GGXRD-R2/Ramlethal Valentine

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Ramlethal Valentine
GGXRD-R Ramlethal Portrait.png

Defense Modifier: x1.06

Guts Rating: 1

Weight: Light

Stun Resistance: 60

Jump Startup: 3F

Backdash Time 16F / Invul: 1-9F

Movement Options

Double jump, 1 Airdash, Run type dash

  

Overview[edit]

The merciless apocalypse from the backyard from XRD -SIGN-, has since turned a new leaf and is now viewing life in a completely different perspective. Ramlethal can fight using her two giant swords equipped or by setting them up to attack separately. Deployed swords can be used to control space in neutral, force the opponent to block after a knockdown or as part of blockstrings to keep them pinned down so Ramlethal can go for mixups. Interestingly, while her S and HS normals are assigned to her swords for the sake of massive normals and setplay, her P and K normals work very much like that of attack strings seen in 3d fighters. A very unique character.

Strengths[edit]

  • Strong and decently far reaching normals when equipped with swords. Can be toggled for zoning/mixups/pressure etc.
  • Strong mixup and pressure off corner knockdowns
  • Midscreen combos have good corner carry
  • Equipped swords grant big meter gain
  • Has many ways to combo which is complemented by her strong combo resets in the corner
  • Cool hat.

Weaknesses[edit]

  • Poor normals without swords equipped.
  • Lack of proper gatlings, hard to apply any real pressure outside of the corner.
  • Neutral game is weak due to lack of many useful normals or specials.
  • Sometimes 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.
  • While long combos are a plus, it also means opponents build meter fast when combo'd from her higher beat confirms,


Ambox warning.png This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)

Normal Moves[edit]

5P[edit]
5P
GGXRD Ramlethal 5P.png
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[edit]
5K
GGXRD Ramlethal 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 Mid - YRP 6 3 15 -4
  • Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very slighty inches itself forward.
  • 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[edit]
c.S
GGXRD Ramlethal cS.png
Go-to move due to it not having the limitations of her string-normals
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid - YRP 6 3 18 -4
  • Her go-to practical normal for many situations due to it being on par for versatility with other close slashes and is not limited in the way her string-normals are.
  • 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.


f.S[edit]
f.S
No Sword
GGXRD Ramlethal fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 Mid - YRP 11 5 21 -12
  • Combo fodder. Awful normal for neutral or offense, avoid using this move.


f.S[edit]
f.S
With Sword
GGXRD Ramlethal fS Sword.png
Solid meter gain
Damage Guard Cancel Roman Startup Active 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.


5H[edit]
5H
No Sword
GGXRD Ramlethal 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Mid - YRP 12 6 24 -13
  • Blockstring and combo tool when without swords.
  • Jump cancel-able on block.
  • Combos into daruo.


5H[edit]
5H
With Sword
GGXRD Ramlethal 5H Sword.png
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.


6P[edit]
6P
GGXRD Ramlethal 6P.png
Standard universal anti-air
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid - YRP 10 4 22 -12
  • A pretty solid anti-air, has a small hitbox and lots of recovery though.
  • Frames 1~13 Upper body invulnerability.
  • Chains into c.S, 5H, 2S and 2H.


6K[edit]
6K
GGXRD Ramlethal 6K.png
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.


3K[edit]
3K
GGXRD Ramlethal 3K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Low - YRP 12 12 12 -7
  • A sliding kick that can go under stuff.
  • Can be used after f.S and is sometimes used for low mixups.
  • Frames 10~ Low profile.


5D[edit]
5D
GGXRD Ramlethal 5D.png
Sees WAY more use now
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High - YRP 28 6 21 -13
  • A typical dust attack, very slow and unsafe.
  • Forward dust version now proves useful as a good corner combo extender.


2P[edit]
2P
GGXRD Ramlethal 2P.png
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.


2K[edit]
2K
GGXRD Ramlethal 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
15 Low - YRP 6 5 9 -2
  • Standard crouching short that hits low and is also a part of her low mixup game.
  • 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.


2S[edit]
2S
With Sword
GGXRD Ramlethal 2S Sword.png
counterhits
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
70 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.


2H[edit]
2H
With Sword
GGXRD Ramlethal 2H Sword.png
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.


2D[edit]
2D
GGXRD Ramlethal 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Low - YRP 8 6 16 -8
  • Ramlethal's best low starter but has tiny range.
  • Combos into daruo.
  • Also part of her low mixup game.


j.P[edit]
j.P
GGXRD Ramlethal jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 High/Air - YRP 5 6 6 -
  • Amazing normal for air to air hit confirms and blockstrings.
  • Cancels into sword summons but cannot recall them back from this move.


j.K[edit]
j.K
GGXRD Ramlethal jK.png
Damage Guard Cancel Roman Startup Active 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, cannot recall them back though.
  • crossup hitbox.


j.S[edit]
j.S
No Sword
GGXRD Ramlethal jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 High/Air - YRP 9 4 20 -
  • Air combo filler, nothing really special about this move.
  • Cancels into sword summons but cannot call them back from this move.


j.S[edit]
j.S
With Sword
GGXRD Ramlethal jS Sword.png
f.S but in the air.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid/Air - YRP 10 7 24 -
  • 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.


j.H[edit]
j.H
No Sword
GGXRD Ramlethal jH.png
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 and can even crossup.


j.H[edit]
j.H
With Sword
GGXRD Ramlethal jH Sword.png
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.
  • Has a good amount of reward on counterhit, especially on rising j.H to counter mashers.


j.D[edit]
j.D
GGXRD Ramlethal jD.png
Use this when theyre too high for j8D
GGXRD Ramlethal j8D.png
Most useful version for corner carry and combo extension
GGXRD Ramlethal j2D.png
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.
  • Blows Ramlethal in the opposite direction of whatever version is used.
  • 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.


Combination Attacks[edit]

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[edit]
5PPP
GGXRD Ramlethal 5P.png
GGXRD Ramlethal 5PP.png
GGXRD Ramlethal 5PPP.png
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
  • Important in corner combos as it wall slams allowing for extended combos.
  • Decent midscreen combo ender as it blows the opponent away and knocks down. Not much time for proper oki but it works.


5PK4K[edit]
5PK4K
GGXRD Ramlethal 5P.png
GGXRD Ramlethal 5PK.png
GGXRD Ramlethal 4K.png
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. A useful string for midscreen juggles overall.
  • 4K ender launches and leads to additional combo routes.


5PPK[edit]
5PPK
GGXRD Ramlethal 5P.png
GGXRD Ramlethal 5PP.png
GGXRD Ramlethal 5PPK.png
For heavy characters
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. The difference form PPP is that you should use this when trying to opt for the opponent to wallstick higher in corner combos.
  • Last hit also lauches for situational extended midcreen juggles.
  • First and second hits always combo, last hit only combos on crouching.
  • Useful for comboing after 6K.


5KKK[edit]
5KKK
GGXRD Ramlethal 5K.png
GGXRD Ramlethal 5PK.png
GGXRD Ramlethal 5KKK.png
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 techable knockback midscreen, does a low wall slam in the corner.
  • Unsafe on block but on hit leads to the standard post-wall slam corner combos.
  • KK is also what you sometimes use to end combos into knockdown sword summon oki.
  • KK also brings her forward and is relatively safe on block; she can continue pressure with this and sometimes go for unexpected command grabs.


5K>4K and 5KK>4K[edit]
5K>4K and 5KK>4K
GGXRD Ramlethal 5K.png
GGXRD Ramlethal 5PK.png
GGXRD Ramlethal 4K.png
Last hit vacuums
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.
  • 4K does not vacuum on block


5KPP[edit]
5KPP
GGXRD Ramlethal 5K.png
GGXRD Ramlethal 5PP.png
GGXRD Ramlethal 5KPP.png
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.

someone please edit in 5KPK


2PPK[edit]
2PPK
GGXRD Ramlethal 2P.png
GGXRD Ramlethal 2PP.png
GGXRD Ramlethal 2PPK.png
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[edit]
2PK
GGXRD Ramlethal 2P.png
GGXRD Ramlethal 2PK.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
2P 8 Mid - YRP 5 4 6 0
2PK 24 Low - YRP 9 4 12 -2
  • Second attack moves Ramlethal slightly forward and staggers.
  • Can be cancelled into a sword summon.


2KK[edit]
2KK
GGXRD Ramlethal 2K.png
GGXRD Ramlethal 2KK.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
2K 15 - - YRP 6 - - -2
2KK 18,32 Low - YRP 9 4(6)5 16 -4
  • Second attack hits low twice.
  • Used to convert 5P/2K hits into a knockdown.


2KPP[edit]
2KPP and 2KPK
GGXRD Ramlethal 2K.png
GGXRD Ramlethal 2PP.png
GGXRD Ramlethal 5KPP.png
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.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GGXRD Ramlethal GroundThrow.png
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 (10) 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[edit]
Air Throw
GGXRD Ramlethal AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
63 Air Throw: 192500 - R 1 - - -
  • Ground throw animation but in the air. Leads to the same situation as a ground throw. 10 hits.
  • Typically knocks down, otherwise it can be followed up at a low height or if a deployed sword hits at the end of the animation.


Dead Angle Attack[edit]
Dead Angle Attack
GGXRD Ramlethal 5PP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 7 4 27 -17
  • Same animation as the 5PP combination attack.
  • A solid defensive tool to spend meter on if you don't want to risk doing a reversal super.


Blitz Shield Charge Attack[edit]
Blitz Attack
GGXRD-R Ramlethal BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 50 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2
Max Charge 50 Mid - R 50+13 3 Hit: 11
Whiff: 20
-+5
  • A new and useful defensive option she now has, gets them off of you and can start combos.
  • Uncharged leads to blowback and wallstick, leads to same situation as her corner combos if optimized. Good for burst safe combos too.
  • Fully charged/counter hit leads into crumple state meaning you can go for as heavy of a standing punish as you please.


Special Moves[edit]

Deploy Giant Sword[edit]
Deploy Giant Sword
6S/H or 2S/H (air OK)
GGXRD Ramlethal 6S.png
6S
GGXRD Ramlethal 2S.png
2S
GGXRD Ramlethal 6H.png
6H
GGXRD Ramlethal 2H.png
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.

GGXRD Ramlethal swordplacement2.png
GGXRD Ramlethal swordplacement.png

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[edit]
Retrieve Giant Sword
4S/H
GGXRD Ramlethal 4S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - YRP - - 22 total, 26 (aerial) -
  • Can be used in some combos. Animation is pretty quick.
  • Can be done in the air and also halts her air momentum.


Daruo[edit]
Daruo
623P
GGXRD Ramlethal Daruo.png
GGXRD Ramlethal Daruo fastest.png
Enhanced version is indicated by the green highlight
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
  • A gap closing rush-in type of move that's unsafe on block but useful on hit, enhanced version is less punishable.
  • 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.


Furama Kaago[edit]
Flama Kargo
236K
GGXRD Ramlethal Furama Kaago.png
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[edit]
Sildo Detruo
214K (air OK)
GGXRD Ramlethal SildoDetruo.png
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
  • Air version can be TK'd for instant overheads


Cassius[edit]
Cassius
214P
GGXRD Ramlethal Cassius.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 All - YRP 19 29 Total 46 -1
  • 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.
Maruterri[edit]
Marteli
214S with S sword
GGXRD Ramlethal Marteli.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Foruterri[edit]
Forpeli
214H with H sword
GGXRD Ramlethal Forpeli.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Overdrives[edit]

Calvados[edit]
Calvados
632146H with sword equipped
GGXRD Ramlethal Calvados.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50, 6×30 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 portion of their meter if they FD in those situations.
  • frames 3-13 invincible


Toranshi[edit]
Trance
632146H with sword deployed
GGXRD Ramlethal Toranshi.png
No escape!
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, keeps them blocking for a while, giving enough time for at least 1 jump-in mixup.
  • Swords disappear if Ramlethal is hit before the move becomes active.
  • Is sometimes used at the end of combos from an otg state for the kill.


Explode[edit]
Explode
2363214K
GGXRD Ramlethal Explode.png
GGXRD Ramlethal explode2.png
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.


Instant Kill[edit]

Animo Estingi
in IK mode: 236236H
GGXRD Ramlethal IK.png
GGXRD Ramlethal IK2.png
GGXRD Ramlethal IK3.png
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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Guilty Gear Xrd REV 2e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc