]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Yu_Narukami&diff=126460BBTag/Yu Narukami2019-07-21T00:15:09Z<p>138.217.165.172: /* j.B */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Yu Narukami<br />
|-<br />
||<br />
[[File:BBTag_Yu_Portrait.png|350x500px|center]]<br />
|-<br />
||{{#lsth:BBTag/Yu Narukami/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Balanced, Neutral-focused, Electric Jin<br />
<br />
;Team role<br />
:Point, Support<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
''"This is a battle we can't lose..."''<br />
<br />
===Backstory===<br />
<br />
Yu Narukami is the protagonist of Persona 4. He is a high school student who moves away to the countryside of Inaba to live with his uncle Ryotaro Dojima and cousin Nanako Dojima for a year as a result of his parents working abroad, and attends Yasogami High School. Establishing the "Investigation Team" with his high school friends they were able to solve a series of homicide cases that was happening in the town of Inaba.<br />
<br />
Before moving to Inaba, Yu felt cold and distant towards those around him. However, this changes after he starts building friendships with the Investigation Team as well as the residents of Inaba. As a result, Yu becomes more cordial in his interactions with others - opening himself up more and gaining a sense of maturity throughout the events of Persona 4. Now, Yu realizes his need to draw strength from the bonds he forges in order to persevere through life.<br />
<br />
===Playstyle===<br />
Narukami is considered to be a well-rounded character that can be played both Aggressively and Defensively due to how versatile he is. <br />
<br />
He has amazing ground and air normals that can be confirmed into the combo easily. To separate him from Jin and Hyde, Yu has a solid High/Low mix-up from j.C and Swift Strike which lead to good damage with an assist making him extremely scary once he gets in. His assist is also one of the best pressure assists that can be used to lock down an opponent and set up Active Switch mix-up or Cross Combo mix-up. <br />
<br />
In general, Narukami can do everything and very good at them as long as he has assists available.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Good balance of damage, range, and mobility, all while having very low execution requirements.<br />
*Great normals both on the ground and in the air.<br />
*Great high mixup potential with jA/jAA and jC.<br />
*Decent jump cancel options allowing for flexible pressure.<br />
*Yu has excellent extended combo potential with assists.<br />
*Swift Strike and Raging Lion have excellent corner carry.<br />
*His Ziodyne distortion can punish from fullscreen and has high damage. It also lasts a very long time, so Duo Distortions with low cooldown can follow up for a combo.<br />
*Cross slash is a great combo ender, having high minimum damage as well as allowing a safe jump after.<br />
*One of the best anti-air reversal actions in the game.<br />
*Relatively fast startup on 5C, despite its lower range compared to those of other characters.<br />
*Has multiple full-screen projectiles.<br />
*EX Zio oki greatly improves Yu's pressure and mix-up game while protecting him from reversals.<br />
| style="width: 50%;"|<br />
*If Izanagi is hit or Yu is hit while Izanagi is still on-screen, he will lose 5% of his max HP; likewise he also has some laggy moves that leave his Persona exposed.<br />
*All of his specials (except EX Zio) are unsafe at close range, leaving Yu vulnerable at the end of blockstrings.<br />
*Requires an assist to convert a grounded hit into an air combo. Yu has poor damage without a launcher.<br />
*He also requires an assist to convert Raging Lion and Swift Strike mix ups into a combo.<br />
|-<br />
|}<br />
<br style="clear:both;"/><br />
{{#lst:BBTag/Yu Narukami/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_4A.png |caption=<br />
|image2=BBTag_Yu_4AA.png |caption2=<br />
|image3=BBTag_Yu_4AAA.png |caption3=<br />
|image4=BBTag_Yu_4AAAA.png |caption4=<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lsth:BBTag/Yu Narukami/Data|4A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump-cancellable on both hit and block.<br />
Yu's old 5A, but one frame slower. As this is Yu's fastest normal it is vital for interrupting opponents and starting pressure. This move will stop all of Yu's forward momentum, making it difficult to do out of a dash. It can combo from EX Zio after 2C in the corner, but with good timing 5A can be used instead which is more optimal.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|4AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump-cancellable on both hit and block.<br />
Yu's old 5AA. Used almost exclusively as blockstring and grounded combo filler. Can whiff if the opponent was hit by 5A too high in the air.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|4AAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump-cancellable on both hit and block.<br />
* Knocks down on air hit.<br />
Yu's old 5AAA. Its knock down properties are used to go into 2C and then into either a super or Swift Strike (both if he is in Resonance Blaze). Can't cancel into other A or B normals so use 5A to extend blockstrings instead.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Counts as a projectile.<br />
* Knocks down on hit.<br />
A unique version of Zio that can only be done at the end of autocombos. The projectile is the same produced by EX Zio on impact, but only hits once, does less damage, and is unsafe on block. The high hitstun of 4AAA along with its knock down and jump cancelable properties means that Yu always has better options for more damage, meter gain, and Oki. Only use it if you have hitstun to spare and an assist available for combo extension.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_5A.png |caption=<br />
|image2=BBTag_Yu_5AA.png |caption2=<br />
|image3=BBTag_Yu_5AAA.png |caption3=<br />
|image4=BBTag_Yu_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Yu Narukami/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump cancelable on hit.<br />
Yu's old 5B. Fantastic speed and range makes this move Yu's go to button in neutral. It is also his best move for starting meterless combos and is used in almost every combo.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump-cancellable on both hit and block.<br />
* Lightly pushes airborne opponents away.<br />
Yu's old 5C. Persona follow-up attack that can be jump canceled to extend combos or mix-up opponents usually with Raging Lion, but IAD j.A or empty jump-in 2A can be used instead if the opponent respects Yu's offense. Can only be used once per block string so be wary of canceling this move into 2B. Yu must jump cancel forward to continue into an air combo after this move hits airborne foes as it pushes opponents away from him.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump-cancellable on hit.<br />
* Launches airborne opponents.<br />
Yu's old 2C. Izanagi stabs at the opponent and inflicts a large amount of hitstun on grounded hit while launching them instead if they are airborne. Can extend combos in the corner by canceling into 5B if they were already airborne, though IAD j.A can also work for more technical combos. Against cornered grounded opponents, this move can lead into (2C > (delay) EX Zio > 4A) for big damage, though it may whiff if 5A wasn't used at point-blank range.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Counts as a projectile.<br />
* Knocks down on hit.<br />
A unique version of Zio that can only be done at the end of autocombos. The projectile is the same produced by EX Zio on impact, but only hits once, does less damage, and is unsafe on block. Combo extension is only possible via assist. Much harder to use than its 4AAAA counterpart as it will whiff against airborne opponents mid-screen because of 5AAA's launching properties.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_5B.png |caption=<br />
|image2=BBTag_Yu_5BB.png |caption2=The Lawnmower<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Yu Narukami/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 43f startup occurs if first hit whiffs at max range<br />
Yu's old 5D. Solid poke with long range at the cost of slow startup. Does not normally combo from his A normals due to the slow start up, but it can combo in the corner if the opponent is airborne at a certain height.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Yu Narukami/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Knocks down on air hit.<br />
Yu's old 5DD. As this follow-up now puts Yu into a lengthy startup and recovery animation, this move cannot lead into the set-ups and mix-ups it previously had. Used to plummet opponents back into the ground during corner combos. Can also combo into 5A if it hit a grounded opponent but 5B must have been used point-blank for this to work mid-screen. Outside of 5A's range, only EX Swift Strike, Ziodyne, and any version of Zio can follow-up 5BB mid-screen.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_5C.png |caption=''"This is... the power of our '''bonds'''!"''<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* On standing hit, leads into a timed follow-up.<br />
* Follow-up damage, meter gain, oki, and timing changes if partner is available.<br />
<br />
Yu's old 5AB, his All-Out Attack. Decently fast overhead that is unsafe on block. Inputting the follow-up as soon as possible results in less damage and meter but provides better oki. Perfect timing deals max damage and grants one free bar of meter. Yu has a better overhead in Raging Lion, which can be lead into a full combo on hit or a pressure reset with the use of an assist. Sees more use once Yu is on his own, though this move is never used in combos regardless of his available resources.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits low.<br />
Yu's old 2A. Can chain to and from 4A and itself. Absolutely vital tool in Yu's mix-up game, as it is very non-committal unlike his Swift Strike and Raging Lion. Only low that can be followed up with either a low, high, or throw. It can also easily be used out of a dash, unlike 4A. Terrible scaling both as a combo starter and as a combo part.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_2B.png |caption=Anti-air of King(pin)s <br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits twice, once near the beginning of the swing and once more near the end.<br />
* Jump cancellable on either hit, both on hit and on block.<br />
* Head invulnerable but not air unblockable.<br />
* Becomes standing state during recovery<br />
Yu's old 2B. This is his go to anti-air, which can be jump canceled for combo follow-ups or mix-ups. Is not air unblockable or fully invincible like his other anti-air, Big Gamble, but is much safer on block and whiff thanks to having cancel options and the ability to burst. Can pick up opponents who are flat on the ground which is crucial for his double Cross-Slash combos. 5AA leads into more optimal damage for jump cancel combos, so use that instead. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits low.<br />
* Knocks down on hit.<br />
Yu's old 2AB, his sweep. Universal low that is used in mix-ups as a low that can be made safe with an assist or EX Zio, making it more committal than 2A but less than Swift Strike. High damage starter that requires an assist to convert into a combo. Also used for his double Cross Slash set-up and to add damage at the end of a highly scaled combo before a super (usually Cross Slash).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_jA.png |caption=Block this!<br />
|image2=BBTag_Yu_jAA.png |caption2=Flying Jesus! Sadly no longer a separate move.<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits twice.<br />
* Double jump cancelable on either hit, both on hit and on block.<br />
Yu's old j.B. This is Yu's best jump-in and safest overhead. By changing up the timing of his follow-ups (j.AA, j.B, and j.C) and using 2A upon touching the ground, Yu can decide to hit only once with this move and go into a low to break through guards or he can let it rip to go for additional overheads, up to four by doing IAD j.A > j.AA > j.C. This makes Yu's air game incredibly oppressive, which can then be used to bait reversals for big damage. However, Yu needs an assist to cover him in order to safely set-up a jump-in and to convert Raging Lion into a combo.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double jump cancelable on both hit and block.<br />
Yu's old j.BB/j.2B. This move is no longer a command normal, making it difficult to use its amazing hit box for ambiguous cross-ups or to contest other similar air normals with less range like it could in the P4AU. Is mostly used as blockstring and air combo filler, though j.B leads into better damage and metergain.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=* Double jump cancelable on both hit and block.<br />
<br />
Yu's old j.C. This move's decent range and extremely long untech time on counterhit make it an great air-to-air. It's also his highest damage jump-in starter, although keep in mind that it is ''not a high''. In combos, the large amount of hitstun this attack has allows Yu to combo into Ziodyne while in the air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_jC.png |caption=R.I.P. heavy version feints and corner loops.<br />
|name=j.C<br />
|input=Raging Lion<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Knocks down on hit.<br />
* Special and Super cancelable on hit.<br />
* Landing recovery based on height j.C was performed, expand chart below for details<br />
* On any hit or block j.C has 29f landing recovery<br />
* Frame advantage based on soonest possible j.C<br />
Yu's old 214X. Unlike previous entries where Raging Lion was a special move that had a light, heavy, and EX version which each had different properties in the air for a grand total of six variations, Yu now only has the Air Heavy version. It is used in combos to bring airborne opponents to the ground to end them with Swift Strike or Cross Slash, providing both fantastic corner carry and oki. Using EX Zio after Raging Lion puts opponents into the corner allows Yu to act freely as Izanagi covers all possible tech options, making it easy for Yu to shut down any wake-up attacks. However, it is difficult to use this move as a mix-up tool if assists are unavailable, as Raging Lion is '''very''' unsafe on block. Note that the 16 frame start-up is misleading for ground blockstrings as it doesn't account for a jump's start-up frames.<br />
<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
Expand for j.C Height Diagram<br />
<div class="mw-collapsible-content">[[File:Narukami_jC_heights.png|800px]]</div><br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Minimum damage 100% (2000)<br />
* Grab comes out immediately if done next to an opponent.<br />
* If Yu isn't near an opponent, he will dash a short distance then grab.<br />
* Holding back when inputting the grab will result in Yu throwing his opponent behind him.<br />
Yu grabs his opponent and kicks them high into the air. Vital for both mix-ups and combos, as this is the only move Yu has that can put opponents into an airborne state without meter, an assist, or the corner. Both forward and backward throw are identical.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Big Gamble</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_BigGamble.png |caption=''"Like a book."''<br />
|name=Big Gamble<br />
|input=5A+D (air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Yu Narukami/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.AD}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invincible on start-up.<br />
* Ground version is air unblockable.<br />
* Hits twice, once near the beginning of the swing and once more at the end.<br />
* Yu cannot Cross Burst if he is hit during the recovery of this move.<br />
* 5% Minimum Damage: 85x2 = 170.<br />
Yu's old BD, Furious Action. Yu preforms an uppercut with his sword that launches opponents into air. This is his go to reversal as well as his anti-air against air blocking opponents. The minimum damage makes this his most damaging meterless combo ender, but as it provides absolutely no Okizeme, it should only be used when it will kill the opponent. Note that while Raging Lion is the better air combo ender, hitstun may not allow Yu to end a combo with it which means Big Gamble should be used instead. For combo extensions or for making reversals safe, assists can be called preemptively, through only certain assists will work so choose your partner carefully. Also note that Yu cannot burst if he is hit during end lag so consider using a super instead if both meter and an assist is available.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Zio</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_Zio.png |caption=SUTAN EJJI<br />
|input=236A/B (air OK)<br />
|name=Zio<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lsth:BBTag/Yu Narukami/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lsth:BBTag/Yu Narukami/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Yu summons his persona, which creates a spear of lightning energy. Travels horizontally from Izanagi's current position and hits once.<br />
-------<br />
A / Light Version:<br />
* Fastest meterless version of Zio.<br />
* Slowest moving version of Zio.<br />
* Lowest damage version of Zio.<br />
The best version to use during neutral, as it has the lowest start-up and end lag while producing a projectile that stays on screen longer. Effective poke against opponents who lack the tools or resources to evade or blow through projectiles. Be careful as there are projectile invincible attacks and multi-hit projectiles that can punish this attack, including most supers. In combos, Yu can use this against airborne opponents to bring them lower to the ground and into his 5A, though they must be as high as possible when they are hit by the grounded Light Zio. The window to link Light Zio to 5A is incredibly small and can only be achieved through both tight execution and an assist, making it more trouble than it is worth.<br />
-------<br />
B / Heavy Version:<br />
* Slowest version of Zio.<br />
* Fastest moving meterless version of Zio.<br />
* Highest meterless damage version of Zio.<br />
* Knock down on hit.<br />
This version doesn't see much use during neutral, but is valuable in combos where neither Swift Strike or a super would be viable. Knocks down standing opponents while bringing airborne opponents back down to the ground. The long recovery makes it difficult for Yu to continue his pressure safely, though assists can mitigate the risks.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air A}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.236A}}<br />
{{!}}-<br />
{{!}}-<br />
{{AttackVersion|name=Air B}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Same as the grounded version, but now the endlag lasts until reaching the ground on top of having additional landing lag. Note that Izanagi is placed where Yu launches Zio. Additional uses of Zio will be fired from that spot until Izanagi returns, gets hit, Yu recalls Izanagi by using a move that requires him, or if Yu gets hit.<br />
-------<br />
A / Light Version:<br />
* Mostly the same as the ground version.<br />
* Least amount of landing lag among the meterless versions of Zio.<br />
* Begins falling on frame 32<br />
Used often after an IABD right before touching the ground to zone out opponents while retreating. By placing Izanagi slightly off the ground, following Zios can deny both dashes and IAD's, forcing opponents to either retreat or jump-in from higher up which sets Yu up for easy anti-airs. Also used in Resonance Blaze combos right before using Ziodyne in air combos.<br />
-------<br />
B / Heavy Version:<br />
* Mostly the same as the ground version.<br />
* Most amount of landing lag.<br />
* Begins falling on frame 32<br />
Slow to start and end with little reward for a successful hit. Shouldn't be used other than to punish hilariously slow air actions by your opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Swift Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_SwiftStrike.png |caption=SUTAN DIPPA<br />
|input=214A/B<br />
|name=Swift Strike<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Yu Narukami/Data|214A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits low.<br />
* Secondary startup and advantage measured at max range.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Yu Narukami/Data|214B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits low.<br />
* Secondary startup measured at full screen (max range exceeds screen width)<br />
Yu and Izanagi team up to do a sliding attack. Staple ground combo ender. Launches opponents high enough to combo into most characters' 5P assist for easy combo extensions. Doesn't low profile versus mids or projectiles, so don't use this to blow through zoning.<br />
-------<br />
A / Light Version:<br />
* Hits once.<br />
* Fastest start-up among the meterless versions.<br />
* Safest version on block.<br />
Used to end almost all of Yu's meterless ground combos. Also used in pressure for a final low at the end of blockstrings. Can be made somewhat safe by hitting with only the tip of the attack.<br />
-------<br />
B / Heavy Version:<br />
* Hits three times.<br />
* Slowest version.<br />
* Least safe version on block.<br />
Used to drag opponents into the corner and to tack on damage before using an assist. In Resonance Blaze, this move is usually followed up with a super, primarily Cross Slash.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Zio</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_Zio.png |caption=Everything but the kitchen sink.<br />
|input=236C (air OK)<br />
|name=EX Zio<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Yu Narukami/Data|236C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.236C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Lowest start-up and cool-down, fastest traveling projectile, and most damaging version of Zio that hits 4 times.<br />
* Has the hitbox of the regular version during flight, but on impact it shares the autocombo's version's hitbox.<br />
* Holding C has Izanagi charge the projectile. The Zio is launched after a set amount of time or after the C button is released.<br />
* Can be held for up to 102f, regain control of character at 56f; frame advantage measured at point blank<br />
* Yu is free to move and attack during the charge but cannot use 4AAAA, 5B, 5BB, or j.B.<br />
* Using 5AA, 5AAA, Ziodyne, or Cross Slash (on a successful hit) during the charge will recall Izanagi without firing the Zio.<br />
* Canceled charges won't refund the spent meter.<br />
* 10% minimum damage. 150 + 40x3 = 270.<br />
Yu's best metered move and his best special in general. In neutral, the attack is lightening fast and can destroy multi-hitting projectiles. The charge allows Yu to control the screen and cover his approach options (offensive) or use both Izanagi and the Zio as a meat shield (defensive). During pressure, this move gives Yu fantastic frame trapping, pressure resetting, and mix-up covering capabilities that he desperately needs. This move is also Yu's strongest oki tool as it can be canceled into after landing Raging Lion and the combination of the move's range and ability to be delayed allows Yu to cover every wake-up option that a cornered opponent can use. Lastly, EX Zio gives Yu the ability to put opponents into a juggle state without the help of an assist which greatly improves his solo damage. This tool's potential further increases with assists, though note that constant use of EX Zio could deprive Yu of key defensive options (such as Reject Guard or reversal supers).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Swift Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_SwiftStrike.png |caption=SUTAN DIPPA<br />
|image2=BBTag_Yu_BigGamble.png |caption2=INTO VEIPAH THRASTO<br />
|input=214C<br />
|name=EX Swift Strike<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Swift Strike|subtitle=214C}}<br />
{{#lsth:BBTag/Yu Narukami/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Followup|subtitle=214C > A/B/C}}<br />
{{#lsth:BBTag/Yu Narukami/Data|214C > A/B/C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits 5 times.<br />
* Fastest start-up and travel speed among all versions of Swift Strike.<br />
* Secondary startup measured at full screen (max range exceeds screen width)<br />
* Pressing A/B/C during the slide will automatically do Big Gamble as a follow-up.<br />
* Follow-up Big Gamble lacks the normal version's invincibility, hits 3 times, and always knocks down.<br />
* Safejump on empty IAD possible.<br />
* 10% minimum damage. 70x5 = 350. Minimum damage with follow-up. 350 + 70x3 = 560.<br />
* Can cancel into Additional Attack after fifth hit on hit<br />
Used in combos to increase corner carry, to allow for easy mid-combo Active Changes, or to continue combos that the other versions couldn't (like after max range 5AAA or 5BB). In Resonance Blaze, this move allows Yu to preform cross-up Cross Slash which can be followed up with additional attacks, most notably a second Cross Slash. The high speed and range of this move allows it to be used as a long range punish that, with assists, can be converted into much greater damage than a full-screen Zio. As this move is unsafe on block regardless of the distance it is used and that Big Gamble can only be used on hit, this move shouldn't be used in pressure.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_LightningFlash.png |caption=Devil May Cry Stinger<br />
|name=5P<br />
|input=Lightning Flash<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits twice.<br />
* Lifts grounded opponents on the first hit.<br />
* Wallbounces on the second hit.<br />
Yu's old persona-less super, a full-screen lunge that is now a powerful assist. The wall bounce grants the point character a free combo and moderate corner carry. This is Yu's fastest assist and thus his most often used, especially for mid-combo Duo Changes. Cross Combo allows Yu to spam this move for easy loops. Note that if the opponent is hit by the first hit while too high in the air, the second won't connect.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=P4Arena_Yu_Zio.png |caption=<br />
|name=6P <br />
|input=Zio<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|6P }}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Knocks down on hit.<br />
Yu's heavy Zio, his best neutral assist thanks to its decent speed and excellent range. Full screen projectile that helps the point character approach the opponent safely.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_4P.png |caption=Wasn't that good in P4AU either.<br />
|name=4P<br />
|input=<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Groundbounces both grounded and airborne opponents.<br />
* Izanagi is recalled if a Duo Change is performed.<br />
* 5% chip damage<br />
Yu's old 2D/j.D. Izanagi dives down from above Yu, dragging airborne opponents downward before impacting the ground and launching them. His weakest assist by far as it lacks range, damage, and screen control without being the effective anti-air that most other 4P's are. Used only in specific combos and never in neutral.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Ziodyne</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_Ziodyne.png |caption=And no one ate dinner that night.<br />
|input=236B+C (air OK)<br />
|name=Ziodyne<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Yu Narukami/Data|236BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.236BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Values in [] for Enhanced version<br />
* Minimum damage 33*34 (1122) [41*34 (1394)]<br />
* 34 hard knockdown frames on air version<br />
* Wallsticks for 40 frames if against corner<br />
* Recalls Izanagi from his current position to wherever Yu is.<br />
* Knocks down in air<br />
Izanagi fires a large beam of electricity that pushes opponents back to the other side of the screen. Start-up is fully invincible and the beam travels full screen, making this a fantastic tool for punishing opponents for doing basically anything. While some characters struggle to punish this move at full screen, it is always unsafe at close range. This super's long active frames are perfect for partners with a short Duo Distortion Skill, allowing for combo extensions on hit or free set-ups on block. Doesn't gain any notably different traits in Resonance Blaze other than an increase in damage. Level 4 RB grants this super massive amounts of chip damage which is useful against opponents who lack either the tools or the resources to punish it. Rarely used to end combos as, thanks to Raging Lion, Cross Slash can be used instead for its better damage and oki.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Cross Slash</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_CrossSlash.png |caption=The Split<br />
|image2=BBTag_Yu_CrossSlash2.png |caption2=<br />
|input=214B+C<br />
|name=Cross Slash<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Follow-up only comes out on hit.<br />
* Minimum damage 625, 1440 (2065)<br />
Yu does his Cross Slash super from P4A : a curving slash, followed by his Persona descending from the sky upon the opponent for an electrifying hit. Landing this super "backwards" on an airborne opponent by using Yu's forward step during the move leaves him close enough to follow up with 2B. While this can serve as a potential finisher/match ender in certain situations, unlike in Arena, where the hitstun decay system allowed longer followups after this method, in BBTag, untech time will really quickly decay during the somewhat long animation. By the time it's over, Yu will barely have time for 2B -> Big Gamble/another Cross Slash in most cases, or a short air combo if the super landed really early (at max after a few hits). It's still a valid option to keep in mind, but not something that should be relied upon : Yu can easily deal much higher damage via assists, or via more practical combo routes.<br />
----<br />
* Values in [] for Enhanced version<br />
* Follow-up only comes out on hit.<br />
* Minimum damage [625, 57*7, 1175 (2199)]<br />
* Launches opponent instead of crumpling, similarily to last hit of Thunder God Dance from P4AU.<br />
While the same potential to followup like after the base version applies to the Resonance version also, the animation takes even longer to finish due to the change to the last hit. Because of this, the potential to followup is even lower than the base version. However, if, for some reason, it ever lands after a hit, or raw against a crossup attempt, it can be followed up with a 2B into another Cross Slash with moderate ease. This technique can earn clutch wins if used capitalized on correctly, but it's still not something that should be relied upon much.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Yu_CrossSlash2.png |caption=The Split 2: The Splittening<br />
|input=P during Main Character's Distortion Skill <br />
|name=Cross Slash<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Values in [] for Enhanced version<br />
* Minimum damage 100% (2500) [3000]<br />
* Has higher minimum damage than the non-assist version.<br />
* Only tracks opponents horizontally.<br />
* On hit, the opponent will ignore any remaining hits in the point character's super.<br />
Tag-in version of Cross Slash that calls Yu to the opponents location for the attack. Only use this if it will kill, otherwise meter should be conserved for EX Zio use. Thanks to how Yu enters the screen, it is almost impossible to land the reverse hit on this super and the scaling will be to high to do much with it anyway.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Yu_MyriadTruths.png |caption=''"Let's end this."''<br />
|image2=BBTag_Yu_MyriadTruths2.png |caption2=''"A thousand die while a million are born! '''This is TRUTH!'''"''<br />
|input=222B+C<br />
|name=Myriad Truths<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Requires 9 Skill Gauge, level 4 Resonance Blaze, and that the opponent only has one character left.<br />
* Ends match in a victory on hit.<br />
* Opponent experiences 12 hitstop on block and 6 on hit<br />
Yu's Astral charges the floor with electricity, instantly killing any opponent who lands in it. As this super instantly grants Yu victory on hit, it should be used whenever possible. Extremely easy to combo into (for example; 214B, throw, 5AAA on airborne opponents). This super is fully invincible which allows Yu to use this as a full screen punish, however it is lacking as a reversal because Yu must commit all of his meter and it is very unsafe on whiff or block.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Yu Narukami/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Yu Narukami/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Yu Narukami]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Yu_Narukami&diff=126459BBTag/Yu Narukami2019-07-21T00:03:19Z<p>138.217.165.172: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Yu Narukami<br />
|-<br />
||<br />
[[File:BBTag_Yu_Portrait.png|350x500px|center]]<br />
|-<br />
||{{#lsth:BBTag/Yu Narukami/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Balanced, Neutral-focused, Electric Jin<br />
<br />
;Team role<br />
:Point, Support<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
''"This is a battle we can't lose..."''<br />
<br />
===Backstory===<br />
<br />
Yu Narukami is the protagonist of Persona 4. He is a high school student who moves away to the countryside of Inaba to live with his uncle Ryotaro Dojima and cousin Nanako Dojima for a year as a result of his parents working abroad, and attends Yasogami High School. Establishing the "Investigation Team" with his high school friends they were able to solve a series of homicide cases that was happening in the town of Inaba.<br />
<br />
Before moving to Inaba, Yu felt cold and distant towards those around him. However, this changes after he starts building friendships with the Investigation Team as well as the residents of Inaba. As a result, Yu becomes more cordial in his interactions with others - opening himself up more and gaining a sense of maturity throughout the events of Persona 4. Now, Yu realizes his need to draw strength from the bonds he forges in order to persevere through life.<br />
<br />
===Playstyle===<br />
Narukami is considered to be a well-rounded character that can be played both Aggressively and Defensively due to how versatile he is. <br />
<br />
He has amazing ground and air normals that can be confirmed into the combo easily. To separate him from Jin and Hyde, Yu has a solid High/Low mix-up from j.C and Swift Strike which lead to good damage with an assist making him extremely scary once he gets in. His assist is also one of the best pressure assists that can be used to lock down an opponent and set up Active Switch mix-up or Cross Combo mix-up. <br />
<br />
In general, Narukami can do everything and very good at them as long as he has assists available.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Good balance of damage, range, and mobility, all while having very low execution requirements.<br />
*Great normals both on the ground and in the air.<br />
*Great high mixup potential with jA/jAA and jC.<br />
*Decent jump cancel options allowing for flexible pressure.<br />
*Yu has excellent extended combo potential with assists.<br />
*Swift Strike and Raging Lion have excellent corner carry.<br />
*His Ziodyne distortion can punish from fullscreen and has high damage. It also lasts a very long time, so Duo Distortions with low cooldown can follow up for a combo.<br />
*Cross slash is a great combo ender, having high minimum damage as well as allowing a safe jump after.<br />
*One of the best anti-air reversal actions in the game.<br />
*Relatively fast startup on 5C, despite its lower range compared to those of other characters.<br />
*Has multiple full-screen projectiles.<br />
*EX Zio oki greatly improves Yu's pressure and mix-up game while protecting him from reversals.<br />
| style="width: 50%;"|<br />
*If Izanagi is hit or Yu is hit while Izanagi is still on-screen, he will lose 5% of his max HP; likewise he also has some laggy moves that leave his Persona exposed.<br />
*All of his specials (except EX Zio) are unsafe at close range, leaving Yu vulnerable at the end of blockstrings.<br />
*Requires an assist to convert a grounded hit into an air combo. Yu has poor damage without a launcher.<br />
*He also requires an assist to convert Raging Lion and Swift Strike mix ups into a combo.<br />
|-<br />
|}<br />
<br style="clear:both;"/><br />
{{#lst:BBTag/Yu Narukami/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_4A.png |caption=<br />
|image2=BBTag_Yu_4AA.png |caption2=<br />
|image3=BBTag_Yu_4AAA.png |caption3=<br />
|image4=BBTag_Yu_4AAAA.png |caption4=<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lsth:BBTag/Yu Narukami/Data|4A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump-cancellable on both hit and block.<br />
Yu's old 5A, but one frame slower. As this is Yu's fastest normal it is vital for interrupting opponents and starting pressure. This move will stop all of Yu's forward momentum, making it difficult to do out of a dash. It can combo from EX Zio after 2C in the corner, but with good timing 5A can be used instead which is more optimal.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|4AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump-cancellable on both hit and block.<br />
Yu's old 5AA. Used almost exclusively as blockstring and grounded combo filler. Can whiff if the opponent was hit by 5A too high in the air.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|4AAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump-cancellable on both hit and block.<br />
* Knocks down on air hit.<br />
Yu's old 5AAA. Its knock down properties are used to go into 2C and then into either a super or Swift Strike (both if he is in Resonance Blaze). Can't cancel into other A or B normals so use 5A to extend blockstrings instead.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Counts as a projectile.<br />
* Knocks down on hit.<br />
A unique version of Zio that can only be done at the end of autocombos. The projectile is the same produced by EX Zio on impact, but only hits once, does less damage, and is unsafe on block. The high hitstun of 4AAA along with its knock down and jump cancelable properties means that Yu always has better options for more damage, meter gain, and Oki. Only use it if you have hitstun to spare and an assist available for combo extension.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_5A.png |caption=<br />
|image2=BBTag_Yu_5AA.png |caption2=<br />
|image3=BBTag_Yu_5AAA.png |caption3=<br />
|image4=BBTag_Yu_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Yu Narukami/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump cancelable on hit.<br />
Yu's old 5B. Fantastic speed and range makes this move Yu's go to button in neutral. It is also his best move for starting meterless combos and is used in almost every combo.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump-cancellable on both hit and block.<br />
* Lightly pushes airborne opponents away.<br />
Yu's old 5C. Persona follow-up attack that can be jump canceled to extend combos or mix-up opponents usually with Raging Lion, but IAD j.A or empty jump-in 2A can be used instead if the opponent respects Yu's offense. Can only be used once per block string so be wary of canceling this move into 2B. Yu must jump cancel forward to continue into an air combo after this move hits airborne foes as it pushes opponents away from him.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump-cancellable on hit.<br />
* Launches airborne opponents.<br />
Yu's old 2C. Izanagi stabs at the opponent and inflicts a large amount of hitstun on grounded hit while launching them instead if they are airborne. Can extend combos in the corner by canceling into 5B if they were already airborne, though IAD j.A can also work for more technical combos. Against cornered grounded opponents, this move can lead into (2C > (delay) EX Zio > 4A) for big damage, though it may whiff if 5A wasn't used at point-blank range.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Counts as a projectile.<br />
* Knocks down on hit.<br />
A unique version of Zio that can only be done at the end of autocombos. The projectile is the same produced by EX Zio on impact, but only hits once, does less damage, and is unsafe on block. Combo extension is only possible via assist. Much harder to use than its 4AAAA counterpart as it will whiff against airborne opponents mid-screen because of 5AAA's launching properties.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_5B.png |caption=<br />
|image2=BBTag_Yu_5BB.png |caption2=The Lawnmower<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Yu Narukami/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* 43f startup occurs if first hit whiffs at max range<br />
Yu's old 5D. Solid poke with long range at the cost of slow startup. Does not normally combo from his A normals due to the slow start up, but it can combo in the corner if the opponent is airborne at a certain height.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Yu Narukami/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Knocks down on air hit.<br />
Yu's old 5DD. As this follow-up now puts Yu into a lengthy startup and recovery animation, this move cannot lead into the set-ups and mix-ups it previously had. Used to plummet opponents back into the ground during corner combos. Can also combo into 5A if it hit a grounded opponent but 5B must have been used point-blank for this to work mid-screen. Outside of 5A's range, only EX Swift Strike, Ziodyne, and any version of Zio can follow-up 5BB mid-screen.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_5C.png |caption=''"This is... the power of our '''bonds'''!"''<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* On standing hit, leads into a timed follow-up.<br />
* Follow-up damage, meter gain, oki, and timing changes if partner is available.<br />
<br />
Yu's old 5AB, his All-Out Attack. Decently fast overhead that is unsafe on block. Inputting the follow-up as soon as possible results in less damage and meter but provides better oki. Perfect timing deals max damage and grants one free bar of meter. Yu has a better overhead in Raging Lion, which can be lead into a full combo on hit or a pressure reset with the use of an assist. Sees more use once Yu is on his own, though this move is never used in combos regardless of his available resources.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits low.<br />
Yu's old 2A. Can chain to and from 4A and itself. Absolutely vital tool in Yu's mix-up game, as it is very non-committal unlike his Swift Strike and Raging Lion. Only low that can be followed up with either a low, high, or throw. It can also easily be used out of a dash, unlike 4A. Terrible scaling both as a combo starter and as a combo part.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_2B.png |caption=Anti-air of King(pin)s <br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits twice, once near the beginning of the swing and once more near the end.<br />
* Jump cancellable on either hit, both on hit and on block.<br />
* Head invulnerable but not air unblockable.<br />
* Becomes standing state during recovery<br />
Yu's old 2B. This is his go to anti-air, which can be jump canceled for combo follow-ups or mix-ups. Is not air unblockable or fully invincible like his other anti-air, Big Gamble, but is much safer on block and whiff thanks to having cancel options and the ability to burst. Can pick up opponents who are flat on the ground which is crucial for his double Cross-Slash combos. 5AA leads into more optimal damage for jump cancel combos, so use that instead. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits low.<br />
* Knocks down on hit.<br />
Yu's old 2AB, his sweep. Universal low that is used in mix-ups as a low that can be made safe with an assist or EX Zio, making it more committal than 2A but less than Swift Strike. High damage starter that requires an assist to convert into a combo. Also used for his double Cross Slash set-up and to add damage at the end of a highly scaled combo before a super (usually Cross Slash).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_jA.png |caption=Block this!<br />
|image2=BBTag_Yu_jAA.png |caption2=Flying Jesus! Sadly no longer a separate move.<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits twice.<br />
* Double jump cancelable on either hit, both on hit and on block.<br />
Yu's old j.B. This is Yu's best jump-in and safest overhead. By changing up the timing of his follow-ups (j.AA, j.B, and j.C) and using 2A upon touching the ground, Yu can decide to hit only once with this move and go into a low to break through guards or he can let it rip to go for additional overheads, up to four by doing IAD j.A > j.AA > j.C. This makes Yu's air game incredibly oppressive, which can then be used to bait reversals for big damage. However, Yu needs an assist to cover him in order to safely set-up a jump-in and to convert Raging Lion into a combo.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Double jump cancelable on both hit and block.<br />
Yu's old j.BB/j.2B. This move is no longer a command normal, making it difficult to use its amazing hit box for ambiguous cross-ups or to contest other similar air normals with less range like it could in the P4AU. Is mostly used as blockstring and air combo filler, though j.B leads into better damage and metergain.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=* Double jump cancelable on both hit and block.<br />
<br />
Yu's old j.C. Used in blockstrings to add more overheads to an IAD. In combos, the large amount of hitstun this attack has allows Yu to combo into Ziodyne while in the air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_jC.png |caption=R.I.P. heavy version feints and corner loops.<br />
|name=j.C<br />
|input=Raging Lion<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Knocks down on hit.<br />
* Special and Super cancelable on hit.<br />
* Landing recovery based on height j.C was performed, expand chart below for details<br />
* On any hit or block j.C has 29f landing recovery<br />
* Frame advantage based on soonest possible j.C<br />
Yu's old 214X. Unlike previous entries where Raging Lion was a special move that had a light, heavy, and EX version which each had different properties in the air for a grand total of six variations, Yu now only has the Air Heavy version. It is used in combos to bring airborne opponents to the ground to end them with Swift Strike or Cross Slash, providing both fantastic corner carry and oki. Using EX Zio after Raging Lion puts opponents into the corner allows Yu to act freely as Izanagi covers all possible tech options, making it easy for Yu to shut down any wake-up attacks. However, it is difficult to use this move as a mix-up tool if assists are unavailable, as Raging Lion is '''very''' unsafe on block. Note that the 16 frame start-up is misleading for ground blockstrings as it doesn't account for a jump's start-up frames.<br />
<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
Expand for j.C Height Diagram<br />
<div class="mw-collapsible-content">[[File:Narukami_jC_heights.png|800px]]</div><br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Minimum damage 100% (2000)<br />
* Grab comes out immediately if done next to an opponent.<br />
* If Yu isn't near an opponent, he will dash a short distance then grab.<br />
* Holding back when inputting the grab will result in Yu throwing his opponent behind him.<br />
Yu grabs his opponent and kicks them high into the air. Vital for both mix-ups and combos, as this is the only move Yu has that can put opponents into an airborne state without meter, an assist, or the corner. Both forward and backward throw are identical.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Big Gamble</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_BigGamble.png |caption=''"Like a book."''<br />
|name=Big Gamble<br />
|input=5A+D (air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Yu Narukami/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.AD}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invincible on start-up.<br />
* Ground version is air unblockable.<br />
* Hits twice, once near the beginning of the swing and once more at the end.<br />
* Yu cannot Cross Burst if he is hit during the recovery of this move.<br />
* 5% Minimum Damage: 85x2 = 170.<br />
Yu's old BD, Furious Action. Yu preforms an uppercut with his sword that launches opponents into air. This is his go to reversal as well as his anti-air against air blocking opponents. The minimum damage makes this his most damaging meterless combo ender, but as it provides absolutely no Okizeme, it should only be used when it will kill the opponent. Note that while Raging Lion is the better air combo ender, hitstun may not allow Yu to end a combo with it which means Big Gamble should be used instead. For combo extensions or for making reversals safe, assists can be called preemptively, through only certain assists will work so choose your partner carefully. Also note that Yu cannot burst if he is hit during end lag so consider using a super instead if both meter and an assist is available.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Zio</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_Zio.png |caption=SUTAN EJJI<br />
|input=236A/B (air OK)<br />
|name=Zio<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lsth:BBTag/Yu Narukami/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lsth:BBTag/Yu Narukami/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Yu summons his persona, which creates a spear of lightning energy. Travels horizontally from Izanagi's current position and hits once.<br />
-------<br />
A / Light Version:<br />
* Fastest meterless version of Zio.<br />
* Slowest moving version of Zio.<br />
* Lowest damage version of Zio.<br />
The best version to use during neutral, as it has the lowest start-up and end lag while producing a projectile that stays on screen longer. Effective poke against opponents who lack the tools or resources to evade or blow through projectiles. Be careful as there are projectile invincible attacks and multi-hit projectiles that can punish this attack, including most supers. In combos, Yu can use this against airborne opponents to bring them lower to the ground and into his 5A, though they must be as high as possible when they are hit by the grounded Light Zio. The window to link Light Zio to 5A is incredibly small and can only be achieved through both tight execution and an assist, making it more trouble than it is worth.<br />
-------<br />
B / Heavy Version:<br />
* Slowest version of Zio.<br />
* Fastest moving meterless version of Zio.<br />
* Highest meterless damage version of Zio.<br />
* Knock down on hit.<br />
This version doesn't see much use during neutral, but is valuable in combos where neither Swift Strike or a super would be viable. Knocks down standing opponents while bringing airborne opponents back down to the ground. The long recovery makes it difficult for Yu to continue his pressure safely, though assists can mitigate the risks.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air A}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.236A}}<br />
{{!}}-<br />
{{!}}-<br />
{{AttackVersion|name=Air B}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Same as the grounded version, but now the endlag lasts until reaching the ground on top of having additional landing lag. Note that Izanagi is placed where Yu launches Zio. Additional uses of Zio will be fired from that spot until Izanagi returns, gets hit, Yu recalls Izanagi by using a move that requires him, or if Yu gets hit.<br />
-------<br />
A / Light Version:<br />
* Mostly the same as the ground version.<br />
* Least amount of landing lag among the meterless versions of Zio.<br />
* Begins falling on frame 32<br />
Used often after an IABD right before touching the ground to zone out opponents while retreating. By placing Izanagi slightly off the ground, following Zios can deny both dashes and IAD's, forcing opponents to either retreat or jump-in from higher up which sets Yu up for easy anti-airs. Also used in Resonance Blaze combos right before using Ziodyne in air combos.<br />
-------<br />
B / Heavy Version:<br />
* Mostly the same as the ground version.<br />
* Most amount of landing lag.<br />
* Begins falling on frame 32<br />
Slow to start and end with little reward for a successful hit. Shouldn't be used other than to punish hilariously slow air actions by your opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Swift Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_SwiftStrike.png |caption=SUTAN DIPPA<br />
|input=214A/B<br />
|name=Swift Strike<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Yu Narukami/Data|214A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits low.<br />
* Secondary startup and advantage measured at max range.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Yu Narukami/Data|214B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits low.<br />
* Secondary startup measured at full screen (max range exceeds screen width)<br />
Yu and Izanagi team up to do a sliding attack. Staple ground combo ender. Launches opponents high enough to combo into most characters' 5P assist for easy combo extensions. Doesn't low profile versus mids or projectiles, so don't use this to blow through zoning.<br />
-------<br />
A / Light Version:<br />
* Hits once.<br />
* Fastest start-up among the meterless versions.<br />
* Safest version on block.<br />
Used to end almost all of Yu's meterless ground combos. Also used in pressure for a final low at the end of blockstrings. Can be made somewhat safe by hitting with only the tip of the attack.<br />
-------<br />
B / Heavy Version:<br />
* Hits three times.<br />
* Slowest version.<br />
* Least safe version on block.<br />
Used to drag opponents into the corner and to tack on damage before using an assist. In Resonance Blaze, this move is usually followed up with a super, primarily Cross Slash.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Zio</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_Zio.png |caption=Everything but the kitchen sink.<br />
|input=236C (air OK)<br />
|name=EX Zio<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Yu Narukami/Data|236C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.236C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Lowest start-up and cool-down, fastest traveling projectile, and most damaging version of Zio that hits 4 times.<br />
* Has the hitbox of the regular version during flight, but on impact it shares the autocombo's version's hitbox.<br />
* Holding C has Izanagi charge the projectile. The Zio is launched after a set amount of time or after the C button is released.<br />
* Can be held for up to 102f, regain control of character at 56f; frame advantage measured at point blank<br />
* Yu is free to move and attack during the charge but cannot use 4AAAA, 5B, 5BB, or j.B.<br />
* Using 5AA, 5AAA, Ziodyne, or Cross Slash (on a successful hit) during the charge will recall Izanagi without firing the Zio.<br />
* Canceled charges won't refund the spent meter.<br />
* 10% minimum damage. 150 + 40x3 = 270.<br />
Yu's best metered move and his best special in general. In neutral, the attack is lightening fast and can destroy multi-hitting projectiles. The charge allows Yu to control the screen and cover his approach options (offensive) or use both Izanagi and the Zio as a meat shield (defensive). During pressure, this move gives Yu fantastic frame trapping, pressure resetting, and mix-up covering capabilities that he desperately needs. This move is also Yu's strongest oki tool as it can be canceled into after landing Raging Lion and the combination of the move's range and ability to be delayed allows Yu to cover every wake-up option that a cornered opponent can use. Lastly, EX Zio gives Yu the ability to put opponents into a juggle state without the help of an assist which greatly improves his solo damage. This tool's potential further increases with assists, though note that constant use of EX Zio could deprive Yu of key defensive options (such as Reject Guard or reversal supers).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Swift Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_SwiftStrike.png |caption=SUTAN DIPPA<br />
|image2=BBTag_Yu_BigGamble.png |caption2=INTO VEIPAH THRASTO<br />
|input=214C<br />
|name=EX Swift Strike<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Swift Strike|subtitle=214C}}<br />
{{#lsth:BBTag/Yu Narukami/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Followup|subtitle=214C > A/B/C}}<br />
{{#lsth:BBTag/Yu Narukami/Data|214C > A/B/C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits 5 times.<br />
* Fastest start-up and travel speed among all versions of Swift Strike.<br />
* Secondary startup measured at full screen (max range exceeds screen width)<br />
* Pressing A/B/C during the slide will automatically do Big Gamble as a follow-up.<br />
* Follow-up Big Gamble lacks the normal version's invincibility, hits 3 times, and always knocks down.<br />
* Safejump on empty IAD possible.<br />
* 10% minimum damage. 70x5 = 350. Minimum damage with follow-up. 350 + 70x3 = 560.<br />
* Can cancel into Additional Attack after fifth hit on hit<br />
Used in combos to increase corner carry, to allow for easy mid-combo Active Changes, or to continue combos that the other versions couldn't (like after max range 5AAA or 5BB). In Resonance Blaze, this move allows Yu to preform cross-up Cross Slash which can be followed up with additional attacks, most notably a second Cross Slash. The high speed and range of this move allows it to be used as a long range punish that, with assists, can be converted into much greater damage than a full-screen Zio. As this move is unsafe on block regardless of the distance it is used and that Big Gamble can only be used on hit, this move shouldn't be used in pressure.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_LightningFlash.png |caption=Devil May Cry Stinger<br />
|name=5P<br />
|input=Lightning Flash<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits twice.<br />
* Lifts grounded opponents on the first hit.<br />
* Wallbounces on the second hit.<br />
Yu's old persona-less super, a full-screen lunge that is now a powerful assist. The wall bounce grants the point character a free combo and moderate corner carry. This is Yu's fastest assist and thus his most often used, especially for mid-combo Duo Changes. Cross Combo allows Yu to spam this move for easy loops. Note that if the opponent is hit by the first hit while too high in the air, the second won't connect.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=P4Arena_Yu_Zio.png |caption=<br />
|name=6P <br />
|input=Zio<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|6P }}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Knocks down on hit.<br />
Yu's heavy Zio, his best neutral assist thanks to its decent speed and excellent range. Full screen projectile that helps the point character approach the opponent safely.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_4P.png |caption=Wasn't that good in P4AU either.<br />
|name=4P<br />
|input=<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Groundbounces both grounded and airborne opponents.<br />
* Izanagi is recalled if a Duo Change is performed.<br />
* 5% chip damage<br />
Yu's old 2D/j.D. Izanagi dives down from above Yu, dragging airborne opponents downward before impacting the ground and launching them. His weakest assist by far as it lacks range, damage, and screen control without being the effective anti-air that most other 4P's are. Used only in specific combos and never in neutral.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Ziodyne</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_Ziodyne.png |caption=And no one ate dinner that night.<br />
|input=236B+C (air OK)<br />
|name=Ziodyne<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Yu Narukami/Data|236BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Yu Narukami/Data|j.236BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Values in [] for Enhanced version<br />
* Minimum damage 33*34 (1122) [41*34 (1394)]<br />
* 34 hard knockdown frames on air version<br />
* Wallsticks for 40 frames if against corner<br />
* Recalls Izanagi from his current position to wherever Yu is.<br />
* Knocks down in air<br />
Izanagi fires a large beam of electricity that pushes opponents back to the other side of the screen. Start-up is fully invincible and the beam travels full screen, making this a fantastic tool for punishing opponents for doing basically anything. While some characters struggle to punish this move at full screen, it is always unsafe at close range. This super's long active frames are perfect for partners with a short Duo Distortion Skill, allowing for combo extensions on hit or free set-ups on block. Doesn't gain any notably different traits in Resonance Blaze other than an increase in damage. Level 4 RB grants this super massive amounts of chip damage which is useful against opponents who lack either the tools or the resources to punish it. Rarely used to end combos as, thanks to Raging Lion, Cross Slash can be used instead for its better damage and oki.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Cross Slash</font> ======<br />
{{MoveData<br />
|image=BBTag_Yu_CrossSlash.png |caption=The Split<br />
|image2=BBTag_Yu_CrossSlash2.png |caption2=<br />
|input=214B+C<br />
|name=Cross Slash<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Follow-up only comes out on hit.<br />
* Minimum damage 625, 1440 (2065)<br />
Yu does his Cross Slash super from P4A : a curving slash, followed by his Persona descending from the sky upon the opponent for an electrifying hit. Landing this super "backwards" on an airborne opponent by using Yu's forward step during the move leaves him close enough to follow up with 2B. While this can serve as a potential finisher/match ender in certain situations, unlike in Arena, where the hitstun decay system allowed longer followups after this method, in BBTag, untech time will really quickly decay during the somewhat long animation. By the time it's over, Yu will barely have time for 2B -> Big Gamble/another Cross Slash in most cases, or a short air combo if the super landed really early (at max after a few hits). It's still a valid option to keep in mind, but not something that should be relied upon : Yu can easily deal much higher damage via assists, or via more practical combo routes.<br />
----<br />
* Values in [] for Enhanced version<br />
* Follow-up only comes out on hit.<br />
* Minimum damage [625, 57*7, 1175 (2199)]<br />
* Launches opponent instead of crumpling, similarily to last hit of Thunder God Dance from P4AU.<br />
While the same potential to followup like after the base version applies to the Resonance version also, the animation takes even longer to finish due to the change to the last hit. Because of this, the potential to followup is even lower than the base version. However, if, for some reason, it ever lands after a hit, or raw against a crossup attempt, it can be followed up with a 2B into another Cross Slash with moderate ease. This technique can earn clutch wins if used capitalized on correctly, but it's still not something that should be relied upon much.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Yu_CrossSlash2.png |caption=The Split 2: The Splittening<br />
|input=P during Main Character's Distortion Skill <br />
|name=Cross Slash<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Values in [] for Enhanced version<br />
* Minimum damage 100% (2500) [3000]<br />
* Has higher minimum damage than the non-assist version.<br />
* Only tracks opponents horizontally.<br />
* On hit, the opponent will ignore any remaining hits in the point character's super.<br />
Tag-in version of Cross Slash that calls Yu to the opponents location for the attack. Only use this if it will kill, otherwise meter should be conserved for EX Zio use. Thanks to how Yu enters the screen, it is almost impossible to land the reverse hit on this super and the scaling will be to high to do much with it anyway.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Yu_MyriadTruths.png |caption=''"Let's end this."''<br />
|image2=BBTag_Yu_MyriadTruths2.png |caption2=''"A thousand die while a million are born! '''This is TRUTH!'''"''<br />
|input=222B+C<br />
|name=Myriad Truths<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yu Narukami/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Requires 9 Skill Gauge, level 4 Resonance Blaze, and that the opponent only has one character left.<br />
* Ends match in a victory on hit.<br />
* Opponent experiences 12 hitstop on block and 6 on hit<br />
Yu's Astral charges the floor with electricity, instantly killing any opponent who lands in it. As this super instantly grants Yu victory on hit, it should be used whenever possible. Extremely easy to combo into (for example; 214B, throw, 5AAA on airborne opponents). This super is fully invincible which allows Yu to use this as a full screen punish, however it is lacking as a reversal because Yu must commit all of his meter and it is very unsafe on whiff or block.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Yu Narukami/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Yu Narukami/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Yu Narukami]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Blake_Belladonna&diff=124621BBTag/Blake Belladonna2019-06-23T03:29:57Z<p>138.217.165.172: /* 5P */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Blake Belladonna<br />
|-<br />
||<br />
[[File:BBTag_Blake_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Blake Belladonna/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Aggressive, Long-range<br />
<br />
;Team role<br />
:Support<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"I'm a member of Team RWBY... I can't afford to disappoint."''<br />
<br />
===Backstory===<br />
Blake is a fair skinned young girl of Faunus heritage with amber eyes and long, black hair who used to work as a combatant in the White Fang, a Faunus terrorist group. After leaving the organization, Blake enrolled at Beacon Academy, where she becomes a member of Team RWBY.<br />
<br />
Blake displays a cool, reserved, and serious personality most of the time but does not lack a humorous side usually in the form of dry wit and sarcasm. Blake has also been described as a righteous and outspoken person, holding equal respect for other people's livelihoods, while still openly criticizing whoever she thinks is indefensible, regardless of their social standing or species. As a Faunus, Blake has faced discrimination in the past and wears a large bow on the top of her head when near Humans in order to be treated for her character and not her species.<br />
<br />
===Playstyle===<br />
Blake is a hybrid of spacing and mix up potential. Her A normals are her main close range tools, then Blake's B normals give great spacing and the blade hit mechanic enables her to have many more options when hit/blocked. Blake's clones allow her to follow up certain attacks for defensive or offensive purposes, which is where her mix ups come into play. She is more a tricky character to master than the rest of the cast, but with practice, she rewards the player with strong tools at their disposal.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Incredible in the mid screen. Oppressive normals in the form of her B normals, as long as they are spaced to hit with the blade (which are safe and jump cancelable on hit/block). <br />
*Amazing assists. Her 6P is debatably the best projectile assist in the game.<br />
*Strong mix up game, especially with an assist ready. Blake can easily set up sandwich situations with 214A+assist for active switch shenanigans.<br />
*Very versatile. Can played as point to set up her pressure game or as anchor with the threat of 6P in hand.<br />
*Not very team dependent, Blake can pair with most of the cast with ease.<br />
| style="width: 50%;"|<br />
*Lack of meterless anti airs really cause Blake to struggle against jump ins.<br />
*Has a higher skill floor than most of the cast. Adapting to the situation is necessary to be a strong Blake (as with any other character).<br />
*Has to work hard to get good damage<br />
*Be wary of using Blake's DP, it's bad.<br />
|-<br />
|}<br />
<br style="clear:both;"/><br />
<br />
===Semblance: Shadow Clones===<br />
In the show, Blake's Semblance allows her to create shadow clones which act as dummies that will take an otherwise fatal hit for Blake in their place. She can also give these clones additional properties such as exploding upon contact, acting as a defensive barrier or temporarily halting enemy movement by combining different types of Dust together. In Blazblue Cross Tag Battle, her clones are activated by inputting a special command, with the clones having different properties depending on what clone the player needs, 22A for Stone, 22B for Mist and 22C for Fire.<br />
<br />
A few additional details:<br />
* Only one clone can exist on the screen at a time.<br />
* Clones will not stop the opponent's movement and can be moved through without being harmed so long as they aren't attacked.<br />
* Clones will shatter or disappear on their own after a set amount of time, except fire clone, it will detonate regardless of being hit.<br />
* Clones stay in play when Blake gets tagged out.<br />
* Clones cause Blake to dash backward on creation by default, but holding forward after the clone command will cause Blake to dash forward instead.<br />
* Blake can act out of any clone when done in the air, resulting in more aerial mobility.<br />
<br style="clear:both;"/><br />
<br />
{{#lst:BBTag/Blake Belladonna/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_5A.png |caption=<br />
|image2=BBTag_Blake_5AA.png |caption2=<br />
|image3=BBTag_Blake_5AAA.png |caption3=<br />
|image4=BBTag_Blake_5AAAA.png |caption4=<br />
|image5=BBTag_Blake_5AAAAA.png |caption5=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=* Dash Cancelable, [] is Dash Cancel version<br />
* Jump Cancelable<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text=* Dash Cancelable, [] is Dash Cancel version<br />
* Jump Cancelable<br />
* Whiffs at max 5A range<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=* Dash Cancelable, [] is Dash Cancel version<br />
* Jump Cancelable<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=* Mandatory in combos to transition into B normals.<br />
* Makes Blake airborne.<br />
*Can whiff the 2nd hit when Blake is too far, uncommon, but can happen.<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAAA}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|5AAAAA}}<br />
{{!}}-<br />
{{Description|7|text=* Usual auto combo ender, can cause sandwich situations which not many auto combos can do.<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_5B.png |caption=<br />
|image2=BBTag_Blake_5BB.png |caption2=Phonon would be proud. <br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=* Go-to poke in the neutral. Be cautious about the space between you and the opponent for the best results.<br />
* [] = Blade Hit<br />
* Perfectly spacing the normal so that only the blade portion on the end connects will give you more hitstun/blockstun and pull the opponent towards you. On hit only, it'll also launch the opponent.<br />
* If only the blade portion on the end connects, 5B is jump cancelable on hit or block.<br />
* Can be chained into 2B on hit or block. Will only combo on hit or leave no gap on block if 5B is a blade hit.<br />
* If the normal is not properly spaced, it will still combo into 5BB, 2C, or 214B+C on hit.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=* Has a gap on block if 5B did not hit with the blade.<br />
*Can OTG with 214A-B > 2A if the enemy is high and close enough.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=* Cannot be properly anti-aired.<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=* Can be chained into itself up to 3 times.<br />
* Dash Cancelable, [] is Dash Cancel version<br />
*Quick poke when you are close to the enemy. Blake's fastest ground normal.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_2B.png |caption=Swiper no sweeping<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=* [] = Blade Hit<br />
* If spaced such that only the blade hits, has increased knockback and can be jump cancelled on hit or block.<br />
* Can be chained into 5B on hit or block. Will only combo on hit or leave no gap on block if 2B is a blade hit.<br />
* If spaced improperly, can only combo into 2C or 214B+C on hit.<br />
<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=* Cannot be jump cancelled, but can be special cancelled.<br />
* One of the few moves that will true combo off 2B and 5B weak hit.<br />
*Optimal starter to deal the most damaging punishes.<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_jA.png |caption=<br />
|image2=BBTag_Blake_jAA.png |caption2=<br />
|image3=BBTag_Blake_jAAA.png |caption3=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AAA}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|j.AAA}}<br />
{{!}}-<br />
{{Description|7|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_j2A.png |caption=<br />
|name=j.2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|j.2A}}<br />
{{!}}-<br />
{{Description|6|text=* When you're too close for j.5B<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_jB.png |caption=I'll mow you down!<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=* Unlike 5B and 2B, does not get bonus properties based on spacing.<br />
*Has a deadzone on the whip itself instead of a sourspot.<br />
* Hitbox starts far away from Blake and eventually travels closer to her.<br />
* Very long untech time on counterhit. Blake has time to land, run up, and combo.<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=* Teleports Blake to the ground.<br />
* Retains forward/backward momentum. IAD->j.C goes fullscreen.<br />
* Special and distortion cancelable.<br />
*(aerial opponent) j.C > 236A/B safe jump is the ideal combo ender.<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=* Can link 5A to combo afterwards <br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Cat Scratch</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_CatScratch.png |caption=''"Weeeeak."''<br />
|name=Cat Scratch<br />
|input=5A+D<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|AD}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Blake's go to anti-air. Doesn't have a big hurtbox and since it's a DP it has long recovery frames making it very unsafe. Time your attacks accordingly to make sure it hits.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Quick Draw</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_QuickDraw.png |caption= ''"I can't promise to fight fair though."''<br />
|input=236A/B<br />
|name=Quick Draw<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|236A}}<br />
{{!}}-<br />
{{Description|7|text=* No hitbox between Blake and the shot; only where the bullet effect is.<br />
* 2 hits<br />
* Tracks up to the max range of the move (which is still not very far from Blake).<br />
*Hits switch to mid attacks when active switched. Unable to do unblockables.<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=* No hitbox between Blake and the shot; only where the bullet effect is.<br />
* 3 hits<br />
* Tracks up to the max range of the move (a little less than halfscreen).<br />
*Hits switch to mid attacks when active switched. Unable to do unblockables.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Duality Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_DualityStrike.png |caption=Long since graduated from the Kaka Clan fighting school<br />
|input=214A (air OK)<br />
|name=Duality Strike<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|214A}}<br />
{{!}}-<br />
{{Description|7|text=* Can cancel into followups on whiff.<br />
* Can be canceled into clones.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|j.214A}}<br />
{{!}}-<br />
{{Description|7|text=* Can cancel into followups on whiff.<br />
* Can be canceled into clones.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Ribbon Dance</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_RibbonDance.png |caption="Spin Spi--<br />
''Wait wrong character''<br />
|input=214B (air OK)<br />
|name=Ribbon Dance<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|214B}}<br />
{{!}}-<br />
{{Description|7|text=* Can cancel into followups on whiff.<br />
* Can be canceled into clones.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=* Can cancel into followups on whiff.<br />
* Can be canceled into clones.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Pounce</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_ShadowPounce.png |caption=<br />
|input=214A/B/C > A<br />
|name=Shadow Pounce<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|214A/B/C > A}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Kick</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_ShadowKick.png |caption=<br />
|input=214A/B/C > B<br />
|name=Shadow Kick<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|214A/B/C > B}}<br />
{{!}}-<br />
{{Description|6|text=* Can pick the opponent up off the ground with 214AB > 2A for a combo if Blake is close to the ground and her opponent is a certain height higher than her when Shadow Kick connects.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Stone Clone</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_StoneClone.png |caption=岩分身の術 <br />
|input=22A<br />
|name=Stone Clone<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|22A}}<br />
{{!}}-<br />
{{Description|7|text=* Will shatter after taking one hit from a strike or projectile attack.<br />
*Causes increased hitlag when the enemy hits the clone. Can make some safe attacks punishable.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|j.22A}}<br />
{{!}}-<br />
{{Description|7|text=* Will shatter after taking one hit from a strike or projectile attack.<br />
* Falls to the ground from wherever you were in the air after being created. <br />
*Causes increased hitlag when the enemy hits the clone. Can make some safe attacks punishable.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Clone</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_ShadowClone.png |caption=影分身の術 <br />
|input=22B<br />
|name=Shadow Clone<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|22B}}<br />
{{!}}-<br />
{{Description|7|text=* Can be destroyed by opponent's attacks and your partner skills. Automatically detonates after a certain time.<br />
* On destruction, creates a purple mist that will make Blake moderately transparent when she enters it.<br />
<br />
Detonates on hit or after a certain amount of time passes.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|j.22B}}<br />
{{!}}-<br />
{{Description|7|text=* On destruction, creates a purple mist that will make Blake somewhat transparent when she enters it.<br />
* Floats in place in the air where it was created.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Deadly Nightshade</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_DeadlyNightshade.png |caption=Round Trip<br />
|input=236C<br />
|name=Deadly Nightshade<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=* Gapless between hits (deals 2 hits, 1 forward and 1 pullback)<br />
* Less advantaged at max range<br />
* Goes fullscreen, however Blake can't convert solo unless the enemy is close for 5A.<br />
* Great to active switch with to make the swap safe for the partner.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Uprising</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_Uprising.png |caption= ''"Who said I'm done fighting?"''<br />
|input=214C (air OK)<br />
|name=Uprising<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text=* Head invincible (ground version only)<br />
* Can combo off A followup with 5A OTG.<br />
* 2A OTG after B followup will work from much higher in the air.<br />
* (Microdash) 2B OTG after the C follow up provides a full combo as well.<br />
<br />
Blake has no meterless head invincible moves other than Reversal Action, so grounded 214C is one of her most important antiair moves. It costs less meter than 214B+C, and leads to a full combo, unlike reversal action. It's also not as bad on block unlike 214B+C or Reversal Action because 214C can be cancelled into Shadow Pounce, Shadow Kick, and Shadow Trick followups or clones, even on block.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Trick</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_ShadowTrick.png |caption=<br />
|input=214A/B/C > C<br />
|name=Shadow Trick<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|214A/B/C > C}}<br />
{{!}}-<br />
{{Description|6|text=* Frame advantage is -7 from 214A, -4 from 214B and -5 from 214C.<br />
* Will appear on the other side of the opponent if Blake is within a certain distance of them. Otherwise she will stay on the same side.<br />
* If the first special move whiffs, Shadow Trick will keep Blake in place (so she will generally whiff again).<br />
* Can OTG combo off Shadow Trick with (microdash) 2B on an airborne opponent.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Fire Clone</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_FireClone.png |caption=In case your other clones aren't functioning properly.<br />
|input=22C<br />
|name=Fire Clone<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|22C}}<br />
{{!}}-<br />
{{Description|7|text=* Can be destroyed by opponent's attacks and your partner skills.<br />
* Explodes when it is hit or at the end of its duration. The explosion will launch opponents into the air, allowing you to convert it into a combo if nearby.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Blake Belladonna/Data|j.22C}}<br />
{{!}}-<br />
{{Description|7|text=* Explodes when it is hit or at the end of its duration. The explosion will launch opponents into the air, allowing you to convert it into a combo if nearby.<br />
* Floats in place in the air where it was created.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_DualityStrike.png |caption=<br />
|name=5P|input=Duality Strike <br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=* Good for extending combos<br />
* On hit, it'll automatically do Shadow Pounce as a followup<br />
* On block it moves through the opponent and leaves Blake on the other side, even in the corner, allowing you to start sandwich mixups.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_DeadlyNightshade.png |caption=The TRUE most degenerate assist in the history of tag fighters.<br />
|name=6P |input=Deadly Nightshade<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=* Great for controlling ground space<br />
* Great for extending combos<br />
* Hitbox is high enough that most characters than crouch under it.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_Uprising.png |caption=<br />
|name=4P|input=Uprising<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=* Great for catching air approaches closer up<br />
* On hit, has a lot of untech time and be converted into a combo<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Untouchable Beauty</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_UntouchableBeauty.png |caption=Bootleg Touga<br />
|name=Untouchable Beauty |input=236B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=* 1-15f fully invulnerable<br />
*Has a deadzone if the enemy is literally next to Blake and moves forward (not every char can do this and it varies).<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Ferocious Beast</font> ======<br />
{{MoveData<br />
|image=BBTag_Blake_FerociousBeast.png |caption="Amateur"<br />
|name=Ferocious Beast |input=214B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=* 1-13f fully invulnerable<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Blake_UntouchableBeauty.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Untouchable Beauty<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Blake_BlackDeath.png |caption=Miss Blake, I don't feel so good...<br />
|input=222B+C<br />
|name=Black Death<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blake Belladonna/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=* 1-48f fully invulnerable<br />
<br />
Detailed description of the usefulness of deleting your opponent goes here.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Blake Belladonna/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Blake Belladonna/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Blake Belladonna]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Ruby_Rose&diff=110753BBTag/Ruby Rose2019-03-02T13:29:09Z<p>138.217.165.172: /* Sy-Pod Shot */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Ruby Rose<br />
|-<br />
||<br />
[[File:BBTag_Ruby_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Ruby Rose/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"Ah, this looks interesting. Mind if I join the fight?"''<br />
<br />
===Backstory===<br />
<br />
The main protagonist of RWBY and Yang Xiao Long's younger half-sister. Ruby Rose always dreamed of becoming a Huntress like the great heroes talked about in fairy tales. After a chance incident, Headmaster Ozpin extends Ruby an invitation to attend Beacon academy after seeing her skills first hand. Ruby accepts the invitation and begins attending Beacon academy to begin her training to become a Huntress. Soon after, she became the leader of a newly formed team of Huntresses with Weiss Schnee, Blake Belladonna and Yang Xiao Long called Team RWBY.<br />
<br />
===Playstyle===<br />
<br />
Ruby Rose wields a weapon called the Crescent Rose, a weapon crafted by herself that's a hybrid between a scythe and a high caliber sniper rifle. The weapon is capable of transforming into a scythe or a sniper rifle, though it can fire bullets in either form. In the show, she also frequently made use of the recoil from firing bullets from Crescent Rose to propel her in different directions, giving her extra mobility and maneuverability. <br />
<br />
All of this is adapted directly into Ruby's playstyle to create a very well rounded character. The Crescent Rose gives many normals that have great reach and hit in a wide arc, allowing her to fight up close very well. She has specials where she fires the Crescent Rose, giving her ranged options to fight from afar. And finally, her Gun Blast special allows her to propel herself forward, backward and at different angles in the air, giving her extra movement options in neutral.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Has absolutely every advantage one could ask for in a character's arsenal: great damage, speed, confirms, projectiles, assists, distortions, etc.<br />
*One of the easiest characters in the games to pick up, and is a solid pick for any duo due to her versatile assists.<br />
*In addition to her large disjointed range, Ruby's normals also have excellently fast startup<br />
*Has a tricky projectile property in all her special moves, which can be a hassle to deal with both from afar and up close.<br />
*Easy to follow up her BnB combos with an assist thanks to Buzzsaw Blast's generous timing window as an aerial combo ender.<br />
*Ruby's ground-to-air speed gives her outstanding mix-up potential in her blockstrings.<br />
*Can punish opponents from near fullscreen when using her Petal Burst distortion.<br />
*Her 6P is one of the faster projectile assists in the game.<br />
*UNGA BUNGA<br />
*Ruby's dashes (Gun Blast specials) can be incredibly bothersome to defend against when utilized by an effective player.<br />
*Because of the large wide-reaching hitboxes on her aerial normals and her very high speed, Ruby's is extremely good at crossing-up opponents, even without an assist.<br />
| style="width: 50%;"|<br />
*Opponents may have a tendency to drop out of combos when getting hit at the absolute max range of her scythe.<br />
*Zoning game is not very strong. Though she does have good fireballs, they are announced quite heavily, and can be easily circumvented.<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
{{#lst:BBTag/Ruby Rose/Data|Links}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_5A.png |caption=<br />
|image2=BBTag_Ruby_5AA.png |caption2=<br />
|image3=BBTag_Ruby_5AAA.png |caption3=<br />
|image4=BBTag_Ruby_5AAAA.png |caption4=We must contain the disease<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=* Short poke with the base of her scythe<br />
* Jump cancellable<br />
<br />
Fast, but very short range. Situationally good, but outside of close range, the button is lackluster. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=* Counts as a special, cannot be canceled outside of Resonance Blaze<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_5B.png |caption=<br />
|image2=BBTag_Ruby_5BB.png |caption2=<br />
|image3=BBTag_Ruby_5BBB.png |caption3=U N G A<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancellable<br />
* This is the God Button<br />
<br />
This move does it all. It's got range, speed, safety, damage, it's a combo starter, it'll get you coffee in the morning, and do your taxes. One of the best moves in her kit.<br />
<br />
Jump cancellable on block<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancellable<br />
* Follow up to 5B. Whiffs at max range.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancellable<br />
* Special cancellable<br />
* Last hit of her B smart combo. Launches.<br />
<br />
Is useful in combos, but very minus on block and can't be cancelled on block either. <br />
<br />
However, it can be jump cancelled on block, which means you can jump to make it safe. <br />
<br />
However, has a ton of whiff recovery, so it can be pushblocked and then be ran up to and punished. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=UNI assault style overhead. Rumor has it terrible people DP after this is blocked.<br />
<br />
Pretty strong as an overhead, since she jumps forward, meaning it can connect at farther distances as well as catch people who pushblock and try to dash in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=* Fast low jab<br />
<br />
Ruby's fastest low, essential in enforcing high/low mixups<br />
<br />
Is really strong in pressure, with it being -2. Allows for strong frame traps as well as for tick throws. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=* Head invulnerable<br />
* Jump cancellable<br />
* Vertical anti-air<br />
<br />
Is a little lacking as an anti-air, as it's hitbox is low to the ground. Is still useful as an anti-air, but doesn't excel as one. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Big sweep, but a bit difficult to pick up off of without an assist <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_jA.png |caption=<br />
|image2=BBTag_Ruby_jB.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=* Good horizontal hitbox<br />
<br />
Used for air-to-airs<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name= j.AA}}<br />
{{#lsth:BBTag/Ruby Rose/Data| j.AA}}<br />
{{!}}-<br />
{{Description|7|text=* Angled more downwards than jA<br />
<br />
The hitbox is a bit better for opponents belowing Ruby, but since it's gated behind jA, it's not as strong as a jump-in<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_jB.png |caption=<br />
|image2=BBTag_Ruby_jA.png |caption2=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.B}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.B}}<br />
{{!}}-<br />
{{Description|7|text=Air to ground normal. Can cross up.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name= j.BB}}<br />
{{#lsth:BBTag/Ruby Rose/Data| j.BB}}<br />
{{!}}-<br />
{{Description|7|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=She has an instant overhead! Oh God, strike me down!<br />
<br />
Instant overhead if used immediately after jumping. Hard knockdown.<br />
<br />
Very, very good instant overhead, especially with how many buttons she can jump cancel on block. Midscreen, you need an assist to convert off of this move, but in the corner, you can do a solo combo. <br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Corkscrew Slice</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_CorkscrewSlice.png |caption=<br />
|name=Corkscrew Slice<br />
|input=5A+D<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|AD}}<br />
{{!}}-<br />
{{Description|6|text=A pretty fast DP, but doesn't have the best range. Also has a huge amount of recovery, so this is insanely easy to punish<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Rifle Shot</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_RifleShot.png |caption= "OH NO! She's gonna shoot President Lincoln!" - Mega Man<br />
|input=236A<br />
|name=Rifle Shot<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|236A}}<br />
{{!}}-<br />
{{Description|6|text=* Fast, single shot from Ruby's gun<br />
<br />
Is useful in neutral to throw out a quick shot. Can't be converted off solo and is hard to confirm with an assist as well<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Sy-Pod Shot</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_SyPodShot.png |caption=DON'T-CHA MOVE<br />
|input=236B<br />
|name=Sy-Pod Shot<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|236B}}<br />
{{!}}-<br />
{{Description|6|text=* Ruby slams her scythe down, then fires two shots, with a delay between the two shots <br />
<br />
Is an annoying tool for some characters to get around. The initial scythe hit also has a hitbox, and the two shots are staggered, which can making it tough for people to dash in on Ruby. If you active switch from it, your other character can move in under the cover of the shots or easily combo from it if you hit with the inital slam hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gun Blast</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_GunBlast.png |caption=A<br />
|image2=BBTag_Ruby_Gunblast2.png |caption2=B<br />
|image3=BBTag_Ruby_GunBlast3.png |caption3=C<br />
|image4=BBTag_Ruby_GunBlast4.png |caption4=j.C<br />
|input=214A/B/C (Air OK)<br />
|name=Gun Blast<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lsth:BBTag/Ruby Rose/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air A}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.214A}}<br />
{{!}}-<br />
{{Description|7|text=This is the ultimate “get out of jail Free card”, has good blockstun and wall spalts for some reason, if she uses this hard punishing her is simply NOT POSSIBLE.<br />
* Puts a hitbox in front of Ruby and propels her backwards<br />
* After the propulsion, you can press B or C to cancel this gunblast with a new one<br />
* You can chain up to 3 gunblasts total, including your initial one<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lsth:BBTag/Ruby Rose/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air B}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=* Puts a hitbox behind Ruby and propels her forward<br />
* After the propulsion, you can press A or C to cancel this gunblast with a new one<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground C}}<br />
{{#lsth:BBTag/Ruby Rose/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air C}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text=* Places a hitbox behind Ruby<br />
* If on ground, she is propelled up and forward. If in air, down and forward<br />
* After the propulsion, you can cancel this gunblast with a new one using A, B, or C.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Buzzsaw Blast</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_BuzzsawBlast.png |caption=Just do it.<br />
|image2=BBTag_Ruby_BuzzsawBlast2.png |caption2=Don't even think about crossups, buddy.<br />
|input=j.236A/B<br />
|name=Buzzsaw Blast <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.236A}}<br />
{{!}}-<br />
{{Description|7|text=* It is recommended to use this frequently as an aerial combo ender.<br />
* Takes a decent amount of time to carry your opponent from the air to the ground on hit, making it easier to time your assist follow-up attack.<br />
* Can cancel into Astral once you reach the ground.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.236B}}<br />
{{!}}-<br />
{{Description|7|text=* Blasts your opponent<br />
* It also auto-corrects the direction if you cross yourself up<br />
* Can cancel into Astral once you reach the ground<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">Guillotine</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_Guillotine.png |caption=<br />
|input=236C<br />
|name=Guillotine<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=Extremely fast for its range<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Buzzsaw Blast</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_BuzzsawBlast.png |caption=<br />
|image2=BBTag_Ruby_BuzzsawBlast2.png |caption2=<br />
|input=j.236C <br />
|name=EX Buzzsaw Blast <br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|j.236C}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_5AAAA.png |caption=<br />
|input=5AAAA<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Useful combo extender and is also very fast, so it can catch people off guard in neutral.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_RifleShot.png |caption= BANG<br />
|input=Rifle Shot<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=* Knocks the opponent airborne and leads to a tech situation on hit<br />
<br />
Compared to a lot of other assist projectiles, this one is a bit lackluster. Only being one hit, it can't really beat any other projectiles, but it is still useful for covering approaches. <br />
<br />
On hit, it does actually lead to the opponent going airborne and having to tech, which can be really useful if this hits an opponent, since you get a free avenue to getting in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_5BBB.png |caption=<br />
|input=5BBB<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=* Great defensive Partner Skill<br />
<br />
Good for covering jump-ins. <br />
<br />
Is also a really good option for beating bursts. <br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Petal Burst</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_PetalBurst.png |caption= Spin to win<br />
|input=236B+C<br />
|name=Petal Burst<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=* 73f flash, 5+20f to reach max range<br />
Ruby covers herself in her cape before spinning and going through her opponent, delivering multiple slashes after. This distortion is also a good follow up for distortion's that leave the opponent airborne as Ruby will catch them. <br />
<br />
In Resonance Blaze, move works the same way, only dealing more hits after initial dash for extra damage. Note that they have the same minimal damage as regular version (160), so it still does decent damage even at the end of heavily scaled combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Petal Dance</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_PetalDance.png |caption=<br />
|input=214B+C<br />
|name=Petal Dance<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=You can DHC into a character with a fast distortion immediately, if they block it, the 2nd character can recover before the end of the distortion leading to a mixup situation while the distortion still has the opponent locked down. On hit the second character can continue the combo, but if you hit the opponent before the last hit, the opponent may tech out or get knocked out of range of the final hit. Wait for final hit before follow up. 20 dollars to the person that can figure out how to build another bar of meter for a 3 distortion combo.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Ruby_PetalBurst.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Petal Burst<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Ruby_RedReaper.png |caption=Don't wanna hear ya absolution<br />
|image2=BBTag_Ruby_RedReaper2.png |caption2=Hope you're ready for a revolution!<br />
|input=222B+C<br />
|name=Red Reaper<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
==Navigation==<br />
{{#lsth:BBTag/Ruby Rose/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Ruby Rose/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Ruby Rose]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Ruby_Rose&diff=110752BBTag/Ruby Rose2019-03-02T13:27:53Z<p>138.217.165.172: /* Sy-Pod Shot */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Ruby Rose<br />
|-<br />
||<br />
[[File:BBTag_Ruby_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Ruby Rose/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"Ah, this looks interesting. Mind if I join the fight?"''<br />
<br />
===Backstory===<br />
<br />
The main protagonist of RWBY and Yang Xiao Long's younger half-sister. Ruby Rose always dreamed of becoming a Huntress like the great heroes talked about in fairy tales. After a chance incident, Headmaster Ozpin extends Ruby an invitation to attend Beacon academy after seeing her skills first hand. Ruby accepts the invitation and begins attending Beacon academy to begin her training to become a Huntress. Soon after, she became the leader of a newly formed team of Huntresses with Weiss Schnee, Blake Belladonna and Yang Xiao Long called Team RWBY.<br />
<br />
===Playstyle===<br />
<br />
Ruby Rose wields a weapon called the Crescent Rose, a weapon crafted by herself that's a hybrid between a scythe and a high caliber sniper rifle. The weapon is capable of transforming into a scythe or a sniper rifle, though it can fire bullets in either form. In the show, she also frequently made use of the recoil from firing bullets from Crescent Rose to propel her in different directions, giving her extra mobility and maneuverability. <br />
<br />
All of this is adapted directly into Ruby's playstyle to create a very well rounded character. The Crescent Rose gives many normals that have great reach and hit in a wide arc, allowing her to fight up close very well. She has specials where she fires the Crescent Rose, giving her ranged options to fight from afar. And finally, her Gun Blast special allows her to propel herself forward, backward and at different angles in the air, giving her extra movement options in neutral.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Has absolutely every advantage one could ask for in a character's arsenal: great damage, speed, confirms, projectiles, assists, distortions, etc.<br />
*One of the easiest characters in the games to pick up, and is a solid pick for any duo due to her versatile assists.<br />
*In addition to her large disjointed range, Ruby's normals also have excellently fast startup<br />
*Has a tricky projectile property in all her special moves, which can be a hassle to deal with both from afar and up close.<br />
*Easy to follow up her BnB combos with an assist thanks to Buzzsaw Blast's generous timing window as an aerial combo ender.<br />
*Ruby's ground-to-air speed gives her outstanding mix-up potential in her blockstrings.<br />
*Can punish opponents from near fullscreen when using her Petal Burst distortion.<br />
*Her 6P is one of the faster projectile assists in the game.<br />
*UNGA BUNGA<br />
*Ruby's dashes (Gun Blast specials) can be incredibly bothersome to defend against when utilized by an effective player.<br />
*Because of the large wide-reaching hitboxes on her aerial normals and her very high speed, Ruby's is extremely good at crossing-up opponents, even without an assist.<br />
| style="width: 50%;"|<br />
*Opponents may have a tendency to drop out of combos when getting hit at the absolute max range of her scythe.<br />
*Zoning game is not very strong. Though she does have good fireballs, they are announced quite heavily, and can be easily circumvented.<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
{{#lst:BBTag/Ruby Rose/Data|Links}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_5A.png |caption=<br />
|image2=BBTag_Ruby_5AA.png |caption2=<br />
|image3=BBTag_Ruby_5AAA.png |caption3=<br />
|image4=BBTag_Ruby_5AAAA.png |caption4=We must contain the disease<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=* Short poke with the base of her scythe<br />
* Jump cancellable<br />
<br />
Fast, but very short range. Situationally good, but outside of close range, the button is lackluster. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=* Counts as a special, cannot be canceled outside of Resonance Blaze<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_5B.png |caption=<br />
|image2=BBTag_Ruby_5BB.png |caption2=<br />
|image3=BBTag_Ruby_5BBB.png |caption3=U N G A<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancellable<br />
* This is the God Button<br />
<br />
This move does it all. It's got range, speed, safety, damage, it's a combo starter, it'll get you coffee in the morning, and do your taxes. One of the best moves in her kit.<br />
<br />
Jump cancellable on block<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancellable<br />
* Follow up to 5B. Whiffs at max range.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Ruby Rose/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancellable<br />
* Special cancellable<br />
* Last hit of her B smart combo. Launches.<br />
<br />
Is useful in combos, but very minus on block and can't be cancelled on block either. <br />
<br />
However, it can be jump cancelled on block, which means you can jump to make it safe. <br />
<br />
However, has a ton of whiff recovery, so it can be pushblocked and then be ran up to and punished. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=UNI assault style overhead. Rumor has it terrible people DP after this is blocked.<br />
<br />
Pretty strong as an overhead, since she jumps forward, meaning it can connect at farther distances as well as catch people who pushblock and try to dash in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=* Fast low jab<br />
<br />
Ruby's fastest low, essential in enforcing high/low mixups<br />
<br />
Is really strong in pressure, with it being -2. Allows for strong frame traps as well as for tick throws. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=* Head invulnerable<br />
* Jump cancellable<br />
* Vertical anti-air<br />
<br />
Is a little lacking as an anti-air, as it's hitbox is low to the ground. Is still useful as an anti-air, but doesn't excel as one. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Big sweep, but a bit difficult to pick up off of without an assist <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_jA.png |caption=<br />
|image2=BBTag_Ruby_jB.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=* Good horizontal hitbox<br />
<br />
Used for air-to-airs<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name= j.AA}}<br />
{{#lsth:BBTag/Ruby Rose/Data| j.AA}}<br />
{{!}}-<br />
{{Description|7|text=* Angled more downwards than jA<br />
<br />
The hitbox is a bit better for opponents belowing Ruby, but since it's gated behind jA, it's not as strong as a jump-in<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_jB.png |caption=<br />
|image2=BBTag_Ruby_jA.png |caption2=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.B}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.B}}<br />
{{!}}-<br />
{{Description|7|text=Air to ground normal. Can cross up.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name= j.BB}}<br />
{{#lsth:BBTag/Ruby Rose/Data| j.BB}}<br />
{{!}}-<br />
{{Description|7|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=She has an instant overhead! Oh God, strike me down!<br />
<br />
Instant overhead if used immediately after jumping. Hard knockdown.<br />
<br />
Very, very good instant overhead, especially with how many buttons she can jump cancel on block. Midscreen, you need an assist to convert off of this move, but in the corner, you can do a solo combo. <br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Corkscrew Slice</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_CorkscrewSlice.png |caption=<br />
|name=Corkscrew Slice<br />
|input=5A+D<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|AD}}<br />
{{!}}-<br />
{{Description|6|text=A pretty fast DP, but doesn't have the best range. Also has a huge amount of recovery, so this is insanely easy to punish<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Rifle Shot</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_RifleShot.png |caption= "OH NO! She's gonna shoot President Lincoln!" - Mega Man<br />
|input=236A<br />
|name=Rifle Shot<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|236A}}<br />
{{!}}-<br />
{{Description|6|text=* Fast, single shot from Ruby's gun<br />
<br />
Is useful in neutral to throw out a quick shot. Can't be converted off solo and is hard to confirm with an assist as well<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Sy-Pod Shot</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_SyPodShot.png |caption=DON'T-CHA MOVE<br />
|input=236B<br />
|name=Sy-Pod Shot<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|236B}}<br />
{{!}}-<br />
{{Description|6|text=* Ruby slams her scythe down, then fires two shots, with a delay between the two shots <br />
<br />
Is an annoying tool for some characters to get around. The initial scythe hit also has a hitbox, and the two shots are staggered, which can making it tough for people to dash in on Ruby. If you active switch from it, your other character can move in under the cover of the shots.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gun Blast</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_GunBlast.png |caption=A<br />
|image2=BBTag_Ruby_Gunblast2.png |caption2=B<br />
|image3=BBTag_Ruby_GunBlast3.png |caption3=C<br />
|image4=BBTag_Ruby_GunBlast4.png |caption4=j.C<br />
|input=214A/B/C (Air OK)<br />
|name=Gun Blast<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lsth:BBTag/Ruby Rose/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air A}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.214A}}<br />
{{!}}-<br />
{{Description|7|text=This is the ultimate “get out of jail Free card”, has good blockstun and wall spalts for some reason, if she uses this hard punishing her is simply NOT POSSIBLE.<br />
* Puts a hitbox in front of Ruby and propels her backwards<br />
* After the propulsion, you can press B or C to cancel this gunblast with a new one<br />
* You can chain up to 3 gunblasts total, including your initial one<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lsth:BBTag/Ruby Rose/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air B}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=* Puts a hitbox behind Ruby and propels her forward<br />
* After the propulsion, you can press A or C to cancel this gunblast with a new one<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground C}}<br />
{{#lsth:BBTag/Ruby Rose/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air C}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text=* Places a hitbox behind Ruby<br />
* If on ground, she is propelled up and forward. If in air, down and forward<br />
* After the propulsion, you can cancel this gunblast with a new one using A, B, or C.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Buzzsaw Blast</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_BuzzsawBlast.png |caption=Just do it.<br />
|image2=BBTag_Ruby_BuzzsawBlast2.png |caption2=Don't even think about crossups, buddy.<br />
|input=j.236A/B<br />
|name=Buzzsaw Blast <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.236A}}<br />
{{!}}-<br />
{{Description|7|text=* It is recommended to use this frequently as an aerial combo ender.<br />
* Takes a decent amount of time to carry your opponent from the air to the ground on hit, making it easier to time your assist follow-up attack.<br />
* Can cancel into Astral once you reach the ground.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Ruby Rose/Data|j.236B}}<br />
{{!}}-<br />
{{Description|7|text=* Blasts your opponent<br />
* It also auto-corrects the direction if you cross yourself up<br />
* Can cancel into Astral once you reach the ground<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">Guillotine</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_Guillotine.png |caption=<br />
|input=236C<br />
|name=Guillotine<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=Extremely fast for its range<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Buzzsaw Blast</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_BuzzsawBlast.png |caption=<br />
|image2=BBTag_Ruby_BuzzsawBlast2.png |caption2=<br />
|input=j.236C <br />
|name=EX Buzzsaw Blast <br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|j.236C}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_5AAAA.png |caption=<br />
|input=5AAAA<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Useful combo extender and is also very fast, so it can catch people off guard in neutral.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_RifleShot.png |caption= BANG<br />
|input=Rifle Shot<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=* Knocks the opponent airborne and leads to a tech situation on hit<br />
<br />
Compared to a lot of other assist projectiles, this one is a bit lackluster. Only being one hit, it can't really beat any other projectiles, but it is still useful for covering approaches. <br />
<br />
On hit, it does actually lead to the opponent going airborne and having to tech, which can be really useful if this hits an opponent, since you get a free avenue to getting in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_5BBB.png |caption=<br />
|input=5BBB<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=* Great defensive Partner Skill<br />
<br />
Good for covering jump-ins. <br />
<br />
Is also a really good option for beating bursts. <br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Petal Burst</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_PetalBurst.png |caption= Spin to win<br />
|input=236B+C<br />
|name=Petal Burst<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=* 73f flash, 5+20f to reach max range<br />
Ruby covers herself in her cape before spinning and going through her opponent, delivering multiple slashes after. This distortion is also a good follow up for distortion's that leave the opponent airborne as Ruby will catch them. <br />
<br />
In Resonance Blaze, move works the same way, only dealing more hits after initial dash for extra damage. Note that they have the same minimal damage as regular version (160), so it still does decent damage even at the end of heavily scaled combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Petal Dance</font> ======<br />
{{MoveData<br />
|image=BBTag_Ruby_PetalDance.png |caption=<br />
|input=214B+C<br />
|name=Petal Dance<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=You can DHC into a character with a fast distortion immediately, if they block it, the 2nd character can recover before the end of the distortion leading to a mixup situation while the distortion still has the opponent locked down. On hit the second character can continue the combo, but if you hit the opponent before the last hit, the opponent may tech out or get knocked out of range of the final hit. Wait for final hit before follow up. 20 dollars to the person that can figure out how to build another bar of meter for a 3 distortion combo.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Ruby_PetalBurst.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Petal Burst<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Ruby_RedReaper.png |caption=Don't wanna hear ya absolution<br />
|image2=BBTag_Ruby_RedReaper2.png |caption2=Hope you're ready for a revolution!<br />
|input=222B+C<br />
|name=Red Reaper<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Ruby Rose/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
==Navigation==<br />
{{#lsth:BBTag/Ruby Rose/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Ruby Rose/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Ruby Rose]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Hyde&diff=108388BBTag/Hyde2019-02-09T11:09:56Z<p>138.217.165.172: /* 5A */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hyde<br />
|-<br />
||<br />
[[File:BBTag_Hyde_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Hyde/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
''"Get in my way and I'll get rid of you!"''<br />
<br />
===Backstory===<br />
<br />
Hyde Kido was once a normal high school boy until one night, he is attacked by the Void; creatures of the Hollow Night. He is able to barely escape death due to the help of a girl he met named Linne, but the attack causes him to become an In-Birth. Soon after, Linne, her pet Dragon Kuu and Waldstein move into Hyde's home to teach and train Hyde about the Hollow Night and how to use his Power of Existence (EXS). When the Hollow Night returns and Linne and Waldstein disappear, Hyde sets out into the night in search of them.<br />
<br />
===Playstyle===<br />
<br />
Hyde is a well rounded character. He has normals with good reach to fight up close and a projectile to control space, help cover an approach or help in blockstrings. His reversal is also very reliable, making it a good defensive option when used wisely. As he is a UNI character, he has the ability to reverse beat, giving him the ability to cancel any normal into any other normal giving him very varied and fluid pressure.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Amazing pressure due to long blockstrings and chip damage on all sword moves<br />
*Great range with both sword normals and decent zoning potential<br />
*Excellent aerial oppression with his 2B anti-air<br />
*Good at baiting punish attempts<br />
*Flexible combo options<br />
*Phenomenal corner carry with Pale Bringer Arose<br />
*Great assists<br />
*Extremely scary Resonance Blaze game, especially with his natural chip damage<br />
| style="width: 50%;"|<br />
*Subpar high-and-low mixups<br />
*Relatively low damage without committing to specialized routes or assists<br />
*Slow utility moves, which make him prone to being whiff punished<br />
*Laughable close range special moves in neutral which don't provide much advantage on their own (save for EX Orbiter)<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
===EXS of Jet Black : Void Red===<br />
<br />
Hyde's EXS allows him to summon a sword from within his hand called the Indulgence of Sever Rending or "Insulator". It has the power to rend things apart and can kill even immortal beings. In Under Night in Birth, this power was adapted into Hyde's gameplay by making all his normals that have him attack with his sword do chip damage on block. In BlazBlue Cross Tag Battle, Hyde has the same unique ability.<br />
<br clear=all/><br />
{{#lsth:BBTag/Hyde/Data|Links2}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_5A.png |caption=Not a low, and his only best move for hitting people on the ground to pick them back up.<br />
|image2=BBTag_Hyde_5AA.png |caption2=<br />
|image3=BBTag_Hyde_5AAA.png |caption3= Why couldn't you have been a button on your own I miss you 6B<br />
|image4=BBTag_Hyde_5AAAA.png |caption4= Despite its similar animation and voice clip to Bend Sinister, this move is still different in its own right.<br />
|name=5A<br />
|data=<br />
{{AttackData-BBTag<br />
|version=5A<br />
|damage=1000 |guard=All<br />
|startup=7 |active=2 |recovery=18 |frameAdv=-7<br />
|description=<br />
* Good poke to catch people mashing or jumping out of pressure. Also jump cancelable on block, very good for pressure resets or quick crossups with j.B.<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AA<br />
|damage=1000 |guard=All<br />
|startup=9 |active=2,2 |recovery=18 |frameAdv=-7<br />
|description=<br />
* Combo filler<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AAA<br />
|damage=1500*2 |guard=All<br />
|startup=8 |active=2(10)2 |recovery=24 |frameAdv=-8<br />
|description=<br />
* Launches on hit. Can followup into vacant shift and call an assist afterwards.<br />
* Does two Hits with one input.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AAAA<br />
|damage=2000 |guard=All<br />
|startup=11+until landing |active=2 |recovery=30 |frameAdv=-12<br />
|description=<br />
* Insert notes here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_5B.png |caption=<br />
|image2=BBTag_Hyde_5BB.png |caption2=Strict Daze<br />
|image3=BBTag_Hyde_5BBB.png |caption3=Shadow Scare<br />
|name=5B<br />
|data=<br />
{{AttackData-BBTag<br />
|version=5B<br />
|damage=1500 |guard=All<br />
|startup=14 |active=5 |recovery=19 |frameAdv=-8<br />
|description=<br />
* Heavier poke, far more non commital that other heavy buttons because of Hyde's ability to rebeat it into 2a to eliminate some recovery.<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5BB<br />
|damage=1700 |guard=All<br />
|startup=15 |active=2 |recovery=31 |frameAdv=-13<br />
|description=<br />
* Hyde's original Force Function animation. Ignores combo timer, a staple in Hyde's combo game. Ideally you'll want to hit them with the max height of this move and combo into black orbiter. The only way to combo to 2C properly is that Hyde’s opponent in front of him must be on the back of corner.<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5BBB<br />
|damage=1500 |guard=All<br />
|startup=18 |active= |recovery= |frameAdv=-15<br />
|description=<br />
* Hyde's original Shadow Scare animation. Can follow-up the full smart combo with either an assist or Vacant Shift.<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=800+ |guard=High<br />
|startup=26 |active= |recovery= |frameAdv=-4<br />
|description=<br />
* UNI assault 5c, it is VERY slow but has the ability to low crush.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=1000 |guard=Low<br />
|startup=7 |active=2 |recovery=16 |frameAdv=-5<br />
|description=<br />
* Also jump cancellable on block, this is one of hydes best tools as if you save it for later in your pressure strings, you can whiff it and either go for a throw or run up and re establish pressure.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_2B.png |caption=Stop jumping, for real.<br />
|name=2B<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=1700 |guard=All<br />
|startup=10 |active=2 |recovery=23 |frameAdv=-7<br />
|description=<br />
* An amazing anti air just like it was in UNI, however it moves him forward a bit so anti airing with it up close can be a bit awkward. Amazing reward on counter hit.<br />
* Can launch opponents a little bit more into the air if you already launched them in a combo; 5AAA>5BB>2B>aerial combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=1700 |guard=Low<br />
|startup=12 |active=5 |recovery=17 |frameAdv=-4<br />
|description=<br />
* Good to use if your opponent keeps blocking<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_jA.png |caption=<br />
|image2=BBTag_Hyde_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackData-BBTag<br />
|version=j.A<br />
|damage=1500 |guard=High<br />
|startup=11 |active= |recovery= |frameAdv=<br />
|description=<br />
* Aerial combo starter.<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=j.AA<br />
|damage=1500 |guard=High<br />
|startup=12 |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=1100*2 |guard=High<br />
|startup=14 |active= |recovery= |frameAdv=<br />
|description=<br />
* Hyde's j.2C originally added in UNIST 3.00; solid aerial for crossing-up opponents<br />
* Can combo this move into j.C if you hit your opponent directly from above with j.B<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_jC.png |caption=<br />
|name=j.C<br />
|input=Dark Lotus (midair)<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=1000, 1700 |guard=All<br />
|startup=9 |active= |recovery= |frameAdv=<br />
|description=<br />
* Hyde's classic midair Dark Lotus. Can be used a few times if if your high in the air.<br />
* Hits twice from activation via Hyde's sword having an initial hitbox, and the explosion itself.<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_GroundThrow.png |caption=Looks like I bent my leg while trying to kick someone.<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=0, 2000 |guard=Throw<br />
|startup=7 |active= |recovery= |frameAdv=<br />
|description=<br />
* Can connect with most moves and distortions.<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Red-Clad Craver</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_RedCladCraver.png |caption=Setsuna would be proud.<br />
|name=Red-Clad Craver<br />
|input=5A+D<br><small>(Air OK)</small><br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground<br />
|damage=680*7 |guard=Air Unblockable<br />
|startup=10 |active= |recovery= |frameAdv=-47<br />
|description=<br />
* Can catch any opponent in the air, and is unblock-able if they are in the air.<br />
* Multi hit attack<br />
* Lots of recovery<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Air <br />
|damage=680*7 |guard=All<br />
|startup=7 |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Black Orbiter</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_BlackOrbiter.png |caption=Throw the pizza.<br />
|input=236A/B<br />
|name=Black Orbiter<br />
|data=<br />
{{AttackData-BBTag<br />
|version=A<br />
|damage=1500 |guard=All<br />
|startup=14 |active= |recovery= |frameAdv=-5<br />
|description=<br />
* Moves at an good speed.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=B<br />
|damage=1500 |guard=All<br />
|startup=12 |active= |recovery= |frameAdv=-9<br />
|description=<br />
* A bit faster than version A.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dark Lotus</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_DarkLotus.png |caption=Blow up the pizza<br />
|input= After Black Orbiter 236A<br />
|name=Dark Lotus<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=800*3 |guard=All<br />
|startup=19 |active= |recovery= |frameAdv=-15<br />
|description=<br />
* Can explode on block, hit, or whiff<br />
<br />
Makes the projectile explode.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bend Sinister</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_BendSinister.png |caption= Slice the pizza<br />
|input=After Black Orbiter 236B/C <br />
|name=Bend Sinister <br />
|data=<br />
{{AttackData-BBTag<br />
|version=B<br />
|damage=2000 |guard=All<br />
|startup=24 |active= |recovery= |frameAdv=-12<br />
|description=<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=C<br />
|damage=2000 |guard=All<br />
|startup=24 |active= |recovery= |frameAdv=-12<br />
|description=<br />
Because this move only hits once, it's a great way to confirm from Black Orbiter without scaling your combo's damage down. Use P/4P for a full combo extension.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vacant Shift</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_VacantShift.png |caption=Rekkas, but with benefits from delaying the extra hits.<br />
|input= 214A/B (Air OK)<br />
|name=Vacant Shift<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground A<br />
|damage=1100 |guard=All<br />
|startup=15 |active= |recovery= |frameAdv=-8<br />
}}<br />
{{AttackData-BBTag<br />
|version=Air A |header=no<br />
|damage=1100 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Goes at a 30 or 35 degree angle.<br />
* Shorter horizontal distance then B version<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Ground B<br />
|damage=1300 |guard=All<br />
|startup=18 |active= |recovery= |frameAdv=-20<br />
}}<br />
{{AttackData-BBTag<br />
|version=Air B |header=no<br />
|damage=1300 |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Goes at a 30 or 35 degree angle.<br />
* Good and fast horizontal distance.<br />
* The main version to use to connect with aerial and ground launching combos.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Second<br />
|subtitle=Vacant Shift > A/B/C<br />
|damage=1100 |guard=All<br />
|startup=13 |active= |recovery= |frameAdv=<br />
|description=<br />
* Combo filler.<br />
* Can choose not to do the input.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Third<br />
|subtitle=Second > A/B/C<br />
|damage=1700 |guard=All<br />
|startup=15 |active= |recovery= |frameAdv=<br />
|description=<br />
* If in Resonance Blaze, it can connect into Gyre Vortex once landed.<br />
* Combo Filler.<br />
* Can choose not to do the input.<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Extra Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">EX Black Orbiter</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_BlackOrbiter.png |caption=When the moon hits your eye, like an EX pizza pie, that's amore.<br />
|input=236C<br />
|name=EX Black Orbiter<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=750*5 |guard=All<br />
|startup=11 |active= |recovery= |frameAdv=-17<br />
|description=<br />
* Has multiple hits.<br />
* Very Fast projectile.<br />
* Can't use Dark Lotus or Bend Sinister.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Vacant Shift</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_VacantShift.png |caption= First, you land the knee. Then you slice 'em up nice and high.<br />
|input= 214C (Air OK)<br />
|name=Vacant Shift - Sediment<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=800*5, 2000 |guard=All<br />
|startup=6 |active= |recovery= |frameAdv=-23<br />
|description=<br />
* Hyde's classic EX version of Vacant Shift, with the full sequence intact.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Partner Skills==<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_BlackOrbiter.png |caption=Throw your partner a pizza.<br />
|input=Black Orbiter<br />
|name=6P<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=1000*3 |guard=All<br />
|startup=31 |active=N/A |recovery=N/A |frameAdv=+30<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_DarkLotus.png |caption=<br />
|input=Dark Lotus<br />
|name=4P<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=800*3 |guard=All<br />
|startup=35 |active=N/A |recovery=N/A |frameAdv=+28<br />
|description=<br />
* Defensive Assist<br />
<br />
Can start combos, not ideal to extend combos.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_PaleBringer.png |caption=<br />
|input=Pale Bringer<br />
|name=5P <br />
|data=<br />
{{AttackData-BBTag<br />
|damage=1700*2 |guard=All<br />
|startup=31 |active=N/A |recovery=N/A |frameAdv=+45<br />
|description=<br />
* Covers a large amount of horizontal distance<br />
* Great assist both at close and long range<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Gyre Vortex</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_GyreVortex.png |caption=Chip them to death.<br />
|input=236B+C<br />
|name=Gyre Vortex<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=2000, 700*10<br/>[2000, 460*20] |guard=All<br />
|startup=1+10 |active= |recovery= |frameAdv=-52<br />
|description=<br />
* Very tall vertical hitbox.<br />
* Invulnerable during start up.<br />
* Perfect for countering distortions that dash forward.<br />
* Hitbox reaches both sides, allowing it to potentially counter "sandwich" situations where both enemy characters are on opposite sides of Hyde.<br />
* Leaves huge endlag if blocked or missed.<br />
* Can connect from Vacant Shift once you land while in Resonance Blaze.<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Pale Bringer</font> ======<br />
{{MoveData<br />
|image=BBTag_Hyde_PaleBringer.png |caption= I'm sorry, did you throw a projectile from full-screen? Time to "wake you up" from that bs. Get it?<br />
|input=214B+C<br />
|name=Pale Bringer Arose<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=1700, 50*N, 800, 800*7<br/>[1700, 50*N, 500, 500*13, 1700] |guard=All<br />
|startup=6+3 |active= |recovery= |frameAdv=-43<br />
|description= <br />
* Can catch opponents slightly above Hyde.<br />
* Covers large horizontal distance.<br />
* Can connect with any ground combo while in Resonance Blaze.<br />
* Leaves huge endlag if blocked or missed.<br />
* Invincible from startup. And will go through projectiles to counter zoners <br />
<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Hyde_GyreVortex.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Gyre Vortex<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Hyde_RagingRoar.png |caption=''"Don't you die on me!"''<br />
|image2=BBTag_Hyde_RagingRoar2.png |caption2='''''"RAGGINGGGG ROARRRRR!"'''''<br />
|input=222B+C<br />
|name=Raging Roar<br />
|data=<br />
{{AttackData-BBTag<br />
|damage=Instant kill |guard=All<br />
|startup=1+19 |active= |recovery= |frameAdv=-24<br />
|description=<br />
* Only available at lv4 Resonance Blaze, and requires 9 skill meter<br />
* Has a short start up.<br />
* Able to hit opponents from far away.<br />
* Can connect with the following so far: 5AAA>5BB>Astral, 2C>Astral.<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
----<br />
{{#lsth:BBTag/Hyde/Data|Links}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Hyde]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Orie&diff=104447BBTag/Orie2018-11-29T11:27:18Z<p>138.217.165.172: /* Command Order */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Orie<br />
|-<br />
||<br />
[[File:BBTag_Orie_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-BBTag|Orie}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
''"As long as we walk the path of righteousness..., we shall never know defeat"''<br />
<br />
===Backstory===<br />
Orie Ballardiae is an execution officer of the Licht Kreis - an organization dedicated to the annihilation of the Voids in order to maintain order during the Hollow Night. Having lost her parents at a young age, she was raised and trained at an institution of the organization. To repay her debt to the Licht Kreis, and to ensure that no other children suffer the same fate as her, Orie takes a stand and fights during the Hollow Night. However, Orie's main personal goal is to find the "Void who speaks human languages" (presumably Merkava) - the creature responsible for her parents' deaths. Tonight, on orders of the Licht Kreis, she travels to the metropolis to investigate a sudden surge of In-Births and the actions of the Amnesia organization, a group that wishes to free the Hollow Night from the mandate of Licht Kreis.<br />
<br />
===Playstyle===<br />
<br />
===Strengths/Weaknesses===<br />
<br />
===EXS of Purity: Thanatos===<br />
<br />
Orie's EXS allows her to materialize a spirit from her rapier that she can control. Thanatos makes an appearance in gameplay in the form of a variety of specials that have Orie summon Thanatos to perform an attack.<br />
<br clear=all/><br />
<br />
{{CharLinks-BBTag|Orie}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_5A.png |caption=<br />
|image2=BBTag_Orie_5AA.png |caption2=<br />
|image3=BBTag_Orie_5AAA.png |caption3=<br />
|image4=BBTag_Orie_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackData-BBTag<br />
|version=5A<br />
|damage= |guard=All<br />
|startup= 7|active= |recovery= |frameAdv= -7<br />
|description=<br />
* Decent poke<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AA<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -8<br />
|description=<br />
* Hit confirm after 5A<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AAA<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -9<br />
|description=<br />
* If they pushblock 5AA you will end up doing this move into nothing without being able to cancel it.<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AAAA<br />
|damage= |guard=All<br />
|startup=0 |active= |recovery= |frameAdv=-15<br />
|description=<br />
* Has a gap on block from 5AAA<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_5B.png |caption=<br />
|image2=BBTag_Orie_5BB.png |caption2=<br />
|image3=BBTag_Orie_5BBB.png |caption3=She does those kicks in heels.<br />
|name=5B<br />
|data=<br />
{{AttackData-BBTag<br />
|version=5B<br />
|damage= |guard=All<br />
|startup= 12|active= |recovery= |frameAdv= -8<br />
|description=<br />
* Important points go here<br />
<br />
Better scaling if you start combos with this rather than 5A, but those situations can be mostly limited to punishes due to the slower startup speed.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5BB<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5BBB<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -9<br />
|description=<br />
* Has a gap on block from 5BB<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=High<br />
|startup= 26|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Low<br />
|startup= 7|active= |recovery= |frameAdv= -5<br />
|description=<br />
* 5A > 2A (Rebeat): -10<br />
* 5AA > 2A (Rebeat): -7<br />
* 5B > 2A (Rebeat): -7<br />
* 5BB > 2A (Rebeat): -7<br />
* 2B > 2A (Rebeat): -7<br />
* 2C > 2A (Rebeat): -5<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=9 |active=3 |recovery= |frameAdv=-10<br />
|description=<br />
* 5-11f Head Invulnerable<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Low<br />
|startup= 11|active= |recovery= |frameAdv= -8<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_jA.png |caption=<br />
|image2=BBTag_Orie_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackData-BBTag<br />
|version=j.A<br />
|damage= |guard=High<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Decent on jump-in or air-to-air if they're about on level with you.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=j.AA<br />
|damage= |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_jB.png |caption=I stick m legy out real far<br />
|name=j.B<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=High<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Good for air-to-air due to hitting slightly above and ahead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=High<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Can cross up<br />
* Knocks down on air to air hit<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Throw<br />
|startup=7 |active= |recovery= |frameAdv=<br />
|description=<br />
* Wall Bounces<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Sacred Arrow</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_SacredArrow.png |caption=<br />
|name=Sacred Arrow<br />
|input=5A+D (air ok)<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground<br />
|damage= |guard=Air Unblockable<br />
|startup= 10|active= |recovery= |frameAdv= -38<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Air<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Divine Thrust</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_DivineThrust.png |caption=footsies<br />
|input=236A/B<br />
|name=Divine Thrust<br />
|data=<br />
{{AttackData-BBTag<br />
|version=A<br />
|damage= |guard=All<br />
|startup=12 |active= |recovery= |frameAdv=-4<br />
|description=<br />
* Travels about 1/3 screen<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=B |header=no<br />
|damage= |guard=All<br />
|startup=21 |active= |recovery= |frameAdv=-1 ~ +4<br />
|description=<br />
* Travels about 3/4 screen<br />
* 25f to max travel distance<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Command Order</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_CommandOrder.png |caption=<br />
|image2=BBTag_Orie_CommandOrder2.png |caption2=<br />
|image3=BBTag_Orie_AirCommandOrder.png |caption3=<br />
|image4=BBTag_Orie_AirCommandOrder2.png |caption4=Persona!<br />
|input=214A/B (air OK)<br />
|name=Command Order<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground A<br />
|damage= |guard=Low<br />
|startup= 15|active= |recovery= |frameAdv= -6<br />
|description=<br />
* Important points go here<br />
Key part of Orie's mixup; 214A is a low while j.214A is a high, making this her fast high/low mixup option. You will need an assist to combo off it.<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=Ground B |header=no<br />
|damage= |guard=All<br />
|startup= 24|active= |recovery= |frameAdv= -2<br />
|description=<br />
* Important points go here<br />
<br />
Doing only the first hit generally gives better oki, so consider only doing the first hit if you're using this as a combo ender.<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=Air A |header=no<br />
|damage= |guard=High<br />
|startup= 16|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Used as a zoning tool or as an instant overhead<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=Air B |header=no<br />
|damage= |guard=High<br />
|startup= 29|active= |recovery= |frameAdv=<br />
|description=<br />
* Ground bounce on hit<br />
<br />
Useful in throw combos as well as beating anti air attacks since it freezes Orie's air momentum. Beware that this has a lot of ground recovery so missing is very scary.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Thick and Fast</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_ThickAndFast.png |caption="That was my nickname in high school"<br />
|input=214A > A/B/C<br />
|name=Thick and Fast<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -19<br />
|description=<br />
* Has a gap on block<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Succession</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_Succession.png |caption=<br />
|input=214B > A/B/C<br />
|name=Succession<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -12<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Divine Thrust</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_DivineThrust.png |caption=Hit a button. I dare you.<br />
|input=236C<br />
|name=EX Divine Thrust<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=11 |active= |recovery= |frameAdv=+2<br />
|description=<br />
* 18f to max travel distance<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Oblique Edge</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_ObliqueEdge.png |caption=<br />
|input=214C (air OK)<br />
|name=Oblique Edge<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground<br />
|damage= |guard=All<br />
|startup= 16|active= |recovery= |frameAdv= -15<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=Air |header=no<br />
|damage= |guard=All<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* +1 at Tiger-Knee height<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_SacredSpire.png |caption=<br />
|input=Sacred Spire<br />
|name=5P<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=30 |active=N/A |recovery=N/A |frameAdv=+35<br />
|description=<br />
* The final leap up slash will only happen on hit<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_DivineThrust.png |caption=Not Coup Droit<br />
|input=Divine Thrust<br />
|name=6P<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=39 |active=N/A |recovery=N/A |frameAdv=+29<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_SealingHoplon.png |caption=<br />
|input=Sealing Hoplon<br />
|name=4P<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=73 |active=N/A |recovery=N/A |frameAdv=+53<br />
|description=<br />
* This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but her stand will not<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Sacred Spire Lucent</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_SacredSpire.png |caption=Say your prayers<br />
|input=236B+C<br />
|name=Sacred Spire Lucent<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=1+14|active= |recovery= |frameAdv=-37<br />
|description=<br />
* 50F flash<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Luminous Embrace</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_LuminousEmbrace.png |caption=Magnetic SHOCKWAVE<br />
|input=214B+C<br />
|name=Luminous Embrace<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=2+10|active= |recovery= |frameAdv=-65 ~ -39<br />
|description=<br />
* 60F Flash<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Orie_RestInPeace.png |caption= The Holy T-Pose™<br />
|image2=BBTag_Orie_RestInPeace2.png |caption2=<br />
|input=222B+C<br />
|name=Rest In Peace<br />
|data= <br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description= <br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks-BBTag|Orie}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Orie]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Orie&diff=104446BBTag/Orie2018-11-29T11:24:14Z<p>138.217.165.172: /* Command Order */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Orie<br />
|-<br />
||<br />
[[File:BBTag_Orie_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-BBTag|Orie}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
''"As long as we walk the path of righteousness..., we shall never know defeat"''<br />
<br />
===Backstory===<br />
Orie Ballardiae is an execution officer of the Licht Kreis - an organization dedicated to the annihilation of the Voids in order to maintain order during the Hollow Night. Having lost her parents at a young age, she was raised and trained at an institution of the organization. To repay her debt to the Licht Kreis, and to ensure that no other children suffer the same fate as her, Orie takes a stand and fights during the Hollow Night. However, Orie's main personal goal is to find the "Void who speaks human languages" (presumably Merkava) - the creature responsible for her parents' deaths. Tonight, on orders of the Licht Kreis, she travels to the metropolis to investigate a sudden surge of In-Births and the actions of the Amnesia organization, a group that wishes to free the Hollow Night from the mandate of Licht Kreis.<br />
<br />
===Playstyle===<br />
<br />
===Strengths/Weaknesses===<br />
<br />
===EXS of Purity: Thanatos===<br />
<br />
Orie's EXS allows her to materialize a spirit from her rapier that she can control. Thanatos makes an appearance in gameplay in the form of a variety of specials that have Orie summon Thanatos to perform an attack.<br />
<br clear=all/><br />
<br />
{{CharLinks-BBTag|Orie}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_5A.png |caption=<br />
|image2=BBTag_Orie_5AA.png |caption2=<br />
|image3=BBTag_Orie_5AAA.png |caption3=<br />
|image4=BBTag_Orie_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackData-BBTag<br />
|version=5A<br />
|damage= |guard=All<br />
|startup= 7|active= |recovery= |frameAdv= -7<br />
|description=<br />
* Decent poke<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AA<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -8<br />
|description=<br />
* Hit confirm after 5A<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AAA<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -9<br />
|description=<br />
* If they pushblock 5AA you will end up doing this move into nothing without being able to cancel it.<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AAAA<br />
|damage= |guard=All<br />
|startup=0 |active= |recovery= |frameAdv=-15<br />
|description=<br />
* Has a gap on block from 5AAA<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_5B.png |caption=<br />
|image2=BBTag_Orie_5BB.png |caption2=<br />
|image3=BBTag_Orie_5BBB.png |caption3=She does those kicks in heels.<br />
|name=5B<br />
|data=<br />
{{AttackData-BBTag<br />
|version=5B<br />
|damage= |guard=All<br />
|startup= 12|active= |recovery= |frameAdv= -8<br />
|description=<br />
* Important points go here<br />
<br />
Better scaling if you start combos with this rather than 5A, but those situations can be mostly limited to punishes due to the slower startup speed.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5BB<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5BBB<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -9<br />
|description=<br />
* Has a gap on block from 5BB<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=High<br />
|startup= 26|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Low<br />
|startup= 7|active= |recovery= |frameAdv= -5<br />
|description=<br />
* 5A > 2A (Rebeat): -10<br />
* 5AA > 2A (Rebeat): -7<br />
* 5B > 2A (Rebeat): -7<br />
* 5BB > 2A (Rebeat): -7<br />
* 2B > 2A (Rebeat): -7<br />
* 2C > 2A (Rebeat): -5<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=9 |active=3 |recovery= |frameAdv=-10<br />
|description=<br />
* 5-11f Head Invulnerable<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Low<br />
|startup= 11|active= |recovery= |frameAdv= -8<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_jA.png |caption=<br />
|image2=BBTag_Orie_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackData-BBTag<br />
|version=j.A<br />
|damage= |guard=High<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Decent on jump-in or air-to-air if they're about on level with you.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=j.AA<br />
|damage= |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_jB.png |caption=I stick m legy out real far<br />
|name=j.B<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=High<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Good for air-to-air due to hitting slightly above and ahead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=High<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Can cross up<br />
* Knocks down on air to air hit<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Throw<br />
|startup=7 |active= |recovery= |frameAdv=<br />
|description=<br />
* Wall Bounces<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Sacred Arrow</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_SacredArrow.png |caption=<br />
|name=Sacred Arrow<br />
|input=5A+D (air ok)<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground<br />
|damage= |guard=Air Unblockable<br />
|startup= 10|active= |recovery= |frameAdv= -38<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Air<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Divine Thrust</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_DivineThrust.png |caption=footsies<br />
|input=236A/B<br />
|name=Divine Thrust<br />
|data=<br />
{{AttackData-BBTag<br />
|version=A<br />
|damage= |guard=All<br />
|startup=12 |active= |recovery= |frameAdv=-4<br />
|description=<br />
* Travels about 1/3 screen<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=B |header=no<br />
|damage= |guard=All<br />
|startup=21 |active= |recovery= |frameAdv=-1 ~ +4<br />
|description=<br />
* Travels about 3/4 screen<br />
* 25f to max travel distance<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Command Order</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_CommandOrder.png |caption=<br />
|image2=BBTag_Orie_CommandOrder2.png |caption2=<br />
|image3=BBTag_Orie_AirCommandOrder.png |caption3=<br />
|image4=BBTag_Orie_AirCommandOrder2.png |caption4=Persona!<br />
|input=214A/B (air OK)<br />
|name=Command Order<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground A<br />
|damage= |guard=Low<br />
|startup= 15|active= |recovery= |frameAdv= -6<br />
|description=<br />
* Important points go here<br />
Key part of Orie's mixup; 214A is a low while j.214A is a high, making this her fast high/low mixup option. You will need an assist to combo off it.<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=Ground B |header=no<br />
|damage= |guard=All<br />
|startup= 24|active= |recovery= |frameAdv= -2<br />
|description=<br />
* Doing only the first hit generally gives better oki, so consider only doing the first hit if you're using this as a combo ender.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=Air A |header=no<br />
|damage= |guard=High<br />
|startup= 16|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Used as a zoning tool or as an instant overhead<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=Air B |header=no<br />
|damage= |guard=High<br />
|startup= 29|active= |recovery= |frameAdv=<br />
|description=<br />
* Ground bounce on hit<br />
<br />
Useful in throw combos as well as beating anti air attacks since it freezes Orie's air momentum. Beware that this has a lot of ground recovery so missing is very scary.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Thick and Fast</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_ThickAndFast.png |caption="That was my nickname in high school"<br />
|input=214A > A/B/C<br />
|name=Thick and Fast<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -19<br />
|description=<br />
* Has a gap on block<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Succession</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_Succession.png |caption=<br />
|input=214B > A/B/C<br />
|name=Succession<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -12<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Divine Thrust</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_DivineThrust.png |caption=Hit a button. I dare you.<br />
|input=236C<br />
|name=EX Divine Thrust<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=11 |active= |recovery= |frameAdv=+2<br />
|description=<br />
* 18f to max travel distance<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Oblique Edge</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_ObliqueEdge.png |caption=<br />
|input=214C (air OK)<br />
|name=Oblique Edge<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground<br />
|damage= |guard=All<br />
|startup= 16|active= |recovery= |frameAdv= -15<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=Air |header=no<br />
|damage= |guard=All<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* +1 at Tiger-Knee height<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_SacredSpire.png |caption=<br />
|input=Sacred Spire<br />
|name=5P<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=30 |active=N/A |recovery=N/A |frameAdv=+35<br />
|description=<br />
* The final leap up slash will only happen on hit<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_DivineThrust.png |caption=Not Coup Droit<br />
|input=Divine Thrust<br />
|name=6P<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=39 |active=N/A |recovery=N/A |frameAdv=+29<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_SealingHoplon.png |caption=<br />
|input=Sealing Hoplon<br />
|name=4P<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=73 |active=N/A |recovery=N/A |frameAdv=+53<br />
|description=<br />
* This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but her stand will not<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Sacred Spire Lucent</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_SacredSpire.png |caption=Say your prayers<br />
|input=236B+C<br />
|name=Sacred Spire Lucent<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=1+14|active= |recovery= |frameAdv=-37<br />
|description=<br />
* 50F flash<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Luminous Embrace</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_LuminousEmbrace.png |caption=Magnetic SHOCKWAVE<br />
|input=214B+C<br />
|name=Luminous Embrace<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=2+10|active= |recovery= |frameAdv=-65 ~ -39<br />
|description=<br />
* 60F Flash<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Orie_RestInPeace.png |caption= The Holy T-Pose™<br />
|image2=BBTag_Orie_RestInPeace2.png |caption2=<br />
|input=222B+C<br />
|name=Rest In Peace<br />
|data= <br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description= <br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks-BBTag|Orie}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Orie]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Orie&diff=104445BBTag/Orie2018-11-29T11:23:42Z<p>138.217.165.172: /* Command Order */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Orie<br />
|-<br />
||<br />
[[File:BBTag_Orie_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-BBTag|Orie}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
''"As long as we walk the path of righteousness..., we shall never know defeat"''<br />
<br />
===Backstory===<br />
Orie Ballardiae is an execution officer of the Licht Kreis - an organization dedicated to the annihilation of the Voids in order to maintain order during the Hollow Night. Having lost her parents at a young age, she was raised and trained at an institution of the organization. To repay her debt to the Licht Kreis, and to ensure that no other children suffer the same fate as her, Orie takes a stand and fights during the Hollow Night. However, Orie's main personal goal is to find the "Void who speaks human languages" (presumably Merkava) - the creature responsible for her parents' deaths. Tonight, on orders of the Licht Kreis, she travels to the metropolis to investigate a sudden surge of In-Births and the actions of the Amnesia organization, a group that wishes to free the Hollow Night from the mandate of Licht Kreis.<br />
<br />
===Playstyle===<br />
<br />
===Strengths/Weaknesses===<br />
<br />
===EXS of Purity: Thanatos===<br />
<br />
Orie's EXS allows her to materialize a spirit from her rapier that she can control. Thanatos makes an appearance in gameplay in the form of a variety of specials that have Orie summon Thanatos to perform an attack.<br />
<br clear=all/><br />
<br />
{{CharLinks-BBTag|Orie}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_5A.png |caption=<br />
|image2=BBTag_Orie_5AA.png |caption2=<br />
|image3=BBTag_Orie_5AAA.png |caption3=<br />
|image4=BBTag_Orie_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackData-BBTag<br />
|version=5A<br />
|damage= |guard=All<br />
|startup= 7|active= |recovery= |frameAdv= -7<br />
|description=<br />
* Decent poke<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AA<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -8<br />
|description=<br />
* Hit confirm after 5A<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AAA<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -9<br />
|description=<br />
* If they pushblock 5AA you will end up doing this move into nothing without being able to cancel it.<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AAAA<br />
|damage= |guard=All<br />
|startup=0 |active= |recovery= |frameAdv=-15<br />
|description=<br />
* Has a gap on block from 5AAA<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_5B.png |caption=<br />
|image2=BBTag_Orie_5BB.png |caption2=<br />
|image3=BBTag_Orie_5BBB.png |caption3=She does those kicks in heels.<br />
|name=5B<br />
|data=<br />
{{AttackData-BBTag<br />
|version=5B<br />
|damage= |guard=All<br />
|startup= 12|active= |recovery= |frameAdv= -8<br />
|description=<br />
* Important points go here<br />
<br />
Better scaling if you start combos with this rather than 5A, but those situations can be mostly limited to punishes due to the slower startup speed.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5BB<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -4<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5BBB<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -9<br />
|description=<br />
* Has a gap on block from 5BB<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=High<br />
|startup= 26|active= |recovery= |frameAdv= -4<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Low<br />
|startup= 7|active= |recovery= |frameAdv= -5<br />
|description=<br />
* 5A > 2A (Rebeat): -10<br />
* 5AA > 2A (Rebeat): -7<br />
* 5B > 2A (Rebeat): -7<br />
* 5BB > 2A (Rebeat): -7<br />
* 2B > 2A (Rebeat): -7<br />
* 2C > 2A (Rebeat): -5<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=9 |active=3 |recovery= |frameAdv=-10<br />
|description=<br />
* 5-11f Head Invulnerable<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Low<br />
|startup= 11|active= |recovery= |frameAdv= -8<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_jA.png |caption=<br />
|image2=BBTag_Orie_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackData-BBTag<br />
|version=j.A<br />
|damage= |guard=High<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Decent on jump-in or air-to-air if they're about on level with you.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=j.AA<br />
|damage= |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_jB.png |caption=I stick m legy out real far<br />
|name=j.B<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=High<br />
|startup= 11|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Good for air-to-air due to hitting slightly above and ahead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=High<br />
|startup= 12|active= |recovery= |frameAdv=<br />
|description=<br />
* Can cross up<br />
* Knocks down on air to air hit<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Throw<br />
|startup=7 |active= |recovery= |frameAdv=<br />
|description=<br />
* Wall Bounces<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Sacred Arrow</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_SacredArrow.png |caption=<br />
|name=Sacred Arrow<br />
|input=5A+D (air ok)<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground<br />
|damage= |guard=Air Unblockable<br />
|startup= 10|active= |recovery= |frameAdv= -38<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Air<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Divine Thrust</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_DivineThrust.png |caption=footsies<br />
|input=236A/B<br />
|name=Divine Thrust<br />
|data=<br />
{{AttackData-BBTag<br />
|version=A<br />
|damage= |guard=All<br />
|startup=12 |active= |recovery= |frameAdv=-4<br />
|description=<br />
* Travels about 1/3 screen<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=B |header=no<br />
|damage= |guard=All<br />
|startup=21 |active= |recovery= |frameAdv=-1 ~ +4<br />
|description=<br />
* Travels about 3/4 screen<br />
* 25f to max travel distance<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Command Order</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_CommandOrder.png |caption=<br />
|image2=BBTag_Orie_CommandOrder2.png |caption2=<br />
|image3=BBTag_Orie_AirCommandOrder.png |caption3=<br />
|image4=BBTag_Orie_AirCommandOrder2.png |caption4=Persona!<br />
|input=214A/B (air OK)<br />
|name=Command Order<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground A<br />
|damage= |guard=Low<br />
|startup= 15|active= |recovery= |frameAdv= -6<br />
|description=<br />
* Important points go here<br />
Key part of Orie's mixup; 214A is a low while j.214A is a high, making this her fast high/low mixup option. You will need an assist to combo off it.<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=Ground B |header=no<br />
|damage= |guard=All<br />
|startup= 24|active= |recovery= |frameAdv= -2<br />
|description=Doing only the first hit generally gives better oki, so consider only doing the first hit if you're using this as a combo ender.<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=Air A |header=no<br />
|damage= |guard=High<br />
|startup= 16|active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Used as a zoning tool or as an instant overhead<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=Air B |header=no<br />
|damage= |guard=High<br />
|startup= 29|active= |recovery= |frameAdv=<br />
|description=<br />
* Ground bounce on hit<br />
<br />
Useful in throw combos as well as beating anti air attacks since it freezes Orie's air momentum. Beware that this has a lot of ground recovery so missing is very scary.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Thick and Fast</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_ThickAndFast.png |caption="That was my nickname in high school"<br />
|input=214A > A/B/C<br />
|name=Thick and Fast<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -19<br />
|description=<br />
* Has a gap on block<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Succession</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_Succession.png |caption=<br />
|input=214B > A/B/C<br />
|name=Succession<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv= -12<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Divine Thrust</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_DivineThrust.png |caption=Hit a button. I dare you.<br />
|input=236C<br />
|name=EX Divine Thrust<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=11 |active= |recovery= |frameAdv=+2<br />
|description=<br />
* 18f to max travel distance<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Oblique Edge</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_ObliqueEdge.png |caption=<br />
|input=214C (air OK)<br />
|name=Oblique Edge<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground<br />
|damage= |guard=All<br />
|startup= 16|active= |recovery= |frameAdv= -15<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|version=Air |header=no<br />
|damage= |guard=All<br />
|startup= 25|active= |recovery= |frameAdv=<br />
|description=<br />
* +1 at Tiger-Knee height<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_SacredSpire.png |caption=<br />
|input=Sacred Spire<br />
|name=5P<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=30 |active=N/A |recovery=N/A |frameAdv=+35<br />
|description=<br />
* The final leap up slash will only happen on hit<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_DivineThrust.png |caption=Not Coup Droit<br />
|input=Divine Thrust<br />
|name=6P<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=39 |active=N/A |recovery=N/A |frameAdv=+29<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_SealingHoplon.png |caption=<br />
|input=Sealing Hoplon<br />
|name=4P<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=73 |active=N/A |recovery=N/A |frameAdv=+53<br />
|description=<br />
* This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but her stand will not<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Sacred Spire Lucent</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_SacredSpire.png |caption=Say your prayers<br />
|input=236B+C<br />
|name=Sacred Spire Lucent<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=1+14|active= |recovery= |frameAdv=-37<br />
|description=<br />
* 50F flash<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Luminous Embrace</font> ======<br />
{{MoveData<br />
|image=BBTag_Orie_LuminousEmbrace.png |caption=Magnetic SHOCKWAVE<br />
|input=214B+C<br />
|name=Luminous Embrace<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=2+10|active= |recovery= |frameAdv=-65 ~ -39<br />
|description=<br />
* 60F Flash<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Orie_RestInPeace.png |caption= The Holy T-Pose™<br />
|image2=BBTag_Orie_RestInPeace2.png |caption2=<br />
|input=222B+C<br />
|name=Rest In Peace<br />
|data= <br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description= <br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks-BBTag|Orie}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Orie]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Jin_Kisaragi&diff=98849BBTag/Jin Kisaragi2018-08-05T11:42:18Z<p>138.217.165.172: /* Normal Moves */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Jin Kisaragi<br />
|-<br />
||<br />
[[File:BBTag_Jin_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-BBTag|Jin}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
''"Hmph. Do your best to not get in my way..."''<br />
<br />
===Backstory===<br />
<br />
Jin is one of the main characters of BlazBlue, younger brother of the main protagonist Ragna the Bloodedge, and the wielder of the Nox Nyctores weapon "Yukianesa." After Yuuki Terumi's attack on Jin and Ragna's childhood household which left them seperated, Jin was found and adopted by the prestigious Kisaragi family. As a teenager in the NOL Military Academy, Jin was popular and stoic, being seen as a model student by all. Jin is a very composed person that usually acts somewhat cold when interacting with others, but deep down is secretly competitive, ambitious, and yearns for emotional attachment. Though usually disinterested in others, he has opened himself up on occasion to become friends with former classmates at the Academy, holding a particular soft spot toward Tsubaki Yayoi, Jin's long-time childhood friend and currently his personal secretary. Now called the "Hero of Ikagura," Jin has become an esteemed major with his own unit, and is an exceptional soldier, commander and martial artist.<br />
<br />
===Playstyle===<br />
Jin is a very well-rounded rushdown character with a wide variety of tools to handle any situation and conquer the neutral game. His "Hishou-" and "Musou-" ranged options allow him to both poke at and approach his opponents comfortably, while giving him fantastic pressure when up close. Jin's normals and BnB combos also have very solid damage, with his Crash Assault being particularly fast and deceptive. Additionally, Jin has a great set of assists, while also being able to deal with 1v1's and 1v2's relatively comfortably, making him superb as both a Point and an Anchor. Overall, Jin has no outstanding weaknesses besides having slightly lower range on his normals when compared to fighters such as Ruby or Gordeau, but his projectile tools and decent speed generally make up for this trivial flaw.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Great damage overall.<br />
*Very well-rounded character with surprisingly decent speed that has a tool for almost any situation, giving him a good matchup spread.<br />
*One of the fastest and least reactable 5C's in the game.<br />
*His j.C's hitbox covers a circle that surrounds Jin, which is useful for combos and cross-ups.<br />
*His projectile setups are great for setting up crossups when assaulting your opponent.<br />
*Solid 5A smart combo that launches Jin's opponent in the opposite direction he was facing, which can help Jin put opponents in the corner.<br />
*Diverse set of phenomenal assists, allowing him to work well with almost any team member.<br />
*Large vertical hitboxes on his distortions, with his Touga distortion in particular having very fast startup and little recovery frames.<br />
*Jin in Level 4 Resonance, combined with his relatively safe ability to apply high chip damage through his Touga distortion, is one of the most dangerous comeback characters in the game.<br />
| style="width: 50%;"|<br />
*Somewhat lower range compared to other characters.<br />
*His "Hishou-" projectiles can disappear from the screen if he gets hit.<br />
*Although his DP has good vertical range, its horizontal range leaves a lot to be desired.<br />
*Playing Jin will cost you friendships.<br />
*No other noteworthy weaknesses.<br />
|-<br />
|}<br />
<br />
===Drive: Frostbite===<br />
<br />
{{CharLinks-BBTag|Jin}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_4A.png |caption=The Slap<br />
|name=4A<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=6 |active= |recovery= |frameAdv=-2<br />
|description=<br />
* A fast close range jab.<br />
* Very high hitbox which can whiff on crouching characters.<br />
<br />
Mainly used as a combo starter. It can be cancelled, however due to its quickness it should be used in the neutral to try to catch the opponent first.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_5A.png |caption=Doesn't seem like the CF2.0 nerf carried over<br />
|image2=BBTag_Jin_5AA.png |caption2=<br />
|image3=BBTag_Jin_5AAA.png |caption3=<br />
|image4=BBTag_Jin_5AAAA.png |caption4=Imagine being raw Astral punishable because you sheathe your sword like a tool after you attack<br />
|name=5A<br />
|data=<br />
{{AttackData-BBTag<br />
|version=5A<br />
|damage= |guard=All<br />
|startup=7 |active= |recovery= |frameAdv=-3<br />
|description=<br />
* A quick chest - height kick.<br />
<br />
It has quite a bit of range considered Jin's other attacks, but it can still be considered melee. The second part of the kick pulls in, so it should also be used when the opponent is getting too far for good follow-ups. This compliments it's good range.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AA<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=-17<br />
|description=<br />
* A large wall-like jagged spike of ice.<br />
<br />
This move will leave the opponent stunned for a considerable amount of time and can be cancelled by some moves like Distortions, which makes it good for a get-off-me or for followups.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AAA<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=-4<br />
|description=<br />
* Jin slashes quickly a few times stunning his opponent.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AAAA<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=-51<br />
|description=<br />
* Jin dashes through his opponent, ending up behind them while freezing them in place for a short time.<br />
<br />
This is a good combo ender due to it's good damage output and speed. Using this often can put off your opponent, but a patient opponent who can read your moves can easily overpower it due to it's large end lag.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_5B.png |caption=<br />
|image2=BBTag_Jin_5BB.png |caption2=<br />
|image3=BBTag_Jin_5BBB.png |caption3=<br />
|name=5B<br />
|data=<br />
{{AttackData-BBTag<br />
|version=5B<br />
|damage= |guard=All<br />
|startup=10 |active= |recovery= |frameAdv=-6<br />
|description=<br />
* A quick single slash.<br />
Primary tool in neutral to zone and poke because of quick startup and decent range. Jump cancellable on hit and block, normally pretty good for ending blockstrings because you can IAD away to retreat or pressure further with IAD forward j.B which will connect if 5B is spaced or if the opponent is in the corner.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5BB<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=-4<br />
|description=<br />
* A large lion head-like spike of ice<br />
* Combo filler<br />
<br />
Stop the combo here on block.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5BBB<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=-15<br />
|description=<br />
* Jin use his sword to slash upward.<br />
<br />
Launch the enemy as well as jump cancel able making it a useful combo tool. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=High<br />
|startup=22 |active= |recovery= |frameAdv=-10<br />
|description=<br />
* Visually deceptive overhead, since Jin crouches and attacks from below instead of above<br />
* Fairly fast startup<br />
* Only flashes on frame 4<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Low<br />
|startup=9 |active= |recovery= |frameAdv=-3<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=14 |active=3 |recovery=31 |frameAdv=-15<br />
|description=<br />
* 8-16f head invulnerable<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_2C.png |caption=CF 3C returns in all its glory.<br />
|name=2C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Low<br />
|startup=13 |active= |recovery= |frameAdv=-13<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_jA.png |caption=<br />
|image2=BBTag_Jin_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackData-BBTag<br />
|version=j.A<br />
|damage= |guard=High<br />
|startup=9 |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=j.AA<br />
|damage= |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_jB.png |caption=<br />
|image2=BBTag_Jin_jBB.png |caption2=<br />
|name=j.B<br />
|data=<br />
{{AttackData-BBTag<br />
|version=j.B<br />
|damage= |guard=High<br />
|startup=13 |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=j.BB<br />
|damage= |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=14 |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Throw<br />
|startup=7 |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rehhyou</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_Rehhyou.png |caption= Stop Jumping<br />
|name=Rehhyou<br />
|input=5A+D<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Air Unblockable<br />
|startup=13 |active= |recovery= |frameAdv=-33<br />
|description=<br />
Standard DP that covers a great vertical distance to the point where if the opponent is above you it's extremely difficult to avoid, however it falls short of horizontal range and so it can easily be baited and whiffed if the opponent jumps right outside the DP range so you want to be cautious about using this DP for anything other than when the opponent being directly on top of you.<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Hishouken</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_Hishouken.png |caption=<br />
|input=236A (air OK)<br />
|name=Hishouken<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground<br />
|damage= |guard=All<br />
|startup=13 |active= |recovery= |frameAdv=-17 ~ +12<br />
|description=<br />
Use it to zone and pester your opponent into doing something risky to get in on you and occasionally to end blockstrings safely. Frame advantage for first frame hits, usually isn't as punishable since it should be used from afar. <br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Air<br />
|damage= |guard=All<br />
|startup=20 |active= |recovery= |frameAdv=<br />
|description=<br />
Same as above.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hishougeki</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_Hishougeki.png |caption=<br />
|input=236B (air OK)<br />
|name=Hishougeki<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground<br />
|damage= |guard=All<br />
|startup=44 |active= |recovery= |frameAdv=+8 ~ +84<br />
|description=<br />
Extremely active version of the A ice blade that hits four times.<br />
<br />
* Great tool for pressuring opponents when spaced and timed well. When it comes towards at an opponent it pretty much forces them to block or jump which practically enables you to get in on the opponent for free and pressure them.<br />
* Using this special in conjunction with a partner assist is a very solid offensive option and can set up for active switch mixups because of how long it lasts.<br />
* Because of the incredibly slow startup the only times you want to throw this out is when you're fullscreen, have an assist covering you, or after you've knocked down your opponent because of how much startup it as.<br />
<br />
[https://youtu.be/jFP3aKCwsQc?t=354 Example of forcing the opponent to jump]<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Air<br />
|damage= |guard=All<br />
|startup=24 |active= |recovery= |frameAdv=<br />
|description=<br />
Same as above.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Musou Senshouzan</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_MusouSenshouzan.png |caption=ICE CARZ<br />
|input=214A/B<br />
|name=Musou Senshouzan<br />
|data=<br />
{{AttackData-BBTag<br />
|version=A<br />
|damage= |guard=Low, All<br />
|startup=17 |active= |recovery= |frameAdv=-10 (-13 on the followup)<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=B<br />
|damage= |guard=Low, All<br />
|startup=17 |active= |recovery= |frameAdv=10 (-13 on the followup)<br />
|description=<br />
* Travels slightly longer distance than 'A' version.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hizansen</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_Hizansen.png |caption=<br />
|input=j.214A<br />
|name=Hizansen<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=13 |active= |recovery=7 after landing |frameAdv=-10<br />
|description=<br />
* All versions of this move are good aerial combo enders.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hizangeki</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_Hizangeki.png |caption=<br />
|input=j.214B<br />
|name=Hizangeki<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All, High<br />
|startup=25 |active= |recovery= |frameAdv=-14<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Extra Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Hishousetsu</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_Hishousetsu.png |caption=Maybe if someone calls you a special snowflake they just mean you're extremely positive.<br />
|input=236C (air OK)<br />
|name=Hishousetsu<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground<br />
|damage= |guard=All<br />
|startup=27 |active= |recovery= |frameAdv=+36<br />
|description=<br />
* Remains on the stage for a period of time, but will immediately disappear whenever Jin is hit. If you place this and switch to another character and your new points gets hit the Snowflake won't disappear. <br />
* Great for pressuring the opponent. Using it against the opponent in the corner forces them to either block or jump which puts them in disadvantage. Another use is to cast it immediately after finishing off the opponent's point and essentially trapping their incoming character because they'll land right into the Snowflake.<br />
* Since the Snowflake acts as a wall it can make it tricky for the opponent to approach you and you can safely call assists or zone from a distance, and wait for the opponent to commit to an action against you.<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Air<br />
|damage= |guard=All<br />
|startup=24 |active= |recovery= |frameAdv=<br />
|description=<br />
Same as above.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Musou Tousshugeki</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_MusouTousshugeki.png |caption=More ice car memes<br />
|input=214C<br />
|name=Musou Tousshugeki<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Low, All<br />
|startup=19 |active= |recovery= |frameAdv=-8 (-11 on second strike)<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Hizangeki</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_Hizangeki.png |caption=<br />
|input=j.214C<br />
|name=EX Hizangeki<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All, High<br />
|startup=19 |active= |recovery= |frameAdv=-2<br />
|description=<br />
* Same as j.214B, but safer on block and faster startup<br />
}}<br />
}}<br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_MusouSenshouzan.png |caption=Sponsored by Nissan<br />
|input=5P <br />
|name=Musou Senshouzan<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Low, All<br />
|startup=34 |active=N/A |recovery=N/A |frameAdv=+27<br />
|description=<br />
* Followup Attack Ground Bounces, allowing for combo extensions<br />
* Followup Attack will only come out on hit<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_Hishougeki.png |caption=Why did they make this an assist...<br />
|input=6P <br />
|name=Hishougeki<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=62 |active=N/A |recovery=N/A |frameAdv=+46<br />
|description=<br />
* Travels horizontally indefinitely.<br />
* Good for approaching from long-distance.<br />
* Tricky assist that can interrupt your opponent's incoming attacks by acting as a pseudo-shield in front of you.<br />
<br />
One of the best assists in the game because of how much pressure it applies to your opponent and how it can setup into scary pressure when used alongside active switch because of the sort of mixups it can create. Largely of what makes Jin such a great anchor and is an assist that should be abused.<br />
<br />
[https://youtu.be/jFP3aKCwsQc?t=99 Example 1] [https://youtu.be/jFP3aKCwsQc?t=121 Example 2]<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_Fubuki.png |caption=<br />
|input=4P <br />
|name=Fubuki<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=28 |active=N/A |recovery=N/A |frameAdv=+34<br />
|description=<br />
* Very solid anti-air assist.<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Touga Hyojin</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_TougaHyojin.png |caption= I dare you to use a projectile from full screen.<br />
|input=236B+C<br />
|name=Touga Hyojin<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=1+8 |active= |recovery= |frameAdv=-15 ~ +3<br />
|description=<br />
* With Level 4 Resonance Blaze, the chip damage on shield that this distortion can cause is '''monstrous'''. Be extremely wary of opponents throwing out this distortion abundantly during Resonance.<br />
* Extremely fast distortion with low startup and little endlag.<br />
* 22f to reach full screen<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hiyoku Getsumei</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_HiyokuGetsumei.png |caption=<br />
|input=214B+C (Air OK)<br />
|name=Hiyoku Getsumei<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground<br />
|damage= |guard=All<br />
|startup=5+5 |active= |recovery= |frameAdv=-35<br />
|description=<br />
* Shoots an arrow diagonally upwards<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Air<br />
|damage= |guard=All<br />
|startup=5+5 |active= |recovery= |frameAdv=<br />
|description=<br />
* If Jin does this distortion in the air, he will instead aim diagonally downwards towards the ground instead of upwards<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Yukikaze</font> ======<br />
{{MoveData<br />
|image=BBTag_Jin_Yukikaze.png |caption=<br />
|input=P during partner's distortion drive<br />
|name=Yukikaze<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Jin_RengokuHyouya.png |caption=<br />
|image2=BBTag_Jin_RengokuHyouya2.png |caption2=<br />
|input=222B+C<br />
|name=Rengoku Hyouya<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= DESTROY (27315)|guard=Low<br />
|startup= |active= |recovery= |frameAdv=-79<br />
|description=<br />
* Full screen low<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks-BBTag|Jin}}<br />
{{Navbar-BBTag}}<br />
[[Category:Jin Kisaragi]]<br />
[[Category:BlazBlue Cross Tag Battle]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=BBTag/Es&diff=98660BBTag/Es2018-07-28T12:06:06Z<p>138.217.165.172: /* 5P */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Es<br />
|-<br />
||<br />
[[File:BBTag_Es_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-BBTag|Es}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
''"If this is one of the "possibilities", then I'll perform my duty to the fullest"''<br />
<br />
===Backstory===<br />
<br />
The main heroine of the XBlaze series. Es, short for Embyro Storage, was created by Soichiro Unomaru to be a vessel for the Embryo. She was once a member of the Mitsurugi Agency's Sleipnir unit, tasked with hunting down Unions and capturing them for rehabiliation. At the end of the events of XBlaze, Es leaves her world and timeline and later returns in the main BlazBlue series during the events of BlazBlue Central Fiction. Having lost all memories of her previous life, Es now only exists to protect the gates to the Azure.<br />
<br />
===Playstyle===<br />
<br />
Es is a character that specializes in controlling the flow of the match in neutral. She has moderately fast movement and her big broadsword gives her normals with a lot of reach, allowing her to rushdown very well. Her Breunor projectile is a powerful ranged option for controlling space that when used properly it'll force your opponent to approach more cautiously and in certain ways that you can exploit.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Solid range on her normals.<br />
*Hard hitting combos that last a lengthy amount of time, especially with an assist. This means that Es can carry you to either corner relatively easily.<br />
*Es can adapt to nearly any playstyle and heavily punish an opponent's weak defense in battle thanks to her range, two overheads, crest mechanic, and her projectiles.<br />
*The lingering crests in Es's normals are incredibly useful for extending combos, blockstrings, and creating tricky cross-up situations thanks to her j.C.<br />
*Has one of the best projectiles in the game thanks to their speedy startup, quick recovery, multiple angles that they can be shot from in the air & ground, and Es's ability to shoot two projectiles in a single quarter-circle input.<br />
*Because of all this, Es possesses the tools to initiate an unrelenting offense, in conjunction with a keep-away game that is very bothersome to deal with.<br />
*Great reversal action which has a huge pillar-like hitbox.<br />
*Solid 2B.<br />
*Her j.C is one of the best and most useful aerial moves in the game.<br />
| style="width: 50%;"|<br />
*Below-average start-up on certain moves, specifically in her 5B and 214A.<br />
*Due to her reliance on crest mechanics and assists to help her approaches at close range, Es has openings in her strings where she can be susceptible to reversal action and/or other counters.<br />
|-<br />
|}<br />
<br />
===Drive: Crest Arts===<br />
<br />
In the BlazBlue series, Es drive buttons left a crest on the screen after she would perform the normal. After a certain amount of time that varied by the drive normal, the crest will activate and hit anything in the space it covers. This mechanic has returned in BlazBlue Cross Tag Battle but the timing on when the crests will activate has changed. Crests will now activate soon after they are placed, much like her original 5D crest.<br />
<br />
{{CharLinks-BBTag|Es}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_4A.png |caption=<br />
|name=4A<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=6 |active= |recovery= |frameAdv=-1<br />
|description=<br />
* Es fastest normal<br />
* Can cancel into itself several times, and to pretty much any other move.<br />
* Like all A normals, it can be delayed canceled into a throw to create a tick throw setup<br />
* Can be jump canceled on block<br />
The multiple cancel options can make this move useful at the start of an offensive blockstring. It can also be stuffed inside gaps in the opponent's pressure because of its sheer speed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_5A.png |caption=<br />
|image2=BBTag_Es_5AA.png |caption2=<br />
|image3=BBTag_Es_5AAA.png |caption3=<br />
|image4=BBTag_Es_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackData-BBTag<br />
|version=5A<br />
|damage= |guard=All<br />
|startup=8 |active= |recovery= |frameAdv=-6<br />
|description=<br />
Big and fast and is your best friend as Es <br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AA<br />
|damage= |guard=All<br />
|startup=12 |active= |recovery= |frameAdv=-7<br />
|description= <br />
Used mostly as combo and blockstring filler <br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AAA<br />
|damage= |guard=All<br />
|startup=13 |active= |recovery= |frameAdv=-4<br />
|description=<br />
* At certain distance, this move will whiff even if 5AA connects<br />
* Off of air hit, you can combo 5B after this move<br />
<br />
Also mostly combo and blockstring filler, but is very useful in grounded combos to gatling 5B when the opponent is in the air <br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5AAAA<br />
|damage= |guard=All<br />
|startup=17 |active= |recovery= |frameAdv=-7<br />
|description=<br />
* Standard autocombo ender<br />
* Cannot follow up this normal with other normals, specials, or supers<br />
<br />
Mostly unused, very minus and doesn't give much reward on hit either. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_5B.png |caption=<br />
|image2=BBTag_Es_5BB.png |caption2=<br />
|name=5B<br />
|data=<br />
{{AttackData-BBTag<br />
|version=5B<br />
|damage= |guard=All<br />
|startup=24 |active= |recovery= |frameAdv=-8<br />
|description=<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5B Crest<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Big, but slow startup. Puts a crest on the field that detonates near immediately. <br />
<br />
This can be a good tool to frame trap during pressure. It's also useful because the crest lingers for a little bit, so if they pushblock this move, they can't run in immediately or they get hit by the exploding crest. <br />
<br />
As a starter on a standing opponent, can connect a 214A afterwards to do a full combo<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5BB<br />
|damage= |guard=All<br />
|startup=27 |active= |recovery= |frameAdv=-12<br />
|description=<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=5BB Crest<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Jump cancellable on hit<br />
<br />
Since this is jump cancellable on hit, you can do 5BB jB jC as a combo ender which, in the corner, covers all tech options and gives good oki <br />
<br />
Otherwise, is mostly combo or blockstring filler. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=High<br />
|startup=22 |active= |recovery= |frameAdv=-10<br />
|description=<br />
* Her old 6A<br />
* Combos from 5B and 5BB in the corner<br />
<br />
Standard overhead, punishable on block<br />
<br />
Feels very short and given Es's big range on all her other normals, is a bit difficult to fit into blockstrings<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Low<br />
|startup=10 |active= |recovery= |frameAdv=-9<br />
|description=<br />
* Cannot be cancelled into itself<br />
<br />
Es's fastest low, with good range. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=10 |active=3 |recovery= |frameAdv=-18<br />
|description=<br />
* Anti-Air with a lot of vertical reach<br />
* Jump cancellable on block<br />
* 10-12f head invulnerable<br />
<br />
Used mostly as an anti-air, but on block it can be jump cancelled, which can open up instant overheads with jB<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Low<br />
|startup=13 |active= |recovery= |frameAdv=-10<br />
|description=<br />
* On hit, makes opponent airborne and leads to a ground tech<br />
<br />
Commonly used near the end of blockstrings and combos. Very useful in solo combos since 2C>236C in the corner allows for a 5A followup and also makes the opponent airborne, opening up much better combo routes for Es in the corner<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_jA.png |caption=<br />
|name=j.A<br />
|data=<br />
{{AttackData-BBTag<br />
|version=j.A<br />
|damage= |guard=High<br />
|startup=9 |active= |recovery= |frameAdv=<br />
|description=<br />
* Really big air normal, good for both air-to-airs and air-to-grounds.<br />
<br />
All of Es's buttons in the air are good. This is the fastest, which makes it useful for challenging people in the air. It hits overheads and still has a good hitbox, so it can be used for jump-ins as well. <br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=j.AA<br />
|damage= |guard=High<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Can be done even if jA whiffs<br />
<br />
This hit is angled a bit more downwards, making it a bit better for jump-ins. Is useful for confirming stray jA hits. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=High<br />
|startup=12 |active= |recovery= |frameAdv=<br />
|description=<br />
* Good for jump ins, mixups and ending air combos<br />
<br />
On certain characters, this move can be an instant overhead, although you need an assist to convert off of non-counterhit IOH jB <br />
<br />
On counterhit, you can connect a jC after a jB on a grounded opponent<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-BBTag<br />
|version=j.C<br />
|damage= |guard=High<br />
|startup=23 |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=j.C Crest<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Good for oki<br />
<br />
Probably her best jump normal. Very big, crest allows for this to still get hits even if the first hit whiffs, hits overhead and puts the opponent in an airborne state if it does hit, and can be comboed off of with 5A. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Throw<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Standard throw<br />
<br />
For forward throw, it makes the opponent airborne and you can link a 5AAA into a good combo<br />
<br />
For back throw, you can cancel into a 214A which leads into a standard 214A combo<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type:Slasher "Griflet"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Griflet.png |caption=<br />
|name=Type:Slasher "Griflet"<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Attack<br />
|damage= |guard=Air Unblockable<br />
|startup=13 |active= |recovery= |frameAdv=-41<br />
|description=<br />
Good vertical range and decent horizontal range. Hitbox does come up slower than some other DPs, which means this move might get blocked if you try to use it as an antiair. <br />
<br />
You can press another button on hit to activate the followup, but the followup isn't available on block or whiff. <br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Crest Followup<br />
|subtitle=Press A, B or C during Griflet<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Important points go here<br />
<br />
The followup can sometimes whiff even if the first part of the move hits. The followup has a very long recovery window as well, which can lead to you being punished if the first part hits but the followup whiffs, so be careful about doing the followup. <br />
<br />
Generally you want to use this though because it leads to better advantage for you. <br />
}}<br />
}}<br />
<br />
<br />
<br clear=all/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Type:Shooter "Breunor"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Breunor.png |caption=<br />
|image2=BBTag_Es_BreunorAir.png |caption2=<br />
|input=236A/B (Air OK)<br />
|name=Type:Shooter "Breunor"<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground A<br />
|damage= |guard=All<br />
|startup=15 |active= |recovery= |frameAdv=-8 ~ +18<br />
|description=<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Ground B<br />
|damage= |guard=All<br />
|startup=27 |active= |recovery= |frameAdv=0 ~ +36<br />
|description=<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Additional Breunor A/B<br />
|damage= |guard=All<br />
|startup=15 |active= |recovery= |frameAdv=-8<br />
|description=<br />
* A version projectile moves almost immediately after the projectile comes out, but doesn't travel fullscreen<br />
* B version projectile lingers at Es for a little bit, then moves forward<br />
<br />
Very good fireballs. Pretty big and fast and can be really annoying for characters to get around. <br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Powered Up Shot<br />
|damage= |guard=All<br />
|startup=20 |active= |recovery= |frameAdv=-3<br />
|description=<br />
* This is done by doing the B version followed by the A version quickly<br />
<br />
The two fireballs become one really big one. It's larger than both the A and B versions, and while the A and B version will clash once with most regular projectiles, this one will pass through most projectiles or clash with EX projectiles. <br />
<br />
Very strong and annoying tool for people to deal with. If you setup first, you can use this to invalidate zoners trying to do their thing fullscreen/midscreen.<br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Air A<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Air B<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Additional Air Breunor A/B<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* A version is sent diagonally down<br />
* B version is sent horizontally forward<br />
<br />
Also a very annoying tool for people to deal with. The projectiles are still good and by mixing up the two, you can catch people either running in with the A version or people jumping at you with the B version. <br />
<br />
This move can be TKed, but even TKed, this move will send Es pretty high up in the air. If you want to do the B versions close to the ground, you'll have to jump and then when coming down, input the special. No TK j236B sadly :(<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type:Assaulter "Erec"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Erec.png |caption=<br />
|input=214A<br />
|name=Type:Assaulter "Erec"<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=Throw<br />
|startup=27 |active= |recovery= |frameAdv= N/A<br />
|description=<br />
* Command grab<br />
* Whiffs on crouching and airborne<br />
<br />
Very easy to react to, has a ton of recovery if whiffed, whiffs on crouchers and overall not a very strong tool that you won't see often and won't want to use often. <br />
<br />
Note that, while you can combo 5B>214A, this combo will whiff in the 5B hit an opponent while crouching. <br />
<br />
It does have a really cute animation when it whiffs though. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type:Slasher "Gawain"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Gawain.png |caption=<br />
|input=214B (Chargeable)<br />
|name=Type:Slasher "Gawain"<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Uncharged<br />
|damage= |guard=High<br />
|startup=27 |active= |recovery= |frameAdv=-3<br />
|description=<br />
}}<br />
{{AttackData-BBTag<br />
|header=no |version=Charged<br />
|damage= |guard=High<br />
|startup=36 |active= |recovery= |frameAdv=+3<br />
|description=<br />
* Overhead<br />
<br />
While it is an overhead, it is pretty reactable and it's uncharged version doesn't give much reward on hit. The uncharged version is not seen very often, even in combos. <br />
<br />
The charged version does have some uses, since it causes a splat on air hit and allows for 5A to combo afterwards. The most common way of comboing this tool is 5B>214[B] on an airborne opponent. The charged version is also slightly plus, which makes it good for reseting pressure. Note, though, that it can be mashed out of. <br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type:Slasher "Mordred"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Mordred.png |caption=<br />
|image2=BBTag_Es_Mordred2.png |caption2=Don't do this on block.<br />
|input=214C <br />
|name=Type:Slasher "Mordred"<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Attack |subtitle=214C<br />
|damage= |guard=<br />
|startup=17 |active= |recovery= |frameAdv=-7<br />
|description=<br />
* Important points go here<br />
<br />
Es moves forward and does one slash. This can be useful if you've exhausted all your normal cancels on block so you can do this with an assist to continue pressure. Otherwise, isn't that useful for pressure. <br />
<br />
Most combos that use an assist will have the assist be called during 214C~X, allowing for a pickup afterwards. <br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Followup Attack |subtitle=Mordred > A/B/C<br />
|damage= |guard=<br />
|startup=9 |active= |recovery= |frameAdv=-22<br />
|description=<br />
* Does a followup hit after the first hit of 214C<br />
* Launches the opponent on hit <br />
<br />
Cannot continue a combo after hitting with this solo, unlike in CF<br />
<br />
On block, is extremely minus and is not recommended in blockstrings without an assist, and even with an assist, 214C is probably just better. <br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Extra Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">EX Type:Shooter "Breunor"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Breunor.png |caption=<br />
|image2=BBTag_Es_BreunorAir.png |caption2=<br />
|input=236C (Air OK)<br />
|name=EX Type:Shooter "Breunor"<br />
|data=<br />
{{AttackData-BBTag<br />
|version=Ground C<br />
|damage= |guard=All<br />
|startup=20 |active= |recovery= |frameAdv=-3 ~ +11<br />
|description=<br />
* Makes a powered up shot without having to do both B and A fireballs<br />
<br />
This is a very useful tool in certain matchups since it makes a powered up shot much quicker than normally. This can be useful to catch people's jumps, or to go through a zoner's projectile. It also leads to a knockdown that can be followed up off of in the corner. <br />
<br />
}}<br />
{{AttackData-BBTag<br />
|header=no<br />
|version=Air C<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=<br />
|description=<br />
* Throws a B version of the air fireball, then the A version of the air fireball, much quicker than normal<br />
<br />
Not quite as useful as the grounded version, but still has its uses. Can be good if you're unsure how an opponent will approach and want to be extra safe. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Mordred.png |caption=<br />
|input=5P<br />
|name=Type: Slasher "Mordred"<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=35 |active=N/A |recovery=N/A |frameAdv=+30<br />
|description=<br />
* Good for extending combos<br />
* On block or whiff, it will only do the first hit<br />
* On hit, it'll automatically perform the followup attack<br />
<br />
Used mostly for combo extensions, can be useful in neutral since it moves pretty far and fast and can catch people off guard. <br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Breunor.png |caption=<br />
|input=6P<br />
|name=Type: Shooter "Breunor"<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=34 |active=N/A |recovery=N/A |frameAdv=+39<br />
|description=<br />
* Great for covering approaches <br />
* Somewhat useful for pressure<br />
<br />
This partner skill has Es fire the staggered version of her Breunor projectile. She does the A then B version, however unlike when used on point they do not combine. The two projectiles can severely limit your opponent's options on the ground and are perfect opportunity to approach and close the gap between you and your opponent. This can be very helpful to improve your partner's neutral, especially in some matchups and for some partner characters lacking neutral tools. However, it does have a bit of startup on it though so be wary about using this too close to your opponent. Try to aim to use this further out to avoid both Es and you getting pinned down by rushdown. <br />
<br />
It can also be good for pressure. The 2 Breunor projectiles provide a good amount of blockstun for you to reset pressure or potentially go for a mixup depending on your character and the situation.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_6D.png |caption=<br />
|input=4P <br />
|name=6D<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=35 |active=N/A |recovery=N/A |frameAdv=+30<br />
|description=<br />
* Has two hits, similar to 5B and 5BB. First is a physical hit where the sword is, and then a crest is made, which then explodes shortly after it's made.<br />
<br />
A pretty good anti air assist. It will always create the crest, which means it can help cover you even if the anti air whiffs. <br />
<br />
If the first hit connects, the opponent will have a lot of untech time, allowing you to have a very easy followup. <br />
<br />
Is a really reliable answer to bursts. <br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Type:Shooter "Palamedes"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Palamedes.png |caption=Would make the King of Knights jealous<br />
|input=236B+C (Air OK)<br />
|name=Type:Shooter "Palamedes"<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=3+6 |active= |recovery= |frameAdv=-10 ~ -1<br />
|description=<br />
* Ignore the picture, there are not two version of this super in BBTAG. It will always be the "A" version. <br />
* Big projectile super that hits fullscreen<br />
* Is full invul on startup<br />
<br />
This can be really useful in fullscreen situations where you read an airdash in or someone throwing a fireball. Can also be used to punish other certain fullscreen supers. Can be punished on block if done right next to someone, but can only be punished fullscreen by something like another fullscreen super. <br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type:Slasher "Galahad"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Galahad.png |caption=<br />
|input=214B+C<br />
|name=Type:Slasher "Galahad"<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup=4+9 |active= |recovery= |frameAdv=-11 ~ -7<br />
|description=<br />
* Es dashes forward and, if she connects, lunges through them <br />
* Full invul on startup<br />
<br />
Doesn't quite travel fullscreen, but does still move forward very far. Is not as minus as it seems, so people might drop their punishes on this move. <br />
<br />
This move is also Es's DHC and is also very useful as one. It has very little recovery on block, which means you can do something like Gordeau's 214BC, DHC into Es, and Es will recover while Gordeau is still doing the super, allowing you to run mixups while Gordeau is doing his super. <br />
<br />
}}<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Es_Artorius.png |caption=TECHNO-WIIIIIINGS<br />
|input=222B+C<br />
|name=Type: Exterminator "Artorius"<br />
|data=<br />
{{AttackData-BBTag<br />
|damage= |guard=All<br />
|startup= |active= |recovery= |frameAdv=-30<br />
|description=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks-BBTag|Es}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Characters]]<br />
[[Category: Es]]<br />
[[Category:BlazBlue Cross Tag Battle]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Venom&diff=97078GGXRD-R2/Venom2018-07-07T05:50:06Z<p>138.217.165.172: /* 2H */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Venom<br />
|-<br />
||<br />
[[File:GGXRD-R_Venom_Portrait.png|350x500px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2|Venom}}<br />
;Movement Options<br />
:Double Jump, 1 Airdash, Dash Type: Run<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
==Overview==<br />
Looking at Venom, one can already see his unique weapon, a pool cue, and see how even in the world of Guilty Gear, he stands out. It's not just in aesthetics though, Venom's gameplay is one of the most unique in any fighting game! Venom has the ability to line up pool balls on the screen in various formations. He can then launch them in many different directions and speeds by hitting them with nearly any of his moves! Although this gives him zoning and neutral capabilities, his strongest aspect is actually his pressure game! Venom is an advanced character, you'll have to learn his unique neutral game as well as play strong defense, for he has no reversal (even with meter), but when you put his gameplan together, he is a versatile character who is immensely satisfying to play!<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Great pressure<br />
* Good pokes, neutral game, and okizeme<br />
* Rushdown and zoning are both viable options<br />
* Workable mixup<br />
* Ball setups allow for extreme versatility<br />
| style="width: 50%;"|<br />
* Below average health <br />
* Only reversal or pressure escape option is slow, uses burst, and takes 50 tension.<br />
* Pokes rarely convert into high damage or knockdown <br />
* Neutral game requires time and space in order to set up pool balls<br />
|-<br />
|}<br />
{{CharLinks-GGXRD-R2|Venom}}<br />
<br clear=all/><br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=ggxrd_venom_5p.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=6 |tension=144 |risc=8 |prorate=85 |level=0 |guard=Mid<br />
|cancel=CSJ |roman=YRP |startup=6 |active=3 |recovery=9 |frameAdv=-2 |inv=0<br />
|description=Not a very useful poke on it's own. Its ability to chain into itself can be useful for burst/dead angle bait combos/pressure. On the other hand, it's very useful to hit balls with. Moves balls near Venom slowly, useful for many zoning and pressure situations!<br />
*85% prorate<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=ggxrd_venom_5k.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12 |tension=144 |risc=8 |prorate=90 |level=0 |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=7 |active=3 |recovery=15 |frameAdv=-8 |inv=<br />
|description=Recovery is a bit long, but it does in general beat low pokes which can be very useful if you have a read on the opponent. Hit balls faster than 5P would, but not as fast as S normals. Has a pretty good radius below and around Venom for hitting balls as well.<br />
*90% prorate<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=ggxrd_venom_cs.png |caption=If your opponent tries to burst this you can air grab them.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=16x3 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=5 |active=2,2,7 |recovery=20 |frameAdv=-8 |inv=<br />
|description=The main basis of Venom's up close game. Cranks the guard bar with up to 3 level 4 hits (comparable to level 5 in XX). Tied for Venom's fastest button with 2K, and you can freely chain into and out of it. Sometimes useful as an anti-air, with good reward on counterhit. Excellent for option selecting with forward throws (6S+HS). Since you can't do it from further away, so 2K is often the correct 5 frame move to use in certain pressure and abare situations. An <b>IMPORTANT</b> note is that the last hit whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate! Hits balls directly upward, it will rarely see use for hitting balls being a close slash though. It is also jump cancelable during any one of the 3 hits so you can extend pressure. It also launchs if the third hit connects.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|image=ggxrd_venom_fs.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=24 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=9 |active=2 |recovery=18 |frameAdv=-6 |inv=<br />
|description=Venom's far slash is excellent for controlling space. Though Venom reaches his vulnerable box forward during use, it's pretty fast and it covers a great distance. If you're at maximum distance, it's a very useful poke that you can generally set a ball safely from. This move hits balls faster than 5K, and is especially great for that when the poke would connect with an opponent, the extra blockstun from the ball gives Venom extra frame advantage while you can special cancel the f.S.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=ggxrd_venom_5h.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=42 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=10 |active=7 |recovery=15 |frameAdv=-3 |inv=<br />
|description=Only staggers on counterhit now, lowering it's overall usefulness in combos. Still, it hits balls very fast, definitely has its uses there!<br />
<br />
Almost useless on its own when not shooting a ball, this move is used in specific combos, as like c.S it combos into QV against a crouching opponent. In the corner it pushes you back far enough for the vs crouching SQV combo to work, that is c.S[2]5H 41236S 6P 96 (ball hits) j.SHD 6H<br />
<br />
It's also Venom's strongest starter when the opponent is recovering crouching, like after Sol's Volcanic Viper. A lot of damage but requires point blank range to work- 5H 41236S 6P 96 (ball hits) j.SHD 6H<br />
}}<br />
}}<br />
<br />
====== ======<br />
<br />
{{MoveData<br />
|name=5D<br />
|image=ggxrd_venom_5d.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension= |risc= |prorate= |level= |guard=High<br />
|cancel= |roman=YRP |startup=25 |active=3(2)3 |recovery=15 |frameAdv=-9 |inv=<br />
|description=Venom's dust is pretty standard on its own, but Venom is in a unique situation to take advantage of it. When Venom's dust hits a ball, if it misses an opponent, it bounces off the wall. The ball will help make the dust safer if they block it. It's not to be depended upon for mixup, but it's another option you can keep in mind.<br />
*80% prorate<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=ggxrd_venom_2p.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=6 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=CS |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-4 |inv=<br />
|description=Not very useful as a poke. But it can be useful to hit balls slowly in places where 5P and 2K can't reach.<br />
*80% prorate<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=ggxrd_venom_2k.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8 |tension= |risc= |prorate= |level= |guard=Low<br />
|cancel=S |roman=YRP |startup=5 |active=3 |recovery=9 |frameAdv=-2 |inv=<br />
|description=An effective close range poke. 5 frames of startup and decent range. You'll generally go into c.S to confirm or start your pressure from this. Also Venom's best orthodox tick throw setup. Hits balls slowly that are next to the ground, but this is very rare in Xrd.<br />
*70% proration<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=ggxrd_venom_2s.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=6 |active=2 |recovery=19 |frameAdv=-7 |inv=<br />
|description=Venom's 2S is shockingly fast for the space it covers. A great poke! Will hit at match start distance, and immediately establishes your spacing and control. If you do need more range, use f.S. Hits balls decently fast, and you can apply similar techniques with ball pressure as you can with f.S. Do note that low profile moves (Such as Grand Viper) will still go under this.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=GGXRD-R2_Venom_2H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=20x2 |tension= |risc= |prorate= |level= |guard=Low, Mid<br />
|cancel=S |roman=YRP |startup=10 |active=3,5 |recovery=20 |frameAdv=-8 |inv=<br />
|description=Like the old 2HS, this move's two level 3 hits make it Venom's 2nd best to raise the guard bar with (c.S being #1). The 1st hit is a low and is low enough to the ground to hit any low profile move (such as Sol's Grand Viper), the 2nd hit is a situational anti-air. 1st hit will hit a ball towards the ground, the 2nd shoots upward.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|image=ggxrd_venom_2d.png |caption=Go under all the stun edges!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=20x2 |tension= |risc= |prorate= |level= |guard=Low<br />
|cancel=S |roman=YRP |startup=6 |active=1(15)8 |recovery=14 |frameAdv=-8 |inv=<br />
|description=Venom's sweep is fast and covers a good distance, and generally gives you time to charge a ball for safety. It can go under various moves as well, although this isn't as strong in Xrd. Knocks down and gets you a lot of setup time with them next to you, which is often handy midscreen. You'll generally be confirming into this move on situations where you can't land a c.S(3) or QV combo. Hits balls low to the ground a moderate speed.<br />
*7-18 Above Knees Invincibility, 19-29 Low Profile<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=ggxrd_venom_6p.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=7 |active=7 |recovery=16 |frameAdv=-9 |inv=<br />
|description=A solid anti-air that's not without some small weaknesses. Still, it's your primary anti-air regardless. Gatlings into a variety of moves, notably 6HS, although this only combos on counterhit or hitting them with a ball from 6P. It can even have purpose as a ground poke in certain match-ups against characters who can't duck it! Sends balls upward at a moderate speed. As of version 1.03 6p is now jump cancellable, opening up more consistent knockdowns on regular hit and devastating combos on air counterhit!<br />
*1-3, 7-10 Upper Body Invincibility, 4-6 Above Knees Invincibility<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|image=ggxrd_venom_6h.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=52 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=15 |active=8 |recovery=21 |frameAdv=-10 |inv=<br />
|description=This move is gigantic! Swats people out of the sky. Can be used as a fair anti-air and aerial denial if you're at f.S range and expect someone may try to jump. Note that it has a dead zone near Venom. It knocks down in 99% of situations, so you can use it to confirm stray hits into knockdowns or finish combos. When the move hits opponents early and in the air, it can combo into QV. Hits balls fast at a variety of angles, but it usually has too much startup + recovery to be useful for that.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
<br />
{{MoveData<br />
|name=j.P<br />
|image=ggxrd_venom_jp.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10 |tension= |risc= |prorate= |level= |guard=High/Air<br />
|cancel=CSJ |roman=YRP |startup=7 |active=6 |recovery9=<br />
|frameAdv=- |inv=<br />
|description=An occasional air to air. Of note is that j.p and j.s chain back and forth with each other, so you can do j.p, j.s, j.p, j.s etc. to try to keep opponents blocking your air strings. Venom's move for getting balls to move slowly horizontally in the air. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=ggxrd_venom_jk.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12 |tension= |risc= |prorate= |level= |guard=High/Air<br />
|cancel=S |roman=YRP |startup=9 |active=12 |recovery=12 |frameAdv=- |inv=<br />
|description=Has a small crossup hitbox. Generally used in combos, hitting balls, or going for air chains, as j.HS is considered the better move for air to ground situations. Hits balls downard at a moderate speed.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=ggxrd_venom_js.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=24 |tension= |risc= |prorate= |level= |guard=High/Air<br />
|cancel=SJ |roman=YRP |startup=7 |active=5 |recovery=21 |frameAdv=- |inv=<br />
|description=Fast normal (as fast as j.P at least) and can hit next to or below Venom. Good crossup hitbox as well, you can jump over people and airdash into opponents, and this move will still hit. Also notable for being an air normal Venom can jump cancel on block. Sends balls at a similar angle and slightly faster than j.K. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=ggxrd_venom_jhs.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36 |tension= |risc= |prorate= |level= |guard=High/Air<br />
|cancel=S |roman=YRP |startup=10 |active=8 |recovery=18 |frameAdv=- |inv=<br />
|description=Useful in air blockstrings, combos, and setups. Also a good air-to-ground poke without a ball. It's closer to the #Reload version in terms of knockdown in air combos, so it will only knockdown when closer to the ground (slightly buffed in version 1.03). Hits balls very quickly at a 45 degree angle.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|image=ggxrd_venom_jd.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=40 |tension= |risc= |prorate= |level= |guard=High/Air<br />
|cancel=S |roman=YRP |startup=12 |active=6 |recovery=22+5 landing recovery |frameAdv=- |inv=<br />
|description=Venom's new j.D covers more than 270 degrees around him, letting him hit opponents below, next to, above, and even behind him him. Pops opponents a bit higher in the air making it a critical combo component, or end combos high in the air with it for some extra damage and decent positioning. On counterhit, it will hit an opponent high in the air, allowing followups depending on the height and distance to the corner. Hitting a ball with this move sends it upward into the air quickly, then ball then bounces off the ceiling and comes down. Very useful for space control!<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=ggxrd_venom_groundthrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,6x7 |tension= |risc= |prorate= |level= |guard=Ground Throw: 75250<br />
|cancel= |roman=R |startup=- |active=- |recovery=- |frameAdv=- |inv=<br />
|description=Venom's throw game is really strong, because he gets immense corner carry from landing a throw. The throw itself does very little damage, but the followup combo makes this one of the most rewarding throws both in terms of meterless damage and oki. While in a corner, your throw combo options change, but you'll have the positioning already, so you'll just need a knockdown. Either way, getting a throw and following it up is a great way to get your corner game started!<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=ggxrd_venom_airthrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,6x7 |tension= |risc= |prorate= |level= |guard=Air Throw: 192500<br />
|cancel= |roman=R |startup=- |active=- |recovery=- |frameAdv=- |inv=<br />
|description=Venom's air throw is somewhat buffed. c.S's third hit seems to reach higher, meaning that most of Venom's air throws at a normal jump height can be followed up with a simple combo ending in knockdown, usually with a unique charge ball setup. As Venom, you'll land a fair share of stray ball hits, so resetting opponents with air throws is a strong option against people air teching early. Can also be used as an anti-air in certain situations.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=ggxrd_venom_5k.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=20 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel= |roman= |startup=13 |active=3 |recovery=24 |frameAdv=-13 |inv=<br />
|description=A very necessary move for Venom. Lacking a reversal attack, this move is one of your best ways to escape pressure and reset the situation back to neutral. Do note your opponents strings and when it's safe to throw it out, if it gets baited successfully, you've wasted 50 meter and your opponent is still in there...<br />
*1-15 Full, 16-35 Throw Invincible<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Venom_BlitzAttack.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?<br />
|description=*Does one hit despite the appearance. Functions the same as just about every other blitz attack.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Ball Set </font>======<br />
{{MoveData<br />
|name=Ball Set <br />
|input=214P/K/S/H (Air OK)<br />
|image=ggxrd_venom_ballset.png |caption=SET!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=- |level=- |guard=-<br />
|cancel= |roman=Y |startup= |active= |recovery=26 (35) |frameAdv= |inv=<br />
|description=Places a ball on the screen and shifts other placed balls, location depends on button pressed. Can be cancelled into another ball summon (either by inputting the move or by simply holding another attack button) or teleport (hold the original button down). This is THE move for Venom. Knowing where and when to place these is absolutely essential. Learn the formations as listed later on the page, experiment, and of course, have fun!<br />
<br />
Balls go into the shown formation when you summon a ball with the corresponding button.<br />
<br />
For example, doing K summon, then S summon would go into S formation with only the K and S balls available.<br />
<br />
YRCing ball set can be a very powerful tool, whether its to give you time to setup more balls or use the ones you have to maximize your space control during the YRC slowdown!<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Ball Hit</font>======<br />
{{MoveData<br />
|name=Ball Hit<br />
|input=<br />
|image=ggxrd_venom_ballhit.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26~50 |level=- |guard=All<br />
|cancel= |roman= |startup=1 |active=- |recovery=- |frameAdv= |inv=<br />
|description=The move you hit a ball with changes its speed and direction. Balls can hit other balls and get them in motion as well. This will also change the direction of the original ball as well. When you hit a ball with Stinger Aim or Carcass Raid, the ball shot will no longer be a "hit ball" and move back/push forward (backspin and topsin) a bit in the direction it was traveling, as well as gain a level of charge. Topspin occurs by default, to backspin a Stinger, press a downward direction right after releasing a ball, press a backwards direction to backspin a Carcass Raid. This is a little tricky at first. It cannot be moved with a Ball Set/QV, and will stay in that spot until hit with another move or disappearing naturally.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">QV</font>======<br />
{{MoveData<br />
|name=QV<br />
|input=41236P/K/S/H<br />
|image=ggxrd_venom_qv.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=20~83 |active=8 |recovery=Total 38~101 |frameAdv=-4, -1, +1, +5<br />
|description=Attack while summoning a ball. You can charge it up to produce balls similar to those shot in charged Stinger Aims. In addition, while charging, it absorbs opposing projectiles. QV also gains an attack level for each level of charge, increasing its blockstun and thus, frame advantage. Its primary uses are to end combos with knockdown and balls while squeezing a little extra damage in, or as a combo tool. It can also be used as a meaty oki tool. Charge it up and meaty it so you're plus on block and have an extra ball out, possibly one that deals multiple hits.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Teleport</font>======<br />
{{MoveData<br />
|name=Teleport<br />
|input=623K<br />
|image=ggxrd_venom_teleport.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=- |level= |guard=-<br />
|cancel= |roman=Y |startup=- |active=- |recovery=Total 20 |frameAdv= |inv=<br />
|description=Teleports Venom to the newest ball on the screen. Very useful for mobility and positioning. Because it puts you in the air, it lets you make excellent use of Venom's jump normals to hit balls at specific angles to cover space. Unlike past games, Venom autocorrects to face the opponents direction after teleporting. Venom will be able to airdash after recovering, but not double jump.<br />
*Teleport completed frame 15<br />
*7-10 Strike,11-14 Fully Invincible.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Stinger Aim</font>======<br />
{{MoveData<br />
|name=Stinger Aim<br />
|input=[4]6S/H<br />
|image=ggxrd_venom_stingeraim.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=S |subtitle=Level (0/1/2/3) |damage=30 <br/> 22x2 <br/> 22x3 <br/> 22x6 |level= |guard=All<br />
|cancel= |roman=YRP |startup=15~26 <br/>27~47 <br/>48~74 <br/>75~95 |active=- |recovery=Total 43~54 <br/>Total 55~75 <br/>Total 76~102 <br/>Total 77~103 |frameAdv=-2 <br/> -2 <br/> +5 <br/> +26 }}<br />
{{AttackData-GGXRD-R2<br />
|version=H |subtitle=Level (0/1/2/3) |header=no<br />
|damage=30 <br/> 25x2 <br/> 25x3 <br/> 25x6 |level= |guard=All<br />
|cancel= |roman=YRP |startup=9~20 <br/>21~41 <br/>42~68 <br/>69~89 |active=- |recovery=Total 44~55 <br/>Total 56~76 <br/>Total 77~103 <br/>Total 104~124 |frameAdv=-9 <br/> -9 <br/> -2 <br/> +19<br />
|description=When you don't have a ball on the screen, this is the fastest way to get one up and in motion. YRC and RC are important for this move. YRC a Stinger Aim for a strong approach. As you learn Venom's pressure and blockstrings, you'll learn to YRC a Stinger Aim during a small gap in blockstun to reset your pressure. RC this move after confirming your stray poke into Stinger Aim combo and followup into a full combo and knockdown. Charging it isn't as useful compared to past games with the reduced frame advantage unfortunately, but it still has some good uses, such as a basic okizeme tool, creating multi-hit projectiles for zoning wars needing extra hits, and leveling up balls via top and backspins. Charge time is 40 frames.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Carcass Raid </font>======<br />
{{MoveData<br />
|name=Carcass Raid <br />
|input=[2]8S/H<br />
|image=ggxrd_venom_carcassraid.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=S |damage=36 |level= |guard=All<br />
|cancel= |roman=YRP |startup=16 |active=- |recovery=Total 32 |frameAdv=+10}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=H |damage=50 |level= |guard=All<br />
|cancel= |roman=YRP |startup=13 |active=- |recovery=Total 48 |frameAdv=-9<br />
|description=<br />
The S version is one of Venom's most important specials. Charging down during chain routes isn't easy, and needs careful planning and knowledge, but it's worth it and essential. From point blank to 2S range, 28S provides frame advantage and resets pressure. It can also used instead of Stinger Aim against character that can go beneath it with a low profile move. The longer the distance you use it in, the easier it is to go above it with air movement, which is the move's flaw. But punishing it on reaction (when you are not being predictable) is pretty hard, and with 25% meter, the option to YRC it on reaction if the opponent predicted it makes the move extremely potent for midrange space control. Careful that the charge time is really long, and you'll need to wait some extra frames in between using 2 in a row, unless you use the block lag of a move for extra time (such as 2S, 28S 28S as fast as possible).<br />
<br />
Common places to charge downward for a Carcass Raid S-<br />
<br />
1. During oki with a ball cover, 66[3] (2K) c.S[1] 8S.<br />
<br />
2. During a jump-in normal or a j236S charge 2 -> land -> (2K) c.S[1] 8S<br />
<br />
3. 2K c.S->charge 2 *immediately* after pressing S, during the buffer before c.S even starts on the screen-> press 8S right before/during the very beginning of the 3rd hit of c.S. There's a tiny gap in there, but mixing it with c.S[2]->f.S/2S/2D should keep the opponent scared from pressing buttons.<br />
<br />
4. During 28S/28H<br />
<br />
5. During 214P, a common corner okizeme setup after 6H ender.<br />
<br />
6. c.S(charge 2), after 3rd hit 8S. Venom's midscreen throw combo.<br />
<br />
7. 663 2H[2] 8S. Another midscreen throw combo.<br />
<br />
8. When poking with 2S/2D/2K->2S/2K->2D<br />
<br />
<br />
The H version disappears if Venom gets hit. This, and the angle can leave Venom open to frontal attacks. It can be a niche move useful for specific situations- To prevent a cornered a opponent from escaping via super jump airdash above Venom and out of the corner. When spaced correctly, this also give frame advantage. Can also keep the pressure after an air convert that ends with a j.D. It can also be used when people are stalling in the air above you. On occasion, this can get use midscreen in situations where opponents are making air dashes/forward jumps, both in neutral and out of your pressure. Charge time for both versions is 40 frames.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Double Head Morbid</font>======<br />
{{MoveData<br />
|name=Double Head Morbid<br />
|input=623S/H<br />
|image=ggxrd_venom_doubleheadmorbid.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=S |damage=15x4 |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=4x4 |recovery=18 |frameAdv=-8 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=H |damage=18x4 |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=15~34 |active=24 |recovery=18 |frameAdv=-16 |inv=<br />
|description=Situational move. You can use it to approach when you have multiple balls trailing behind you or if you have the meter to RC. You can also use it to confirm from various pokes and RC for a full followup combo. Hits balls directly upward. Also don't forget to use this move to finish people off in a combo when normally you'd take the knockdown!<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Mad Struggle</font>======<br />
{{MoveData<br />
|name=Mad Struggle<br />
|input=j.236S/H<br />
|image=ggxrd_venom_madstruggle.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=S |damage=12x4 |level= |guard=High/Air<br />
|cancel= |roman=YRP |startup=18 |active=Until landing |recovery=6 After Landing |frameAdv=+7 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=H |damage=15x7, 25 |level= |guard=High/Airx4 HLFx3<br />
|cancel= |roman=YRP |startup=16 |active=Until Landing (5)2,6,2 |recovery=20 |frameAdv=-6 |inv=<br />
|description=A strong move. Overhead and frame advtange when done right. The multiple hits will build a good amount of guard bar too, but scale damage when hitting. Learn to TK this move, both out of your run, and while doing c.S, 5P, and 5K. H version is unsafe due to the flip, so you should usually stick to the S version unless you have meter, or doing a specific combo. It can also be used to bait anti-airs, due to Venom delaying his descent to the ground. Mad Struggle is not without weakness though, it can be vulnerable to being thrown if the last hit is instant blocked. Also keep in mind that no matter how high up, is that it will only do 4 hits in the air.<br />
*HS Version: 1-7 Strike Invincible after landing.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Ball Formations==<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=P Formation<br />
|image=Ggxrd_venom_pformation.png |caption=<br />
|textonly=yes<br />
|data=P will be the formation you probably do the most in any given match. Placing the ball right in front of him lets him tap it with P and get in motion right away, while his other buttons can be used to get it going faster. In addition S>P, dash 5K (5P in corner) is a good okizeme formation. Has uses in combos too. 2S will hit a P ball, making this formation's use in the corner strong. P formation has weaker zoning than in prior games, because the other 3 balls are placed further away from Venom.<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=K formation<br />
|image=Ggxrd_venom_kformation.png |caption=<br />
|textonly=yes<br />
|data=K Formation puts a ball above Venom. You'll use it for K Ball oki on knockdowns (description now in the Beginner and Intermediate Guide to Venom linked later on this page, but it is similar to the one on the +R page). You'll also use it for some combos, especially ones planned in advance (with K ball out, 6P>6HS is a true combo). In addition, P>K is a very versatile formation for zoning.<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=S formation<br />
|image=Ggxrd_venom_sformation.png |caption=<br />
|textonly=yes<br />
|data=Places a ball behind him. Primarily used for QV combos as it can be tapped by 5P or 6P while traveling to its spot. You can try to be tricky and use the teleport cancel on summon to create some space. It has some corner okizeme uses as well.<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=HS formation<br />
|image=Ggxrd_venom_hformation.png |caption=<br />
|textonly=yes<br />
|data=Places a ball in front of Venom. There's a few uses for this formation. You can place a HS ball on oki and safe jump (will make HS Ball Oki writeup as well). It's a great best ball for using the Stinger Aim spin properties. Because it places the ball further out, your teleport can get behind your opponent more frequently (and it can be pushed even further by a HS Stinger). And last but not least, S>HS immediate 5P is one of Venom's best 2 ball zoning formations.<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Dark Angel</font>======<br />
{{MoveData<br />
|name=Dark Angel<br />
|input=2363214S<br />
|image=ggxrd_venom_darkangel.png |caption=To the corner with you<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10x34 |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=7+18 |active=- |recovery=Total 43 |frameAdv=+102 |inv=<br />
|description=A giant black multi-hitting ball that does large chip damage, can be used to force the opponent to block mixups, carry to the corner, and raises the RISC gauge. Does not affect balls on the screen. Not as useful as game's past. Recovery is longer, and does not drain as much tension as it used to for their FDing. It does 34 hits compared to past games where it did 28. At this point, the primary use of the move is to force a corner carry on block after scoring a knockdown. This will allow you to essentially turn your small knockdowns into corner situations plus some chip for 50 meter with no meter gain penalty.<br />
*7 Full,8-15 Strike Invincible<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Red Hail</font>======<br />
{{MoveData<br />
|name=Red Hail<br />
|input=j.236236HS<br />
|image=ggxrd_venom_redhail.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30x8 |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=7+0 |active=- |recovery=Total 91 + 9 after landing |frameAdv=- |inv=<br />
|description=Subpar, especially when Venom has a ton of other options to use his meter. Pretty much only use if your air combo/chip situation will kill them. These may come up a bit more due to Hellfire state.<br />
*Shoots every 8 frames<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Bishop Runout</font>======<br />
{{MoveData<br />
|name=Bishop Runout<br />
|input=2363214H<br />
|image=ggxrd_venom_bishoprunout.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=- |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman=Y |startup=- |active=- |recovery=Total 13 (Super Freeze 10) |frameAdv=- |inv=<br />
|description=Absorbs all of Venom's lined up balls to become bigger, and last longer. Will bounce around the screen but after getting hit, and interacts as if it's a ball, but it will turn black and need some cooldown before it can be hit again. A very strong corner pressure and space control tool. You can gain meter during the duration, although at a significantly reduced rate. Also handy is that part of BRO counting as a ball is that it will still level up Stinger and Carcass balls hit into it, while re-appearing. A very versatile move, mastering it requires both pre-arranged setups and improvisational skills.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Giga Machina System<br />
|input=in IK mode: 236236H<br />
|image=ggxrd_venom_gigamachinasystem.png |caption=<br />
|image2=ggxrd_venom_gigamachinasystem2.png |caption= Never miss a Call Shot<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman= |startup=9+17[5+14] |active=4 |recovery=33 |frameAdv=-20 |inv=<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*Uses the animation of his Stinger Aim without the ball.<br />
*9-45 Fully Invincible[5-38]<br />
It seems there's been a few ways to combo into this with the opponent in hellfire. If you happen to get into those situations (such as throwing with 100 meter) go for it. If not, don't.<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks-GGXRD-R2|Venom}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Venom]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Ramlethal_Valentine&diff=96523GGXRD-R2/Ramlethal Valentine2018-07-01T11:20:28Z<p>138.217.165.172: /* Special Moves */</p>
<hr />
<div>{{CharNav-GGXRD-R2|Ramlethal}}<br />
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Ramlethal Valentine<br />
|-<br />
||<br />
[[File:GGXRD-R_Ramlethal_Portrait.png|350x500px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2|Ramlethal}}<br />
;Movement Options<br />
Double jump, 1 Airdash, Run type dash<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
The merciless apocalypse from the backyard from XRD -SIGN-, has since turned a new leaf and is now viewing life in a completely different perspective. Ramlethal can fight using her two giant swords equipped or by setting them up to attack separately. Deployed swords can be used to control space in neutral, force the opponent to block after a knockdown or as part of blockstrings to keep them pinned down so Ramlethal can go for mixups. Interestingly, while her S and HS normals are assigned to her swords for the sake of massive normals and setplay, her P and K normals work very much like that of attack strings seen in 3d fighters. A very unique character.<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Strong and decently far reaching normals when equipped with swords. Can be toggled for zoning/mixups/pressure etc.<br />
*Strong mixup and pressure off corner knockdowns<br />
*Midscreen combos have good corner carry<br />
*Equipped swords grant big meter gain<br />
*Has many ways to combo which is complemented by her strong combo resets in the corner<br />
*Has access to several efficient ways of baiting bursts in combos<br />
*Cool hat.<br />
| style="width: 50%;"|<br />
*Poor normals without swords equipped.<br />
*Lack of proper gatlings, hard to apply any real pressure outside of the corner.<br />
*Neutral game is weak due to lack of many useful normals or specials.<br />
*Sometimes has issues safely confirming into combos and scoring strong knockdowns outside of the corner.<br />
*Equipped sword normals are her ONLY way to gain meter through normals.<br />
*While long combos are a plus, it also means opponents build meter fast when combo'd from her higher beat confirms<br />
|-<br />
|}<br />
<br clear=all/><br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=GGXRD_Ramlethal_5P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10 |tension=0 |risc=8 |prorate=90 |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv=<br />
|description=*Ramlethal's fastest normal, has poor reach but is positive on block. <br />
*Whiffs on crouching Millia, Faust and Jack-0.<br />
*Great for baiting bursts.<br />
*Can chain into itself and other normals by using 4P as the input. <br />
*5p is also one of her fastest and simplest ways to get knockdown with either 2KK of 2KPK as enders.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=GGXRD_Ramlethal_5K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=3 |recovery=15 |frameAdv=-4 |inv=<br />
|description=*Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very slighty inches itself forward.<br />
*Lacks reward on hit (without strings) but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall. <br />
*Chains into 6K.<br />
*Combos into her basic strings, not jump cancel-able.<br />
<br />
5K seems similar to others character's 5ks on the surface, but due to Ramlethal's nature, it fits more in-line with a normal from a 3D fighter. She cant get too much reward off of it alone, such as a basic knockdown or being able to jump cancel it, but she has followup options that can be pretty rewarding both on block and hit. It cannot cancel into other normals, but is part of an overall combination of strings (see below). Use this move if you don't have equipped far slash and need a poke.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGXRD_Ramlethal_cS.png |caption=Go-to move due to it not having the limitations of her string-normals<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=18 |frameAdv=-4 |inv=<br />
|description=*Her go-to practical normal for many situations due to it being on par for versatility with other close slashes and is not limited in the way her string-normals are.<br />
*Good close range normal that combos into daruo or chains into stuff that combos into daruo(2D, 5H without sword). Chains into 2S/2H but won't combo outside of wallsplat.<br />
*Jump cancelable and has a high attack level, making it good for canceling into sword summons.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_fS.png |caption= Awful move. Avoid using this.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=38 |tension=0 |risc=7 |prorate=90 |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=11 |active=5 |recovery=21 |frameAdv=-12 |inv=<br />
|description=*Combo fodder. Awful normal for neutral or offense, avoid using this move.<br />
*Special/jump/sword cancel-able. Chains into 2H.<br />
<br />
Swordless far slash doesn't see much use as its awful range prevents it from competing with more conventional far slashes/pokes. It is a poor neutral tool and is a huge reason as to why most players keep the S sword for superior pokes. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_fS_Sword.png |caption=Makes up a fraction of the nuetral game<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32 |tension=1584 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|description=*Far reaching sword swing with good range and startup.<br />
*Combos into Daruo on crouching or counterhit. Can be useful as a punish for this reason.<br />
*As with the rest of her equipped sword normals, this grants huge meter gain on hit and block<br />
*Cancels into specials, sword summons/recalls, jumps/iad, and 3K.<br />
<br />
Ramlethal's f.s is almost essential to her neutral, so much so that many choose to keep an non-deployed f.s equipped at all times outside of her corner game. It doesn't have much reward non-counterhit, but it is still by far one of Ramlethal's better pokes. Use often.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_5H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=24 |frameAdv=-13 |inv=<br />
|description=*Blockstring and combo tool when without swords.<br />
*Special and jump cancel-able <br />
*Combos into daruo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_5H_Sword.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=46 |tension=1584 |risc=6 |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=14 |active=9 |recovery=27 |frameAdv=-19 |inv=<br />
|description=*Has a big vertical hitbox, good anti-air if the spacing is right.<br />
*Mostly used in combos due to launching on hit, can be followed up by an air combo.<br />
*Level 4 move, lots of blockstun.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=GGXRD_Ramlethal_6P.png |caption=Standard universal anti-air<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=10 |active=4 |recovery=22 |frameAdv=-12 |inv=1~13 Upper body<br />
|description=*A pretty solid anti-air, has a small hitbox and lots of recovery though.<br />
*Frames 1~13 Upper body invulnerability.<br />
*Chains into c.S, 5H, 2S and 2H. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|image=GGXRD_Ramlethal_6K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension=0 |risc=7 |prorate=90 |level=2 |guard=High<br />
|cancel= |roman=YRP |startup=18 |active=5 |recovery=9 |frameAdv=0 |inv=<br />
|description=*Standing overhead, hits crouching characters at 20F.<br />
*Combos into 5P on anyone not named May, Bedman and Potemkin.<br />
*Primarily used in oki situations where a set sword will allow her to easily confirm into a combo. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">3K</font>======<br />
{{MoveData<br />
|name=3K<br />
|image=GGXRD_Ramlethal_3K.png |caption= Reversal safe oki tool<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Low<br />
|cancel= |roman=YRP |startup=12 |active=12 |recovery=12 |frameAdv=-7 |inv=10~ Low profile<br />
|description=*A sliding kick that can go under stuff.<br />
*Can be used after f.S and is sometimes used for low mixups.<br />
*Frames 10~ Low profile.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|image=GGXRD_Ramlethal_5D.png |caption=Sees WAY more use now<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=0 |risc=20 |prorate=80 |level=2 |guard=High<br />
|cancel= |roman=YRP |startup=28 |active=6 |recovery=21 |frameAdv=-13 |inv=<br />
|description=*A typical dust attack, very slow and unsafe.<br />
* Forward dust version now proves useful as a good corner combo extender.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=GGXRD_Ramlethal_2P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8 |tension=0 |risc=8 |prorate=80 |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv=<br />
|description=*Standard crouching punch with less range, frame advantage and more startup than 5P.<br />
*Not a whole lot of reasons to use this move other than it doesn't whiff on crouching Millia and Faust.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=GGXRD_Ramlethal_2K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=15 |tension=0 |risc=7 |prorate=70 |level=1 |guard=Low<br />
|cancel= |roman=YRP |startup=6 |active=5 |recovery=9 |frameAdv=-2 |inv=<br />
|description=*Standard crouching short that hits low and is also a part of her low mixup game.<br />
*Despite its frame advantage, it works well in blockstrings due to its range and the fact that it hits low.<br />
*Slightly faster than 2D but does less damage.<br />
*Combos into 2KK for a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_2S_Sword.png |caption=counterhits<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=19 |active=9 |recovery=51 |frameAdv=-41 |inv=<br />
|description=*A very big but slow normal that covers a lot of space above and behind Ramlethal. <br />
*Can chain into 2H on block for safety or for damage on non-counterhits. Also chains into 5D. <br />
*Lots of untechable time on air counterhit that allow for a variety of followups depending on the spacing.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_2H_Sword.png |caption=bonk<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=25 |active=9 |recovery=27 |frameAdv=-17 |inv=<br />
|description=*Big normal that slams the opponent into the ground for a knockdown<br />
*Slower than 2S but reaches a bit further horizontally. Has some uses in neutral when S sword is deployed.<br />
*Primarily used after 2S to make it safer.<br />
*Difficult to punish on block due to the amount of pushback, but its possible.<br />
*Bounces on counterhit, difficult to combo off unless its in the corner. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|image=GGXRD_Ramlethal_2D.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension= |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=8 |active=6 |recovery=16 |frameAdv=-8 |inv=<br />
|description=*Ramlethal's best low starter but has tiny range.<br />
*Combos into daruo. <br />
*Also part of her low mixup game. Substitute this instead of 2K if you need more damage.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGXRD_Ramlethal_jP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10 |tension=0 |risc=7 |prorate= |level=1 |guard=High/Air<br />
|cancel= |roman=YRP |startup=5 |active=6 |recovery=6 |frameAdv= |inv=<br />
|description=*Amazing normal for air to air hit confirms and blockstrings.<br />
*Cancels into sword summons but cannot recall them back from this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGXRD_Ramlethal_jK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension=0 |risc=7 |prorate= |level=7 |guard=High/Air<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=13 |frameAdv= |inv=<br />
|description=*Good normal for air to ground approaches due to its downward hit box.<br />
*Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low.<br />
*Cancels into sword summons, cannot recall them back though.<br />
*crossup hitbox.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_jS.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension= |risc=7 |prorate=90 |level=2 |guard=High/Air<br />
|cancel= |roman=YRP |startup=9 |active=4 |recovery=20 |frameAdv= |inv=<br />
|description=*Air combo filler, nothing really special about this move.<br />
*Cancels into sword summons but cannot call them back from this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_jS_Sword.png |caption=f.S but in the air. <br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=1200 |risc=6 |prorate=90 |level=3 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=10 |active=7 |recovery=24 |frameAdv= |inv=<br />
|description= <br />
*Good hitbox to air-to-air with and lots of untech time on air counterhit that can lead to massive damage.<br />
*Very small vertical hitbox.<br />
*Does not hit overhead.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_jH.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32 |tension= |risc=7 |prorate= |level=2 |guard=High/Air<br />
|cancel= |roman=YRP |startup=13 |active=8 |recovery=27 |frameAdv= |inv=<br />
|description=*Solid air-to-ground normal that hits overhead. Pretty useless by itself due to its small hitbox and high recovery.<br />
*Primarily used in air-dash mixups and can even crossup.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_jH_Sword.png |caption=Not an overhead<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=40 |tension=1200 |risc=6 |prorate=90 |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=15 |active=Active until landing |recovery=0 |frameAdv= |inv=<br />
|description=*A big, downwards sword bonk that travels all the way to the ground regardless of height.<br />
*Beats most anti-air normals if done high enough, but is unsafe on block if done too high.<br />
*Can be cancelled into 214K on block to stay safe and + on block.<br />
*Has a good amount of reward on counterhit, especially on rising j.H to counter mashers.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGXRD_Ramlethal_jD.png |caption= Use this when theyre too high for j8D<br />
|image2=GGXRD_Ramlethal_j8D.png |caption2= Most useful version for corner carry and combo extension<br />
|image3=GGXRD_Ramlethal_j2D.png |caption3= Stalls air momentum, can be used to delay landing.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=j.D |damage=40 |tension=0 |risc=8 |prorate= |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=11 |active=8 |recovery=20 + 5 Landing recovery |frameAdv= |inv=}}<br />
<br />
{{AttackData-GGXRD-R2<br />
|version=j.8D, j.2D, j.6D |header= no<br />
|damage=40 (for j.8D: 34) |tension=0 |risc=8 |prorate= |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=11 |active=8 |recovery=24 + 5 Landing recovery |frameAdv= |inv=<br />
|description=*Blows opponents away in the direction used to input the move.<br />
*Blows Ramlethal in the opposite direction of whatever version is used.<br />
*Can be used to both extend and end air combos due to its high untechable time.<br />
*j8D can be used to stop air approaches, such as opponents jumping/airdashing over Trance.<br />
*j2D now causes knockdown and can be canceled into j214K to reach the ground faster. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Combination Attacks==<br />
Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings.<br />
P and K normals can only be cancelled into combination attack strings or sword summons, except for 5P and 2P which can chain into themselves or 2K. Only the first and second attacks can be cancelled into sword summons.<br />
After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.<br />
<br />
======<font style="visibility:hidden" size="0">5PPP</font>======<br />
{{MoveData<br />
|name=5PPP<br />
|image=GGXRD_Ramlethal_5P.png<br />
|image2=GGXRD_Ramlethal_5PP.png<br />
|image3=GGXRD_Ramlethal_5PPP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PP |damage=18 |tension=0 |risc=7 |prorate=― |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PPP |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=10 |active=6 |recovery=9 |frameAdv=-1 |inv=<br />
|description=*Important in corner combos as it wall slams allowing for extended combos.<br />
*Decent midscreen combo ender as it blows the opponent away and knocks down. Not much time for proper oki but it works.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5PK4K</font>======<br />
{{MoveData<br />
|name=5PK4K<br />
|image=GGXRD_Ramlethal_5P.png<br />
|image2=GGXRD_Ramlethal_5PK.png<br />
|image3=GGXRD_Ramlethal_4K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PK |damage=22 |tension=0 |risc=6 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=10 |active=3 |recovery=21 |frameAdv=-7 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=4K |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|description=*Second hit staggers on ground hit, lots of untechable time on air hit.<br />
*5PK on air hit, can combo into 4S/H or 6S/H and still have enough time to continue the combo with more normals. A useful string for midscreen juggles overall.<br />
*4K ender launches and leads to additional combo routes.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5PPK</font>======<br />
{{MoveData<br />
|name=5PPK<br />
|image=GGXRD_Ramlethal_5P.png |caption=<br />
|image2=GGXRD_Ramlethal_5PP.png |caption2=<br />
|image3=GGXRD_Ramlethal_5PPK.png |caption3=For heavy characters<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PP |damage=18 |tension=0 |risc=7 |prorate=― |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PPK |damage=26 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=13 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|description=*Last hit floats midscreen, wall slams in corner. The difference form PPP is that you should use this when trying to opt for the opponent to wallstick higher in corner combos.<br />
*Last hit also lauches for situational extended midcreen juggles.<br />
*First and second hits always combo, last hit only combos on crouching.<br />
*Useful for comboing after 6K. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5KKK</font>======<br />
{{MoveData<br />
|name=5KKK<br />
|image=GGXRD_Ramlethal_5K.png<br />
|image2=GGXRD_Ramlethal_5PK.png<br />
|image3=GGXRD_Ramlethal_5KKK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KK |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=3 |recovery=12 |frameAdv=-1 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KKK |damage=32 |tension=0 |risc=6 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=11 |active=4 |recovery=22 |frameAdv=-9 |inv=<br />
|description=*Last hit causes techable knockback midscreen, does a low wall slam in the corner.<br />
*Unsafe on block but on hit leads to the standard post-wall slam corner combos.<br />
*KK is also what you sometimes use to end combos into knockdown sword summon oki.<br />
*KK also brings her forward and is relatively safe on block; she can continue pressure with this and sometimes go for unexpected command grabs.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K>4K and 5KK>4K</font>======<br />
{{MoveData<br />
|name=5K>4K and 5KK>4K<br />
|image=GGXRD_Ramlethal_5K.png<br />
|image2=GGXRD_Ramlethal_5PK.png<br />
|image3=GGXRD_Ramlethal_4K.png |caption3=Last hit vacuums<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KK |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=3 |recovery=12 |frameAdv=-1 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=4K |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|description=*Same as the 5KKK string but with an alternate ender.<br />
*4K is an interesting move that launches and causes a knockdown. Also slightly pulls opponents out of the corner allowing you to cross them up on wakeup.<br />
*4K can also be done after 5P.<br />
*4K does not vacuum on block<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5KPP</font>======<br />
{{MoveData<br />
|name=5KPP and 5KPK<br />
|image=GGXRD_Ramlethal_5K.png<br />
|image2=GGXRD_Ramlethal_5PP.png<br />
|image3=GGXRD_Ramlethal_5KPP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KP |damage=18 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=9 |frameAdv=-1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KPP |damage=42 |tension=0 |risc=6 |prorate= |level=4 |guard=High<br />
|cancel= |roman=YRP |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KPK |damage=26 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=11 |active=6 |recovery=18 |frameAdv=-10 |inv= <br />
|description=*First and second hits only combo on crouching, third hit does not combo at all.<br />
*Last hit of 5KPP is an overhead that is great on block and ground bounces on ground hit, causes knockdown on air hit. Useful for setting up oki midscreen.<br />
*If used as a blockstring, be aware of the gap between the second and third hits of 5KPP.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2PPK</font>======<br />
{{MoveData<br />
|name=2PPK<br />
|image=GGXRD_Ramlethal_2P.png<br />
|image2=GGXRD_Ramlethal_2PP.png<br />
|image3=GGXRD_Ramlethal_2PPK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2P |damage=8 |tension=0 |risc=8 |prorate=initial: 80% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2PP |damage=18 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2PPK |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=16 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot,3~Airborne<br />
|description=*Third hit has the same animation as 2KPK but launches on hit instead of knocking down.<br />
*Last hit is very unsafe on block and will not combo on a standing opponent.<br />
*Ramlethal is airborne during the startup of the last hit, which can be RC'd to put Ramlethal in the air but very low to the ground. Can be followed up either by jK for an overhead or 2D for a low.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2PK</font>======<br />
{{MoveData<br />
|name=2PK<br />
|image=GGXRD_Ramlethal_2P.png<br />
|image2=GGXRD_Ramlethal_2PK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2P |damage=8 |tension=0 |risc=8 |prorate=initial: 80% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2PK |damage=24 |tension=0 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=9 |active=4 |recovery=12 |frameAdv=-2 |inv=<br />
|description=*Second attack moves Ramlethal slightly forward and staggers.<br />
*Can be cancelled into a sword summon.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2KK</font>======<br />
{{MoveData<br />
|name=2KK<br />
|image=GGXRD_Ramlethal_2K.png<br />
|image2=GGXRD_Ramlethal_2KK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2K |damage=15 |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup=6 |active= |recovery= |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KK |damage=18,32 |tension=0 |risc=7,6 |prorate= |level=1,3 |guard=Low<br />
|cancel= |roman=YRP |startup=9 |active=4(6)5 |recovery=16 |frameAdv=-4 |inv=<br />
|description=*Second attack hits low twice.<br />
*Used to convert 5P/2K hits into a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2KPP</font>======<br />
{{MoveData<br />
|name=2KPP and 2KPK<br />
|image=GGXRD_Ramlethal_2K.png<br />
|image2=GGXRD_Ramlethal_2PP.png<br />
|image3=GGXRD_Ramlethal_5KPP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2K |damage=15 |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup=6 |active= |recovery= |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KP |damage=22 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KPP |damage=44 |tension=0 |risc=6 |prorate= |level=4 |guard=High<br />
|cancel= |roman=YRP |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=<br />
|description= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KPK |damage=32 |tension=0 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot,3~Airborne<br />
|description=*Starts out hitting low and can end with either an overhead or a low.<br />
*Despite the sweep ender having the same animation as the third attack of 2PPK it does not launch but instead causes knockdown and also always combos regardless of standing or crouching.<br />
*Very unsafe if the final hit is the low option.<br />
*Just like 5KPP, be aware of the gap between the second and third hits if you choose to use the overhead.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Ramlethal_GroundThrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=54 |tension= |risc= |prorate= |level= |guard=Ground Throw: 75250<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+53 |inv=<br />
|description=*Standard throw. Leads to okizeme.<br />
*Forced 55% proration. Unless the following combo will kill, its never worth it to RC due to the amount of hits (10) during the actual throw.<br />
*If a deployed sword strikes the opponent during the end of the animation, it will lead to a meterless combo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Ramlethal_AirThrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=63 |tension= |risc= |prorate= |level= |guard=Air Throw: 192500<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=<br />
|description=*Ground throw animation but in the air. Leads to the same situation as a ground throw. 10 hits.<br />
*Typically knocks down, otherwise it can be followed up at a low height or if a deployed sword hits at the end of the animation.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Ramlethal_5PP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=-5000 / 0 |risc=7 |prorate=― |level=2 |guard=All<br />
|cancel= |roman= |startup=7 |active=4 |recovery=27 |frameAdv=-17 |inv=1~10 Full,11~19 Throw<br />
|description=*Same animation as the 5PP combination attack.<br />
*A solid defensive tool to spend meter on if you don't want to risk doing a reversal super.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Ramlethal_BlitzAttack.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=+5 |inv=?<br />
|description=*A new and useful defensive option she now has, gets them off of you and can start combos.<br />
*Uncharged leads to blowback and wallstick, leads to same situation as her corner combos if optimized. Good for burst safe combos too.<br />
*Fully charged/counter hit leads into crumple state meaning you can go for as heavy of a standing punish as you please.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Deploy Giant Sword</font>======<br />
{{MoveData<br />
|name=Deploy Giant Sword<br />
|input=6S/H or 2S/H (air OK)<br />
|image=GGXRD_Ramlethal_6S.png |caption=6S<br />
|image2=GGXRD_Ramlethal_2S.png |caption2=2S<br />
|image3=GGXRD_Ramlethal_6H.png |caption3=6H<br />
|image4=GGXRD_Ramlethal_2H.png |caption4=2H<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=6S |subtitle=Equipped |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard= Mid/Air<br />
|cancel= |roman=YRP |startup=67 |active=13 |recovery=ground: 22<br/>air: 26 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=6S |subtitle=Deployed |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard= Mid/Air<br />
|cancel= |roman=YRP |startup=far: 64<br/>near: 26 |active=15 |recovery=ground: 33<br/>air: 29 |frameAdv=+22<br />
|description= Familiar does a horizontal slash. Has better active frames than 6H and always appears in front of them. Staggers on counterhit.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2S |subtitle=Deployed |damage=50 |tension=768 |risc= |prorate= |level=ground: 2<br/>air: 3 |guard= Mid/Air<br />
|cancel= |roman=YRP |startup=far: 96<br/>near: 67 |active=18 |recovery=ground: 33<br/>air: 26 |frameAdv=<br />
|description= Familiar does a clockwise spin with the sword. Slow to start up but has a big hitbox and causes ground bounce on hit. Requires S sword to already be placed with 6S.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=6H |subtitle=Equipped |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=66 |active=11 |recovery=ground: 22<br/>air: 26 |frameAdv=+23 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=6H |subtitle=Deployed |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=far: 63<br/>near: 25 |active=11 |recovery=ground: 31<br/>air: 29 |frameAdv=<br />
|description= Familiar does a downward vertical slash with the H sword. Appears above opponents. Staggers on counterhit.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2H |subtitle=Deployed |damage=60 |tension=768 |risc=10 |prorate= |level=4 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=far: 91<br/>near: 62 |active=18 |recovery=ground: 33<br/>air: 26 |frameAdv=<br />
|description= Similar to 2S but instead does a counter-clockwise spin. Difficult to avoid and also causes the most blockstun out of all the other sword attacks due to its attack level. Floats on hit. Requires H sword to already be placed with 6H.<br />
<br /><br />
<br /><br />
[[File:GGXRD_Ramlethal_swordplacement2.png|thumb|175x250px|]]<br />
[[File:GGXRD_Ramlethal_swordplacement.png|thumb|175x250px|]]<br />
Using 6H or 6S causes one of the two familiars to do a tracking teleport to the opponent and attack once. The familiars will standby at the spot where they teleported initially until they are summoned again. She can cancel the majority of her normals into a summon as well as the second hit of combination attacks.<br />
<br /><br />
*Using 6S or 6H replaces the normals done with that button with new ones.<br />
*Ramlethal is in counterhit state during the entire animation of deploying a sword. <br />
*Blocking or getting hit will cause any deployed swords to stop attacking. <br />
*A sword cannot be summoned again until the familiar starts glowing again.<br />
*While equipped, sword summons have less recovery.<br />
*On the intitial 6S/H, the sword will always go through the teleport animation. Any summons afterward can skip the teleport animation if the opponent is close by, causing the attack to come out much faster.<br />
*Added falling animation to swords being interrupted (increasing time before usable again) and familiars can now be hit on startup<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Retrieve Giant Sword</font>======<br />
{{MoveData<br />
|name=Retrieve Giant Sword<br />
|input=4S/H<br />
|image=GGXRD_Ramlethal_4S.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup= |active= |recovery=22 total, 26 (aerial) |frameAdv= |inv=<br />
|description=*Can be used in some combos. Animation is pretty quick.<br />
*Can be done in the air and also halts her air momentum.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Daruo</font>======<br />
{{MoveData<br />
|name=Daruo<br />
|input=623P<br />
|image=GGXRD_Ramlethal_Daruo.png |caption=Enhanced version is indicated by the green highlight<br />
|image2=GGXRD_Ramlethal_Daruo_fastest.png |caption2=Daruo, more like Dorya!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=Normal: 30 <br/>Green: 36 |tension=0 / 0 |risc=6 |prorate=Initial: 80% |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=Normal: 18<br/>Green: 16 |frameAdv=Normal: -4 <br/>Green: -2 |inv=<br />
|description=*A gap closing rush-in type of move that's unsafe on block but useful on hit, enhanced version is less punishable.<br />
*Primary combo starter as it launches on hit and used in nearly every one of her combos.<br />
*Two versions of this move. To get the enhanced version, P must be inputted as soon as you hit the 3 in the 623 motion.<br />
*While the enhanced version launches higher and deals more damage, both are useful in their own right as each can set up their own specific combos, so some might not always want to opt for the enhanced version.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Flama Kargo</font>======<br />
{{MoveData<br />
|name=Flama Kargo<br />
|input=236K<br />
|image=GGXRD_Ramlethal_Furama_Kaago.png |caption=Pops the opponent into the air for followups<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,60 |tension=0 / 480 |risc=6 |prorate=Forced: 60% |level=4 |guard=Ground Throw: 90000<br />
|cancel= |roman=YRP |startup=11 |active=1 |recovery=Total 45 |frameAdv=― |inv=<br />
|description=*Command grab with decent startup and range. Launches on successful grab, leads to a lot of damage.<br />
*An effective mixup tool when used properly with her other tools.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Sildo Detruo</font>======<br />
{{MoveData<br />
|name=Sildo Detruo<br />
|input=214K (air OK)<br />
|image=GGXRD_Ramlethal_SildoDetruo.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |roman=YRP |startup=32 |active=3 |recovery=11 |frameAdv=+2 |inv=5~Airborne }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |subtitle=j.214K |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |roman=YRP |startup=Until Landing[20] |active=3 |recovery=12 |frameAdv=+1 |inv=<br />
|description=*Lots of startup on this move, can be easily interrupted if they see it coming.<br />
*You actually land before the hitbox becomes active, making it very weak to being thrown.<br />
*Launches on hit, knocks down if not followed up<br />
*Can be chained after jD in air combos to reach the ground faster.<br />
*Can be used after a jump in or air dash as a double high mixup<br />
*Air version can be TK'd for instant overheads<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Cassius</font>======<br />
{{MoveData<br />
|name=Cassius<br />
|input=214P<br />
|image=GGXRD_Ramlethal_Cassius.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=0 / 0 |risc=7 |prorate=― |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=19 |active=29 |recovery=Total 46 |frameAdv=-1 |inv=<br />
|description=*Fires a projectile at an upward angle. <br />
*Throw it out to end blockstrings or catch opponents trying to approach through the air, especially when the gameplan shifts to deploying swords and killing time for their recovery. Covers deployed HS sword's vulnerability of being hit away as well.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Maruterri</font>======<br />
{{MoveData<br />
|name=Marteli<br />
|input=214S (Air OK)<br />
|image=GGXRD_Ramlethal_Marteli.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=38 |tension= |risc=- /+10 |prorate= |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=16 |frameAdv=-5 |inv=<br />
|description=*Floats on counterhit for a full combo.<br />
*Useful as a frametrap for opponents trying to mash after f.S.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Foruterri</font>======<br />
{{MoveData<br />
|name=Forpeli<br />
|input=214H (Air OK)<br />
|image=GGXRD_Ramlethal_Forpeli.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=42 |tension= |risc=- /+10 |prorate= |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=6 |recovery=24 |frameAdv=-11 |inv=<br />
|description=*Reaches farther than Martelli and pushes more damage, but is noticeably worse on block.<br />
*Has situational use for when you need to retrieve the H sword while also throwing out a hitbox.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Calvados</font>======<br />
{{MoveData<br />
|name=Calvados<br />
|input=632146H with sword equipped<br />
|image=GGXRD_Ramlethal_Calvados.png |caption= Discount Gamma Ray<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=50, 6×30 |tension=-5000 |risc=1 |prorate=― |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=7+7 |active=62 |recovery=31 |frameAdv=-17 |inv=3~13 Strike<br />
|description=*Beam super, difficult to punish<br />
*Can only be used when BOTH swords are Equipped.<br />
*Used in situations where you either want to finish the opponent off or chip them out if they block from afar. Also depletes a significant portion of their meter if they FD in those situations.<br />
*frames 3-13 invincible<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Trance</font>======<br />
{{MoveData<br />
|name=Trance<br />
|input=632146H with sword deployed<br />
|image=GGXRD_Ramlethal_Toranshi.png |caption= No escape!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8×30 |tension=-5000 |risc=2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=9+17 |active=129 |recovery=Total 12 |frameAdv=― |inv=<br />
|description=*Can only be used when BOTH swords have been deployed.<br />
*Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning forward. The swords are thus relocated to where the overdrive ended.<br />
*Hits 30 times, keeps them blocking for a while, giving enough time for at least 1 jump-in mixup.<br />
*Swords disappear if Ramlethal is hit before the move becomes active. <br />
*Is sometimes used at the end of combos from an otg state for the kill.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Explode</font>======<br />
{{MoveData<br />
|name=Explode<br />
|input=2363214K<br />
|image=GGXRD_Ramlethal_Explode.png |caption=<br />
|image2=GGXRD_Ramlethal_explode2.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,4×14,80 |tension=-5000 |risc=6,0×14,14 |prorate=― |level=0 |guard=All<br />
|cancel= |roman=YRP |startup=7+1 |active=18 |recovery=24 |frameAdv=-32 |inv=1~10 Full,11~End of movement Throw<br />
|description=*Frames 1-10 invincible<br />
*Reversal super. Rushes forward so it can be used to get out of the corner if they jump over it.<br />
*Can combo into this even from otg as it activates the animation.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Animo Estingi<br />
|input=in IK mode: 236236H<br />
|image=GGXRD_Ramlethal_IK.png |caption=<br />
|image2=GGXRD_Ramlethal_IK2.png<br />
|image3=GGXRD_Ramlethal_IK3.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY |tension=― |risc=6 |prorate=― |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=14+18[10+16] |active=3 |recovery=34 |frameAdv=-20 |inv=14~34[10~28] Full<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*Uses the animation of her Daruo, complete with teleport.<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks-GGXRD-R2|Ramlethal}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Ramlethal Valentine]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Millia_Rage&diff=95437GGXRD-R2/Millia Rage2018-06-23T06:27:34Z<p>138.217.165.172: /* Bad Moon */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Millia Rage<br />
|-<br />
||<br />
[[File:GGXRD-R_Millia_Portrait.png|350x500px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2<br />
|defense=x1.22<br />
|guts=3<br />
|stun=55<br />
|weight=Light<br />
|jumpStartup=3F<br />
|backdashTime=11F<br />
|backdashInv=1-5F<br />
|faceDown=23F<br />
|faceUp=25F<br />
}}<br />
;Movement Options<br />
*Run dash<br />
*Double jump.<br />
*Airdash x2<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Millia Rage<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_MI.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/281-millia-rage/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
<br />
Millia is a high speed rushdown character who thrives off of her terrifyingly strong high/low mixup potential. Her great mobility allows her to safely maneuver around opponents in neutral as she attempts to score a knockdown. To assist her in this, she possesses a unique toolset based around baiting and punishing opponents. Once she scores a knockdown and sets up her Tandem Top Okizeme, she has the potential to win the entire match with a single hit.<br />
<br />
Unfortunately, she is plagued by abysmal defence and often dies in 2 to 3 combos. She also is unable to keep opponents blocking for extended periods of time due to her limited gatling options. Her ground normals are also weak in comparison to other characters, so she can struggle in footsie situations.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Possesses the strongest and most consistent Okizeme in the game.<br />
*Unmatched high/low mixup game.<br />
*Fantastic mobility with 2 airdashes and great run speed.<br />
*Capable of converting almost any hit into a knockdown.<br />
*Strong neutral game centred around baiting and punishing.<br />
*Gains great utility by spending tension.<br />
| style="width: 50%;"|<br />
*Has the second lowest defense in the game and no real reversal options.<br />
*Cannot confirm into a knockdown at max footsie range without spending tension.<br />
*Pokes are beaten by more purebred footsie characters such as Sol and Faust.<br />
*Lots of character specific combos depending on height and weight.<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=GGXRD_Millia_5P.png |caption=An amazing standing jab<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=14 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=CSJ |roman=YRP |startup=7 |active=5 |recovery=6 |frameAdv=-1 |inv=<br />
|description=*Fairly fast normal. <br />
*Whiffs on all crouching opponents.<br />
*Jump-cancelable on hit or block. <br />
*Can be used to break dashes without incurring the meter penalty caused by Faultless Defense.<br />
*5P is typically used to make the opponent respect your space in neutral or defensive positions.<br />
*It is also useful as an anti-air due to its speed and good horizontal hitbox.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=GGXRD_Millia_5K.png |caption= kick me leg up real high<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=CSJ |roman=YRP |startup=5 |active=6 |recovery=14 |frameAdv=-10 |inv=<br />
|description=*Fastest of Millia's standing normals.<br />
*Jump cancelable on hit or block.<br />
*Can be used for catching falling opponents, and converting into an air combo on hit.<br />
*Also one of her primary tools for pressure, as it can lead to a variety of mix-ups. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGXRD_Millia_cS.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22x2 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=7 |active=3, 3 |recovery=17 |frameAdv=-6 |inv=<br />
|description=*Decent vertical hitbox.<br />
*Jump cancelable on hit or block.<br />
*c.S can be used as a situational anti-aerial move. For example; run under c.S is strong against Chipp's aerial options.<br />
*It's also very useful in pressure due to its numerous followup options.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|image=GGXRD_Millia_fS.png |caption=The footsies button<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=7 |active=2 |recovery=16 |frameAdv=-6 |inv=<br />
|description=*Gatling's into 5H.<br />
*Doesn't confirm into knockdown at far range or launch, but can go into Emerald Rain.<br />
*This acts as Millia's primary ground-to-ground poke.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=GGXRD_Millia_5H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30x2 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=6 |active=4(2)2 |recovery=21 |frameAdv=-4 |inv=<br />
|description=<br />
*Combos into 2D, scoring you a knockdown.<br />
*Can combo into knockdown at max range if RC'd.<br />
*Can be used as a decent throw OS when inputed as 4H since the first hit comes out in 6 frames and combos into 2D.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|image=GGXRD_Millia_5D.png |caption= Overhead from below! <br />
|data= <br />
{{AttackData-GGXRD-R2<br />
|damage=23 |tension= |risc= |prorate= |level= |guard=High<br />
|cancel= |roman=YRP |startup=28 |active=4 |recovery=20 |frameAdv=-10 |inv=<br />
|description=*Slow overhead.<br />
*Will clash with DPs.<br />
*Will catch people attempting to reversal throw or mash.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=GGXRD_Millia_6P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22x2 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=10 |active=6, 3 |recovery=20 |frameAdv=-9 |inv= *Upper body frames 1-12.<br />
|description=*Upper body invincibility 1-12f.<br />
*Universal anti-air.<br />
*First hit causes Stagger on Counter Hit.<br />
*6P has a long recovery on whiff, so avoid using it if opponent still has air movement options. <br />
*Can be followed up with c.S or 2H on hit.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|image=GGXRD_Millia_6K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension= |risc= |prorate= |level= |guard=High<br />
|cancel=S |roman=YRP |startup=19 |active=4 |recovery=12 |frameAdv=+1 |inv=5-20 (lower body)<br />
|description=*An overhead attack. <br />
*Lower body invulnerability from frame 5~20, and will beat opponents mashing low attacks.<br />
*Can avoid knockdown from Potemkin's Slidehead and Faust's 100-Ton Weight if timed correctly.<br />
*6K is another staple in Millia's high/low mix-up.<br />
*Useful in corner pressure due to the low crush and being plus on block.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|image=GGXRD_Millia_6H.png |caption=This move only gets better the more you think about it<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=35x2 |tension= |risc= |prorate= |level= |guard=Mid, High<br />
|cancel=SJ, S |startup=15 |active=3(6)5 |recovery=18 |frameAdv=-6 |inv=<br />
|description=*A long range 2-hit attack. <br />
*Second hit is an overhead.<br />
*First hit is jump-cancellable on hit or block.<br />
*Special cancellable on both hits. <br />
*A versatile tool in pressure and combos.<br />
*One of your best launchers after corner disc oki.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=GGXRD_Millia_2P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=9 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=CS |roman=YRP |startup=5 |active=2 |recovery=6 |frameAdv=+2 |inv=<br />
|description=*Generally outshined by 2K, this move is still useful for frametraps and tick throws.<br />
*Also slightly easier to time "safejumps" against 8f+ reversals, than with 2K.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=GGXRD_Millia_2K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8 |tension= |risc= |prorate= |level= |guard=Low<br />
|cancel=CS |roman=YRP |startup=5 |active=2 |recovery=7 |frameAdv=+1 |inv=<br />
|description=*Primary pressure starter that hits low.<br />
*Good for frame trapping and tick throwing after Dash > Faultless Defense.<br />
*Not jump-cancellable.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=GGXRD_Millia_2S.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension= |risc= |prorate= |level= |guard=Low<br />
|cancel=SJ |roman=YRP |startup=9 |active=2 |recovery=15 |frameAdv=-3 |inv=<br />
|description=*A decent pressure tool due to the fact that it hits low and can be jump cancelled on block to reset pressure.<br />
*Millia's best low starter for damage due to being un-prorated.<br />
*Millia has a retracted hurtbox until the move goes active, making it useful for baiting reversals.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=GGXRD_Millia_2H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=33 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=11 |active=7 |recovery=12 |frameAdv=-2 |inv=<br />
|description=*This is Millia's main launcher, and a staple normal to convert ground combos into aerial combos.<br />
*Situational anti-air due to its slow startup.<br />
*Jump-cancelable on hit or block.<br />
*Good amount of untechable time on CH.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|image=GGXRD_Millia_2D.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension= |risc= |prorate= |level= |guard=Low<br />
|cancel=S |roman=YRP |startup=13 |active=3 |recovery=12 |frameAdv=-1 |inv=<br />
|description=*Another very strong ground-to-ground poke because of its long range and ability to fish for knockdowns and whiff punishes.<br />
*Low crushes and low profiles, will beat a lot of moves in footsies.<br />
*Dash in and H Tandem Top (or cancel into roll then H Tandem Top if at max range) to start your mix-up game.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGXRD_Millia_jP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10 |tension= |risc= |prorate= |level= |guard=High/Air<br />
|cancel=CS |roman=YRP |startup=5 |active=6 |recovery=8 |frameAdv= |inv=<br />
|description=*An extremely strong air-to-air due to its speed and hitbox.<br />
*Best for hitting opponents below Millia.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGXRD_Millia_jK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12 |tension= |risc= |prorate= |level= |guard=High/Air<br />
|cancel=SJ |roman=YRP |startup=6 |active=4 |recovery=12 |frameAdv= |inv=<br />
|description=*Useful for catching opponents above you.<br />
*Part of your air combos to go to as this confirms into j.S and j.D.<br />
*Also serves a purpose with mix-ups as it can be used for fuzzies and to catch opponents mashing reversal throw.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=GGXRD_Millia_jS.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension= |risc= |prorate= |level= |guard=High/Air<br />
|cancel=S |roman=YRP |startup=10 |active=6 |recovery=12 |frameAdv= |inv=<br />
|description=*A good air-to-ground.<br />
*Can convert into c.S if done close enough to the ground.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=GGXRD-R2_Millia_j.H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension= |risc= |prorate= |level= |guard=High/Air<br />
|cancel=S |roman=YRP |startup=8 |active=10 |recovery=24 |frameAdv= |inv=<br />
|description=*A jump in attack that can be used low to give yourself some frame advantage upon landing, which can lead into tricky mix-ups.<br />
*Has a crossup hitbox and can be used to reset pressure from an IAD.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGXRD_Millia_jD.png |caption=Your antics tire me<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36 |tension= |risc= |prorate= |level= |guard=High/Air<br />
|cancel=SJ |roman=YRP |startup=11 |active=7 |recovery=9+landing 6 |frameAdv= |inv=<br />
|description=*The staple move in most of Millia's air combos, get used to cancelling this move into IAD.<br />
*Can be used as an air-to-air near the corner since it wall bounces on counter hit, leading to a full combo. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Millia_GroundThrow.png |caption="Gomen nasai."<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=55 |tension= |risc= |prorate= |level= |guard=Ground Throw: 70000<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+60 |inv=<br />
|description=*Very important to your mix-up game.<br />
*Though her throw range is short, her dash speed makes up for the range making this hard to see coming.<br />
*Can combo into 5K for a full combo on certain characters without RC'ing.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Millia_AirThrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=55 |tension= |risc= |prorate= |level= |guard=Air Throw: 192500<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=<br />
|description=*Sends opponent flying away.<br />
*Fullscreen gives you a Secret Garden setup allowing you to rushdown safely.<br />
*If you air throw your opponent near the corner, you can dash in to setup the H Tandem Top for okizeme pressure.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Millia_6P.png |caption=RIP busted 1.0 knockdown Dead Angle<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=20 |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman= |startup=10 |active=3 |recovery=23 |frameAdv=-12 |inv=<br />
|description=*As of -SIGN- 1.10 it blows the opponent horizontally on hit.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Millia_BlitzAttack.png |caption=Convenient hair placement<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?<br />
|description=*It's a blitz alright.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Bad Moon</font>======<br />
{{MoveData<br />
|name=Bad Moon<br />
|input=j.236P<br />
|image=GGXRD_Millia_BadMoon.png |caption=Anyone who says they can react to this is lying<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=24x4 |tension= |risc= |prorate= |level= |guard=High/Air<br />
|cancel= |roman=YRP |startup=11 |active=till landing |recovery=7 after landing |frameAdv=-15 |inv=<br />
|description=*A high mix-up that comes out in 16f if TK'd (2369P).<br />
*Very punishable on block if done without the safety of a projectile and not useful in neutral.<br />
*Leaves Millia crouching on recovery.<br />
*Best used during Millia's oki, where it is a signature component of her high/low mixup.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Turbo Fall</font>======<br />
{{MoveData<br />
|name=Turbo Fall<br />
|input=j.236K<br />
|image=GGXRD_Millia_TurboFall.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=8 after landing |frameAdv= |inv=<br />
|description=*Millia dives down in a 45 degree angle.<br />
*Her command fastfall that alters her trajectory in the air.<br />
*Can pass through opponent during fall. <br />
*jH can be cancelled into this move to salvage some okizeme if you think your combo will drop.<br />
*Can be used for side switching back towards the corner off of an IAD jK setup near the corner.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Tandem Top</font>======<br />
{{MoveData<br />
|name=Tandem Top<br />
|input=236S/H<br />
|image=GGXRD_Millia_TandemTop.png |caption=S version hits immediately, used for combos and being YRC'd<br />
|image2=GGXRD_Millia_TandemTop2.png |caption2=H version is delayed, used for okizeme<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=S |damage=40 |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=11 |active=13 |recovery=Total: 38 |frameAdv=-1 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=H |damage=25x2 |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=60 |active=32, 2 |recovery=Total: 35 |frameAdv= |inv=<br />
|description=<b>S Tandem Top</b><br />
*Mostly used as a combo tool in the corner (mostly from 6K, c.S, or 2S) because of the wallbounce it causes, this could be followed by 5K, or c.S to continue the combo.<br />
*Can be YRC'd in neutral to eat an opponent's fireball and punish their recovery, or get an air throw if the opponent tries to airdash over you.<br />
*S disc YRC can also used as and impromptu oki tool.<br />
<b>H Tandem Top</b><br />
*Millia's key move to start her okizeme game; score a knockdown and set the disc above your opponent.<br />
*Hitting your opponent with a meaty after setting the disc will cause the disc to juggle them, allowing you to follow up with a full combo. At the end of your combo set the disc and do it all over again. <br />
*The fastest way to place the disc after scoring a knockdown where you are not already positioned over top of your opponent is to buffer it into a dash by inputting 2366H.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Iron Savior</font>======<br />
{{MoveData<br />
|name=Iron Savior<br />
|input=214P<br />
|image=GGXRD_Millia_IronSavior.png |caption=Hair car; what did you think the license plate was for?<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36 |tension= |risc= |prorate= |level= |guard=Low<br />
|cancel= |roman=YRP |startup=17 |active=till it reaches corner |recovery=18+landing 8 |frameAdv=-13 |inv=<br />
|description=*Used as an unthrowable low mixup in the corner.<br />
*It's a low that starts with Millia jumping into the air, which means it's easy for your opponent to confuse with TK Bad Moon.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Forward Roll</font>======<br />
{{MoveData<br />
|name=Forward Roll<br />
|input=214K<br />
|image=GGXRD_Millia_ForwardRoll.png<br />
|image2=GGXRD_Millia_Digitalis.png |caption=Gotta go fast<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total: 28 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Roll Again |subtitle=Roll > K |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total: 18 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Lust Shaker |subtitle=Roll > S |damage=18x4 |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=17 |active=1(3)1(3)1(3)1 |recovery=7 |frameAdv=+6 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Digitalis |subtitle=Roll > H |damage=45 |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=8 |active=4 |recovery=26 |frameAdv=-11 |inv=<br />
|description=}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Dust |subtitle=Roll > D |damage=23 |tension= |risc= |prorate= |level= |guard=High <br />
|cancel= |roman=YRP |startup=25 |active=4 |recovery=20 |frameAdv=-10 |inv=<br />
|description=*Roll > Digitalis out of lvl 4 moves acts as a frametrap, somewhat useful in the corner as Digitalis wall sticks on counter hit.<br />
*Roll > Roll Again > Throw can be used occasionally against opponents who are respecting the other followup options.<br />
*Roll tucks Millia's hurtbox very low to the ground, where only attacks that touch the floor will hit her. Can be used to bait dead angles this way.<br />
*The roll has no invul and can be thrown; limiting its usage as a crossup.<br />
*As of Rev2.1, the roll can be used to pick up the pin from Silent Force (see below). This does not change the functionality of a roll, which means you have all the normal options afterwards. Less useful in neutral due to the roll being a higher commitment, but very handy when applying okizeme or a blockstring.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Lust Shaker</font>======<br />
{{MoveData<br />
|name=Lust Shaker<br />
|input=214S or SSSS....<br />
|image=GGXRD_Millia_LustShaker.png |caption=Take a moment to appreciate this animation in glorious HD<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=214S |damage=18x4 |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=17 |active=1(3)1(3)1(3)1 |recovery=7 |frameAdv=+6 |inv=<br />
|description=}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=SSSS.... |damage=15xN |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=10 |active={1(3)}xN |recovery=7 |frameAdv=+6 |inv=<br />
|description=*Good for frame trap pressure on the ground due to it being plus on block.<br />
*Can be used at the end of air combos to bait bursts and build a little extra meter.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Silent Force</font>======<br />
{{MoveData<br />
|name=Silent Force<br />
|input=j.214S/H<br />
|image=GGXRD_Millia_SilentForce.png |caption=Very fast, but you only get one shot<br />
|image2=GGXRD_Millia_SilentForce2.png |caption2=Pick up the pin to use Silent Force again<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=20 |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=11 |active= |recovery= |frameAdv= |inv=<br />
|description=*Millia throws her hair pin downward at a 45 degree angle and alters her air trajectory if thrown while rising.<br />
*The pin must be picked up by pressing 2 over top of it while not in hitstun/blockstun (or rolling over it) before it can be thrown again, so avoid throwing it out carelessly.<br />
*In Rev2 the pin is Millia's primary way of scoring a knockdown from an air combo, allowing her to start her okizeme game.<br />
*Causes stagger on counter hit, making opponents hesitant to attempt to anti-air you.<br />
*Pin's enormous amount of frame advantage means that it can easily be converted to a combo on hit and allows Millia to get in for free on block.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Secret Garden</font>======<br />
{{MoveData<br />
|name=Secret Garden<br />
|input=214H > direction + H<br />
|image=GGXRD_Millia_SecretGarden.png |caption=Almost as good as unplugging your opponent's stick<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Summon |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup=57 |active= |recovery=Total: 74 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Each Hit |damage=30x1~5 |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup=All |active=18 |recovery= |frameAdv= |inv=<br />
|description=*Creates an orb above Millia's head that will move forward once and then in the inputted directions.<br />
*Can be given commands by inputting a direction + H up to 4 times (ex. 3H > 4H > 6H > 4H) during the move's startup before it leaves Millia's head.<br />
*Safer, harder to escape, and lasts longer than H tandem top oki, but requires more conditions to set up.<br />
*Does not go away when Millia gets hit, forcing an enormous amount of respect from your opponent.<br />
*Can be used as oki off of 2D midscreen against characters with slow face-down wakeup times or poor options for punishing it.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Emerald Rain</font>======<br />
{{MoveData<br />
|name=Emerald Rain<br />
|input=236236S<br />
|image=GGXRD_Millia_EmeraldRain.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36x3 |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=4+1 |active= |recovery=Total: 74 |frameAdv=-3 |inv=<br />
|description=*Wallbounces.<br />
*Can be used to allow Millia to convert into knockdown off of hits that normally could not.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Winger</font>======<br />
{{MoveData<br />
|name=Winger<br />
|input=2141236H<br />
|image=GGXRD_Millia_Winger.png |caption=Because you're worth it<br />
|image2=GGXRD_Millia_Winger2.png |caption2=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=40, 25x4, 80 |tension= |risc= |prorate= |level= |guard=Mid, High<br />
|cancel= |roman=YRP |startup=5+1 |active=10(10)15 |recovery=30 |frameAdv=-22 |inv=1-7<br />
|description=*Invuln: 1-7 full, 8-? airborne.<br />
*Dangerous to attempt against meaty projectiles.<br />
*Ground tumbles on hit allowing you to follow up with a combo near the corner.<br />
*Despite technically being a reversal super, it is also commonly used as an unburstable combo ender.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Chroming Rose</font>======<br />
{{MoveData<br />
|name=Chroming Rose<br />
|input=214214S<br />
|image=GGXRD_Millia_ChromingRose.png |caption=Setplay Install<br />
|image2=GGXRD_Millia_ChromingRose2.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Summon |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup=0+23 |active= |recovery= |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|version=per Rose |header=no<br />
|damage=16 |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman= |startup=31 |active=40 |recovery= |frameAdv= |inv=<br />
|description=*An install super which causes Millia's movement and special moves to leave a trail of damaging roses.<br />
*Roses leave opponent in a juggle state on air hit.<br />
*lasts for 360F (6 seconds) normally and 432F (7.2 seconds) in Hellfire state.<br />
*Many moves which do not lead to a combo without a disc can be converted in this state.<br />
*Additionally the roses make many unsafe special moves safe on block in this state.<br />
*Useful in the corner for creating safe, mixup heavy pressure that is difficult to escape.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Iron Maiden<br />
|input=in IK mode: 236236H<br />
|image=GGXRD_Millia_IronMaiden.png |caption= Maybe it's Maybelline ♥<br />
|image2=GGXRD_Millia_IronMaiden2.png<br />
|image3=GGXRD_Millia_IronMaiden3.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=DESTROY |tension= |risc= |prorate= |level= |guard=All<br />
|cancel= |roman= |startup=9+12[5+12] |active=6 |recovery=34 |frameAdv=-23 |inv=<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*Uses the animation of her Emerald Rain, but without the projectiles.<br />
*One of the worst IK hitboxes<br />
*Due to Millia's low overall damage, knowing how to combo into this can be useful if the situation arises.<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Millia Rage<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_MI.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/281-millia-rage/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Millia Rage]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Bedman&diff=94570GGXRD-R2/Bedman2018-06-19T09:59:03Z<p>138.217.165.172: /* f.S */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Bedman<br />
|-<br />
||<br />
[[File:GGXRD-R_Bedman_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-GGXRD-R2<br />
|defense=x0.98<br />
|guts=0<br />
|stun=60<br />
|weight=Heavy<br />
|jumpStartup=3F<br />
|backdashTime=23F<br />
|backdashInv=1-11F<br />
|faceDown=30F<br />
|faceUp=24F<br />
}}<br />
;Movement Options<br />
:Floaty 8-way Airdash<br />
:Teleport-type Backdash<br />
:Guard-point forward dash<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Bedman<br />
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrdR_BE.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman/<br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:250px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Bedman is a tricky and versatile character who thrives when he can engage his opponent on his own terms with backup from his unique Deja-Vu mechanic. Whenever Bedman does a special move he leaves a seal on the stage which can be used to create shadowy duplicates that mimic the special move that created them. These can be used for zoning or lockdown with terrifying effectiveness but can be destroyed by his opponent's attacks.<br />
<br />
His variety of movement options, solid normals and boomerang-style projectile gives Bedman the ability to play evasive until he can set up Deja-Vu and take control of the match, but if he's caught off guard his defensive options are limited. Even when he's on offense, without backup from Deja-Vu his rushdown is much less dangerous. Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Strong zoning options when properly set-up.<br />
*Possesses both a unique 8-way airdash and a guard point teleport dash that can make it difficult to predict his movements.<br />
*Strong mix-up game and good pressure that can reset into itself.<br />
*Best walk speed in the game complemented by decent ground pokes.<br />
*Has a rewarding throw game that is complemented by his fast walk speed.<br />
| style="width: 50%;"|<br />
*Very bad defense. His 6P is unreliable and his Dead Angle Attack is the worst in the game, his reversal super can be thrown out of, and his counter-teleport dash is not instant.<br />
*Limited neutral and pressure if he cannot get Deja Vu seals out.<br />
*Air movement is not fast.<br />
*Limited mobility on the ground, can't move as fast as others.<br />
*Large and wide hurtbox.<br />
*Weak damage until properly set-up.<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|input=<br />
|image=GGXRD_Bedman_5P.png |caption=Is this a headbutt or a... Bedbutt<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12 |tension=144 |risc=8 |prorate=90 |level=0 |guard=Mid<br />
|cancel=CSJ |roman=YRP |startup=6 |active=4 |recovery=6 |frameAdv=±0 |inv=<br />
|description=*90% combo proration.<br />
*A decent standing poke. Primarily useful as a fast anti-air that has decent horizontal range.<br />
*doesn't have a large extendable hurtbox like his other normals, so it's good for defending yourself from possible incoming attacks (like Slayer 6H).<br />
*Can be used to stop people from jumping out of pressure<br />
*Whiffs on crouching characters.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|input=<br />
|image=GGXRD_Bedman_5K.png |caption= Low invulnerable poke.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension=264 |risc=7 |prorate=85 |level=2 |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=8 |active=6 |recovery=7 |frameAdv=-4 |inv=<br />
|description=*Has Low body invulnerability from frames 5-13. Can be used to hit many characters out of their low hitting moves (like sweeps or 2Ks). Can avoid Potemkin's slidehead as well<br />
*Good frame trap if delayed canceled after 2P.<br />
*On counter hit, can combo into 6H.<br />
*On normal hit, can combo into cS/fS or 5H.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|input=<br />
|image=GGXRD_Bedman_c.S.png |caption= The butter of all breads.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=6 |active=3 |recovery=11 |frameAdv=±0 |inv=<br />
|description=*Fast startup and has a tall and far hitbox. One of Bedman's best normals.<br />
*One of the few normals that combo into both hits of 5H. Bedman's strongest combos will start from this.<br />
*Also is one of his best throw option selects due to how high it hits and it being even on block. Inputting 6+S+HS will have Bedman either throw the opponent if he's close enough to them, or perform c.S if they are either airborne or just barely outside of throw reach.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=<br />
|image=GGXRD_Bedman_f.S.png |caption= Decent poke<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel=S |roman=YRP |startup=9 |active=2 |recovery=19 |frameAdv=-7 |inv=<br />
|description=*Good reach and hitbox. Your fastest move for the reach, but doesn't typically lead to much. Can be useful to get guaranteed punishes in some situations.<br />
*As a round starter beats many opposing pokes.<br />
*On counter hit or crouching opponents, you can combo into 2H.<br />
*Jump Cancelable for juggles off of corner throw.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=<br />
|image=GGXRD_Bedman_5H.png |caption= Swing everywhere. Maybe I'll hit them.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28×2 |tension=384×2 |risc=6 |prorate= |level=3 |guard=Mid<br />
|cancel=S |roman=YRP |startup=12 |active=3(3)3 |recovery=18 |frameAdv=-4 |inv=<br />
|description=*Both hits are special cancel-able. but only the second hit is jump cancel-able.<br />
*Hits far and high up, but the hitbox is angled so it's not impressive against crouching opponents.<br />
*Depending on how far it hits, you want to either combo into Task B, 2H, or 2D. Opponents that are hit far away will be hit by 2H. Opponents close up can be hit by Task B.<br />
*2nd hit vacuums grounded opponents in. This is important for Bedman's longer combos.<br />
*Can jump cancel second hit on grounded opponents into j.D for a near instant overhead, but opponent can blitz-shield or DP if they expect it. You can always just jump backwards and FD to bait that.<br />
*Solid for punishing backdashes due to the far reach and long active frames of this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|input=<br />
|image=GGXRD_Bedman_2P.png |caption= A man's best friend is a mash-able 2P<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12 |tension=144 |risc=8 |prorate=90 |level=0 |guard=Mid<br />
|cancel=CS |roman=YRP |startup=5 |active=4 |recovery=7 |frameAdv=-1 |inv=<br />
|description=*Bedman's fastest normal and subsequently his most important defensive normal. Hits low enough to hit all crouching opponents, but has a reasonably high hitbox, all while slouching Bedman's hurtbox as well.<br />
*Combo into 2K, 2D for a knockdown.<br />
*Can whiff on Eddie if Eddie is not using an attack, 2K is a more reliable answer.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|input=<br />
|image=GGXRD_Bedman_2K.png |caption= No longer gatlings into 5H.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=15 |tension=264 |risc=7 |prorate=80 |level=1 |guard=Low<br />
|cancel=S |roman=YRP |startup=6 |active=6 |recovery=8 |frameAdv=-2 |inv=<br />
|description=*70% combo proration.<br />
*Bedman's fastest low attack. Good reach.<br />
*Can combo into cS,5H(1),Task B if done close. Otherwise, combo into 2D for a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=<br />
|image=GGXRD_Bedman_2S.png |caption= As low as the bed will get.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel=S |roman=YRP |startup=12 |active=3 |recovery=11 |frameAdv=±0 |inv=<br />
|description=*Long range low, but slow startup<br />
*Can combo into 5H, but not at max distance.<br />
*Can combo into 2H, but only if 2S is a counter hit or if the opponent is crouching.<br />
*Very useful to play footsies with since it hits so far and is even on block with its' fast recovery.<br />
*This is also Bedman's best low profiling move. Bedman can use this to avoid many air attacks or high hitting moves.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=1H/2H/3H<br />
|input=<br />
|image=GGXRD_Bedman_2H.png<br />
|image2=GGXRD_Bedman_2H_diagram.png |caption= Poke at them from three different spots of your choosing. |caption2= Just don't whiff.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2H |damage=40 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid<br />
|cancel=S |roman=YRP |startup=15 |active=14 |recovery=29 |frameAdv=-24 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=1H |damage=45 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid<br />
|cancel=S |roman=YRP |startup=15 |active=14 |recovery=25 |frameAdv=-20 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=3H |damage=35 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid<br />
|cancel=S |roman=YRP |startup=19 |active=14 |recovery=33 |frameAdv=-28 |inv=<br />
|description=*There are 3 variations of this attack. 1H will always come out next to Bedman. 2H will come out at the half way point between Bedman and the edge of screen he's facing. 3H will come out at the far end of the screen, but it has a limit of one character's width away from the very end of the screen if Bedman is full screen away.<br />
*2H/3H are long range pokes that are slow but can catch your opponent by surprise. The pegs that come up do not have hurtboxes but are still physical attacks. This means they can be blitzed and Bedman will be rejected, and they can be reversed by Axl from any range.<br />
*Can hit opponents far away who are attempting something full-screen.<br />
*Special cancel-able and jump-cancel-able on block or hit. It's a good way to get a Task A on the screen.<br />
*Very punishable on whiff. Bedman is in counterhit state during recovery, so it's important to have meter to YRC and react if you see that it will whiff.<br />
*Can be YRC'd during startup or actives, giving you more than enough time to YRC it on whiff.<br />
*1H launches on normal hit and combos into Task C for good damage and knockdown oki. A lot of Bedman's strongest combos involve hitting both hits of 5H and comboing into this move.<br />
*2H/3H launches on counter-hit and airborne hit. On counter-hit they can be confirmed into good combos from anywhere on the screen.<br />
*Excellent ender in blockstrings due to range and jump-cancel-able.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|input=<br />
|image=GGXRD_Bedman_j.P.png |caption= Good and fast air to air poke.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=14 |tension=144 |risc=8 |prorate= |level=0 |guard=High / Air<br />
|cancel=CSJ |roman=YRP |startup=6 |active=6 |recovery=9 |frameAdv= |inv=<br />
|description=*Bedman's most reliable air-to-air move. Hits very far for how fast it is. This will be your most useful air normal.<br />
*Cancels into itself, even on whiff. You can rapid fire this normal in the air regardless if you're hitting the opponent or not.<br />
*Very useful air normal to airthrow OS with.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|input=<br />
|image=GGXRD_Bedman_j.K.png |caption= Your best air-to-ground normal, but still meh.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=18 |tension=264 |risc=7 |prorate= |level=1 |guard=High / Air<br />
|cancel=SJ |roman=YRP |startup=9 |active=6 |recovery=21 |frameAdv= |inv=<br />
|description=*Bedman's best air-to ground normal. This is mostly used when combined with an air dash to hit a grounded opponent.<br />
*Cancels into j.P and j.S for more overheads if you have the air time.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=<br />
|image=GGXRD_Bedman_j.S.png |caption= The move you'll learn to love after a neutral tech<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air<br />
|cancel=SJ |roman=YRP |startup=10 |active=8 |recovery=22 |frameAdv= |inv=<br />
|description=*Bedman's farthest hitting horizontal normal. This is one of the most important air normals in your arsenal.<br />
*Very strong in combination with his 8-way dash to control real estate on the screen.<br />
*One of your best air moves to go for after an air tech.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=<br />
|image=GGXRD_Bedman_j.H.png |caption= No one likes blocking this.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=14×6 |tension=264×6 |risc=7 |prorate= |level=2 |guard=High / Air<br />
|cancel=S |roman=YRP |startup=13 |active=12 |recovery=24 |frameAdv= |inv=<br />
|description=*Hits a total of 6 times, all of the hits are overhead. Becomes very tricky to block when Bedman is getting close to the ground since you can quickly go for 2K when you land.<br />
*Not very good as an air-to-air move, but it has long active frames. If you're attempting air throws, it's not a bad option select, but it's better to go for j.P or j.S.<br />
*Very useful move to whiff when going for empty air dash into low attacks.<br />
*Also good for cranking up the Opponent's RISC meter if they don't choose to FD this move. However it will fill Ravens pain-gauge instantly if he stances this.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|input=<br />
|image=GGXRD_Bedman_j.D.png |caption= No one blocks this on reaction<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=50 |tension=384 |risc=6 |prorate= |level=4 |guard=High / Air<br />
|cancel= |roman=YRP |startup=11 |active=8 |recovery=24 |frameAdv=6 |inv=<br />
|description=*Instant overhead on the entire cast. Very important part of Bedman's mix-up.<br />
*Bedman can convert into a combo only if he has Deja Vu assistance, Red Roman Cancels it, or if j.D is a counter hit.<br />
*Bedman can air dash downwards j.K to combo if j.D is a counter hit.<br />
*The momentum after j.D can also be altered if Bedman holds forward, backwards, or neutral after he connects with j.D<br />
*Can also be used in some air combos to knockdown airborne opponents if they aren't high up in the air (around slightly shorter than super jump height)<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|input=<br />
|image=GGXRD_Bedman6P_2.png |caption= Used to be a reliable anti-air.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel=S |roman=YRP |startup=9 |active=6 |recovery=21 |frameAdv=-13 |inv=1~12 Head<br />
|description=*Anti-air that hits fairly far above Bedman.<br />
*Can combo into cS into Task C or just go into Task C raw.<br />
**This restricts followups on hit with cS having very short range. Going straight into task C is more reliable, but depending on character and height they might be able to tech in the middle of task C and punish Bedman.<br />
*Hurtbox extends on first active frame so this move is prone to trade against almost anything.<br />
*'''[2.1]''' 6P now has a lot of untech on CH allowing strong combos on trade making it a bit more useful again, granted the move you trade with doesn't knock you down on CH.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=<br />
|image=GGXRD-R2_Bedman_6H.png |caption=Sting like a bee<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=6H |damage=24, 18 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=18 |active=3(7)3 |recovery=21 |frameAdv=-5 |inv=<br />
|description=*Bedman's new 6H trades crossups for offense. Can gatling from 5K and 6P to create a 4 frame frame-trap that can catch mashes. Both hits are special cancelable, allowing you to create some damaging combos as well as overwhelming pressure. Can only be linked into from a counter hit.<br />
*Combos from counterhit 5K and 6P.<br />
*If either hit is close enough, you can combo into Task B.<br />
*Can cancel either two hits into specials, so you can replay Déjà Vus after either hit. Task B Déjà Vu is a very strong option after this. You can also do Task A, but be careful of opponent's low profiling sliding moves (like Ky's Stun Dipper, Elphelt's 2H, Sin's Elk Hunt, Chipp's Alpha Blade, etc).<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|version=6HH |damage=18, 24 |tension= |risc= |prorate= |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=3(11)3 |recovery=16 |frameAdv=±0 |inv=<br />
|description=*Pretty much a button dedicated to returning to neutral as it has +0 frame advantage and puts you and the opponent at half screen distance on block. <br />
*On hit it causes them to go flying about 3/4 screen into a knockdown, giving you ample time to throw out a Task A/A' and start your offense all over again. <br />
*Consider this option if all your cancel options after the first two hits of 6H might be too easy to deal with for your opponent. Doing the full 6H sequence is safer than doing the first two. <br />
*If the whole sequence is juggling off of an airborne opponent, you can potentially pick them up with cS or 2P without it being an OTG hit. Opponent has to be a fairly light or mid weight class and it's preferred that the 6HH hit raw as opposed to being off of throw.<br />
*'''[2.1]''' First hit can now be special cancelled.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|input=<br />
|image=GGXRD_Bedman_2D.png |caption=Catch their feet.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel=S |roman=YRP |startup=12 |active=6 |recovery=12 |frameAdv=-4 |inv=<br />
|description=*A basic sweep. Good reach, but very slow. <s>Don't poke/swing with this since 2S is superior in nearly every way.</s> Has identical start up, double the active frames of 2S and only completes 4f slower. Reaches farther than 2S and knocks down.<br />
*Easy to combo into from a variety of normals.<br />
*Combos into Task B. If done far away, Task B will otg and they can air tech. You use 2D to score a knockdown so make sure you secure it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|input=<br />
|image=GGXRD_Bedman_5D.png |caption= Lots of reward if you hit this in the corner<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=384 |risc=20 |prorate=80 |level=4 |guard=High<br />
|cancel= |roman=YRP |startup=26 |active=7 |recovery=12 |frameAdv=±0 |inv=<br />
|description=*Slow and short range but surprisingly safe on block.<br />
*Bedman's only standing overhead. j.D however is far faster.<br />
*5D can lead to very powerful combos and set-ups in the corner. The rewards are very weak if done midscreen.<br />
*The hitbox on this move goes surprisingly high up vertically.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Bedman_GroundThrow.png |caption= Throw often to scare your foes<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,10,5x9,0 |tension=0,60x10,0 |risc=6,0 |prorate=Forced: 55% |level=0 |guard=Ground Throw: 75250<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+64 |inv=<br />
|description=*Bedman's throw range is decent, but his fast walk speed makes throws even more dangerous.<br />
*Midscreen throws gives good corner carry and plenty of time to set up a mixup.<br />
*He needs to Red Roman Cancel midscreen to get a combo.<br />
*Terrifyingly effective in the corner, he can combo using f.S or 5K without meter. Corner combos usually net ~100ish damage + 1-2 djv seals.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Bedman_AirThrow.png |caption= Come on and slam and welcome to the jam!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,60 |tension=480 |risc=6,0 |prorate=Forced: 65% |level=0,4 |guard=Air Throw: 210000<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+24 |inv=<br />
|description=*Bedman's air throw leaves him next to the opponent at a large frame advantage, allowing a good mix-up.<br />
*Now ground bounces a little, allowing you to RC and combo with 2P,cS,6P, or 1H.<br />
*Bedman is tied for the best range on regular airgrabs in the game.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Bedman_5K.png |caption= LET ME PLAY NEUTRAL<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=-5000/264 |risc=7 |prorate=50% |level=2 |guard=All<br />
|cancel= |roman= |startup=8 |active=3 |recovery=32 |frameAdv=-21 |inv=1~10 Full, 11~27 Foot<br />
|description=*1~10 Full invulnerability, 11~17 Foot invulnerability.<br />
*Bedman's Dead Angle uses his 5K animation. Vertical hitbox is poor, so make sure your opponent is not too high if you choose to dead angle.<br />
*Because of Bedman's lack of defensive options, this is a good way to get opponents off of you.<br />
*Beware as it only has a hitbox in the tip of Bedman's feet so it can whiff on opponents who are very close to you!<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Bedman_BlitzAttack.png |caption= Get to the point<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?<br />
|description=*Standard Blitz Attack<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Task A</font>======<br />
{{MoveData<br />
|name=Task A<br />
|input=236P (air OK)<br />
|image=GGXRD_Bedman_TaskA.png |caption= Here, catch<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=35×2 |tension=150 / 360 |risc=7 |prorate= |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=18 |active=90,Refer to notes |recovery=Total 49 |frameAdv=-5 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |damage=35×2 |tension=150 / 360 |risc=7 |prorate= |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=18 |active=90,Refer to notes |recovery=Total 49 |frameAdv=-5 |inv=<br />
|description=*A slow but annoying projectile that hits twice, once on the way forward and once on the way back<br />
*On the way back, the projectile tracks Bedman's position, allowing you to manipulate it's return route.<br />
*Grounded Task A goes generally straight, but air Task A will fly at a downwards angle, making it useful to hit crouching opponents that the grounded Task A otherwise whiffs on.<br />
*The ball disappears/returns to Bedman if Bedman is hit or if he's put into blockstun. It also disappears preemptively if it hits on the way back.<br />
*To successfully place a Task A seal with this move, Bedman has to finish the attack without being hit or Roman Canceling with the seal appearing at his current location.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Task A'</font>======<br />
{{MoveData<br />
|name=Task A'<br />
|input=236K (air OK)<br />
|image=GGXRD_Bedman_TaskA.png |caption=<br />
|image2=GGXRD_Bedman_TaskAdash.png |caption2=The next dimension to your mix-ups. This is where the fun begins<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=35 |tension=150 / 480 |risc=7 |prorate=Initial: 80% |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=37 |active= |recovery=Total 70 |frameAdv=+9 |inv=<br />
|description= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |damage=35 |tension=150 / 480 |risc=7 |prorate=Initial: 80% |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=37 |active= |recovery=Total 70 |frameAdv=+9 |inv=<br />
|description=*Works like Task A, except the startup is much slower<br />
*On hit or block, Task A' will cancel whatever Bedman is currently doing (unless it's an overdrive) and teleport him to where the ball made contact with the opponent. If the ball hit the opponent from behind, Bedman will be behind the opponent.<br />
*On hit you use c.S, 2K, or 2P to convert. <br />
*On block you are at significant frame advantage so you can either safely push them out with 2P or go for a mixup<br />
*To successfully leave a Task A' Deja Vu seal, you must have successfully finish the attack without being hit, which leaves a seal at Bedman's location.<br />
*Being put into blockstun while the head is out will preemptively cancel the head's flight, returning it back to Bedman.<br />
*Unlike Task A, Task A' can be Roman Canceled after the head is thrown while still generating a Deja Vu seal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Task B</font>======<br />
{{MoveData<br />
|name=Task B<br />
|input=236S (air OK)<br />
|image=GGXRD_Bedman_TaskB.png |caption=Beyblades<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=14×4 |tension=250 / 360 |risc=6 |prorate= |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=14 |active=4×4 |recovery=26 |frameAdv=-13 |inv=<br />
|description= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |damage=14×3 |tension=200 / 480 |risc=6 |prorate= |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=12 |active=6,6,4 |recovery=8 After Landing |frameAdv=-5 |inv=<br />
|description=*A good combo ender. Easy to combo into from a variety of hit confirms.<br />
*Instant air Task B recovers much more quickly than the ground version.<br />
*Air Task B YRC will retain a lot of momentum of the move, so it's a great way to get out of corners once you've gained altitude.<br />
*To successfully place a Task B seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing at the end of the spin.<br />
*'''[2.1]''' Drills forward much faster than before allowing combos from further ranges against more characters.<br />
*'''[2.1]''' Bedman recovers a slight distance away from the opponent, also in the corner. He recovered pretty much point blank on hit in previous versions.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Task C</font>======<br />
{{MoveData<br />
|name=Task C<br />
|input=236H (air OK)<br />
|image=GGXRD_Bedman_TaskC.png |caption= It's raining (bed)men.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=30×2, 10 |tension=200 / 480×2,120 |risc=6×2,8 |prorate= |level=3×2,0 |guard=All, High / Air, All<br />
|cancel= |roman=YRP |startup=11 |active=8(17)10,10 |recovery=13 |frameAdv=-2 |inv=9~Airborne }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |damage=30×2[30×2] |tension=150 / 600,120 |risc=6,8[6,7] |prorate=[―,Forced 65] |level=3,0[3,1] |guard=High / Air, All<br />
|cancel= |roman=YRP |startup=21 |active=Until Landing,10 |recovery=11 |frameAdv=±0[+3] |inv=<br />
|description=*[ ] Indicates high in air<br />
*One of Bedman's typical combo ender, good damage and knockdown.<br />
*Hits overhead on the way down. If done close to the opponent, the falling portion will cross-up the opponent.<br />
*Surprisingly safe on block, but risky to throw out on block nonetheless as it's not very hard to 6P / block in the air and punish.<br />
*It has a very wide crossup hitbox (both air and ground version) but you need to RC to combo from it.<br />
*To successfully place a grounded Task C seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing upon landing.<br />
*Alternatively, to place a aerial Task C seal Bedman need simply to start the move, as the aerial seal is placed at the end of the startup frames.<br />
*'''[2.1]''' Task C YRC doesn't lock Bedman to one direction in the air anymore, will now turn towards opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Déjà Vu</font>======<br />
{{MoveData<br />
|name=Déjà Vu<br />
|input=214P/K/S/H(Air OK)<br />
|image=GGXRD_Bedman_DejaVu.png |caption=This is where things get confusing<br />
|image2=GGXRD_Bedman_DejaVu2.png |caption2=Four different seals are possible, based on the four special moves that Bedman has.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Task A |subtitle=214P |damage=35×2 |tension=50 / 240 |risc=7 |prorate= |level=2 |guard=All<br />
|cancel= |roman=Y |startup=29 |active=90,54 |recovery=Total 30 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task A |subtitle=214P |damage=35×2 |tension=50 / 240 |risc=7 |prorate= |level=2 |guard=All<br />
|cancel= |roman=Y |startup=29 |active=90,56 |recovery=Total 30 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Task A’ |subtitle=214K |damage=35 |tension=50 / 240 |risc=7 |prorate=Initial: 80% |level=2 |guard=All<br />
|cancel= |roman=Y |startup=48 |active= |recovery=Total 30 |frameAdv=+9 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task A’ |subtitle=214K |damage=35 |tension=50 / 240 |risc=7 |prorate=Initial: 80% |level=2 |guard=All<br />
|cancel= |roman=Y |startup=48 |active= |recovery=Total 30 |frameAdv=+9 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Task B |subtitle=214S |damage=14×4 |tension=50 / 120 |risc=6 |prorate= |level=3 |guard=All<br />
|cancel= |roman=Y |startup=23 |active=16 |recovery=Total 30 |frameAdv=+28 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task B |subtitle=214S |damage=14×4 |tension=50 / 120 |risc=6 |prorate= |level=3 |guard=All<br />
|cancel= |roman=Y |startup=23 |active=16 |recovery=Total 30 |frameAdv=+28 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Task C |subtitle=214H |damage=30×2, 10 |tension=50 / 120 |risc=6×2,8 |prorate= |level=3×2,0 |guard=All<br />
|cancel= |roman=Y |startup=30 |active=8(17)10(6)10 |recovery=Total 30 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task C |subtitle=214H |damage=30×2[30×2] |tension=50 / 120 |risc=6,8[6,7] |prorate= |level=3,0[3,1] |guard=All<br />
|cancel= |roman=Y |startup=28 |active=Until Landing (6)10 |recovery=Total 30 |frameAdv= |inv=<br />
|description=*[ ] Indicates high in air<br />
*All of Bedman's special moves place an seal on the stage that allows him to "replay" the same special move from that position, creating a phantom of himself to do the corresponding attack.<br />
*Commonly abbreviated as DVA / DVA´ / DVB / DVC for combo notations.<br />
*Each seal lasts for 421F normally. The seals can be attacked by the opponent however, which will eliminate the seal immediately. If the seal is on cooldown it can not be hit.<br />
*Bedman poses for 30F, frame data listed above is for the attacks themselves. Attack starts 6F after Bedman poses.<br />
*On use of any Deja Vu, the seal enters a cooldown phase where it disappears and can't be activated again until it reappears. If Bedman is hit during the cooldown, the attack will be immediately halted and the seal will not return unless manually placed again.<br />
*Deja-vu phantoms always auto-correct towards your opponent, even if the attack that created the seal was facing the other direction<br />
*Works very well for meaty and oki setups, as YRC'ing any Deja Vu will still summon the phantom. You can YRC immediately or delay it if you wish.<br />
*If used in air, Bedman will be unable to perform any air action for 20 frames unless you YRC.<br />
*You can not Deja-vu a Task B or Task C if either seals are on cooldown. You can however combine Task B or C with Task A.<br />
*'''[2.1]''' Air Deja-vu now has a minimum air height requirement, so you can not TK Deja-vu.<br />
'''Task A'''<br />
*If the Task A that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern.<br />
*Doesn't track Bedman's position on return. Instead, the Deja Vu version will return to the seal from where it originated.<br />
*Just like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will immediately halt. Unlike getting hit however, the seal will reappear once more.<br />
'''Task A''''<br />
*If the Task A' that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern.<br />
*Doesn't track Bedman's position on return. Instead, the Deja Vu version will return to the seal from where it originated.<br />
*Unlike like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will continue until the end, making this extremely useful for extended pressure, but only if Bedman blocks early after using the Deja-vu. If he blocks later it dissapears.<br />
'''Task B'''<br />
*Deja-Vu Task B is the fastest of his Deja Vu replays, it hits 4 times and has a large hitbox. Very useful for space control and lockdown.<br />
*Deja-Vu Task B has the shortest cooldown of all his Deja-vu attacks, allowing you to harass/lock-down with it very effectively. Extremely oppressive in the corner.<br />
*Only the last hit knocks down on hit. You can have seals placed in a way that you will get 3 hits off the Deja-Vu and not get a knockdown.<br />
*Attack continues even if Bedman is put in blockstun.<br />
'''Task C'''<br />
*Deja-vu Task C covers a huge amount of vertical space and is extremely oppressive in the corner.<br />
*Deja-vu Task C can be blocked high or low. Not a overhead.<br />
*Attack continues even if Bedman is put in blockstun.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Movement</font>======<br />
{{MoveData<br />
|name=Air Movement<br />
|image=GGXRD_Bedman_AirDash.png |caption= Bed-freaking-Neto<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Air Hang |subtitle=Double Jump |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total 45 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Movement |subtitle=Air Hang > direction |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total 25 |frameAdv= |inv=<br />
|description=*Bedman lacks a traditional air-dash, what he has instead is a 'floating' state from which he can dash in any of 8 directions.<br />
*This is the most important part about Bedman. Learn it and learn it well.<br />
*input 8 then 2 for a downward air dash or 87 for and up+back airdash, etc.<br />
*When you connect with j.P, j.K, or j.S and you haven't air dashed yet, you can cancel it directly into his air movement without needing to tap 8 first. Just press the next direction you which to air dash towards quickly after the normal connects.<br />
*After dashing a direction Bedman goes in a straight line with fixed movement speed before he starts falling normally, but slower.<br />
**For example, doing superjump into hover then going down (28~8 > 2) will have Bedman start descending fast then descending slower. If he goes from hover to dashing forward he will float forward horizontally for some frames before falling slowly to the ground at an angle.<br />
** Using a attack or FD-blocking after starting a hoverdash will cancel this and make Bedman fall faster or at a different angle much faster.<br />
** jH is therefore commonly used to fall faster as a mixup between doing 8~8 > 3 jK or 8~8 > 3 jH 2K because of it's slow startup, making Bedman fall to the ground before the attack activates.<br />
** Knowing how and when to control his air-movement like this is key to high level Bedman play as it allows him to get full combos off fullscreen CH 3H, mixups, safejumps and general air control.<br />
*Bedman has a minimum hover height from the ground. He can never hover if he's too close. Superjumping lets him reach hover-height a few frames faster.<br />
*Bedman can not airgrab after he has hovered in the air, only before.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
======<font style="visibility:hidden" size="0">Ground Movement</font>======<br />
{{MoveData<br />
|name=Ground Movement<br />
|image=GGXRD_Bedman_CrouchWalk.png |caption=Fastest walking speed in the game. He also has a backwards and forwards crawl.<br />
|image2=GGXRD_Bedman_Dash.png |caption2=Auto Guard Dash. Teleports behind opponent on successful auto-guard.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Crouch Walk |subtitle=1 or 3 |damage= |tension=45 / ― |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery= |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Dash |subtitle=66 |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total 32 |frameAdv= |inv=3~14 Guard Point<br />
|description=*Bedman has the fastest walking speed in the game.<br />
*Bedman can crawl forward and backwards with 3 and 1 respectively. He gains tension as quickly as his walk when he crawls.<br />
*Bedman's forward dash has guard points on frames 3 to 14. <br />
*Forward dash works like a parry. On successful parry, Bedman will teleport behind the opponent. He is fully invincible during the teleportation and can't be punished afterwards (he can block meaties after teleport).<br />
*On successful guard point parry, Bedman can YRC to cancel the teleport and punish the guarded attack, similar to Potemkin hammerfall YRC.<br />
*Bedman can guard point virtually anything. Projectiles, normals, and even overdrives. Bedman will still be vulnerable to throws, command throws, and unblockables (Like Potemkin Slide Head).<br />
*Due to its fast startup it can be used as a pseudo reversal in the middle of loose blockstrings to escape oppressive situations.<br />
*The parry dash is especially effective against slow or stationary projectiles, for example Zato's drills or Potemkin's flick.<br />
*'''[2.1]''' Forward dash can be jump cancelled during guardpoint frames. This does not extend the guard point frames as Bedman is vulnerable during prejump frames.<br />
**This new forward dash can be used to do his jD instant overhead from further ranges.<br />
**Like Slayer the prejump frames can be cancelled by doing a special, keeping Bedman on the ground.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Sinusoidal Helios</font>======<br />
{{MoveData<br />
|name=Sinusoidal Helios<br />
|input=632146H<br />
|image=GGXRD_Bedman_SinusoidalHelios.png<br />
|image2=GGXRD_Bedman_SinusoidalHelios2.png |caption2= Real Bedman hours, hit that snooze button if you're up.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28×6 |tension=-5000 |risc=7 |prorate= |level=2 |guard=All<br />
|cancel= |roman=YR |startup=6+8 |active=2×6 |recovery=14 |frameAdv=+11 |inv=1~15 Strike<br />
|description=*Frame 1~15 Strike Invul.<br />
*Bedman's only real reversal option<br />
*Limited horizontal range, since it has slow startup it's an ok reversal at best: very safe on block but opponents can usually YRC their actions to block in time. Hard to whiff punish.<br />
*Be wary that it can be thrown out of if opponent is close enough as it's only strike invulnerable. On wake-up don't ever try against Potemkin!<br />
*Can be used in corner combos for good damage, usually comboed into from 5H's 2nd hit, 1H or the high air version of Task C.<br />
*On-hit, you can do a short juggle combo. If the opponent is cornered, it will wall splat, allowing a 5D follow-up!<br />
*BURST version is fully invulnerable.<br />
*The hits are considered as projectiles so Jack-O aegis will completely nullify this.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Hemi Jack</font>======<br />
{{MoveData<br />
|name=Hemi Jack<br />
|input=632146S<br />
|image=GGXRD_Bedman_HemiJack.png |caption= The Sheep Lord demands a sacrifice.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,15 |tension=-5000 |risc=8 |prorate= |level=0 |guard=Unblockable<br />
|cancel= |roman=Y |startup=17+183 |active=536 |recovery=Total 73 |frameAdv= |inv=<br />
|description=*Summons our savior, the evil, black, giant, sheep that will appear above and behind the opponent. It takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice.<br />
*The Sheep God will always appear above the sinner relative to their vertical position, thus denying any attempts to combo into him.<br />
*The Sheep Lord is too great for manual labor and refuses to smite non-believers who are on the ground, preferring to loom over their shoulder until they come to him in the air.<br />
*The great sheep disappears if Bedman is hit but not if Bedman blocks. You must please our Sheep overlord by not getting hit. Play cautiously fellow believer and the Sheep shall grant you salvation.<br />
*Non-believers can attack and knock away the Sheep. Their efforts are not fruitless however, for the Sheep can only sustain 3 strikes.<br />
*The Sheep Lord has a timer before he gives up chase in frustration. As a worshiper, it is your duty to present our Sheep Lord with a sacrifice as swiftly as possible. Do not make our God wait.<br />
*The sheep does not believe in damage, and thus only does 10 damage. However, the true wisdom of our God lies in dizzy damage. Our Sheep lord deals massive amounts of dizzy damage, that will guarantee dizzy on raw hit. You can combo into our Sheep Lord, but the dizzy damage he graciously provides to us will be scaled as well. Our Lord does not like to share, and prefers the entirety of the opponent to himself.<br />
*When the Sheep Lord catches his victim he rewards his follower by teleporting him in front of it.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Theatre of Pain<br />
|input=in IK mode: 236236H<br />
|image=GGXRD_Bedman_TheatreOfPain.png<br />
|image2=GGXRD_Bedman_TheatreOfPain2.png<br />
|image3=GGXRD_Bedman_TheatreOfPain3.png |caption3= I give this movie two thumbs up<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY |tension= |risc=6 |prorate= |level=3 |guard=All<br />
|cancel= |roman= |startup=9+12[5+9] |active=8 |recovery=27 |frameAdv=-18 |inv=9~28 Full[5~21 Full]<br />
|description=*[ ] Indicates during Hell Fire<br />
*Uses the animation of his 6H, but does not teleport like the old 6H traditionally did. Very poor range all around. You'll never combo into this.<br />
*Landing it will have Bedman show his opponent an embarrassing or regretful memory. He then proceeds to pop-off as usual.<br />
*You have a lot of methods to land this with the use of Deja Vu combos, 5D, and Sinusoidal Helios. Remember your opponent should be in instant kill state if you want to combo into this <br />
*Comboing into it from Hemi Jack's dizzy is NOT an option, it places you too far from the oponent to use it before the player mashes out of dizzy state. If you have full tension in IK conditions, use Roman Cancelling Deja Vus or Blitz Shield instead.<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Bedman<br />
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd-R_BE.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman<br />
|discord=https://discord.gg/vRaTjWu<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Bedman]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Ramlethal_Valentine&diff=94296GGXRD-R2/Ramlethal Valentine2018-06-16T08:13:11Z<p>138.217.165.172: /* Sildo Detruo */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Ramlethal Valentine<br />
|-<br />
||<br />
[[File:GGXRD-R_Ramlethal_Portrait.png|350x500px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2<br />
|defense=x1.06<br />
|guts=1<br />
|stun=60<br />
|weight=Light<br />
|jumpStartup=3F<br />
|backdashTime=16F<br />
|backdashInv=1-9F<br />
|faceDown=23F<br />
|faceUp=25F<br />
}}<br />
;Movement Options<br />
Double jump, 1 Airdash, Run type dash<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Ramlethal Valentine<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
The merciless apocalypse from the backyard from XRD -SIGN-, has since turned a new leaf and is now viewing life in a completely different perspective. Ramlethal can fight using her two giant swords equipped or by setting them up to attack separately. Deployed swords can be used to control space in neutral, force the opponent to block after a knockdown or as part of blockstrings to keep them pinned down so Ramlethal can go for mixups. Interestingly, while her S and HS normals are assigned to her swords for the sake of massive normals and setplay, her P and K normals work very much like that of attack strings seen in 3d fighters. A very unique character.<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Strong and decently far reaching normals when equipped with swords. Can be toggled for zoning/mixups/pressure etc.<br />
*Strong mixup and pressure off corner knockdowns<br />
*Midscreen combos have good corner carry<br />
*Equipped swords grant big meter gain<br />
*Has many ways to combo which is complemented by her strong combo resets in the corner<br />
*Has access to several efficient ways of baiting bursts in combos<br />
*Cool hat.<br />
| style="width: 50%;"|<br />
*Poor normals without swords equipped.<br />
*Lack of proper gatlings, hard to apply any real pressure outside of the corner.<br />
*Neutral game is weak due to lack of many useful normals or specials.<br />
*Sometimes has issues safely confirming into combos and scoring strong knockdowns outside of the corner.<br />
*Equipped sword normals are her ONLY way to gain meter through normals.<br />
*While long combos are a plus, it also means opponents build meter fast when combo'd from her higher beat confirms<br />
|-<br />
|}<br />
<br clear=all/><br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=GGXRD_Ramlethal_5P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10 |tension=0 |risc=8 |prorate=90 |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv=<br />
|description=*Ramlethal's fastest normal, has poor reach but is positive on block. <br />
*Whiffs on crouching Millia, Faust and Jack-0.<br />
*Great for baiting bursts.<br />
*Can chain into itself and other normals by using 4P as the input. <br />
*5p is also one of her fastest and simplest ways to get knockdown with either 2KK of 2KPK as enders.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=GGXRD_Ramlethal_5K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=3 |recovery=15 |frameAdv=-4 |inv=<br />
|description=*Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very slighty inches itself forward.<br />
*Lacks reward on hit (without strings) but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall. <br />
*Chains into 6K.<br />
*Combos into her basic strings, not jump cancel-able.<br />
<br />
5K seems similar to others character's 5ks on the surface, but due to Ramlethal's nature, it fits more in-line with a normal from a 3D fighter. She cant get too much reward off of it alone, such as a basic knockdown or being able to jump cancel it, but she has followup options that can be pretty rewarding both on block and hit. It cannot cancel into other normals, but is part of an overall combination of strings (see below). Use this move if you don't have equipped far slash and need a poke.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGXRD_Ramlethal_cS.png |caption=Go-to move due to it not having the limitations of her string-normals<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=18 |frameAdv=-4 |inv=<br />
|description=*Her go-to practical normal for many situations due to it being on par for versatility with other close slashes and is not limited in the way her string-normals are.<br />
*Good close range normal that combos into daruo or chains into stuff that combos into daruo(2D, 5H without sword). Chains into 2S/2H but won't combo outside of wallsplat.<br />
*Jump cancelable and has a high attack level, making it good for canceling into sword summons.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_fS.png |caption= Awful move. Avoid using this.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=38 |tension=0 |risc=7 |prorate=90 |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=11 |active=5 |recovery=21 |frameAdv=-12 |inv=<br />
|description=*Combo fodder. Awful normal for neutral or offense, avoid using this move.<br />
*Special/jump/sword cancel-able. Chains into 2H.<br />
<br />
Swordless far slash doesn't see much use as its awful range prevents it from competing with more conventional far slashes/pokes. It is a poor neutral tool and is a huge reason as to why most players keep the S sword for superior pokes. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_fS_Sword.png |caption=Makes up a fraction of the nuetral game<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32 |tension=1584 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|description=*Far reaching sword swing with good range and startup.<br />
*Combos into Daruo on crouching or counterhit. Can be useful as a punish for this reason.<br />
*As with the rest of her equipped sword normals, this grants huge meter gain on hit and block<br />
*Cancels into specials, sword summons/recalls, jumps/iad, and 3K.<br />
<br />
Ramlethal's f.s is almost essential to her neutral, so much so that many choose to keep an non-deployed f.s equipped at all times outside of her corner game. It doesn't have much reward non-counterhit, but it is still by far one of Ramlethal's better pokes. Use often.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_5H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=24 |frameAdv=-13 |inv=<br />
|description=*Blockstring and combo tool when without swords.<br />
*Special and jump cancel-able <br />
*Combos into daruo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_5H_Sword.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=46 |tension=1584 |risc=6 |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=14 |active=9 |recovery=27 |frameAdv=-19 |inv=<br />
|description=*Has a big vertical hitbox, good anti-air if the spacing is right.<br />
*Mostly used in combos due to launching on hit, can be followed up by an air combo.<br />
*Level 4 move, lots of blockstun.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=GGXRD_Ramlethal_6P.png |caption=Standard universal anti-air<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=10 |active=4 |recovery=22 |frameAdv=-12 |inv=1~13 Upper body<br />
|description=*A pretty solid anti-air, has a small hitbox and lots of recovery though.<br />
*Frames 1~13 Upper body invulnerability.<br />
*Chains into c.S, 5H, 2S and 2H. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|image=GGXRD_Ramlethal_6K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension=0 |risc=7 |prorate=90 |level=2 |guard=High<br />
|cancel= |roman=YRP |startup=18 |active=5 |recovery=9 |frameAdv=0 |inv=<br />
|description=*Standing overhead, hits crouching characters at 20F.<br />
*Combos into 5P on anyone not named May, Bedman and Potemkin.<br />
*Primarily used in oki situations where a set sword will allow her to easily confirm into a combo. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">3K</font>======<br />
{{MoveData<br />
|name=3K<br />
|image=GGXRD_Ramlethal_3K.png |caption= Reversal safe oki tool<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Low<br />
|cancel= |roman=YRP |startup=12 |active=12 |recovery=12 |frameAdv=-7 |inv=10~ Low profile<br />
|description=*A sliding kick that can go under stuff.<br />
*Can be used after f.S and is sometimes used for low mixups.<br />
*Frames 10~ Low profile.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|image=GGXRD_Ramlethal_5D.png |caption=Sees WAY more use now<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=0 |risc=20 |prorate=80 |level=2 |guard=High<br />
|cancel= |roman=YRP |startup=28 |active=6 |recovery=21 |frameAdv=-13 |inv=<br />
|description=*A typical dust attack, very slow and unsafe.<br />
* Forward dust version now proves useful as a good corner combo extender.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=GGXRD_Ramlethal_2P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8 |tension=0 |risc=8 |prorate=80 |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv=<br />
|description=*Standard crouching punch with less range, frame advantage and more startup than 5P.<br />
*Not a whole lot of reasons to use this move other than it doesn't whiff on crouching Millia and Faust.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=GGXRD_Ramlethal_2K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=15 |tension=0 |risc=7 |prorate=70 |level=1 |guard=Low<br />
|cancel= |roman=YRP |startup=6 |active=5 |recovery=9 |frameAdv=-2 |inv=<br />
|description=*Standard crouching short that hits low and is also a part of her low mixup game.<br />
*Despite its frame advantage, it works well in blockstrings due to its range and the fact that it hits low.<br />
*Slightly faster than 2D but does less damage.<br />
*Combos into 2KK for a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_2S_Sword.png |caption=counterhits<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=19 |active=9 |recovery=51 |frameAdv=-41 |inv=<br />
|description=*A very big but slow normal that covers a lot of space above and behind Ramlethal. <br />
*Can chain into 2H on block for safety or for damage on non-counterhits. Also chains into 5D. <br />
*Lots of untechable time on air counterhit that allow for a variety of followups depending on the spacing.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_2H_Sword.png |caption=bonk<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=25 |active=9 |recovery=27 |frameAdv=-17 |inv=<br />
|description=*Big normal that slams the opponent into the ground for a knockdown<br />
*Slower than 2S but reaches a bit further horizontally. Has some uses in neutral when S sword is deployed.<br />
*Primarily used after 2S to make it safer.<br />
*Difficult to punish on block due to the amount of pushback, but its possible.<br />
*Bounces on counterhit, difficult to combo off unless its in the corner. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|image=GGXRD_Ramlethal_2D.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension= |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=8 |active=6 |recovery=16 |frameAdv=-8 |inv=<br />
|description=*Ramlethal's best low starter but has tiny range.<br />
*Combos into daruo. <br />
*Also part of her low mixup game. Substitute this instead of 2K if you need more damage.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGXRD_Ramlethal_jP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10 |tension=0 |risc=7 |prorate= |level=1 |guard=High/Air<br />
|cancel= |roman=YRP |startup=5 |active=6 |recovery=6 |frameAdv= |inv=<br />
|description=*Amazing normal for air to air hit confirms and blockstrings.<br />
*Cancels into sword summons but cannot recall them back from this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGXRD_Ramlethal_jK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension=0 |risc=7 |prorate= |level=7 |guard=High/Air<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=13 |frameAdv= |inv=<br />
|description=*Good normal for air to ground approaches due to its downward hit box.<br />
*Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low.<br />
*Cancels into sword summons, cannot recall them back though.<br />
*crossup hitbox.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_jS.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension= |risc=7 |prorate=90 |level=2 |guard=High/Air<br />
|cancel= |roman=YRP |startup=9 |active=4 |recovery=20 |frameAdv= |inv=<br />
|description=*Air combo filler, nothing really special about this move.<br />
*Cancels into sword summons but cannot call them back from this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_jS_Sword.png |caption=f.S but in the air. <br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=1200 |risc=6 |prorate=90 |level=3 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=10 |active=7 |recovery=24 |frameAdv= |inv=<br />
|description= <br />
*Good hitbox to air-to-air with and lots of untech time on air counterhit that can lead to massive damage.<br />
*Very small vertical hitbox.<br />
*Does not hit overhead.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_jH.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32 |tension= |risc=7 |prorate= |level=2 |guard=High/Air<br />
|cancel= |roman=YRP |startup=13 |active=8 |recovery=27 |frameAdv= |inv=<br />
|description=*Solid air-to-ground normal that hits overhead. Pretty useless by itself due to its small hitbox and high recovery.<br />
*Primarily used in air-dash mixups and can even crossup.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_jH_Sword.png |caption=Not an overhead<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=40 |tension=1200 |risc=6 |prorate=90 |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=15 |active=Active until landing |recovery=0 |frameAdv= |inv=<br />
|description=*A big, downwards sword bonk that travels all the way to the ground regardless of height.<br />
*Beats most anti-air normals if done high enough, but is unsafe on block if done too high.<br />
*Can be cancelled into 214K on block to stay safe and + on block.<br />
*Has a good amount of reward on counterhit, especially on rising j.H to counter mashers.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGXRD_Ramlethal_jD.png |caption= Use this when theyre too high for j8D<br />
|image2=GGXRD_Ramlethal_j8D.png |caption2= Most useful version for corner carry and combo extension<br />
|image3=GGXRD_Ramlethal_j2D.png |caption3= Stalls air momentum, can be used to delay landing.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=j.D |damage=40 |tension=0 |risc=8 |prorate= |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=11 |active=8 |recovery=20 + 5 Landing recovery |frameAdv= |inv=}}<br />
<br />
{{AttackData-GGXRD-R2<br />
|version=j.8D, j.2D, j.6D |header= no<br />
|damage=40 (for j.8D: 34) |tension=0 |risc=8 |prorate= |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=11 |active=8 |recovery=24 + 5 Landing recovery |frameAdv= |inv=<br />
|description=*Blows opponents away in the direction used to input the move.<br />
*Blows Ramlethal in the opposite direction of whatever version is used.<br />
*Can be used to both extend and end air combos due to its high untechable time.<br />
*j8D can be used to stop air approaches, such as opponents jumping/airdashing over Trance.<br />
*j2D now causes knockdown and can be canceled into j214K to reach the ground faster. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Combination Attacks==<br />
Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings.<br />
P and K normals can only be cancelled into combination attack strings or sword summons, except for 5P and 2P which can chain into themselves or 2K. Only the first and second attacks can be cancelled into sword summons.<br />
After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.<br />
<br />
======<font style="visibility:hidden" size="0">5PPP</font>======<br />
{{MoveData<br />
|name=5PPP<br />
|image=GGXRD_Ramlethal_5P.png<br />
|image2=GGXRD_Ramlethal_5PP.png<br />
|image3=GGXRD_Ramlethal_5PPP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PP |damage=18 |tension=0 |risc=7 |prorate=― |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PPP |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=10 |active=6 |recovery=9 |frameAdv=-1 |inv=<br />
|description=*Important in corner combos as it wall slams allowing for extended combos.<br />
*Decent midscreen combo ender as it blows the opponent away and knocks down. Not much time for proper oki but it works.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5PK4K</font>======<br />
{{MoveData<br />
|name=5PK4K<br />
|image=GGXRD_Ramlethal_5P.png<br />
|image2=GGXRD_Ramlethal_5PK.png<br />
|image3=GGXRD_Ramlethal_4K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PK |damage=22 |tension=0 |risc=6 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=10 |active=3 |recovery=21 |frameAdv=-7 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=4K |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|description=*Second hit staggers on ground hit, lots of untechable time on air hit.<br />
*5PK on air hit, can combo into 4S/H or 6S/H and still have enough time to continue the combo with more normals. A useful string for midscreen juggles overall.<br />
*4K ender launches and leads to additional combo routes.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5PPK</font>======<br />
{{MoveData<br />
|name=5PPK<br />
|image=GGXRD_Ramlethal_5P.png |caption=<br />
|image2=GGXRD_Ramlethal_5PP.png |caption2=<br />
|image3=GGXRD_Ramlethal_5PPK.png |caption3=For heavy characters<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PP |damage=18 |tension=0 |risc=7 |prorate=― |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PPK |damage=26 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=13 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|description=*Last hit floats midscreen, wall slams in corner. The difference form PPP is that you should use this when trying to opt for the opponent to wallstick higher in corner combos.<br />
*Last hit also lauches for situational extended midcreen juggles.<br />
*First and second hits always combo, last hit only combos on crouching.<br />
*Useful for comboing after 6K. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5KKK</font>======<br />
{{MoveData<br />
|name=5KKK<br />
|image=GGXRD_Ramlethal_5K.png<br />
|image2=GGXRD_Ramlethal_5PK.png<br />
|image3=GGXRD_Ramlethal_5KKK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KK |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=3 |recovery=12 |frameAdv=-1 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KKK |damage=32 |tension=0 |risc=6 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=11 |active=4 |recovery=22 |frameAdv=-9 |inv=<br />
|description=*Last hit causes techable knockback midscreen, does a low wall slam in the corner.<br />
*Unsafe on block but on hit leads to the standard post-wall slam corner combos.<br />
*KK is also what you sometimes use to end combos into knockdown sword summon oki.<br />
*KK also brings her forward and is relatively safe on block; she can continue pressure with this and sometimes go for unexpected command grabs.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K>4K and 5KK>4K</font>======<br />
{{MoveData<br />
|name=5K>4K and 5KK>4K<br />
|image=GGXRD_Ramlethal_5K.png<br />
|image2=GGXRD_Ramlethal_5PK.png<br />
|image3=GGXRD_Ramlethal_4K.png |caption3=Last hit vacuums<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KK |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=3 |recovery=12 |frameAdv=-1 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=4K |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|description=*Same as the 5KKK string but with an alternate ender.<br />
*4K is an interesting move that launches and causes a knockdown. Also slightly pulls opponents out of the corner allowing you to cross them up on wakeup.<br />
*4K can also be done after 5P.<br />
*4K does not vacuum on block<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5KPP</font>======<br />
{{MoveData<br />
|name=5KPP and 5KPK<br />
|image=GGXRD_Ramlethal_5K.png<br />
|image2=GGXRD_Ramlethal_5PP.png<br />
|image3=GGXRD_Ramlethal_5KPP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KP |damage=18 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=9 |frameAdv=-1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KPP |damage=42 |tension=0 |risc=6 |prorate= |level=4 |guard=High<br />
|cancel= |roman=YRP |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KPK |damage=26 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=11 |active=6 |recovery=18 |frameAdv=-10 |inv= <br />
|description=*First and second hits only combo on crouching, third hit does not combo at all.<br />
*Last hit of 5KPP is an overhead that is great on block and ground bounces on ground hit, causes knockdown on air hit. Useful for setting up oki midscreen.<br />
*If used as a blockstring, be aware of the gap between the second and third hits of 5KPP.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2PPK</font>======<br />
{{MoveData<br />
|name=2PPK<br />
|image=GGXRD_Ramlethal_2P.png<br />
|image2=GGXRD_Ramlethal_2PP.png<br />
|image3=GGXRD_Ramlethal_2PPK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2P |damage=8 |tension=0 |risc=8 |prorate=initial: 80% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2PP |damage=18 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2PPK |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=16 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot,3~Airborne<br />
|description=*Third hit has the same animation as 2KPK but launches on hit instead of knocking down.<br />
*Last hit is very unsafe on block and will not combo on a standing opponent.<br />
*Ramlethal is airborne during the startup of the last hit, which can be RC'd to put Ramlethal in the air but very low to the ground. Can be followed up either by jK for an overhead or 2D for a low.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2PK</font>======<br />
{{MoveData<br />
|name=2PK<br />
|image=GGXRD_Ramlethal_2P.png<br />
|image2=GGXRD_Ramlethal_2PK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2P |damage=8 |tension=0 |risc=8 |prorate=initial: 80% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2PK |damage=24 |tension=0 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=9 |active=4 |recovery=12 |frameAdv=-2 |inv=<br />
|description=*Second attack moves Ramlethal slightly forward and staggers.<br />
*Can be cancelled into a sword summon.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2KK</font>======<br />
{{MoveData<br />
|name=2KK<br />
|image=GGXRD_Ramlethal_2K.png<br />
|image2=GGXRD_Ramlethal_2KK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2K |damage=15 |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup=6 |active= |recovery= |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KK |damage=18,32 |tension=0 |risc=7,6 |prorate= |level=1,3 |guard=Low<br />
|cancel= |roman=YRP |startup=9 |active=4(6)5 |recovery=16 |frameAdv=-4 |inv=<br />
|description=*Second attack hits low twice.<br />
*Used to convert 5P/2K hits into a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2KPP</font>======<br />
{{MoveData<br />
|name=2KPP and 2KPK<br />
|image=GGXRD_Ramlethal_2K.png<br />
|image2=GGXRD_Ramlethal_2PP.png<br />
|image3=GGXRD_Ramlethal_5KPP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2K |damage=15 |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup=6 |active= |recovery= |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KP |damage=22 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KPP |damage=44 |tension=0 |risc=6 |prorate= |level=4 |guard=High<br />
|cancel= |roman=YRP |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=<br />
|description= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KPK |damage=32 |tension=0 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot,3~Airborne<br />
|description=*Starts out hitting low and can end with either an overhead or a low.<br />
*Despite the sweep ender having the same animation as the third attack of 2PPK it does not launch but instead causes knockdown and also always combos regardless of standing or crouching.<br />
*Very unsafe if the final hit is the low option.<br />
*Just like 5KPP, be aware of the gap between the second and third hits if you choose to use the overhead.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Ramlethal_GroundThrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=54 |tension= |risc= |prorate= |level= |guard=Ground Throw: 75250<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+53 |inv=<br />
|description=*Standard throw. Leads to okizeme.<br />
*Forced 55% proration. Unless the following combo will kill, its never worth it to RC due to the amount of hits (10) during the actual throw.<br />
*If a deployed sword strikes the opponent during the end of the animation, it will lead to a meterless combo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Ramlethal_AirThrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=63 |tension= |risc= |prorate= |level= |guard=Air Throw: 192500<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=<br />
|description=*Ground throw animation but in the air. Leads to the same situation as a ground throw. 10 hits.<br />
*Typically knocks down, otherwise it can be followed up at a low height or if a deployed sword hits at the end of the animation.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Ramlethal_5PP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=-5000 / 0 |risc=7 |prorate=― |level=2 |guard=All<br />
|cancel= |roman= |startup=7 |active=4 |recovery=27 |frameAdv=-17 |inv=1~10 Full,11~19 Throw<br />
|description=*Same animation as the 5PP combination attack.<br />
*A solid defensive tool to spend meter on if you don't want to risk doing a reversal super.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Ramlethal_BlitzAttack.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=+5 |inv=?<br />
|description=*A new and useful defensive option she now has, gets them off of you and can start combos.<br />
*Uncharged leads to blowback and wallstick, leads to same situation as her corner combos if optimized. Good for burst safe combos too.<br />
*Fully charged/counter hit leads into crumple state meaning you can go for as heavy of a standing punish as you please.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Deploy Giant Sword</font>======<br />
{{MoveData<br />
|name=Deploy Giant Sword<br />
|input=6S/H or 2S/H (air OK)<br />
|image=GGXRD_Ramlethal_6S.png |caption=6S<br />
|image2=GGXRD_Ramlethal_2S.png |caption2=2S<br />
|image3=GGXRD_Ramlethal_6H.png |caption3=6H<br />
|image4=GGXRD_Ramlethal_2H.png |caption4=2H<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=6S |subtitle=Equipped |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard= Mid/Air<br />
|cancel= |roman=YRP |startup=67 |active=13 |recovery=ground: 22<br/>air: 26 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=6S |subtitle=Deployed |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard= Mid/Air<br />
|cancel= |roman=YRP |startup=far: 64<br/>near: 26 |active=15 |recovery=ground: 33<br/>air: 29 |frameAdv=<br />
|description= Familiar does a horizontal slash. Has better active frames than 6H and always appears in front of them. Staggers on counterhit.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2S |subtitle=Deployed |damage=50 |tension=768 |risc= |prorate= |level=ground: 2<br/>air: 3 |guard= Mid/Air<br />
|cancel= |roman=YRP |startup=far: 96<br/>near: 67 |active=18 |recovery=ground: 33<br/>air: 26 |frameAdv=<br />
|description= Familiar does a clockwise spin with the sword. Slow to start up but has a big hitbox and causes ground bounce on hit. Requires S sword to already be placed with 6S.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=6H |subtitle=Equipped |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=66 |active=11 |recovery=ground: 22<br/>air: 26 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=6H |subtitle=Deployed |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=far: 63<br/>near: 25 |active=11 |recovery=ground: 31<br/>air: 29 |frameAdv=<br />
|description= Familiar does a downward vertical slash with the H sword. Appears above opponents. Staggers on counterhit.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2H |subtitle=Deployed |damage=60 |tension=768 |risc=10 |prorate= |level=4 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=far: 91<br/>near: 62 |active=18 |recovery=ground: 33<br/>air: 26 |frameAdv=<br />
|description= Similar to 2S but instead does a counter-clockwise spin. Difficult to avoid and also causes the most blockstun out of all the other sword attacks due to its attack level. Floats on hit. Requires H sword to already be placed with 6H.<br />
<br /><br />
<br /><br />
[[File:GGXRD_Ramlethal_swordplacement2.png|thumb|175x250px|]]<br />
[[File:GGXRD_Ramlethal_swordplacement.png|thumb|175x250px|]]<br />
Using 6H or 6S causes one of the two familiars to do a tracking teleport to the opponent and attack once. The familiars will standby at the spot where they teleported initially until they are summoned again. She can cancel the majority of her normals into a summon as well as the second hit of combination attacks.<br />
<br /><br />
*Using 6S or 6H replaces the normals done with that button with new ones.<br />
*Ramlethal is in counterhit state during the entire animation of deploying a sword. <br />
*Blocking or getting hit will cause any deployed swords to stop attacking. <br />
*A sword cannot be summoned again until the familiar starts glowing again.<br />
*While equipped, sword summons have less recovery.<br />
*On the intitial 6S/H, the sword will always go through the teleport animation. Any summons afterward can skip the teleport animation if the opponent is close by, causing the attack to come out much faster.<br />
*Added falling animation to swords being interrupted (increasing time before usable again) and familiars can now be hit on startup<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Retrieve Giant Sword</font>======<br />
{{MoveData<br />
|name=Retrieve Giant Sword<br />
|input=4S/H<br />
|image=GGXRD_Ramlethal_4S.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup= |active= |recovery=22 total, 26 (aerial) |frameAdv= |inv=<br />
|description=*Can be used in some combos. Animation is pretty quick.<br />
*Can be done in the air and also halts her air momentum.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Daruo</font>======<br />
{{MoveData<br />
|name=Daruo<br />
|input=623P<br />
|image=GGXRD_Ramlethal_Daruo.png |caption=Enhanced version is indicated by the green highlight<br />
|image2=GGXRD_Ramlethal_Daruo_fastest.png |caption2=Daruo, more like Dorya!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=Normal: 30 <br/>Green: 36 |tension=0 / 0 |risc=6 |prorate=Initial: 80% |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=Normal: 18<br/>Green: 16 |frameAdv=Normal: -4 <br/>Green: -2 |inv=<br />
|description=*A gap closing rush-in type of move that's unsafe on block but useful on hit, enhanced version is less punishable.<br />
*Primary combo starter as it launches on hit and used in nearly every one of her combos.<br />
*Two versions of this move. To get the enhanced version, P must be inputted as soon as you hit the 3 in the 623 motion.<br />
*While the enhanced version launches higher and deals more damage, both are useful in their own right as each can set up their own specific combos, so some might not always want to opt for the enhanced version.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Flama Kargo</font>======<br />
{{MoveData<br />
|name=Flama Kargo<br />
|input=236K<br />
|image=GGXRD_Ramlethal_Furama_Kaago.png |caption=Pops the opponent into the air for followups<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,60 |tension=0 / 480 |risc=6 |prorate=Forced: 60% |level=4 |guard=Ground Throw: 90000<br />
|cancel= |roman=YRP |startup=11 |active=1 |recovery=Total 45 |frameAdv=― |inv=<br />
|description=*Command grab with decent startup and range. Launches on successful grab, leads to a lot of damage.<br />
*An effective mixup tool when used properly with her other tools.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Sildo Detruo</font>======<br />
{{MoveData<br />
|name=Sildo Detruo<br />
|input=214K (air OK)<br />
|image=GGXRD_Ramlethal_SildoDetruo.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |roman=YRP |startup=32 |active=3 |recovery=11 |frameAdv=+2 |inv=5~Airborne }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |subtitle=j.214K |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |roman=YRP |startup=Until Landing[20] |active=3 |recovery=12 |frameAdv=+1 |inv=<br />
|description=*Lots of startup on this move, can be easily interrupted if they see it coming.<br />
*You actually land before the hitbox becomes active, making it very weak to being thrown.<br />
*Launches on hit, knocks down if not followed up<br />
*Can be chained after jD in air combos to reach the ground faster.<br />
*Can be used after a jump in or air dash as a double high mixup<br />
*Air version can be TK'd for instant overheads<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Cassius</font>======<br />
{{MoveData<br />
|name=Cassius<br />
|input=214P<br />
|image=GGXRD_Ramlethal_Cassius.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=0 / 0 |risc=7 |prorate=― |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=19 |active=29 |recovery=Total 46 |frameAdv=-1 |inv=<br />
|description=*Fires a projectile at an upward angle. <br />
*Throw it out to end blockstrings or catch opponents trying to approach through the air, especially when the gameplan shifts to deploying swords and killing time for their recovery. Covers deployed HS sword's vulnerability of being hit away as well.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Maruterri</font>======<br />
{{MoveData<br />
|name=Marteli<br />
|input=214S (Air OK)<br />
|image=GGXRD_Ramlethal_Marteli.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=38 |tension= |risc=- /+10 |prorate= |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=16 |frameAdv=-5 |inv=<br />
|description=*Floats on counterhit for a full combo.<br />
*Useful as a frametrap for opponents trying to mash after f.S.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Foruterri</font>======<br />
{{MoveData<br />
|name=Forpeli<br />
|input=214H (Air OK)<br />
|image=GGXRD_Ramlethal_Forpeli.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=42 |tension= |risc=- /+10 |prorate= |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=6 |recovery=24 |frameAdv=-11 |inv=<br />
|description=*Reaches farther than Martelli and pushes more damage, but is noticeably worse on block.<br />
*Has situational use for when you need to retrieve the H sword while also throwing out a hitbox.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Calvados</font>======<br />
{{MoveData<br />
|name=Calvados<br />
|input=632146H with sword equipped<br />
|image=GGXRD_Ramlethal_Calvados.png |caption= Discount Gamma Ray<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=50, 6×30 |tension=-5000 |risc=1 |prorate=― |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=7+7 |active=62 |recovery=31 |frameAdv=-17 |inv=3~13 Strike<br />
|description=*Beam super, difficult to punish<br />
*Can only be used when BOTH swords are Equipped.<br />
*Used in situations where you either want to finish the opponent off or chip them out if they block from afar. Also depletes a significant portion of their meter if they FD in those situations.<br />
*frames 3-13 invincible<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Trance</font>======<br />
{{MoveData<br />
|name=Trance<br />
|input=632146H with sword deployed<br />
|image=GGXRD_Ramlethal_Toranshi.png |caption= No escape!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8×30 |tension=-5000 |risc=2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=9+17 |active=129 |recovery=Total 12 |frameAdv=― |inv=<br />
|description=*Can only be used when BOTH swords have been deployed.<br />
*Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning forward. The swords are thus relocated to where the overdrive ended.<br />
*Hits 30 times, keeps them blocking for a while, giving enough time for at least 1 jump-in mixup.<br />
*Swords disappear if Ramlethal is hit before the move becomes active. <br />
*Is sometimes used at the end of combos from an otg state for the kill.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Explode</font>======<br />
{{MoveData<br />
|name=Explode<br />
|input=2363214K<br />
|image=GGXRD_Ramlethal_Explode.png |caption=<br />
|image2=GGXRD_Ramlethal_explode2.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,4×14,80 |tension=-5000 |risc=6,0×14,14 |prorate=― |level=0 |guard=All<br />
|cancel= |roman=YRP |startup=7+1 |active=18 |recovery=24 |frameAdv=-32 |inv=1~10 Full,11~End of movement Throw<br />
|description=*Frames 1-10 invincible<br />
*Reversal super. Rushes forward so it can be used to get out of the corner if they jump over it.<br />
*Can combo into this even from otg as it activates the animation.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Animo Estingi<br />
|input=in IK mode: 236236H<br />
|image=GGXRD_Ramlethal_IK.png |caption=<br />
|image2=GGXRD_Ramlethal_IK2.png<br />
|image3=GGXRD_Ramlethal_IK3.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY |tension=― |risc=6 |prorate=― |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=14+18[10+16] |active=3 |recovery=34 |frameAdv=-20 |inv=14~34[10~28] Full<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*Uses the animation of her Daruo, complete with teleport.<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Ramlethal Valentine<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Ramlethal Valentine]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Ramlethal_Valentine&diff=94295GGXRD-R2/Ramlethal Valentine2018-06-16T08:11:15Z<p>138.217.165.172: /* Sildo Detruo */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Ramlethal Valentine<br />
|-<br />
||<br />
[[File:GGXRD-R_Ramlethal_Portrait.png|350x500px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2<br />
|defense=x1.06<br />
|guts=1<br />
|stun=60<br />
|weight=Light<br />
|jumpStartup=3F<br />
|backdashTime=16F<br />
|backdashInv=1-9F<br />
|faceDown=23F<br />
|faceUp=25F<br />
}}<br />
;Movement Options<br />
Double jump, 1 Airdash, Run type dash<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Ramlethal Valentine<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
The merciless apocalypse from the backyard from XRD -SIGN-, has since turned a new leaf and is now viewing life in a completely different perspective. Ramlethal can fight using her two giant swords equipped or by setting them up to attack separately. Deployed swords can be used to control space in neutral, force the opponent to block after a knockdown or as part of blockstrings to keep them pinned down so Ramlethal can go for mixups. Interestingly, while her S and HS normals are assigned to her swords for the sake of massive normals and setplay, her P and K normals work very much like that of attack strings seen in 3d fighters. A very unique character.<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Strong and decently far reaching normals when equipped with swords. Can be toggled for zoning/mixups/pressure etc.<br />
*Strong mixup and pressure off corner knockdowns<br />
*Midscreen combos have good corner carry<br />
*Equipped swords grant big meter gain<br />
*Has many ways to combo which is complemented by her strong combo resets in the corner<br />
*Has access to several efficient ways of baiting bursts in combos<br />
*Cool hat.<br />
| style="width: 50%;"|<br />
*Poor normals without swords equipped.<br />
*Lack of proper gatlings, hard to apply any real pressure outside of the corner.<br />
*Neutral game is weak due to lack of many useful normals or specials.<br />
*Sometimes has issues safely confirming into combos and scoring strong knockdowns outside of the corner.<br />
*Equipped sword normals are her ONLY way to gain meter through normals.<br />
*While long combos are a plus, it also means opponents build meter fast when combo'd from her higher beat confirms<br />
|-<br />
|}<br />
<br clear=all/><br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=GGXRD_Ramlethal_5P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10 |tension=0 |risc=8 |prorate=90 |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv=<br />
|description=*Ramlethal's fastest normal, has poor reach but is positive on block. <br />
*Whiffs on crouching Millia, Faust and Jack-0.<br />
*Great for baiting bursts.<br />
*Can chain into itself and other normals by using 4P as the input. <br />
*5p is also one of her fastest and simplest ways to get knockdown with either 2KK of 2KPK as enders.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=GGXRD_Ramlethal_5K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=3 |recovery=15 |frameAdv=-4 |inv=<br />
|description=*Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very slighty inches itself forward.<br />
*Lacks reward on hit (without strings) but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall. <br />
*Chains into 6K.<br />
*Combos into her basic strings, not jump cancel-able.<br />
<br />
5K seems similar to others character's 5ks on the surface, but due to Ramlethal's nature, it fits more in-line with a normal from a 3D fighter. She cant get too much reward off of it alone, such as a basic knockdown or being able to jump cancel it, but she has followup options that can be pretty rewarding both on block and hit. It cannot cancel into other normals, but is part of an overall combination of strings (see below). Use this move if you don't have equipped far slash and need a poke.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGXRD_Ramlethal_cS.png |caption=Go-to move due to it not having the limitations of her string-normals<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=18 |frameAdv=-4 |inv=<br />
|description=*Her go-to practical normal for many situations due to it being on par for versatility with other close slashes and is not limited in the way her string-normals are.<br />
*Good close range normal that combos into daruo or chains into stuff that combos into daruo(2D, 5H without sword). Chains into 2S/2H but won't combo outside of wallsplat.<br />
*Jump cancelable and has a high attack level, making it good for canceling into sword summons.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_fS.png |caption= Awful move. Avoid using this.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=38 |tension=0 |risc=7 |prorate=90 |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=11 |active=5 |recovery=21 |frameAdv=-12 |inv=<br />
|description=*Combo fodder. Awful normal for neutral or offense, avoid using this move.<br />
*Special/jump/sword cancel-able. Chains into 2H.<br />
<br />
Swordless far slash doesn't see much use as its awful range prevents it from competing with more conventional far slashes/pokes. It is a poor neutral tool and is a huge reason as to why most players keep the S sword for superior pokes. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_fS_Sword.png |caption=Makes up a fraction of the nuetral game<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32 |tension=1584 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|description=*Far reaching sword swing with good range and startup.<br />
*Combos into Daruo on crouching or counterhit. Can be useful as a punish for this reason.<br />
*As with the rest of her equipped sword normals, this grants huge meter gain on hit and block<br />
*Cancels into specials, sword summons/recalls, jumps/iad, and 3K.<br />
<br />
Ramlethal's f.s is almost essential to her neutral, so much so that many choose to keep an non-deployed f.s equipped at all times outside of her corner game. It doesn't have much reward non-counterhit, but it is still by far one of Ramlethal's better pokes. Use often.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_5H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=24 |frameAdv=-13 |inv=<br />
|description=*Blockstring and combo tool when without swords.<br />
*Special and jump cancel-able <br />
*Combos into daruo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_5H_Sword.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=46 |tension=1584 |risc=6 |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=14 |active=9 |recovery=27 |frameAdv=-19 |inv=<br />
|description=*Has a big vertical hitbox, good anti-air if the spacing is right.<br />
*Mostly used in combos due to launching on hit, can be followed up by an air combo.<br />
*Level 4 move, lots of blockstun.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=GGXRD_Ramlethal_6P.png |caption=Standard universal anti-air<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=10 |active=4 |recovery=22 |frameAdv=-12 |inv=1~13 Upper body<br />
|description=*A pretty solid anti-air, has a small hitbox and lots of recovery though.<br />
*Frames 1~13 Upper body invulnerability.<br />
*Chains into c.S, 5H, 2S and 2H. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|image=GGXRD_Ramlethal_6K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension=0 |risc=7 |prorate=90 |level=2 |guard=High<br />
|cancel= |roman=YRP |startup=18 |active=5 |recovery=9 |frameAdv=0 |inv=<br />
|description=*Standing overhead, hits crouching characters at 20F.<br />
*Combos into 5P on anyone not named May, Bedman and Potemkin.<br />
*Primarily used in oki situations where a set sword will allow her to easily confirm into a combo. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">3K</font>======<br />
{{MoveData<br />
|name=3K<br />
|image=GGXRD_Ramlethal_3K.png |caption= Reversal safe oki tool<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Low<br />
|cancel= |roman=YRP |startup=12 |active=12 |recovery=12 |frameAdv=-7 |inv=10~ Low profile<br />
|description=*A sliding kick that can go under stuff.<br />
*Can be used after f.S and is sometimes used for low mixups.<br />
*Frames 10~ Low profile.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|image=GGXRD_Ramlethal_5D.png |caption=Sees WAY more use now<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=0 |risc=20 |prorate=80 |level=2 |guard=High<br />
|cancel= |roman=YRP |startup=28 |active=6 |recovery=21 |frameAdv=-13 |inv=<br />
|description=*A typical dust attack, very slow and unsafe.<br />
* Forward dust version now proves useful as a good corner combo extender.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=GGXRD_Ramlethal_2P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8 |tension=0 |risc=8 |prorate=80 |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv=<br />
|description=*Standard crouching punch with less range, frame advantage and more startup than 5P.<br />
*Not a whole lot of reasons to use this move other than it doesn't whiff on crouching Millia and Faust.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=GGXRD_Ramlethal_2K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=15 |tension=0 |risc=7 |prorate=70 |level=1 |guard=Low<br />
|cancel= |roman=YRP |startup=6 |active=5 |recovery=9 |frameAdv=-2 |inv=<br />
|description=*Standard crouching short that hits low and is also a part of her low mixup game.<br />
*Despite its frame advantage, it works well in blockstrings due to its range and the fact that it hits low.<br />
*Slightly faster than 2D but does less damage.<br />
*Combos into 2KK for a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_2S_Sword.png |caption=counterhits<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=19 |active=9 |recovery=51 |frameAdv=-41 |inv=<br />
|description=*A very big but slow normal that covers a lot of space above and behind Ramlethal. <br />
*Can chain into 2H on block for safety or for damage on non-counterhits. Also chains into 5D. <br />
*Lots of untechable time on air counterhit that allow for a variety of followups depending on the spacing.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_2H_Sword.png |caption=bonk<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=25 |active=9 |recovery=27 |frameAdv=-17 |inv=<br />
|description=*Big normal that slams the opponent into the ground for a knockdown<br />
*Slower than 2S but reaches a bit further horizontally. Has some uses in neutral when S sword is deployed.<br />
*Primarily used after 2S to make it safer.<br />
*Difficult to punish on block due to the amount of pushback, but its possible.<br />
*Bounces on counterhit, difficult to combo off unless its in the corner. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|image=GGXRD_Ramlethal_2D.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension= |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=8 |active=6 |recovery=16 |frameAdv=-8 |inv=<br />
|description=*Ramlethal's best low starter but has tiny range.<br />
*Combos into daruo. <br />
*Also part of her low mixup game. Substitute this instead of 2K if you need more damage.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGXRD_Ramlethal_jP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10 |tension=0 |risc=7 |prorate= |level=1 |guard=High/Air<br />
|cancel= |roman=YRP |startup=5 |active=6 |recovery=6 |frameAdv= |inv=<br />
|description=*Amazing normal for air to air hit confirms and blockstrings.<br />
*Cancels into sword summons but cannot recall them back from this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGXRD_Ramlethal_jK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension=0 |risc=7 |prorate= |level=7 |guard=High/Air<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=13 |frameAdv= |inv=<br />
|description=*Good normal for air to ground approaches due to its downward hit box.<br />
*Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low.<br />
*Cancels into sword summons, cannot recall them back though.<br />
*crossup hitbox.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_jS.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension= |risc=7 |prorate=90 |level=2 |guard=High/Air<br />
|cancel= |roman=YRP |startup=9 |active=4 |recovery=20 |frameAdv= |inv=<br />
|description=*Air combo filler, nothing really special about this move.<br />
*Cancels into sword summons but cannot call them back from this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_jS_Sword.png |caption=f.S but in the air. <br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=1200 |risc=6 |prorate=90 |level=3 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=10 |active=7 |recovery=24 |frameAdv= |inv=<br />
|description= <br />
*Good hitbox to air-to-air with and lots of untech time on air counterhit that can lead to massive damage.<br />
*Very small vertical hitbox.<br />
*Does not hit overhead.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_jH.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32 |tension= |risc=7 |prorate= |level=2 |guard=High/Air<br />
|cancel= |roman=YRP |startup=13 |active=8 |recovery=27 |frameAdv= |inv=<br />
|description=*Solid air-to-ground normal that hits overhead. Pretty useless by itself due to its small hitbox and high recovery.<br />
*Primarily used in air-dash mixups and can even crossup.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_jH_Sword.png |caption=Not an overhead<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=40 |tension=1200 |risc=6 |prorate=90 |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=15 |active=Active until landing |recovery=0 |frameAdv= |inv=<br />
|description=*A big, downwards sword bonk that travels all the way to the ground regardless of height.<br />
*Beats most anti-air normals if done high enough, but is unsafe on block if done too high.<br />
*Can be cancelled into 214K on block to stay safe and + on block.<br />
*Has a good amount of reward on counterhit, especially on rising j.H to counter mashers.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGXRD_Ramlethal_jD.png |caption= Use this when theyre too high for j8D<br />
|image2=GGXRD_Ramlethal_j8D.png |caption2= Most useful version for corner carry and combo extension<br />
|image3=GGXRD_Ramlethal_j2D.png |caption3= Stalls air momentum, can be used to delay landing.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=j.D |damage=40 |tension=0 |risc=8 |prorate= |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=11 |active=8 |recovery=20 + 5 Landing recovery |frameAdv= |inv=}}<br />
<br />
{{AttackData-GGXRD-R2<br />
|version=j.8D, j.2D, j.6D |header= no<br />
|damage=40 (for j.8D: 34) |tension=0 |risc=8 |prorate= |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=11 |active=8 |recovery=24 + 5 Landing recovery |frameAdv= |inv=<br />
|description=*Blows opponents away in the direction used to input the move.<br />
*Blows Ramlethal in the opposite direction of whatever version is used.<br />
*Can be used to both extend and end air combos due to its high untechable time.<br />
*j8D can be used to stop air approaches, such as opponents jumping/airdashing over Trance.<br />
*j2D now causes knockdown and can be canceled into j214K to reach the ground faster. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Combination Attacks==<br />
Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings.<br />
P and K normals can only be cancelled into combination attack strings or sword summons, except for 5P and 2P which can chain into themselves or 2K. Only the first and second attacks can be cancelled into sword summons.<br />
After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.<br />
<br />
======<font style="visibility:hidden" size="0">5PPP</font>======<br />
{{MoveData<br />
|name=5PPP<br />
|image=GGXRD_Ramlethal_5P.png<br />
|image2=GGXRD_Ramlethal_5PP.png<br />
|image3=GGXRD_Ramlethal_5PPP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PP |damage=18 |tension=0 |risc=7 |prorate=― |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PPP |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=10 |active=6 |recovery=9 |frameAdv=-1 |inv=<br />
|description=*Important in corner combos as it wall slams allowing for extended combos.<br />
*Decent midscreen combo ender as it blows the opponent away and knocks down. Not much time for proper oki but it works.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5PK4K</font>======<br />
{{MoveData<br />
|name=5PK4K<br />
|image=GGXRD_Ramlethal_5P.png<br />
|image2=GGXRD_Ramlethal_5PK.png<br />
|image3=GGXRD_Ramlethal_4K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PK |damage=22 |tension=0 |risc=6 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=10 |active=3 |recovery=21 |frameAdv=-7 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=4K |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|description=*Second hit staggers on ground hit, lots of untechable time on air hit.<br />
*5PK on air hit, can combo into 4S/H or 6S/H and still have enough time to continue the combo with more normals. A useful string for midscreen juggles overall.<br />
*4K ender launches and leads to additional combo routes.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5PPK</font>======<br />
{{MoveData<br />
|name=5PPK<br />
|image=GGXRD_Ramlethal_5P.png |caption=<br />
|image2=GGXRD_Ramlethal_5PP.png |caption2=<br />
|image3=GGXRD_Ramlethal_5PPK.png |caption3=For heavy characters<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PP |damage=18 |tension=0 |risc=7 |prorate=― |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PPK |damage=26 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=13 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|description=*Last hit floats midscreen, wall slams in corner. The difference form PPP is that you should use this when trying to opt for the opponent to wallstick higher in corner combos.<br />
*Last hit also lauches for situational extended midcreen juggles.<br />
*First and second hits always combo, last hit only combos on crouching.<br />
*Useful for comboing after 6K. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5KKK</font>======<br />
{{MoveData<br />
|name=5KKK<br />
|image=GGXRD_Ramlethal_5K.png<br />
|image2=GGXRD_Ramlethal_5PK.png<br />
|image3=GGXRD_Ramlethal_5KKK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KK |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=3 |recovery=12 |frameAdv=-1 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KKK |damage=32 |tension=0 |risc=6 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=11 |active=4 |recovery=22 |frameAdv=-9 |inv=<br />
|description=*Last hit causes techable knockback midscreen, does a low wall slam in the corner.<br />
*Unsafe on block but on hit leads to the standard post-wall slam corner combos.<br />
*KK is also what you sometimes use to end combos into knockdown sword summon oki.<br />
*KK also brings her forward and is relatively safe on block; she can continue pressure with this and sometimes go for unexpected command grabs.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K>4K and 5KK>4K</font>======<br />
{{MoveData<br />
|name=5K>4K and 5KK>4K<br />
|image=GGXRD_Ramlethal_5K.png<br />
|image2=GGXRD_Ramlethal_5PK.png<br />
|image3=GGXRD_Ramlethal_4K.png |caption3=Last hit vacuums<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KK |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=3 |recovery=12 |frameAdv=-1 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=4K |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|description=*Same as the 5KKK string but with an alternate ender.<br />
*4K is an interesting move that launches and causes a knockdown. Also slightly pulls opponents out of the corner allowing you to cross them up on wakeup.<br />
*4K can also be done after 5P.<br />
*4K does not vacuum on block<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5KPP</font>======<br />
{{MoveData<br />
|name=5KPP and 5KPK<br />
|image=GGXRD_Ramlethal_5K.png<br />
|image2=GGXRD_Ramlethal_5PP.png<br />
|image3=GGXRD_Ramlethal_5KPP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KP |damage=18 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=9 |frameAdv=-1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KPP |damage=42 |tension=0 |risc=6 |prorate= |level=4 |guard=High<br />
|cancel= |roman=YRP |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KPK |damage=26 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=11 |active=6 |recovery=18 |frameAdv=-10 |inv= <br />
|description=*First and second hits only combo on crouching, third hit does not combo at all.<br />
*Last hit of 5KPP is an overhead that is great on block and ground bounces on ground hit, causes knockdown on air hit. Useful for setting up oki midscreen.<br />
*If used as a blockstring, be aware of the gap between the second and third hits of 5KPP.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2PPK</font>======<br />
{{MoveData<br />
|name=2PPK<br />
|image=GGXRD_Ramlethal_2P.png<br />
|image2=GGXRD_Ramlethal_2PP.png<br />
|image3=GGXRD_Ramlethal_2PPK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2P |damage=8 |tension=0 |risc=8 |prorate=initial: 80% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2PP |damage=18 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2PPK |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=16 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot,3~Airborne<br />
|description=*Third hit has the same animation as 2KPK but launches on hit instead of knocking down.<br />
*Last hit is very unsafe on block and will not combo on a standing opponent.<br />
*Ramlethal is airborne during the startup of the last hit, which can be RC'd to put Ramlethal in the air but very low to the ground. Can be followed up either by jK for an overhead or 2D for a low.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2PK</font>======<br />
{{MoveData<br />
|name=2PK<br />
|image=GGXRD_Ramlethal_2P.png<br />
|image2=GGXRD_Ramlethal_2PK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2P |damage=8 |tension=0 |risc=8 |prorate=initial: 80% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2PK |damage=24 |tension=0 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=9 |active=4 |recovery=12 |frameAdv=-2 |inv=<br />
|description=*Second attack moves Ramlethal slightly forward and staggers.<br />
*Can be cancelled into a sword summon.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2KK</font>======<br />
{{MoveData<br />
|name=2KK<br />
|image=GGXRD_Ramlethal_2K.png<br />
|image2=GGXRD_Ramlethal_2KK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2K |damage=15 |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup=6 |active= |recovery= |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KK |damage=18,32 |tension=0 |risc=7,6 |prorate= |level=1,3 |guard=Low<br />
|cancel= |roman=YRP |startup=9 |active=4(6)5 |recovery=16 |frameAdv=-4 |inv=<br />
|description=*Second attack hits low twice.<br />
*Used to convert 5P/2K hits into a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2KPP</font>======<br />
{{MoveData<br />
|name=2KPP and 2KPK<br />
|image=GGXRD_Ramlethal_2K.png<br />
|image2=GGXRD_Ramlethal_2PP.png<br />
|image3=GGXRD_Ramlethal_5KPP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2K |damage=15 |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup=6 |active= |recovery= |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KP |damage=22 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KPP |damage=44 |tension=0 |risc=6 |prorate= |level=4 |guard=High<br />
|cancel= |roman=YRP |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=<br />
|description= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KPK |damage=32 |tension=0 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot,3~Airborne<br />
|description=*Starts out hitting low and can end with either an overhead or a low.<br />
*Despite the sweep ender having the same animation as the third attack of 2PPK it does not launch but instead causes knockdown and also always combos regardless of standing or crouching.<br />
*Very unsafe if the final hit is the low option.<br />
*Just like 5KPP, be aware of the gap between the second and third hits if you choose to use the overhead.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Ramlethal_GroundThrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=54 |tension= |risc= |prorate= |level= |guard=Ground Throw: 75250<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+53 |inv=<br />
|description=*Standard throw. Leads to okizeme.<br />
*Forced 55% proration. Unless the following combo will kill, its never worth it to RC due to the amount of hits (10) during the actual throw.<br />
*If a deployed sword strikes the opponent during the end of the animation, it will lead to a meterless combo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Ramlethal_AirThrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=63 |tension= |risc= |prorate= |level= |guard=Air Throw: 192500<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=<br />
|description=*Ground throw animation but in the air. Leads to the same situation as a ground throw. 10 hits.<br />
*Typically knocks down, otherwise it can be followed up at a low height or if a deployed sword hits at the end of the animation.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Ramlethal_5PP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=-5000 / 0 |risc=7 |prorate=― |level=2 |guard=All<br />
|cancel= |roman= |startup=7 |active=4 |recovery=27 |frameAdv=-17 |inv=1~10 Full,11~19 Throw<br />
|description=*Same animation as the 5PP combination attack.<br />
*A solid defensive tool to spend meter on if you don't want to risk doing a reversal super.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Ramlethal_BlitzAttack.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=+5 |inv=?<br />
|description=*A new and useful defensive option she now has, gets them off of you and can start combos.<br />
*Uncharged leads to blowback and wallstick, leads to same situation as her corner combos if optimized. Good for burst safe combos too.<br />
*Fully charged/counter hit leads into crumple state meaning you can go for as heavy of a standing punish as you please.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Deploy Giant Sword</font>======<br />
{{MoveData<br />
|name=Deploy Giant Sword<br />
|input=6S/H or 2S/H (air OK)<br />
|image=GGXRD_Ramlethal_6S.png |caption=6S<br />
|image2=GGXRD_Ramlethal_2S.png |caption2=2S<br />
|image3=GGXRD_Ramlethal_6H.png |caption3=6H<br />
|image4=GGXRD_Ramlethal_2H.png |caption4=2H<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=6S |subtitle=Equipped |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard= Mid/Air<br />
|cancel= |roman=YRP |startup=67 |active=13 |recovery=ground: 22<br/>air: 26 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=6S |subtitle=Deployed |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard= Mid/Air<br />
|cancel= |roman=YRP |startup=far: 64<br/>near: 26 |active=15 |recovery=ground: 33<br/>air: 29 |frameAdv=<br />
|description= Familiar does a horizontal slash. Has better active frames than 6H and always appears in front of them. Staggers on counterhit.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2S |subtitle=Deployed |damage=50 |tension=768 |risc= |prorate= |level=ground: 2<br/>air: 3 |guard= Mid/Air<br />
|cancel= |roman=YRP |startup=far: 96<br/>near: 67 |active=18 |recovery=ground: 33<br/>air: 26 |frameAdv=<br />
|description= Familiar does a clockwise spin with the sword. Slow to start up but has a big hitbox and causes ground bounce on hit. Requires S sword to already be placed with 6S.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=6H |subtitle=Equipped |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=66 |active=11 |recovery=ground: 22<br/>air: 26 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=6H |subtitle=Deployed |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=far: 63<br/>near: 25 |active=11 |recovery=ground: 31<br/>air: 29 |frameAdv=<br />
|description= Familiar does a downward vertical slash with the H sword. Appears above opponents. Staggers on counterhit.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2H |subtitle=Deployed |damage=60 |tension=768 |risc=10 |prorate= |level=4 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=far: 91<br/>near: 62 |active=18 |recovery=ground: 33<br/>air: 26 |frameAdv=<br />
|description= Similar to 2S but instead does a counter-clockwise spin. Difficult to avoid and also causes the most blockstun out of all the other sword attacks due to its attack level. Floats on hit. Requires H sword to already be placed with 6H.<br />
<br /><br />
<br /><br />
[[File:GGXRD_Ramlethal_swordplacement2.png|thumb|175x250px|]]<br />
[[File:GGXRD_Ramlethal_swordplacement.png|thumb|175x250px|]]<br />
Using 6H or 6S causes one of the two familiars to do a tracking teleport to the opponent and attack once. The familiars will standby at the spot where they teleported initially until they are summoned again. She can cancel the majority of her normals into a summon as well as the second hit of combination attacks.<br />
<br /><br />
*Using 6S or 6H replaces the normals done with that button with new ones.<br />
*Ramlethal is in counterhit state during the entire animation of deploying a sword. <br />
*Blocking or getting hit will cause any deployed swords to stop attacking. <br />
*A sword cannot be summoned again until the familiar starts glowing again.<br />
*While equipped, sword summons have less recovery.<br />
*On the intitial 6S/H, the sword will always go through the teleport animation. Any summons afterward can skip the teleport animation if the opponent is close by, causing the attack to come out much faster.<br />
*Added falling animation to swords being interrupted (increasing time before usable again) and familiars can now be hit on startup<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Retrieve Giant Sword</font>======<br />
{{MoveData<br />
|name=Retrieve Giant Sword<br />
|input=4S/H<br />
|image=GGXRD_Ramlethal_4S.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup= |active= |recovery=22 total, 26 (aerial) |frameAdv= |inv=<br />
|description=*Can be used in some combos. Animation is pretty quick.<br />
*Can be done in the air and also halts her air momentum.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Daruo</font>======<br />
{{MoveData<br />
|name=Daruo<br />
|input=623P<br />
|image=GGXRD_Ramlethal_Daruo.png |caption=Enhanced version is indicated by the green highlight<br />
|image2=GGXRD_Ramlethal_Daruo_fastest.png |caption2=Daruo, more like Dorya!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=Normal: 30 <br/>Green: 36 |tension=0 / 0 |risc=6 |prorate=Initial: 80% |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=Normal: 18<br/>Green: 16 |frameAdv=Normal: -4 <br/>Green: -2 |inv=<br />
|description=*A gap closing rush-in type of move that's unsafe on block but useful on hit, enhanced version is less punishable.<br />
*Primary combo starter as it launches on hit and used in nearly every one of her combos.<br />
*Two versions of this move. To get the enhanced version, P must be inputted as soon as you hit the 3 in the 623 motion.<br />
*While the enhanced version launches higher and deals more damage, both are useful in their own right as each can set up their own specific combos, so some might not always want to opt for the enhanced version.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Flama Kargo</font>======<br />
{{MoveData<br />
|name=Flama Kargo<br />
|input=236K<br />
|image=GGXRD_Ramlethal_Furama_Kaago.png |caption=Pops the opponent into the air for followups<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,60 |tension=0 / 480 |risc=6 |prorate=Forced: 60% |level=4 |guard=Ground Throw: 90000<br />
|cancel= |roman=YRP |startup=11 |active=1 |recovery=Total 45 |frameAdv=― |inv=<br />
|description=*Command grab with decent startup and range. Launches on successful grab, leads to a lot of damage.<br />
*An effective mixup tool when used properly with her other tools.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Sildo Detruo</font>======<br />
{{MoveData<br />
|name=Sildo Detruo<br />
|input=214K (air OK)<br />
|image=GGXRD_Ramlethal_SildoDetruo.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |roman=YRP |startup=32 |active=3 |recovery=11 |frameAdv=+2 |inv=5~Airborne }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |subtitle=j.214K |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |roman=YRP |startup=Until Landing[20] |active=3 |recovery=12 |frameAdv=+1 |inv=<br />
|description=*Lots of startup on this move, can be easily interrupted if they see it coming.<br />
*You actually land before the hitbox becomes active, making it very weak to being thrown.<br />
*launches on hit, knocks down if not followed up<br />
*Can be chained after jD in air combos to reach the ground faster.<br />
*Can be used after a jump in or air dash as a delayed high<br />
*Air version can be TK'd for instant overheads<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Cassius</font>======<br />
{{MoveData<br />
|name=Cassius<br />
|input=214P<br />
|image=GGXRD_Ramlethal_Cassius.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=0 / 0 |risc=7 |prorate=― |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=19 |active=29 |recovery=Total 46 |frameAdv=-1 |inv=<br />
|description=*Fires a projectile at an upward angle. <br />
*Throw it out to end blockstrings or catch opponents trying to approach through the air, especially when the gameplan shifts to deploying swords and killing time for their recovery. Covers deployed HS sword's vulnerability of being hit away as well.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Maruterri</font>======<br />
{{MoveData<br />
|name=Marteli<br />
|input=214S (Air OK)<br />
|image=GGXRD_Ramlethal_Marteli.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=38 |tension= |risc=- /+10 |prorate= |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=16 |frameAdv=-5 |inv=<br />
|description=*Floats on counterhit for a full combo.<br />
*Useful as a frametrap for opponents trying to mash after f.S.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Foruterri</font>======<br />
{{MoveData<br />
|name=Forpeli<br />
|input=214H (Air OK)<br />
|image=GGXRD_Ramlethal_Forpeli.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=42 |tension= |risc=- /+10 |prorate= |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=6 |recovery=24 |frameAdv=-11 |inv=<br />
|description=*Reaches farther than Martelli and pushes more damage, but is noticeably worse on block.<br />
*Has situational use for when you need to retrieve the H sword while also throwing out a hitbox.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Calvados</font>======<br />
{{MoveData<br />
|name=Calvados<br />
|input=632146H with sword equipped<br />
|image=GGXRD_Ramlethal_Calvados.png |caption= Discount Gamma Ray<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=50, 6×30 |tension=-5000 |risc=1 |prorate=― |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=7+7 |active=62 |recovery=31 |frameAdv=-17 |inv=3~13 Strike<br />
|description=*Beam super, difficult to punish<br />
*Can only be used when BOTH swords are Equipped.<br />
*Used in situations where you either want to finish the opponent off or chip them out if they block from afar. Also depletes a significant portion of their meter if they FD in those situations.<br />
*frames 3-13 invincible<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Trance</font>======<br />
{{MoveData<br />
|name=Trance<br />
|input=632146H with sword deployed<br />
|image=GGXRD_Ramlethal_Toranshi.png |caption= No escape!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8×30 |tension=-5000 |risc=2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=9+17 |active=129 |recovery=Total 12 |frameAdv=― |inv=<br />
|description=*Can only be used when BOTH swords have been deployed.<br />
*Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning forward. The swords are thus relocated to where the overdrive ended.<br />
*Hits 30 times, keeps them blocking for a while, giving enough time for at least 1 jump-in mixup.<br />
*Swords disappear if Ramlethal is hit before the move becomes active. <br />
*Is sometimes used at the end of combos from an otg state for the kill.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Explode</font>======<br />
{{MoveData<br />
|name=Explode<br />
|input=2363214K<br />
|image=GGXRD_Ramlethal_Explode.png |caption=<br />
|image2=GGXRD_Ramlethal_explode2.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,4×14,80 |tension=-5000 |risc=6,0×14,14 |prorate=― |level=0 |guard=All<br />
|cancel= |roman=YRP |startup=7+1 |active=18 |recovery=24 |frameAdv=-32 |inv=1~10 Full,11~End of movement Throw<br />
|description=*Frames 1-10 invincible<br />
*Reversal super. Rushes forward so it can be used to get out of the corner if they jump over it.<br />
*Can combo into this even from otg as it activates the animation.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Animo Estingi<br />
|input=in IK mode: 236236H<br />
|image=GGXRD_Ramlethal_IK.png |caption=<br />
|image2=GGXRD_Ramlethal_IK2.png<br />
|image3=GGXRD_Ramlethal_IK3.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY |tension=― |risc=6 |prorate=― |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=14+18[10+16] |active=3 |recovery=34 |frameAdv=-20 |inv=14~34[10~28] Full<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*Uses the animation of her Daruo, complete with teleport.<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Ramlethal Valentine<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Ramlethal Valentine]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Ramlethal_Valentine&diff=94287GGXRD-R2/Ramlethal Valentine2018-06-16T06:19:35Z<p>138.217.165.172: /* Deploy Giant Sword */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Ramlethal Valentine<br />
|-<br />
||<br />
[[File:GGXRD-R_Ramlethal_Portrait.png|350x500px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2<br />
|defense=x1.06<br />
|guts=1<br />
|stun=60<br />
|weight=Light<br />
|jumpStartup=3F<br />
|backdashTime=16F<br />
|backdashInv=1-9F<br />
|faceDown=23F<br />
|faceUp=25F<br />
}}<br />
;Movement Options<br />
Double jump, 1 Airdash, Run type dash<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Ramlethal Valentine<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
The merciless apocalypse from the backyard from XRD -SIGN-, has since turned a new leaf and is now viewing life in a completely different perspective. Ramlethal can fight using her two giant swords equipped or by setting them up to attack separately. Deployed swords can be used to control space in neutral, force the opponent to block after a knockdown or as part of blockstrings to keep them pinned down so Ramlethal can go for mixups. Interestingly, while her S and HS normals are assigned to her swords for the sake of massive normals and setplay, her P and K normals work very much like that of attack strings seen in 3d fighters. A very unique character.<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Strong and decently far reaching normals when equipped with swords. Can be toggled for zoning/mixups/pressure etc.<br />
*Strong mixup and pressure off corner knockdowns<br />
*Midscreen combos have good corner carry<br />
*Equipped swords grant big meter gain<br />
*Has many ways to combo which is complemented by her strong combo resets in the corner<br />
*Has access to several efficient ways of baiting bursts in combos<br />
*Cool hat.<br />
| style="width: 50%;"|<br />
*Poor normals without swords equipped.<br />
*Lack of proper gatlings, hard to apply any real pressure outside of the corner.<br />
*Neutral game is weak due to lack of many useful normals or specials.<br />
*Sometimes has issues safely confirming into combos and scoring strong knockdowns outside of the corner.<br />
*Equipped sword normals are her ONLY way to gain meter through normals.<br />
*While long combos are a plus, it also means opponents build meter fast when combo'd from her higher beat confirms<br />
|-<br />
|}<br />
<br clear=all/><br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=GGXRD_Ramlethal_5P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10 |tension=0 |risc=8 |prorate=90 |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv=<br />
|description=*Ramlethal's fastest normal, has poor reach but is positive on block. <br />
*Whiffs on crouching Millia, Faust and Jack-0.<br />
*Great for baiting bursts.<br />
*Can chain into itself and other normals by using 4P as the input. <br />
*5p is also one of her fastest and simplest ways to get knockdown with either 2KK of 2KPK as enders.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=GGXRD_Ramlethal_5K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=3 |recovery=15 |frameAdv=-4 |inv=<br />
|description=*Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very slighty inches itself forward.<br />
*Lacks reward on hit (without strings) but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall. <br />
*Chains into 6K.<br />
*Combos into her basic strings, not jump cancel-able.<br />
<br />
5K seems similar to others character's 5ks on the surface, but due to Ramlethal's nature, it fits more in-line with a normal from a 3D fighter. She cant get too much reward off of it alone, such as a basic knockdown or being able to jump cancel it, but she has followup options that can be pretty rewarding both on block and hit. It cannot cancel into other normals, but is part of an overall combination of strings (see below). Use this move if you don't have equipped far slash and need a poke.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGXRD_Ramlethal_cS.png |caption=Go-to move due to it not having the limitations of her string-normals<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=18 |frameAdv=-4 |inv=<br />
|description=*Her go-to practical normal for many situations due to it being on par for versatility with other close slashes and is not limited in the way her string-normals are.<br />
*Good close range normal that combos into daruo or chains into stuff that combos into daruo(2D, 5H without sword). Chains into 2S/2H but won't combo outside of wallsplat.<br />
*Jump cancelable and has a high attack level, making it good for canceling into sword summons.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_fS.png |caption= Awful move. Avoid using this.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=38 |tension=0 |risc=7 |prorate=90 |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=11 |active=5 |recovery=21 |frameAdv=-12 |inv=<br />
|description=*Combo fodder. Awful normal for neutral or offense, avoid using this move.<br />
*Special/jump/sword cancel-able. Chains into 2H.<br />
<br />
Swordless far slash doesn't see much use as its awful range prevents it from competing with more conventional far slashes/pokes. It is a poor neutral tool and is a huge reason as to why most players keep the S sword for superior pokes. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_fS_Sword.png |caption=Makes up a fraction of the nuetral game<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32 |tension=1584 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|description=*Far reaching sword swing with good range and startup.<br />
*Combos into Daruo on crouching or counterhit. Can be useful as a punish for this reason.<br />
*As with the rest of her equipped sword normals, this grants huge meter gain on hit and block<br />
*Cancels into specials, sword summons/recalls, jumps/iad, and 3K.<br />
<br />
Ramlethal's f.s is almost essential to her neutral, so much so that many choose to keep an non-deployed f.s equipped at all times outside of her corner game. It doesn't have much reward non-counterhit, but it is still by far one of Ramlethal's better pokes. Use often.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_5H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=24 |frameAdv=-13 |inv=<br />
|description=*Blockstring and combo tool when without swords.<br />
*Special and jump cancel-able <br />
*Combos into daruo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_5H_Sword.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=46 |tension=1584 |risc=6 |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=14 |active=9 |recovery=27 |frameAdv=-19 |inv=<br />
|description=*Has a big vertical hitbox, good anti-air if the spacing is right.<br />
*Mostly used in combos due to launching on hit, can be followed up by an air combo.<br />
*Level 4 move, lots of blockstun.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=GGXRD_Ramlethal_6P.png |caption=Standard universal anti-air<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=10 |active=4 |recovery=22 |frameAdv=-12 |inv=1~13 Upper body<br />
|description=*A pretty solid anti-air, has a small hitbox and lots of recovery though.<br />
*Frames 1~13 Upper body invulnerability.<br />
*Chains into c.S, 5H, 2S and 2H. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|image=GGXRD_Ramlethal_6K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension=0 |risc=7 |prorate=90 |level=2 |guard=High<br />
|cancel= |roman=YRP |startup=18 |active=5 |recovery=9 |frameAdv=0 |inv=<br />
|description=*Standing overhead, hits crouching characters at 20F.<br />
*Combos into 5P on anyone not named May, Bedman and Potemkin.<br />
*Primarily used in oki situations where a set sword will allow her to easily confirm into a combo. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">3K</font>======<br />
{{MoveData<br />
|name=3K<br />
|image=GGXRD_Ramlethal_3K.png |caption= Reversal safe oki tool<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Low<br />
|cancel= |roman=YRP |startup=12 |active=12 |recovery=12 |frameAdv=-7 |inv=10~ Low profile<br />
|description=*A sliding kick that can go under stuff.<br />
*Can be used after f.S and is sometimes used for low mixups.<br />
*Frames 10~ Low profile.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|image=GGXRD_Ramlethal_5D.png |caption=Sees WAY more use now<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=0 |risc=20 |prorate=80 |level=2 |guard=High<br />
|cancel= |roman=YRP |startup=28 |active=6 |recovery=21 |frameAdv=-13 |inv=<br />
|description=*A typical dust attack, very slow and unsafe.<br />
* Forward dust version now proves useful as a good corner combo extender.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=GGXRD_Ramlethal_2P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8 |tension=0 |risc=8 |prorate=80 |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv=<br />
|description=*Standard crouching punch with less range, frame advantage and more startup than 5P.<br />
*Not a whole lot of reasons to use this move other than it doesn't whiff on crouching Millia and Faust.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=GGXRD_Ramlethal_2K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=15 |tension=0 |risc=7 |prorate=70 |level=1 |guard=Low<br />
|cancel= |roman=YRP |startup=6 |active=5 |recovery=9 |frameAdv=-2 |inv=<br />
|description=*Standard crouching short that hits low and is also a part of her low mixup game.<br />
*Despite its frame advantage, it works well in blockstrings due to its range and the fact that it hits low.<br />
*Slightly faster than 2D but does less damage.<br />
*Combos into 2KK for a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_2S_Sword.png |caption=counterhits<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=19 |active=9 |recovery=51 |frameAdv=-41 |inv=<br />
|description=*A very big but slow normal that covers a lot of space above and behind Ramlethal. <br />
*Can chain into 2H on block for safety or for damage on non-counterhits. Also chains into 5D. <br />
*Lots of untechable time on air counterhit that allow for a variety of followups depending on the spacing.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_2H_Sword.png |caption=bonk<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=25 |active=9 |recovery=27 |frameAdv=-17 |inv=<br />
|description=*Big normal that slams the opponent into the ground for a knockdown<br />
*Slower than 2S but reaches a bit further horizontally. Has some uses in neutral when S sword is deployed.<br />
*Primarily used after 2S to make it safer.<br />
*Difficult to punish on block due to the amount of pushback, but its possible.<br />
*Bounces on counterhit, difficult to combo off unless its in the corner. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|image=GGXRD_Ramlethal_2D.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension= |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=8 |active=6 |recovery=16 |frameAdv=-8 |inv=<br />
|description=*Ramlethal's best low starter but has tiny range.<br />
*Combos into daruo. <br />
*Also part of her low mixup game. Substitute this instead of 2K if you need more damage.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGXRD_Ramlethal_jP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10 |tension=0 |risc=7 |prorate= |level=1 |guard=High/Air<br />
|cancel= |roman=YRP |startup=5 |active=6 |recovery=6 |frameAdv= |inv=<br />
|description=*Amazing normal for air to air hit confirms and blockstrings.<br />
*Cancels into sword summons but cannot recall them back from this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGXRD_Ramlethal_jK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension=0 |risc=7 |prorate= |level=7 |guard=High/Air<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=13 |frameAdv= |inv=<br />
|description=*Good normal for air to ground approaches due to its downward hit box.<br />
*Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low.<br />
*Cancels into sword summons, cannot recall them back though.<br />
*crossup hitbox.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_jS.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension= |risc=7 |prorate=90 |level=2 |guard=High/Air<br />
|cancel= |roman=YRP |startup=9 |active=4 |recovery=20 |frameAdv= |inv=<br />
|description=*Air combo filler, nothing really special about this move.<br />
*Cancels into sword summons but cannot call them back from this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_jS_Sword.png |caption=f.S but in the air. <br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=1200 |risc=6 |prorate=90 |level=3 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=10 |active=7 |recovery=24 |frameAdv= |inv=<br />
|description= <br />
*Good hitbox to air-to-air with and lots of untech time on air counterhit that can lead to massive damage.<br />
*Very small vertical hitbox.<br />
*Does not hit overhead.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=No Sword<br />
|image=GGXRD_Ramlethal_jH.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32 |tension= |risc=7 |prorate= |level=2 |guard=High/Air<br />
|cancel= |roman=YRP |startup=13 |active=8 |recovery=27 |frameAdv= |inv=<br />
|description=*Solid air-to-ground normal that hits overhead. Pretty useless by itself due to its small hitbox and high recovery.<br />
*Primarily used in air-dash mixups and can even crossup.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=With Sword<br />
|image=GGXRD_Ramlethal_jH_Sword.png |caption=Not an overhead<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=40 |tension=1200 |risc=6 |prorate=90 |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=15 |active=Active until landing |recovery=0 |frameAdv= |inv=<br />
|description=*A big, downwards sword bonk that travels all the way to the ground regardless of height.<br />
*Beats most anti-air normals if done high enough, but is unsafe on block if done too high.<br />
*Can be cancelled into 214K on block to stay safe and + on block.<br />
*Has a good amount of reward on counterhit, especially on rising j.H to counter mashers.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGXRD_Ramlethal_jD.png |caption= Use this when theyre too high for j8D<br />
|image2=GGXRD_Ramlethal_j8D.png |caption2= Most useful version for corner carry and combo extension<br />
|image3=GGXRD_Ramlethal_j2D.png |caption3= Stalls air momentum, can be used to delay landing.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=j.D |damage=40 |tension=0 |risc=8 |prorate= |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=11 |active=8 |recovery=20 + 5 Landing recovery |frameAdv= |inv=}}<br />
<br />
{{AttackData-GGXRD-R2<br />
|version=j.8D, j.2D, j.6D |header= no<br />
|damage=40 (for j.8D: 34) |tension=0 |risc=8 |prorate= |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=11 |active=8 |recovery=24 + 5 Landing recovery |frameAdv= |inv=<br />
|description=*Blows opponents away in the direction used to input the move.<br />
*Blows Ramlethal in the opposite direction of whatever version is used.<br />
*Can be used to both extend and end air combos due to its high untechable time.<br />
*j8D can be used to stop air approaches, such as opponents jumping/airdashing over Trance.<br />
*j2D now causes knockdown and can be canceled into j214K to reach the ground faster. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Combination Attacks==<br />
Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings.<br />
P and K normals can only be cancelled into combination attack strings or sword summons, except for 5P and 2P which can chain into themselves or 2K. Only the first and second attacks can be cancelled into sword summons.<br />
After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.<br />
<br />
======<font style="visibility:hidden" size="0">5PPP</font>======<br />
{{MoveData<br />
|name=5PPP<br />
|image=GGXRD_Ramlethal_5P.png<br />
|image2=GGXRD_Ramlethal_5PP.png<br />
|image3=GGXRD_Ramlethal_5PPP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PP |damage=18 |tension=0 |risc=7 |prorate=― |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PPP |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=10 |active=6 |recovery=9 |frameAdv=-1 |inv=<br />
|description=*Important in corner combos as it wall slams allowing for extended combos.<br />
*Decent midscreen combo ender as it blows the opponent away and knocks down. Not much time for proper oki but it works.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5PK4K</font>======<br />
{{MoveData<br />
|name=5PK4K<br />
|image=GGXRD_Ramlethal_5P.png<br />
|image2=GGXRD_Ramlethal_5PK.png<br />
|image3=GGXRD_Ramlethal_4K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PK |damage=22 |tension=0 |risc=6 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=10 |active=3 |recovery=21 |frameAdv=-7 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=4K |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|description=*Second hit staggers on ground hit, lots of untechable time on air hit.<br />
*5PK on air hit, can combo into 4S/H or 6S/H and still have enough time to continue the combo with more normals. A useful string for midscreen juggles overall.<br />
*4K ender launches and leads to additional combo routes.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5PPK</font>======<br />
{{MoveData<br />
|name=5PPK<br />
|image=GGXRD_Ramlethal_5P.png |caption=<br />
|image2=GGXRD_Ramlethal_5PP.png |caption2=<br />
|image3=GGXRD_Ramlethal_5PPK.png |caption3=For heavy characters<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PP |damage=18 |tension=0 |risc=7 |prorate=― |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5PPK |damage=26 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=13 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|description=*Last hit floats midscreen, wall slams in corner. The difference form PPP is that you should use this when trying to opt for the opponent to wallstick higher in corner combos.<br />
*Last hit also lauches for situational extended midcreen juggles.<br />
*First and second hits always combo, last hit only combos on crouching.<br />
*Useful for comboing after 6K. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5KKK</font>======<br />
{{MoveData<br />
|name=5KKK<br />
|image=GGXRD_Ramlethal_5K.png<br />
|image2=GGXRD_Ramlethal_5PK.png<br />
|image3=GGXRD_Ramlethal_5KKK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KK |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=3 |recovery=12 |frameAdv=-1 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KKK |damage=32 |tension=0 |risc=6 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=11 |active=4 |recovery=22 |frameAdv=-9 |inv=<br />
|description=*Last hit causes techable knockback midscreen, does a low wall slam in the corner.<br />
*Unsafe on block but on hit leads to the standard post-wall slam corner combos.<br />
*KK is also what you sometimes use to end combos into knockdown sword summon oki.<br />
*KK also brings her forward and is relatively safe on block; she can continue pressure with this and sometimes go for unexpected command grabs.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K>4K and 5KK>4K</font>======<br />
{{MoveData<br />
|name=5K>4K and 5KK>4K<br />
|image=GGXRD_Ramlethal_5K.png<br />
|image2=GGXRD_Ramlethal_5PK.png<br />
|image3=GGXRD_Ramlethal_4K.png |caption3=Last hit vacuums<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KK |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=3 |recovery=12 |frameAdv=-1 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=4K |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|description=*Same as the 5KKK string but with an alternate ender.<br />
*4K is an interesting move that launches and causes a knockdown. Also slightly pulls opponents out of the corner allowing you to cross them up on wakeup.<br />
*4K can also be done after 5P.<br />
*4K does not vacuum on block<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5KPP</font>======<br />
{{MoveData<br />
|name=5KPP and 5KPK<br />
|image=GGXRD_Ramlethal_5K.png<br />
|image2=GGXRD_Ramlethal_5PP.png<br />
|image3=GGXRD_Ramlethal_5KPP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KP |damage=18 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=7 |active=4 |recovery=9 |frameAdv=-1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KPP |damage=42 |tension=0 |risc=6 |prorate= |level=4 |guard=High<br />
|cancel= |roman=YRP |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=5KPK |damage=26 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=11 |active=6 |recovery=18 |frameAdv=-10 |inv= <br />
|description=*First and second hits only combo on crouching, third hit does not combo at all.<br />
*Last hit of 5KPP is an overhead that is great on block and ground bounces on ground hit, causes knockdown on air hit. Useful for setting up oki midscreen.<br />
*If used as a blockstring, be aware of the gap between the second and third hits of 5KPP.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2PPK</font>======<br />
{{MoveData<br />
|name=2PPK<br />
|image=GGXRD_Ramlethal_2P.png<br />
|image2=GGXRD_Ramlethal_2PP.png<br />
|image3=GGXRD_Ramlethal_2PPK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2P |damage=8 |tension=0 |risc=8 |prorate=initial: 80% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2PP |damage=18 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2PPK |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=16 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot,3~Airborne<br />
|description=*Third hit has the same animation as 2KPK but launches on hit instead of knocking down.<br />
*Last hit is very unsafe on block and will not combo on a standing opponent.<br />
*Ramlethal is airborne during the startup of the last hit, which can be RC'd to put Ramlethal in the air but very low to the ground. Can be followed up either by jK for an overhead or 2D for a low.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2PK</font>======<br />
{{MoveData<br />
|name=2PK<br />
|image=GGXRD_Ramlethal_2P.png<br />
|image2=GGXRD_Ramlethal_2PK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2P |damage=8 |tension=0 |risc=8 |prorate=initial: 80% |level=0 |guard=Mid<br />
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2PK |damage=24 |tension=0 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=9 |active=4 |recovery=12 |frameAdv=-2 |inv=<br />
|description=*Second attack moves Ramlethal slightly forward and staggers.<br />
*Can be cancelled into a sword summon.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2KK</font>======<br />
{{MoveData<br />
|name=2KK<br />
|image=GGXRD_Ramlethal_2K.png<br />
|image2=GGXRD_Ramlethal_2KK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2K |damage=15 |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup=6 |active= |recovery= |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KK |damage=18,32 |tension=0 |risc=7,6 |prorate= |level=1,3 |guard=Low<br />
|cancel= |roman=YRP |startup=9 |active=4(6)5 |recovery=16 |frameAdv=-4 |inv=<br />
|description=*Second attack hits low twice.<br />
*Used to convert 5P/2K hits into a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2KPP</font>======<br />
{{MoveData<br />
|name=2KPP and 2KPK<br />
|image=GGXRD_Ramlethal_2K.png<br />
|image2=GGXRD_Ramlethal_2PP.png<br />
|image3=GGXRD_Ramlethal_5KPP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2K |damage=15 |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup=6 |active= |recovery= |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KP |damage=22 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid<br />
|cancel= |roman=YRP |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KPP |damage=44 |tension=0 |risc=6 |prorate= |level=4 |guard=High<br />
|cancel= |roman=YRP |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=<br />
|description= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2KPK |damage=32 |tension=0 |risc=7 |prorate= |level=2 |guard=Low<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot,3~Airborne<br />
|description=*Starts out hitting low and can end with either an overhead or a low.<br />
*Despite the sweep ender having the same animation as the third attack of 2PPK it does not launch but instead causes knockdown and also always combos regardless of standing or crouching.<br />
*Very unsafe if the final hit is the low option.<br />
*Just like 5KPP, be aware of the gap between the second and third hits if you choose to use the overhead.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Ramlethal_GroundThrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=54 |tension= |risc= |prorate= |level= |guard=Ground Throw: 75250<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+53 |inv=<br />
|description=*Standard throw. Leads to okizeme.<br />
*Forced 55% proration. Unless the following combo will kill, its never worth it to RC due to the amount of hits (10) during the actual throw.<br />
*If a deployed sword strikes the opponent during the end of the animation, it will lead to a meterless combo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Ramlethal_AirThrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=63 |tension= |risc= |prorate= |level= |guard=Air Throw: 192500<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=<br />
|description=*Ground throw animation but in the air. Leads to the same situation as a ground throw. 10 hits.<br />
*Typically knocks down, otherwise it can be followed up at a low height or if a deployed sword hits at the end of the animation.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Ramlethal_5PP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=-5000 / 0 |risc=7 |prorate=― |level=2 |guard=All<br />
|cancel= |roman= |startup=7 |active=4 |recovery=27 |frameAdv=-17 |inv=1~10 Full,11~19 Throw<br />
|description=*Same animation as the 5PP combination attack.<br />
*A solid defensive tool to spend meter on if you don't want to risk doing a reversal super.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Ramlethal_BlitzAttack.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=+5 |inv=?<br />
|description=*A new and useful defensive option she now has, gets them off of you and can start combos.<br />
*Uncharged leads to blowback and wallstick, leads to same situation as her corner combos if optimized. Good for burst safe combos too.<br />
*Fully charged/counter hit leads into crumple state meaning you can go for as heavy of a standing punish as you please.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Deploy Giant Sword</font>======<br />
{{MoveData<br />
|name=Deploy Giant Sword<br />
|input=6S/H or 2S/H (air OK)<br />
|image=GGXRD_Ramlethal_6S.png |caption=6S<br />
|image2=GGXRD_Ramlethal_2S.png |caption2=2S<br />
|image3=GGXRD_Ramlethal_6H.png |caption3=6H<br />
|image4=GGXRD_Ramlethal_2H.png |caption4=2H<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=6S |subtitle=Equipped |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard= Mid/Air<br />
|cancel= |roman=YRP |startup=67 |active=13 |recovery=ground: 22<br/>air: 26 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=6S |subtitle=Deployed |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard= Mid/Air<br />
|cancel= |roman=YRP |startup=far: 64<br/>near: 26 |active=15 |recovery=ground: 33<br/>air: 29 |frameAdv=<br />
|description= Familiar does a horizontal slash. Has better active frames than 6H and always appears in front of them. Staggers on counterhit.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2S |subtitle=Deployed |damage=50 |tension=768 |risc= |prorate= |level=ground: 2<br/>air: 3 |guard= Mid/Air<br />
|cancel= |roman=YRP |startup=far: 96<br/>near: 67 |active=18 |recovery=ground: 33<br/>air: 26 |frameAdv=<br />
|description= Familiar does a clockwise spin with the sword. Slow to start up but has a big hitbox and causes ground bounce on hit. Requires S sword to already be placed with 6S.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=6H |subtitle=Equipped |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=66 |active=11 |recovery=ground: 22<br/>air: 26 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=6H |subtitle=Deployed |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=far: 63<br/>near: 25 |active=11 |recovery=ground: 31<br/>air: 29 |frameAdv=<br />
|description= Familiar does a downward vertical slash with the H sword. Appears above opponents. Staggers on counterhit.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=2H |subtitle=Deployed |damage=60 |tension=768 |risc=10 |prorate= |level=4 |guard=Mid/Air<br />
|cancel= |roman=YRP |startup=far: 91<br/>near: 62 |active=18 |recovery=ground: 33<br/>air: 26 |frameAdv=<br />
|description= Similar to 2S but instead does a counter-clockwise spin. Difficult to avoid and also causes the most blockstun out of all the other sword attacks due to its attack level. Floats on hit. Requires H sword to already be placed with 6H.<br />
<br /><br />
<br /><br />
[[File:GGXRD_Ramlethal_swordplacement2.png|thumb|175x250px|]]<br />
[[File:GGXRD_Ramlethal_swordplacement.png|thumb|175x250px|]]<br />
Using 6H or 6S causes one of the two familiars to do a tracking teleport to the opponent and attack once. The familiars will standby at the spot where they teleported initially until they are summoned again. She can cancel the majority of her normals into a summon as well as the second hit of combination attacks.<br />
<br /><br />
*Using 6S or 6H replaces the normals done with that button with new ones.<br />
*Ramlethal is in counterhit state during the entire animation of deploying a sword. <br />
*Blocking or getting hit will cause any deployed swords to stop attacking. <br />
*A sword cannot be summoned again until the familiar starts glowing again.<br />
*While equipped, sword summons have less recovery.<br />
*On the intitial 6S/H, the sword will always go through the teleport animation. Any summons afterward can skip the teleport animation if the opponent is close by, causing the attack to come out much faster.<br />
*Added falling animation to swords being interrupted (increasing time before usable again) and familiars can now be hit on startup<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Retrieve Giant Sword</font>======<br />
{{MoveData<br />
|name=Retrieve Giant Sword<br />
|input=4S/H<br />
|image=GGXRD_Ramlethal_4S.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup= |active= |recovery=22 total, 26 (aerial) |frameAdv= |inv=<br />
|description=*Can be used in some combos. Animation is pretty quick.<br />
*Can be done in the air and also halts her air momentum.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Daruo</font>======<br />
{{MoveData<br />
|name=Daruo<br />
|input=623P<br />
|image=GGXRD_Ramlethal_Daruo.png |caption=Enhanced version is indicated by the green highlight<br />
|image2=GGXRD_Ramlethal_Daruo_fastest.png |caption2=Daruo, more like Dorya!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=Normal: 30 <br/>Green: 36 |tension=0 / 0 |risc=6 |prorate=Initial: 80% |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=Normal: 18<br/>Green: 16 |frameAdv=Normal: -4 <br/>Green: -2 |inv=<br />
|description=*A gap closing rush-in type of move that's unsafe on block but useful on hit, enhanced version is less punishable.<br />
*Primary combo starter as it launches on hit and used in nearly every one of her combos.<br />
*Two versions of this move. To get the enhanced version, P must be inputted as soon as you hit the 3 in the 623 motion.<br />
*While the enhanced version launches higher and deals more damage, both are useful in their own right as each can set up their own specific combos, so some might not always want to opt for the enhanced version.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Flama Kargo</font>======<br />
{{MoveData<br />
|name=Flama Kargo<br />
|input=236K<br />
|image=GGXRD_Ramlethal_Furama_Kaago.png |caption=Pops the opponent into the air for followups<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,60 |tension=0 / 480 |risc=6 |prorate=Forced: 60% |level=4 |guard=Ground Throw: 90000<br />
|cancel= |roman=YRP |startup=11 |active=1 |recovery=Total 45 |frameAdv=― |inv=<br />
|description=*Command grab with decent startup and range. Launches on successful grab, leads to a lot of damage.<br />
*An effective mixup tool when used properly with her other tools.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Sildo Detruo</font>======<br />
{{MoveData<br />
|name=Sildo Detruo<br />
|input=214K (air OK)<br />
|image=GGXRD_Ramlethal_SildoDetruo.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |roman=YRP |startup=32 |active=3 |recovery=11 |frameAdv=+2 |inv=5~Airborne }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |subtitle=j.214K |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |roman=YRP |startup=Until Landing[20] |active=3 |recovery=12 |frameAdv=+1 |inv=<br />
|description=*Lots of startup on this move, can be easily interrupted if they see it coming.<br />
*Can be canceled into after sword jH to stay safe and + on block.<br />
*launches on hit, knocks down if not followed up<br />
*Can be chained after jD in air combos to reach the ground faster.<br />
*Has some use in corner combos overall<br />
*Air version can be TK'd for instant overheads<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Cassius</font>======<br />
{{MoveData<br />
|name=Cassius<br />
|input=214P<br />
|image=GGXRD_Ramlethal_Cassius.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=0 / 0 |risc=7 |prorate=― |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=19 |active=29 |recovery=Total 46 |frameAdv=-1 |inv=<br />
|description=*Fires a projectile at an upward angle. <br />
*Throw it out to end blockstrings or catch opponents trying to approach through the air, especially when the gameplan shifts to deploying swords and killing time for their recovery. Covers deployed HS sword's vulnerability of being hit away as well.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Maruterri</font>======<br />
{{MoveData<br />
|name=Marteli<br />
|input=214S (Air OK)<br />
|image=GGXRD_Ramlethal_Marteli.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=38 |tension= |risc=- /+10 |prorate= |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=16 |frameAdv=-5 |inv=<br />
|description=*Floats on counterhit for a full combo.<br />
*Useful as a frametrap for opponents trying to mash after f.S.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Foruterri</font>======<br />
{{MoveData<br />
|name=Forpeli<br />
|input=214H (Air OK)<br />
|image=GGXRD_Ramlethal_Forpeli.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=42 |tension= |risc=- /+10 |prorate= |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=6 |recovery=24 |frameAdv=-11 |inv=<br />
|description=*Reaches farther than Martelli and pushes more damage, but is noticeably worse on block.<br />
*Has situational use for when you need to retrieve the H sword while also throwing out a hitbox.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Calvados</font>======<br />
{{MoveData<br />
|name=Calvados<br />
|input=632146H with sword equipped<br />
|image=GGXRD_Ramlethal_Calvados.png |caption= Discount Gamma Ray<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=50, 6×30 |tension=-5000 |risc=1 |prorate=― |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=7+7 |active=62 |recovery=31 |frameAdv=-17 |inv=3~13 Strike<br />
|description=*Beam super, difficult to punish<br />
*Can only be used when BOTH swords are Equipped.<br />
*Used in situations where you either want to finish the opponent off or chip them out if they block from afar. Also depletes a significant portion of their meter if they FD in those situations.<br />
*frames 3-13 invincible<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Trance</font>======<br />
{{MoveData<br />
|name=Trance<br />
|input=632146H with sword deployed<br />
|image=GGXRD_Ramlethal_Toranshi.png |caption= No escape!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8×30 |tension=-5000 |risc=2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=9+17 |active=129 |recovery=Total 12 |frameAdv=― |inv=<br />
|description=*Can only be used when BOTH swords have been deployed.<br />
*Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning forward. The swords are thus relocated to where the overdrive ended.<br />
*Hits 30 times, keeps them blocking for a while, giving enough time for at least 1 jump-in mixup.<br />
*Swords disappear if Ramlethal is hit before the move becomes active. <br />
*Is sometimes used at the end of combos from an otg state for the kill.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Explode</font>======<br />
{{MoveData<br />
|name=Explode<br />
|input=2363214K<br />
|image=GGXRD_Ramlethal_Explode.png |caption=<br />
|image2=GGXRD_Ramlethal_explode2.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,4×14,80 |tension=-5000 |risc=6,0×14,14 |prorate=― |level=0 |guard=All<br />
|cancel= |roman=YRP |startup=7+1 |active=18 |recovery=24 |frameAdv=-32 |inv=1~10 Full,11~End of movement Throw<br />
|description=*Frames 1-10 invincible<br />
*Reversal super. Rushes forward so it can be used to get out of the corner if they jump over it.<br />
*Can combo into this even from otg as it activates the animation.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Animo Estingi<br />
|input=in IK mode: 236236H<br />
|image=GGXRD_Ramlethal_IK.png |caption=<br />
|image2=GGXRD_Ramlethal_IK2.png<br />
|image3=GGXRD_Ramlethal_IK3.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY |tension=― |risc=6 |prorate=― |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=14+18[10+16] |active=3 |recovery=34 |frameAdv=-20 |inv=14~34[10~28] Full<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*Uses the animation of her Daruo, complete with teleport.<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Ramlethal Valentine<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Ramlethal Valentine]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Jam_Kuradoberi&diff=94267GGXRD-R2/Jam Kuradoberi2018-06-16T04:39:06Z<p>138.217.165.172: /* 2H */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Jam Kuradoberi<br />
|-<br />
||<br />
[[File:GGXRD-R_Jam_Portrait.png|350x500px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2<br />
|defense=x1.06<br />
|guts=3<br />
|stun=65<br />
|weight=Light<br />
|jumpStartup=3F<br />
|backdashTime=13F<br />
|backdashInv=1-7F<br />
|faceDown=25F<br />
|faceUp=26F<br />
}}<br />
;Movement Options<br />
:Double jump, 1 airdash, Run type dash<br/><br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Jam Kuradoberi<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_JA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/354-jam-kuradoberi/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Kung-fu master chef with horrible luck regarding her restaurants - she hunts dragons for ingredients and people for money. Being a rare wielder of KI she's one of the stronger humans in the GG universe and fights with her expert martial arts instead of weapons.<br />
<br />
Her unique mechanic revolves around her ability to power up her kick specials, giving them different properties on hit. Similar to Sin she can cancel these kick specials into other kick specials - up to 3 times. They also gain different properties if done during airdashing, giving her a lot of flexibility in one button.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Fast grounded and air normals<br />
*Very fast and agile character with evasive movement options<br />
*Strong grab that leads to combos and a lot of damage with 50 tension<br />
*Carded specials always gives hard knockdowns no matter when or where they hit<br />
*Flexible pressure game that can build RISC very fast<br />
*Very good DP with card<br />
*Above average tension gain<br />
*Decent parry<br />
*Easy execution and gameplan<br />
*Ryuujin!<br />
| style="width: 50%;"|<br />
*Very short range on her normals, making it difficult to beat other characters buttons and makes her combos prone to unnecessary drops<br />
*DP requires card to extend invincibility to active frames<br />
*Below average combo-damage without carded specials<br />
*3f normal can be crouched by most of the cast making its usefulnes situational<br />
*Divekick can often be better on block than hit, especially bad on counter<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|input=<br />
|image=GGXRD_Jam_5P.png |caption=Slap!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=12 |tension= |risc= |prorate= |level=0 |guard=Mid<br />
|cancel=CJS |roman=YRP |startup=3 |active=3 |recovery=7 |frameAdv=±0 |inv=<br />
|description= Quick startup make this move great for interrupting certain moves and as a combo filler. However, 5p does not hit all crouching characters so finding opportunities for this move will be less common. Decent AA at 3F and can punish certain attacks such as Slayer's Under Pressure.<br />
*Crouching characters that 5p will connect on are:<br />
•Potemkin, Bedman, Slayer(3rd 5p will whiff) and Kum<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|input=<br />
|image=GGXRD_Jam_5K.png |caption=The god-button<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=12 |tension= |risc= |prorate=Initial: 80% |level=1 |guard=Low<br />
|cancel=S |roman=YRP |startup=4 |active=4 |recovery=6 |frameAdv=+2 |inv=<br />
|description= One of Jam's best pokes up close. Frame traps into itself and hits low. Excellent normal to start her pressure or to go in for a grab. Has 6f of hitstop instead of the regular 11f, making it harder to DAA out of pressure, and better to use for tick throws. Heavy initial hit proration however limits the damage from combos that are started with this normal.<br />
*Good for picking up airborne opponents about to hit the ground<br />
*Gatlings from and into 2S, into 6K and 6HS<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|input=<br />
|image=GGXRD_Jam_cS.png |caption=Elbow of justice<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=28 |tension= |risc= |prorate= |level=2 |guard=Mid<br />
|cancel=JS |roman=YRP |startup=6 |active=8 |recovery=12 |frameAdv=-6 |inv=<br />
|description=Decent normal, but mostly sees any use at all in combos because of its very short range.<br />
*No initial proration, so good combo starter.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=<br />
|image=GGXRD_Jam_fS.png |caption=Rock!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=30 |tension= |risc= |prorate= |level=2 |guard=Mid<br />
|cancel=JS |roman=YRP |startup=6 |active=5 |recovery=11 |frameAdv=-2 |inv=<br />
|description=One of her best ranged normals with a good hitbox. Stuffs a lot of pokes if thrown out early and can confirm into more pressure or a combo. <br />
*On standing counter hit you can confirm into a combo by jump-cancel > airdash > jP making this a pretty good tool.<br />
*f.S into TK Ryujin is a usable hitconfirm on the majority of the cast. On shorter characters it becomes harder.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=<br />
|image=GGXRD_Jam_5H.png |caption=Pinwheel<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=24*3 |tension= |risc= |prorate= |level=3,3,4 |guard=Mid<br />
|cancel=S |roman=YRP |startup=13 |active=3(3)3(3)3 |recovery=15 |frameAdv=+1 |inv=22-24F Upper Body<br/>25-48 Low Profile<br/>49-51 Upper Body<br />
|description=Decent combo filler that does good damage. Sees little use as anything else.<br />
*Hits behind Jam so can be used preemptively against moves that cross up/teleport.<br />
*Last frames are very low profile so can evade certain reversals if done meaty enough.<br />
*Horrible on whiff, not a great move to use in neutral.<br />
*Cancels into and from 6K, giving her big damage and good pressure. 5H[1] 6K[2] is almost universally more damage when done in a combo.<br />
*Crazy risc-build on block / Drains so much meter on FD.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|input=<br />
|image=GGXRD_Jam_5D.png |caption=Stubby<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=16 |tension= |risc= |prorate=Initial: 80% |level=2 |guard=High<br />
|cancel= |roman=YRP |startup=25 |active=4 |recovery=40 |frameAdv=-2 |inv=<br />
|description=Jams dust-attack. Somewhat fast but easily blocked by skilled players.<br />
*"Traditional" dust can lead to high damage with a cranked guard bar, Side dust can lead to good mixups and reward in the corner.<br />
*Very very short range!<br />
*Surprisingly safe on block, so not the worst thing to do after a vacuumed 2H.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|input=<br />
|image=GGXRD_Jam_6P.png |caption=Fist in face<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=18*2 |tension= |risc= |prorate= |level=2,3 |guard=Mid<br />
|cancel=S |roman=YRP |startup=9 |active=3(6)3 |recovery=12 |frameAdv=+2 |inv=1-8F Upper Body <br/>9-14f above knees<br />
|description=Unorthodox 6P. If used as AA you want to cancel the first hit into cS/fS and jump cancel that move into followup air combo. Sees some use in pressure as it's +2 on block and cancels into pretty much anything.<br />
*Can not be jump cancelled!<br />
*Was previously thought to lose upper body invu when it goes active due to a mistranslation of japanese frame data.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|input=<br />
|image=GGXRD_Jam_6K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=26,36 |tension= |risc= |prorate= |level=1,2 |guard=Mid<br />
|cancel=JS |roman=YRP |startup=6 |active=4(6)12 |recovery=20 |frameAdv=-18 |inv=<br />
|description=2-hit kick, does good damage but doesn't advance Jam so might cause combos to drop. First kick has almost no pushback, even on FD so it's excellent for her pressure-game and easier to combo into.<br />
*Forces stand on hit so has some unique uses in combos.<br />
*Only normal that combos to 6H on regular hit (2nd hit only).<br />
*Gatlings from and into 5H. Only the second hit will combo. On block, the opponent can IB the first hit and punish you if you attempt to cancel to 5H.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=<br />
|image=GGXRD_Jam_6H.png |caption=The Big Swing!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=36 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel=S |roman=YRP |startup=14 |active=3 |recovery=22 |frameAdv=-6 |inv=4-13F Foot<br />
|description=Pretty useful move, while slow it avoids a lot of lows and have a very high attack-level, decent normal to cancel into 236+S-specials. Pretty unsafe on block so don't forget to cancel it. Good move to use in pressure with the threat of YRC along with a huge reward on counter hit.<br />
*On regular hit you can safely charge a MAX card.<br />
*Loses lower body invul when it becomes active, so will trade against lows. Cannot be used as a reversal since it's not invul until frame 4.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|input=<br />
|image=GGXRD_Jam_2P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=6 |tension= |risc= |prorate=Initial: 90% |level=1 |guard=Mid<br />
|cancel=CS |roman=YRP |startup=4 |active=2 |recovery=7 |frameAdv=+3 |inv=<br />
|description=Standard crouching jab. <br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|input=<br />
|image=GGXRD_Jam_2K.png |caption=Get low<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=8 |tension= |risc= |prorate=Initial: 85% |level=1 |guard=Low<br />
|cancel=CS |roman=YRP |startup=5 |active=3 |recovery=9 |frameAdv=±0 |inv=3-12F Upper Body<br />
|description=Very fast, long ranged low normal with good evasion and upper body invincibility, one of her better normals. Useful to use in matchups where 2D is too much of a commitment.<br />
*On CH it combos into 6H.<br />
*Chains into itself and can easily be confirmed into 2D for card charge.<br />
*Decent combo starter because of speed and invulnerability, in spite of high proration and low damage.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=<br />
|image=GGXRD_Jam_2S.png |caption=Stop pressing buttons!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=26 |tension= |risc= |prorate=Initial: 85% |level=2 |guard=Mid<br />
|cancel=S |roman=YRP |startup=6 |active=5 |recovery=9 |frameAdv=±0 |inv=<br />
|description=Shorter range than in the older games, but a stronger hitbox to make up for it. Will CH most pokes in the game for stagger. Good for pressure and frame traps, can be cancelled until nearly the end of its recovery frames.<br />
*Staggers on CH, if opponent isn't ready to mash out of it you can dash up and get a full combo.<br />
*Interesting hitbox makes it a hard counter against lows.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|input=<br />
|image=GGXRD_Jam_2H.png |caption=Get over here!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=28,20 |tension= |risc= |prorate= |level=3 |guard=Mid<br />
|cancel=S |roman=YRP |startup=11 |active=8(6)4 |recovery=13 |frameAdv=±0 |inv=<br />
|description=Essential Jam combo tool. Sees a lot of uses.<br />
*On both block and hit it vacuums the opponent closer to Jam.<br />
*Makes it very easy to confirm combos on hit or block.<br />
*Can be normal- and special-cancelled from both hits making it hard for the opponent to know when you will do something out of it.<br />
*Used to combo into parry~PK for her stronger combos in specific situations.<br />
*Can be used as an AA in some situations, though not that reliable.<br />
<br />
Useful on block, but note that if the first hit is IB'd, there's a one frame gap in the blockstun before the next hit, opening the possibility for the opponent to reversal, blitz, backdash or throw if they're close enough. Mix up your blockstrings to ensure they're not confident enough to do this.<br />
<br />
Examples on stuff you can do on block:<br />
*Cancel into parry without followups then throw.<br />
*Cancel to 2D into either 236S-stuff or JC into IAD-mixups.<br />
*Goes naturally into 5D from either first or second hit, though there's a pretty big gap.<br />
*Not cancel into anything as it's 0 on block, if opponent doesn't have anything faster than a 5F-move and didn't IB it, you can do 5K almost for free into more pressure stuff.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|input=<br />
|image=GGXRD_Jam_2D.png |caption=Get lower<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=28 |tension= |risc= |prorate= |level=2 |guard=Low<br />
|cancel=JS |roman=YRP |startup=6 |active=4 |recovery=16 |frameAdv=-6 |inv=2-3 Upper Body<br/>4-9 Low Profile<br />
|description=Very fast and good sweep, very common combo ender as you cancel it into a safe card charge. Evasive!<br />
*Can be cancelled into jump, specials or supers.<br />
*From stray 2D hits you can OTG with 5KcSfS into 236S-stuff to keep the pressure going.<br />
*2D into not-cancelled jump jH is a safejump in most circumstances.<br />
*Combos into IAD dp against most characters making this a great option on block and hit.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|input=<br />
|image=GGXRD_Jam_jP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=11 |tension= |risc= |prorate= |level=1 |guard=High/Air<br />
|cancel=CS |roman=YRP |startup=6 |active=4 |recovery=16 |frameAdv= |inv=<br />
|description=A surprisingly slow airjab. One of few air-normals Jam has that attacks in a downward angle. Cancels into itself on whiff.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|input=<br />
|image=GGXRD_Jam_jK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=14 |tension= |risc= |prorate= |level=1 |guard=High/Air<br />
|cancel=S |roman=YRP |startup=5 |active=8 |recovery=11 |frameAdv= |inv=<br />
|description=Faster than jP but doesn't chain into itself. Mostly used as combo filler but is a decent air-to-air attack when used at the same level as your opponent.<br />
*Chains both into and from jP.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=<br />
|image=GGXRD_Jam_jS.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=28 |tension= |risc= |prorate= |level=2 |guard=High/Air<br />
|cancel=JS |roman=YRP |startup=5 |active=5 |recovery=9 |frameAdv= |inv=<br />
|description=Amazing air normal. Beats most jump-ins if done early enough. Leads to good damage with cards.<br />
*Her only air-normal that's jump-cancellable making it essential for combos.<br />
*Launches opponent upwards on hit.<br />
*Guaranteed 17f of untech on hit allowing you to do jS JC delay jS/jH to set up ryuujin followups.<br />
*Good airthrow OS normal.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=<br />
|image=GGXRD_Jam_jH.png |caption=They told her she could be anything, so she became a hitbox<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=35 |tension= |risc= |prorate= |level=2 |guard=High/Air<br />
|cancel=S |roman=YRP |startup=5 |active=10 |recovery=16 |frameAdv= |inv=<br />
|description=Very fast jH normal. Pretty good damage on hit. A lot of active frames making Jam into a cannon ball. Important note: be ready to cancel into j2K when used after an IAD, as aware opponents will throw you after blocking as you land from this normal.<br />
*Any kind of movement altering options (IAD YRC / Ryuujin YRC) into jH is pretty decent.<br />
*On CH-hit it's possible to land, jump and followup with an air combo if you were close enough to the ground when it hit.<br />
*Hits all around Jam so can be used to crossup as well.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|input=<br />
|image=GGXRD_Jam_jD.png |caption=Upkicks!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=16,28 |tension= |risc= |prorate= |level=2 |guard=High/Air<br />
|cancel=S |roman=YRP |startup=7 |active=3(6)6 |recovery=16 + 4 After landing |frameAdv= |inv=<br />
|description=Air can-cans! Decent air-move. Like all j.Ds, has landing recovery.<br />
*Launches upwards on hit.<br />
*Potential for very strong combo followups in corner.<br />
*If second hit is CH it blows away and wallbounces. Potential for very strong followups or just max-charge a card.<br />
}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD-R_Jam_GroundThrow.png |caption=AHAHAHAHA~!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=20, 30 |tension= |risc= |prorate=Forced: 90%, 55% |level= |guard=Ground Throw<br />
|cancel= |roman=R |startup=1 |active=1 |recovery= |frameAdv=+18 |inv=<br />
|description= <br />
Strong grab that leads to combos. Jam is a very scary rushdown character, so having a strong throw is huge.<br />
<br />
Since the first hit only gives 90% forced prorate you can get very strong followups from RRC, giving you enough time to charge card and followup combo AFTER RRC slowdown, adding no extra proration. With character specific followups you can get around 200ish damage off this.<br />
<br />
Example combo that works on everyone (requires a slight microdash before 6K on some):<br />
* Throw (1) RRC > 22S, 6K JC jKjS JC jH xx j236Kxxj623Kxxj214K dash cS2H(2)> Parry PP ~ 175ish damage<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD-R_Jam_AirThrow.png |caption=Get down!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=60 |tension= |risc= |prorate=Forced: 65% |level= |guard=Air Throw<br />
|cancel= |roman=R |startup=1 |active=1 |recovery= |frameAdv= |inv=<br />
|description= <br />
Decent airthrow. Unlike her grounded throw you don't get massive damage off RRC. In corner you can get OTG followups.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Jam_fS.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension= |risc= |prorate= |level=2 |guard=All<br />
|cancel= |roman= |startup=10 |active=9 |recovery=20 |frameAdv=-15 |inv=1-18F All<br/>19-23F Throw<br />
|description= <br />
Standard DA-attack. Uses her fS-animation. Wallbounces.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Jam_BlitzAttack.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?<br />
|description= }}<br />
}}<br />
<br />
== Special Moves ==<br />
======<font style="visibility:hidden" size="0">Hochifu</font>======<br />
{{MoveData<br />
|name=Hochifu<br />
|input=546<br />
|image=GGXRD_Jam_Hochifu.png |caption=Parry attacks...<br />
|image2=GGXRD_Jam_Zekkei.png |caption2=> P<br />
|image3=GGXRD_Jam_Goushao.png |caption3=> P > P<br />
|image4=GGXRD_Jam_Dowanga.png |caption4=> P > K<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Hochifu |subtitle=546 |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup=1 |active= |recovery= |frameAdv= |inv=1-8F Catch }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Zekkei |subtitle=> P |damage=40 |tension= |risc= |prorate=Initial: 70% |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=6 |recovery=30 |frameAdv=-17 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Goushao |subtitle=> P > P |damage=35 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=6 |recovery=24 |frameAdv=-11 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Dowanga |subtitle=> P > K |damage=25 |tension= |risc= |prorate= |level=4 |guard=<br />
|cancel= |roman=YRP |startup=27 |active=2 |recovery=20 |frameAdv=-3 |inv=27-36F Foot<br />
|description=<br />
*Hochifu - Jam's parry. This move has 2 versions depending on whether you use it in neutral or cancel it from a normal.<br />
<br />
*In neutral: Jam catches highs and mids for 1-8 frames. Jam is unable to block low and cannot jump. Jam is able cancel into other movement options and FD on frame 9.(Run, walk, backdashing etc.)<br />
<br />
*As a special cancel: Jam retains the same conditions as when in neutral with the exception of being able to perform movement actions or FD after frame 8. If the opponent is parried when jam cancels into Hochifu (such as a burst), the rules apply as if she had canceled normally.<br />
<br />
*You can cancel into P follow up if you catch a button Mid string. The follow up is 4 frame start up and has lots of hitstun. However it's easily punishable if blocked. <br />
**You can frame trap with the 2nd P follow up, the 2nd follow up is unsafe and leaves Jam in counter hit state during recovery.<br />
**You can go for the safer K follow up. However the K follow up has a larger gap in between. The K follow up does launch the opponent and true combos from the 1start follow up on counter hit. Generally a good rule is never let 46P be blocked.<br />
<br />
*If you have any tension at all you can FD OS the followup by doing 464+P+K. On whiff Jam will FD, if she parries a move the P-followup will hit. This makes it a decent AA with 1f startup, 8f actives and 0f recovery. Not that useful against multi-hitting moves unfortunately. <br />
}}<br />
<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Youeikyaku</font>======<br />
{{MoveData<br />
|name=Youeikyaku<br />
|input=j.2K<br />
|image=GGXRD_Jam_Youeikyaku.png |caption=Jive kick<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=16, 10*4 |tension= |risc= |prorate=Initial: 80% |level=3, 0*4 |guard=High/Air<br />
|cancel= |roman=YRP |startup=10 |active=Until Landing |recovery=6 After Landing |frameAdv=+8 |inv=<br />
|description=<br />
*Youeikyaku - Jam's dive kick. It also serves as her go to overhead off of a jump cancelable normal. <br />
<br />
*It's also plus on block depending on its point of contact.(preferably below the waist of at the feet. On hit it leaves you at a slight frame advantage and occasionally enough to follow up with 5k or 2p. From higher up, you will have to RC in order to convert into a full combo.<br />
<br />
*If not properly spaced it's very easy to throw punish if multiple hits, either it's blocked, hit or even on CH.<br />
<br />
*Good to use after air confirms when you don't have a card to immediately return to the ground.<br />
<br />
*It's possible to link into 5k or 2p after Youeikyaku in some situations.<br />
}}<br />
<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Bakushuu</font>======<br />
{{MoveData<br />
|name=Bakushuu<br />
|input=236S<br />
|image=GGXRD_Jam_Bakushuu.png |caption=Bakushuu (236S)<br />
|image2=GGXRD_Jam_Mawarikomi.png |caption2=Mawarikomi (P)<br />
|image3=GGXRD_Jam_Ashibarai.png |caption3=Hamonkyaku (K)<br />
|image4=GGXRD_Jam_Byappo Shinshou.png |caption4=Hyappo Shinshou (S)<br />
|image5=GGXRD_Jam_SenriShinshou.png |caption5=Senri Shinshou (H)<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Bakushuu |subtitle=236S |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total: 46 |frameAdv= |inv=10-31F Low Profile}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Mawarikomi |subtitle=> P |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total: 25 |frameAdv= |inv=Entire move: Above Feet }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Ashibarai |subtitle=> K |damage=30 |tension= |risc= |prorate=Initial: 90% |level=2 |guard=<br />
|cancel= |roman=YRP |startup=8 |active=6 |recovery=23 |frameAdv=-15 |inv=8-28F Low Profile }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Hyappo Shinshou |subtitle=> S |damage=50 |tension= |risc= |prorate=Initial: 75% |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=17 |active=3 |recovery=15 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Senri Shinshou |subtitle=> H |damage=50 [44] |tension= |risc= |prorate=Initial: 75% |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=23 [28] |active=1 [3] |recovery=13 |frameAdv=+5 [+3] |inv=1-8F Upper Body<br/>[1-9F Upper Body]<br />
|description=*Bakushuu - A Dash, it has follow-ups (special note: it can be used as a meterless way to avoid bursts '''while using normals on the ground''' as it inherently low profiles them with enough recovery to punish very well on its own)<br />
*Mawarikomi - Strike invul from ankles up. It's generally used to get in on your opponent while they're applying pressure from mid to full screen and it can be Roman cancelled. Aware opponents will throw you out of it, or use very low pokes to punish attempts to get in.<br />
*Hamonkyaku - A swift low kick, causes light stun on CH. You can use this to apply fuzzies because of the ability to follow up with Jam's special kicks. Because of how her kicks work, this move will count as one of your special move kicks, so you can only follow up with two other special kicks. You can cancel the move with a kick before it comes out to trick your opponent into guarding low because the pruple flash still comes out even when you cancel before impact. Common use of this is after 2HS but use it with other moves to give your strikes instant fuzzy situations. (Special note: in the corner landing this then Gekirin will not combo unless execution is perfect. An easier time would be to DP then Gekirin upon successful hit)<br />
*Hyappo Shinshou (puffball) - Good for stuffing air-to-ground maneuvers because of its large frontal hitbox. Solid blockstring ender and good on block, but aware opponents will punish the startup. Causes tumble state on CH.<br />
*Senri Shinshou (Heavy puffball) - Good for applying safe pressure. On block, it pushes your opponent back, on hit you get free otg situation. On CH you get wallsplat if you're close enough and tumble state if at mid screen. It crosses up if the dash for the move is extremely close to the opponent. The drawback is its especially long startup and lack of low profile, allowing it to be more easily stuffed, but it reaches the entire screen if timed correctly. So use this to close the gap after launching your opponent away with puffball or any other relevant situation. Good opponents will throw you out of this when attempting to cross up with it!<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Asanagi no Kokyuu</font>======<br />
{{MoveData<br />
|name=Asanagi no Kokyuu<br />
|input=22K/S/H<br />
|image=GGXRD_Jam_AsanagiNoKokyuu.png |caption=Hold for MAX version<br />
|image2=GGXRD_Jam_AsanagiIcons.png |caption2=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total: 56~77 |frameAdv= |inv=<br />
|description=Essential Jam-specific mechanic. Very dangerous to do raw because of a huge recovery.<br />
*22K charges Ryuujin, 22S charges Gekirin and 22H charges Kenroukaku.<br />
*Holding K/S/H charges the card to max level but takes more time.<br />
*Jam gains card before it recovers, meaning you can get hit out of it and still get card. This also means you can get card and YRC it to recover faster.<br />
*After 1.03 you gain card during max-charge as well so if you have to YRC or get hit out of it you still get a regular card. Also charges a lot faster in 1.03 making it more viable to max-charge.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Ryuujin</font>======<br />
{{MoveData<br />
|name=Ryuujin<br />
|input=236K<br />
|image=GGXRD_Jam_Ryuujin.png |caption=Dragon kick!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=55 [28] |tension= |risc= |prorate=Initial: 80% |level=4 |guard=Mid [All]<br />
|cancel= |roman=YRP |startup=17 [8] |active=6 [4] |recovery=30 + 11 After Landing |frameAdv=-28 [-26] |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Card |damage=80 [65] |tension= |risc= |prorate=Initial: 75% |level=4 |guard=Mid [All]<br />
|cancel= |roman=YRP |startup=16 [8] |active=24 [22] |recovery=14 + 11 After Landing |frameAdv=-30 [-28] |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=MAX |damage=110 [100] |tension= |risc= |prorate=Initial: 70% |level=4 |guard=Mid [All]<br />
|cancel= |roman=YRP |startup=16 [8] |active=24 [22] |recovery=14 + 11 After Landing |frameAdv=-30 [-28] |inv=10-17F Strke<br/>[1-999f Strike]<br />
|description=The Bruce Lee special! Great combo-tool, but air-version is much more useful. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Gekirin</font>======<br />
{{MoveData<br />
|name=Gekirin<br />
|input=214K<br />
|image=GGXRD_Jam_Gekirin.png |caption=Axe kick!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=35 [16] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air<br />
|cancel= |roman=YRP |startup=19 [17] |active=13 |recovery=3+10 After Landing<br/>[Until Landing + 10] |frameAdv=-12 [-13] |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Card |damage=28*3 [22*3] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air<br />
|cancel= |roman=YRP |startup=18 [12] |active=3,4,6 |recovery=4+10 After Landing<br/>[Until Landing + 10] |frameAdv=-6 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=MAX |damage=55 [45] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air<br />
|cancel= |roman=YRP |startup=18 [12] |active=13 [10] |recovery=Until Landing + 5 |frameAdv=-4 [-5] |inv=<br />
|description=Standing overhead. Keeps momentum and can cross up, but unsafe and reactable without card so not as useful compared to the air-version.<br />
*If cancelled from 236S~K it comes out much faster, either if 236S~K whiffs or on hit. With max card this is a 12f overhead, hitting crouchers at f15 making it a really strong mixup. With pushback it's pretty hard to punish as well on block. This makes maxing this card worth it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Kenroukaku</font>======<br />
{{MoveData<br />
|name=Kenroukaku<br />
|input=623K<br />
|image=GGXRD_Jam_Kenroukaku.png |caption=Dragon punch! (kick!)<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=11*4 [8*3] |tension= |risc= |prorate= |level=2 |guard=Mid [Mid/Air]<br />
|cancel= |roman=R |startup=7 [5] |active=4(1)/4(1)/2(2)1(1)/9 ※1 |recovery=20 + 6 After Landing<br/>[15 + 12 After Landing] |frameAdv=-21 [-22] |inv=1-6F Strike<br/>[1-4F Strike] }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Card |damage=11*6 [8*6] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid [Mid/Air]<br />
|cancel= |roman=R |startup=7 [5] |active=2/2(1)/4(1)/2(2)1(1)/9 ※1 |recovery=26 + 6 After Landing<br/>[20 + 12 After Landing] |frameAdv=-27 |inv=1-13F Strike<br/>[1-11F Strike] }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=MAX |damage=11*6,30 [8*6,30] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid [Mid/Air]<br />
|cancel= |roman=R |startup=7 [5] |active=3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 |recovery=20 |frameAdv=-15 |inv=1-13F Strike<br/>[1-11F Strike]<br />
|description=If you don't have this carded it's not a true DP and will trade if used. It still has its uses on wakeup because of startup invincibility, possibly beating out some meaty moves, and on block you can cancel it into the other kick specials making it safer than the average DP.<br />
*As with other DP's in the game you can not YRC/PRC this move.<br />
*However on block you can cancel into axe-kick then YRC the axe-kick, making this a DP you can make safer with just 25 meter.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Ryuujin</font>======<br />
{{MoveData<br />
|name=Air Ryuujin<br />
|input=j.236K<br />
|image=GGXRD_Jam_Ryuujin.png |caption=Air dragon kick!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=50 [28] |tension= |risc= |prorate=Initial: 80% |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=8 |active=4 |recovery=Until Landing + 11 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Card |damage=75 [65] |tension= |risc= |prorate=Initial: 75% |level=0 [4] |guard=All<br />
|cancel= |roman=YRP |startup=8 |active=22 |recovery=Until Landing + 11 |frameAdv= |inv=1-8 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=MAX |damage=110 [100] |tension= |risc= |prorate=Initial: 70% |level=0 [4] |guard=All<br />
|cancel= |roman=YRP |startup=8 |active=22 |recovery=Until Landing + 11 |frameAdv= |inv=1-999F Strike<br />
|description=Useful combo-tool uncarded, with card it's basically a horizontal dragon-punch. Was hugely buffed in 1.03 giving the air-version true invincibility on startup until actives. Just having one card in this lets you beat pretty much anything in neutral when you TK it. <br />
<br />
Since it's easier for Jam to max cards in 1.03 and this move is so great, if you max this you have won neutral. It beats everything.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Gekirin</font>======<br />
{{MoveData<br />
|name=Air Gekirin<br />
|input=j.214K<br />
|image=GGXRD_Jam_Gekirin.png |caption=Air axe-kick!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=30 [16] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air<br />
|cancel= |roman=YRP |startup=16 [17] |active=13 |recovery=Until Landing + 10 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Card |damage=24 [22*3] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air<br />
|cancel= |roman=YRP |startup=15 [12] |active=13 [3,4,6] |recovery=Until Landing + 10 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=MAX |damage=50 [45] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air<br />
|cancel= |roman=YRP |startup=15 [12] |active=13 |recovery=Until Landing + 5 |frameAdv= |inv=<br />
|description=Air gekirin itself is mostly used as a combo filler/ender, but has uses in neutral / pressure when used from an airdash. Works like a downward overhead dropkick that lets you get a combo even without card. Drops her down really fast as well so superjump airdash gekirin is like dropping a bomb.<br />
*If you have at least one card in this it becomes a very common air combo ender as it lets you continue the combo on the ground or max-charge any card you like.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Kenroukaku</font>======<br />
{{MoveData<br />
|name=Air Kenroukaku<br />
|input=j.623K<br />
|image=GGXRD_Jam_Kenroukaku.png |caption=Air dp!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=12*3 [8*3] |tension= |risc= |prorate= |level=2 |guard=Mid/Air<br />
|cancel= |roman=R |startup=5 |active=4(1)4(1)/2(2)1(1)/9 ※1 |recovery=Until Landing + 6<br/>[Until Landing + 12] |frameAdv= |inv=1-4F Strike }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Card |damage=9*6 [8*6] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid/Air<br />
|cancel= |roman=R |startup=5 |active=2/2(1)/4(1)/2(2)1(1)/9 ※1 |recovery=Until Landing + 6<br/>[Until Landing + 12] |frameAdv= |inv=1-11F Strike }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=MAX |damage=9*6,30 [8*6,30] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid/Air<br />
|cancel= |roman=R |startup=5 |active=3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 |recovery=20 |frameAdv= |inv=1-11F Strike<br />
|description=Usually used as a combo-filler but is a very strong mixup-tool if you have one card in this. Usually this move launches Jam upwards but if done during an airdash it halts her momentum and she falls downward, allowing a combo into juggle on hit.<br />
*Excellent crossup/non-crossup mixup if done properly. Can be hard to punish but is unsafe.<br />
*As OKI-tool after 2D > 22H it's pretty good as you can chose what side you do it on and because of its invulnerability it beats most wakeup reversals with few exceptions (Jacko)<br />
*Very rarely maxed as one card gives the same utility as max card.<br />
}}<br />
}}<br />
<br />
== Overdrives ==<br />
======<font style="visibility:hidden" size="0">Choukyaku Hou'Oushou</font>======<br />
{{MoveData<br />
|name=Choukyaku Hou'Oushou<br />
|input=632146S/D<br />
|image=GGXRD_Jam_ChoukyakuHou'Oushou1.png |caption=Fury of the Phoenix<br />
|image2=GGXRD_Jam_ChoukyakuHou'Oushou2.png |caption2=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |subtitle=632146S |damage=20,7*16,40,80 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=7+演出123+0 |active=21 |recovery=27 |frameAdv=-29 |inv=1-10 Strike }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Burst |subtitle=632146D |damage=25,8*16,50,100 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=6+演出123+0 |active=21 |recovery=27 |frameAdv=-29 |inv=1-10 All<br />
|description=Her true useful wakeup reversal super. Rushes forward and on hit will do the full animation.<br />
*Burst version is her most damaging super ender in long combos because of very high minium damage.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Bao Saishinshou</font>======<br />
{{MoveData<br />
|name=Bao Saishinshou<br />
|input=236236H<br />
|image=GGXRD_Jam_BaoSaishinshou.png |caption=Grace of the Dragon Horse<br />
|image2=GGXRD_Jam_Kaorinkuen.png |caption2=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Bao Saishinshou |subtitle=236236H |damage=60 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup= 0+5? |active=6 |recovery=36 |frameAdv=-23 |inv=1-7 Strike }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Kaorinkuen |subtitle=> P |damage=70, 60 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=RP |startup=60 |active= |recovery=Until Landing + 41<br/>Until Landing + 23<br/>Until Landing + 50 |frameAdv= |inv=1F onwards airborne<br />
|description=A very damaging but very hard to utilize combo ender super. While invulnerable on wakeup it's range is really small so it has very limited usefulness as a wakeup reversal.<br />
<br />
First hit launches them and by pressing P again Jam lunges forward. If you mistime it and hit the wall she will crash into it and you won't get any followup damage. If you get a stray hit you will do additional damage, and on a clean hit it does massive damage.<br />
<br />
*No oki on hit, puts the opponent right next to you with slight advantage making this a less useful move if it's not going in for the kill.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Renhoukyaku</font>======<br />
{{MoveData<br />
|name=Renhoukyaku<br />
|input=632146H<br />
|image=GGXRD_Jam_Renhoukyaku.png |caption=Super puffball<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=16*13 |tension= |risc= |prorate= |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=20+1 |active=2,4*11,2 |recovery=9 |frameAdv=+3 |inv=1-5 Throw<br/>6-20 All<br/>21-23 Strike<br />
|description=Also known as "best super in the game", this move has great range and hitbox and impossible to punish if blocked. With startup throw invincibility it's a great move to bait wakeup throws with or used as a counter to opponent supers if their startup isn't fast enough.<br />
<br />
*Loses throw invulnerability when it goes active so can be thrown if close enough.<br />
*You can YRC before superflash for 1-5 throw invu + 6-20f all invu for 25 meter.<br />
*Can be YRC'd AFTER the startup as well either on hit or block letting you either confirm the combo or go in for a free mixup. The projectile almost hides her 5D behind this.<br />
}}<br />
}}<br />
<br />
== Instant Kill ==<br />
{{MoveData<br />
|name=Gasenkotsu<br />
|input=During IK Mode: 236236H<br />
|image=GGXRD_Jam_Gasenkotsu1.png<br />
|image2=GGXRD_Jam_Gasenkotsu2.png<br />
|image3=GGXRD_Jam_Gasenkotsu3.png |caption3=天上天下惟我独尊<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY |tension= |risc= |prorate= |level=3 |guard=All<br />
|cancel= |roman= |startup=9+12<br/>[5+12] |active=4 |recovery=36 |frameAdv=-23 |inv=3-24F All<br/>[2-20F All]<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*IK Mode Activation: 62F [5F+5F]<br />
*Uses the animation of her Goushao.<br />
*Good hitbox for IK standarts.<br />
<br />
Can combo in from Zekkei, lvl 3 grounded Gekkirin and Ryujin.<br />
<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Jam Kuradoberi<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_JA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/354-jam-kuradoberi/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Jam Kuradoberi]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Jam_Kuradoberi&diff=94265GGXRD-R2/Jam Kuradoberi2018-06-16T04:36:51Z<p>138.217.165.172: /* 2H */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Jam Kuradoberi<br />
|-<br />
||<br />
[[File:GGXRD-R_Jam_Portrait.png|350x500px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2<br />
|defense=x1.06<br />
|guts=3<br />
|stun=65<br />
|weight=Light<br />
|jumpStartup=3F<br />
|backdashTime=13F<br />
|backdashInv=1-7F<br />
|faceDown=25F<br />
|faceUp=26F<br />
}}<br />
;Movement Options<br />
:Double jump, 1 airdash, Run type dash<br/><br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Jam Kuradoberi<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_JA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/354-jam-kuradoberi/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Kung-fu master chef with horrible luck regarding her restaurants - she hunts dragons for ingredients and people for money. Being a rare wielder of KI she's one of the stronger humans in the GG universe and fights with her expert martial arts instead of weapons.<br />
<br />
Her unique mechanic revolves around her ability to power up her kick specials, giving them different properties on hit. Similar to Sin she can cancel these kick specials into other kick specials - up to 3 times. They also gain different properties if done during airdashing, giving her a lot of flexibility in one button.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Fast grounded and air normals<br />
*Very fast and agile character with evasive movement options<br />
*Strong grab that leads to combos and a lot of damage with 50 tension<br />
*Carded specials always gives hard knockdowns no matter when or where they hit<br />
*Flexible pressure game that can build RISC very fast<br />
*Very good DP with card<br />
*Above average tension gain<br />
*Decent parry<br />
*Easy execution and gameplan<br />
*Ryuujin!<br />
| style="width: 50%;"|<br />
*Very short range on her normals, making it difficult to beat other characters buttons and makes her combos prone to unnecessary drops<br />
*DP requires card to extend invincibility to active frames<br />
*Below average combo-damage without carded specials<br />
*3f normal can be crouched by most of the cast making its usefulnes situational<br />
*Divekick can often be better on block than hit, especially bad on counter<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|input=<br />
|image=GGXRD_Jam_5P.png |caption=Slap!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=12 |tension= |risc= |prorate= |level=0 |guard=Mid<br />
|cancel=CJS |roman=YRP |startup=3 |active=3 |recovery=7 |frameAdv=±0 |inv=<br />
|description= Quick startup make this move great for interrupting certain moves and as a combo filler. However, 5p does not hit all crouching characters so finding opportunities for this move will be less common. Decent AA at 3F and can punish certain attacks such as Slayer's Under Pressure.<br />
*Crouching characters that 5p will connect on are:<br />
•Potemkin, Bedman, Slayer(3rd 5p will whiff) and Kum<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|input=<br />
|image=GGXRD_Jam_5K.png |caption=The god-button<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=12 |tension= |risc= |prorate=Initial: 80% |level=1 |guard=Low<br />
|cancel=S |roman=YRP |startup=4 |active=4 |recovery=6 |frameAdv=+2 |inv=<br />
|description= One of Jam's best pokes up close. Frame traps into itself and hits low. Excellent normal to start her pressure or to go in for a grab. Has 6f of hitstop instead of the regular 11f, making it harder to DAA out of pressure, and better to use for tick throws. Heavy initial hit proration however limits the damage from combos that are started with this normal.<br />
*Good for picking up airborne opponents about to hit the ground<br />
*Gatlings from and into 2S, into 6K and 6HS<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|input=<br />
|image=GGXRD_Jam_cS.png |caption=Elbow of justice<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=28 |tension= |risc= |prorate= |level=2 |guard=Mid<br />
|cancel=JS |roman=YRP |startup=6 |active=8 |recovery=12 |frameAdv=-6 |inv=<br />
|description=Decent normal, but mostly sees any use at all in combos because of its very short range.<br />
*No initial proration, so good combo starter.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=<br />
|image=GGXRD_Jam_fS.png |caption=Rock!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=30 |tension= |risc= |prorate= |level=2 |guard=Mid<br />
|cancel=JS |roman=YRP |startup=6 |active=5 |recovery=11 |frameAdv=-2 |inv=<br />
|description=One of her best ranged normals with a good hitbox. Stuffs a lot of pokes if thrown out early and can confirm into more pressure or a combo. <br />
*On standing counter hit you can confirm into a combo by jump-cancel > airdash > jP making this a pretty good tool.<br />
*f.S into TK Ryujin is a usable hitconfirm on the majority of the cast. On shorter characters it becomes harder.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=<br />
|image=GGXRD_Jam_5H.png |caption=Pinwheel<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=24*3 |tension= |risc= |prorate= |level=3,3,4 |guard=Mid<br />
|cancel=S |roman=YRP |startup=13 |active=3(3)3(3)3 |recovery=15 |frameAdv=+1 |inv=22-24F Upper Body<br/>25-48 Low Profile<br/>49-51 Upper Body<br />
|description=Decent combo filler that does good damage. Sees little use as anything else.<br />
*Hits behind Jam so can be used preemptively against moves that cross up/teleport.<br />
*Last frames are very low profile so can evade certain reversals if done meaty enough.<br />
*Horrible on whiff, not a great move to use in neutral.<br />
*Cancels into and from 6K, giving her big damage and good pressure. 5H[1] 6K[2] is almost universally more damage when done in a combo.<br />
*Crazy risc-build on block / Drains so much meter on FD.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|input=<br />
|image=GGXRD_Jam_5D.png |caption=Stubby<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=16 |tension= |risc= |prorate=Initial: 80% |level=2 |guard=High<br />
|cancel= |roman=YRP |startup=25 |active=4 |recovery=40 |frameAdv=-2 |inv=<br />
|description=Jams dust-attack. Somewhat fast but easily blocked by skilled players.<br />
*"Traditional" dust can lead to high damage with a cranked guard bar, Side dust can lead to good mixups and reward in the corner.<br />
*Very very short range!<br />
*Surprisingly safe on block, so not the worst thing to do after a vacuumed 2H.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|input=<br />
|image=GGXRD_Jam_6P.png |caption=Fist in face<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=18*2 |tension= |risc= |prorate= |level=2,3 |guard=Mid<br />
|cancel=S |roman=YRP |startup=9 |active=3(6)3 |recovery=12 |frameAdv=+2 |inv=1-8F Upper Body <br/>9-14f above knees<br />
|description=Unorthodox 6P. If used as AA you want to cancel the first hit into cS/fS and jump cancel that move into followup air combo. Sees some use in pressure as it's +2 on block and cancels into pretty much anything.<br />
*Can not be jump cancelled!<br />
*Was previously thought to lose upper body invu when it goes active due to a mistranslation of japanese frame data.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|input=<br />
|image=GGXRD_Jam_6K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=26,36 |tension= |risc= |prorate= |level=1,2 |guard=Mid<br />
|cancel=JS |roman=YRP |startup=6 |active=4(6)12 |recovery=20 |frameAdv=-18 |inv=<br />
|description=2-hit kick, does good damage but doesn't advance Jam so might cause combos to drop. First kick has almost no pushback, even on FD so it's excellent for her pressure-game and easier to combo into.<br />
*Forces stand on hit so has some unique uses in combos.<br />
*Only normal that combos to 6H on regular hit (2nd hit only).<br />
*Gatlings from and into 5H. Only the second hit will combo. On block, the opponent can IB the first hit and punish you if you attempt to cancel to 5H.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=<br />
|image=GGXRD_Jam_6H.png |caption=The Big Swing!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=36 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel=S |roman=YRP |startup=14 |active=3 |recovery=22 |frameAdv=-6 |inv=4-13F Foot<br />
|description=Pretty useful move, while slow it avoids a lot of lows and have a very high attack-level, decent normal to cancel into 236+S-specials. Pretty unsafe on block so don't forget to cancel it. Good move to use in pressure with the threat of YRC along with a huge reward on counter hit.<br />
*On regular hit you can safely charge a MAX card.<br />
*Loses lower body invul when it becomes active, so will trade against lows. Cannot be used as a reversal since it's not invul until frame 4.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|input=<br />
|image=GGXRD_Jam_2P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=6 |tension= |risc= |prorate=Initial: 90% |level=1 |guard=Mid<br />
|cancel=CS |roman=YRP |startup=4 |active=2 |recovery=7 |frameAdv=+3 |inv=<br />
|description=Standard crouching jab. <br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|input=<br />
|image=GGXRD_Jam_2K.png |caption=Get low<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=8 |tension= |risc= |prorate=Initial: 85% |level=1 |guard=Low<br />
|cancel=CS |roman=YRP |startup=5 |active=3 |recovery=9 |frameAdv=±0 |inv=3-12F Upper Body<br />
|description=Very fast, long ranged low normal with good evasion and upper body invincibility, one of her better normals. Useful to use in matchups where 2D is too much of a commitment.<br />
*On CH it combos into 6H.<br />
*Chains into itself and can easily be confirmed into 2D for card charge.<br />
*Decent combo starter because of speed and invulnerability, in spite of high proration and low damage.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=<br />
|image=GGXRD_Jam_2S.png |caption=Stop pressing buttons!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=26 |tension= |risc= |prorate=Initial: 85% |level=2 |guard=Mid<br />
|cancel=S |roman=YRP |startup=6 |active=5 |recovery=9 |frameAdv=±0 |inv=<br />
|description=Shorter range than in the older games, but a stronger hitbox to make up for it. Will CH most pokes in the game for stagger. Good for pressure and frame traps, can be cancelled until nearly the end of its recovery frames.<br />
*Staggers on CH, if opponent isn't ready to mash out of it you can dash up and get a full combo.<br />
*Interesting hitbox makes it a hard counter against lows.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|input=<br />
|image=GGXRD_Jam_2H.png |caption=Get over here!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=28,20 |tension= |risc= |prorate= |level=3 |guard=Mid<br />
|cancel=S |roman=YRP |startup=11 |active=8(6)4 |recovery=13 |frameAdv=±0 |inv=<br />
|description=Essential Jam combo tool. Sees a lot of uses.<br />
*On both block and hit it vacuums the opponent closer to Jam.<br />
*Makes it very easy to confirm combos on hit or block.<br />
*Can be normal- and special-cancelled from both hits making it hard for the opponent to know when you will do something out of it.<br />
*Used to combo into parry~PK for her stronger combos in specific situations.<br />
*Can be used as an AA in some situations, though not that reliable.<br />
<br />
Useful on block, but note that if the first hit is IB'd, there's a one frame gap in the blockstun before the next hit, opening the possibility of a reversal, blitz or throw. Mix up your blockstrings to ensure they're not confident enough to do this.<br />
<br />
Examples on stuff you can do on block:<br />
*Cancel into parry without followups then throw.<br />
*Cancel to 2D into either 236S-stuff or JC into IAD-mixups.<br />
*Goes naturally into 5D from either first or second hit, though there's a pretty big gap.<br />
*Not cancel into anything as it's 0 on block, if opponent doesn't have anything faster than a 5F-move and didn't IB it, you can do 5K almost for free into more pressure stuff.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|input=<br />
|image=GGXRD_Jam_2D.png |caption=Get lower<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=28 |tension= |risc= |prorate= |level=2 |guard=Low<br />
|cancel=JS |roman=YRP |startup=6 |active=4 |recovery=16 |frameAdv=-6 |inv=2-3 Upper Body<br/>4-9 Low Profile<br />
|description=Very fast and good sweep, very common combo ender as you cancel it into a safe card charge. Evasive!<br />
*Can be cancelled into jump, specials or supers.<br />
*From stray 2D hits you can OTG with 5KcSfS into 236S-stuff to keep the pressure going.<br />
*2D into not-cancelled jump jH is a safejump in most circumstances.<br />
*Combos into IAD dp against most characters making this a great option on block and hit.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|input=<br />
|image=GGXRD_Jam_jP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=11 |tension= |risc= |prorate= |level=1 |guard=High/Air<br />
|cancel=CS |roman=YRP |startup=6 |active=4 |recovery=16 |frameAdv= |inv=<br />
|description=A surprisingly slow airjab. One of few air-normals Jam has that attacks in a downward angle. Cancels into itself on whiff.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|input=<br />
|image=GGXRD_Jam_jK.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=14 |tension= |risc= |prorate= |level=1 |guard=High/Air<br />
|cancel=S |roman=YRP |startup=5 |active=8 |recovery=11 |frameAdv= |inv=<br />
|description=Faster than jP but doesn't chain into itself. Mostly used as combo filler but is a decent air-to-air attack when used at the same level as your opponent.<br />
*Chains both into and from jP.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=<br />
|image=GGXRD_Jam_jS.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=28 |tension= |risc= |prorate= |level=2 |guard=High/Air<br />
|cancel=JS |roman=YRP |startup=5 |active=5 |recovery=9 |frameAdv= |inv=<br />
|description=Amazing air normal. Beats most jump-ins if done early enough. Leads to good damage with cards.<br />
*Her only air-normal that's jump-cancellable making it essential for combos.<br />
*Launches opponent upwards on hit.<br />
*Guaranteed 17f of untech on hit allowing you to do jS JC delay jS/jH to set up ryuujin followups.<br />
*Good airthrow OS normal.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=<br />
|image=GGXRD_Jam_jH.png |caption=They told her she could be anything, so she became a hitbox<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=35 |tension= |risc= |prorate= |level=2 |guard=High/Air<br />
|cancel=S |roman=YRP |startup=5 |active=10 |recovery=16 |frameAdv= |inv=<br />
|description=Very fast jH normal. Pretty good damage on hit. A lot of active frames making Jam into a cannon ball. Important note: be ready to cancel into j2K when used after an IAD, as aware opponents will throw you after blocking as you land from this normal.<br />
*Any kind of movement altering options (IAD YRC / Ryuujin YRC) into jH is pretty decent.<br />
*On CH-hit it's possible to land, jump and followup with an air combo if you were close enough to the ground when it hit.<br />
*Hits all around Jam so can be used to crossup as well.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|input=<br />
|image=GGXRD_Jam_jD.png |caption=Upkicks!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=16,28 |tension= |risc= |prorate= |level=2 |guard=High/Air<br />
|cancel=S |roman=YRP |startup=7 |active=3(6)6 |recovery=16 + 4 After landing |frameAdv= |inv=<br />
|description=Air can-cans! Decent air-move. Like all j.Ds, has landing recovery.<br />
*Launches upwards on hit.<br />
*Potential for very strong combo followups in corner.<br />
*If second hit is CH it blows away and wallbounces. Potential for very strong followups or just max-charge a card.<br />
}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD-R_Jam_GroundThrow.png |caption=AHAHAHAHA~!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=20, 30 |tension= |risc= |prorate=Forced: 90%, 55% |level= |guard=Ground Throw<br />
|cancel= |roman=R |startup=1 |active=1 |recovery= |frameAdv=+18 |inv=<br />
|description= <br />
Strong grab that leads to combos. Jam is a very scary rushdown character, so having a strong throw is huge.<br />
<br />
Since the first hit only gives 90% forced prorate you can get very strong followups from RRC, giving you enough time to charge card and followup combo AFTER RRC slowdown, adding no extra proration. With character specific followups you can get around 200ish damage off this.<br />
<br />
Example combo that works on everyone (requires a slight microdash before 6K on some):<br />
* Throw (1) RRC > 22S, 6K JC jKjS JC jH xx j236Kxxj623Kxxj214K dash cS2H(2)> Parry PP ~ 175ish damage<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD-R_Jam_AirThrow.png |caption=Get down!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|subtitle= |damage=60 |tension= |risc= |prorate=Forced: 65% |level= |guard=Air Throw<br />
|cancel= |roman=R |startup=1 |active=1 |recovery= |frameAdv= |inv=<br />
|description= <br />
Decent airthrow. Unlike her grounded throw you don't get massive damage off RRC. In corner you can get OTG followups.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Jam_fS.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension= |risc= |prorate= |level=2 |guard=All<br />
|cancel= |roman= |startup=10 |active=9 |recovery=20 |frameAdv=-15 |inv=1-18F All<br/>19-23F Throw<br />
|description= <br />
Standard DA-attack. Uses her fS-animation. Wallbounces.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Jam_BlitzAttack.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?<br />
|description= }}<br />
}}<br />
<br />
== Special Moves ==<br />
======<font style="visibility:hidden" size="0">Hochifu</font>======<br />
{{MoveData<br />
|name=Hochifu<br />
|input=546<br />
|image=GGXRD_Jam_Hochifu.png |caption=Parry attacks...<br />
|image2=GGXRD_Jam_Zekkei.png |caption2=> P<br />
|image3=GGXRD_Jam_Goushao.png |caption3=> P > P<br />
|image4=GGXRD_Jam_Dowanga.png |caption4=> P > K<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Hochifu |subtitle=546 |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup=1 |active= |recovery= |frameAdv= |inv=1-8F Catch }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Zekkei |subtitle=> P |damage=40 |tension= |risc= |prorate=Initial: 70% |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=4 |active=6 |recovery=30 |frameAdv=-17 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Goushao |subtitle=> P > P |damage=35 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=6 |recovery=24 |frameAdv=-11 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Dowanga |subtitle=> P > K |damage=25 |tension= |risc= |prorate= |level=4 |guard=<br />
|cancel= |roman=YRP |startup=27 |active=2 |recovery=20 |frameAdv=-3 |inv=27-36F Foot<br />
|description=<br />
*Hochifu - Jam's parry. This move has 2 versions depending on whether you use it in neutral or cancel it from a normal.<br />
<br />
*In neutral: Jam catches highs and mids for 1-8 frames. Jam is unable to block low and cannot jump. Jam is able cancel into other movement options and FD on frame 9.(Run, walk, backdashing etc.)<br />
<br />
*As a special cancel: Jam retains the same conditions as when in neutral with the exception of being able to perform movement actions or FD after frame 8. If the opponent is parried when jam cancels into Hochifu (such as a burst), the rules apply as if she had canceled normally.<br />
<br />
*You can cancel into P follow up if you catch a button Mid string. The follow up is 4 frame start up and has lots of hitstun. However it's easily punishable if blocked. <br />
**You can frame trap with the 2nd P follow up, the 2nd follow up is unsafe and leaves Jam in counter hit state during recovery.<br />
**You can go for the safer K follow up. However the K follow up has a larger gap in between. The K follow up does launch the opponent and true combos from the 1start follow up on counter hit. Generally a good rule is never let 46P be blocked.<br />
<br />
*If you have any tension at all you can FD OS the followup by doing 464+P+K. On whiff Jam will FD, if she parries a move the P-followup will hit. This makes it a decent AA with 1f startup, 8f actives and 0f recovery. Not that useful against multi-hitting moves unfortunately. <br />
}}<br />
<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Youeikyaku</font>======<br />
{{MoveData<br />
|name=Youeikyaku<br />
|input=j.2K<br />
|image=GGXRD_Jam_Youeikyaku.png |caption=Jive kick<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=16, 10*4 |tension= |risc= |prorate=Initial: 80% |level=3, 0*4 |guard=High/Air<br />
|cancel= |roman=YRP |startup=10 |active=Until Landing |recovery=6 After Landing |frameAdv=+8 |inv=<br />
|description=<br />
*Youeikyaku - Jam's dive kick. It also serves as her go to overhead off of a jump cancelable normal. <br />
<br />
*It's also plus on block depending on its point of contact.(preferably below the waist of at the feet. On hit it leaves you at a slight frame advantage and occasionally enough to follow up with 5k or 2p. From higher up, you will have to RC in order to convert into a full combo.<br />
<br />
*If not properly spaced it's very easy to throw punish if multiple hits, either it's blocked, hit or even on CH.<br />
<br />
*Good to use after air confirms when you don't have a card to immediately return to the ground.<br />
<br />
*It's possible to link into 5k or 2p after Youeikyaku in some situations.<br />
}}<br />
<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Bakushuu</font>======<br />
{{MoveData<br />
|name=Bakushuu<br />
|input=236S<br />
|image=GGXRD_Jam_Bakushuu.png |caption=Bakushuu (236S)<br />
|image2=GGXRD_Jam_Mawarikomi.png |caption2=Mawarikomi (P)<br />
|image3=GGXRD_Jam_Ashibarai.png |caption3=Hamonkyaku (K)<br />
|image4=GGXRD_Jam_Byappo Shinshou.png |caption4=Hyappo Shinshou (S)<br />
|image5=GGXRD_Jam_SenriShinshou.png |caption5=Senri Shinshou (H)<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Bakushuu |subtitle=236S |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total: 46 |frameAdv= |inv=10-31F Low Profile}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Mawarikomi |subtitle=> P |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total: 25 |frameAdv= |inv=Entire move: Above Feet }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Ashibarai |subtitle=> K |damage=30 |tension= |risc= |prorate=Initial: 90% |level=2 |guard=<br />
|cancel= |roman=YRP |startup=8 |active=6 |recovery=23 |frameAdv=-15 |inv=8-28F Low Profile }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Hyappo Shinshou |subtitle=> S |damage=50 |tension= |risc= |prorate=Initial: 75% |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=17 |active=3 |recovery=15 |frameAdv=+1 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Senri Shinshou |subtitle=> H |damage=50 [44] |tension= |risc= |prorate=Initial: 75% |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=23 [28] |active=1 [3] |recovery=13 |frameAdv=+5 [+3] |inv=1-8F Upper Body<br/>[1-9F Upper Body]<br />
|description=*Bakushuu - A Dash, it has follow-ups (special note: it can be used as a meterless way to avoid bursts '''while using normals on the ground''' as it inherently low profiles them with enough recovery to punish very well on its own)<br />
*Mawarikomi - Strike invul from ankles up. It's generally used to get in on your opponent while they're applying pressure from mid to full screen and it can be Roman cancelled. Aware opponents will throw you out of it, or use very low pokes to punish attempts to get in.<br />
*Hamonkyaku - A swift low kick, causes light stun on CH. You can use this to apply fuzzies because of the ability to follow up with Jam's special kicks. Because of how her kicks work, this move will count as one of your special move kicks, so you can only follow up with two other special kicks. You can cancel the move with a kick before it comes out to trick your opponent into guarding low because the pruple flash still comes out even when you cancel before impact. Common use of this is after 2HS but use it with other moves to give your strikes instant fuzzy situations. (Special note: in the corner landing this then Gekirin will not combo unless execution is perfect. An easier time would be to DP then Gekirin upon successful hit)<br />
*Hyappo Shinshou (puffball) - Good for stuffing air-to-ground maneuvers because of its large frontal hitbox. Solid blockstring ender and good on block, but aware opponents will punish the startup. Causes tumble state on CH.<br />
*Senri Shinshou (Heavy puffball) - Good for applying safe pressure. On block, it pushes your opponent back, on hit you get free otg situation. On CH you get wallsplat if you're close enough and tumble state if at mid screen. It crosses up if the dash for the move is extremely close to the opponent. The drawback is its especially long startup and lack of low profile, allowing it to be more easily stuffed, but it reaches the entire screen if timed correctly. So use this to close the gap after launching your opponent away with puffball or any other relevant situation. Good opponents will throw you out of this when attempting to cross up with it!<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Asanagi no Kokyuu</font>======<br />
{{MoveData<br />
|name=Asanagi no Kokyuu<br />
|input=22K/S/H<br />
|image=GGXRD_Jam_AsanagiNoKokyuu.png |caption=Hold for MAX version<br />
|image2=GGXRD_Jam_AsanagiIcons.png |caption2=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total: 56~77 |frameAdv= |inv=<br />
|description=Essential Jam-specific mechanic. Very dangerous to do raw because of a huge recovery.<br />
*22K charges Ryuujin, 22S charges Gekirin and 22H charges Kenroukaku.<br />
*Holding K/S/H charges the card to max level but takes more time.<br />
*Jam gains card before it recovers, meaning you can get hit out of it and still get card. This also means you can get card and YRC it to recover faster.<br />
*After 1.03 you gain card during max-charge as well so if you have to YRC or get hit out of it you still get a regular card. Also charges a lot faster in 1.03 making it more viable to max-charge.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Ryuujin</font>======<br />
{{MoveData<br />
|name=Ryuujin<br />
|input=236K<br />
|image=GGXRD_Jam_Ryuujin.png |caption=Dragon kick!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=55 [28] |tension= |risc= |prorate=Initial: 80% |level=4 |guard=Mid [All]<br />
|cancel= |roman=YRP |startup=17 [8] |active=6 [4] |recovery=30 + 11 After Landing |frameAdv=-28 [-26] |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Card |damage=80 [65] |tension= |risc= |prorate=Initial: 75% |level=4 |guard=Mid [All]<br />
|cancel= |roman=YRP |startup=16 [8] |active=24 [22] |recovery=14 + 11 After Landing |frameAdv=-30 [-28] |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=MAX |damage=110 [100] |tension= |risc= |prorate=Initial: 70% |level=4 |guard=Mid [All]<br />
|cancel= |roman=YRP |startup=16 [8] |active=24 [22] |recovery=14 + 11 After Landing |frameAdv=-30 [-28] |inv=10-17F Strke<br/>[1-999f Strike]<br />
|description=The Bruce Lee special! Great combo-tool, but air-version is much more useful. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Gekirin</font>======<br />
{{MoveData<br />
|name=Gekirin<br />
|input=214K<br />
|image=GGXRD_Jam_Gekirin.png |caption=Axe kick!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=35 [16] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air<br />
|cancel= |roman=YRP |startup=19 [17] |active=13 |recovery=3+10 After Landing<br/>[Until Landing + 10] |frameAdv=-12 [-13] |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Card |damage=28*3 [22*3] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air<br />
|cancel= |roman=YRP |startup=18 [12] |active=3,4,6 |recovery=4+10 After Landing<br/>[Until Landing + 10] |frameAdv=-6 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=MAX |damage=55 [45] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air<br />
|cancel= |roman=YRP |startup=18 [12] |active=13 [10] |recovery=Until Landing + 5 |frameAdv=-4 [-5] |inv=<br />
|description=Standing overhead. Keeps momentum and can cross up, but unsafe and reactable without card so not as useful compared to the air-version.<br />
*If cancelled from 236S~K it comes out much faster, either if 236S~K whiffs or on hit. With max card this is a 12f overhead, hitting crouchers at f15 making it a really strong mixup. With pushback it's pretty hard to punish as well on block. This makes maxing this card worth it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Kenroukaku</font>======<br />
{{MoveData<br />
|name=Kenroukaku<br />
|input=623K<br />
|image=GGXRD_Jam_Kenroukaku.png |caption=Dragon punch! (kick!)<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=11*4 [8*3] |tension= |risc= |prorate= |level=2 |guard=Mid [Mid/Air]<br />
|cancel= |roman=R |startup=7 [5] |active=4(1)/4(1)/2(2)1(1)/9 ※1 |recovery=20 + 6 After Landing<br/>[15 + 12 After Landing] |frameAdv=-21 [-22] |inv=1-6F Strike<br/>[1-4F Strike] }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Card |damage=11*6 [8*6] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid [Mid/Air]<br />
|cancel= |roman=R |startup=7 [5] |active=2/2(1)/4(1)/2(2)1(1)/9 ※1 |recovery=26 + 6 After Landing<br/>[20 + 12 After Landing] |frameAdv=-27 |inv=1-13F Strike<br/>[1-11F Strike] }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=MAX |damage=11*6,30 [8*6,30] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid [Mid/Air]<br />
|cancel= |roman=R |startup=7 [5] |active=3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 |recovery=20 |frameAdv=-15 |inv=1-13F Strike<br/>[1-11F Strike]<br />
|description=If you don't have this carded it's not a true DP and will trade if used. It still has its uses on wakeup because of startup invincibility, possibly beating out some meaty moves, and on block you can cancel it into the other kick specials making it safer than the average DP.<br />
*As with other DP's in the game you can not YRC/PRC this move.<br />
*However on block you can cancel into axe-kick then YRC the axe-kick, making this a DP you can make safer with just 25 meter.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Ryuujin</font>======<br />
{{MoveData<br />
|name=Air Ryuujin<br />
|input=j.236K<br />
|image=GGXRD_Jam_Ryuujin.png |caption=Air dragon kick!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=50 [28] |tension= |risc= |prorate=Initial: 80% |level=4 |guard=All<br />
|cancel= |roman=YRP |startup=8 |active=4 |recovery=Until Landing + 11 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Card |damage=75 [65] |tension= |risc= |prorate=Initial: 75% |level=0 [4] |guard=All<br />
|cancel= |roman=YRP |startup=8 |active=22 |recovery=Until Landing + 11 |frameAdv= |inv=1-8 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=MAX |damage=110 [100] |tension= |risc= |prorate=Initial: 70% |level=0 [4] |guard=All<br />
|cancel= |roman=YRP |startup=8 |active=22 |recovery=Until Landing + 11 |frameAdv= |inv=1-999F Strike<br />
|description=Useful combo-tool uncarded, with card it's basically a horizontal dragon-punch. Was hugely buffed in 1.03 giving the air-version true invincibility on startup until actives. Just having one card in this lets you beat pretty much anything in neutral when you TK it. <br />
<br />
Since it's easier for Jam to max cards in 1.03 and this move is so great, if you max this you have won neutral. It beats everything.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Gekirin</font>======<br />
{{MoveData<br />
|name=Air Gekirin<br />
|input=j.214K<br />
|image=GGXRD_Jam_Gekirin.png |caption=Air axe-kick!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=30 [16] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air<br />
|cancel= |roman=YRP |startup=16 [17] |active=13 |recovery=Until Landing + 10 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Card |damage=24 [22*3] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air<br />
|cancel= |roman=YRP |startup=15 [12] |active=13 [3,4,6] |recovery=Until Landing + 10 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=MAX |damage=50 [45] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air<br />
|cancel= |roman=YRP |startup=15 [12] |active=13 |recovery=Until Landing + 5 |frameAdv= |inv=<br />
|description=Air gekirin itself is mostly used as a combo filler/ender, but has uses in neutral / pressure when used from an airdash. Works like a downward overhead dropkick that lets you get a combo even without card. Drops her down really fast as well so superjump airdash gekirin is like dropping a bomb.<br />
*If you have at least one card in this it becomes a very common air combo ender as it lets you continue the combo on the ground or max-charge any card you like.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Kenroukaku</font>======<br />
{{MoveData<br />
|name=Air Kenroukaku<br />
|input=j.623K<br />
|image=GGXRD_Jam_Kenroukaku.png |caption=Air dp!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=12*3 [8*3] |tension= |risc= |prorate= |level=2 |guard=Mid/Air<br />
|cancel= |roman=R |startup=5 |active=4(1)4(1)/2(2)1(1)/9 ※1 |recovery=Until Landing + 6<br/>[Until Landing + 12] |frameAdv= |inv=1-4F Strike }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Card |damage=9*6 [8*6] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid/Air<br />
|cancel= |roman=R |startup=5 |active=2/2(1)/4(1)/2(2)1(1)/9 ※1 |recovery=Until Landing + 6<br/>[Until Landing + 12] |frameAdv= |inv=1-11F Strike }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=MAX |damage=9*6,30 [8*6,30] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid/Air<br />
|cancel= |roman=R |startup=5 |active=3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 |recovery=20 |frameAdv= |inv=1-11F Strike<br />
|description=Usually used as a combo-filler but is a very strong mixup-tool if you have one card in this. Usually this move launches Jam upwards but if done during an airdash it halts her momentum and she falls downward, allowing a combo into juggle on hit.<br />
*Excellent crossup/non-crossup mixup if done properly. Can be hard to punish but is unsafe.<br />
*As OKI-tool after 2D > 22H it's pretty good as you can chose what side you do it on and because of its invulnerability it beats most wakeup reversals with few exceptions (Jacko)<br />
*Very rarely maxed as one card gives the same utility as max card.<br />
}}<br />
}}<br />
<br />
== Overdrives ==<br />
======<font style="visibility:hidden" size="0">Choukyaku Hou'Oushou</font>======<br />
{{MoveData<br />
|name=Choukyaku Hou'Oushou<br />
|input=632146S/D<br />
|image=GGXRD_Jam_ChoukyakuHou'Oushou1.png |caption=Fury of the Phoenix<br />
|image2=GGXRD_Jam_ChoukyakuHou'Oushou2.png |caption2=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |subtitle=632146S |damage=20,7*16,40,80 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=7+演出123+0 |active=21 |recovery=27 |frameAdv=-29 |inv=1-10 Strike }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Burst |subtitle=632146D |damage=25,8*16,50,100 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=6+演出123+0 |active=21 |recovery=27 |frameAdv=-29 |inv=1-10 All<br />
|description=Her true useful wakeup reversal super. Rushes forward and on hit will do the full animation.<br />
*Burst version is her most damaging super ender in long combos because of very high minium damage.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Bao Saishinshou</font>======<br />
{{MoveData<br />
|name=Bao Saishinshou<br />
|input=236236H<br />
|image=GGXRD_Jam_BaoSaishinshou.png |caption=Grace of the Dragon Horse<br />
|image2=GGXRD_Jam_Kaorinkuen.png |caption2=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Bao Saishinshou |subtitle=236236H |damage=60 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup= 0+5? |active=6 |recovery=36 |frameAdv=-23 |inv=1-7 Strike }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Kaorinkuen |subtitle=> P |damage=70, 60 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=RP |startup=60 |active= |recovery=Until Landing + 41<br/>Until Landing + 23<br/>Until Landing + 50 |frameAdv= |inv=1F onwards airborne<br />
|description=A very damaging but very hard to utilize combo ender super. While invulnerable on wakeup it's range is really small so it has very limited usefulness as a wakeup reversal.<br />
<br />
First hit launches them and by pressing P again Jam lunges forward. If you mistime it and hit the wall she will crash into it and you won't get any followup damage. If you get a stray hit you will do additional damage, and on a clean hit it does massive damage.<br />
<br />
*No oki on hit, puts the opponent right next to you with slight advantage making this a less useful move if it's not going in for the kill.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Renhoukyaku</font>======<br />
{{MoveData<br />
|name=Renhoukyaku<br />
|input=632146H<br />
|image=GGXRD_Jam_Renhoukyaku.png |caption=Super puffball<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=16*13 |tension= |risc= |prorate= |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=20+1 |active=2,4*11,2 |recovery=9 |frameAdv=+3 |inv=1-5 Throw<br/>6-20 All<br/>21-23 Strike<br />
|description=Also known as "best super in the game", this move has great range and hitbox and impossible to punish if blocked. With startup throw invincibility it's a great move to bait wakeup throws with or used as a counter to opponent supers if their startup isn't fast enough.<br />
<br />
*Loses throw invulnerability when it goes active so can be thrown if close enough.<br />
*You can YRC before superflash for 1-5 throw invu + 6-20f all invu for 25 meter.<br />
*Can be YRC'd AFTER the startup as well either on hit or block letting you either confirm the combo or go in for a free mixup. The projectile almost hides her 5D behind this.<br />
}}<br />
}}<br />
<br />
== Instant Kill ==<br />
{{MoveData<br />
|name=Gasenkotsu<br />
|input=During IK Mode: 236236H<br />
|image=GGXRD_Jam_Gasenkotsu1.png<br />
|image2=GGXRD_Jam_Gasenkotsu2.png<br />
|image3=GGXRD_Jam_Gasenkotsu3.png |caption3=天上天下惟我独尊<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY |tension= |risc= |prorate= |level=3 |guard=All<br />
|cancel= |roman= |startup=9+12<br/>[5+12] |active=4 |recovery=36 |frameAdv=-23 |inv=3-24F All<br/>[2-20F All]<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*IK Mode Activation: 62F [5F+5F]<br />
*Uses the animation of her Goushao.<br />
*Good hitbox for IK standarts.<br />
<br />
Can combo in from Zekkei, lvl 3 grounded Gekkirin and Ryujin.<br />
<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Jam Kuradoberi<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_JA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/354-jam-kuradoberi/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Jam Kuradoberi]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Ramlethal_Valentine/Frame_Data&diff=92579GGXRD-R2/Ramlethal Valentine/Frame Data2018-06-02T11:18:24Z<p>138.217.165.172: /* Gatling Table */</p>
<hr />
<div>{{CharNav |charMainPage=GGXRD-R2/Ramlethal Valentine<br />
|image=GGXRD-R_Ramlethal_Icon.png<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[GGXRD-R2/System Data|System Data]]==<br />
{{CharData-GGXRD-R2<br />
|defense=x1.06<br />
|guts=1<br />
|stun=60<br />
|weight=Light<br />
|jumpStartup=3F<br />
|backdashTime=16F<br />
|backdashInv=1-9F<br />
|faceDown=23F<br />
|faceUp=25F<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5P<br />
|damage=10 |tension=0 |risc=-8/+3 |prorate=Initial: 90% |level=0 |guard=Mid<br />
|cancel= |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5K<br />
|damage=22 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=7 |active=3 |recovery=15 |frameAdv=-4 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=c.S<br />
|damage=28 |tension=0 |risc=-6/+14 |prorate=Initial: 90% |level=3 |guard=Mid<br />
|cancel= |startup=6 |active=3 |recovery=18 |frameAdv=-4 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=f.S<br />
|damage=32 |tension=1584 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=9 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=f.S |subtitle=Without Sword<br />
|damage=38 |tension=0 |risc=-7/+10 |prorate=Initial: 90% |level=2 |guard=Mid<br />
|cancel= |startup=11 |active=5 |recovery=21 |frameAdv=-12 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5H<br />
|damage=46 |tension=1584 |risc=-6/+20 |prorate=― |level=4 |guard=Mid<br />
|cancel= |startup=14 |active=9 |recovery=27 |frameAdv=-17 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5H |subtitle=Without Sword<br />
|damage=36 |tension=0 |risc=-6/+14 |prorate=Initial: 90% |level=3 |guard=Mid<br />
|cancel= |startup=12 |active=6 |recovery=24 |frameAdv=-13 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2P<br />
|damage=8 |tension=0 |risc=-8/+3 |prorate=Initial: 80% |level=0 |guard=Mid<br />
|cancel= |startup=5 |active=4 |recovery=6 |frameAdv=±0 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2K<br />
|damage=15 |tension=0 |risc=-7/+6 |prorate=Initial: 70% |level=1 |guard=Low<br />
|cancel= |startup=6 |active=5 |recovery=9 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2S<br />
|damage=70 |tension=1584 |risc=-10/+20 |prorate=Initial: 90% |level=4 |guard=Mid<br />
|cancel= |startup=19 |active=9 |recovery=51 |frameAdv=-41 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Pulls in opponent<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2H<br />
|damage=70 |tension=1584 |risc=-10/+20 |prorate=Initial: 90% |level=4 |guard=Mid<br />
|cancel= |startup=25 |active=9 |recovery=27 |frameAdv=-17 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.P<br />
|damage=10 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=High / Air<br />
|cancel= |startup=5 |active=6 |recovery=6 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.K<br />
|damage=22 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=High / Air<br />
|cancel= |startup=7 |active=4 |recovery=13 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.S<br />
|damage=30 |tension=1200 |risc=-6/+14 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=10 |active=7 |recovery=24 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.S |subtitle=Without Sword<br />
|damage=26 |tension=0 |risc=-7/+10 |prorate=Initial: 90% |level=2 |guard=High / Air<br />
|cancel= |startup=9 |active=4 |recovery=20 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.H<br />
|damage=40 |tension=1200 |risc=-6/+20 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=15 |active=Until Landing |recovery=0 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.H |subtitle=Without Sword<br />
|damage=32 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=High / Air<br />
|cancel= |startup=13 |active=8 |recovery=27 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.D<br />
|damage=40 |tension=0 |risc=-8/+20 |prorate=Initial: 80% |level=4 |guard=All<br />
|cancel= |startup=11 |active=8 |recovery=20 + 5 Landing Recovery |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6P<br />
|damage=30 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=10 |active=4 |recovery=22 |frameAdv=-12 |inv=1~13 Upper Body<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6K<br />
|damage=26 |tension=0 |risc=-7/+10 |prorate=Initial: 90% |level=2 |guard=High<br />
|cancel= |startup=18 |active=5 |recovery=9 |frameAdv=±0 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Hits crouching opponnet at 20F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=3K<br />
|damage=28 |tension=0 |risc=-6/+14 |prorate=Initial: 80% |level=3 |guard=Low<br />
|cancel= |startup=12 |active=12 |recovery=12 |frameAdv=-7 |inv=10~ Low Profile<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.3D<br />
|damage=40 |tension=0 |risc=-8/+20 |prorate=― |level=4 |guard=All<br />
|cancel= |startup=16 |active=8 |recovery=24 + 5 After Landing |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6D<br />
|damage=40 |tension=0 |risc=-8/+20 |prorate=― |level=4 |guard=All<br />
|cancel= |startup=11 |active=8 |recovery=24 + 5 After Landing |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.9D<br />
|damage=34 |tension=0 |risc=-8/+20 |prorate=― |level=4 |guard=All<br />
|cancel= |startup=11 |active=8 |recovery=24 + 5 After Landing |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2D<br />
|damage=28 |tension=0 |risc=-7/+10 |prorate=Initial: 90% |level=2 |guard=Low<br />
|cancel= |startup=8 |active=6 |recovery=16 |frameAdv=-8 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dust<br />
|damage=25 |tension=0 |risc=-20/+10 |prorate=Initial: 80% |level=2 |guard=High<br />
|cancel= |startup=28 |active=6 |recovery=21 |frameAdv=-13 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Ground Throw<br />
|damage=0,54 |tension=0,60×10 |risc=-6,-0/NA |prorate=Forced: 55% |level=0 |guard=Ground Throw: 75250<br />
|cancel= |startup=1 |active=― |recovery=― |frameAdv=+53 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Stun value: 5*10<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Air Throw<br />
|damage=0,63 |tension=0,60×10 |risc=-6,-0/NA |prorate=Forced: 65% |level=0 |guard=Air Throw: 192500<br />
|cancel= |startup=1 |active=― |recovery=― |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Stun value: 5*10<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dead Angle Attack<br />
|damage=25 |tension=-5000 / 264 |risc=-7/+10 |prorate=― |level=2 |guard=All<br />
|cancel= |startup=7 |active=4 |recovery=27 |frameAdv=-17 |inv=1~10 Full<br/>11~19 Throw<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Blitz Attack |subtitle=<br />
|damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description={{ColumnList |text=*Hitstop 30F<br />
*Slighty refills own Burst and slightly drains opponent's Burst on hit<br />
*Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)<br />
*Crumples opponent on ground CH (79F)<br />
}}<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Blitz Attack |subtitle=Max Charge<br />
|damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=+5 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description={{ColumnList |text=*Hitstop 30F<br />
*Slighty refills own Burst and slightly drains opponent's Burst on hit<br />
*Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)<br />
*Crumples opponent on ground hit<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Combination Attacks==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(P)P<br />
|damage=18 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=Mid<br />
|cancel= |startup=7 |active=4 |recovery=10 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(PP)P<br />
|damage=28 |tension=0 |risc=-7/+10 |prorate=Forced: 80% |level=2 |guard=Mid<br />
|cancel= |startup=10 |active=6 |recovery=9 |frameAdv=-1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(PP)K<br />
|damage=26 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=13 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(P)K<br />
|damage=22 |tension=0 |risc=-6/+14 |prorate=― |level=3 |guard=Mid<br />
|cancel= |startup=10 |active=3 |recovery=21 |frameAdv=-7 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on hit. Max duration 47F<br />
*Stagger Frame Adv: +0 to +24<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(P)4K<br />
|damage=36 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(K)P<br />
|damage=18 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=Mid<br />
|cancel= |startup=7 |active=4 |recovery=9 |frameAdv=-1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(KP)P<br />
|damage=42 |tension=0 |risc=-6/+20 |prorate=― |level=4 |guard=High<br />
|cancel= |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(KP)K<br />
|damage=26 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=11 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(K)K<br />
|damage=28 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=9 |active=3 |recovery=12 |frameAdv=-1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(KK)K<br />
|damage=32 |tension=0 |risc=-6/+14 |prorate=― |level=3 |guard=Mid<br />
|cancel= |startup=11 |active=4 |recovery=22 |frameAdv=-9 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(KK)4K<br />
|damage=36 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(K)4K<br />
|damage=36 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2P)P<br />
|damage=18 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=Mid<br />
|cancel= |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2PP)K<br />
|damage=36 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Low<br />
|cancel= |startup=16 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot<br/>3~Airborne<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2P)K<br />
|damage=24 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Low<br />
|cancel= |startup=9 |active=4 |recovery=12 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on hit. Max duration 31F<br />
*Stagger Frame Adv: +0 to +16<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2K)P<br />
|damage=22 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=Mid<br />
|cancel= |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2KP)P<br />
|damage=44 |tension=0 |risc=-6/+20 |prorate=― |level=4 |guard=High<br />
|cancel= |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2KP)K<br />
|damage=32 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Low<br />
|cancel= |startup=12 |active=6 |recovery=20 |frameAdv=-12 |inv=3~11 Foot<br/>3~Airborne<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2K)K<br />
|damage=18,32 |tension=0 |risc=-7,-6/+6,+14 |prorate=― |level=1,3 |guard=Low<br />
|cancel= |startup=9 |active=4(6)5 |recovery=16 |frameAdv=-4 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Giant Sword Attacks==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Launch(S)<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=67 |active=13 |recovery=Total 22 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Launch(S Aerial)<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=67 |active=13 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Launch(H)<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=66 |active=11 |recovery=Total 22 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Launch(H Aerial)<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=66 |active=11 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Retrieval<br />
|damage=― |tension=― |risc=- |prorate=― |level=― |guard=―<br />
|cancel= |startup=― |active=― |recovery=Total 22 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Retrieval(Aerial)<br />
|damage=― |tension=― |risc=- |prorate=― |level=― |guard=―<br />
|cancel= |startup=― |active=― |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2S |subtitle=Deployed, Close Range<br />
|damage=50 |tension=768 |risc=-7/+2 |prorate=Initial: 90% |level=2 |guard=All<br />
|cancel= |startup=67 |active=18 |recovery=Total 33 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2S |subtitle=Deployed, Long Range<br />
|damage=50 |tension=768 |risc=-7/+2 |prorate=Initial: 90% |level=2 |guard=All<br />
|cancel= |startup=96 |active=18 |recovery=Total 33 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2H |subtitle=Deployed, Close Range<br />
|damage=60 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=62 |active=18 |recovery=Total 33 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2H |subtitle=Deployed, Long Range<br />
|damage=60 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=91 |active=18 |recovery=Total 33 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6S |subtitle=Deployed, Close Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=26 |active=15 |recovery=Total 31 |frameAdv=+22 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6S |subtitle=Deployed, Long Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=64 |active=15 |recovery=Total 31 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6H |subtitle=Deployed, Close Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=25 |active=11 |recovery=Total 31 |frameAdv=+23 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6H |subtitle=Deployed, Long Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=63 |active=11 |recovery=Total 31 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6S |subtitle=Deployed, Close Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=26 |active=15 |recovery=Total 29 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6S |subtitle=Deployed, Long Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=64 |active=15 |recovery=Total 29 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6H |subtitle=Deployed, Close Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=25 |active=11 |recovery=Total 29 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6H |subtitle=Deployed, Long Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=63 |active=11 |recovery=Total 29 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.2S |subtitle=Deployed, Close Range<br />
|damage=50 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=65 |active=18 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.2S |subtitle=Deployed, Long Range<br />
|damage=50 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=94 |active=18 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.2H |subtitle=Deployed, Close Range<br />
|damage=60 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=60 |active=18 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.2H |subtitle=Deployed, Long Range<br />
|damage=60 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=89 |active=18 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Special Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dauro |subtitle=623P<br />
|damage=30 |tension=0 / 0 |risc=-6/+14 |prorate=Initial: 80% |level=3 |guard=All<br />
|cancel= |startup=15 |active=3 |recovery=18 |frameAdv=-4 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dauro (Fastest) |subtitle=623P<br />
|damage=36 |tension=0 / 0 |risc=-6/+14 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=15 |active=3 |recovery=16 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Becomes fastest version when pressing P within 2 frames after command input<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Flama Cargo |subtitle=236K<br />
|damage=0,60 |tension=0 / 480 |risc=-6/NA |prorate=Forced: 60% |level=4 |guard=Ground Throw: 90000<br />
|cancel= |startup=11 |active=1 |recovery=Total 45 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Stun value: 30<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Sildo Detruo |subtitle=214K<br />
|damage=20×3 |tension=0 / 240*3 |risc=-7/+10 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |startup=32 |active=3 |recovery=11 |frameAdv=+2 |inv=1~Airborne<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Sildo Detruo(Aerial) |subtitle=j.214K<br />
|damage=20×3 |tension=0 / 240*3 |risc=-7/+10 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |startup=Until Landing[20] |active=3 |recovery=12 |frameAdv=+1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*[ ] Indicates lowest possible height<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Cassius |subtitle=214P<br />
|damage=30 |tension=0 / 240 |risc=-7/+2 |prorate=― |level=2 |guard=All<br />
|cancel= |startup=19 |active=29 |recovery=Total 46 |frameAdv=-1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Marteli |subtitle=214S With Sword<br />
|damage=38 |tension=0 / 1200 |risc=-7/+14 |prorate=― |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=16 |frameAdv=-5 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Can cancel into Forpeli on hit/block<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Marteli(Aerial) |subtitle=j.214S With Sword<br />
|damage=38 |tension=0 / 1200 |risc=-7/+14 |prorate=― |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=Until landing+8 |frameAdv= |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Can cancel into Forpeli on hit/block<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Forpeli |subtitle=214H With Sword<br />
|damage=42 |tension=0 / 1200 |risc=-6/+20 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=6 |recovery=24 |frameAdv=-11 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Forpeli(Aerial) |subtitle=j.214H With Sword<br />
|damage=42 |tension=0 / 1200 |risc=-6/+20 |prorate= |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=15 |active=6 |recovery=Until landing+8 |frameAdv= |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
<br />
|}<br />
<br />
==Overdrives==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Calvados |subtitle=632146H with Swords equipped<br/>[632146D with Swords equipped]<br />
|damage=50, 6×29<br/>[62, 7×29] |tension=-5000 |risc=-1/+2 |prorate=― |level=3 |guard=All<br />
|cancel= |startup=7+7 |active=62 |recovery=31 |frameAdv=-17 |inv=3~13 Strike<br/>[1~15 All]<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=* [] indicate Burst version<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Trance |subtitle=632146H with Swords deployed<br />
|damage=8×30 |tension=-5000 |risc=-2/+2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=9+17 |active=129 |recovery=Total 12 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|subtitle=2363214K |version=Explode<br />
|damage=0,4×14,80 |tension=-5000 |risc=-6,-0×14,-14/+3 |prorate=― |level=0 |guard=All<br />
|cancel= |startup=7+1 |active=18 |recovery=24 |frameAdv=-32 |inv=1~10 Full<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Instant Kill==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Animo Estingi |subtitle=During IK Mode: 236236H<br />
|damage=DESTROY |tension=― |risc=-6/+14 |prorate=― |level=3 |guard=All<br />
|cancel= |startup=14+18<br/>[10+16] |active=3 |recovery=34 |frameAdv=-20 |inv=14~34 Full<br/>[10~28 Full]<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*IK Mode Activation: 81F [5F+5F]<br />
}}<br />
|-<br />
|}<br />
<br />
==Gatling Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Ground Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! 5P<br />
| <span style="color:green">5P<sup>[+]</sup>, 2P<sup>[+]</sup></span> || - || - || - || 5D || -<br />
|-<br />
! 2P<br />
| <span style="color:green">5P<sup>[+]</sup>, 2P<sup>[+]</sup></span> || - || - || - || 5D || -<br />
|-<br />
! 5K<br />
| - || - || - || - || 5D || -<br />
|-<br />
! 2K<br />
| - || - || - || - || 5D || -<br />
|-<br />
! c.S<br />
| - || 3K || f.S (both), 2S (sword) || 5H (both) || 5D, 2D || Jump, Sp<br />
|-<br />
! f.S (both)<br />
| - || 3K || -|| 5H (both) || 5D, 2D || Jump, Sp<br />
|-<br />
! 2S (sword)<br />
| - || - || - || 2H (sword) || 5D || -<br />
|-<br />
! 5H (both)<br />
| - || - || - || - || - || Jump, Sp<br />
|-<br />
! 2H (sword)<br />
| - || - || - || - || - || -<br />
|-<br />
! 5D<br />
| - || - || - || - || - || Homing Jump, Homing Dash<br />
|-<br />
! 2D<br />
| - || - || - || - || - || Jump, Sp<br />
|-<br />
<br />
|}<br />
<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Air Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! j.P<br />
| <span style="color:green">j.P<sup>[+]</sup></span> || j.K || j.S (both) || j.H (both) || j.D || Sp<br />
|-<br />
! j.K<br />
| j.P || - || j.S || j.H || j.D || Jump, Sp<br />
|-<br />
! j.S (both)<br />
| - || - || - || j.H (both) || j.D || Jump, Sp<br />
|-<br />
! j.H (both)<br />
| - || - || - || - || - || Sp<br />
|-<br />
! j.D<br />
| - || - || - || - || - || Sp<br />
|-<br />
|}<br />
*5D can be only canceled into Homing Jump and Homing Dash on ground hit<br />
*Use 4P and 3P to cancel into 5P and 2P without canceling into Combination Attacks<br />
*All Combination Attacks can be canceled into followups on whiff<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)<br />
: '''Su''' = Overdrives (aka: Supers)<br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Ramlethal Valentine<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Frame Data]]<br />
[[Category:Ramlethal Valentine]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Ramlethal_Valentine/Frame_Data&diff=92578GGXRD-R2/Ramlethal Valentine/Frame Data2018-06-02T11:17:41Z<p>138.217.165.172: /* Gatling Table */</p>
<hr />
<div>{{CharNav |charMainPage=GGXRD-R2/Ramlethal Valentine<br />
|image=GGXRD-R_Ramlethal_Icon.png<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[GGXRD-R2/System Data|System Data]]==<br />
{{CharData-GGXRD-R2<br />
|defense=x1.06<br />
|guts=1<br />
|stun=60<br />
|weight=Light<br />
|jumpStartup=3F<br />
|backdashTime=16F<br />
|backdashInv=1-9F<br />
|faceDown=23F<br />
|faceUp=25F<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5P<br />
|damage=10 |tension=0 |risc=-8/+3 |prorate=Initial: 90% |level=0 |guard=Mid<br />
|cancel= |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5K<br />
|damage=22 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=7 |active=3 |recovery=15 |frameAdv=-4 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=c.S<br />
|damage=28 |tension=0 |risc=-6/+14 |prorate=Initial: 90% |level=3 |guard=Mid<br />
|cancel= |startup=6 |active=3 |recovery=18 |frameAdv=-4 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=f.S<br />
|damage=32 |tension=1584 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=9 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=f.S |subtitle=Without Sword<br />
|damage=38 |tension=0 |risc=-7/+10 |prorate=Initial: 90% |level=2 |guard=Mid<br />
|cancel= |startup=11 |active=5 |recovery=21 |frameAdv=-12 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5H<br />
|damage=46 |tension=1584 |risc=-6/+20 |prorate=― |level=4 |guard=Mid<br />
|cancel= |startup=14 |active=9 |recovery=27 |frameAdv=-17 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5H |subtitle=Without Sword<br />
|damage=36 |tension=0 |risc=-6/+14 |prorate=Initial: 90% |level=3 |guard=Mid<br />
|cancel= |startup=12 |active=6 |recovery=24 |frameAdv=-13 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2P<br />
|damage=8 |tension=0 |risc=-8/+3 |prorate=Initial: 80% |level=0 |guard=Mid<br />
|cancel= |startup=5 |active=4 |recovery=6 |frameAdv=±0 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2K<br />
|damage=15 |tension=0 |risc=-7/+6 |prorate=Initial: 70% |level=1 |guard=Low<br />
|cancel= |startup=6 |active=5 |recovery=9 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2S<br />
|damage=70 |tension=1584 |risc=-10/+20 |prorate=Initial: 90% |level=4 |guard=Mid<br />
|cancel= |startup=19 |active=9 |recovery=51 |frameAdv=-41 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Pulls in opponent<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2H<br />
|damage=70 |tension=1584 |risc=-10/+20 |prorate=Initial: 90% |level=4 |guard=Mid<br />
|cancel= |startup=25 |active=9 |recovery=27 |frameAdv=-17 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.P<br />
|damage=10 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=High / Air<br />
|cancel= |startup=5 |active=6 |recovery=6 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.K<br />
|damage=22 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=High / Air<br />
|cancel= |startup=7 |active=4 |recovery=13 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.S<br />
|damage=30 |tension=1200 |risc=-6/+14 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=10 |active=7 |recovery=24 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.S |subtitle=Without Sword<br />
|damage=26 |tension=0 |risc=-7/+10 |prorate=Initial: 90% |level=2 |guard=High / Air<br />
|cancel= |startup=9 |active=4 |recovery=20 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.H<br />
|damage=40 |tension=1200 |risc=-6/+20 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=15 |active=Until Landing |recovery=0 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.H |subtitle=Without Sword<br />
|damage=32 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=High / Air<br />
|cancel= |startup=13 |active=8 |recovery=27 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.D<br />
|damage=40 |tension=0 |risc=-8/+20 |prorate=Initial: 80% |level=4 |guard=All<br />
|cancel= |startup=11 |active=8 |recovery=20 + 5 Landing Recovery |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6P<br />
|damage=30 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=10 |active=4 |recovery=22 |frameAdv=-12 |inv=1~13 Upper Body<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6K<br />
|damage=26 |tension=0 |risc=-7/+10 |prorate=Initial: 90% |level=2 |guard=High<br />
|cancel= |startup=18 |active=5 |recovery=9 |frameAdv=±0 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Hits crouching opponnet at 20F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=3K<br />
|damage=28 |tension=0 |risc=-6/+14 |prorate=Initial: 80% |level=3 |guard=Low<br />
|cancel= |startup=12 |active=12 |recovery=12 |frameAdv=-7 |inv=10~ Low Profile<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.3D<br />
|damage=40 |tension=0 |risc=-8/+20 |prorate=― |level=4 |guard=All<br />
|cancel= |startup=16 |active=8 |recovery=24 + 5 After Landing |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6D<br />
|damage=40 |tension=0 |risc=-8/+20 |prorate=― |level=4 |guard=All<br />
|cancel= |startup=11 |active=8 |recovery=24 + 5 After Landing |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.9D<br />
|damage=34 |tension=0 |risc=-8/+20 |prorate=― |level=4 |guard=All<br />
|cancel= |startup=11 |active=8 |recovery=24 + 5 After Landing |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2D<br />
|damage=28 |tension=0 |risc=-7/+10 |prorate=Initial: 90% |level=2 |guard=Low<br />
|cancel= |startup=8 |active=6 |recovery=16 |frameAdv=-8 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dust<br />
|damage=25 |tension=0 |risc=-20/+10 |prorate=Initial: 80% |level=2 |guard=High<br />
|cancel= |startup=28 |active=6 |recovery=21 |frameAdv=-13 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Ground Throw<br />
|damage=0,54 |tension=0,60×10 |risc=-6,-0/NA |prorate=Forced: 55% |level=0 |guard=Ground Throw: 75250<br />
|cancel= |startup=1 |active=― |recovery=― |frameAdv=+53 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Stun value: 5*10<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Air Throw<br />
|damage=0,63 |tension=0,60×10 |risc=-6,-0/NA |prorate=Forced: 65% |level=0 |guard=Air Throw: 192500<br />
|cancel= |startup=1 |active=― |recovery=― |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Stun value: 5*10<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dead Angle Attack<br />
|damage=25 |tension=-5000 / 264 |risc=-7/+10 |prorate=― |level=2 |guard=All<br />
|cancel= |startup=7 |active=4 |recovery=27 |frameAdv=-17 |inv=1~10 Full<br/>11~19 Throw<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Blitz Attack |subtitle=<br />
|damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description={{ColumnList |text=*Hitstop 30F<br />
*Slighty refills own Burst and slightly drains opponent's Burst on hit<br />
*Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)<br />
*Crumples opponent on ground CH (79F)<br />
}}<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Blitz Attack |subtitle=Max Charge<br />
|damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=+5 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description={{ColumnList |text=*Hitstop 30F<br />
*Slighty refills own Burst and slightly drains opponent's Burst on hit<br />
*Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)<br />
*Crumples opponent on ground hit<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Combination Attacks==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(P)P<br />
|damage=18 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=Mid<br />
|cancel= |startup=7 |active=4 |recovery=10 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(PP)P<br />
|damage=28 |tension=0 |risc=-7/+10 |prorate=Forced: 80% |level=2 |guard=Mid<br />
|cancel= |startup=10 |active=6 |recovery=9 |frameAdv=-1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(PP)K<br />
|damage=26 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=13 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(P)K<br />
|damage=22 |tension=0 |risc=-6/+14 |prorate=― |level=3 |guard=Mid<br />
|cancel= |startup=10 |active=3 |recovery=21 |frameAdv=-7 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on hit. Max duration 47F<br />
*Stagger Frame Adv: +0 to +24<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(P)4K<br />
|damage=36 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(K)P<br />
|damage=18 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=Mid<br />
|cancel= |startup=7 |active=4 |recovery=9 |frameAdv=-1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(KP)P<br />
|damage=42 |tension=0 |risc=-6/+20 |prorate=― |level=4 |guard=High<br />
|cancel= |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(KP)K<br />
|damage=26 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=11 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(K)K<br />
|damage=28 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=9 |active=3 |recovery=12 |frameAdv=-1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(KK)K<br />
|damage=32 |tension=0 |risc=-6/+14 |prorate=― |level=3 |guard=Mid<br />
|cancel= |startup=11 |active=4 |recovery=22 |frameAdv=-9 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(KK)4K<br />
|damage=36 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(K)4K<br />
|damage=36 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2P)P<br />
|damage=18 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=Mid<br />
|cancel= |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2PP)K<br />
|damage=36 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Low<br />
|cancel= |startup=16 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot<br/>3~Airborne<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2P)K<br />
|damage=24 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Low<br />
|cancel= |startup=9 |active=4 |recovery=12 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on hit. Max duration 31F<br />
*Stagger Frame Adv: +0 to +16<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2K)P<br />
|damage=22 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=Mid<br />
|cancel= |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2KP)P<br />
|damage=44 |tension=0 |risc=-6/+20 |prorate=― |level=4 |guard=High<br />
|cancel= |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2KP)K<br />
|damage=32 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Low<br />
|cancel= |startup=12 |active=6 |recovery=20 |frameAdv=-12 |inv=3~11 Foot<br/>3~Airborne<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2K)K<br />
|damage=18,32 |tension=0 |risc=-7,-6/+6,+14 |prorate=― |level=1,3 |guard=Low<br />
|cancel= |startup=9 |active=4(6)5 |recovery=16 |frameAdv=-4 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Giant Sword Attacks==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Launch(S)<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=67 |active=13 |recovery=Total 22 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Launch(S Aerial)<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=67 |active=13 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Launch(H)<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=66 |active=11 |recovery=Total 22 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Launch(H Aerial)<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=66 |active=11 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Retrieval<br />
|damage=― |tension=― |risc=- |prorate=― |level=― |guard=―<br />
|cancel= |startup=― |active=― |recovery=Total 22 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Retrieval(Aerial)<br />
|damage=― |tension=― |risc=- |prorate=― |level=― |guard=―<br />
|cancel= |startup=― |active=― |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2S |subtitle=Deployed, Close Range<br />
|damage=50 |tension=768 |risc=-7/+2 |prorate=Initial: 90% |level=2 |guard=All<br />
|cancel= |startup=67 |active=18 |recovery=Total 33 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2S |subtitle=Deployed, Long Range<br />
|damage=50 |tension=768 |risc=-7/+2 |prorate=Initial: 90% |level=2 |guard=All<br />
|cancel= |startup=96 |active=18 |recovery=Total 33 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2H |subtitle=Deployed, Close Range<br />
|damage=60 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=62 |active=18 |recovery=Total 33 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2H |subtitle=Deployed, Long Range<br />
|damage=60 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=91 |active=18 |recovery=Total 33 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6S |subtitle=Deployed, Close Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=26 |active=15 |recovery=Total 31 |frameAdv=+22 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6S |subtitle=Deployed, Long Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=64 |active=15 |recovery=Total 31 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6H |subtitle=Deployed, Close Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=25 |active=11 |recovery=Total 31 |frameAdv=+23 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6H |subtitle=Deployed, Long Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=63 |active=11 |recovery=Total 31 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6S |subtitle=Deployed, Close Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=26 |active=15 |recovery=Total 29 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6S |subtitle=Deployed, Long Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=64 |active=15 |recovery=Total 29 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6H |subtitle=Deployed, Close Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=25 |active=11 |recovery=Total 29 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6H |subtitle=Deployed, Long Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=63 |active=11 |recovery=Total 29 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.2S |subtitle=Deployed, Close Range<br />
|damage=50 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=65 |active=18 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.2S |subtitle=Deployed, Long Range<br />
|damage=50 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=94 |active=18 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.2H |subtitle=Deployed, Close Range<br />
|damage=60 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=60 |active=18 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.2H |subtitle=Deployed, Long Range<br />
|damage=60 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=89 |active=18 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Special Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dauro |subtitle=623P<br />
|damage=30 |tension=0 / 0 |risc=-6/+14 |prorate=Initial: 80% |level=3 |guard=All<br />
|cancel= |startup=15 |active=3 |recovery=18 |frameAdv=-4 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dauro (Fastest) |subtitle=623P<br />
|damage=36 |tension=0 / 0 |risc=-6/+14 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=15 |active=3 |recovery=16 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Becomes fastest version when pressing P within 2 frames after command input<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Flama Cargo |subtitle=236K<br />
|damage=0,60 |tension=0 / 480 |risc=-6/NA |prorate=Forced: 60% |level=4 |guard=Ground Throw: 90000<br />
|cancel= |startup=11 |active=1 |recovery=Total 45 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Stun value: 30<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Sildo Detruo |subtitle=214K<br />
|damage=20×3 |tension=0 / 240*3 |risc=-7/+10 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |startup=32 |active=3 |recovery=11 |frameAdv=+2 |inv=1~Airborne<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Sildo Detruo(Aerial) |subtitle=j.214K<br />
|damage=20×3 |tension=0 / 240*3 |risc=-7/+10 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |startup=Until Landing[20] |active=3 |recovery=12 |frameAdv=+1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*[ ] Indicates lowest possible height<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Cassius |subtitle=214P<br />
|damage=30 |tension=0 / 240 |risc=-7/+2 |prorate=― |level=2 |guard=All<br />
|cancel= |startup=19 |active=29 |recovery=Total 46 |frameAdv=-1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Marteli |subtitle=214S With Sword<br />
|damage=38 |tension=0 / 1200 |risc=-7/+14 |prorate=― |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=16 |frameAdv=-5 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Can cancel into Forpeli on hit/block<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Marteli(Aerial) |subtitle=j.214S With Sword<br />
|damage=38 |tension=0 / 1200 |risc=-7/+14 |prorate=― |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=Until landing+8 |frameAdv= |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Can cancel into Forpeli on hit/block<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Forpeli |subtitle=214H With Sword<br />
|damage=42 |tension=0 / 1200 |risc=-6/+20 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=6 |recovery=24 |frameAdv=-11 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Forpeli(Aerial) |subtitle=j.214H With Sword<br />
|damage=42 |tension=0 / 1200 |risc=-6/+20 |prorate= |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=15 |active=6 |recovery=Until landing+8 |frameAdv= |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
<br />
|}<br />
<br />
==Overdrives==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Calvados |subtitle=632146H with Swords equipped<br/>[632146D with Swords equipped]<br />
|damage=50, 6×29<br/>[62, 7×29] |tension=-5000 |risc=-1/+2 |prorate=― |level=3 |guard=All<br />
|cancel= |startup=7+7 |active=62 |recovery=31 |frameAdv=-17 |inv=3~13 Strike<br/>[1~15 All]<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=* [] indicate Burst version<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Trance |subtitle=632146H with Swords deployed<br />
|damage=8×30 |tension=-5000 |risc=-2/+2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=9+17 |active=129 |recovery=Total 12 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|subtitle=2363214K |version=Explode<br />
|damage=0,4×14,80 |tension=-5000 |risc=-6,-0×14,-14/+3 |prorate=― |level=0 |guard=All<br />
|cancel= |startup=7+1 |active=18 |recovery=24 |frameAdv=-32 |inv=1~10 Full<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Instant Kill==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Animo Estingi |subtitle=During IK Mode: 236236H<br />
|damage=DESTROY |tension=― |risc=-6/+14 |prorate=― |level=3 |guard=All<br />
|cancel= |startup=14+18<br/>[10+16] |active=3 |recovery=34 |frameAdv=-20 |inv=14~34 Full<br/>[10~28 Full]<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*IK Mode Activation: 81F [5F+5F]<br />
}}<br />
|-<br />
|}<br />
<br />
==Gatling Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Ground Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! 5P<br />
| <span style="color:green">5P<sup>[+]</sup>, 2P<sup>[+]</sup></span> || - || - || - || 5D || -<br />
|-<br />
! 2P<br />
| <span style="color:green">5P<sup>[+]</sup>, 2P<sup>[+]</sup></span> || - || - || - || 5D || -<br />
|-<br />
! 5K<br />
| - || - || - || - || 5D || -<br />
|-<br />
! 2K<br />
| - || - || - || - || 5D || -<br />
|-<br />
! c.S<br />
| - || - || f.S (both), 2S (sword) || 5H (both) || 5D, 2D || Jump, Sp<br />
|-<br />
! f.S (both)<br />
| - || 3K || -|| 5H (both) || 5D, 2D || Jump, Sp<br />
|-<br />
! 2S (sword)<br />
| - || - || - || 2H (sword) || 5D || -<br />
|-<br />
! 5H (both)<br />
| - || - || - || - || - || Jump, Sp<br />
|-<br />
! 2H (sword)<br />
| - || - || - || - || - || -<br />
|-<br />
! 5D<br />
| - || - || - || - || - || Homing Jump, Homing Dash<br />
|-<br />
! 2D<br />
| - || - || - || - || - || Jump, Sp<br />
|-<br />
<br />
|}<br />
<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Air Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! j.P<br />
| <span style="color:green">j.P<sup>[+]</sup></span> || j.K || j.S (both) || j.H (both) || j.D || Sp<br />
|-<br />
! j.K<br />
| j.P || - || j.S || j.H || j.D || Jump, Sp<br />
|-<br />
! j.S (both)<br />
| - || - || - || j.H (both) || j.D || Jump, Sp<br />
|-<br />
! j.H (both)<br />
| - || - || - || - || - || Sp<br />
|-<br />
! j.D<br />
| - || - || - || - || - || Sp<br />
|-<br />
|}<br />
*5D can be only canceled into Homing Jump and Homing Dash on ground hit<br />
*Use 4P and 3P to cancel into 5P and 2P without canceling into Combination Attacks<br />
*All Combination Attacks can be canceled into followups on whiff<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)<br />
: '''Su''' = Overdrives (aka: Supers)<br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Ramlethal Valentine<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Frame Data]]<br />
[[Category:Ramlethal Valentine]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Ky_Kiske&diff=92576GGXRD-R2/Ky Kiske2018-06-02T08:17:38Z<p>138.217.165.172: /* Greed Sever */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Ky Kiske<br />
|-<br />
||<br />
[[File:GGXRD-R_Ky_Portrait.png|350x500px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2<br />
|defense=x1.03<br />
|guts=2<br />
|stun=60<br />
|weight=Medium<br />
|jumpStartup=3F<br />
|backdashTime=16F<br />
|backdashInv=1-9F<br />
|faceDown=21F<br />
|faceUp=23F<br />
}}<br />
;Movement Options<br />
:Double Jump, 1 Airdash, Dash Type: Run<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Ky Kiske<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_KY.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/280-ky-kiske/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
<br />
==Overview==<br />
===Backstory===<br />
After leading the Sacred Order of Holy Knights to victory against Justice and ending the crusades, Ky was haunted by the commander gear's last words that challenged his rigid ideals. His former conviction in his concept of justice shaken, Ky contemplated the true meaning of justice during his search for the new commander gear, and his many clashes with his lifelong rival Sol Badguy. After fostering a forbidden relationship with Dizzy and giving birth to a son, Sin, Ky was pressured into becoming the puppet leader of Illyria by the United Nations under veiled threats to his family. Charismatic, skilled, and possessing a deep belief in hope, Ky currently rules as High King of Illyria. The weight of his position has broadened his view, and he has lost some of his zeal in his ruling years. He feels regret for his failures as a father and husband, having sacrificed much for his duty as king. Despite his kind heart and collected royal demeanor, he still possesses an unwavering sense of justice, and is prone to outbursts of emotion. Some doubt his abilities and think him unfit to rule, but many others adore him for displaying such human behavior.<br />
<br />
===Gameplay Overview===<br />
Ky Kiske fulfills the role of a simple and well rounded character. Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, throws, and pressure resets with 6HS and 6K to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan. In Xrd Ky was given the addition of "Grinders" (see Durandal Call below) which further augment his abilities. Using Grinders, Ky can create projectiles to strengthen his zoning game, okizeme, and combos. In short, Ky excels at playing the neutral game, knocking opponents down from grounded hits, setting up safe okizeme, and creating strong pressure.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Strong neutral game with fast and far-reaching normals that reward hits with knockdown and damage, and long range projectiles useful for zoning and anti-zoning.<br />
*Strong projectile okizeme.<br />
*Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure.<br />
*Has a tool for every situation, including two strong anti-airs, and two reversal attacks.<br />
*Grinders augment both his neutral and okizeme potential.<br />
*Ease of use and focus on fundamentals make him a great choice for beginners.<br />
| style="width: 50%;"|<br />
*Basic throw/frame trap focused mixup, requiring reads and conditioning to successfully break an opponent's defense consistently.<br />
*While he has a tool for every situation, he can be outclassed by specialists.<br />
|-<br />
|}<br />
===Durandal Call and Fortified Projectiles===<br />
[[File:GGXRD_Ky_DurandalCall.png|right|thumb|300px|Powered up projectiles]]<br />
Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 3 - 4 seconds. Shoot a projectile through a Grinder and it will power up into a Fortified state. Fortified projectiles give Ky more versatility in his gameplay. Stun Edges become full screen sword-beams for zoning, Charged Stun Edges become a large, long lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade, slamming the opponent to the wall for combos.<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=GGXRD_Ky_5P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage= 8 |tension=1.44 |risc= |prorate= |level=1 |guard=Mid<br />
|cancel=CSJ |roman=YRP |startup=5 |active=4 |recovery=5 |frameAdv=+1 |inv=<br />
|description=*Used for pressure, tick throws, setting up frame traps, Burst-safe confirms, and as a situational anti-air.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D<br />
While useful, 5P is generally a "backup plan". Ky has stronger tools in most situations. This move can be used as a quick all purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to it's fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (when the opponent is too close or in crossup scenarios.)<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=GGXRD_Ky_5K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12 |tension=1.44 |risc= |prorate= |level= |guard=Low<br />
|cancel=SJ |roman=YRP |startup=5 |active=8 |recovery=7 |frameAdv=-5 |inv=<br />
|description=*Used for mixup, okizeme, setting up frame traps, and for tick throws.<br />
*Standing low.<br />
*Proration: 80%<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D<br />
5K is an all purpose attack often used in mixups (like empty jump > 5K) due to it's fast startup and animation that has Ky standing, yet is a low attack. It hits much higher up than it appears, and is a bit negative on block, which makes it ideal for canceling into frame traps like 5HS and c.S, as well as tick throwing at a different timing then after 2P.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGXRD_Ky_cS.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=3.84 |risc=8 |prorate= |level= |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=7 |active=2 |recovery=18 |frameAdv=-1 |inv=<br />
|description=*Used for frame traps, punishing, pressure, option selecting with forward throw, and as a situational anti-air.<br />
*On Counter Hit, combos into 6HS.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D<br />
An essential move in pressure due to it's high attack level, jump cancelability, use as a frame trap, high reward on counter hit, and ability to throw option select. It's safe to end pressure with normally, but it's common to jump cancel it into TK Stun Edge or to simply escape a situation. By late canceling other attacks into c.S in pressure, you can create a frame trap to catch opponents trying to counterattack on defense. On Counter Hit, there's enough time to combo into 6HS, leading to high damage combo routes. It's fast startup and high damage makes it a good punish tool, too. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. By pressing 6HS+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. This is much faster than 5HS or 6HS, and if an opponent successfully jumps your throw attempt but didn't hold Faultless Defense, they may be caught.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|image=GGXRD_Ky_fS.png |caption=It is perpetual, it keeps the country clean<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=2.64 |risc=7 |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=10 |active=6 |recovery=19 |frameAdv=-11 |inv=<br />
|description=*Used for spacing and pressure.<br />
*On crouching hit or Counter Hit, combos into 3HS.<br />
*Can be avoided with low profile attacks.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 2S, 5HS, 2HS, 3HS, 5D, 2D<br />
Ky's farthest reaching ground normal and standard spacing/harassment tool thanks to its long range and fast startup. Use f.S at max range to lock down the opponent and prevent them from advancing or escaping. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown. On crouching or Counter Hit, it can be canceled into 3HS for a combo at most ranges. Ky's hurtbox is extended very far forward during and after the attack, so opponents can punish this if used recklessly. Some characters can get under this attack with low profile moves, mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S. This move is a perfect candidate for YRC OS (With at least 25 Tension, input a Roman Cancel the moment the attack becomes active) to remove most of it's risk at the cost of Tension.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5HS<br />
|image=GGXRD_Ky_5H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=42 |tension=3.84 |risc=6 |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=10 |active=6 |recovery=12 |frameAdv=+1 |inv=<br />
|description=*Used for spacing, frame traps, situational anti-air, and punishing.<br />
*Staggers on Counter Hit (Max duration 51F).<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 5D, 2D<br />
5HS can be thought of as a shorter range, but safer version of f.S. It's a medium reach poke that is safe on block, and when used in tandem with Ky's other spacing tools it can be very strong. 5HS hits a bit higher up than f.S, and can be used as an anti-air + spacing tool in some situations. On Counter Hit, it staggers the opponent, making it a great choice to frame trap with in pressure. This move is a key part of ending pressure because of it's long cancel window and advantage on block. You can choose to end with 5HS, or late cancel into 2D to trip opponents expecting to escape. On hit you can use the late cancel window to space Stun Dipper correctly and secure both hits for a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=GGXRD_Ky_6P.png |caption= THE PEOPLE'S ELBOW!!!!!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=2.64 |risc=7 |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=9 |active=5 |recovery=15 |frameAdv=-6 |inv=<br />
|description=*Used as an anti-air, pressure tool, frame trap, and poke/counterpoke.<br />
*Upper body invul during the start of the attack (1-6f), invul above the knee near the end (7-13F).<br />
*Proration 90%<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D<br />
6P is an extremely solid anti-air and your go-to attack to counter opponents coming from the air due to its invulnerability that improves the longer the move has been out. As a grounded attack, it has its uses to counter higher-hitting pokes, though doesn't have a very high reward from far away. It can be used to bait certain Dead Angles in pressure.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|image=GGXRD_Ky_6K.png |caption=Pressure reset and frame trap<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32 |tension=3.84 |risc=8 |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=19 |active=2 |recovery=11 |frameAdv=+4 |inv=<br />
|description=*Used to reset pressure, and frame trap.<br />
*Ky steps forward before attacking.<br />
Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside is its slow startup will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used. Using YRC during the startup of this move is a tricky way to move closer to the opponent for a throw. Keep in mind that 6K is +4 on block, and Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal to beat your attempt to re-establish pressure.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6HS<br />
|image=GGXRD-R2_Ky_6H.png |caption= Be Plus Or Be Dead<br />
|data= <br />
{{AttackData-GGXRD-R2<br />
|damage=30x2 |tension=? |risc=? |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=23 |active=6,(8),2 |recovery=6 |frameAdv=+11 |inv=<br />
|description=*Used for resetting pressure, for frame traps, and as a situational okizeme and neutral tool.<br />
*Forces opponent into crouching state on ground hit<br />
*First hit is special cancellable<br />
Ky's new 6HS is decent tool on offense because of its high frame advantage and the large step he takes before swinging his blade. 6HS can be used to reset pressure against passive opponents, forcing your way back in and trapping them in another bad situation, or to get the opponent to use their tension in order to force you off of them. It's a great tool for cranking the RISC gauge and building meter, but It's very weak to Faultless Defense, since the second hit will push you far away from the opponent. Unlike Ky's old 6HS, it's not good for safe okizeme against characters with fast meterless reversals because of the increased recovery.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">3H</font>======<br />
{{MoveData<br />
|name=3HS<br />
|image=GGXRD_Ky_3H.png |caption=Golf, a gentleman's game<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=35 |tension=3.84 |risc=6 |prorate= |level= |guard=Mid<br />
|cancel=S |roman=YRP |startup=15 |active=4 |recovery=25 |frameAdv=-12 |inv=<br />
|description=*Used in pressure, frame traps, punishes, and to launch for combos.<br />
*Ky slides forward before slashing.<br />
*Combos from f.S on crouching and counter hit.<br />
Often used to extend pressure after f.S, and confirm crouching and counter hits into a launcher for high damage. On block, it's usually canceled into Stun Edge, and Split Ciel to remain safe, while on hit it's canceled into Greed Sever for a combo. Like 6K, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While 3HS does connect from f.S, it won't work from max range f.S.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|image=GGXRD_Ky_5D.png |caption=Creates a grinder<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=3.84 |risc=20 |prorate= |level= |guard=HF<br />
|cancel= |roman=YRP |startup=28 |active=13 |recovery=11 |frameAdv=-5 |inv=<br />
|description=*Used as an overhead attack.<br />
*Cancels to Homing Jump or Dash on hit only.<br />
*Summons a Grinder.<br />
*Clashes with projectiles.<br />
*Safe on block at most distances<br />
*Proration: 80%<br />
Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional sneaky unexpected overhead. While 5D can destroy the opponent's projectiles (and leave Ky with a Grinder afterwards), its slow startup makes it difficult to use for that purpose. It is among the slower Dust overheads in the game. This overhead is much safer on block than Ky's other, faster overhead, Greed Sever. Useful for expensive YRC fuzzy guard mixups when above 75 Tension.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=GGXRD_Ky_2P.png |caption= <br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=6 |tension=1.44 |risc=8 |prorate= |level= |guard=Mid<br />
|cancel=CS |roman=YRP |startup=5 |active=4 |recovery=4 |frameAdv=+2 |inv=<br />
|description=*Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms.<br />
*Proration: 80%<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D<br />
<br />
An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here you can choose to do many things, such as frame trap to c.S or 5HS, gatling into another normal, or go for a throw. Due to its quick recovery, it can create Burst-safe points in combos.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=GGXRD_Ky_2K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=14 |tension=1.44 |risc=8 |prorate= |level= |guard=Low<br />
|cancel=S |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=±0 |inv=<br />
|description=*Used for pressure, setting up frame traps and tick throws, and as a poke<br />
*Proration: 70%<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D<br />
2K has good range and fast startup, which makes it a nice close range poke. Although it is a low, 5K is preferred over 2K as a mixup tool since 2K prorates damage by 70%, and 5K by 80%. In pressure, 2K is neutral on block, which makes it strong for tick throws and frame traps.<br />
<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=GGXRD-R2_Ky_2S.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=2.64 |risc=7 |prorate= |level= |guard=Low<br />
|cancel=S |roman=YRP |startup=9 |active=2 |recovery=15 |frameAdv=-3 |inv=<br />
|description=*Used for spacing, low mixup, and gatling into from f.S for safety<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 5HS, 2HS, 5D, 2D<br />
<br />
2S is a long range low, used to supplement Ky's other spacing tools. It can be used to stop advancing opponents who are tying to either low profile your other attacks, or attempting to rush in. With good sense of spacing and confirming skill, you can cancel correctly spaced 2S hits into Stun Dipper for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add another low to blockstrings.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2HS<br />
|image=GGXRD_Ky_2H.png |caption=There is no true escape <br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28x2 |tension=3.84 |risc=6 |prorate= |level= |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=11 |active=1,4 |recovery=20 |frameAdv=-7 |inv=<br />
|description=*Used for anti-air, situationally as a spacing tool, and as a frame trap.<br />
*Pulls in opponent on air hit.<br />
*Launches and pulls in opponent on Counter Hit.<br />
*Proration: 90%<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5D, 2D<br />
<br />
Its potential as a preemptive anti-air attack is high, since it's decently fast, and covers a massive amount of space in front of Ky, hitting much farther and higher than 6P. It sometimes functions as a spacing tool + anti-air because of its large range, jump cancel ability, and the fact that it launches on Counter Hit. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|image=GGXRD_Ky_2D.png |caption= Active for a day and half<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=2.64 |risc=7 |prorate= |level= |guard=Low<br />
|cancel=SJ |roman=YRP |startup=7 |active=12 |recovery=12 |frameAdv=-10 |inv=<br />
|description=*Used for leading combos into knockdown, poking, and as a low mixup.<br />
2D is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke in neutral to try to score a knockdown, and sometimes on defense as a fast and long range counterattack. Cancelling into Split Ciel while the enemy is still falling will create a grinder and push them towards the corner, allowing for Ky to set up his okizeme with Charged Stun Edge.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGXRD_Ky_jP.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=6 |tension=1.44 |risc=8 |prorate= |level= |guard=HA<br />
|cancel=CSJ |roman=YRP |startup=6 |active=6 |recovery=6 |frameAdv= |inv=<br />
|description= <br />
*Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j,K, j.S, j.HS, j.D<br />
<br />
While Ky's other jumping normals are generally better, j.P is his fastest and least risky airborne attack. j.P is a great way to interrupt opponents approaching you from above when airborne. It's not guaranteed to beat out an opponent's airthrow attempts, since it hits more high up and horizontally than low and vertically.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGXRD_Ky_jK.png |caption=Air f.s<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=16 |tension=1.44 |risc=8 |prorate= |level= |guard=HA<br />
|cancel=S |roman=YRP |startup=7 |active=4 |recovery=12 |frameAdv= |inv=<br />
|description=*Used for long-range air-to-air encounters, and catching opponents jumping away.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j.S, j.HS, j.D<br />
j.K is very fast and hits very far, making it a great for air-to-air encounters. It's almost just as fast as j.P, and hits much further and a bit higher up, making this a great choice to catch opponents attempting to escape pressure by jumping, or to challenge an opponent from the air that's far away.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=GGXRD_Ky_jS.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=2.64 |risc=7 |prorate= |level= |guard=HA<br />
|cancel=SJ |roman=YRP |startup=7 |active=3 |recovery=21 |frameAdv= |inv=<br />
|description=*Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j.HS, j.D<br />
Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. j.S is important in Ky's air combos and fuzzy guard (f-shiki) setups due to being jump cancelable.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.HS<br />
|image=GGXRD_Ky_jH.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=38 |tension=2.64 |risc=7 |prorate= |level= |guard=HA<br />
|cancel=S |roman=YRP |startup=13 |active=4 |recovery=23 |frameAdv= |inv=<br />
|description=*Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.D<br />
j.HS hits very far, as well as slightly below Ky, it's a gigantic swipe that is used to space opponents at the tip, or to cover escapes by using it while backdashing. It can even beat anti-air attacks when positioned properly at max range! j.HS is also used in okizeme, as a safejump right before landing. Its startup frames are also useful when doing empty jump mixups, where you would fake an overhead. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGXRD_Ky_jD.png |caption= It's time to STOP<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=40 |tension=2.64 |risc=7 |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=38 |active=13 |recovery=25 Total + 8 after landing |frameAdv= |inv=<br />
|description=*Used for zoning, space control, okizeme, crossups, and to summon grinders.<br />
*Disappears if Ky gets hit<br />
*Clashes with projectiles<br />
*Creates a Grinder<br />
*Has landing recovery unless you YRC or double jump after j.D <br />
*Can only j.D once per jump<br />
J.D is a passive "trap" tool with considerable startup that suspends Ky in the air briefly, so it's best to use it from a distance or while the opponent is downed. It leaves an electric cross hanging in the air for a short amount of time that will hit the opponent if it's touched while active. This is useful for zoning, as well as setting up okizeme. It's possible to cross up an opponent's block by airdashing over them the moment they wake up into j.D. It also functions as an anti-zoning tool, since j.D also creates a Grinder, allowing you to immediately use Air Stun Edge afterwards for a DC Stun Edge. If done close enough to the ground, ground Stun Edges can pass through the grinder as well.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Ky_throw.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=60 |tension=4.80 |risc=6, 8 |prorate= |level= |guard=Ground Throw: 75250<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+49 |inv=<br />
|description= <br />
*Proration: Forced 65%<br />
<br />
This is the cornerstone of Ky's mixup. It can be RCd in the corner for high damage, or midscreen to carry the opponent to the corner.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Ky_AirThrow.png<br />
|imageSize=250x325px |caption= No-fly zone<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=60 |tension=4.80 |risc=6, 0 |prorate= |level= |guard=Air Throw: 192500<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=<br />
|description= <br />
*Standard Throw, 65% Forced Proration<br />
*RC to add a bit of extra damage midscreen, or VT loop in the corner.<br />
Basic air throw. There isn't enough time use Charged Stun Edge oki safely from this knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Ky_6P.png |caption=VETOED<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension= |risc=7 |prorate= |level= |guard=Mid<br />
|cancel= |roman= |startup=12 |active=3 |recovery=24 |frameAdv=-13 |inv=<br />
|description=*1-14f full invul, 15-32f throw invul<br />
A standard Dead Angle Attack, using Ky's 6P animation. It has moderate startup and recovery, and covers a good amount of space. While always an option, Ky already has access to defensive options with Vapor Thrust or Ride The Lightning, so consider your options before using up your Tension.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Ky_BlitzAttack.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?<br />
|description=Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Stun Edge</font>======<br />
{{MoveData<br />
|name=Stun Edge<br />
|image=GGXRD_Ky_StunEdge.png |caption=COCONUT<br />
|image2=GGXRD_Ky_StunEdge2.png |caption2=Durandal Call Coconut<br />
|input=236S<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=30 |tension=2.75/4.80 |risc=7 |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=10 |active=Until Corner |recovery=Total 46 |frameAdv=-10 |inv=<br />
|description=*Used for spacing, zoning, ending blockstrings, and resetting pressure with YRC<br />
*Can be avoided with low profile moves<br />
Stun Edge (SE) is an important part of Ky's neutral game, and is extremely versatile with YRC. It can be used to supplement Ky's spacing midscreen, acting as a longer range but riskier f.S since it has significant recovery and will be punished if jumped or airdashed over. It can also be used at long range as a zoning and harassment tool, especially when the opponent is too far away to punish it with an airdash. It only hits once, SE is outclassed by multi-hit projectiles, and characters that can quickly create projectiles for zoning. SE is safe and a strong approach tool when used with YRC, Ky has the ability to immediately react to what the opponent is doing and then counter accordingly or approach. Certain moves that low profile can completely avoid SE.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Fortified |damage=40 |tension=4.80 |risc=6 |prorate= |level= |guard=All<br />
|cancel= |roman=R |startup=~+9 |active=3 |recovery= |frameAdv=+5 |inv=<br />
|description=*Used for zoning, anti-zoning, and resetting pressure.<br />
*Passes through other projectiles<br />
*Knocks down opponent on CH<br />
*Can be avoided with low profile moves<br />
An extremely useful tool, Fortified Stun Edge is also known as DC SE. Shooting an SE through a grinder turns it into a full screen sword beam. DC SE passes through other projectiles, and on Counter Hit it knocks down. This makes it invaluable as a zoning/anti-zoning tool, since SE on it's own is rather weak against dedicated zoners. With one well placed shot, Ky can break a zoning situation using DC SE. In pressure where a grinder has been placed between the opponent and Ky, it's useful to reset pressure with since it's +5 on block.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Charged Stun Edge</font>======<br />
{{MoveData<br />
|name=Charged Stun Edge<br />
|image=GGXRD_Ky_ChargedStunEdge.png |caption= Large Coconut<br />
|image2=GGXRD_Ky_ChargedStunEdge2.png |caption2=Fortified is a large stationary projectile<br />
|input=236HS<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=20x3 |tension=2.40 |risc=6 |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=38 |active=Until Corner |recovery=Total 69 |frameAdv=+14 |inv=<br />
|description=*Used for okizeme, zoning, and occasionally as a pressure reset.<br />
*Can be avoided with low profile moves<br />
Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use j.HS to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Fortified |damage=20x6 |tension=1.20 |risc=6 |prorate= |level= |guard=All<br />
|cancel= |roman=R |startup=~+9 |active=59 |recovery= |frameAdv=+18 |inv=<br />
|description=*Used for okizeme, and occasionally as a zoning tool.<br />
*Clashes with projectiles<br />
*Can be avoided with low profile moves.<br />
DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). Using this attack for okizeme gives you plenty of time to jump in and go for a high/low mixup that covers a lot of the opponent's defensive options. It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder. Standing inside of DC CSE is a good way to deal with projectiles, and approach the opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Stun Edge</font>======<br />
{{MoveData<br />
|name=Air Stun Edge<br />
|image=GGXRD_Ky_AirStunEdge.png |caption=Air Stun Edge<br />
|image2=GGXRD_Ky_AirStunEdge2.png |caption2=Fortified is a beam<br />
|input=j.236S/HS<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=S, Normal |damage=33 |tension=1.50/2.40 |risc=6 |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=21 |active=Until Ground |recovery=Total: 41 + 14 after landing |frameAdv= |inv=<br />
|description=*Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.<br />
*S shoots at a more shallow angle than HS.<br />
*Ky is crouching during landing recovery.<br />
S Air SE is a multipurpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts once they've got under you. This is always a risk, but is extremely safe with YRC, since you won't have to deal with landing recovery, and can assess the situation to confirm into a combo if it hit, go for a mixup if it was blocked, or disengage with an airdash if it was avoided. When Tiger Knee'd (2369S/HS, also referred to as TK), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as 2HS or c.S. Using an aerial projectile as a pressure reset is unconventional, and many opponents may try to challenge with an attack, leading to an easy frame trap. This is extra effective in the corner!<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=No<br />
|version=HS, Normal |damage=33 |tension=1.50/2.40 |risc=6 |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=21 |active=Until Ground |recovery=Total: 41 + 14 after landing |frameAdv= |inv=<br />
|description=*Used for zoning.<br />
*HS shoots at a less shallow angle than S.<br />
*Ky is crouching during landing recovery<br />
Compared to S Air SE, HS Air SE is far less multi-use, and is generally TK'd from far away to cover a good portion of the screen and harass the opponent, or to call out an enemy's jump out attempt in pressure where you'd normally use S Air SE. What it does, it does well.<br />
<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=No<br />
|version=S, Fortified |damage=43 |tension=2.40 |risc=6 |prorate= |level= |guard=All<br />
|cancel= |roman=R |startup=~+9 |active=3 |recovery= |frameAdv= |inv=<br />
|description=*Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.<br />
*Passes through projectiles.<br />
*Knocks down on Counter Hit.<br />
For the most part, this move functions exactly the same as S Air SE, only more rewarding. You may find yourself using DC Air SE after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. DC Air SE stuns the opponent for a long time on counter hit, giving you time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into 3HS!<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=No<br />
|version=HS, Fortified |damage=43 |tension=2.40 |risc=6 |prorate= |level= |guard=All<br />
|cancel= |roman=R |startup=~+9 |active=3 |recovery= |frameAdv= |inv=<br />
|description=*Used for zoning, and anti-zoning.<br />
*Passes through projectiles.<br />
*Knocks down on Counter Hit.<br />
Though it's used in the same way as normal HS Air SE, it's far more potent as a zoning/anti-zoning tool. You can setup a grinder for this move by using j.D in neutral far from the opponent. It's angle makes it very hard for opponents to deal with.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Vapor Thrust</font>======<br />
{{MoveData<br />
|name=Vapor Thrust<br />
|image=GGXRD_Ky_VaporThrust.png |caption= [https://youtu.be/vlAtPDG1rg0?t=50s Never forgive a Shenanigan]<br />
|input=623S/HS (air OK)<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=S |damage=48 |tension=2.50/4.80 |risc=7 |prorate= |level= |guard=Mid<br />
|cancel= |roman=R |startup=9 |active=3 |recovery=32 + 9 Landing |frameAdv=-30 |inv=<br />
|description=*Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.<br />
*1-8F full invul, airborne on frame 9.<br />
*Can be low profiled.<br />
*Cannot be YRC'd or PRC'd.<br />
Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is very rewarding on Counter Hit and starts up/recovers slightly faster than the HS version, but it has much less invulnerability time. It's usually used as a high risk high reward anti-air, or in very specific situations to take advantage of the long untechable recovery on Counter Hit to deal lots of damage. This is an attack that sees rare use.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=HS |damage=48 |tension=2.50/4.80 |risc=10 |prorate= |level= |guard=Mid<br />
|cancel= |roman=R |startup=11 |active=4 |recovery=35 + 9 Landing |frameAdv=-34 |inv=<br />
|description=*Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.<br />
*1-10 full invul, 11-15F strike invul, airborne on frame 11.<br />
*Can be low profiled<br />
*Cannot be YRC'd or PRC'd.<br />
While better than SVT, as far as wakeup reversals go, HS VT (HVT) is risky; it loses to low profile and safe jump attacks, so players need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals. For example, Ky can use 5K as a meaty on okizeme that will recover in time to block HVT if it's used. HVT hits on both sides of Ky, making it useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery. It is integral in Ky's combos, including Vapor Thrust loops, Split Ciel loops, and Dash VT combos. It's used to juggle the opponent, secure knockdowns, and end combos.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |damage=48 |tension=2.50/4.80 |risc=7 |prorate= |level= |guard=All<br />
|cancel= |roman=R |startup=9 |active=3 |recovery=9 After landing |frameAdv= |inv=<br />
|description=*Used as a risky anti-air, to interrupt momentum, and as an invincible attack<br />
*Frames 1-8 are strike invulnerable.<br />
*Cannot be YRC'd or PRC'd.<br />
Because VT lacks a low hitting hitbox, it's rare to see it used in the air like Sol would use his Volcanic Viper.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Stun Dipper</font>======<br />
{{MoveData<br />
|name=Stun Dipper<br />
|image=GGXRD_Ky_StunDipper.png<br />
|input=236K |caption= F I V E F R A M E S<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12, 32 |tension=2.00/4.80, 7.20 |risc=2, 5 |prorate= |level= |guard=Low, Mid<br />
|cancel= |roman=YRP |startup=5 |active=14(7)3 |recovery=26 |frameAdv=-15|description=<br />
*Used to low profile oncoming attacks, counterattack on defense, confirm knockdowns from pokes, as a surprise low attack at the end of pressure, and to cover lots of space quickly.<br />
*Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee<br />
*First hit is a low, second hit is a mid.<br />
*Second hit will not combo after the first if spaced too close.<br />
*Second hit combos on Counter Hit.<br />
Stun Dipper (SD) is one of Ky's strongest tools in general. Its upper body invulnerability, very fast startup, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent's spacing by sliding right under their attacks, and to confirm knockdowns from combos and pokes spaced at the tip. If you are spaced too close and attempt to confirm into SD, the first hit will connect, but the second hit won't, leaving you wide open for a punish. Experienced players know the general feeling for when SD is spaced correctly or not. At the end of pressure, it's often used as a last ditch attack once the opponent has been pushed far away and is attempting to escape pressure. This is risky without 50 Tension to RC or PRC it; SD is very unsafe on block. It's also commonly used to escape pressure once a hole opens up in an opponent's offense.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Greed Sever</font>======<br />
{{MoveData<br />
|name=Greed Sever<br />
|image=GGXRD_Ky_GreedSever.png |caption= <s>Low crush</s> UNBLOCKABLE<br />
|input=214K<br />
|data= <br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=2.00/6.00 |risc=7 |prorate= |level= |guard=High / Air<br />
|cancel= |roman=YRP |startup=19 |active=14 |recovery=5 + 11 Landing |frameAdv=-13 |inv=<br />
|description=*Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mixup. <br />
*Do note that while the startup is 19F, it does not hit crouching opponents until later (21F on normal sizes, 24F on small ones).<br />
*Airborne and invulnerable at the feet from frame 4.<br />
As an overhead, Greed Sever (GS) is a bit telegraphed despite it's speed. It's unsafe on block at most ranges, so it's primarily used in combos and as an advanced offensive option. While faster than most dusts, it has a unique animation and loud audio cue that makes it easier to react to. Though it's somewhat lacking as a pure mixup tool, GS begins to shine after an opponent is properly read and is used to catch defensive mashing, backdashes, low attacks in neutral, and active and aggressive neutral play. It's typically reserved until 50 Tension is saved up to RC it just in case it's blocked. Leaves Ky in a crouching state on recovery.<br />
<br />
Hits crouching on frame 21: KU KY RA SI JO LE ZA PO IN SL VE AX BE JA <br><br />
On frame 24: EL SO RV MA CH MI DI FA JC<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Split Ciel</font>======<br />
{{MoveData<br />
|name=Split Ciel<br />
|image=GGXRD_Ky_SplitCiel.png |caption= Summons a grinder<br />
|input=236D<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=40 |tension=2.00/6.00 |risc=7 |prorate= |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=3 |recovery=15 |frameAdv=-1 |inv=<br />
|description=*Used to summon grinders, in combos, and to end blockstrings.<br />
*Lower body invulnerable in the middle of the startup (5-12F)<br />
In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. The threat of a grinder allows Ky to play much more passive neutral game, forcing the opponent to change their position to avoid being caught by DC SE. In combos, it staggers the opponent and leaves behind a Grinder to use DC CSE after a knockdown. If it hits while the opponent is airborne (typically after 2D), it will blow them away towards the corner. Ending blockstrings with SC is strong, because it's only -1 on block and leaves Ky with a Grinder to work with. Beware using it when too far from the opponent, since it has a decent amount of whiff recovery.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Ride The Lightning</font>======<br />
{{MoveData<br />
|name=Ride The Lightning<br />
|image=GGXRD_Ky_RideTheLightning.png<br />
|input=632146HS (air OK) |caption=''Thunder and sparks, in the heart of the dark''<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=36x5 |tension= |risc=7 |prorate= |level= |guard=Mid<br />
|cancel= |roman=YRP |startup=10+1 |active=42 |recovery=18 |frameAdv=-22 |inv=<br />
|description= }}<br />
{{AttackData-GGXRD-R2<br />
|version=Air |header=No<br />
|damage=36x5 |tension= |risc=7 |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=8+1 |active=42 |recovery=Until Landing +6 After Landing |frameAdv= |inv=<br />
|description=*Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from j.S fuzzy guard (f-shiki), and to end rounds with Burst Overdrive<br />
*Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames.<br />
Ride The Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. Boasting tons of invul and damage, it can be used to completely turn the tide of match, especially in Hellfire. It's horizontal movement allows it to beat options that would otherwise bait Vapor Thrust, and it can be difficult to punish since using FD will make it safe. That said, it is unsafe on block and has Counter Hit recovery, so it's risky. Ending common midscreen air combos with RTL allows Ky to score knockdowns where he's usually unable to. While it has lots of invulnerability, it starts up exactly as fast as HS Vapor Thrust.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Sacred Edge</font>======<br />
{{MoveData<br />
|name=Sacred Edge<br />
|image=GGXRD_Ky_SacredEdge.png<br />
|image2=GGXRD_Ky_SacredEdge2.png<br />
|input=236236P |caption2= ''The lightning strikes, cracking the night''<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=27x5 |tension= |risc=6 |prorate= |level= |guard=All<br />
|cancel= |roman=YRP |startup=4+3 |active=Until Corner |recovery=Total 36 |frameAdv=+7 |inv=<br />
|description= }}<br />
{{AttackData-GGXRD-R2<br />
|version=Fortified |header=No<br />
|damage=100 |tension= |risc=6 |prorate= |level= |guard=All<br />
|cancel= |roman=R |startup=~+1 |active=3 |recovery= |frameAdv=+6 |inv=<br />
|description=*Used in combos<br />
*Fortified version wall sticks opponent in the corner.<br />
*Frames 4-6 strike invulnerable.<br />
<br />
Sacred Edge is used both mid screen and in the corner to add lots of damage to a combo without sacrificing much Tension. Because Overdrives don't put a player into Tension cooldown, you can gain quite a bit of the Tension spent on the Sacred Edge just by successfully completing your combo. DC Sacred Edge wallsticks the opponent in the corner, which creates new combo opportunities. Though Sacred Edge is a projectile, it is rarely used outside of combos since Stun Edge and Charged Stun Edge accomplish similar things and don't cost 50 Tension.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Instant Kill==<br />
{{MoveData<br />
|name=Rising Force<br />
|image=GGXRD_Ky_RisingForce.png<br />
|image2=GGXRD_Ky_RisingForce2.png |caption2= ''Burned by the glory of a sacred fire, A rising force starts to shine, Alone in the inferno it soars ever higher, Leaving the demons behind.''<br />
|input=in IK mode: 236236H<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Normal |damage=DESTROY |tension= |risc=6 |prorate= |level= |guard=All<br />
|cancel= |roman= |startup=9+12 |active=4 |recovery=30 |frameAdv=-17 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Conclusion Conditions Complete |damage=DESTROY |tension= |risc=6 |prorate= |level= |guard=All<br />
|cancel= |roman= |startup=5+12 |active=4 |recovery=30 |frameAdv=-17 |inv=<br />
|description=*Uses animation from 3HS<br />
Ky recites an incantation, a part of a poem based on his ideals as king, to summon a giant Grinder, jumping through it and piercing his enemy in a flash of lightning. Rising Force is a fast Instant Kill, and has it's uses in specific IK setups when [[GGXRD-R2/Offense#Instant_Kill|Conclusion Conditions]] are met.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Ky Kiske<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_KY.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/280-ky-kiske/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Ky Kiske]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Ramlethal_Valentine/Frame_Data&diff=92564GGXRD-R2/Ramlethal Valentine/Frame Data2018-06-02T06:01:06Z<p>138.217.165.172: /* Giant Sword Attacks */</p>
<hr />
<div>{{CharNav |charMainPage=GGXRD-R2/Ramlethal Valentine<br />
|image=GGXRD-R_Ramlethal_Icon.png<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[GGXRD-R2/System Data|System Data]]==<br />
{{CharData-GGXRD-R2<br />
|defense=x1.06<br />
|guts=1<br />
|stun=60<br />
|weight=Light<br />
|jumpStartup=3F<br />
|backdashTime=16F<br />
|backdashInv=1-9F<br />
|faceDown=23F<br />
|faceUp=25F<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5P<br />
|damage=10 |tension=0 |risc=-8/+3 |prorate=Initial: 90% |level=0 |guard=Mid<br />
|cancel= |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5K<br />
|damage=22 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=7 |active=3 |recovery=15 |frameAdv=-4 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=c.S<br />
|damage=28 |tension=0 |risc=-6/+14 |prorate=Initial: 90% |level=3 |guard=Mid<br />
|cancel= |startup=6 |active=3 |recovery=18 |frameAdv=-4 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=f.S<br />
|damage=32 |tension=1584 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=9 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=f.S |subtitle=Without Sword<br />
|damage=38 |tension=0 |risc=-7/+10 |prorate=Initial: 90% |level=2 |guard=Mid<br />
|cancel= |startup=11 |active=5 |recovery=21 |frameAdv=-12 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5H<br />
|damage=46 |tension=1584 |risc=-6/+20 |prorate=― |level=4 |guard=Mid<br />
|cancel= |startup=14 |active=9 |recovery=27 |frameAdv=-17 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5H |subtitle=Without Sword<br />
|damage=36 |tension=0 |risc=-6/+14 |prorate=Initial: 90% |level=3 |guard=Mid<br />
|cancel= |startup=12 |active=6 |recovery=24 |frameAdv=-13 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2P<br />
|damage=8 |tension=0 |risc=-8/+3 |prorate=Initial: 80% |level=0 |guard=Mid<br />
|cancel= |startup=5 |active=4 |recovery=6 |frameAdv=±0 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2K<br />
|damage=15 |tension=0 |risc=-7/+6 |prorate=Initial: 70% |level=1 |guard=Low<br />
|cancel= |startup=6 |active=5 |recovery=9 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2S<br />
|damage=70 |tension=1584 |risc=-10/+20 |prorate=Initial: 90% |level=4 |guard=Mid<br />
|cancel= |startup=19 |active=9 |recovery=51 |frameAdv=-41 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Pulls in opponent<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2H<br />
|damage=70 |tension=1584 |risc=-10/+20 |prorate=Initial: 90% |level=4 |guard=Mid<br />
|cancel= |startup=25 |active=9 |recovery=27 |frameAdv=-17 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.P<br />
|damage=10 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=High / Air<br />
|cancel= |startup=5 |active=6 |recovery=6 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.K<br />
|damage=22 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=High / Air<br />
|cancel= |startup=7 |active=4 |recovery=13 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.S<br />
|damage=30 |tension=1200 |risc=-6/+14 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=10 |active=7 |recovery=24 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.S |subtitle=Without Sword<br />
|damage=26 |tension=0 |risc=-7/+10 |prorate=Initial: 90% |level=2 |guard=High / Air<br />
|cancel= |startup=9 |active=4 |recovery=20 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.H<br />
|damage=40 |tension=1200 |risc=-6/+20 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=15 |active=Until Landing |recovery=0 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.H |subtitle=Without Sword<br />
|damage=32 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=High / Air<br />
|cancel= |startup=13 |active=8 |recovery=27 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.D<br />
|damage=40 |tension=0 |risc=-8/+20 |prorate=Initial: 80% |level=4 |guard=All<br />
|cancel= |startup=11 |active=8 |recovery=20 + 5 Landing Recovery |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6P<br />
|damage=30 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=10 |active=4 |recovery=22 |frameAdv=-12 |inv=1~13 Upper Body<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6K<br />
|damage=26 |tension=0 |risc=-7/+10 |prorate=Initial: 90% |level=2 |guard=High<br />
|cancel= |startup=18 |active=5 |recovery=9 |frameAdv=±0 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Hits crouching opponnet at 20F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=3K<br />
|damage=28 |tension=0 |risc=-6/+14 |prorate=Initial: 80% |level=3 |guard=Low<br />
|cancel= |startup=12 |active=12 |recovery=12 |frameAdv=-7 |inv=10~ Low Profile<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.3D<br />
|damage=40 |tension=0 |risc=-8/+20 |prorate=― |level=4 |guard=All<br />
|cancel= |startup=16 |active=8 |recovery=24 + 5 After Landing |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6D<br />
|damage=40 |tension=0 |risc=-8/+20 |prorate=― |level=4 |guard=All<br />
|cancel= |startup=11 |active=8 |recovery=24 + 5 After Landing |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.9D<br />
|damage=34 |tension=0 |risc=-8/+20 |prorate=― |level=4 |guard=All<br />
|cancel= |startup=11 |active=8 |recovery=24 + 5 After Landing |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2D<br />
|damage=28 |tension=0 |risc=-7/+10 |prorate=Initial: 90% |level=2 |guard=Low<br />
|cancel= |startup=8 |active=6 |recovery=16 |frameAdv=-8 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dust<br />
|damage=25 |tension=0 |risc=-20/+10 |prorate=Initial: 80% |level=2 |guard=High<br />
|cancel= |startup=28 |active=6 |recovery=21 |frameAdv=-13 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Ground Throw<br />
|damage=0,54 |tension=0,60×10 |risc=-6,-0/NA |prorate=Forced: 55% |level=0 |guard=Ground Throw: 75250<br />
|cancel= |startup=1 |active=― |recovery=― |frameAdv=+53 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Stun value: 5*10<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Air Throw<br />
|damage=0,63 |tension=0,60×10 |risc=-6,-0/NA |prorate=Forced: 65% |level=0 |guard=Air Throw: 192500<br />
|cancel= |startup=1 |active=― |recovery=― |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Stun value: 5*10<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dead Angle Attack<br />
|damage=25 |tension=-5000 / 264 |risc=-7/+10 |prorate=― |level=2 |guard=All<br />
|cancel= |startup=7 |active=4 |recovery=27 |frameAdv=-17 |inv=1~10 Full<br/>11~19 Throw<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Blitz Attack |subtitle=<br />
|damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description={{ColumnList |text=*Hitstop 30F<br />
*Slighty refills own Burst and slightly drains opponent's Burst on hit<br />
*Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)<br />
*Crumples opponent on ground CH (79F)<br />
}}<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Blitz Attack |subtitle=Max Charge<br />
|damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=+5 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description={{ColumnList |text=*Hitstop 30F<br />
*Slighty refills own Burst and slightly drains opponent's Burst on hit<br />
*Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)<br />
*Crumples opponent on ground hit<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Combination Attacks==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(P)P<br />
|damage=18 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=Mid<br />
|cancel= |startup=7 |active=4 |recovery=10 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(PP)P<br />
|damage=28 |tension=0 |risc=-7/+10 |prorate=Forced: 80% |level=2 |guard=Mid<br />
|cancel= |startup=10 |active=6 |recovery=9 |frameAdv=-1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(PP)K<br />
|damage=26 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=13 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(P)K<br />
|damage=22 |tension=0 |risc=-6/+14 |prorate=― |level=3 |guard=Mid<br />
|cancel= |startup=10 |active=3 |recovery=21 |frameAdv=-7 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on hit. Max duration 47F<br />
*Stagger Frame Adv: +0 to +24<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(P)4K<br />
|damage=36 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(K)P<br />
|damage=18 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=Mid<br />
|cancel= |startup=7 |active=4 |recovery=9 |frameAdv=-1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(KP)P<br />
|damage=42 |tension=0 |risc=-6/+20 |prorate=― |level=4 |guard=High<br />
|cancel= |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(KP)K<br />
|damage=26 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=11 |active=6 |recovery=18 |frameAdv=-10 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(K)K<br />
|damage=28 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=9 |active=3 |recovery=12 |frameAdv=-1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(KK)K<br />
|damage=32 |tension=0 |risc=-6/+14 |prorate=― |level=3 |guard=Mid<br />
|cancel= |startup=11 |active=4 |recovery=22 |frameAdv=-9 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(KK)4K<br />
|damage=36 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(K)4K<br />
|damage=36 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Mid<br />
|cancel= |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2P)P<br />
|damage=18 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=Mid<br />
|cancel= |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2PP)K<br />
|damage=36 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Low<br />
|cancel= |startup=16 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot<br/>3~Airborne<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2P)K<br />
|damage=24 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Low<br />
|cancel= |startup=9 |active=4 |recovery=12 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on hit. Max duration 31F<br />
*Stagger Frame Adv: +0 to +16<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2K)P<br />
|damage=22 |tension=0 |risc=-7/+6 |prorate=― |level=1 |guard=Mid<br />
|cancel= |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2KP)P<br />
|damage=44 |tension=0 |risc=-6/+20 |prorate=― |level=4 |guard=High<br />
|cancel= |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2KP)K<br />
|damage=32 |tension=0 |risc=-7/+10 |prorate=― |level=2 |guard=Low<br />
|cancel= |startup=12 |active=6 |recovery=20 |frameAdv=-12 |inv=3~11 Foot<br/>3~Airborne<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=(2K)K<br />
|damage=18,32 |tension=0 |risc=-7,-6/+6,+14 |prorate=― |level=1,3 |guard=Low<br />
|cancel= |startup=9 |active=4(6)5 |recovery=16 |frameAdv=-4 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Giant Sword Attacks==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Launch(S)<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=67 |active=13 |recovery=Total 22 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Launch(S Aerial)<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=67 |active=13 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Launch(H)<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=66 |active=11 |recovery=Total 22 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Launch(H Aerial)<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=66 |active=11 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Retrieval<br />
|damage=― |tension=― |risc=- |prorate=― |level=― |guard=―<br />
|cancel= |startup=― |active=― |recovery=Total 22 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Large Sword Retrieval(Aerial)<br />
|damage=― |tension=― |risc=- |prorate=― |level=― |guard=―<br />
|cancel= |startup=― |active=― |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2S |subtitle=Deployed, Close Range<br />
|damage=50 |tension=768 |risc=-7/+2 |prorate=Initial: 90% |level=2 |guard=All<br />
|cancel= |startup=67 |active=18 |recovery=Total 33 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2S |subtitle=Deployed, Long Range<br />
|damage=50 |tension=768 |risc=-7/+2 |prorate=Initial: 90% |level=2 |guard=All<br />
|cancel= |startup=96 |active=18 |recovery=Total 33 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2H |subtitle=Deployed, Close Range<br />
|damage=60 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=62 |active=18 |recovery=Total 33 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2H |subtitle=Deployed, Long Range<br />
|damage=60 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=91 |active=18 |recovery=Total 33 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6S |subtitle=Deployed, Close Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=26 |active=15 |recovery=Total 31 |frameAdv=+22 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6S |subtitle=Deployed, Long Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=64 |active=15 |recovery=Total 31 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6H |subtitle=Deployed, Close Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=25 |active=11 |recovery=Total 31 |frameAdv=+23 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6H |subtitle=Deployed, Long Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=63 |active=11 |recovery=Total 31 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6S |subtitle=Deployed, Close Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=26 |active=15 |recovery=Total 29 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6S |subtitle=Deployed, Long Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=64 |active=15 |recovery=Total 29 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6H |subtitle=Deployed, Close Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=25 |active=11 |recovery=Total 29 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.6H |subtitle=Deployed, Long Range<br />
|damage=26 |tension=600 |risc=-7/+2 |prorate=Initial: 85% |level=2 |guard=All<br />
|cancel= |startup=63 |active=11 |recovery=Total 29 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Staggers opponent on CH. Max duration 35F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.2S |subtitle=Deployed, Close Range<br />
|damage=50 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=65 |active=18 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.2S |subtitle=Deployed, Long Range<br />
|damage=50 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=94 |active=18 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.2H |subtitle=Deployed, Close Range<br />
|damage=60 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=60 |active=18 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.2H |subtitle=Deployed, Long Range<br />
|damage=60 |tension=768 |risc=-10/+2 |prorate=Initial: 90% |level=4 |guard=All<br />
|cancel= |startup=89 |active=18 |recovery=Total 26 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Special Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dauro |subtitle=623P<br />
|damage=30 |tension=0 / 0 |risc=-6/+14 |prorate=Initial: 80% |level=3 |guard=All<br />
|cancel= |startup=15 |active=3 |recovery=18 |frameAdv=-4 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dauro (Fastest) |subtitle=623P<br />
|damage=36 |tension=0 / 0 |risc=-6/+14 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=15 |active=3 |recovery=16 |frameAdv=-2 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Becomes fastest version when pressing P within 2 frames after command input<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Flama Cargo |subtitle=236K<br />
|damage=0,60 |tension=0 / 480 |risc=-6/NA |prorate=Forced: 60% |level=4 |guard=Ground Throw: 90000<br />
|cancel= |startup=11 |active=1 |recovery=Total 45 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Stun value: 30<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Sildo Detruo |subtitle=214K<br />
|damage=20×3 |tension=0 / 240*3 |risc=-7/+10 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |startup=32 |active=3 |recovery=11 |frameAdv=+2 |inv=1~Airborne<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Sildo Detruo(Aerial) |subtitle=j.214K<br />
|damage=20×3 |tension=0 / 240*3 |risc=-7/+10 |prorate=Initial: 85% |level=2 |guard=High / Air<br />
|cancel= |startup=Until Landing[20] |active=3 |recovery=12 |frameAdv=+1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*[ ] Indicates lowest possible height<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Cassius |subtitle=214P<br />
|damage=30 |tension=0 / 240 |risc=-7/+2 |prorate=― |level=2 |guard=All<br />
|cancel= |startup=19 |active=29 |recovery=Total 46 |frameAdv=-1 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Marteli |subtitle=214S With Sword<br />
|damage=38 |tension=0 / 1200 |risc=-7/+14 |prorate=― |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=16 |frameAdv=-5 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Can cancel into Forpeli on hit/block<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Marteli(Aerial) |subtitle=j.214S With Sword<br />
|damage=38 |tension=0 / 1200 |risc=-7/+14 |prorate=― |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=12 |active=6 |recovery=Until landing+8 |frameAdv= |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*Can cancel into Forpeli on hit/block<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Forpeli |subtitle=214H With Sword<br />
|damage=42 |tension=0 / 1200 |risc=-6/+20 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=15 |active=6 |recovery=24 |frameAdv=-11 |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Forpeli(Aerial) |subtitle=j.214H With Sword<br />
|damage=42 |tension=0 / 1200 |risc=-6/+20 |prorate= |level=3 |guard=All<br />
|cancel= |roman=YRP |startup=15 |active=6 |recovery=Until landing+8 |frameAdv= |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
<br />
|}<br />
<br />
==Overdrives==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Calvados |subtitle=632146H with Swords equipped<br/>[632146D with Swords equipped]<br />
|damage=50, 6×29<br/>[62, 7×29] |tension=-5000 |risc=-1/+2 |prorate=― |level=3 |guard=All<br />
|cancel= |startup=7+7 |active=62 |recovery=31 |frameAdv=-17 |inv=3~13 Strike<br/>[1~15 All]<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=* [] indicate Burst version<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Trance |subtitle=632146H with Swords deployed<br />
|damage=8×30 |tension=-5000 |risc=-2/+2 |prorate=Initial: 90% |level=3 |guard=All<br />
|cancel= |startup=9+17 |active=129 |recovery=Total 12 |frameAdv=― |inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|subtitle=2363214K |version=Explode<br />
|damage=0,4×14,80 |tension=-5000 |risc=-6,-0×14,-14/+3 |prorate=― |level=0 |guard=All<br />
|cancel= |startup=7+1 |active=18 |recovery=24 |frameAdv=-32 |inv=1~10 Full<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Instant Kill==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Animo Estingi |subtitle=During IK Mode: 236236H<br />
|damage=DESTROY |tension=― |risc=-6/+14 |prorate=― |level=3 |guard=All<br />
|cancel= |startup=14+18<br/>[10+16] |active=3 |recovery=34 |frameAdv=-20 |inv=14~34 Full<br/>[10~28 Full]<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/RAM<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*IK Mode Activation: 81F [5F+5F]<br />
}}<br />
|-<br />
|}<br />
<br />
==Gatling Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Ground Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! 5P<br />
| <span style="color:green">5P<sup>[+]</sup>, 2P<sup>[+]</sup></span> || - || - || - || 5D || -<br />
|-<br />
! 2P<br />
| <span style="color:green">5P<sup>[+]</sup>, 2P<sup>[+]</sup></span> || - || - || - || 5D || -<br />
|-<br />
! 5K<br />
| - || - || - || - || 5D || -<br />
|-<br />
! 2K<br />
| - || - || - || - || 5D || -<br />
|-<br />
! c.S<br />
| - || - || f.S (both), 2S (sword) || 5H (both) || 5D, 2D || Jump, Sp<br />
|-<br />
! f.S (both)<br />
| - || - || -|| 5H (both) || 5D, 2D || Jump, Sp<br />
|-<br />
! 2S (sword)<br />
| - || - || - || 2H (sword) || 5D || -<br />
|-<br />
! 5H (both)<br />
| - || - || - || - || - || Jump, Sp<br />
|-<br />
! 2H (sword)<br />
| - || - || - || - || - || -<br />
|-<br />
! 5D<br />
| - || - || - || - || - || Homing Jump, Homing Dash<br />
|-<br />
! 2D<br />
| - || - || - || - || - || Jump, Sp<br />
|-<br />
<br />
|}<br />
<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Air Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! j.P<br />
| <span style="color:green">j.P<sup>[+]</sup></span> || j.K || j.S (both) || j.H (both) || j.D || Sp<br />
|-<br />
! j.K<br />
| j.P || - || j.S || j.H || j.D || Jump, Sp<br />
|-<br />
! j.S (both)<br />
| - || - || - || j.H (both) || j.D || Jump, Sp<br />
|-<br />
! j.H (both)<br />
| - || - || - || - || - || Sp<br />
|-<br />
! j.D<br />
| - || - || - || - || - || Sp<br />
|-<br />
|}<br />
*5D can be only canceled into Homing Jump and Homing Dash on ground hit<br />
*Use 4P and 3P to cancel into 5P and 2P without canceling into Combination Attacks<br />
*All Combination Attacks can be canceled into followups on whiff<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)<br />
: '''Su''' = Overdrives (aka: Supers)<br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Ramlethal Valentine<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Frame Data]]<br />
[[Category:Ramlethal Valentine]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/I-No&diff=92439GGXRD-R2/I-No2018-05-31T10:43:23Z<p>138.217.165.172: /* Chemical Love */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!I-No<br />
|-<br />
||<br />
[[File:GGXRD-R_I-No_Portrait.png|350x500px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2<br />
|defense=x1.06<br />
|guts=1<br />
|stun=55<br />
|weight=Light<br />
|jumpStartup=3F<br />
|backdashTime=16F<br />
|backdashInv=1-8F<br />
|faceDown=20F<br />
|faceUp=24F<br />
}}<br />
;Movement Options<br />
*Double Jump<br />
*1 Airdash<br />
*Ground Hoverdash (Dashing puts I-No in the air) <br />
*Hoverdash -> Airdash (6696)<br />
*Hoverdash -> Vertical dash (663)<br/><br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/I-No<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_IN.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/285-i-no/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Badass, cruel and sexy. The time traveling rock star witch who seeks violence and the embarrassment of others. Serving "That Man", she continues to tease and harass Sol Badguy, who wants "That Man" six feet under. She is a force to be reckoned with and will murder anyone who gets in her way.<br />
<br />
I-No is a bit tricky to use but overall has some great potential when mastered. Her biggest strength is her mixup ability. Rather than the standard ground dash, she possesses a unique Morrigan-style hoverdash that leaves her airborne, allowing her to use her aerial moves without needing to jump. This allows her to create relentless, painfully difficult to block pressure using her quick rising overheads, deceptive lows, and delayed or fake overhead strings. On knockdown I-no becomes extremely threatening, as her Note and Vertical Chemical Love YRC can stuff many of the opponent's reversal attempts on wakeup, which combined with the natural safe-jumps provided by her hoverdash, allows her to freely rush in and start a mixup. This grants I-no some of the safest and most dangerous okizeme in the game, and with her impressive damage output (especially in the corner), she can very easily take rounds just off a single knockdown.<br />
<br />
However, I-no possesses many weaknesses to offset her stellar setplay. The biggest one is probably in her neutral game. While her hoverdash is amazing for high/low mixup, it is incredibly prohibitive for movement. Combined with overall mediocre normals, and she can really struggle to get in against certain characters, or can be overwhelmed versus characters with far better normals up close. I-no is also one of the most meter hungry characters in the game; while her tension gain is above average, she's constantly spending meter on YRCs to help her get in and stay in. This means characters that are great at denying meter by forcing her to spend it on defensive options such as FD and reversal supers can also be problematic.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Powerful high/low mix-up options with her unique hover dash<br />
*Powerful high/low mix-up and cross-up options with the j.D FDC technique<br />
*Oppressive okizeme tools with the Note projectile and YRC'd Vertical Chemical Love<br />
*Excellent overdrives - A reversal Super that's safe on block and a powerful Air Super that has 0 frames of startup after the super flash and has enough frame advantage to follow with a mixup if blocked<br />
*High mid-screen and corner damage without having the need to spend meter<br />
*High air-throw range and has an anti-air command throw<br />
| style="width: 50%;"|<br />
*Below-average defense<br />
*Limited uses for her normal moves outside of close to mid-range situations; cannot truly counter poke<br />
*Her unique ground dash may bring up difficulties in escaping some situations in certain matchups<br />
*Situational anti air (5p, j.p, 6p, 6hs, VCL; depending on context)<br />
*Reversal Super goes active 2 frames after the flash so it is easy to bait and possible to punish on reaction<br />
*Has to make precise reads to use her tools effectively<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=GGXRD_Ino_5P.png |caption=A flick of the wrist and you're dead baby<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12 |guard=Mid<br />
|startup=4 |active=4 |recovery=6 |frameAdv=±0 <br />
|description=I-no's fastest normal. You can use this to AA when someone starts their jump in from further up to try to beat our awesome 6P. This is used in combos when c.S (frame 6) is too slow to catch someone or wont activate (f.S range) and 5K is too slow. Also good to use before a c.S in combos when baiting a burst. It's fast, but it can be crouched under so watch out.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=GGXRD_Ino_5K.png |caption=Kickin' your can all over the place<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=20 |guard=Mid<br />
|startup=7 |active=7 |recovery=12 |frameAdv=-7 <br />
|description=You can poke with this, but the hitbox isn't great. In older GGs this was used as a linker in HCL FRC dash combos, as well as in pressure to set up mixup with TK Dive and 2S. With 2S not hitting low, 2D not leading to very much without spending meter, and TK dive not being a starter anymore, you'll have to learn j.D FDC to make use of mixup out of this move. However, once learned your mixup options improve dramatically. Should also be used from time to time in block strings to avoid being too predictable, and you'll need to combo into it in some situations (such as a j.D FDC mixup out of block pressure) since I-No may push herself out too far to link into 6P against skinny characters like Venom, Zato, I-No, Millia. It's also good for catching back dashes since it has decent range and 7 active frames.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGXRD_Ino_c.S.png |caption=Great combo tool<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=34 |guard=Mid<br />
|startup=6 |active=2 |recovery=12 |frameAdv=±0 <br />
|description=Combo tool, used in some pressure strings because it's jump cancelable. You'll wish it activated from further away instead of f.S.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|image=GGXRD_Ino_f.S.png |caption=Hitbox is much smaller than the graphic<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |guard=Mid<br />
|startup=13 |active=8 |recovery=15 |frameAdv=-9<br />
|description=In most cases where you would combo into this, you can substitute 5H for more damage. Almost seems useless now that it has been reverted from the AC/+R function of being really slow to start up but really active and good for covering space, with significantly less recovery. Now you get stagger on CH, but they can mash out of the stagger in the same amount of time that the CH used to give, so it's a worthless buff against people that know the matchup and can mash out of stagger. The problem with this move is that at maximum range you can't combo into HCL unless you CH, and on CH you can't really get much more than that (knockdown) unless you spend meter. If they mash out of stagger they can recover quicker than you can dash in for a better punish, so the stagger is worth nearly nothing. They also gave it 2 more active frames, but we're not sure if they replaced recovery frames or were just added in. In most cases where you'd want to poke with this, 2S is a better option because it recovers slightly faster, has more range, and will actually combo into HCL on regular hit more consistently.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=GGXRD_Ino_5H.png |caption=Do damage with this<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=38 |guard=Mid<br />
|startup=13 |active=4 |recovery=18 |frameAdv=-3 <br />
|description=Good hitbox, though it's smaller than AC/+R. When spaced right, if you've conditioned the opponent to attack low to try to beat STBT, you can tag them with this for a counter hit. Otherwise, this is a staple combo tool. Patch 1.1 buffed STBT-H, so now that's an excellent move to combo into of when you score CH 5H in or near the corner. As such, the value of 5H (and 2H) as a poke has increased. Also, right around when this move goes active, I-No leaves the ground. You wont be able to dodge most sweeps, but you can dodge moves like Potemkin's Slidehead (on reaction) or Slayer's 2H (on prediction).<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=GGXRD_Ino_2P.png |caption=Blow him a kiss and you're mad<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10 |guard=Mid<br />
|startup=5 |active=2 |recovery=5 |frameAdv=3 <br />
|description=It's now +3 on block, up from +2. Used in tick throws, used in frame traps. You can gatling 2P > 2H to leave a 1-frame gap, and if they don't get counter hit by 2H, 2H is another frame trap. Gatling 2P > 5H from further away will leave a bigger gap, and you can also just let it recover fully for conventional frame traps with 2K, 6P, and other moves. Prorates 80% on hit.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=GGXRD_Ino_2K.png |caption=Low combo starter<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=15 |guard=Low<br />
|startup=5 |active=2 |recovery=8 |frameAdv=±0 <br />
|description=A staple low combo starter. Prorates 75%. Low profiles and can dodge under moves like Bandit Bringer.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=GGXRD_Ino_2S.png |caption=Long range poke<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |guard=Mid<br />
|startup=9 |active=2 |recovery=17 |frameAdv=-5 <br />
|description=No longer hits low. Long range poke that you can usually combo into HCL for knockdown. Patch 1.1 increased the forward slide effect, so now you can link HCL from further away on most characters... unless they're crouching. Lots of recovery so take care when using it, but it's still less recovery than f.S. Unfortunately, hitting a crouching opponent near max range doesn't lead to any real reward without spending meter. You can cancel into Note or STBT, but you'll leave a gap that they can hang you for. They'll crouch under HCL, and 2D's nerfed range means you can't even knock down. 5H and 2H also have reduced range, and while you can combo into 5H at close range and link IAD j.K on tall characters, it's not as efficient as I-No's usual BnBs. 5D has enough range since it's actually bigger than 2S, but it's even slower than Note or STBT, and there's no real opportunity to mix up out of 2S since 2D (low) wont reach. Mashing could beat both STBT-S (low) and 5D (overhead) anyway. Anyone that knows the matchup wont be caught blocking low against 5D in this circumstance - if you use it here, you're trying to catch them going for a punish since you out-range many pokes.<br />
<br />
2S is still a useful move if you have 50% to RC with. Now you have a move that can punish a whiff from almost 1/2 screen into a full combo with corner push, or big damage in the corner.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=GGXRD_Ino_2H.png |caption=She really should treat her guitar better<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=35 |guard=Mid<br />
|startup=11 |active=2 |recovery=11 |frameAdv=6 <br />
|description=Used to frame trap since it's +6 on block. Also has a good hitbox that you can use to fish for counter hits. I-No is low to the ground during this move so you can sometimes crouch under stuff. Hitbox is smaller than AC. Patch 1.1 seems to have removed the 80% prorate, so it's very comparable to 5H in function and utility now. 5H does 3 more damage and can be jump canceled, but 2H recovers faster which leaves it at +6 and puts I-No really close to the ground (I-No is lower to the ground during this move than 2S, and in AC this move was considered low profile).<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGXRD_Ino_j.P.png |caption=Air to air with range and speed<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=18 |guard=High / Air<br />
|startup=5 |active=5 |recovery=12 |frameAdv= <br />
|description=Good when you need to jump at someone with a poke, or want to OS your air throw with your lowest recovery air normal. Combos into j.H on counter hit. Also used at the end of IAD pressure strings when you want to land into 5P or 2K, or mix up with j.D, or frame trap with delayed VCL YRC.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGXRD_Ino_j.K.png |caption=How does she hold it without a strap? Magnets.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=13 |guard=High / Air<br />
|startup=5 |active=12 |recovery=18 |frameAdv= <br />
|description=5 frame overhead that's used out of a hover dash for mixup. Has a decent hitbox for such a fast move, given that I-No's hitboxes aren't great. Prorates 90%. Trying to land on an opponent's active low hitbox with this move will often lead to I-No being counter hit. It seems that I-No connects with the ground and is considered landing before the hitbox on this move gets close to the floor, so sometimes this can lose to wakeup 6P even when meatied. For reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=GGXRD_Ino_j.S.png |caption=Starter that leads to damage<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=23 |guard=High / Air<br />
|startup=8 |active=6 |recovery=23 |frameAdv= <br />
|description=Works as an air to air, works as an air to ground. Overhead with no proration that leads to big damage in the corner. Will lose out to most things, so try to stay covered by a note or HCL YRC. It seems that I-No connects with the ground and is considered landing before the hitbox on this move gets all the way to the floor. For reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=GGXRD_Ino_j.H.png |caption=Pete Townshend's favorite attack.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=35 |guard=High / Air<br />
|startup=12 |active=6 |recovery=Until Landing |frameAdv= <br />
|description=I-No sticks her leg down somewhat, so you can sometimes use this to land earlier than normal. In AC/+R you could j.H right out of the start of a hover dash to land immediately for very strong j.K/2K mixup, but with I-No's dash in Xrd you have to stop dashing and start to fall for a few frames. You can also go into j.H in airdash pressure to land early for 2K/throw mixup. Besides this, j.H does great damage and has a lot of range. It can work as an air to ground when spaced correctly.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGXRD_Ino_j.D.png |caption=Spread on Time<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=40 |guard=High / Air<br />
|startup=16 |active=5 |recovery=20 / 9 After Landing |frameAdv=<br />
|description=An overhead that alters I-No's air momentum; she'll fall when rising, and float when falling. Used at the end of air block strings before landing for mixup. Can jump cancel for combos or continued block pressure. 16 frames of startup means that any air string you use will leave a gap, so don't get predictable with this mixup or you'll get counter hit. Prorates 80%, but hits pretty hard itself and sets up meterless combos nicely when going into delayed VCL.<br />
<br />
<br />
Can be faultless defense canceled on startup for the altered momentum effect. This is difficult to do if you have a Burst stocked, but you can jump cancel moves like 5K, c.S, j.S, and even j.D into j.D, then Faultless defense cancel to stay low to the ground for near-instant overheads, or to land and immediately attack low with 2K while they're reacting to your jump. You can also delay the j.D FDC slightly to jump over the opponent for a cross up. In Xrd, j.D FDC removes j.D's 9 frames of landing recovery, so go nuts.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=GGXRD_Ino_6P.png |caption=Disrespect people's pokes and jump-ins with this<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32 |guard=Mid<br />
|startup=9 |active=3 |recovery=21 |frameAdv=-10 <br />
|description=Improved to 1-11 frames invul above the knees. Damage buffed by a few points. Prorate is no longer forced. It's a good anti-air tool, a good ground-to-ground poke, and a staple launcher for combos. Just try not to whiff because it has a lot of recovery frames, and be aware that other players may try to sweep under this move if they know you'll use it. Knocks down on ground hit if you don't combo it into anything. For reference, if you space at max range you can actually safely bait some DPs (like S-VV and Artemis/Bentengari).<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|image=GGXRD-R2_Ino_6S.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |guard=Mid<br />
|startup=13 |active=8 |recovery=20 |frameAdv=-14 <br />
|description=Staggers opponent on counter hit. Max duration 29F. New "anti air" tool from Rev2, visually it looks good, but not so great since it's not jump cancelable and you can't really combo in anti air situation unless on counter hit (6S counter > STBT HS > j.P etc.) <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|image=GGXRD_Ino_6H.png |caption=High risk low reward at neutral, but rocks as a throw OS<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=20,45 |guard=Mid<br />
|startup=5 |active=4(12)8 |recovery=17 |frameAdv=-6 <br />
|description=The first hit prorates 80%, but the second doesn't. Now causes blow back, and you can't dash cancel this move unless the first hit connects, though you can special cancel it. Really limits I-No's options when using the second hit to fish for an AA Counter Hit. It used to lead to meterless damage and corner push, which was great considering the risk when using this move. Now you push them out too far to get oki, and don't really get a combo. However, this move is still great when attempting to throw as the AA hitbox will catch people who jump away, and now that you can special cancel on block you have options if it's blocked on the ground. Also works in corner combos when you're going to optimize for damage and end with HCL ~ D knockdown. If the 2nd hit catches someone jumping away from your throw in the corner, you can VCL loop for huge damage.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|image=GGXRD_Ino_2D.png |caption=Knock em down, run it homie<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |guard=Low<br />
|startup=11 |active=3 |recovery=18 |frameAdv=-7 <br />
|description=Has significantly less range than before, which means it's really difficult to knock down from about max 5K range (with f.S and 2S having more range than that). Knocks down, but floats a little bit on hit, which is used in some HCL setups. This move is a low without proration, so there may be situations in which you'll take the risk on using this as a low and then spend meter (Desperation - its proration is not forced) to do big damage in the corner.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|image=GGXRD_Ino_5D.png |caption=She'll make a super sonic man outta you!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |guard=High<br />
|startup=26 |active=12 |recovery=9 |frameAdv=-7 <br />
|description=A little faster than +R, though still slower than AC, and has more recovery. Also has a prorate on top of scaling RISC really hard. It's a grounded overhead, so that's a thing. The horizontal range is surprisingly good, but we have better high/low options. If you're going to use this it's best to take advantage of the range, so use it more like a zoning tool than a mixup tool. You can try to catch people running in under a note or something - in a situation like that, most players are likely to crouch block and get tagged by this. Otherwise, throw it in from time to time in the corner when you're at a distance. Worthless on air hit, so be cautious given the risk of using it. Very active, so you could meaty it on oki for shenanigans and use the unexpected frame advantage to score a counter hit. A universal 5D gimmick is to YRC late into startup and hit low or throw. Some buffs to other moves in 1.1 improved the damage you can get from this in the corner.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Ino_GroundThrow.png |caption=Tie your mother down<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,60 |guard=Ground Throw: 78750<br />
|startup=1 |active= |recovery= |frameAdv=54 <br />
|description=It's a throw. Throw people from time to time because I-No likes the physical contact. It costs more meter to combo off of now, but the prorate is improved (80% from RC compared to 40% before). In the corner you can for between 143(PO) to 202(CH) damage and still get good oki! Without RCing into a combo it's still great because it causes knockdown and pushes a little bit toward the corner, so you can mix them up again. You can also combo off of this without spending meter if RISC is cranked up to about +64 (training mode % value), which is 14% past flashing.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Ino_AirThrow.png |caption=It has range again! RANGE THAT TIES POTEMKIN'S AIR THROW<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,60 |guard=Air Throw: 201250<br />
|startup=1 |active= |recovery= |frameAdv= <br />
|description=Instant air throw that doesn't combo anymore. But it's instant and has great range. Causes knockdown so you can oki, throws them toward the corner in the opposite direction of your directional input.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Ino_6P.png |caption=Don't ****ING touch me!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |guard=All<br />
|startup=11 |active=3 |recovery=25 |frameAdv=-14 <br />
|description=Costs 50% meter, prorates meter gain, shoves people off of you, can be used while blocking. Try not to let players sweep under this or block this. Also try not to forget this option exists just because we have good supers and there's this new Blitz Shield kid on the block that you can reversal with. Back in my day we blocked oki mixup and used Alpha Counters like real Scotsman!<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_I-No_BlitzAttack.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged |damage=50 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge |damage=50 |guard=Mid<br />
|startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5<br />
|description=*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Antidepressant Scale</font>======<br />
{{MoveData<br />
|name=Antidepressant Scale<br />
|input=214P (air OK)<br />
|image=GGXRD_Ino_AntidepressantScale.png |caption=Do a mixup then a combo ending in knockdown and shoot a note, rinse and repeat<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=12×n |guard=All<br />
|startup=18 |active=Until Corner |recovery=Total 50 |frameAdv=-12 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |damage=12×n |tension=250 / 120×n |risc=8 / 7×n |prorate= |level=0,1×n |guard=All<br />
|cancel= |roman=YRP |startup=15 |active=Until Corner |recovery=Until Landing |frameAdv= |inv=<br />
|description=Shoot notes at range to try to force the other player to block so you can get in. Also shoot notes on oki to try to scare the other player into blocking so you can run a mixup. You can control the note with up/down inputs to determine it's vertical position on the screen. Gains extra hits the longer it's on screen, up to a max of 5. Slightly builds RISC in this game. Sometimes you'll want to end combos with Pdive for knockdown to push yourself out far enough for note to hit 3+ times on oki, which means you approach behind your Note (less risk of wakeup reversal or backdash), and also helps your combo damage if your mixup is successful. If you knock the other player down with HLC ~ D, you may not have enough time to force them to block with note. In such a situation you'll either use another oki method, like VCL YRC, or will have to take a guess with your note to keep them blocking and get your mixup opportunity.<br />
<br />
Be advised that the air version comes out faster, and has a slightly faster movement speed than the ground version of this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Stroke the Big Tree</font>======<br />
{{MoveData<br />
|name=Stroke the Big Tree<br />
|input=41236S/H<br />
|image=GGXRD_Ino_StrokeTheBigTree.png |caption=A dig in the ribs...<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=S |damage=40 |guard=Low<br />
|startup=20 |active=2 |recovery=17 |frameAdv=±0 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=H |damage=40 |tension=200 / 720 |risc=6 |prorate= |level=4 |guard=Low<br />
|cancel= |roman=YRP |startup=28 |active=2 |recovery=14 |frameAdv=3 |inv=5~27 Above Knees,11~23 Throw<br />
|description=S version staggers on ground hit and can be escaped easily (the opponent recovers at the same time I-No does). If they don't mash out of stagger fast enough though, you can use this opportunity to knock down or attempt a reset. On Counter Hit there's enough stun to usually link into something and guarantee knockdown, however, it's still possible to shake out faster than I-No can link certain follow ups. Used to lead to big meterless damage on CH, so this is a big nerf. If you're deep in the corner when you get a CH with this, you can 6P > 5H > IAD combo for unprorated damage, but if you're too far away when STBT-S gets a counter hit you'll still only get knockdown. The CPU absolutely LOVES spamming this move to no end, so use the opportunity to learn how to punish it.<br />
<br />
H version knocks down on ground hit and is +3 on block. On counter hit launches ridiculously high mid screen, and you can set up full combos in the corner because it '''wall splats'''. It's a very risky move to use given the start up time, but you can low profile under a lot of moves with it. The low profile frames/hurtboxes were buffed in 1.10, and now that you can YRC at any time you can bait all sorts of stuff. STBT YRC into mixup is an effective tool, and the time slow allows you to chase people who jump in fear of throws with an air throw. If you YRC either version during the travel frames, I-no will retain the forward movement of the move in neutral, creating kara throw situations and clever movement techniques in the neutral game. With j.D FDC (you can hide the FD input during the YRC and go for the Stocked-Burst version) you have both an unreactable mixup tool and a way to stomp counter 2D attempts when you STBT-H at mid screen.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Sultry Performance</font>======<br />
{{MoveData<br />
|name=Sultry Performance<br />
|input=j.236P/K/S/H<br />
|image=GGXRD_Ino_SultryPerformance.png |caption=... and then a kick in the head!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=P |damage=30 |guard=High / Air<br />
|startup=14[67] |active=Until Landing |recovery=15 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=K |damage=30 |guard=High / Air<br />
|startup=13[66] |active=Until Landing |recovery=12 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=S |damage=30 |guard=High / Air<br />
|startup=13[66] |active=Until Landing |recovery=14 |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=H |damage=20×3 or 5 |tension=200 / 480 |risc=7 |prorate= |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=10[63] |active=32(3 Hit) |recovery=10 After Landing |frameAdv= |inv=<br />
|description=<b>Pdive</b> - Travels at a 15 degree angle. Combo tool with plenty of untech time. Can be canceled into an airdash or into specific special moves (more dives or note) after frame 9. If it hits low enough I-No will land and can link into 5H.<br />
<br />
<b>Kdive</b> - Travels at a 30 degree angle. Knocks down with plenty of untech time. Prorates 85%. Hits overhead but can't be used as a starter even with RC when it's a ground hit. Damage nerfed to 30 from 35(AC value). Patch 1.1 added a little extra bounce on CH that pushes the opponent closer toward the corner, and you can now combo from ground CH if you spend 50% to RC. Really expensive for a heavily prorated combo (85% + 80% forced from the RC) that you only get on CH, but at least it's there. Now causes a floor bounce when fully charged that you can combo off of. If the fully charged version scores a counter hit, you get the charged properties instead of the CH properties.<br />
<br />
<b>Sdive</b> - Travels at a 45 degree angle. Knocks down, but wallbounces on air hit in the corner. Scales RISC by 19 points, prorates by 70%, and can't be used as a starter on a ground hit outside of the corner even with RC. Given the proration and harsh scaling, it's not recommended to RC on air hit for a combo anyway, unless it'll kill. Damage was reduced from 40(AC) to 30. Probably I-No's most nerfed move. Patch 1.1 now causes an extra little bounce on CH that pushes the opponent toward the corner, and if they're already in the corner you'll get the wallbounce. You can RC to combo off of a CH at mid screen, but since this is even more prorated than Kdive and scales harder than Kdive you're going to get crap damage. Now causes tumble when fully charged, and it lasts long enough that you could combo into STBT-H if your timing is spot on. Damage is still ass, but at least there's a reason to charge K and S dive. When a fully charged version scores a CH, you get the charged properties instead of the CH properties.<br />
<br />
<b>Hdive</b> - Travels horizontally along the screen. Low damage, but multi hit. Can be used in character specific combos that emphasize meter gain over damage. Also has a use in neutral when you want to take a big risk from just the right distance away. If you catch them off guard and hit them you can sometimes combo, but at this spacing you wont get substantial damage. On CH with perfect spacing you can potentially combo into c.S for a more substantial combo. Usually though, you'll just get knockdown (or they'll tech). If they react too slow to AA you and block, you're safe if you spaced it just right. Great it certain matchups for dealing with certain tools, like SlideHead.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Chemical Love</font>======<br />
{{MoveData<br />
|name=Chemical Love<br />
|input=214K (air OK)~214S (Derivative follow-up)<br />
|image=GGXRD_Ino_ChemicalLoveK.png<br />
|image2=GGXRD_Ino_ChemicalLoveK2.png |caption=Dynamite with a laser beam |caption2=Follow-Up.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=35 |guard=All<br />
|startup=11 |active=10 |recovery=13+8 After Landing |frameAdv=3 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |damage=35 |guard=All<br />
|startup=11 |active=10 |recovery=12 After Landing |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Followup |subtitle=214S |damage=25 |tension=0 / 120 |risc=8 |prorate= |level=0 |guard=All<br />
|cancel= |roman=YRP |startup=13 |active= |recovery=9 After Landing |frameAdv= |inv=<br />
|description=I-No flips and sends out a beam that reaches fairly far horizontally, but can be crouched under. It also leaves you in a counterhit state on recovery, making it very dangerous if the opponent crouches it. Range seems worse than AC/+R, but with the simpler motion it's understandable. The hitbox takes longer to come out starting around max f.S range which can cause some combos to drop (you'll lose the knockdown from HCL). More untech time, so it's useable in some combos in the corner. Also pretty good when YRCd during neutral. The derivative follow up can be used with both the ground and air versions of this move, but only on hit or block. Knocking down with derivative gives less advantage time for oki than dive knockdown, so take care to use it when you have at least 25% so you can dash in and VCL YRC or use Note YRC for oki, or when it'll kill, or when there's no alternative that gives knockdown. Airborne on frame 2. I-No's hurtbox also no longer allows her to dodge lows.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Chemical Love (Vertical)</font>======<br />
{{MoveData<br />
|name=Chemical Love (Vertical)<br />
|input=214S (air OK)<br />
|image=GGXRD_Ino_ChemicalLoveS.png |caption=Guaranteed to blow your mind<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=40 |guard=All<br />
|startup=11 |active=11 |recovery=11+9 After Landing |frameAdv=-4 }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |damage=40 |tension=250 / 120 |risc=7 |prorate= |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=11 |active=11 |recovery=8 After Landing |frameAdv= |inv=<br />
|description=Hits pretty hard and has improved landing recovery. Used in corner loops for big damage. When used during active airdash frames, this move will cause I-No to fast fall, which improves follow up options. There's just enough time in I-No's air dash to link j.K > j.S > VCL and still fast fall. Airborne on frame 2, so you can't "ghetto reversal" against lows anymore.<br />
<br />
When YRC'd, this VCL is one of the most oppressive oki tools in the game. 11 active frames means that if timed right, the majority of characters can't back dash out without getting hit. If they try to reversal out, you can use the super flash from the YRC to react and FD block as soon as game play resumes. If they commit to blocking, I-No is in the air and can land with an overhead or land and immediate low while they're in block stun for an unreactable mixup. If they reversal Blitz Shield and absorb the projectile, I-No can land and throw.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Disinfection Method</font>======<br />
{{MoveData<br />
|name=Sterilization Method<br />
|input=214H (air OK)<br />
|image=GGXRD_Ino_SterilizationMethod.png<br />
|image2=GGXRD_Ino_SterilizationMethod2.png |caption=Let me squeeze you till you've dried<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=0,60 |guard=Air Throw: 227500<br />
|startup=18 |active=4 |recovery=Total 44+8 After Landing |frameAdv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |damage=0,60 |tension=0 / 480 |risc=6,6 |prorate=Forced 60 |level=0,3 |guard=Air Throw: 227500<br />
|cancel= |roman=RP |startup=6 |active=6 |recovery=8 After Landing |frameAdv= |inv=<br />
|description=It's an airthrow with the most range in the game. Unlike Heavenly Potemkin Buster, it's actually a throw and not an unblockable air-to-air attack, so you can throw bursts with it. Resets jump options on hit and has enough untech time to set up a combo. Forced prorate 60%. The ground version is just slow enough that if you hit a player and clairvoyantly go for the air throw knowing they'll burst, you wont grab them in time, but only if they blue burst on the first possible frame when getting hit. Patch 1.1 made it so that I-No stays lower to the ground, falls faster, is not in Counter-Hit state during recovery, gave it a few extra active frames, AND made it upper body invincible. It was already a useful move and it was mega buffed. Now it's a solid Anti-Air option. Ties into her incredibly powerful YRC OS. Make sure you work on your tech traps!<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
====== ======<br />
{{MoveData<br />
|name=Longing Desperation<br />
|input=632146H<br />
|image=GGXRD_Ino_LongingDesperation1.png<br />
|image2=GGXRD_Ino_LongingDesperation2.png |caption2=I want to break free!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=50x3 |guard=Mid<br />
|startup=7+2 |active=20 |recovery=10 |frameAdv=+1<br />
|description=Frame 1~13 Strike Invul. Starts 2 frames after the flash so it's possible to reversal throw it right before it goes active if used at neutral (it's not throw invul), FD, or even in some cases beat it clean with an uppercut (Volcanic Viper) or some low profile moves (Grand Viper). However, throwing this super on reaction would be much harder when used as a reversal because of the restriction on throws when waking up. Safe on block. It can be used as a combo-finisher but Fortissimo is a better option for that. Goes through projectiles and untechable knockdown. 80% prorate means that it can be used as a combo starter, but ultimately Fortissimo is a better combo starter due to no proration if you get an opportunity to punish. If you have 50% meter when you run your corner oki, it's actually worthwhile to use 2D in place of 2K sometimes (since 2D doesn't prorate) and confirm into Desperation for full damage, then follow up with a full combo.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=Ultimate Fortissimo<br />
|input=j.2363214S<br />
|image=GGXRD_Ino_UltimateFortissimo1.png<br />
|image2=GGXRD_Ino_UltimateFortissimo2.png |caption2=Screaming Orgasm. Hope you were already blocking.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=50X3 |guard=Mid<br />
|startup=7+0 |active=7 |recovery=16 |frameAdv=<br />
|description=In AC/+R this was a strong contender for best super in the game. In Xrd some of this move's properties have changed. Recovery is now listed as 16 instead of "Until Landing", it's active for 2 fewer frames, and it doesn't look like the input freeze is still present. However, this move is still frame 0 after the flash, which means this move basically wins in any situation where the other player isn't invul at the time of the super flash. It's + on block (no longer sure by how much) so you get to run a mixup if they manage to block, and on hit it sets up a high-damage combo. Because the invul only lasts up to the active frame, Fortissimo will trade with or lose to most 6P attacks (the upper body invul) and will lose to other Reversals depending on timing and how much invul they have. It's pretty much guaranteed to lose to an uppercut, though it may beat other supers if it goes second. Don't forget that supers gain hellfire damage in Xrd, and beat Blitz Shield.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Megalomania<br />
|input=in IK mode: 236236H<br />
|image=GGXRD_Ino_Megalomania.png |caption=<br />
|image2=GGXRD_Ino_Megalomania2.png |caption2=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY |tension=-10000 |risc=6 |prorate= |level=3 |guard=All<br />
|cancel= |roman= |startup=9+12[5+9] |active=6 |recovery=30 |frameAdv=-19 |inv=9~30[5~19] Full<br />
|description=*[ ] Indicates during Hell Fire<br />
*Uses the animation of her 5H.<br />
*Anime.<br />
<br />
Hard to find a reliable combo where it can be inserted, so it's best not to use it. if you really will, fully charged Blitz Shield and D->6 at the corner usually do the work.<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/I-No<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_IN.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/285-i-no/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:I-No]]</div>138.217.165.172https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=92285GGXRD-R2/Chipp Zanuff2018-05-27T09:22:50Z<p>138.217.165.172: /* j.2K */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Chipp Zanuff<br />
|-<br />
||<br />
[[File:GGXRD-R_Chipp_Portrait.png|350x500px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2<br />
|defense=x1.30<br />
|guts=4<br />
|stun=50<br />
|weight=Medium<br />
|jumpStartup=3F<br />
|backdashTime=21F<br />
|backdashInv=1-9F<br />
|faceDown=24F<br />
|faceUp=30F<br />
}}<br />
;Movement Options<br />
:Triple Jump, 1 Airdash, Dash Type: Run<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Chipp Zanuff<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_CH.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/286-chipp-zanuff/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:250px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. While he's without a doubt the fastest character in Xrd, Chipp's execution might be the hardest in the game, as many of his basic conversion combos require jump installs etc. His tools are fast and generally great, but his poor defense means that only a couple of mistakes will spell his doom.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
*Easily the fastest character in the game, in both mobility and frame data<br />
*Only character with a triple jump<br />
*Teleport YRCs allow for punishes almost anywhere on screen<br />
*Possible to adapt both runaway and rushdown styles of play if necessary<br />
| style="width: 50%;"|<br />
*Paper-thin defense, takes the most damage in the game<br />
*Scoring a knockdown usually needs combos with specific conditions (close-range or crouch-hit)<br />
*Ground mixups somewhat lacking, overheads are sub-par<br />
*High execution barrier<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|input=<br />
|image=GGXRD_Chipp_5P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=6 |tension=144 |risc=8 |prorate= |level=0 |guard=Mid<br />
|cancel=CSJ |roman=YRP |startup=3 |active=1 |recovery=8 |frameAdv=1 |inv=<br />
|description=*Chipp's fastest normal<br />
*Whiffs against crouching opponents, except Potemkin (and possibly Bedman)<br />
*Mostly used in juggle combos after 2D > 236S<br />
*Can also be used as an emergency anti-air because of its upwards angle and startup, but is very bad when it trades<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|input=<br />
|image=GGXRD_Chipp_5K.png |caption= It's mashable if you will<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12 |tension=144 |risc=8 |prorate=85 |level=0 |guard=Mid<br />
|cancel=CSJ |roman=YRP |startup=5 |active=5 |recovery=8 |frameAdv=-3 |inv=<br />
|description=*very fast for its range<br />
*Chains into 2D, therefore very useful<br />
*good hitbox, beats many otherwise problematic normals (eg. Zato's 2S)<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|input=<br />
|image=GGXRD_Chipp_c.S.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=4 |active=2 |recovery=10 |frameAdv=2 |inv=<br />
|description=*extremely fast and offers frame advantage, very useful for frame traps<br />
*linking another c.S is possible against crouching opponents or on counter hit<br />
*Chains both into 6P and 2D and is therefore vital for knockdown combos<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=<br />
|image=GGXRD_Chipp_f.S.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=7 |active=2 |recovery=18 |frameAdv=-6 |inv=<br />
|description=*excellent range and speed, very good for zoning and after dash-ins<br />
*loses or completely whiffs against specific lows, such as Sol's 2D<br />
*no wait to chain into 2D, so comitting to an f.S usually means forfeiting knockdown<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=<br />
|image=GGXRD_Chipp_5H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=384 |risc=6 |prorate=95 |level=4 |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=10 |active=7 |recovery=16 |frameAdv=-4 |inv=<br />
|description=*Mostly a combo-tool and blockstring ender (canceled into rekka or teleport)<br />
*Has more startup than in earlier Guilty Gears and is therefore less useful as a poke<br />
*Can be used as a makeshift anti-air in very specific situations, such as -against Venom's Mad Struggle, since a trade will greatly benefit Chipp<br />
*can link into 2D on counter hit<br />
*full air combo possible on air counter hit<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|input=<br />
|image=GGXRD_Chipp_2P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=6 |tension=144 |risc=8 |prorate=80 |level=0 |guard=Mid<br />
|cancel=CS |roman=YRP |startup=4 |active=2 |recovery=7 |frameAdv=1 |inv=<br />
|description=*very fast and offers frame advantage<br />
*attack level 0 makes this decent for tick throws<br />
*This is the move to mash when you want to mash into blockstrings, up close<br />
*somewhat useful to bait bursts: 2P > 2P > c.S...<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|input=<br />
|image=GGXRD_Chipp_2K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8 |tension=144 |risc=8 |prorate=70 |level=0 |guard=Low<br />
|cancel=CS |roman=YRP |startup=5 |active=4 |recovery=7 |frameAdv=-1 |inv=<br />
|description=*since this is Chipp's fastest low hit, it is a common starter for strings<br />
*Somewhat hard to use as okizeme because of its range (risk of getting thrown, can't catch backdashes) and short active time, but needed nonetheless.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=<br />
|image=GGXRD_Chipp_2S.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel=CS |roman=YRP |startup=7 |active=4 |recovery=11 |frameAdv=-1 |inv=<br />
|description=*mostly used in combos<br />
inferior to f.S in almost all regards (especially in range), but can beat specific, problematic normals where f.S otherwise fails (Sol's 2D)<br />
*Staggers on counter-hit, making it a good option for frame traps or as a dash-in attack<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|input=<br />
|image=GGXRD_Chipp_2H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=34 |tension=384 |risc=6 |prorate=90 |level=4 |guard=Mid<br />
|cancel=S |roman=YRP |startup=7 |active=9 |recovery=18 |frameAdv=-8 |inv=<br />
|description=*works well as an anti-air because of the high vertical range (hits them early) and the added reliablility in trades (high attack level and good counter hit property), less so because of its actual hit box<br />
*Floats on normal hit<br />
*Followup-Combo only possible on counter hit or by cancelling into 22S teleport<br />
*if it is used at the end of a block-string or stand-alone, it should be cancelled into 22p or 2D to make it safe.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|input=<br />
|image=GGXRD_Chipp_j.P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8 |tension=144 |risc=8 |prorate= |level=0 |guard=High / Air<br />
|cancel=CS |roman=YRP |startup=5 |active=4 |recovery=4 |frameAdv= |inv=<br />
|description=*very fast normal, mostly used in combos or air-to-air scenarios<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|input=<br />
|image=GGXRD_Chipp_j.K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=16×2 |tension=144 |risc=8 |prorate= |level=0 |guard=High / Air<br />
|cancel=CSJ |roman=YRP |startup=5 |active=6,2 |recovery=8 |frameAdv= |inv=<br />
|description=*Has two hits.<br />
*The first hit has a great upwards-angle and is very useful as an anti-air / air-to-air.<br />
*The second hit pulls the enemy downwards, which is used mostly in specific knockdown combos<br />
*Be careful - should the first hit of j.K whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=<br />
|image=GGXRD_Chipp_j.S.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air<br />
|cancel=CSJ |roman=YRP |startup=9 |active=10 |recovery=18 |frameAdv= |inv=<br />
|description=*slightly bounces Chipp upwards when used, which can be both a blessing and a curse<br />
*Has a great crossup hitbox, but is hard to use because of the bounce<br />
*almost exclusively used in many combos and a few blockstrings (such as iad.j.K(1),j.K(1),j.S,J.HS(2), land...)<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=<br />
|image=GGXRD_Chipp_j.H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26×2 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air<br />
|cancel=S |roman=YRP |startup=8 |active=6,6 |recovery=29 |frameAdv= |inv=<br />
|description=*Your jump-in of choice<br />
*Excellent hit box which is hard to anti-air and can also easily cross up<br />
*has two hits<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|input=<br />
|image=GGXRD_Chipp_j.D.png |caption= DAIJOUBOU!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air<br />
|cancel=S |roman=YRP |startup=6 |active=8 |recovery=18 / 5 Landing Recovery |frameAdv= |inv=<br />
|description=*Very fast and has a very strong hitbox, which makes this normal especially useful to punish air-throw attempts or sloppy anti-airs<br />
*Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner<br />
*Floor Slide on Counter Hit - long floor slide on ground counter hit, very short floor slide on air counter hit<br />
*Since it has some landing recovery, be very careful when using it from too high up in the air - if your opponent instant blocks, you might get thrown when you land.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|input=<br />
|image=GGXRD_Chipp_6P.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=9 |active=3 |recovery=25 |frameAdv=-14 |inv=1~3 Above Knees,4~11 Low Profile<br />
|description=*used mostly as an anti-air and against specific attacks where upper body invulnerability is needed (such as Sol's Riot Stamp)<br />
*Horribly long total duration and recovery make this move extremely risky - be very careful when to use it, especially when attempting an anti-air<br />
*Chains into 6HS, but only combos into it on Counter Hit<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|input=<br />
|image=GGXRD_Chipp_6K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=20 |tension=264 |risc=7 |prorate= |level=1 |guard=High / Air<br />
|cancel= |roman=YRP |startup=19 |active=5 |recovery=5+3 After Landing |frameAdv=-1 |inv=1~4 Throw,5~Airborne& Foot<br />
|description=*Overhead, unthrowable as long as Chipp is airborne<br />
*Chains from c.S<br />
*comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel<br />
*Should not be used point blank, as opponents can easily ground throw you after the hit<br />
*airborne state and attack level 1 make this a very risky choice, additionally to the bad risk-reward it offers to begin with - if you eat an airborne counter hit if your opponent mashes, you will eat a lot of damage<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=<br />
|image=GGXRD_Chipp_6H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=60 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid<br />
|cancel=SJ |roman=YRP |startup=17 |active=6 |recovery=15 |frameAdv=-2 |inv=<br />
|description=*Causes stagger on ground hit<br />
*Causes ground bounce on air hit<br />
*High damage and great in juggles, if you can land it, since it offers a free combo afterwards (run up c.S or 5P, air combo)<br />
*against Standing opponents, this combos into Alpha Blade, and depending on the range also into an alpha blade very low to the ground (2369P).<br />
*This can be used as a tech trap in the corner, for example after a combo into 623HS started too far away from the corner > catch their recovery with 6HS cancelled into 22P (to cut down the recovery), and react to a potential hit / counter hit or block.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.2K</font>======<br />
{{MoveData<br />
|name=j.2K<br />
|input=<br />
|image=GGXRD_Chipp_j.2K.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=16×3 |tension=144 |risc=8 |prorate= |level=0 |guard=High / Air<br />
|cancel= |roman=YRP |startup=8 |active=Until Landing |recovery=0 |frameAdv= |inv=<br />
|description=*Multi-hit and attack level 0 make this a decent but risky okizeme tool. For example in the corner, you can use it low enough to have only one hit connect, then immediately link a 2K, which is a hard to block setup, especially when you would usually do a 2-hit j.HS. This setup is risky however because it can easily be backdashed. Also, if you try to land more than one hit of j.2K and your opponent uses faultless defense, you will be pushed back so much that the last hit of j.K might whiff, which means your opponent will recover before you and will throw you.<br />
*j.2K alters Chipp's flight path, slowing down his horizontal accelleration<br />
*Mostly used for Chipp's FDC (faultless defense cancel), input: j.1[K]~[S]<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|input=<br />
|image=GGXRD_Chipp_2D.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26 |tension=264 |risc=7 |prorate= |level=1 |guard=Low<br />
|cancel=S |roman=YRP |startup=9 |active=2 |recovery=17 |frameAdv=-7 |inv=5~10 Foot<br />
|description=*fast low hit with very high range<br />
*can evade some other low hits since it is foot-invulnerable<br />
*extremely important to score knockdowns<br />
*combos into 236S, which also serves as a very useful block string<br />
*2D > 22P > link 2D is a valid frametrap against people expecting 2D > 236S<br />
*2D > 236S > 623HS is a very strong combo starter in the corner leading to good damage and knockdown, making 2D as a poking tool even more important<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|input=<br />
|image=GGXRD_Chipp_5D.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension=264 |risc=20 |prorate=80 |level=2 |guard=High<br />
|cancel= |roman=YRP |startup=27 |active=4 |recovery=9 |frameAdv=1 |inv=<br />
|description=*agonizingly slow<br />
*insanely high range, but might need some creativity to follow up midscreen from far away (airdash during homing jump etc.)<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|input=<br />
|image=GGXRD_Chipp_GroundThrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,60 |tension=480 |risc=6,0 |prorate=Forced: 65% |level=0 |guard=Ground Throw: 63000<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=40 |inv=<br />
|description=*very short range compared to other characters<br />
*enough time after it for OTG hits, such as 2K<br />
*Causes a very long knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, j.HS(crossup), continue pressure or combo<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|input=<br />
|image=GGXRD_Chipp_AirThrow.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,60 |tension=480 |risc=6,0 |prorate=Forced: 65% |level=0,4 |guard=Air Throw: 192500<br />
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=<br />
|description=*Causes very long knockdown, giving you a lot of time for either [invisibility > meaty 2K] or simply FDC okizeme<br />
*can be Roman Cancelled and followed up with a 6HS > dash 5P > air combo for good damage<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|input=<br />
|image=GGXRD_Chipp_5H.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25 |tension=-5000 / 264 |risc=7 |prorate=50 |level=2 |guard=All<br />
|cancel= |roman= |startup=11 |active=8 |recovery=14 |frameAdv=-8 |inv=1~18 Full,19~24 Throw<br />
|description=*causes wall bounce on counter hit<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Chipp_BlitzAttack.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid<br />
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid<br />
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?<br />
|description=*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Alpha Blade</font>======<br />
{{MoveData<br />
|name=Alpha Blade<br />
|input=236P (air OK)<br />
|image=GGXRD_Chipp_AlphaBlade.png<br />
|image2=GGXRD_Chipp_AlphaBladePlus.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=36 |tension=150 / 360 |risc=6 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=17 |active=15 |recovery=32 |frameAdv=-30 |inv=1~Airborne,5~16 Low Profile,17~22 Strike }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |damage=32 |tension=75 / 360 |risc=7 |prorate= |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=14 |active=14 |recovery=18 After Landing |frameAdv=-19 |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Followup |subtitle=Ground Alpha Blade > H |damage=38 |tension=150 / 600 |risc=6 |prorate= |level=3 |guard=Mid<br />
|cancel= |roman=YRP |startup=9 |active=12 |recovery=18 |frameAdv=-13 |inv=<br />
|description=*Both versions launch the opponent, but the ground version cannot be followed up, except on counter hit, by spending Meter or by simply adding an Alpha Plus<br />
*The ground version counts as airborne (will go over slidehead) and can go under many projectiles, such as Ky's Stun Edge, I-No's Horizontal Chemical Love, and so on<br />
*Ground Version will only combo out of 6HS or 5HS, and 5HS only if you are relatively close to your opponent or if you hit him whil he is crouching<br />
*2D > Ground Alpha Blade works against lightweights, but is used rarely<br />
*Frame Advantage for Air Alpha Blade is on lowest height<br />
*Air Version can be cancelled with Wall Cling (46 near the corner), however, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land<br />
*using an Air Alpha Blade very close to the ground will allow for juggles. Example: corner S > S > HS > 2369P (lowest possible height), land, S....<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Beta Blade</font>======<br />
{{MoveData<br />
|name=Beta Blade<br />
|input=623S (air OK)<br />
|image=GGXRD_Chipp_BetaBlade.png |caption= Classic DP Give or take<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground |damage=30,26 |tension=200 / 600,240 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=R |startup=5 |active=4,18 |recovery=16+10 After Landing |frameAdv=-30 |inv=1~12 Strike,9~Airborne }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air |damage=28,18 |tension=200 / 480,240 |risc=6 |prorate= |level=4 |guard=All<br />
|cancel= |roman=R |startup=3 |active=2,16 |recovery=5 After Landing |frameAdv= |inv=1~4 Strike<br />
|description=*A solid dragon punch, mostly only used as a reversal or as an ender for air combos<br />
*If the first hit is Roman Cancelled, Chipp will still stand on the ground, which will either allow him to followup up the hit with a 6HS, or to be safe in case Beta Blade has been blocked<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Gamma Blade</font>======<br />
{{MoveData<br />
|name=Gamma Blade<br />
|input=41236H<br />
|image=GGXRD_Chipp_GammaBlade.png<br />
|image2=GGXRD_Chipp_GammaBlade2.png |caption2=Traps opponent in place on hit<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32 |tension=200 / 120 |risc=20 |prorate= |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=19 |active=9 |recovery=Total 56 |frameAdv=5 |inv=<br />
|description=*Can NOT be cancelled into from normals<br />
*Deletes most projectiles it comes into contact with and travels onwards<br />
*Slow Startup and very long duration make this a very risky move without YRC available<br />
*Frame advantage on block and the fact that you can use it without being overly close to your opponent make this a viable okizeme option<br />
*On Hit, traps the opponent for a while and causes airborne state (meaning all following hits will juggle him)<br />
*deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction)<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Tsuyoshishiki Meisei</font>======<br />
{{MoveData<br />
|name=Tsuyoshishiki Meisei<br />
|input=214K<br />
|image=GGXRD_Chipp_TsuyoshishikiMeisei.png |caption= FIND ME!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total 29 |frameAdv= |inv=<br />
|description=*Can NOT be cancelled into from normals <br />
*Will make Chipp flash from invisible to visible for approx. 8 seconds<br />
*Chipp changes visibility about every second<br />
*Effect will end prematurely if Chipp is hit or has to block<br />
*particularly good with YRC after the effect is triggered, making it safer and giving you more time to react to whatever situation arises<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Tsuyoshishiki Ten'i</font>======<br />
{{MoveData<br />
|name=Tsuyoshishiki Ten'i<br />
|input=22P/K/S/H<br />
|image=GGXRD_Chipp_TsuyoshishikiTeni.png |caption= Could be used to play mind games, until it gets predictable<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=In Place |subtitle=22P |damage= |tension=50 / ― |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total 21 |frameAdv= |inv=7~15 Strike }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Forwards |subtitle=22K |damage= |tension=50 / ― |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total 30 |frameAdv= |inv=10~12 Strike }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Airborne, Front of Opponent |subtitle=22S |damage= |tension=50 / ― |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total 20 |frameAdv= |inv=10~12 Strike }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Airborne, Behind Opponent |subtitle=22H |damage= |tension=50 / ― |risc= |prorate= |level= |guard=<br />
|cancel= |roman=Y |startup= |active= |recovery=Total 20 |frameAdv= |inv=10~12 Strike<br />
|description=*Various teleports<br />
*22P is very good when used either in blockstrings (as a frame trap), for example after HS or 2D, or when used as a bait (to fake out 22K or 22HS teleports and keep your opponent on edge)<br />
*It is a strong strategy to cancel the recovery of 22K teleport with YRC. The added slowdown should give you enough time to start a combo, apply pressure or go for an air throw<br />
*22S/22HS teleports enable combos after 2HS, 22HS is useful when 2HS hits when farther away from the opponent and allows you to do midscreen air combos that wouldn't have connected by using 22S<br />
*22HS teleport can be cancelled into wall cling<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Genrouzan</font>======<br />
{{MoveData<br />
|name=Genrouzan<br />
|input=63214S<br />
|image=GGXRD_Chipp_Genrouzan.png<br />
|image2=GGXRD_Chipp_Genrouzan2.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,90 |tension=300 / 0,720 |risc=6,0 |prorate=Forced 60 |level=0,4 |guard=Ground Throw<br />
|cancel= |roman=YRP |startup=27 |active=11 |recovery=12 |frameAdv=54 |inv=9 Strike,10~Airborne& Foot<br />
|description=*Slow and very risky unblockable / command throw<br />
*Cannot be bursted after the hit, since it is a throw<br />
*causes very long knockdown, giving you enough time for invis > meaty attack<br />
*leads to very high, meterless damage into knockdown in the corner, since it can be cancelled into wall cling after the hit<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Resshou</font>======<br />
{{MoveData<br />
|name=Resshou<br />
|input=236S<br />
|image=GGXRD_Chipp_Resshou.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=18 |tension=125 / 300 |risc=7 |prorate= |level=2 |guard=Mid<br />
|cancel= |roman=YRP |startup=13 |active=5 |recovery=10 |frameAdv=-1 |inv=<br />
|description=*starter of Chipp's rekka series<br />
*super useful as a blockstring ender since it only leaves you at -1, which is a non-issue if your opponent doesn't instant block - chipp's pokes (such as f.S) will generally be faster than what your opponent has to offer on the distance you are at after using the rekka<br />
*combos into 5K on counter hit<br />
*links into 5P or even c.S on airborne hit (for example after 2D)<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Rokusai</font>======<br />
{{MoveData<br />
|name=Rokusai<br />
|input=Resshou > 236S<br />
|image=GGXRD_Chipp_Rokusai.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22 |tension=125 / 300 |risc=6 |prorate= |level=4 |guard=Low<br />
|cancel= |roman=YRP |startup=8 |active=1 |recovery=25 |frameAdv=-7 |inv=<br />
|description=*Second hit of Chipp's Rekka Series <br />
*Hits Low<br />
*Staggers on counter hit<br />
*very useful if used slightly delayed after the first rekka as a frame trap<br />
*Good if followed by a Roman Cancel for either combos or further pressure (and to make the move safer, since it's -7)<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Senshuu</font>======<br />
{{MoveData<br />
|name=Senshuu<br />
|input=Resshou > 236K<br/>Rokusai > 236K<br />
|image=GGXRD_Chipp_Senshuu.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30 |tension=125 / 480 |risc=6 |prorate= |level=3 |guard=High<br />
|cancel= |roman=YRP |startup=25 |active=6 |recovery=10+12 After Landing |frameAdv=-11 |inv=15~Airborne& Low Body<br />
|description=*Possible second or last hit of Chipp's rekka series<br />
*Overhead<br />
*launches on hit, can be followed up with a juggle combo<br />
*very unsafe on block, use sparringly<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Shinkirou</font>======<br />
{{MoveData<br />
|name=Shinkirou<br />
|input=623H<br />
|image=GGXRD_Chipp_Shinkirou.png |caption= Alternate ending to Rekka, use varies<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=20 |tension=150 / 360 |risc=7 |prorate= |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=16 |active=12 |recovery=16 |frameAdv=-14 |inv=16~Airborne<br />
|description=*Can be used Stand-alone or during Chipp's Rekka series (but not after 236K)<br />
*Wall Sticks on air-hit<br />
*does NOT launch on ground hit<br />
*free air movement after the recovery of the move ends<br />
*combos after 2D > 236S<br />
*Knocks back on counter-hit<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Shuriken</font>======<br />
{{MoveData<br />
|name=Shuriken<br />
|input=j.214P<br />
|image=GGXRD_Chipp_Shuriken.png |caption= Always remember which version is gonna come out<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Slow |damage=10 |tension=50 / 120 |risc=8 |prorate= |level=0 |guard=All<br />
|cancel= |roman=YRP |startup=23 |active= |recovery=Until Landing+6 After Landing |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Fast |damage=10 |tension=50 / 120 |risc=8 |prorate= |level=0 |guard=All<br />
|cancel= |roman=YRP |startup=8 |active= |recovery=Total 16 + 3 Landing Recovery |frameAdv= |inv=<br />
|description=*alternates between a slow and a fast version, with the slow version coming first<br />
*slow version freezes chipp in place during the throw and has very long recovery<br />
*an interesting setup for the slow version is to use it after a low altitude j.D combo ender. Cancel the j.D into slow shuriken, land and continue pressure on waking up opponent, who now has to block the shuriken.<br />
*fast version does NOT alter chipp's momentum, which makes its usage different than in older guilty gears - now you would rather throw a fast shuriken during a jump's ascent to make it go further<br />
*mostly used for pressure and to cover your approach, especially useful against characters that have a hard time dodging it, such as potemkin<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Wall Cling</font>======<br />
{{MoveData<br />
|name=Wall Cling<br />
|input=Near Wall > 64<br />
|image=GGXRD_Chipp_WallCling.png |caption=Ninja. Followups listed.<br />
|image2=GGXRD_Chipp_WallCling2.png<br />
|imageSize2=175x325px<br />
|image3=GGXRD_Chipp_WallCling3.png |caption3=Green for ground throw, Brown for air throw<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Up and Down Movement |subtitle=Wall Cling > 8 or 2 |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup= |active= |recovery= |frameAdv= |inv=<br />
|description= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Horizontal Movement |subtitle=Wall Cling > 6 or 3 or 9 |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup= |active= |recovery=Until Landing |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Jump Down |subtitle=Wall Cling > 4 |damage= |tension= |risc= |prorate= |level= |guard=<br />
|cancel= |roman=YRP |startup= |active= |recovery=Total 6 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Alpha Blade |subtitle=Wall Cling > P |damage=32 |tension=75 / 360 |risc=7 |prorate= |level=2 |guard=All<br />
|cancel= |roman=YRP |startup=17 |active=Until Landing |recovery=23 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Kunai |subtitle=Wall Cling > K |damage=10 |tension=50 / 120 |risc=8 |prorate= |level=0 |guard=All<br />
|cancel= |roman=Y |startup=9 |active= |recovery=Total 18 |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Ground Genrouzan |subtitle=Wall Cling > S |damage=0,90 |tension=300 / 0,720 |risc=6,0 |prorate=Forced 60 |level=0,4 |guard=Ground Throw<br />
|cancel= |roman=YRP |startup=17 |active=Until Landing |recovery=18 After Landing |frameAdv= |inv= }}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Genouzan |subtitle=Wall Cling > H |damage=0,90 |tension=300 / 0,720 |risc=6,0 |prorate=Forced 60 |level=0,4 |guard=Air Throw<br />
|cancel= |roman=YRP |startup=17 |active=19 |recovery=Until Landing+10 After Landing |frameAdv= |inv=<br />
|description= *The wall cling generally is used for corner Okizeme as well as runaway tactics.<br />
*many special moves that leave chipp airborne can be cancelled into the wall cling, such as genrouzan (63214S), air alpha blade (j.236P) or 22S teleport.<br />
*Chipp retains all movement options he had before a wall cling, meaning that you can still airdash, double- or triple jump if you let go of the wall or use one of the wall-dashes (9 or 6/3)<br />
*The Kunais (K) are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and act in whatever way is necessary.<br />
*letting go off the wall (4) enables you to corner-crossup your opponent with j.HS<br />
*a mixup to this is to 3/6dash off the wall and immediately 2D > 236S your opponent for a very quick low hit<br />
*Chipp cannot use normals or specials during the 9-dash (the far jump off the wall, horizontal angle), but he can cancel it into double / triple jump or airdash.<br />
*to not get an accidental 6-dash when you want a 9-dash, input the 9-dash as "89".<br />
We have gathered here today, not to mourn the death of Wall Alpha, but to celebrate its life. There has never been a better couple between a wall and a blade. The Wall Alpha we know may be gone, but it will forever live in our hearts.<br />
<br />
I first met Wall Alpha when I picked up Guilty Gear Xrd Sign on the Steam store on Steam 2016. Our first encounter was awesome. I remember going into the challenges section and looking at how cool alpha into alpha looked. I grinded and struggled at first to do alpha wall cling cancel wall alpha at first, but It filled me with joy to see wall alpha be so key in chipps corner oki and that it’s used on all of his corner combos. Wall alpha was always there to get me a knockdown in the corner and add a bunch of damage to my corner bnb’s while retaining corner. Every Chipp player appreciated wall alpha and before every game they would dream of landing one for that corner knockdown.<br />
Wall alpha’s best friends HS teleport and Ryuu Yanagi are here with us as well to pay respects to wall alpha. HS teleport would tell me stories of how the two would team up to blend everyone into smoothies in the corner. Ryuu Yanagi would love to do the honors of providing one of the most difficult to block mixups in the game. Wall alpha is loved by many friends and family, and I feel that we are all equally blessed to be part of his life, as he was part of ours.<br />
<br />
I will remember wall alpha. You all will remember wall alpha. People will still talk about this special move who’s oki carried so many Chipp players to adulthood. While wall alpha is gone now, we will live on with a lesson. Enjoy your specials in their wonderful lifespan before they get nerfed. Never take any special for granted.<br />
<br />
Thank you wall alpha. My dear friend. My best friend. Thank you and good bye.<br />
<br />
<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Zansei Rouga</font>======<br />
{{MoveData<br />
|name=Zansei Rouga<br />
|input=632146H<br />
|image=GGXRD_Chipp_ZanseiRouga.png<br />
|image2=GGXRD_Chipp_ZanseiRouga2.png |caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=24×5,150 |tension=-5000 |risc=6 |prorate=― |level=4 |guard=Mid<br />
|cancel= |roman=YRP |startup=21+0 |active=Until Corner |recovery=26 After Landing |frameAdv=-91 |inv=1~5 Throw,6~21 Full,21~Airborne<br />
|description=*Frame Advantage is on crouching block Sol<br />
*Combos off of 6HS<br />
*particularly good after 6P counter hit > 6HS to kill (since supers cannot be bursted) or after a successful blitz shield, since supers cannot be reverse-blitzed, otherwise it isn't used much<br />
*can be YRCd before the first hit in case you screwed up / want to pretend you're endou<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Ryuu Yanagi</font>======<br />
{{MoveData<br />
|name=Ryuu Yanagi<br />
|input=j.214214K<br />
|image=GGXRD_Chipp_RyuuYanagi.png |caption=Chinger Changer Ninja Daggers!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=20×12 |tension=-5000 |risc=7 |prorate=― |level=2 |guard=All<br />
|cancel= |roman=Y |startup=1+2 |active=― |recovery=Total 21 |frameAdv=― |inv=―<br />
|description=*causes ground bounce and knockdown, depending on how it hits your opponent, which turns it into a good air combo finisher.<br />
*On the ground, the combo can be followed up with S > HS > 236236K for a high damage, high number of hit 100% tension combo, which is usually a bad choice since it fills up burst and is generally a meter waste, but in case your opponent has low HP, the way guts / damage reduction on low hp works plus the fact that you cannot burst supers will tip the scales, turning this combo into a great way to finish a round.<br />
*Since it travels slowly and Chipp retains all air options after using it, it looks tempting to use the super as an okizeme option, but keep in mind that all kunais will disappear if chipp is hit, so use it with caution.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Banki Mesai</font>======<br />
{{MoveData<br />
|name=Banki Mesai<br />
|input=236236K<br />
|image=GGXRD_Chipp_BankaiMesai.png |caption= "FUJIYAMA GEISHA!"<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=6×32,38×4 |tension=-5000 |risc=2×32,6×4 |prorate=― |level=2×32,4×4 |guard=Mid×32, All×4<br />
|cancel= |roman=YRP |startup=7+0 |active=3(6)3(8)3(3)×3,3(6)6(3)6(3)60 |recovery=― |frameAdv=-14 |inv=3~10 Strike<br />
|description=*Startup depends on distance / Whiff Total 49<br />
*The two Beta Blades at the end now will only trigger when the move actually hits, unlike in earlier Guilty Gears<br />
*Still a very unsafe move on block, since your opponent can block with faultless defense to make most of your hits whiff, giving him even more time to punish<br />
*The most common way to use this move is to combo into it to kill your opponent if he still has burst and low HP.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Raisetsudan<br />
|input=in IK mode: 236236H<br />
|image=GGXRD_Chipp_Raisetsudan.png |caption=<br />
|image2=GGXRD_Chipp_Raisetsudan2.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY |tension=― |risc=6 |prorate=― |level=3 |guard=All<br />
|cancel= |roman= |startup=9+13[5+9] |active=5 |recovery=30 |frameAdv=-18 |inv=9~26 Full[5~18 Full]<br />
|description=*[ ] Indicates during Hell Fire<br />
*Uses the animation of his Resshou.<br />
*Chipp's Instant Kill activation has extremely long startup, an instant kill will not be guaranteed even if your opponent is dizzy<br />
*It can be used however when your Opponent is in Hellfire state during the last possible round. A sample combo to land it would be: corner S > S > HS > 236S > 236S roman cancel > Dust, dash cancel, instant kill activate, instant kill.<br />
}}<br />
}}<br />
<br clear=all/><br />
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{{CharLinks <br />
|charMainPage=GGXRD-R2/Chipp Zanuff<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_CH.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/286-chipp-zanuff<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category: Guilty Gear Xrd REV 2]]<br />
[[Category:Chipp Zanuff]]</div>138.217.165.172