GGXRD-R2/Ramlethal Valentine: Difference between revisions

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{{GGWikiBanner}}
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==Overview==
!Ramlethal Valentine
{{Overview/navigation|okizeme=true}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4|height=1
[[File:GGXRD-R_Ramlethal_Portrait.png|350x500px|center]]
|header=Overview
|-
|content= '''Ramlethal Valentine''' is a unique '''mode-switching''' character. Her main mechanic is managing her swords, which can switch between acting as neutral tools and okizeme tools depending on the situation.
||{{CharData-GGXRD-R2
 
|defense=x1.06
Ramlethal starts with her swords "equipped", which strengthen her {{clr|3|S}} and {{clr|4|H}} normals. Sword normals are long-reaching, decently fast and deal great damage, making her a decent threat in neutral. When Ram presses {{clr|3|6S}} or {{clr|4|6H}}, she sacrifices one of her swords to "deploy" them at a specific location. Deployed swords can be used to control space in neutral, force opponents to block after a knockdown, or used as a reset tool to regain pressure. Balancing between keeping swords equipped versus deployed is key to mastering Ramlethal.
|guts=1
 
|stun=60
Ram's other major feature are her "Combination Attacks". Rather than have her {{clr|1|P}} and {{clr|2|K}} normals be on a normal gatling table, they can instead combo into each other for unique moves. For instance, {{clr|1|PPP}} causes a three hit swipe that blows her opponent away, while {{clr|1|PP}}{{clr|2|K}} causes a two hit swipe followed by an upward kick that floats the opponent. Ram has a large number of Combination Attacks to use, many of which grant her strong pressure and excellent combo opportunities.
|weight=Light
 
|jumpStartup=3F
Ramlethal has decent ability to control her opponent in neutral ({{clr|3|f.S}}, {{clr|4|j.H}}, and an upward-arcing projectile), but setplay and okizeme are where she really shines: most any hit can confirm to a combo that will carry her opponent halfway across the screen.  If she reaches the corner she can wallsplat her opponent and set up one or both swords for a multi-layer mixup - oh, and she has a command throw that launches, too.  If her opponent somehow manages to block, Ramlethal can reset pressure with one of her plus on block overheads or a sword swipe.
|backdashTime=16F
 
|backdashInv=1-9F
Balancing this offensive vortex are poor defensive options and very stubby non-sword normals.  Ramlethal is notoriously limited without her swords, and detaching one them for a neutral gamble can leave her without any kind of poke for several seconds.  Her ability to mash is also mediocre, and even her {{clr|5|2D}} sweep is prone to whiffing.
 
All in all, Ramlethal is a character who can take a lot of work to get going - but once she does, she can feel damn near impossible to stop.
}}
{{GGXRD-R2/Infobox
| fastestAttack = [[#5P|5P]] (4F)
| reversal = [[#Explode|2363214K]] (7+1F)
}}
}}
;Movement Options
{{ProsAndCons
Double jump, 1 Airdash, Run type dash
|intro= specializes in juggling opponents into the corner and locking them down with summoned swords and deadly mixups.
|}
|pros=
{{CharNav |charMainPage=GGXRD-R2/Ramlethal Valentine
* '''Good Pokes''': With swords equipped, Ramlethal has good pokes such as {{clr|3|f.S}}, and {{clr|4|5H}} which can help her hold her ground in neutral. Her ability to get strong corner-carry combos off of her pokes with {{MiniMoveCard|input=623P|label=Dauro}} also makes her them highly rewarding.
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html
* '''Rewarding Combos''': A combination of great damage potential and high corner carry allow Ram to gain heavy reward off of any won exchange. It is not uncommon for a single combo to take an enemy right to the corner from midscreen.  
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/
* '''Insidious Okizeme''': Ramlethal has disgustingly powerful corner okizeme with {{clr|3|6S}} and {{clr|4|6H}}, both of which set one of her swords. From here, Ram can go for a high/low/throw mixup with great reward that loops back into itself, or even go for a double mixup if both swords are out.  
* '''Good Meter Gain''': Sword normals<sup><small>★</small></sup> gain a ton of tension when used. Ram can use YRC to quickly set swords and get to her strongest Okizeme as fast as possible.  
* '''Several Burst Safe Points''': Has access to several efficient ways of baiting bursts in combos. ({{clr|1|4P[x]}}, {{clr|5|5D}})
* '''Checkmate Potential''': Ramlethal has strong guts crush combos and supers, including {{clr|1|4P}} mashing, Explode ({{clr|2|2363214K}}), and Calvados or Trance ({{clr|4|632146H}}).
|cons=
* '''Sword-Reliant''': While Ramlethal's swords are deployed for okizeme or pressure, her sword normals are heavily weakened. In these situations, Ram doesnt have access to her strongest pokes and has pitiful Tension gain.
* '''Lack of Proper Gatlings''': Ram's unique [[#Combination_Attacks|Combination Attacks]] will never directly combo into Dauro or other juggles without special hits like Counter Hit, crouching hit, or a prior sword setup. Her other juggle options and workarounds are generally unfavorable.
* '''Burst Building Combos''': While long combos are cool, it also means opponents build tension and burst meter more quickly. Often an opponent can burst at the start of a round and have burst back before the end of the round.
* '''Tricky Combos''': Ram's combos frequently require adjustments to be made based on character weight and height. Making sure opponents can't tech out of her juggles or wallslump too high is a demanding practice, but with thankfully very high reward.
* '''Obvious Burst Points''': While Ramlethal does have burst safe combo routes, her normal routes have obvious burst points.
}}
}}
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{{TOC limit|2}}
</div>
</div>
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:225px; width:1px;">
  &nbsp;
</div>
==Overview==
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===
*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
*Has access to several efficient ways of baiting bursts in combos
*Cool hat.<br/>


===Weaknesses===
===Unique Mechanics===
*Poor normals without swords equipped.
{{card|width=4
*Lack of proper gatlings, hard to apply any real pressure outside of the corner.
|header=Sword Set
*Neutral game is weak due to lack of many useful normals or specials.
|content=Ramlethal can detach her swords and set them on the screen relative to her opponent's position. The swords will rest in the background wherever Ramlethal set them until she attempts to swing a sword.  During the swing's startup and recovery, it becomes vulnerable, and will be knocked down for a short time if hit. When a sword is detached, Ramlethal loses the corresponding sword for her normals until she recalls it manually or uses her {{MMC|input=214S|label=Marteli}}/{{MMC|input=214H|label=Forpeli}} special moves.
*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.
The sword attacks have two speeds, a slower one which is used the first time a sword is set, and a faster one which is used if Ramlethal's opponent is already in range of a set sword.
*While long combos are a plus, it also means opponents build meter fast when combo'd from her higher beat confirms,
<br clear=all/>


{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}
|header2=Sequence Normals
|content2=Ramlethal's {{clr|1|P}} and {{clr|2|K}} normals change when used in specific sequences, similar to chain moves from 3D fighting games like Tekken.  For instance, using {{clr|1|5P}} will give one attack, but pressing {{clr|1|5PP}} will grant a different attack on the second button press. These chains are a core part of Ramlethal's combo, pressure, and mixup game.
}}


==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden" size="0">5P</font>======
===<big>{{clr|1|5P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5P
|input=5P
|image=GGXRD_Ramlethal_5P.png
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 4
{{AttackData-GGXRD-R2
|active   = 4
|damage=10 |tension=0 |risc=8 |prorate=90 |level=0 |guard=Mid
|recovery = 5
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv=
}}
|description=*Ramlethal's fastest normal, has poor reach but is positive on block.  
Ramlethal's fastest normal. has poor reach but is plus on block, making it a great {{keyword|abare}} option.
*Whiffs on crouching Millia, Faust and Jack-0.
 
*Great for baiting bursts.
{{clr|1|5P}} is one one of her fastest and simplest ways to secure a knockdown with either {{clr|2|2KK}} or {{clr|2|2K}}{{clr|1|P}}{{clr|2|K}} as enders, and is burst safe to boot.
*Can chain into itself and other normals by using 4P as the input.  
*Can gatling into itself and other normals by using {{clr|1|4P}} as the input.
*5p is also one of her fastest and simplest ways to get knockdown with either 2KK of 2KPK as enders.
*Whiffs on crouching Millia, Faust and Jack-O.
}}
}}
 
===<big>{{clr|2|5K}}</big>===
{{GGXRD-R2 Move Card
|input=5K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 15
}}
Ram's farthest reaching ground normal that doesn't rely on {{clr|S|S}} sword being equipped. Very sightly inches her forward.
 
Primarily used as a poke when {{clr|S|S}} Sword is not available. {{clr|2|5K}} seems similar to others character's {{clr|2|5K}}s on the surface, but she can't get too much reward off of it alone (a knockdown, a jump cancel) but she has followup options that can be pretty rewarding both on block and hit.
 
{{clr|2|5K}} cannot gatling freely, but is part of an overall combination of strings (see below).
*Lacks reward on hit (without strings) but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall.
*Chains into {{clr|2|6K}}.
*Combos into her basic strings, but cannot be jump cancelled.
}}
}}


======<font style="visibility:hidden" size="0">5K</font>======
===<big>{{clr|3|c.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5K
|input=c.S
|image=GGXRD_Ramlethal_5K.png
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 6
{{AttackData-GGXRD-R2
|active   = 3
|damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
|recovery = 18
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv=
|description=*Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very slighty inches itself forward.
*Lacks reward on hit (without strings) but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall.
*Chains into 6K.
}}
}}
}}
Ram's go-to close range normal for many situations due to its versatility.


======<font style="visibility:hidden" size="0">c.S</font>======
Fast startup makes it great for starting pressure, punishing, and as a combo starter due to not being limited by the structure of her string normals. On hit, combos into {{MMC|input=623P|label=Dauro}} or chains into stuff that combos into Dauro ({{clr|5|2D}}, {{clr|4|5H}}. without sword). Also chains into {{clr|3|2S}}/{{clr|4|2H}} but won't combo outside of wallsplat.
{{MoveData
|name=c.S
|image=GGXRD_Ramlethal_cS.png
|caption=Go-to move due to it not having the limitations of her string-normals
|data=
{{AttackData-GGXRD-R2
|damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid
|cancel= |roman=YRP |startup=6 |active=3 |recovery=18 |frameAdv=-4 |inv=
|description=*Her go-to practical normal for many situations due to it being on par for versatility with other close slashes and is not limited in the way her string-normals are.
*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.
*Jump cancelable and has a high attack level, making it good for canceling into sword summons.
}}
}}
===<big>{{clr|3|f.S}}</big>===
{{InputBadge|No Sword}}
{{GGXRD-R2 Move Card
|input=f.S No Sword
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 5
|recovery = 21
}}
Combo fodder. Awful normal for neutral or offense, avoid using this move.
Swordless far slash doesn't see much use as its awful range prevents it from competing with more conventional far slashes/pokes. It is a poor neutral tool and is a huge reason as to why most players keep the {{clr|S|S}} sword equipped for superior pokes.
*Special/jump/sword cancel-able. Chains into {{clr|4|2H}}.
}}
}}


======<font style="visibility:hidden" size="0">f.S</font>======
===<big>{{clr|3|f.S}}</big>===
{{MoveData
{{InputBadge|With Sword}}
|name=f.S
{{GGXRD-R2 Move Card
|input=No Sword
|input=f.S Sword
|image=GGXRD_Ramlethal_fS.png
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 9
{{AttackData-GGXRD-R2
|active   = 6
|damage=38 |tension=0 |risc=7 |prorate=90 |level=2 |guard=Mid
|recovery = 18
|cancel= |roman=YRP |startup=11 |active=5 |recovery=21 |frameAdv=-12 |inv=
|description=*Combo fodder. Awful normal for neutral or offense, avoid using this move.
}}
}}
}}
Far reaching disjointed sword swing with good range and startup. Great for pokes and long range punishes.
Ramlethal's {{clr|3|f.S}} is almost essential to her neutral, so much so that many choose to keep an non-deployed {{clr|S|f.S}} equipped at all times outside of her corner game. It doesn't have much reward non-counterhit, but it is still by far one of Ramlethal's better pokes. Use often.


======<font style="visibility:hidden" size="0">f.S</font>======
Combos into {{MMC|input=623P|label=Dauro}} on crouching or counterhit, leading to meterless full corner carry combos from midscreen that also set up oki.
{{MoveData
*As with the rest of her equipped sword normals, {{clr|S|f.S}} grants huge meter gain on hit and block
|name=f.S
*Cancels into specials, sword summons/recalls, jumps/iad, and {{clr|2|3K}}.
|input=With Sword
|image=GGXRD_Ramlethal_fS_Sword.png
|caption=Solid meter gain
|data=
{{AttackData-GGXRD-R2
|damage=32 |tension=1584 |risc=7 |prorate= |level=2 |guard=Mid
|cancel= |roman=YRP |startup=9 |active=6 |recovery=18 |frameAdv=-10 |inv=
|description=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">5H</font>======
===<big>{{clr|4|5H}}</big>===
{{MoveData
{{InputBadge|No Sword}}
|name=5H
{{GGXRD-R2 Move Card
|input=No Sword
|input=5H No Sword
|image=GGXRD_Ramlethal_5H.png
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 12
{{AttackData-GGXRD-R2
|active   = 6
|damage=36 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid
|recovery = 24
|cancel= |roman=YRP |startup=12 |active=6 |recovery=24 |frameAdv=-13 |inv=
}}
|description=*Blockstring and combo tool when without swords.
Blockstring and combo tool when without swords.
*Jump cancel-able on block.
*Special and jump cancel-able
*Combos into daruo.
*Combos into {{MMC|input=623P|label=Dauro}}.
}}
}}
}}


======<font style="visibility:hidden" size="0">5H</font>======
===<big>{{clr|4|5H}}</big>===
{{MoveData
{{InputBadge|With Sword}}
|name=5H
{{GGXRD-R2 Move Card
|input=With Sword
|input=5H Sword
|image=GGXRD_Ramlethal_5H_Sword.png
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 14
{{AttackData-GGXRD-R2
|active   = 9
|damage=46 |tension=1584 |risc=6 |prorate= |level=4 |guard=Mid
|recovery = 27
|cancel= |roman=YRP |startup=14 |active=9 |recovery=27 |frameAdv=-19 |inv=
}}
|description=*Has a big vertical hitbox, good anti-air if the spacing is right.
Ram summons the {{clr|H|H}} sword from the ground, rising directly in front of her.
*Mostly used in combos due to launching on hit, can be followed up by an air combo.
 
Mostly used in combos due to launching on normal hit, it can be followed up by an air combo. Has occasional use as an anti air when spaced correctly due to its large vertical hitbox, but must be used with caution due to its long recovery.
*Level 4 move, lots of blockstun.
*Level 4 move, lots of blockstun.
}}
===<big>{{clr|5|5D}}</big>===
{{GGXRD-R2 Move Card
|input=5D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 6
|recovery = 21
}}
A typical dust attack, very slow and unsafe on block.
{{clr|D|5D}}6 is a useful combo extender in the corner. For mixups, Ram generally has access to safer and faster options.
}}
===<big>{{clr|1|6P}}</big>===
{{GGXRD-R2 Move Card
|input=6P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 4
|recovery = 22
}}
{{clr|P|6P}} is ram's only upper body invincible attack, making it a go-to anti air.
Can have occasional use as a counterpoke if swords aren't available as it can beat out specifc narrow moves, but as Ramlethal's hurtbox expands quite a bit forward, her {{clr|P|6P}} can be a double edged sword when used carelessly.
*Chains into {{clr|3|c.S}}, {{clr|4|5H}}, {{clr|3|2S}} and {{clr|4|2H}}.
}}


===<big>{{clr|2|6K}}</big>===
{{GGXRD-R2 Move Card
|input=6K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 5
|recovery = 9
}}
}}
Standing overhead, hits crouching characters at 20F.
Primarily used in okizeme situations where a set sword will allow her to easily confirm into a combo. It also has use in opening up crouching opponents while they are locked down by deployed {{clr|H|H}} swords as it will become uninterruptible and harder to see.
*Combos into {{clr|1|5P}} on crouching hit.
}}
}}


======<font style="visibility:hidden" size="0">6P</font>======
===<big>{{clr|2|3K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6P
|input=3K
|image=GGXRD_Ramlethal_6P.png
|description=
|caption=Standard universal anti-air
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 12
{{AttackData-GGXRD-R2
|active   = 12
|damage=30 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
|recovery = 12
|cancel= |roman=YRP |startup=10 |active=4 |recovery=22 |frameAdv=-12 |inv=1~13 Upper body
|description=*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.
}}
}}
}}
A sliding kick that can low profile high moves.


======<font style="visibility:hidden" size="0">6K</font>======
Other counterpoking as a low profile move, {{clr|K|3K}} can be used after {{clr|3|f.S}} to close distance and can be the low component in Ram's mixup game, especially on oki since it can be made reversal safe when timed correctly. While it's minus on block and on hit, proper spacing and timing can leave Ram plus. On a raw hit, Ram can RRC for a full combo which is a useful tool for threatening opponents abusing moves that can be low profiled in neutral.
{{MoveData
|name=6K
|image=GGXRD_Ramlethal_6K.png
|caption=
|data=
{{AttackData-GGXRD-R2
|damage=26 |tension=0 |risc=7 |prorate=90 |level=2 |guard=High
|cancel= |roman=YRP |startup=18 |active=5 |recovery=9 |frameAdv=0 |inv=
|description=*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.  
}}
}}
}}


======<font style="visibility:hidden" size="0">3K</font>======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=3K
|input=2P
|image=GGXRD_Ramlethal_3K.png
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 5
{{AttackData-GGXRD-R2
|active   = 4
|damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Low
|recovery = 6
|cancel= |roman=YRP |startup=12 |active=12 |recovery=12 |frameAdv=-7 |inv=10~ Low profile
|description=*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.
}}
}}
}}
Stubby crouching punch with less range, frame advantage and more startup than {{clr|1|5P}}.


======<font style="visibility:hidden" size="0">5D</font>======
Not a whole lot of reasons to use this move over {{clr|1|5P}} other than hitting the crouching characters that {{clr|1|5P}} would whiff against.
{{MoveData
|name=5D
|image=GGXRD_Ramlethal_5D.png
|caption=Sees WAY more use now
|data=
{{AttackData-GGXRD-R2
|damage=25 |tension=0 |risc=20 |prorate=80 |level=2 |guard=High
|cancel= |roman=YRP |startup=28 |active=6 |recovery=21 |frameAdv=-13 |inv=
|description=*A typical dust attack, very slow and unsafe.
* Forward dust version now proves useful as a good corner combo extender.
}}
}}
}}


======<font style="visibility:hidden" size="0">2P</font>======
===<big>{{clr|2|2K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2P
|input=2K
|image=GGXRD_Ramlethal_2P.png
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 6
{{AttackData-GGXRD-R2
|active   = 5
|damage=8 |tension=0 |risc=8 |prorate=80 |level=0 |guard=Mid
|recovery = 9
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv=
|description=*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.
}}
}}
}}
Ramlethal's fastest low with good reach for its speed.


======<font style="visibility:hidden" size="0">2K</font>======
{{clr|K|2K}} is the most reliable low in Ram's mixup game both on oki and in blockstrings. Slightly faster than {{clr|5|2D}} but does less damage. On hit, it Combos into {{clr|2|2KK}} for a knockdown which is very important for Ram as she cannot gatling {{clr|K|2K}} into {{clr|5|2D}}.
{{MoveData
|name=2K
|image=GGXRD_Ramlethal_2K.png
|caption=
|data=
{{AttackData-GGXRD-R2
|damage=15 |tension=0 |risc=7 |prorate=70 |level=1 |guard=Low
|cancel= |roman=YRP |startup=6 |active=5 |recovery=9 |frameAdv=-2 |inv=
|description=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">2S</font>======
===<big>{{clr|3|2S}}</big>===
{{MoveData
{{InputBadge|With Sword}}
|name=2S
{{GGXRD-R2 Move Card
|input=With Sword
|input=2S Sword
|image=GGXRD_Ramlethal_2S_Sword.png
|description=
|caption=counterhits
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 19
{{AttackData-GGXRD-R2
|active   = 9
|damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid
|recovery = 51
|cancel= |roman=YRP |startup=19 |active=9 |recovery=51 |frameAdv=-41 |inv=
|description=*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.
}}
}}
}}
A very big but slow normal that covers a lot of space above and behind Ramlethal.


======<font style="visibility:hidden" size="0">2H</font>======
While it's a high risk move due to its gigantic whiff recovery, it provides great reward on air hit and even more on air counter hit, allowing for a variety of followups depending on the spacing. Due to the risk of whiffing, it's generally recommended to save 25 tension to YRC in order to remain safe.
{{MoveData
*Can chain into {{clr|4|2H}} on block for safety or for damage on non-counterhits. Also chains into {{clr|5|5D}}.
|name=2H
|input=With Sword
|image=GGXRD_Ramlethal_2H_Sword.png
|caption=bonk
|data=
{{AttackData-GGXRD-R2
|damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid
|cancel= |roman=YRP |startup=25 |active=9 |recovery=27 |frameAdv=-17 |inv=
|description=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">2D</font>======
===<big>{{clr|4|2H}}</big>===
{{MoveData
{{InputBadge|With Sword}}
|name=2D
{{GGXRD-R2 Move Card
|image=GGXRD_Ramlethal_2D.png
|input=2H Sword
|caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGXRD-R2
|startup = 8
|damage=28 |tension= |risc=7 |prorate= |level=2 |guard=Low
|active   = 6
|cancel= |roman=YRP |startup=8 |active=6 |recovery=16 |frameAdv=-8 |inv=
|recovery = 16
|description=*Ramlethal's best low starter but has tiny range.
*Combos into daruo.
*Also part of her low mixup game.
}}
}}
Large normal that slams the opponent into the ground for a knockdown.
Primarily used after {{clr|3|2S}} on block to make it safer. Has some uses in neutral when {{clr|S|S}} sword is deployed. While ram has access to both swords, it's a slower option than {{clr|3|2S}} but reaches a bit further horizontally which can be situationally useful as an anti air.
*Difficult to punish on block due to the amount of pushback.
*Bounces on counterhit, though difficult to combo off unless its in the corner. 
}}
}}


======<font style="visibility:hidden" size="0">j.P</font>======
===<big>{{clr|5|2D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.P
|input=2D
|image=GGXRD_Ramlethal_jP.png
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 8
{{AttackData-GGXRD-R2
|active   = 6
|damage=10 |tension=0 |risc=7 |prorate= |level=1 |guard=High/Air
|recovery = 16
|cancel= |roman=YRP |startup=5 |active=6 |recovery=6 |frameAdv= |inv=
|description=*Amazing normal for air to air hit confirms and blockstrings.
*Cancels into sword summons but cannot recall them back from this move.
}}
}}
}}
Ramlethal's best low starter for combos but has tiny range.


======<font style="visibility:hidden" size="0">j.K</font>======
Combos into Dauro on hit for launch sequences. Also part of her low mixup game - substitute this instead of {{clr|2|2K}} if you need more damage. As combo fodder, {{clr|S|c.S}} > {{clr|D|2D}} is a standard bread and butter route starter.
{{MoveData
}}
|name=j.K
 
|image=GGXRD_Ramlethal_jK.png
===<big>{{clr|1|j.P}}</big>===
|caption=
{{GGXRD-R2 Move Card
|data=
|input=j.P
{{AttackData-GGXRD-R2
|description=
|damage=22 |tension=0 |risc=7 |prorate= |level=7 |guard=High/Air
{{#invoke:FrameChart|drawFrameData
|cancel= |roman=YRP |startup=7 |active=4 |recovery=13 |frameAdv= |inv=
|startup  = 5
|description=*Good normal for air to ground approaches due to its downward hit box.
|active  = 6
*Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low.
|recovery = 6
}}
Amazing normal for air to air hit confirms and blockstrings.
 
Hits the air slightly in front of Ram, making it a strong rising air to air option for when her grounded anti airs would be too slow or not reach. Cancels into sword summons but cannot recall them back from this move.
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j,K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
 
===<big>{{clr|2|j.K}}</big>===
{{GGXRD-R2 Move Card
|input=j.K
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 7
|active   = 4
|recovery = 13
}}
Good normal for air to ground approaches due to its downward hit box.
 
Important normal for Ram's airdash mixups. Alternate between airdashing and starting an air chain with {{clr|2|j.K}} or landing and hitting them low.
*Can crossup due to hitting very slightly behind her.
*Cancels into sword summons, cannot recall them back though.
*Cancels into sword summons, cannot recall them back though.
*crossup hitbox.
 
}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
}}


======<font style="visibility:hidden" size="0">j.S</font>======
===<big>{{clr|3|j.S}}</big>===
{{MoveData
{{InputBadge|No Sword}}
|name=j.S
{{GGXRD-R2 Move Card
|input=No Sword
|input=j.S No Sword
|image=GGXRD_Ramlethal_jS.png
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 9
{{AttackData-GGXRD-R2
|active   = 4
|damage=26 |tension= |risc=7 |prorate=90 |level=2 |guard=High/Air
|recovery = 20
|cancel= |roman=YRP |startup=9 |active=4 |recovery=20 |frameAdv= |inv=
}}
|description=*Air combo filler, nothing really special about this move.
Almost strictly air combo filler due to its short reach and long recovery. Nothing really special about this move.
*Cancels into sword summons but cannot call them back from this move.
*Cancels into sword summons but cannot call them back from this move.
  }}
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
}}
 
===<big>{{clr|3|j.S}}</big>===
{{InputBadge|With Sword}}
{{GGXRD-R2 Move Card
|input=j.S Sword
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 10
|active  = 7
|recovery = 24
}}
Air-to-air normal with and lots of untech time on air counterhit that can lead to massive damage.
 
While it's good as an air to air poke against opponents that are parallel to Ram due to its long disjoint, it has little to no vertical reach to cover opponents above or below her. It also has long recovery, so whiffing it can be punishing. On counter hit, if the opponent is low enough to the ground, Ram can convert into a full corner carry combo.
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
}}
}}


======<font style="visibility:hidden" size="0">j.S</font>======
===<big>{{clr|4|j.H}}</big>===
{{MoveData
{{InputBadge|No Sword}}
|name=j.S
{{GGXRD-R2 Move Card
|input=With Sword
|input=j.H No Sword
|image=GGXRD_Ramlethal_jS_Sword.png
|description=
|caption=f.S but in the air.  
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 13
{{AttackData-GGXRD-R2
|active   = 8
|damage=30 |tension=1200 |risc=6 |prorate=90 |level=3 |guard=Mid/Air
|recovery = 27
|cancel= |roman=YRP |startup=10 |active=7 |recovery=24 |frameAdv= |inv=
|description=
*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.
}}
}}
}}
Solid air-to-ground normal that hits overhead.


======<font style="visibility:hidden" size="0">j.H</font>======
Primarily used in air-dash mixups and can even crossup. Not very useful by itself due to its small hitbox and high recovery.
{{MoveData
|name=j.H
|input=No Sword
|image=GGXRD_Ramlethal_jH.png
|caption=
|data=
{{AttackData-GGXRD-R2
|damage=32 |tension= |risc=7 |prorate= |level=2 |guard=High/Air
|cancel= |roman=YRP |startup=13 |active=8 |recovery=27 |frameAdv= |inv=
|description=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.H</font>======
===<big>{{clr|4|j.H}}</big>===
{{MoveData
{{InputBadge|With Sword}}
|name=j.H
{{GGXRD-R2 Move Card
|input=With Sword
|input=j.H Sword
|image=GGXRD_Ramlethal_jH_Sword.png
|description=
|caption=Not an overhead
A fully disjointed downwards sword toss that travels all the way to the ground regardless of height.
|data=
 
{{AttackData-GGXRD-R2
Used as a jump-in option or anti-anti air. Beats most anti-air normals if done high enough, but is unsafe on block if done too high. Can be cancelled into {{clr|2|214K}} on block to be plus, continuing pressure. Has a good amount of reward on counterhit, especially on rising {{clr|4|j.H}} to call out {{keyword|abare}} attempts.
|damage=40 |tension=1200 |risc=6 |prorate=90 |level=4 |guard=All
|cancel= |roman=YRP |startup=15 |active=Active until landing |recovery=0 |frameAdv= |inv=
|description=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.D</font>======
===<big>{{clr|5|j.D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.D
|input=j.D,j.2D,j.8D|versioned=input
|image=GGXRD_Ramlethal_jD.png
|description=
|caption= Use this when theyre too high for j8D
Halts Ram's air momentum and blows her back in the opposite direction in the move.
|image2=GGXRD_Ramlethal_j8D.png
|caption2= Most useful version for corner carry and combo extension
|image3=GGXRD_Ramlethal_j2D.png
|caption3= Stalls air momentum, can be used to delay landing.
|data=
{{AttackData-GGXRD-R2
|version=j.D |damage=40 |tension=0 |risc=8 |prorate= |level=4 |guard=All
|cancel= |roman=YRP |startup=11 |active=8 |recovery=20 + 5 Landing recovery |frameAdv= |inv=}}


{{AttackData-GGXRD-R2
Opponents are blown away in the direction of the move. Used to both extend (with {{clr|D|j.D}} aiding in corner carry) and end ({{clr|D|j.2D}}) air combos due to its high untechable time. {{clr|5|j.8D}} can be used to stop air approaches, such as opponents jumping/airdashing over {{MMC|input=632146H|label=Trance}}. {{clr|5|j.2D}} knocks down on hit and can be canceled into {{clr|2|j.214K}} to reach the ground faster.
|version=j.8D, j.2D, j.6D |header= no
|damage=40 (for j.8D: 34) |tension=0 |risc=8 |prorate= |level=4 |guard=All
|cancel= |roman=YRP |startup=11 |active=8 |recovery=24 + 5 Landing recovery |frameAdv= |inv=
|description=*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.  
}}
}}
}}
<br clear=all/>


==Combination Attacks==
==Combination Attacks==
Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings.
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.
{{clr|1|P}} and {{clr|2|K}} normals can only be cancelled into combination attack strings or sword summons, except for {{clr|1|5P}} and {{clr|1|2P}} which can chain into themselves or {{clr|2|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.
After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.


======<font style="visibility:hidden" size="0">5PPP</font>======
 
{{MoveData
===<big>{{clr|1|5PPP}}</big>===
|name=5PPP
{{GGXRD-R2 Move Card
|image=GGXRD_Ramlethal_5P.png
|input=5P,5PP,5PPP|versioned=input
|image2=GGXRD_Ramlethal_5PP.png
|description=
|image3=GGXRD_Ramlethal_5PPP.png
Decent midscreen combo ender as it blows the opponent away and knocks down. Not much time for proper oki but it works in a pinch.
|caption=
*Does not knockdown on grounded normal hit. Opponent must be airborne on the final hit to secure a knockdown.
|data=
{{AttackData-GGXRD-R2
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=5PP |damage=18 |tension=0 |risc=7 |prorate=― |level=1 |guard=Mid
|cancel= |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-2 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=5PPP |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
|cancel= |roman=YRP |startup=10 |active=6 |recovery=9 |frameAdv=-1 |inv=
|description=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">5PK4K</font>======
===<big>{{clr|1|5PP}}{{clr|2|K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5PK4K
|input=5P,5PP,5PPK|versioned=input
|image=GGXRD_Ramlethal_5P.png
|description=
|image2=GGXRD_Ramlethal_5PK.png
Last hit floats midscreen, wall slams in corner.  
|image3=GGXRD_Ramlethal_4K.png
|caption=
|data=
{{AttackData-GGXRD-R2
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=5PK |damage=22 |tension=0 |risc=6 |prorate= |level=3 |guard=Mid
|cancel= |roman=YRP |startup=10 |active=3 |recovery=21 |frameAdv=-7 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=4K |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
|cancel= |roman=YRP |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=
|description=
|description=*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.
}}
}}


======<font style="visibility:hidden" size="0">5PPK</font>======
Useful for comboing after {{clr|2|6K}}. The main difference from {{clr|P|PPP}} is that you should use this when trying to opt for the opponent to wallstick higher in corner combos. Last hit also launches for situational extended midcreen juggles.
{{MoveData
|name=5PPK
|image=GGXRD_Ramlethal_5P.png
|caption=
|image2=GGXRD_Ramlethal_5PP.png
|caption=
|image3=GGXRD_Ramlethal_5PPK.png
|caption3=For heavy characters
|data=
{{AttackData-GGXRD-R2
|version=5P |damage=10 |tension=0 |risc=8 |prorate=initial: 90% |level=0 |guard=Mid
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=5PP |version=5PP |damage=18 |tension=0 |risc=7 |prorate=― |level=1 |guard=Mid
|cancel= |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-2 }}
{{AttackData-GGXRD-R2
|header=no
|version=5PPK |damage=26 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
|cancel= |roman=YRP |startup=13 |active=6 |recovery=18 |frameAdv=-10 |inv=
|description=*Last hit floats midscreen, wall slams in corner. The difference form PPP is that you should use this when trying to opt for the opponent to wallstick higher in corner combos.
*Last hit also lauches for situational extended midcreen juggles.
*First and second hits always combo, last hit only combos on crouching.
*First and second hits always combo, last hit only combos on crouching.
*Useful for comboing after 6K.
}}
}}
}}


======<font style="visibility:hidden" size="0">5KKK</font>======
===<big>{{clr|1|5P}}{{clr|2|K4K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5KKK
|input=5P,5PK,5P4K|versioned=input
|image=GGXRD_Ramlethal_5K.png
|description=
|image2=GGXRD_Ramlethal_5PK.png
Great combo tool against airborne opponents.
|image3=GGXRD_Ramlethal_5KKK.png
 
|caption=
{{clr|1|5P}}{{clr|2|K}} on air hit, can combo into {{clr|3|4S}}/{{clr|4|4H}} or {{clr|3|6S}}/{{clr|4|6H}} sword deployments and still have enough time to continue the combo with more normals. A useful string for midscreen juggles overall.  
|data=
 
{{AttackData-GGXRD-R2
{{clr|2|4K}} ender launches on normal hit and leads to additional combo routes.
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
*Second hit staggers on ground hit, lots of untechable time on air hit.
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=5KK |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
|cancel= |roman=YRP |startup=9 |active=3 |recovery=12 |frameAdv=-1 }}
{{AttackData-GGXRD-R2
|header=no
|version=5KKK |damage=32 |tension=0 |risc=6 |prorate= |level=3 |guard=Mid
|cancel= |roman=YRP |startup=11 |active=4 |recovery=22 |frameAdv=-9 |inv=
|description=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">5K>4K and 5KK>4K</font>======
===<big>{{clr|2|5KKK}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5K>4K and 5KK>4K
|input=5K,5KK,5KKK|versioned=input
|image=GGXRD_Ramlethal_5K.png
|description=
|image2=GGXRD_Ramlethal_5PK.png
{{clr|2|5KK}} moves Ram forward and is relatively safe on block; she can continue pressure with this and sometimes go for unexpected command grabs. {{clr|2|5KK}} is also sometimes used to end combos into a knockdown into sword summon oki. While unsafe on block, leads to the standard post-wall slam corner combos on hit.
|image3=GGXRD_Ramlethal_4K.png
*Last hit causes techable knockback midscreen, does a low wall slam in the corner.
|caption3=Last hit vacuums
|data=
{{AttackData-GGXRD-R2
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=5KK |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
|cancel= |roman=YRP |startup=9 |active=3 |recovery=12 |frameAdv=-1 }}
{{AttackData-GGXRD-R2
|header=no
|version=4K |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
|cancel= |roman=YRP |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=
|description=*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
}}
}}
}}


======<font style="visibility:hidden" size="0">5KPP</font>======
===<big>{{clr|2|5K}}>{{clr|2|4K}} and {{clr|2|5KK}}>{{clr|2|4K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5KPP and 5KPK
|input=5K,5KK,5KK4K|versioned=input
|image=GGXRD_Ramlethal_5K.png
|description=
|image2=GGXRD_Ramlethal_5PP.png
Same as the {{clr|2|5KKK}} string but with an alternate ender.
|image3=GGXRD_Ramlethal_5KPP.png
 
|caption=
The {{clr|2|4K}} ender is an interesting move that launches and causes a knockdown. It also slightly pulls opponents out of the corner on hit, allowing Ram to cross them up on wakeup.
|data=
*{{clr|2|4K}} can also be done after {{clr|1|5P}}.
{{AttackData-GGXRD-R2
*{{clr|2|4K}} does not vacuum on block
|version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
|cancel= |roman=YRP |startup=8 |active=3 |recovery=15 |frameAdv=-4 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=5KP |damage=18 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid
|cancel= |roman=YRP |startup=7 |active=4 |recovery=9 |frameAdv=-1 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=5KPP |damage=42 |tension=0 |risc=6 |prorate= |level=4 |guard=High
|cancel= |roman=YRP |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=5KPK |damage=26 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
|cancel= |roman=YRP |startup=11 |active=6 |recovery=18 |frameAdv=-10 |inv=
|description=*First and second hits only combo on crouching, third hit does not combo at all.
*Last hit of 5KPP is an overhead that is great on block and ground bounces on ground hit, causes knockdown on air hit. Useful for setting up oki midscreen.
*If used as a blockstring, be aware of the gap between the second and third hits of 5KPP.
}}
}}
}}


======<font style="visibility:hidden" size="0">2PPK</font>======
===<big>{{clr|2|5K}}{{clr|1|PP}} and {{clr|2|5K}}{{clr|1|P}}{{clr|2|K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2PPK
|input=5K,5KP,5KPP,5KPK|versioned=input
|image=GGXRD_Ramlethal_2P.png
|description=
|image2=GGXRD_Ramlethal_2PP.png
A string used for mixups after a blocked {{clr|K|5K}} or hit confirms from {{clr|K|5K}} crouching hit. {{clr|2|5K}}{{clr|1|P}} without finishing the string is also great option for consistent corner carry juggle combos.
|image3=GGXRD_Ramlethal_2PPK.png
 
|caption=
;{{clr|2|5K}}{{clr|1|PP}}
|data=
The last hit of {{clr|2|5K}}{{clr|1|PP}} is an overhead that is great on block, ground bounces on ground hit and 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 of {{clr|2|5K}}{{clr|1|PP}} - a savvy opponent can interrupt it for a free punish, so try to not be too predictable with it.
{{AttackData-GGXRD-R2
*First and second hits only combo on crouching, third hit does not combo at all.
|version=2P |damage=8 |tension=0 |risc=8 |prorate=initial: 80% |level=0 |guard=Mid
----
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv= }}
;{{clr|2|5K}}{{clr|1|P}}{{clr|2|K}}
{{AttackData-GGXRD-R2
As the {{clr|K|K}} ender launches on normal hit, this string is useful for launching a crouching opponent into a combo after hit confirming {{clr|2|5K}}.
|header=no
*First and second hits only combo on crouching. Full sequence will combo against a crouching opponent.
|version=2PP |damage=18 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid
|cancel= |roman=YRP |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=2PPK |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Low
|cancel= |roman=YRP |startup=16 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot,3~Airborne
|description=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">2PK</font>======
===<big>{{clr|1|2PPP}} and {{clr|1|2PP}}{{clr|2|K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2PK
|input=2P,2PP,2PPP,2PPK|versioned=input
|image=GGXRD_Ramlethal_2P.png
|description=
|image2=GGXRD_Ramlethal_2PK.png
;{{clr|P|2PPP}}
|caption=
is identical to {{clr|P|5PPP}} besides the differences between {{clr|P|5P}} and {{clr|P|2P}} as well as some negligible frame differences on the second hit.
|data=
----
{{AttackData-GGXRD-R2
;{{clr|P|2PP}}{{clr|K|K}}
|version=2P |damage=8 |tension=0 |risc=8 |prorate=initial: 80% |level=0 |guard=Mid
Third hit of {{clr|P|2PP}}{{clr|K|K}} has the same animation as {{clr|2|2K}}{{clr|P|P}}{{clr|2|K}} but launches on normal hit instead of knocking down. Last hit is unsafe on block and will not combo on a standing opponent.
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv= }}
 
{{AttackData-GGXRD-R2
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, enabling a mixup:
|header=no
Following up with {{clr|2|j.K}} for an overhead or {{clr|5|2D}} for a low.
|version=2PK |damage=24 |tension=0 |risc=7 |prorate= |level=2 |guard=Low
|cancel= |roman=YRP |startup=9 |active=4 |recovery=12 |frameAdv=-2 |inv=
|description=*Second attack moves Ramlethal slightly forward and staggers.
*Can be cancelled into a sword summon.
}}
}}
}}


======<font style="visibility:hidden" size="0">2KK</font>======
===<big>{{clr|1|2P}}{{clr|2|K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2KK
|input=2P,2PK|versioned=input
|image=GGXRD_Ramlethal_2K.png
|description=
|image2=GGXRD_Ramlethal_2KK.png
Second attack moves Ramlethal slightly forward and staggers on hit. If the opponent doesn't mash out in time, Ram can get a grey beat combo with {{clr|P|5P}} or {{clr|K|2K}}.
|caption=
*Cannot be cancelled into anything except a sword summon.
|data=
{{AttackData-GGXRD-R2
|version=2K |damage=15 |tension= |risc= |prorate= |level= |guard=
|cancel= |roman=YRP |startup=6 |active= |recovery= |frameAdv=-2 }}
{{AttackData-GGXRD-R2
|header=no
|version=2KK |damage=18,32 |tension=0 |risc=7,6 |prorate= |level=1,3 |guard=Low
|cancel= |roman=YRP |startup=9 |active=4(6)5 |recovery=16 |frameAdv=-4 |inv=
|description=*Second attack hits low twice.
*Used to convert 5P/2K hits into a knockdown.
}}
}}
}}


======<font style="visibility:hidden" size="0">2KPP</font>======
===<big>{{clr|2|2KK}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2KPP and 2KPK
|input=2K,2KK|versioned=input
|image=GGXRD_Ramlethal_2K.png
|description=
|image2=GGXRD_Ramlethal_2PP.png
Second attack hits low twice. Used to convert {{clr|2|2K}} hits into a knockdown.
|image3=GGXRD_Ramlethal_5KPP.png
|caption=
|data=
{{AttackData-GGXRD-R2
|version=2K |damage=15 |tension= |risc= |prorate= |level= |guard=
|cancel= |roman=YRP |startup=6 |active= |recovery= |frameAdv=-2 }}
{{AttackData-GGXRD-R2
|header=no
|version=2KP |damage=22 |tension=0 |risc=7 |prorate= |level=1 |guard=Mid
|cancel= |roman=YRP |startup=8 |active=4 |recovery=10 |frameAdv=-2 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=2KPP |damage=44 |tension=0 |risc=6 |prorate= |level=4 |guard=High
|cancel= |roman=YRP |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=
|description= }}
{{AttackData-GGXRD-R2
|header=no
|version=2KPK |damage=32 |tension=0 |risc=7 |prorate= |level=2 |guard=Low
|cancel= |roman=YRP |startup=12 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot,3~Airborne
|description=*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.
}}
}}
===<big>{{clr|2|2K}}{{clr|1|PP}} and {{clr|2|2K}}{{clr|1|P}}{{clr|2|K}}</big>===
{{GGXRD-R2 Move Card
|input=2K,2KP,2KPP,2KPK|versioned=input
|description=
Similar to the standing string, {{clr|2|5K}}{{clr|1|P}}, except the {{clr|K|K}} ender secures a knockdown instead of a launch.
;{{clr|K|2K}}{{clr|P|PP}}
Overhead string ender option from 2K
*Just like {{clr|2|5K}}{{clr|1|PP}}, be aware of the gap between the second and third hits if you choose to use the overhead.
----
;{{clr|K|2K}}{{clr|P|P}}{{clr|K|K}}
Despite the sweep ender having the same animation as the third attack of {{clr|1|2PP}}{{clr|2|K}} it does not launch but instead causes knockdown and also always combos regardless of standing or crouching.
*Unsafe on block
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
===<big>Ground Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Ground Throw
|input=Ground Throw
|image=GGXRD_Ramlethal_GroundThrow.png
|description=
|caption=
Standard throw. Leads to okizeme setups.
|data=
 
{{AttackData-GGXRD-R2
If a deployed sword strikes the opponent during the end of the animation, it will lead to a meterless combo., giving Ram good reward off deployed sword mixups.
|damage=54 |tension= |risc= |prorate= |level= |guard=Ground Throw: 75250
*Due to amount of hits and forced proration its never worth to RC it, unless the following combo will kill.
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+53 |inv=
|description=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">Air Throw</font>======
===<big>Air Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Air Throw
|input=Air Throw
|image=GGXRD_Ramlethal_AirThrow.png
|description=
|caption=
Ground throw animation but in the air. Leads to the same situation as a ground throw.  
|data=
{{AttackData-GGXRD-R2
|damage=63 |tension= |risc= |prorate= |level= |guard=Air Throw: 192500
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
|description=*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.
*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.
}}
*Like the grounded version, has 10 hits and the same RC flaws.
}}
}}


======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======
===<big>Dead Angle Attack</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Dead Angle Attack
|input=DAA
|image=GGXRD_Ramlethal_5PP.png
|description=
|caption=
Same animation as the {{clr|1|5PP}} combination attack. A solid defensive tool to spend meter on if you don't want to risk doing a reversal super. Notably, this is the fastest dead angle in the game, making it harder to bait and block than most other characters.
|data=
 
{{AttackData-GGXRD-R2
However if it is blocked, it has the second worst frame advantage at -17. Only Bedman's DAA is worse.
|damage=25 |tension=-5000 / 0 |risc=7 |prorate=― |level=2 |guard=All
|cancel= |roman= |startup=7 |active=4 |recovery=27 |frameAdv=-17 |inv=1~10 Full,11~19 Throw
|description=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======
===<big>Blitz Attack</big>===
{{MoveData
{{InputBadge|{{clr|S|S}}+{{clr|H|H}}}}
|name=Blitz Attack
{{GGXRD-R2 Move Card
|image=GGXRD-R_Ramlethal_BlitzAttack.png
|input=Blitz,[Blitz]|versioned=name
|caption=
|description=
|data=
Standard Blitz attack when used defensively.
{{AttackData-GGXRD-R2
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?
|description=*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.


}}
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.
}}
}}
<br clear=all/>


==Special Moves==
==Special Moves==
======<font style="visibility:hidden" size="0">Deploy Giant Sword</font>======
===<big>Deploy Giant Sword (Forward)</big>===
{{MoveData
{{InputBadge|{{clr|3|6S}}/{{clr|4|6H}} (Air OK)\{{clr|3|2S}}/{{clr|4|2H}} (Air OK)}}
|name=Deploy Giant Sword
{{GGXRD-R2 Move Card
|input=6S/H or 2S/H (air OK)
|input=6S Deployed, 6H Deployed|versioned=input
|image=GGXRD_Ramlethal_6S.png
|description=
|caption=6S
The first of two potential sword swipes that Ram can set with her Deploy Sword move. The core of Ram's okizeme mixup game.
|image2=GGXRD_Ramlethal_2S.png
|caption2=2S
|image3=GGXRD_Ramlethal_6H.png
|caption3=6H
|image4=GGXRD_Ramlethal_2H.png
|caption4=2H
|data=
{{AttackData-GGXRD-R2
|version=6S |subtitle=Equipped |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard= Mid/Air
|cancel= |roman=YRP |startup=67 |active=13 |recovery=ground: 22<br/>air: 26 |frameAdv= }}
{{AttackData-GGXRD-R2
|header=no
|version=6S |subtitle=Deployed |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard= Mid/Air
|cancel= |roman=YRP |startup=far: 64<br/>near: 26 |active=15 |recovery=ground: 33<br/>air: 26 |frameAdv=
|description= Familiar does a horizontal slash. Has better active frames than 6H and always appears in front of them. Staggers on counterhit.
}}
{{AttackData-GGXRD-R2
|header=no
|version=2S |subtitle=Deployed |damage=50 |tension=768 |risc= |prorate= |level=ground: 2<br/>air: 3 |guard= Mid/Air
|cancel= |roman=YRP |startup=far: 96<br/>near: 67 |active=18 |recovery=ground: 33<br/>air: 26 |frameAdv=
|description= Familiar does a clockwise spin with the sword. Slow to start up but has a big hitbox and causes ground bounce on hit. Requires S sword to already be placed with 6S.
}}
{{AttackData-GGXRD-R2
|header=no
|version=6H |subtitle=Equipped |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard=Mid/Air
|cancel= |roman=YRP |startup=66 |active=11 |recovery=ground: 22<br/>air: 26 |frameAdv= }}
{{AttackData-GGXRD-R2
|header=no
|version=6H |subtitle=Deployed |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard=Mid/Air
|cancel= |roman=YRP |startup=far: 63<br/>near: 25 |active=11 |recovery=ground: 31<br/>air: 29 |frameAdv=
|description= Familiar does a downward vertical slash with the H sword. Appears above opponents. Staggers on counterhit.
}}
{{AttackData-GGXRD-R2
|header=no
|version=2H |subtitle=Deployed |damage=60 |tension=768 |risc=10 |prorate= |level=4 |guard=Mid/Air
|cancel= |roman=YRP |startup=far: 91<br/>near: 62 |active=18 |recovery=ground: 33<br/>air: 26 |frameAdv=
|description= Similar to 2S but instead does a counter-clockwise spin. Difficult to avoid and also causes the most blockstun out of all the other sword attacks due to its attack level. Floats on hit. Requires H sword to already be placed with 6H.
<br />
<br />
[[File:GGXRD_Ramlethal_swordplacement2.png|thumb|175x250px|]]
[[File:GGXRD_Ramlethal_swordplacement2.png|thumb|175x250px|]]
[[File:GGXRD_Ramlethal_swordplacement.png|thumb|175x250px|]]
[[File:GGXRD_Ramlethal_swordplacement.png|thumb|175x250px|]]
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 {{clr|4|6H}} or {{clr|3|6S}} causes one of the two familiars to do a tracking teleport to the opponent and attack once independently of Ram after a slight delay. The familiars will standby at the spot where they teleported initially until they are summoned again. Ramlethal can cancel the majority of her normals into a summon, as well as the second hit of combination attacks. While the swords are deployed, the properties of Ram's {{clr|S|S}} and {{clr|H|H}} normals are replaced.
<br />
 
*Using 6S or 6H replaces the normals done with that button with new ones.
While it may seem tempting to deploy an {{clr|S|S}} sword as a neutral due to the large amount of space they cover, losing access to Ram's best normals in {{clr|S|f.S}} and {{clr|S|j.S}} is generally not worth the cost.
*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.  
Ram generally requires spacing, a knockdown, or some sort of hit in order to safely set up Swords, as she is in counterhit state during the entire animation of deploying them. Additionally, Ram and the familiars can be hit during their initial summons or the attack startup, preventing the followup attack and making them fall to the ground before recovering. In the air, Ram can get away with summoning swords as it stalls her momentum, messing with the opponents' anti air timings. If used after a dashjump, Ram will retain a small amount of momentum upon deploying the 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.
*A sword cannot be summoned again until the familiar starts glowing again.
*While equipped, sword summons have less recovery.
*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.
*On the intitial {{clr|3|6S}}/{{clr|4|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
----
}}
'''{{clr|3|6S}}''' does a horizontal slash. Has better active frames than {{clr|4|6H}} and always appears in front of the opponent.  
*Staggers on counterhit.
----
'''{{clr|4|6H}}''' does a downward vertical slash with the {{clr|H|H}} sword. Appears above opponents.
*Staggers on counterhit.
<br/>
}}
 
===<big>Deploy Giant Sword (Down)</big>===
{{InputBadge|While Deployed {{clr|3|2S}}/{{clr|4|2H}} (Air OK)}}
{{GGXRD-R2 Move Card
|input=2S Deployed,2H Deployed|versioned=input
|description=
The second of two potential sword swipes that Ram gains access to upon deploying a sword. Riskier to use, but has much higher reward.
 
Access to this move requires Ram to have deployed a sword with {{clr|3|6S}} or {{clr|4|6H}}. Rather than swiping horizontally or vertically, commanding the swords to perform this attack causes them to swipe at Ram's opponent with a rotation. {{clr|3|2S}} covers the ground while {{clr|4|2H}} covers the air. The swipes take longer to become active than the {{clr|3|6S}}/{{clr|4|6H}} versions, but in exchange grant higher damage on hit, better frame advantage on block, and ability to pick up in certain combos.
----
'''{{clr|3|2S}}''' (while the familiar/sword is deployed) does a clockwise spin with the sword. Slow to start up, but has a big hitbox.
*Causes ground bounce on hit.
----
'''{{clr|4|2H}}''' (while the familiar/sword is deployed) is similar to {{clr|3|2S}}, but instead does a counter-clockwise spin. Difficult to avoid and also causes the most blockstun out of all the deployed sword attacks due to its attack level. Great tool for controlling space in neutral against slower or less aggressive opponents, as losing access to {{clr|H|H}} normals is not generally impactful at range. Leads to a corner carry combo on hit and especially on counter hit, making it a huge threat that either locks down the opponents or forces them to try to counter it.
}}
}}


======<font style="visibility:hidden" size="0">Retrieve Giant Sword</font>======
===<big>Retrieve Giant Sword</big>===
{{MoveData
{{InputBadge|{{clr|3|4S}}/{{clr|4|H}} (Air OK)}}
|name=Retrieve Giant Sword
{{GGXRD-R2 Move Card
|input=4S/H
|input=4S/H,j.4S/H|versioned=input
|image=GGXRD_Ramlethal_4S.png
|description=
|caption=
Ram retrieves a deployed sword from anywhere on the screen.
|data=
 
{{AttackData-GGXRD-R2
Can be used in some combos as the animation is pretty quick. It can also be used while airborne which will stall Ram's air momentum.
|damage= |tension= |risc= |prorate= |level= |guard=
|cancel= |roman=YRP |startup= |active= |recovery=22 total, 26 (aerial) |frameAdv= |inv=
|description=*Can be used in some combos. Animation is pretty quick.
*Can be done in the air and also halts her air momentum.
}}
}}
}}


======<font style="visibility:hidden" size="0">Daruo</font>======
===<big>Dauro</big>===
{{MoveData
{{InputBadge|{{clr|1|623P}}}}
|name=Daruo
{{GGXRD-R2 Move Card
|input=623P
|input=623P
|image=GGXRD_Ramlethal_Daruo.png
|description=
|caption2=Enhanced version is indicated by the green highlight
A gap closing rush-in type of move that's minus on block but useful on hit.  
|image2=GGXRD_Ramlethal_Daruo_fastest.png
 
|data=
Dauro is Ram's primary combo starter as it launches on hit and is used in nearly every one of her combos. While green Dauro launches higher and usually leads to more damage, both are useful in their own right as each can set up their own specific combos.
{{AttackData-GGXRD-R2
|damage=Normal: 30 <br/>Green: 36 |tension=0 / 0 |risc=6 |prorate=Initial: 80% |level=3 |guard=All
|cancel= |roman=YRP |startup=15 |active=3 |recovery=Normal: 18<br/>Green: 16 |frameAdv=Normal: -4 <br/>Green: -2 |inv=
|description=*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.


  }}
Curiously, Ramlethal instantly teleports forward the full distance of the move shortly after its startup begins (around frame 3 or 4), which can avoid some attacks or projetiles depending on spacing. Note that her hurtbox is always present during this movement.
 
*The enhanced green version is not punishable unless instant blocked.
*Numbers in [] are for green Dauro, done by inputting {{clr|1|P}} simultaneously with 3.
}}
}}


======<font style="visibility:hidden" size="0">Furama Kaago</font>======
===<big>Flama Kargo</big>===
{{MoveData
{{InputBadge|{{clr|2|236K}}}}
|name=Flama Kargo
{{GGXRD-R2 Move Card
|input=236K
|input=236K
|image=GGXRD_Ramlethal_Furama_Kaago.png
|description=
|caption=Pops the opponent into the air for followups
Command grab with decent startup and range.
|data=
{{AttackData-GGXRD-R2
|damage=0,60 |tension=0 / 480 |risc=6 |prorate=Forced: 60% |level=4 |guard=Ground Throw: 90000
|cancel= |roman=YRP |startup=11 |active=1 |recovery=Total 45 |frameAdv=― |inv=
|description=*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.


}}
An effective mixup tool when used properly with her other pressure options. Launches on successful grab, leading to a lot of damage.
}}
}}


======<font style="visibility:hidden" size="0">Sildo Detruo</font>======
===<big>Sildo Detruo</big>===
{{MoveData
{{InputBadge|{{clr|2|214K}} (Air OK)}}
|name=Sildo Detruo
{{GGXRD-R2 Move Card
|input=214K (air OK)
|input=214K,j.214K|versioned=input
|image=GGXRD_Ramlethal_SildoDetruo.png
|description=
|caption=
;Ground
|data=
A very slow airborne distance closing overhead that is plus on block.
{{AttackData-GGXRD-R2
 
|version=Ground |damage=20 x 3 |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air
Generally not worth using due to the risk, it can serve as a callout option by hopping over long recovery moves like Raven's {{clr|H|2H}} or Ky's {{MMC|input=236S|chara=Ky Kiske|label=Stun Edge}}. {{clr|K|214K}}'s lengthy startup and distinctive animation makes easily interrupted on reaction. Even if Ram doesn't get outright anti aired, she actually lands before the hitbox becomes active, making it vulnerable to being thrown before she gets to take advantage of the plus frames.
|cancel= |roman=YRP |startup=32 |active=3 |recovery=11 |frameAdv=+2 |inv=5~Airborne }}
 
{{AttackData-GGXRD-R2
On hit, it is rewarding however as Ram can get a combination attack followup to juggle the opponent into the corner with.
|header=no
----
|version=Air |subtitle=j.214K |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air
;Air
|cancel= |roman=YRP |startup=Until Landing[20] |active=3 |recovery=12 |frameAdv=+1 |inv=
{{clr|K|j.214K}} can be TK'd into for quicker overheads while Ram is already close to the opponent where the evasive properties and forward movement aren't needed.
|description=*Lots of startup on this move, can be easily interrupted if they see it coming.
Unlike the grounded version, the air version has very little forward momentum and overrides any air momentum, falling quickly towards the ground. Has some minor use in combos or air-to-air confirms after {{clr|D|j.D}} to reach the ground faster at certain heights.
*Can be canceled into after sword jH to stay safe and + on block.
*Both versions launch on normal hit for a combo.
*launches on hit, knocks down if not followed up
*Both versions knock down on hit if not followed up.
*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
}}
}}
}}


======<font style="visibility:hidden" size="0">Cassius</font>======
===<big>Cassius</big>===
{{MoveData
{{InputBadge|{{clr|1|214P}}}}
|name=Cassius
{{GGXRD-R2 Move Card
|input=214P
|input=214P
|image=GGXRD_Ramlethal_Cassius.png
|description=
|caption=
Fires a projectile at an upward angle.
|data=
 
{{AttackData-GGXRD-R2
Throw it out to end blockstrings safely or catch opponents trying to approach through the air, especially when the gameplan shifts to deploying swords and killing time for their recovery. Covers deployed {{clr|H|H}} sword's vulnerability of being hit away as well.
|damage=30 |tension=0 / 0 |risc=7 |prorate=― |level=2 |guard=All
|cancel= |roman=YRP |startup=19 |active=29 |recovery=Total 46 |frameAdv=-1 |inv=
|description=*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. Covers deployed HS sword's vulnerability of being hit away as well.
}}
}}
}}


======<font style="visibility:hidden" size="0">Maruterri</font>======
===<big>Marteli</big>===
{{MoveData
{{InputBadge|{{clr|3|214S}} (Air OK)}}
|name=Marteli
{{GGXRD-R2 Move Card
|input=214S with S sword (Air OK)
|input=214S,j.214S|versioned=input
|image=GGXRD_Ramlethal_Marteli.png
|description=
|caption=
Quick startup and large disjoint counterpoke that is used as a frametrap and combo filler.
|data=
 
{{AttackData-GGXRD-R2
Useful as a frametrap for opponents trying to mash after {{clr|3|f.S}}. Generates a lot of Tension on hit and floats the opponent on counterhit for a full combo. Ram can perform this move when {{clr|S|S}} sword is deployed, which will recall the sword to her before attacking at the cost of a much slower startup than the equipped version.
|damage=38 |tension= |risc=- /+10 |prorate= |level= |guard=Mid
*Can be special cancelled into Forpeli.
|cancel= |roman=YRP |startup=12 |active=6 |recovery=16 |frameAdv=-5 |inv=
|description=*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
}}
}}
}}


======<font style="visibility:hidden" size="0">Foruterri</font>======
===<big>Forpeli</big>===
{{MoveData
{{InputBadge|{{clr|4|214H}} (Air OK)}}
|name=Forpeli
{{GGXRD-R2 Move Card
|input=214H with H sword (Air OK)
|input=214H,j.214H|versioned=input
|image=GGXRD_Ramlethal_Forpeli.png
|description=
|caption=
Long range disjointed strike. Usually cancelled into after Marteli in combos to build meter.
|data=
 
{{AttackData-GGXRD-R2
Reaches farther than Martelli and does more damage, but is noticeably worse on block.  Generates a lot of tension on hit. Has situational use for when you need to retrieve the {{clr|H|H}} sword while also throwing out a hitbox. Like Marteli, the recall version has significantly slower startup than equipped version.
|damage=42 |tension= |risc=- /+10 |prorate= |level= |guard=Mid
|cancel= |roman=YRP |startup=15 |active=6 |recovery=24 |frameAdv=-11 |inv=
|description=*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
}}
}}
}}
<br clear=all/>


==Overdrives==
==Overdrives==
======<font style="visibility:hidden" size="0">Calvados</font>======
===<big>Calvados</big>===
{{MoveData
{{InputBadge|{{clr|4|632146H}} with swords equipped\{{clr|5|632146D}} with swords equipped}}
|name=Calvados
{{GGXRD-R2 Move Card
|input=632146H with sword equipped
|input=632146H Sword
|image=GGXRD_Ramlethal_Calvados.png
|description=
|caption=
A difficult to punish fullscreen beam super. Can only be used while '''both''' swords are equipped.
|data=
 
{{AttackData-GGXRD-R2
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.
|damage=50, 6×30 |tension=-5000 |risc=1 |prorate=― |level=3 |guard=All
*Can be YRC'd after the super flash, allowing Ram to run up while the beam is active, if you want to sink 75 meter into this option.
|cancel= |roman=YRP |startup=7+7 |active=62 |recovery=31 |frameAdv=-17 |inv=3~13 Strike
*Ram can get grabbed during the startup if you use it too close to an opponent.
|description=*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
}}
}}
}}


======<font style="visibility:hidden" size="0">Toranshi</font>======
===<big>Trance</big>===
{{MoveData
{{InputBadge|{{clr|4|632146H}} with swords deployed}}
|name=Trance
{{GGXRD-R2 Move Card
|input=632146H with sword deployed
|input=632146H No Sword
|image=GGXRD_Ramlethal_Toranshi.png
|description=
|caption= No escape!
A highly active and plus on block super to lock the opponent down for a mixup. Can only be used when '''both''' swords have been deployed.
|data=
 
{{AttackData-GGXRD-R2
Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning forward. The swords are thus relocated to where the overdrive ended. Hits 30 times, keeps the opponent blocking long enough for at least 1 jump-in mixup. Is sometimes used at the end of combos from an OTG state for the kill.
|damage=8×30 |tension=-5000 |risc=2 |prorate=Initial: 90% |level=3 |guard=All
*Swords disappear if Ramlethal is hit before the move becomes active.
|cancel= |roman=YRP |startup=9+17 |active=129 |recovery=Total 12 |frameAdv=― |inv=
|description=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">Explode</font>======
===<big>Explode</big>===
{{MoveData
{{InputBadge|{{clr|2|2363214K}}}}
|name=Explode
{{GGXRD-R2 Move Card
|input=2363214K
|input=2363214K
|image=GGXRD_Ramlethal_Explode.png
|description=
|caption=
Ram's only frame 1 invincible attack with fast startup and high active frames.
|image2=GGXRD_Ramlethal_explode2.png
 
|data=
Rushes forward so it can be used to get out of the corner if they jump over it. Can see occasional use as a combo finisher since Ram can combo into this even from OTG as it activates the animation.
{{AttackData-GGXRD-R2
|damage=0,4×14,80 |tension=-5000 |risc=6,0×14,14 |prorate=― |level=0 |guard=All
|cancel= |roman=YRP |startup=7+1 |active=18 |recovery=24 |frameAdv=-32 |inv=1~10 Full,11~End of movement Throw
|description=*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.
}}
}}
}}
<br clear=all/>


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
==Instant Kill==
{{MoveData
===<big>Animo Estingi</big>===
|name=Animo Estingi
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|input=in IK mode: 236236H
{{GGXRD-R2 Move Card
|image=GGXRD_Ramlethal_IK.png
|input=236236H
|caption=
|description=
|image2=GGXRD_Ramlethal_IK2.png
Uses the animation of her Dauro, complete with teleport.
|image3=GGXRD_Ramlethal_IK3.png
|data=
{{AttackData-GGXRD-R2
|damage=DESTROY |tension=― |risc=6 |prorate=― |level=3 |guard=All
|cancel= |roman=YRP |startup=14+18[10+16] |active=3 |recovery=34 |frameAdv=-20 |inv=14~34[10~28] Full
|description=*[ ] 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.
}}
}}
}}
<br clear=all/>
 
----
==Navigation==
{{CharLinks
<center>{{Character Label|GGXRD-R2|Ramlethal Valentine|size=42px}}</center>
|charMainPage=GGXRD-R2/Ramlethal Valentine
{{GGXRD-R2/CharacterLinks}}
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_RA.html
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/292-ramlethal-valentine/
{{GGXRD-R2/Navigation}}
}}
[[Category:Guilty Gear|Ramlethal Valentine]]
{{Navbar-GGXRD-R2}}
[[Category:Guilty Gear]]
[[Category:Guilty Gear Characters]]

Latest revision as of 08:50, 14 April 2024

Overview

Overview

Ramlethal Valentine is a unique mode-switching character. Her main mechanic is managing her swords, which can switch between acting as neutral tools and okizeme tools depending on the situation.

Ramlethal starts with her swords "equipped", which strengthen her S and H normals. Sword normals are long-reaching, decently fast and deal great damage, making her a decent threat in neutral. When Ram presses 6S or 6H, she sacrifices one of her swords to "deploy" them at a specific location. Deployed swords can be used to control space in neutral, force opponents to block after a knockdown, or used as a reset tool to regain pressure. Balancing between keeping swords equipped versus deployed is key to mastering Ramlethal.

Ram's other major feature are her "Combination Attacks". Rather than have her P and K normals be on a normal gatling table, they can instead combo into each other for unique moves. For instance, PPP causes a three hit swipe that blows her opponent away, while PPK causes a two hit swipe followed by an upward kick that floats the opponent. Ram has a large number of Combination Attacks to use, many of which grant her strong pressure and excellent combo opportunities.

Ramlethal has decent ability to control her opponent in neutral (f.S, j.H, and an upward-arcing projectile), but setplay and okizeme are where she really shines: most any hit can confirm to a combo that will carry her opponent halfway across the screen. If she reaches the corner she can wallsplat her opponent and set up one or both swords for a multi-layer mixup - oh, and she has a command throw that launches, too. If her opponent somehow manages to block, Ramlethal can reset pressure with one of her plus on block overheads or a sword swipe.

Balancing this offensive vortex are poor defensive options and very stubby non-sword normals. Ramlethal is notoriously limited without her swords, and detaching one them for a neutral gamble can leave her without any kind of poke for several seconds. Her ability to mash is also mediocre, and even her 2D sweep is prone to whiffing.

All in all, Ramlethal is a character who can take a lot of work to get going - but once she does, she can feel damn near impossible to stop.
Ramlethal Valentine
GGXRD-R Ramlethal Portrait.png
Defense
x1.06
Guts Rating
1
Weight
[105] Light
Stun Resistance
60
Prejump
3F
Backdash
16F (1~9F invuln)
Wakeup Timing
25F (Face Up)/ 23F (Face Down)
Fastest Attack
5P (4F)
Reversals
2363214K (7+1F)

 Ramlethal Valentine specializes in juggling opponents into the corner and locking them down with summoned swords and deadly mixups.

Pros
Cons
  • Good Pokes: With swords equipped, Ramlethal has good pokes such as f.S, and 5H which can help her hold her ground in neutral. Her ability to get strong corner-carry combos off of her pokes with DauroGGXRD Ramlethal Daruo.pngGuardAllStartup15Recovery18 [16]Advantage-4 [-2] also makes her them highly rewarding.
  • Rewarding Combos: A combination of great damage potential and high corner carry allow Ram to gain heavy reward off of any won exchange. It is not uncommon for a single combo to take an enemy right to the corner from midscreen.
  • Insidious Okizeme: Ramlethal has disgustingly powerful corner okizeme with 6S and 6H, both of which set one of her swords. From here, Ram can go for a high/low/throw mixup with great reward that loops back into itself, or even go for a double mixup if both swords are out.
  • Good Meter Gain: Sword normals gain a ton of tension when used. Ram can use YRC to quickly set swords and get to her strongest Okizeme as fast as possible.
  • Several Burst Safe Points: Has access to several efficient ways of baiting bursts in combos. (4P[x], 5D)
  • Checkmate Potential: Ramlethal has strong guts crush combos and supers, including 4P mashing, Explode (2363214K), and Calvados or Trance (632146H).
  • Sword-Reliant: While Ramlethal's swords are deployed for okizeme or pressure, her sword normals are heavily weakened. In these situations, Ram doesnt have access to her strongest pokes and has pitiful Tension gain.
  • Lack of Proper Gatlings: Ram's unique Combination Attacks will never directly combo into Dauro or other juggles without special hits like Counter Hit, crouching hit, or a prior sword setup. Her other juggle options and workarounds are generally unfavorable.
  • Burst Building Combos: While long combos are cool, it also means opponents build tension and burst meter more quickly. Often an opponent can burst at the start of a round and have burst back before the end of the round.
  • Tricky Combos: Ram's combos frequently require adjustments to be made based on character weight and height. Making sure opponents can't tech out of her juggles or wallslump too high is a demanding practice, but with thankfully very high reward.
  • Obvious Burst Points: While Ramlethal does have burst safe combo routes, her normal routes have obvious burst points.

Unique Mechanics

Sword Set

Ramlethal can detach her swords and set them on the screen relative to her opponent's position. The swords will rest in the background wherever Ramlethal set them until she attempts to swing a sword. During the swing's startup and recovery, it becomes vulnerable, and will be knocked down for a short time if hit. When a sword is detached, Ramlethal loses the corresponding sword for her normals until she recalls it manually or uses her MarteliGGXRD Ramlethal Marteli.pngGuardMidStartup12 [20]Recovery16Advantage-5/ForpeliGGXRD Ramlethal Forpeli.pngGuardMidStartup15 [22]Recovery24Advantage-11 special moves.

The sword attacks have two speeds, a slower one which is used the first time a sword is set, and a faster one which is used if Ramlethal's opponent is already in range of a set sword.
Sequence Normals
Ramlethal's P and K normals change when used in specific sequences, similar to chain moves from 3D fighting games like Tekken. For instance, using 5P will give one attack, but pressing 5PP will grant a different attack on the second button press. These chains are a core part of Ramlethal's combo, pressure, and mixup game.

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
10 Mid 4 4 5 +1
Total: 12

Ramlethal's fastest normal. has poor reach but is plus on block, making it a great abare An attack during the opponent's pressure, intended to interrupt it. option.

5P is one one of her fastest and simplest ways to secure a knockdown with either 2KK or 2KPK as enders, and is burst safe to boot.

  • Can gatling into itself and other normals by using 4P as the input.
  • Whiffs on crouching Millia, Faust and Jack-O.

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
22 Mid 7 3 15 -4
Total: 24

Ram's farthest reaching ground normal that doesn't rely on S sword being equipped. Very sightly inches her forward.

Primarily used as a poke when S Sword is not available. 5K seems similar to others character's 5Ks on the surface, but she can't get too much reward off of it alone (a knockdown, a jump cancel) but she has followup options that can be pretty rewarding both on block and hit.

5K cannot gatling freely, but is part of an overall combination of strings (see below).

  • Lacks reward on hit (without strings) but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall.
  • Chains into 6K.
  • Combos into her basic strings, but cannot be jump cancelled.

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
28 Mid 6 3 18 -4
Total: 26

Ram's go-to close range normal for many situations due to its versatility.

Fast startup makes it great for starting pressure, punishing, and as a combo starter due to not being limited by the structure of her string normals. On hit, combos into DauroGGXRD Ramlethal Daruo.pngGuardAllStartup15Recovery18 [16]Advantage-4 [-2] or chains into stuff that combos into Dauro (2D, 5H. without sword). Also chains into 2S/2H but won't combo outside of wallsplat.

  • Jump cancelable and has a high attack level, making it good for canceling into sword summons.

f.S

No Sword

f.S

With Sword

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
32 Mid 9 6 18 -10
Total: 32

Far reaching disjointed sword swing with good range and startup. Great for pokes and long range punishes.

Ramlethal's f.S is almost essential to her neutral, so much so that many choose to keep an non-deployed f.S equipped at all times outside of her corner game. It doesn't have much reward non-counterhit, but it is still by far one of Ramlethal's better pokes. Use often.

Combos into DauroGGXRD Ramlethal Daruo.pngGuardAllStartup15Recovery18 [16]Advantage-4 [-2] on crouching or counterhit, leading to meterless full corner carry combos from midscreen that also set up oki.

  • As with the rest of her equipped sword normals, f.S grants huge meter gain on hit and block
  • Cancels into specials, sword summons/recalls, jumps/iad, and 3K.

5H

No Sword

5H

With Sword

5D

6P

6K

3K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
28 Low 12 12 12 -7 10~ Low Profile
Total: 35

A sliding kick that can low profile high moves.

Other counterpoking as a low profile move, 3K can be used after f.S to close distance and can be the low component in Ram's mixup game, especially on oki since it can be made reversal safe when timed correctly. While it's minus on block and on hit, proper spacing and timing can leave Ram plus. On a raw hit, Ram can RRC for a full combo which is a useful tool for threatening opponents abusing moves that can be low profiled in neutral.

2P

2K

2S

With Sword

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
70 Mid 19 9 51 -41
Total: 78

A very big but slow normal that covers a lot of space above and behind Ramlethal.

While it's a high risk move due to its gigantic whiff recovery, it provides great reward on air hit and even more on air counter hit, allowing for a variety of followups depending on the spacing. Due to the risk of whiffing, it's generally recommended to save 25 tension to YRC in order to remain safe.

  • Can chain into 2H on block for safety or for damage on non-counterhits. Also chains into 5D.

2H

With Sword

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
70 Mid 25 9 27 -17
Total: 29

Large normal that slams the opponent into the ground for a knockdown.

Primarily used after 2S on block to make it safer. Has some uses in neutral when S sword is deployed. While ram has access to both swords, it's a slower option than 2S but reaches a bit further horizontally which can be situationally useful as an anti air.

  • Difficult to punish on block due to the amount of pushback.
  • Bounces on counterhit, though difficult to combo off unless its in the corner.

2D

j.P

j.K

j.S

No Sword

j.S

With Sword

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
30 All 10 7 24
Total: 40

Air-to-air normal with and lots of untech time on air counterhit that can lead to massive damage.

While it's good as an air to air poke against opponents that are parallel to Ram due to its long disjoint, it has little to no vertical reach to cover opponents above or below her. It also has long recovery, so whiffing it can be punishing. On counter hit, if the opponent is low enough to the ground, Ram can convert into a full corner carry combo.

Gatling Options: j.H, j.D

j.H

No Sword

j.H

With Sword

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
40 All 15 Until Landing 0

A fully disjointed downwards sword toss that travels all the way to the ground regardless of height.

Used as a jump-in option or anti-anti air. 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 be plus, continuing pressure. Has a good amount of reward on counterhit, especially on rising j.H to call out abare An attack during the opponent's pressure, intended to interrupt it. attempts.

j.D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
j.D 40 All 11 8 24 + 5 Landing Recovery
j.2D 40 All 11 8 24 + 5 After Landing
j.8D 34 All 11 8 24 + 5 After Landing

Halts Ram's air momentum and blows her back in the opposite direction in the move.

Opponents are blown away in the direction of the move. Used to both extend (with j.D aiding in corner carry) and end (j.2D) air combos due to its high untechable time. j.8D can be used to stop air approaches, such as opponents jumping/airdashing over Trance. j.2D knocks down on hit and can be canceled into j.214K to reach the ground faster.

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

5PPK

5PK4K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
5P 10 Mid 4 4 5 +1
5PK 22 Mid 10 3 21 -7
5P4K 36 Mid 15 3 35 -24 1-6F Upper Body
7-14 Above Knees

Great combo tool against airborne opponents.

5PK on air hit, can combo into 4S/4H or 6S/6H sword deployments and still have enough time to continue the combo with more normals. A useful string for midscreen juggles overall.

4K ender launches on normal hit and leads to additional combo routes.

  • Second hit staggers on ground hit, lots of untechable time on air hit.

5KKK

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
5K 22 Mid 7 3 15 -4
5KK 28 Mid 9 3 12 -1
5KKK 32 Mid 11 4 22 -9

5KK moves Ram forward and is relatively safe on block; she can continue pressure with this and sometimes go for unexpected command grabs. 5KK is also sometimes used to end combos into a knockdown into sword summon oki. While unsafe on block, leads to the standard post-wall slam corner combos on hit.

  • Last hit causes techable knockback midscreen, does a low wall slam in the corner.

5K>4K and 5KK>4K

5KPP and 5KPK

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
5K 22 Mid 7 3 15 -4
5KP 18 Mid 7 4 9 -1
5KPP 42 High 18 4 12 +3
5KPK 26 Mid 11 6 18 -7

A string used for mixups after a blocked 5K or hit confirms from 5K crouching hit. 5KP without finishing the string is also great option for consistent corner carry juggle combos.

5KPP

The last hit of 5KPP is an overhead that is great on block, ground bounces on ground hit and 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 of 5KPP - a savvy opponent can interrupt it for a free punish, so try to not be too predictable with it.

  • First and second hits only combo on crouching, third hit does not combo at all.

5KPK

As the K ender launches on normal hit, this string is useful for launching a crouching opponent into a combo after hit confirming 5K.

  • First and second hits only combo on crouching. Full sequence will combo against a crouching opponent.

2PPP and 2PPK

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
2P 8 Mid 5 4 6 ±0
2PP 18 Mid 8 4 10 -2
2PPP 28 Mid 10 6 9 -1
2PPK 36 Low 16 6 20 -12 3~15 Foot
3~Airborne
2PPP

is identical to 5PPP besides the differences between 5P and 2P as well as some negligible frame differences on the second hit.


2PPK

Third hit of 2PPK has the same animation as 2KPK but launches on normal hit instead of knocking down. Last hit is 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, enabling a mixup: Following up with j.K for an overhead or 2D for a low.

2PK

2KK

2KPP and 2KPK

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
2K 15 Low 6 5 9 -2
2KP 22 Mid 8 4 10 -2
2KPP 44 High 18 4 12 +3
2KPK 32 Low 12 6 20 -12 3~11 Foot

Similar to the standing string, 5KP, except the K ender secures a knockdown instead of a launch.

2KPP

Overhead string ender option from 2K

  • Just like 5KPP, be aware of the gap between the second and third hits if you choose to use the overhead.

2KPK

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.

  • Unsafe on block

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
25 All 7 4 27 -17 1~10 Full
11~19 Throw

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. Notably, this is the fastest dead angle in the game, making it harder to bait and block than most other characters.

However if it is blocked, it has the second worst frame advantage at -17. Only Bedman's DAA is worse.

Blitz Attack

S+H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5

Standard Blitz attack when used defensively.

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.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz: [Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Deploy Giant Sword (Forward)

6S/6H (Air OK) or 2S/2H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
6S Deployed 26 All 26 [64] 15 Total 31 +22 [-]
6H Deployed 26 All 25 [63] 11 Total 31 +23 [-]

The first of two potential sword swipes that Ram can set with her Deploy Sword move. The core of Ram's okizeme mixup game.

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 independently of Ram after a slight delay. The familiars will standby at the spot where they teleported initially until they are summoned again. Ramlethal can cancel the majority of her normals into a summon, as well as the second hit of combination attacks. While the swords are deployed, the properties of Ram's S and H normals are replaced.

While it may seem tempting to deploy an S sword as a neutral due to the large amount of space they cover, losing access to Ram's best normals in f.S and j.S is generally not worth the cost.

Ram generally requires spacing, a knockdown, or some sort of hit in order to safely set up Swords, as she is in counterhit state during the entire animation of deploying them. Additionally, Ram and the familiars can be hit during their initial summons or the attack startup, preventing the followup attack and making them fall to the ground before recovering. In the air, Ram can get away with summoning swords as it stalls her momentum, messing with the opponents' anti air timings. If used after a dashjump, Ram will retain a small amount of momentum upon deploying the 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.

6S does a horizontal slash. Has better active frames than 6H and always appears in front of the opponent.

  • Staggers on counterhit.

6H does a downward vertical slash with the H sword. Appears above opponents.

  • Staggers on counterhit.


Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
6S Deployed Initial: 85% 2 10 7
6H Deployed Initial: 85% 2 10 7

6S Deployed:

  • Values in [] are when sword teleports to opponent's position
  • Staggers opponent on CH. Max duration 35F

6H Deployed:

  • Values in [] are when sword teleports to opponent's position
  • Staggers opponent on CH. Max duration 35F

Deploy Giant Sword (Down)

While Deployed 2S/2H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
2S Deployed 50 All 67 [96] 18 Total 33
2H Deployed 50 All 62 [91] 18 Total 33

The second of two potential sword swipes that Ram gains access to upon deploying a sword. Riskier to use, but has much higher reward.

Access to this move requires Ram to have deployed a sword with 6S or 6H. Rather than swiping horizontally or vertically, commanding the swords to perform this attack causes them to swipe at Ram's opponent with a rotation. 2S covers the ground while 2H covers the air. The swipes take longer to become active than the 6S/6H versions, but in exchange grant higher damage on hit, better frame advantage on block, and ability to pick up in certain combos.


2S (while the familiar/sword is deployed) does a clockwise spin with the sword. Slow to start up, but has a big hitbox.

  • Causes ground bounce on hit.

2H (while the familiar/sword is deployed) is similar to 2S, but instead does a counter-clockwise spin. Difficult to avoid and also causes the most blockstun out of all the deployed sword attacks due to its attack level. Great tool for controlling space in neutral against slower or less aggressive opponents, as losing access to H normals is not generally impactful at range. Leads to a corner carry combo on hit and especially on counter hit, making it a huge threat that either locks down the opponents or forces them to try to counter it.

Retrieve Giant Sword

4S/H (Air OK)

Dauro

623P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
30 [37] All 15 3 18 [16] -4 [-2]

A gap closing rush-in type of move that's minus on block but useful on hit.

Dauro is Ram's primary combo starter as it launches on hit and is used in nearly every one of her combos. While green Dauro launches higher and usually leads to more damage, both are useful in their own right as each can set up their own specific combos.

Curiously, Ramlethal instantly teleports forward the full distance of the move shortly after its startup begins (around frame 3 or 4), which can avoid some attacks or projetiles depending on spacing. Note that her hurtbox is always present during this movement.

  • The enhanced green version is not punishable unless instant blocked.
  • Numbers in [] are for green Dauro, done by inputting P simultaneously with 3.

Flama Kargo

236K

Sildo Detruo

214K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
214K 20×3 High / Air 32 3 11 +2
j.214K 20×3 High / Air Until Landing[20] 3 12 +1
Ground

A very slow airborne distance closing overhead that is plus on block.

Generally not worth using due to the risk, it can serve as a callout option by hopping over long recovery moves like Raven's 2H or Ky's Stun EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10. 214K's lengthy startup and distinctive animation makes easily interrupted on reaction. Even if Ram doesn't get outright anti aired, she actually lands before the hitbox becomes active, making it vulnerable to being thrown before she gets to take advantage of the plus frames.

On hit, it is rewarding however as Ram can get a combination attack followup to juggle the opponent into the corner with.


Air

j.214K can be TK'd into for quicker overheads while Ram is already close to the opponent where the evasive properties and forward movement aren't needed. Unlike the grounded version, the air version has very little forward momentum and overrides any air momentum, falling quickly towards the ground. Has some minor use in combos or air-to-air confirms after j.D to reach the ground faster at certain heights.

  • Both versions launch on normal hit for a combo.
  • Both versions knock down on hit if not followed up.

Cassius

214P

Marteli

214S (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
214S 38 Mid 12 [20] 6 16 -5
j.214S 38 All 12 [20] 6 Until landing+8

Quick startup and large disjoint counterpoke that is used as a frametrap and combo filler.

Useful as a frametrap for opponents trying to mash after f.S. Generates a lot of Tension on hit and floats the opponent on counterhit for a full combo. Ram can perform this move when S sword is deployed, which will recall the sword to her before attacking at the cost of a much slower startup than the equipped version.

  • Can be special cancelled into Forpeli.

Forpeli

214H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
214H 42 Mid 15 [22] 6 24 -11
j.214H 42 All 15 [22] 6 Until landing+8

Long range disjointed strike. Usually cancelled into after Marteli in combos to build meter.

Reaches farther than Martelli and does more damage, but is noticeably worse on block. Generates a lot of tension on hit. Has situational use for when you need to retrieve the H sword while also throwing out a hitbox. Like Marteli, the recall version has significantly slower startup than equipped version.

Overdrives

Calvados

632146H with swords equipped or 632146D with swords equipped

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
50, 6×29
[62, 7×29]
All 7+7 62 31 -17 3~13 Strike
[1~15 Full]

A difficult to punish fullscreen beam super. Can only be used while 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.

  • Can be YRC'd after the super flash, allowing Ram to run up while the beam is active, if you want to sink 75 meter into this option.
  • Ram can get grabbed during the startup if you use it too close to an opponent.

Trance

632146H with swords deployed

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Invuln
8×30 All 9+17 129 Total 12

A highly active and plus on block super to lock the opponent down for a mixup. 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. The swords are thus relocated to where the overdrive ended. Hits 30 times, keeps the opponent blocking long enough for at least 1 jump-in mixup. Is sometimes used at the end of combos from an OTG state for the kill.

  • Swords disappear if Ramlethal is hit before the move becomes active.

Explode

2363214K

Instant Kill

Animo Estingi

During IK Mode: 236236H

Navigation

 Ramlethal Valentine


To edit frame data, edit values in GGXRD-R2/Ramlethal Valentine/Data.
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