No edit summary |
|||
Line 58: | Line 58: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=10 | |damage=10 |tension=0 |risc=8 |prorate=90 |level=0 |guard=Mid | ||
|cancel= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv= |description= | |||
|cancel= | |||
*Ramlethal's fastest normal, has poor reach but is positive on block. | *Ramlethal's fastest normal, has poor reach but is positive on block. | ||
*Whiffs on crouching Millia, Faust and Jack-0. | *Whiffs on crouching Millia, Faust and Jack-0. | ||
Line 86: | Line 74: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=22 | |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid | ||
|cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= |description= | |||
|cancel= | |||
*Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very slighty inches itself forward. | *Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very slighty inches itself forward. | ||
*Lacks reward on hit but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall. | *Lacks reward on hit but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall. | ||
Line 113: | Line 89: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=28 | |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= | |||
|cancel= | |||
*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. | *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). | *Good close range normal that combos into daruo or chains into stuff that combos into daruo(2D, 5H without sword). | ||
Line 141: | Line 105: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=38 | |damage=38 |tension=0 |risc=7 |prorate=90 |level=2 |guard=Mid | ||
|cancel= |roman=YRP |startup=11 |active=5 |recovery=21 |frameAdv=-12 |inv= |description= | |||
|cancel= | |||
*Combo fodder. Awful normal for neutral or offense, avoid using this move. | *Combo fodder. Awful normal for neutral or offense, avoid using this move. | ||
}} | }} | ||
Line 167: | Line 119: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=32 | |damage=32 |tension=1584 |risc=7 |prorate= |level=2 |guard=Mid | ||
|cancel= |roman=YRP |startup=9 |active=6 |recovery=18 |frameAdv=-10 |inv= |description= | |||
|cancel= | |||
*Far reaching sword swing with good range and startup. | *Far reaching sword swing with good range and startup. | ||
*Combos into Daruo on crouching or counterhit. | *Combos into Daruo on crouching or counterhit. | ||
Line 196: | Line 136: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=36 | |damage=36 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid | ||
|cancel= |roman=YRP |startup=12 |active=6 |recovery=24 |frameAdv=-13 |inv= |description= | |||
|cancel= | |||
*Blockstring and combo tool when without swords. | *Blockstring and combo tool when without swords. | ||
*Jump cancel-able on block. | *Jump cancel-able on block. | ||
Line 224: | Line 152: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=46 | |damage=46 |tension=1584 |risc=6 |prorate= |level=4 |guard=Mid | ||
|cancel= |roman=YRP |startup=14 |active=9 |recovery=27 |frameAdv=-19 |inv= |description= | |||
|cancel= | |||
*Has a big vertical hitbox, good anti-air if the spacing is right. | *Has a big vertical hitbox, good anti-air if the spacing is right. | ||
*Mostly used in combos due to launching on hit, can be followed up by an air combo. | *Mostly used in combos due to launching on hit, can be followed up by an air combo. | ||
Line 252: | Line 168: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=30 | |damage=30 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid | ||
|cancel= |roman=YRP |startup=10 |active=4 |recovery=22 |frameAdv=-12 |inv=1~13 Upper body |description= | |||
|cancel= | |||
*A pretty solid anti-air, has a small hitbox and lots of recovery though. | *A pretty solid anti-air, has a small hitbox and lots of recovery though. | ||
*Frames 1~13 Upper body invulnerability. | *Frames 1~13 Upper body invulnerability. | ||
Line 279: | Line 183: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=26 | |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= | |||
|cancel= | |||
*Standing overhead, hits crouching characters at 20F. | *Standing overhead, hits crouching characters at 20F. | ||
*Combos into 5P on anyone not named May, Bedman and Potemkin. | *Combos into 5P on anyone not named May, Bedman and Potemkin. | ||
Line 306: | Line 198: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=28 | |damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Low | ||
|cancel= |roman=YRP |startup=12 |active=12 |recovery=12 |frameAdv=-7 |inv=10~ Low profile |description= | |||
|cancel= | |||
*A sliding kick that can go under stuff. | *A sliding kick that can go under stuff. | ||
*Can be used after f.S and is sometimes used for low mixups. | *Can be used after f.S and is sometimes used for low mixups. | ||
Line 333: | Line 213: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=25 | |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= | |||
|cancel= | |||
*A typical dust attack, very slow and unsafe. | *A typical dust attack, very slow and unsafe. | ||
* Forward dust version now proves useful as a good corner combo extender. | * Forward dust version now proves useful as a good corner combo extender. | ||
Line 359: | Line 227: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=8 | |damage=8 |tension=0 |risc=8 |prorate=80 |level=0 |guard=Mid | ||
|cancel= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv= |description= | |||
|cancel= | |||
*Standard crouching punch with less range, frame advantage and more startup than 5P. | *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. | *Not a whole lot of reasons to use this move other than it doesn't whiff on crouching Millia and Faust. | ||
Line 385: | Line 241: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=15 | |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= | |||
|cancel= | |||
*Standard crouching short that hits low and is also a part of her low mixup game. | *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. | *Despite its frame advantage, it works well in blockstrings due to its range and the fact that it hits low. | ||
Line 414: | Line 258: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=70 | |damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid | ||
|cancel= |roman=YRP |startup=19 |active=9 |recovery=51 |frameAdv=-41 |inv= |description= | |||
|cancel= | |||
*A very big but slow normal that covers a lot of space above and behind Ramlethal. | *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. | *Can chain into 2H on block for safety or for damage on non-counterhits. Also chains into 5D. | ||
Line 442: | Line 274: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=70 | |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= | |||
|cancel= | |||
*Big normal that slams the opponent into the ground for a knockdown | *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. | *Slower than 2S but reaches a bit further horizontally. Has some uses in neutral when S sword is deployed. | ||
Line 471: | Line 291: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=28 | |damage=28 |tension= |risc=7 |prorate= |level=2 |guard=Low | ||
|cancel= |roman=YRP |startup=8 |active=6 |recovery=16 |frameAdv=-8 |inv= |description= | |||
|cancel= | |||
*Ramlethal's best low starter but has tiny range. | *Ramlethal's best low starter but has tiny range. | ||
*Combos into daruo. | *Combos into daruo. | ||
Line 498: | Line 306: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=10 | |damage=10 |tension=0 |risc=7 |prorate= |level=1 |guard=High/Air | ||
|cancel= |roman=YRP |startup=5 |active=6 |recovery=6 |frameAdv= |inv= |description= | |||
|cancel= | |||
*Amazing normal for air to air hit confirms and blockstrings. | *Amazing normal for air to air hit confirms and blockstrings. | ||
*Cancels into sword summons but cannot recall them back from this move. | *Cancels into sword summons but cannot recall them back from this move. | ||
Line 524: | Line 320: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=22 | |damage=22 |tension=0 |risc=7 |prorate= |level=7 |guard=High/Air | ||
|cancel= |roman=YRP |startup=7 |active=4 |recovery=13 |frameAdv= |inv= |description= | |||
|cancel= | |||
*Good normal for air to ground approaches due to its downward hit box. | *Good normal for air to ground approaches due to its downward hit box. | ||
*Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low. | *Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low. | ||
Line 553: | Line 337: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=26 | |damage=26 |tension= |risc=7 |prorate=90 |level=2 |guard=High/Air | ||
|cancel= |roman=YRP |startup=9 |active=4 |recovery=20 |frameAdv= |inv= |description= | |||
|cancel= | |||
*Air combo filler, nothing really special about this move. | *Air combo filler, 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. | ||
Line 580: | Line 352: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=30 | |damage=30 |tension=1200 |risc=6 |prorate=90 |level=3 |guard=Mid/Air | ||
|cancel= |roman=YRP |startup=10 |active=7 |recovery=24 |frameAdv= |inv= |description= | |||
|cancel= | |||
*Good hitbox to air-to-air with and lots of untech time on air counterhit that can lead to massive damage. | *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. | *Very small vertical hitbox. | ||
Line 608: | Line 368: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=32 | |damage=32 |tension= |risc=7 |prorate= |level=2 |guard=High/Air | ||
|cancel= |roman=YRP |startup=13 |active=8 |recovery=27 |frameAdv= |inv= |description= | |||
|cancel= | |||
*Solid air-to-ground normal that hits overhead. Pretty useless by itself due to its small hitbox and high recovery. | *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. | *Primarily used in air-dash mixups and can even crossup. | ||
Line 635: | Line 383: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=40 | |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= | |||
|cancel= | |||
*A big, downwards sword bonk that travels all the way to the ground regardless of height. | *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. | *Beats most anti-air normals if done high enough, but is unsafe on block if done too high. | ||
Line 667: | Line 403: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=j.D | |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=}} | |||
|cancel= | |||
}} | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=j.8D, j.2D, j.6D | |version=j.8D, j.2D, j.6D |header= no | ||
|damage=40 (for j.8D: 34) |tension=0 |risc=8 |prorate= |level=4 |guard=All | |||
|damage=40 (for j.8D: 34) | |cancel= |roman=YRP |startup=11 |active=8 |recovery=24 + 5 Landing recovery |frameAdv= |inv= |description= | ||
|cancel= | |||
*Blows opponents away in the direction used to input the move. | *Blows opponents away in the direction used to input the move. | ||
*Blows Ramlethal in the opposite direction of whatever version is used. | *Blows Ramlethal in the opposite direction of whatever version is used. | ||
Line 723: | Line 433: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=5P | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |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 |inv= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=5PPP | |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= | |||
|cancel= | |||
*Important in corner combos as it wall slams allowing for extended combos. | *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. | *Decent midscreen combo ender as it blows the opponent away and knocks down. Not much time for proper oki but it works. | ||
Line 786: | Line 457: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=5P | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=5PK | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=4K | |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= | |||
|cancel= | |||
|description= | |description= | ||
*Second hit staggers on ground hit, lots of untechable time on air hit. | *Second hit staggers on ground hit, lots of untechable time on air hit. | ||
Line 853: | Line 485: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=5P | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=5PP | |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 }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=5PPK | |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= | |||
|cancel= | |||
*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 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. | *Last hit also lauches for situational extended midcreen juggles. | ||
Line 918: | Line 511: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=5K | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=5KK | |version=5KK |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid | ||
|cancel= |roman=YRP |startup=9 |active=3 |recovery=12 |frameAdv=-1 }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=5KKK | |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= | |||
|cancel= | |||
*Last hit causes techable knockback midscreen, does a low wall slam in the corner. | *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. | *Unsafe on block but on hit leads to the standard post-wall slam corner combos. | ||
Line 982: | Line 537: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=5K | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=5KK | |version=5KK |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid | ||
|cancel= |roman=YRP |startup=9 |active=3 |recovery=12 |frameAdv=-1 }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=4K | |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= | |||
|cancel= | |||
*Same as the 5KKK string but with an alternate ender. | *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 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. | ||
Line 1,046: | Line 563: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=5K | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=5KP | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=5KPP | |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= |description= | |||
|cancel= | |||
*First and second hits only combo on crouching, third hit does not combo at all. | *First and second hits only combo on crouching, third hit does not combo at all. | ||
*Last hit is an overhead that is great on block and ground bounces on ground hit, causes knockdown on air hit. Useful for setting up oki midscreen. | *Last hit is an overhead that is great on block and ground bounces on ground hit, causes knockdown on air hit. Useful for setting up oki midscreen. | ||
Line 1,112: | Line 590: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=2P | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=2PP | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=2PPK | |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= | |||
|cancel= | |||
*Third hit has the same animation as 2KPK but launches on hit instead of knocking down. | *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. | *Last hit is very unsafe on block and will not combo on a standing opponent. | ||
Line 1,175: | Line 614: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=2P | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=2PK | |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= | |||
|cancel= | |||
*Second attack moves Ramlethal slightly forward and staggers. | *Second attack moves Ramlethal slightly forward and staggers. | ||
*Can be cancelled into a sword summon. | *Can be cancelled into a sword summon. | ||
Line 1,220: | Line 633: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=2K | |version=2K |damage=15 |tension= |risc= |prorate= |level= |guard= | ||
|cancel= |roman=YRP |startup=6 |active= |recovery= |frameAdv=-2 }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=2KK | |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= | |||
|cancel= | |||
*Second attack hits low twice. | *Second attack hits low twice. | ||
*Used to convert 5P/2K hits into a knockdown. | *Used to convert 5P/2K hits into a knockdown. | ||
Line 1,265: | Line 653: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=2K | |version=2K |damage=15 |tension= |risc= |prorate= |level= |guard= | ||
|cancel= |roman=YRP |startup=6 |active= |recovery= |frameAdv=-2 }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=2KP | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=2KPP | |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= | |||
|cancel= | |||
}} | }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=2KPK | |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= | |||
|cancel= | |||
*Starts out hitting low and can end with either an overhead or a low. | *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. | *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. | ||
Line 1,347: | Line 684: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=54 | |damage=54 |tension= |risc= |prorate= |level= |guard=Ground Throw: 75250 | ||
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+53 |inv= |description= | |||
|cancel= | |||
*Standard throw. Leads to okizeme. | *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. | *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. | ||
Line 1,374: | Line 699: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=63 | |damage=63 |tension= |risc= |prorate= |level= |guard=Air Throw: 192500 | ||
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv= |description= | |||
|cancel= | |||
*Ground throw animation but in the air. Leads to the same situation as a ground throw. 10 hits. | *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. | ||
Line 1,400: | Line 713: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=25 | |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= | |||
|cancel= | |||
*Same animation as the 5PP combination attack. | *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. | *A solid defensive tool to spend meter on if you don't want to risk doing a reversal super. | ||
Line 1,426: | Line 727: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Uncharged | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Max Charge | |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= | |||
|cancel= | |||
*A new and useful defensive option she now has, gets them off of you and can start combos. | *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. | *Uncharged leads to blowback and wallstick, leads to same situation as her corner combos if optimized. Good for burst safe combos too. | ||
Line 1,481: | Line 756: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=6S | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=6S | |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. | |||
|cancel= | |||
}} | }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=2S | |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. | |||
|cancel= | |||
}} | }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=6H | |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= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=6H | |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. | |||
|cancel= | |||
}} | }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=2H | |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. | |||
|cancel= | |||
<br /> | <br /> | ||
<br /> | <br /> | ||
Line 1,608: | Line 805: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage= | |damage= |tension= |risc= |prorate= |level= |guard= | ||
|cancel= |roman=YRP |startup= |active= |recovery=22 total, 26 (aerial) |frameAdv= |inv= |description= | |||
|cancel= | |||
*Can be used in some combos. Animation is pretty quick. | *Can be used in some combos. Animation is pretty quick. | ||
*Can be done in the air and also halts her air momentum. | *Can be done in the air and also halts her air momentum. | ||
Line 1,636: | Line 821: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=Normal: 30 <br/>Green: 36 | |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= | |||
|cancel= | |||
*A gap closing rush-in type of move that's unsafe on block but useful on hit, enhanced version is less punishable. | *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. | *Primary combo starter as it launches on hit and used in nearly every one of her combos. | ||
Line 1,666: | Line 839: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=0,60 | |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= | |||
|cancel= | |||
*Command grab with decent startup and range. Launches on successful grab, leads to a lot of damage. | *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 tools. | ||
Line 1,694: | Line 855: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Ground | |version=Ground |damage=20 x 3 |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air | ||
|cancel= |roman=YRP |startup=32 |active=3 |recovery=11 |frameAdv=+2 |inv=5~Airborne }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Air | |version=Air |subtitle=j.214K |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air | ||
|cancel= |roman=YRP |startup=Until Landing[20] |active=3 |recovery=12 |frameAdv=+1 |inv= |description= | |||
|cancel= | |||
*Lots of startup on this move, can be easily interrupted if they see it coming. | *Lots of startup on this move, can be easily interrupted if they see it coming. | ||
*Can be canceled into after sword jH to stay safe and + on block. | *Can be canceled into after sword jH to stay safe and + on block. | ||
Line 1,744: | Line 877: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=30 | |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= | |||
|cancel= | |||
*Fires a projectile at an upward angle. | *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. | *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. | ||
Line 1,770: | Line 891: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage= | |damage= |tension= |risc= |prorate= |level= |guard= | ||
|cancel= |roman= |startup= |active= |recovery= |frameAdv= |inv= |description= | |||
|cancel= | |||
*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
Line 1,798: | Line 907: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage= | |damage= |tension= |risc= |prorate= |level= |guard= | ||
|cancel= |roman= |startup= |active= |recovery= |frameAdv= |inv= |description= | |||
|cancel= | |||
*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
Line 1,828: | Line 925: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=50, 6×30 | |damage=50, 6×30 |tension=-5000 |risc=1 |prorate=― |level=3 |guard=All | ||
|cancel= |roman=YRP |startup=7+7 |active=62 |recovery=31 |frameAdv=-17 |inv=3~13 Strike |description= | |||
|cancel= | |||
*Beam super, difficult to punish | *Beam super, difficult to punish | ||
*Can only be used when BOTH swords are Equipped. | *Can only be used when BOTH swords are Equipped. | ||
Line 1,857: | Line 942: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=8×30 | |damage=8×30 |tension=-5000 |risc=2 |prorate=Initial: 90% |level=3 |guard=All | ||
|cancel= |roman=YRP |startup=9+17 |active=129 |recovery=Total 12 |frameAdv=― |inv= |description= | |||
|cancel= | |||
*Can only be used when BOTH swords have been deployed. | *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. | *Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning forward. | ||
Line 1,888: | Line 961: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=0,4×14,80 | |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= | |||
|cancel= | |||
*Frames 1-10 invincible | *Frames 1-10 invincible | ||
*Reversal super. Rushes forward so it can be used to get out of the corner if they jump over it. | *Reversal super. Rushes forward so it can be used to get out of the corner if they jump over it. | ||
Line 1,919: | Line 980: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=DESTROY | |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 | |||
|cancel= | |||
*Uses the animation of her Daruo, complete with teleport. | *Uses the animation of her Daruo, complete with teleport. | ||
}} | }} |
Revision as of 00:17, 11 August 2017
Ramlethal Valentine |
---|
Defense Modifier: x1.06 Guts Rating: 1
Double jump, 1 Airdash, Run type dash |
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
- Cool hat.
Weaknesses
- Poor normals without swords equipped.
- Lack of proper gatlings, hard to apply any real pressure outside of the corner.
- Neutral game is weak due to lack of many useful normals or specials.
- Sometimes has issues safely confirming into combos and scoring strong knockdowns outside of the corner.
- Equipped sword normals are her ONLY way to gain meter through normals.
- While long combos are a plus, it also means opponents build meter fast when combo'd from her higher beat confirms,
This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning) |
Normal Moves
5P
5P |
---|
5K
5K |
---|
c.S
c.S |
---|
f.S
f.S No Sword |
---|
f.S
f.S With Sword |
---|
5H
5H No Sword |
---|
5H
5H With Sword |
---|
6P
6P |
---|
6K
6K |
---|
3K
3K |
---|
5D
5D |
---|
2P
2P |
---|
2K
2K |
---|
2S
2S With Sword |
---|
2H
2H With Sword |
---|
2D
2D |
---|
j.P
j.P |
---|
j.K
j.K |
---|
j.S
j.S No Sword |
---|
j.S
j.S With Sword |
---|
j.H
j.H No Sword |
---|
j.H
j.H With Sword |
---|
j.D
j.D |
---|
Combination Attacks
Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings. P and K normals can only be cancelled into combination attack strings or sword summons, except for 5P and 2P which can chain into themselves or 2K. Only the first and second attacks can be cancelled into sword summons. After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.
5PPP
5PPP |
---|
5PK4K
5PK4K |
---|
5PPK
5PPK |
---|
5KKK
5KKK |
---|
5K>4K and 5KK>4K
5K>4K and 5KK>4K |
---|
5KPP
5KPP |
---|
2PPK
2PPK |
---|
2PK
2PK |
---|
2KK
2KK |
---|
2KPP
2KPP and 2KPK |
---|
Universal Mechanics
Ground Throw
Ground Throw |
---|
Air Throw
Air Throw |
---|
Dead Angle Attack
Dead Angle Attack |
---|
Blitz Shield Charge Attack
Blitz Attack |
---|
Special Moves
Deploy Giant Sword
Deploy Giant Sword 6S/H or 2S/H (air OK) |
---|
Retrieve Giant Sword
Retrieve Giant Sword 4S/H |
---|
Daruo
Daruo 623P |
---|
Furama Kaago
Flama Kargo 236K |
---|
Sildo Detruo
Sildo Detruo 214K (air OK) |
---|
Cassius
Cassius 214P |
---|
Maruterri
Marteli 214S with S sword |
---|
Foruterri
Forpeli 214H with H sword |
---|
Overdrives
Calvados
Calvados 632146H with sword equipped |
---|
Toranshi
Trance 632146H with sword deployed |
---|
Explode
Explode 2363214K |
---|
Instant Kill
Animo Estingi in IK mode: 236236H |
---|