GBVS/Ladiva

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overview[edit]
Overview

Ladiva is a grappler whose play style effectively uses her high-flying moves and throws to put opponents into submission in the name of love.


GBVS Ladiva Icon.png Ladiva
"Love's bigger than all the sky... and more precious!"
Lore:This Draph duelist is the star of the Jewel Resort Casino Liner. In the arena and out, she's purehearted, compassionate, and loving in every sense of the word. Her devotion to fans and formidable strength make for powerhouse performances sure to captivate any audience.
Voice:English: Patrick Seitz/Japanese: Tetsu Inada
Playstyle
GBVS Ladiva Icon.png Ladiva is a grappler-type character who wants to get up close and personal to threaten opponents with throw/strike mix-ups and terrifying damage.
Pros Cons
  • OVERWHELMING corner presence.
  • Has the best one-chance potential in the game: extremely high damage and never-ending pressure.
  • Headbutt of Love allows her to contest projectiles and reset pressure.
  • Increased base health means trading damage is sometimes risky, yet advantageous for distance.
  • No projectiles to effectively nullify keep-away, effectively making approaching harder.
  • Can easily be locked down.
GBVS Ladiva Nameplate.png
GBVS Ladiva Portrait.png
Health:11000
Jump Startup:5f
Backdash:22f

Normal Moves[edit]

c.L[edit]
c.L
GBVS Ladiva cL.png
The chop is the cornerstone of any wrestlers arsenal
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Mid 6 3 6 +2 +6

With c.L, f.L, and 2L all being tied for your fastest button at 6f, there will be times where Ladiva can't punish specific moves or contest certain frametraps. To compensate, all of them have fantastic range for Light buttons and high frame advantage letting Ladiva pressure on block with strong blockstrings or link into other normals such as 2U. They make excellent tick throws into command grab as well.

Common links are into 2U for knockdown, c.M for better damage, or just into itself for hit confirming.

c.M[edit]
c.M
GBVS Ladiva cM.png
The kick is as well
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 7 1 12 0 +4

A fast, special cancelable kick with a large downward hitbox. Has farther range than c.L, letting Ladiva get Auto Combo in situations where c.L doesn't come out. With only 1 active frame, Ladiva will not get any extra frame advantage as a meaty, but thanks to it's speed and good hitbox it can be used as a frame trap and will also hit the opponent out of Cross-Over. On block, it's not the worst but anyone with a 5f Light will be able to beat any move that is not invul and Light Headbutt can be interrupted if canceled into it. EX Headbutt works as a frametrap, however. Against 6f moves, Light and EX Screwdriver will beat them.

On CH it's +8 on hit, letting Ladiva link into another c.M, f.M, 2M, or 2U.

c.H[edit]
c.H
GBVS Ladiva cH.png
So is the double chop, its all mandatory
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1200 Mid 12 6 13 -2 +2

Slow, but very high damage starter. With a high number of active frames and only being -2 on block, it's suitable as a meaty on the opponents wake-up capable of being up to +3 on block if timed correctly. It can also frametrap into Light Headbutt with only a 2f gap that can be delayed. c.H will, however, not hit Cross-Over.

On CH it's at a extremely high +14 on hit, letting Ladiva link into a second c.H for very high damage. It also lets c.H combo into Medium Headbutt for high meterless damage.

Auto Combo[edit]
Auto Combo
GBVS Ladiva cXX.png
GBVS Ladiva cXXX.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
XX 400 Mid - - - -3 +1
XXX 400 Mid - - - -4 0

Primarily only for hit confirming or combos routes that don't use EX specials. If you have no specials available, Ladiva would rather combo into 2U to set up stronger offense. c.X have enough blockstun to make canceling into EX Headbutt be frametrap, and c.XX have enough to make both Light and EX Headbutt a frametrap.

Auto Combo can mostly be used for utility purposes. Even if it will lessen the damage by small amounts, using Auto Combo can let you buy time to get specials off cooldown if needed.

f.L[edit]
f.L
GBVS Ladiva fL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Mid 6 3 8 +2 +6

A fairly long range Light with high + frames. At 6f, it's a valuable tool to check the opponent in neutral, during their pressure, and confirming into 2U get get your offense started. Unlike c.L and 2L, f.L is a lvl 2 normal, which gives it frame advantage on CH and lets it crush other lvl 1 moves.

On CH it's +8 on hit, letting Ladiva link into a f.M, 2M, and 2U even at max range. It can also combo into Light and EX Lariat on CH.

f.M[edit]
f.M
GBVS Ladiva fM.png
Just mash this it'll work eventually
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 8 3 11 -6 -2

A decently fast, long range Medium. One of Ladiva's best normals for poking and whiff punishing. Combos into Light and EX Lariat at any range, as well as EX Headbutt but not on max range. Does not hit Cross-Over.

While not as strong as other more notorious mid range moves, such as Katalina's f.M, it's still a staple and strong move in neutral. What Ladiva truly lacks are specials that are suitable to be canceled into, however. All Lariats can be ducked and won't combo on crouching hit, making them all very punishable, and only EX Headbutt has the range, speed, and frame advantage to make it a strong special to cancel into. Even tho it may not combo on hit at max range, it's still a frametrap if canceled into on block. However, as expected, that means you forgo using Headbutt for a while.

As a whiff punish, it's very strong but do make sure you don't cancel into Lariat in case you catch them crouching.

f.H[edit]
f.H
GBVS Ladiva fH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1100 Mid 13 6 19 -8 -4

Long range but high damage poke with high active frames. Due to slow speed and high hitbox, it's a difficult move to use in neutral and almost impossible to whiff punish with. However, due to it's forward momentum it will almost always combo into Light Headbutt or frame trap into it. Overall, it has more limited uses compared to her other normals.

2L[edit]
2L
GBVS Ladiva 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Mid 6 3 9 +2 +6

A good range Light with the same frame advantage as c.L and f.L.

c.L sees use as a hit confirm and tick throw normal, altho in both aspects it's less effective than the other options. It can only link into itself and other Light normals, and because it's a lvl 1 attack it gains no additional frame advantage on CH.

However due to being a crouching normal you will always get this normal no matter the range giving you some stability in that frame advantage, and it will let you whiff punish or stuff certain moves that Ladiva's other Lights will not hit due to it's lower hitbox. However, 2L will not hit Cross-Over even with its lower hitbox.

2M[edit]
2M
GBVS Ladiva 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Low 8 5 13 -2 +2

A long range low hitting Medium. Complements f.M in neutral by hitting low and can whiff punish certain attacks and hitboxes that f.M can't hit, at the cost of having slightly shorter range and more whiff recovery.

2M and f.M are very similar with having same speed, damage, can combo into the same specials, and attack level. Both share similar uses in neutral with small differences to make them cover different angles. 2M is safer on block and hit, and is one of the few moves Ladiva has that can hit Cross-Over. It's also the best option Ladiva has of hitting moves low to the ground, such as Ferry's 2M that f.M can't hit.

Together with f.M makes up the bread and butter of Ladiva's neutral and poking game.

2H[edit]
2H
GBVS Ladiva 2H.png
I know it's tempting but for the love of god do not open with this
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
500*2 Mid 11 4 15 -8 -4
  • Two hits
  • On anti-air counter hit, can do 214M from first hit
  • Despite the animation, does not launch on grounded hit, but will lift airborne opponents a bit.
  • Low profile, can go under some ground attack with high hitbox like her 214X.

2U[edit]
2U
GBVS Ladiva 2U.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
900 Low 7 6 28 -19 HKD

A very fast good range sweep. Ladiva does a dropkick that actually leaves her airborne, meaning on clash she can cancel into air moves.

An essential move for Ladiva. Being able to combo into sweep is a valuable tool to have, and is a good start for Ladiva's offense. She can also safe-jump 11f DPs such as Charlotta Holy Ladder and Ferry's DP if you jump immediately after 2U and if it's a counter-hit then you can safe-jump even those 7f DPs. 2U is also a valuable whiff punish as well, and due to it's speed and good range it's very adept at that.

j.L[edit]
j.L
GBVS Ladiva jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 High/Air 6 - - - -

Fastest air normal and the normal with the shortest range. Unlike some other j.L normals it is not active for the entire duration of the jump. Can cross-up.

j.L sees use the most when you intentionally don't want the opponent to stay in hitstun for long, leaving them open for a regular throw or Screwdriver earlier than what they might expect. It's short range and active frames works to its advantage at times when you intentionally want a jump-in normal to whiff, again leaving the opponent open for a grab or simply want to bait their Anti-Air.

Unsuitable for air-to-airs however, due to it's aforementioned poor range and it's downward facing hitbox.

j.M[edit]
j.M
GBVS Ladiva jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
600 High/Air 7 - - - -

A jumping Medium with a very deep hitbox. Has the longest Vertical reach of all Ladiva's jumping normals letting it hit earlier than expected, and also hit Cross-Over where other air normals will whiff.

Clever use of this normal can let Ladiva beat out anti-airs that would normally beat her other jumping normals. In safe-jumps, it also acts as her only jumping normal that can hit wake-up Cross-Over, further reducing their defensive options against her oki.

j.H[edit]
j.H
GBVS Ladiva jH.png
Get in with this
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
900 High/Air 11 - - - -

Air normal with the longest horizontal reach. Highest damage air normal. Have no cross-up hitbox.

As the longest reaching air normal, it acts as Ladiva's best long range jump-in. It's lack of cross-up hitbox works to it's advantage by letting Ladiva fake a cross-up and immediately go for a grab.

j.U[edit]
j.U
GBVS Ladiva jU.png
Or this
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
800 High/Air 12 - - - -

The Grappler bodyslash. Has shorter horizontal reach than j.M. Very strong cross-up hitbox.

An essential normal for many reasons. The opposite in function to j.H, this normal is a powerful cross-up and is the normal to condition the opponent to block to make j.L and j.H work as grab mixups. Due to it's poor horizontal reach, it can be used to fake out the opponent believing that you are going for a j.H but instead land and go for something else.


Unique Actions[edit]

Love Grapple[edit]
Love Grapple
5U
GBVS Ladiva Love Grapple.png
Y'all need a hug.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 Throw 37 - - - -

Ladiva charges forward before performing a command grab on the opponent. Very slow to start.

Despite the similarities in concept to the classic Running Bear Grab, Ladiva will not grab until the end of the animation.

Hurl[edit]
Hurl
5U-X
GBVS Ladiva Hurl.png
♫ This is the true love we're makin' ♫

A follow-up toss that Ladiva can perform after connecting Love Grapple. M sends the opponent forward, H sends the opponent upward.

Note that using the M version in or near the corner will actually cause a side-switch, as the opponent will bounce off the wall and then through Ladiva. Pressing nothing or using the H followup will keep the opponent on the same side.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Ladiva Throw.png
Bear hug
GBVS Ladiva BackThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1500 Throw 8 - - - -

Foward Throw

  • Leaves the opponent standing, right in your face, with you at the advantage. Exactly what you want.
  • Forms a guessing game between a jab, a low, or another throw.
  • Lvl 0 character knowledge check.

Back Throw

  • Switches sides
  • Leads to a superjump safejump if your in the corner, or a dash in meaty(not reversal safe) midscreen

Air Throw[edit]
Air Throw
GBVS Ladiva AirThrow.png
RKO outta nowhere
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1500 Throw - - - - HKD

Overhead Attack[edit]
Overhead Attack
GBVS Ladiva OverheadAttack.png
Lewd
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 High 26 6 17 -4 +1

Move can hit very high in the air which can be good if opponent is scared of command grabs and the move is air unblockable.


Special Moves[edit]

Jewel Resort Screwdriver[edit]
Jewel Resort Screwdriver GBVS Throw.png
360X or 5S
GBVS Ladiva Jewel Resort Screwdriver2.png
GBVS Ladiva Jewel Resort Screwdriver.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 2000 Throw 6 3 - HKD HKD
M 2500 Throw 9 - - HKD HKD
H 3000 Throw 6 3 - HKD HKD

Command grab. Has a farther grab distance and does more damage than Ladiva's regular grab.

  • Work the Crowd: Taunt follow-ups with L or M on hit, sacrificing some advantage. The L follow-up will remove Ladiva's mask, letting your opponent see her pretty face.
  • M version has farther reach than L version, but more startup
  • H version has similar reach and startup to the L version, but does the most damage.

You can follow up with a immediate foward jump for a safejump with the L version, and a whiffed 5L into forward jump for a safejump with the M and H version

Has throw invul from start until impact

Using the shortcut input will reduce the damage for all versions by 500

Leg Drop of Adoration[edit]
Leg Drop of Adoration GBVS Throw.png
j.360X or j.S
GBVS Ladiva Leg Drop Of Adoration2.png
GBVS Ladiva Leg Drop Of Adoration.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 2000 Airthrow 6 - - HKD HKD
M 2500 Airthrow 9 3 - HKD HKD
H 3000 Airthrow 6 - - HKD HKD

Midair command grab. Has a farther grab range and does more damage than Ladiva's regular air grab.

Using the shortcut input will reduce the damage for all versions by 500

Headbutt of Love[edit]
Headbutt of Love GBVS Strike.png
236X or 6S
GBVS Ladiva Headbutt Of Love.png
Never ask a lady HER AGE
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 1000 Mid 20 3 14 -2 +3
M 1200 Mid 28 6 11 +2 +7
H 500 Mid 18 6 11 +2 +13
236H > 6H 700 Mid 17 - - 0 +10
236H > 6H > 6H 1000 Mid 17 - - -2 KD

This attack has the ability to negate projectiles. The M version is plus on block and gives a combo on hit, making it something the opponent has to look out for as plus frames are very scary against Ladiva. The H version groundbounces and can lead to combo extensions.

  • The H version can be followed up twice with 6H

Elegant Lariat[edit]
Elegant Lariat GBVS Tackle.png
214X or 4S
GBVS Ladiva Elegant Lariat.png
Hugo homies be like
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 1200 [1300] Mid 18 [13] 6 21 +5 KD
M 1500 [1600] Mid 35 [28] 6 20 +6 KD
H 1300 [1400] Mid 18 [16] 6 21 +5 HKD

An advancing lariat that has the ability to guard crush an opponent who is stand-guarding. Has higher damage and faster startup if done while in the middle of a run. All versions whiff against crouching opponents who are not currently doing an attack.

If the M or H version lands, you can link into either 2U or 2M xx SBA when mid-screen, or go into your extended corner combos.

Devoted Body Slam[edit]
Devoted Body Slam GBVS Athrow.png
623X or 2S
GBVS Ladiva Devoted Body Slam2.png
GBVS Ladiva Devoted Body Slam.png
A healthy relationship requires commitment.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 1200 Airthrow 6 4~5 - - KD
M 2000 Airthrow 12 - - - KD
H 2500 Airthrow 6 - - - KD

Ladiva's antiair command grab. Will not work on opponents on the ground, but can be used against an opponent in hitstun who is in the air. Too short to anti-air usually, but can catch jump outs in pressure or work as a combo ender.


Skybound Arts[edit]

Maximum Love Bomb (Strike)[edit]
Maximum Love Bomb (Strike)
236236H or 236S
GBVS Ladiva Maximum Love Bomb Strike.png
Love can hit a rough patch every now and then.
GBVS Ladiva Maximum Love Bomb.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
3500 Mid 7+8 - - -11 HKD

Ladiva charges at her opponent to perform a lariat and a dropkick in quick succession. This attack has projectile invulnerability, but there are some exceptions (can't go through Ferry's SBA). It is, however, an incredible long-range whiff-punish tool.

Even though it only has projectile invulnerability after the flash, you can use 6 frames of full invulnerability on its start up frames to go through a non-projectile attack if you can time it right.

Technical input give you a better oki (opponent wake up closer to you).

Maximum Love Bomb (Throw)[edit]
Maximum Love Bomb (Throw)
214214H or 214S
GBVS Ladiva Maximum Love Bomb Throw.png
GBVS Ladiva Maximum Love Bomb.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
4000 Throw 6+0 - - HKD HKD

Frame 0 grab post super flash but range is same as normal SPD.

If done with the shortcut motion, it will do 3000 instead of 4000.

Also, technical input give you a better oki (opponent wake up closer to you).


Super Skybound Art[edit]

The Shape of Love[edit]
The Shape of Love
720U or 236S+U
GBVS Ladiva The Shape Of Love2.png
GBVS Ladiva The Shape Of Love3.png
GBVS Ladiva The Shape Of Love.png
I wasn't informed that body press is involved.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
5000 Throw 6+0 - - HKD HKD

Ladiva press the opponent down on the floor, slowly reducing their HP.

This one grab farther than her SBA, close to her M SPD's range.

This will grab opponents who are blocking, in grounded hitstun, or are being juggled close to the ground.

If done with shortcut motion, the super will do 4000 damage instead of 5000.

Also, technical input give you a better oki (opponent wake up closer to you).


Navigation[edit]


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GBVS Smallicon.png Granblue Fantasy Versuse
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System Explanations

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