GBVS/Ladiva

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< GBVS
Revision as of 17:11, 13 February 2020 by 170.8.10.50 (talk) (→‎j.U)
GBVS Ladiva Nameplate.png
GBVS Ladiva Portrait.png
Health
Prejump
Backdash


Overview

Ladiva is a grappler who lacks neutral but more than makes up for it with an overwhelming offensive corner presence

"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.

 Ladiva  Ladiva is...

Pros
Cons
  • OVERWHELMING corner presence
  • Easy bnb combos
  • Roll allows her to get in quicker and easier
  • Increased base health means trading damage is advantageous
  • Gorgeous
  • No real neutral game to speak of
  • Can be easy to lockdown
  • Getting the opponent to the corner can take some doing


Normal Moves

c.L
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 Hit Invuln
c.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 6 3 6 +2 +6 0 10 14 14
GBVS Ladiva cL.png
GBVS Ladiva cL Hitbox.png


c.M
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 Hit Invuln
c.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 Mid 7 1 14 0 +4 2 14 18 18
GBVS Ladiva cM.png
GBVS Ladiva cM Hitbox.png


c.H
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 Hit Invuln
c.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 Mid 12 6 15 -2 +2 4 18 22
GBVS Ladiva cH.png
GBVS Ladiva cH Hitbox1.pngGBVS Ladiva cH Hitbox2.png
Frame 12~13 • Frame 14~17
Auto Combo
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 Hit Invuln
XX


c.XX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 9 3 15 -3 +1 2 14 18 18
GBVS Ladiva cXX.png
XXX


c.XXX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 12 3 18 -4 0 3 16 20 20
GBVS Ladiva cXXX.png
f.L
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 Hit Invuln
f.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 6 3 8 +2 +6 1 12 16 16
GBVS Ladiva fL.png
GBVS Ladiva fL Hitbox.png


You can hit confirm into another f.5L after hitting this, then into a sweep to get things started.

f.M
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 Hit Invuln
f.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 8 3 18 -6 -2 2 14 18 18
GBVS Ladiva fM.png
Just mash this it'll work eventually
GBVS Ladiva fM Hitbox.png
f.H
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 Hit Invuln
f.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1100 Mid 13 6 17 -6 -2 3 16 20 20
GBVS Ladiva fH.png
Whiff this in neutral into SSBA
GBVS Ladiva fH Hitbox.png


2L
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 Hit Invuln
2L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 6 3 6 +2 +6 0 10 14 14
GBVS Ladiva 2L.png
GBVS Ladiva 2L Hitbox.png
2M
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 Hit Invuln
2M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Low 8 5 12 -2 +2 2 14 18 18
GBVS Ladiva 2M.png
GBVS Ladiva 2M Hitbox1.pngGBVS Ladiva 2M Hitbox2.png
Frame 8~9 • Frame 10~12
2H
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 Hit Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600+500 Mid 11 2,2 23 -8 -4 3 16 20 30
GBVS Ladiva 2H.png
GBVS Ladiva 2H Hitbox1.pngGBVS Ladiva 2H Hitbox2.png
Frame 11~12 • Frame 13~14


2U
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 Hit Invuln
2U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 Low 7 6 28 -19 HKD 3 14 18 25
GBVS Ladiva 2U.png
The legendary netplay button
GBVS Ladiva 2U Hitbox1.pngGBVS Ladiva 2U Hitbox2.png
Frame 7~9 • Frame 10~12


  • Ladiva launches herself forward a short distance with both legs out. This sweep is reminiscent of Kanji's from P4A

Links from f.5L, letting you get oki started on hit.

j.L
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 Hit Invuln
j.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500 High/Air 5 6 Until L 1 12 14 16
GBVS Ladiva jL.png
Good tick throw button
GBVS Ladiva jL Hitbox.png


j.M
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 Hit Invuln
j.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 High/Air 7 10 Until L 2 14 14 18
GBVS Ladiva jM.png
GBVS Ladiva jM Hitbox1.pngGBVS Ladiva jM Hitbox2.png
Frame 7~11 • Frame 12~16


j.H
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 Hit Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 High/Air 11 8 Until L 3 16 18 20
GBVS Ladiva jH.png
Get in with this
GBVS Ladiva jH Hitbox.png
j.U
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 Hit Invuln
j.U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 High/Air 12 16 Until L 3 16 18 20
GBVS Ladiva jU.png
Or this
GBVS Ladiva jU Hitbox.png


  • The grappler classic body splash

Good hitbox, can be used to cross up very easily.

Unique Actions

Love Grapple
Love Grapple
5U 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 Hit Invuln
5U
Love Grapple
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Throw 31-40 3 32 HKD 0, 4
GBVS Ladiva 5U.png
The mental stack grab
GBVS Ladiva 5U Hitbox.png


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

Hurl
Hurl
5U-X ♫ This is the true love we're makin' ♫
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 Hit Invuln

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

Universal Mechanics

Ground Throw
Ground Throw
GBVS Ladiva Throw.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 Hit Invuln
LU
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 7 3 31 0, 4
GBVS Ladiva Throw.pngGBVS Ladiva BackThrow.png
Bear hug
GBVS Ladiva Throw Hitbox.png


Air Throw
Air Throw
GBVS Ladiva AirThrow.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 Hit Invuln
j.LU
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 5 5 Until L+6 HKD 0, 4
GBVS Ladiva AirThrow.png
GBVS Ladiva AirThrow Hitbox.png


Overhead Attack
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 Hit Invuln
MH
Overhead Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 High 26 6 17 -4 +1 4 4-34 Throw
12-31 Low
9-33 Airborne
GBVS Ladiva OverheadAttack.png
GBVS Ladiva UOH Hitbox1.pngGBVS Ladiva UOH Hitbox.png
Frame 26~28 • Frame 29~31


Special Moves

Jewel Resort Screwdriver
Jewel Resort Screwdriver
360X or 5S
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 Hit Invuln
L


360L
L Jewel Resort Screwdriver
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
2000 Throw 6 3 38 HKD HKD 0, 4
GBVS Ladiva 360X Whiff.pngGBVS Ladiva 360X.png
  • Comes with a handy taunt that removes your safejump
GBVS Ladiva 360L Hitbox.png
360L
Cooldown: 20F (Technical) 200F (Easy)
Easy Input Damage 1500
M


360M
M Jewel Resort Screwdriver
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
2500 Throw 9 3 38 HKD HKD 0, 4
GBVS Ladiva 360X Whiff.pngGBVS Ladiva 360X.png
  • Comes with a handy taunt that removes your safejump
GBVS Ladiva 360M Hitbox.png
360M/H
Cooldown: 20F (Technical) 200F (Easy)
Easy Input Damage 2000
H


360H
H Jewel Resort Screwdriver
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
3000 Throw 6 3 38 HKD HKD 0, 4
GBVS Ladiva 360X Whiff.pngGBVS Ladiva 360X.png
  • Comes with a handy taunt that removes your safejump
GBVS Ladiva 360M Hitbox.png
360M/H
Cooldown: 480F (Technical) 600F (Easy)
Easy Input Damage 2500

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

  • Can be followed up with L or M on hit.
Leg Drop of Adoration
Leg Drop of Adoration
j.360X or j.S
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 Hit Invuln
L


j.360L
L Leg Drop of Adoration
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
2000 Airthrow 7 3 Until L+16 HKD HKD 0, 4
GBVS Ladiva j360X Whiff.pngGBVS Ladiva j360X.png
GBVS Ladiva j360L Hitbox.png
j.360L
Cooldown: 20F (Technical) 200F (Easy)
Easy Input Damage 1500
M


j.360M
M Leg Drop of Adoration
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
2500 Airthrow 9 3 Until L+16 HKD HKD 0, 4
GBVS Ladiva j360X Whiff.pngGBVS Ladiva j360X.png
GBVS Ladiva j360M Hitbox.png
j.360M/H
Cooldown: 20F (Technical) 200F (Easy)
Easy Input Damage 2000
H


j.360H
H Leg Drop of Adoration
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
3000 Airthrow 4 3 Until L+16 HKD HKD 0, 4
GBVS Ladiva j360X Whiff.pngGBVS Ladiva j360X.png
GBVS Ladiva j360M Hitbox.png
j.360M/H
Cooldown: 480F (Technical) 600F (Easy)
Easy Input Damage 2500

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

Headbutt of Love
Headbutt of Love
236X or6S
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 Hit Invuln
L


236L
L Headbutt of Love
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 18 3 14 -2 +3 2 14 18 18
GBVS Ladiva 236X.png
Go to for frametraps
GBVS Ladiva 236L Hitbox1.pngGBVS Ladiva 236L Hitbox2.png
236L: Frame 18~19 • 236L: Frame 20
Cooldown: 20F (Technical) 200F (Easy)
M


236M
M Headbutt of Love
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 Mid 28 6 11 +2 +7 4 18 22 22
GBVS Ladiva 236X.png
GBVS Ladiva 236M Hitbox1.pngGBVS Ladiva 236M Hitbox2.png
236M: Frame 28~29
236H:Frame 18~19
236H > 6H > (6H):Frame 17~18 • 236M: Frame 30~34
236H:Frame 20~23
236H > 6H > (6H):Frame 19~22
Cooldown: 20F (Technical) 200F (Easy)
H


236H
H Headbutt of Love (1)
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500 Mid 18 6 11 +2 +13 4 18 22 40
GBVS Ladiva 236X.png
GBVS Ladiva 236M Hitbox1.pngGBVS Ladiva 236M Hitbox2.png
236M: Frame 28~29
236H:Frame 18~19
236H > 6H > (6H):Frame 17~18 • 236M: Frame 30~34
236H:Frame 20~23
236H > 6H > (6H):Frame 19~22
Cooldown: 480F (Technical) 600F (Easy)

This attack has the ability to negate projectiles. The H version groundbounces and can lead to combo extensions.

  • The H version can be followed up twice with 6H
Elegant Lariat
Elegant Lariat
214X or 4S
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 Hit Invuln
L


214L
L Elegant Lariat
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 [1300] Mid 18 [13] 6 21 +5 KD 4 32
GBVS Ladiva 214X.png
GBVS Ladiva 214X Hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 2
M


214M
M Elegant Lariat
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 [1600] Mid 35 [28] 6 18 +6 KD 4 60
GBVS Ladiva 214X.png
GBVS Ladiva 214X Hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 2
H


214H
H Elegant Lariat
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1300 [1400] Mid 18 [16] 6 21 +5 HKD 4 60
GBVS Ladiva 214X.png
GBVS Ladiva 214X Hitbox.png
Cooldown: 480F (Technical) 600F (Easy)
Clash Level 3

An advancing lariat that has the ability to guard crush an opponent who is stand-guarding. Has faster startup if done while in the middle of a run.

Devoted Body Slam
Devoted Body Slam
623X or 2S 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 Hit Invuln
L


623L
L Devoted Body Slam
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Airthrow 7 5 22 KD 0, 4
GBVS Ladiva 623X Whiff.pngGBVS Ladiva 623X.png
GBVS Ladiva 623X Hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
M


623M
M Devoted Body Slam
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
2000 Airthrow 12 5 22 KD 0, 4
GBVS Ladiva 623X Whiff.pngGBVS Ladiva 623X.png
GBVS Ladiva 623X Hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
H


623H
H Devoted Body Slam
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
2500 Airthrow 10 5 22 KD 0, 4
GBVS Ladiva 623X Whiff.pngGBVS Ladiva 623X.png
GBVS Ladiva 623X Hitbox.png
Cooldown: 480F (Technical) 600F (Easy)

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

Maximum Love Bomb (Strike)
Maximum Love Bomb (Strike)
236236H or 236S Love can hit a rough patch now a then.
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 Hit Invuln
236236H
Maximum Love Bomb
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
3600→3300 Mid 7+8 6 24 -11 HKD 4 1~7 All, 8~12 Projectile
GBVS Ladiva 236236H Start.pngGBVS Ladiva 236236H Finish.png
Love can hit a rough patch every now and then.
GBVS Ladiva 236236H Hitbox.png
Clash Level 25 (Technical) 20 (Easy)


Ladiva charges at her opponent to perform a lariat and a dropkick in quick succession. This attack has invulnerability.

Maximum Love Bomb (Throw)
Maximum Love Bomb (Throw)
214214H or 214S
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 Hit Invuln
214214H
Maximum Love Bomb
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
4000 Throw 9+0 2 39 HKD HKD 0, 4 1~10 All
GBVS Ladiva 214214H.pngGBVS Ladiva 236236H Finish.png
GBVS Ladiva 214214H Hitbox.png
Easy Input Damage 3000


Super Skybound Art

The Shape of Love
The Shape of Love
720U or 236S+U 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 Hit Invuln
720U
The Shape of Love
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
5000 Throw 9+0 2 39 HKD HKD 0 1~10 All
GBVS Ladiva 720U Start.pngGBVS Ladiva 720U Finish 1.pngGBVS Ladiva 720U Finish 2.png
  •   • I wasn't informed that body press is involved.
GBVS Ladiva 720U Hitbox.png
Easy Input Damage 4000


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

Navigation

To edit frame data, edit values in GBVS/Ladiva/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.