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Line 1,626: |
Line 1,626: |
| |inv= | | |inv= |
| |description= | | |description= |
| *Primary combo starter as it launches on hit | | *Primary combo starter as it launches on hit and used in nearly every one of her combos. |
| *Two versions of this move. To get the better version, P must be inputted as soon as you hit the 3 in the 623 motion. | | *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. |
| | *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. |
| | *A gap closing rush-in type of move that's unsafe on block but useful on hit, enhanced version is less punishable. |
| }} | | }} |
| }} | | }} |
Ramlethal Valentine
|
|
- Movement Options
Double jump, 1 Airdash, Run type dash
|
Overview
The merciless apocalypse from the backyard seen in -SIGN- who had threatened the world and lead to the story's events to unfold, has since turned a new leaf and is now viewing life in a completely different way. 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.
Strengths
- Decent normals when equipped with swords.
- Strong mixup and pressure off corner knockdowns
- Midscreen combos have good corner carry
- Equipped swords grant big meter gain
- Cool hat.
Weaknesses
- Poor normals without swords equipped.
- Lack of proper gatlings, cannot apply any real pressure outside of the corner.
- Neutral game is weak due to lack of useful normals or specials.
- Has issues safely confirming into combos and scoring strong knockdowns outside of the corner.
- Equipped sword normals are her ONLY way to gain meter through normals.
Normal Moves
5P
5P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
10
|
Mid
|
-
|
YRP
|
4
|
4
|
5
|
+1
|
- Ramlethal's fastest normal, has poor reach but is positive on block.
- Whiffs on crouching Millia, Faust and Jack-0.
- Great for baiting bursts.
- Can chain into itself and other normals by using 4P as the input.
|
|
5K
5K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
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Recovery
|
Frame Adv.
|
22
|
Mid
|
-
|
YRP
|
6
|
3
|
15
|
-4
|
- Farthest reaching ground normal that doesn't rely on S sword to be equipped.
- Lacks reward on hit but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall.
- Chains into 6K.
|
|
c.S
c.S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
28
|
Mid
|
-
|
YRP
|
6
|
3
|
18
|
-4
|
- Good close range normal that combos into daruo or chains into stuff that combos into daruo(2D, 5H without sword).
- Jump cancelable and has a high attack level, making it good for canceling into sword summons.
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|
f.S
f.S
f.S With Sword
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
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Recovery
|
Frame Adv.
|
32
|
Mid
|
-
|
YRP
|
9
|
6
|
18
|
-10
|
- Far reaching sword swing with good range and startup.
- Combos into Daruo on crouching or counterhit.
- As with the rest of her equipped sword normals, this grants huge meter gain on hit and block
- Cancels into specials, sword summons/recalls, jumps/iad, and 3K.
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|
5H
5H
5H With Sword
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
46
|
Mid
|
-
|
YRP
|
14
|
9
|
27
|
-19
|
- Has a big vertical hitbox, good anti-air if the spacing is right.
- Mostly used in combos due to launching on hit, can be followed up by an air combo.
- Level 4 move, lots of blockstun.
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|
6P
6K
6K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
26
|
High
|
-
|
YRP
|
18
|
5
|
9
|
0
|
- Standing overhead, hits crouching characters at 20F.
- Combos into 5P on anyone not named May, Bedman and Potemkin.
- Primarily used in oki situations where a set sword will allow her to easily confirm into a combo.
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|
3K
5D
2P
2P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
8
|
Mid
|
-
|
YRP
|
5
|
4
|
6
|
0
|
- Standard crouching punch with less range, frame advantage and more startup than 5P.
- Not a whole lot of reasons to use this move other than it doesn't whiff on crouching Millia and Faust.
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|
2K
2K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
15
|
Low
|
-
|
YRP
|
6
|
5
|
9
|
-2
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- Standard crouching short that hits low.
- Despite its frame advantage, it works well in blockstrings due to its range and the fact that it hits low.
- Slightly faster than 2D but does less damage.
- Combos into 2KK for a knockdown.
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|
2S
2S With Sword
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
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Recovery
|
Frame Adv.
|
60
|
Mid
|
-
|
YRP
|
19
|
9
|
51
|
-41
|
- A very big but slow normal that covers a lot of space above and behind Ramlethal.
- Can chain into 2H on block for safety or for damage on non-counterhits. Also chains into 5D.
- Lots of untechable time on air counterhit that allow for a variety of followups depending on the spacing.
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|
2H
2H With Sword
bonk
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
70
|
Mid
|
-
|
YRP
|
25
|
9
|
27
|
-17
|
- Big normal that slams the opponent into the ground for a knockdown
- Slower than 2S but reaches a bit further horizontally. Has some uses in neutral when S sword is deployed.
- Primarily used after 2S to make it safer.
- Difficult to punish on block due to the amount of pushback, but its possible.
- Bounces on counterhit, difficult to combo off unless its in the corner.
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|
2D
j.P
j.K
j.K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
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Recovery
|
Frame Adv.
|
22
|
High/Air
|
-
|
YRP
|
7
|
4
|
13
|
-
|
- Good normal for air to ground approaches due to its downward hit box.
- Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low.
- Cancels into sword summons.
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j.S
j.S
j.S With Sword
|
Damage
|
Guard
|
Cancel
|
Roman
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Startup
|
Active
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Recovery
|
Frame Adv.
|
30
|
Mid/Air
|
-
|
YRP
|
10
|
7
|
24
|
-
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- f.S but in the air.
- Good hitbox to air-to-air with and lots of untech time on air counterhit that can lead to massive damage.
- Very small vertical hitbox.
- Does not hit overhead.
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|
j.H
j.H No Sword
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
32
|
High/Air
|
-
|
YRP
|
13
|
8
|
27
|
-
|
- Solid air-to-ground normal that hits overhead. Pretty useless by itself due to its small hitbox and high recovery.
- Primarily used in air-dash mixups.
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j.H
j.H With Sword
Not an overhead
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
40
|
All
|
-
|
YRP
|
15
|
Active until landing
|
0
|
-
|
- A big, downwards sword bonk that travels all the way to the ground regardless of height.
- Beats most anti-air normals if done high enough, but is unsafe on block if done too high.
- Can be cancelled into 214K on block to stay safe and + on block.
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|
j.D
j.D
Use this when theyre too high for j8D Most useful version for corner carry and combo extension Stalls air momentum, can be used to delay landing.
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
j.D
|
40
|
All
|
-
|
YRP
|
11
|
8
|
20 + 5 Landing recovery
|
-
|
j.8D, j.2D, j.6D
|
40 (for j.8D: 34)
|
All
|
-
|
YRP
|
11
|
8
|
24 + 5 Landing recovery
|
-
|
- Blows opponents away in the direction used to input the move.
- Can be used to both extend and end air combos due to its high untechable time.
- j8D can be used to stop air approaches, such as opponents jumping/airdashing over Trance.
- j2D now causes knockdown and can be canceled into j214K to reach the ground faster.
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Combination Attacks
Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings.
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.
After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.
5PPP
5PPP
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5P
|
10
|
Mid
|
-
|
YRP
|
4
|
4
|
5
|
+1
|
5PP
|
18
|
Mid
|
-
|
YRP
|
7
|
4
|
10
|
-2
|
5PPP
|
28
|
Mid
|
-
|
YRP
|
10
|
6
|
9
|
-1
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- Important in corner combos as it wall slams allowing for extended combos.
- Decent midscreen combo ender as it blows the opponent away. Not much time for proper oki but it works.
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|
5PK4K
5PK4K
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5P
|
10
|
Mid
|
-
|
YRP
|
4
|
4
|
5
|
+1
|
5PK
|
22
|
Mid
|
-
|
YRP
|
10
|
3
|
21
|
-7
|
4K
|
36
|
Mid
|
-
|
YRP
|
15
|
3
|
35
|
-24
|
- Second hit staggers on ground hit, lots of untechable time on air hit.
- 5PK on air hit, can combo into 4S/H or 6S/H and still have enough time to continue the combo with more normals.
- 4K ender launches and leads to additional combo routes.
|
|
5PPK
5PPK
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5P
|
10
|
Mid
|
-
|
YRP
|
4
|
4
|
5
|
+1
|
5PP
|
18
|
Mid
|
-
|
YRP
|
7
|
4
|
10
|
-2
|
5PPK
|
26
|
Mid
|
-
|
YRP
|
13
|
6
|
18
|
-10
|
- Last hit floats midscreen, wall slams in corner.
- First and second hits always combo, last hit only combos on crouching.
- Useful for comboing after 6K.
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|
5KKK
5KKK
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5K
|
22
|
Mid
|
-
|
YRP
|
6
|
3
|
15
|
-4
|
5KK
|
28
|
Mid
|
-
|
YRP
|
9
|
3
|
12
|
-1
|
5KKK
|
32
|
Mid
|
-
|
YRP
|
11
|
4
|
22
|
-9
|
- Last hit causes sliding midscreen, wall slams in the corner.
- Unsafe on block but on hit leads to the standard post-wall slam corner combos.
|
|
5K>4K and 5KK>4K
5K>4K and 5KK>4K
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5K
|
22
|
Mid
|
-
|
YRP
|
6
|
3
|
15
|
-4
|
5KK
|
28
|
Mid
|
-
|
YRP
|
9
|
3
|
12
|
-1
|
4K
|
36
|
Mid
|
-
|
YRP
|
15
|
3
|
35
|
-24
|
- Same as the 5KKK string but with an alternate ender.
- 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.
- 4K can also be done after 5P.
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|
5KPP
5KPP
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5K
|
22
|
Mid
|
-
|
YRP
|
8
|
3
|
15
|
-4
|
5KP
|
18
|
Mid
|
-
|
YRP
|
7
|
4
|
9
|
-1
|
5KPP
|
42
|
High
|
-
|
YRP
|
18
|
4
|
12
|
+3
|
- First and second hits only combo on crouching, third hit does not combo at all.
- Last hit 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.
- If used as a blockstring, be aware of the gap between the second and third hits.
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|
2PPK
2PPK
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
2P
|
8
|
Mid
|
-
|
YRP
|
5
|
4
|
6
|
0
|
2PP
|
18
|
Mid
|
-
|
YRP
|
8
|
4
|
10
|
-2
|
2PPK
|
36
|
Low
|
-
|
YRP
|
16
|
6
|
20
|
-12
|
- Third hit has the same animation as 2KPK but launches on hit instead of knocking down.
- Last hit is very unsafe on block and will not combo on a standing opponent.
- 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.
|
|
2PK
2KK
2KPP
2KPP and 2KPK
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
2K
|
15
|
-
|
-
|
YRP
|
6
|
-
|
-
|
-2
|
2KP
|
22
|
Mid
|
-
|
YRP
|
8
|
4
|
10
|
-2
|
2KPP
|
44
|
High
|
-
|
YRP
|
18
|
4
|
12
|
+3
|
2KPK
|
32
|
Low
|
-
|
YRP
|
12
|
6
|
20
|
-12
|
- Starts out hitting low and can end with either an overhead or a low.
- 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.
- Very unsafe if the final hit is the low option.
- Just like 5KPP, be aware of the gap between the second and third hits if you choose to use the overhead.
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|
Universal Mechanics
Ground Throw
Ground Throw
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
54
|
Ground Throw: 75250
|
-
|
R
|
1
|
-
|
-
|
+53
|
- Standard throw. Leads to okizeme.
- Forced 55% proration. Unless the following combo will kill, its never worth it to RC due to the amount of hits during the actual throw.
- If a deployed sword strikes the opponent during the end of the animation, it will lead to a meterless combo.
|
|
Air Throw
Dead Angle Attack
Blitz Shield Charge Attack
Special Moves
Deploy Giant Sword
Deploy Giant Sword 6S/H or 2S/H (air OK)
6S 2S 6H 2H
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
6S Equipped
|
26
|
Mid/Air
|
-
|
YRP
|
67
|
13
|
ground: 22 air: 26
|
-
|
6S Deployed
|
26
|
Mid/Air
|
-
|
YRP
|
far: 64 near: 26
|
15
|
ground: 33 air: 26
|
-
|
Familiar does a horizontal slash. Has better active frames than 6H and always appears in front of them. Staggers on counterhit.
|
2S Deployed
|
50
|
Mid/Air
|
-
|
YRP
|
far: 96 near: 67
|
18
|
ground: 33 air: 26
|
-
|
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.
|
6H Equipped
|
26
|
Mid/Air
|
-
|
YRP
|
66
|
11
|
ground: 22 air: 26
|
-
|
6H Deployed
|
26
|
Mid/Air
|
-
|
YRP
|
far: 63 near: 25
|
11
|
ground: 31 air: 29
|
-
|
Familiar does a downward vertical slash with the H sword. Appears above opponents. Staggers on counterhit.
|
2H Deployed
|
60
|
Mid/Air
|
-
|
YRP
|
far: 91 near: 62
|
18
|
ground: 33 air: 26
|
-
|
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.
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.
- Using 6S or 6H replaces the normals done with that button with new ones.
- Ramlethal is in counterhit state during the entire animation of deploying a sword.
- Blocking or getting hit will cause any deployed swords to stop attacking.
- A sword cannot be summoned again until the familiar starts glowing again.
- While equipped, sword summons have less recovery.
- 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.
- Added falling animation to swords being interrupted (increasing time before usable again) and familiars can now be hit on startup
|
|
Retrieve Giant Sword
Daruo
Daruo 623P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Normal: 30 Green: 36
|
All
|
-
|
YRP
|
15
|
3
|
Normal: 18 Green: 16
|
Normal: -4 Green: -2
|
- Primary combo starter as it launches on hit and used in nearly every one of her combos.
- 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.
- 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.
- A gap closing rush-in type of move that's unsafe on block but useful on hit, enhanced version is less punishable.
|
|
Furama Kaago
Furama Kaago 236K
Pops the opponent into the air for followups
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
0,60
|
Ground Throw: 90000
|
-
|
YRP
|
11
|
1
|
Total 45
|
―
|
- Command grab with decent startup and range. Launches on successful grab, leads to a lot of damage.
- An effective mixup tool when used properly with her other tools.
|
|
Sildo Detruo
Sildo Detruo 214K (air OK)
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
20×3
|
High / Air
|
-
|
YRP
|
32
|
3
|
11
|
+2
|
Air j.214K
|
20×3
|
High / Air
|
-
|
YRP
|
Until Landing[20]
|
3
|
12
|
+1
|
- Lots of startup on this move, can be easily interrupted if they see it coming.
- Can be canceled into after sword jH to stay safe and + on block.
- Can be chained after jD in air combos to reach the ground faster.
- Has some use in corner combos overall
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|
Cassius
Cassius 214P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
30
|
All
|
-
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YRP
|
19
|
29
|
Total 46
|
-1
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- Fires a projectile at an upward angle.
- 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.
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Overdrives
Calvados
Calvados 632146H with sword equipped
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
50, 6×30
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All
|
-
|
YRP
|
7+7
|
62
|
31
|
-17
|
- Beam super, difficult to punish
- Can only be used when BOTH swords are Equipped.
- 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 potion of their meter if they FD in those situations.
- frames 3-13 invincible
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|
Toranshi
Trance 632146H with sword deployed
Not quite dead
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
8×30
|
All
|
-
|
YRP
|
9+17
|
129
|
Total 12
|
―
|
- Can only be used when BOTH swords have been deployed.
- Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning forward.
- Hits 30 times, giving enough time for at least 1 jump-in mixup.
- Swords disappear if Ramlethal is hit before the move becomes active.
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|
Explode
Explode 2363214K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
0,4×14,80
|
All
|
-
|
YRP
|
7+1
|
18
|
24
|
-32
|
- Frames 1-10 invincible
- Reversal super. Rushes forward so it can be used to get out of the corner if they jump over it.
- Can combo into this even from otg as it activates the animation.
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|
Animo Estingi in IK mode: 236236H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
DESTROY
|
All
|
-
|
YRP
|
14+18[10+16]
|
3
|
34
|
-20
|
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- Uses the animation of her Daruo, complete with teleport.
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|