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| |cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= | | |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. | | |description=*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 (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. | | *Chains into 6K. |
| }} | | }} |
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.
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,
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This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)
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Normal Moves
5P
5K
c.S
c.S
Go-to move due to it not having the limitations of her string-normals
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f.S
f.S
f.S With Sword
Solid meter gain
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5H
5H
6P
6P
Standard universal anti-air
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6K
3K
5D
2P
2K
2S
2H
2D
j.P
j.K
j.S
j.S
j.S With Sword
f.S but in the air.
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j.H
j.H
j.H With Sword
Not an overhead
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40
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All
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15
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Active until landing
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0
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-
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-
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j.D
j.D
Use this when theyre too high for j8D Most useful version for corner carry and combo extension Stalls air momentum, can be used to delay landing.
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40
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All
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11
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8
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20 + 5 Landing recovery
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-
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-
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40 (for j.8D: 34)
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All
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11
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8
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24 + 5 Landing recovery
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-
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-
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Combination Attacks
Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings.
P and K normals can only be cancelled into combination attack strings or sword summons, except for 5P and 2P which can chain into themselves or 2K. Only the first and second attacks can be cancelled into sword summons.
After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.
5PPP
5PPP
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10
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Mid
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4
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4
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5
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-
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-
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18
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Mid
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7
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4
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10
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-
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-
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28
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Mid
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10
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6
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9
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-
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-
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5PK4K
5PK4K
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10
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Mid
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4
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4
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5
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-
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-
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22
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Mid
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10
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3
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21
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-
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-
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36
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Mid
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15
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3
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35
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-
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-
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5PPK
5PPK
For heavy characters
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10
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Mid
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4
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4
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5
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-
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-
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18
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Mid
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7
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4
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10
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-
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-
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26
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Mid
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13
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6
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18
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-
|
-
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5KKK
5KKK
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22
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Mid
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6
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3
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15
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-
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-
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28
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Mid
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9
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3
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12
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-
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-
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32
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Mid
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11
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4
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22
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-
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-
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5K>4K and 5KK>4K
5K>4K and 5KK>4K
Last hit vacuums
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22
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Mid
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6
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3
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15
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-
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-
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28
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Mid
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9
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3
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12
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-
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-
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36
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Mid
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15
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3
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35
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-
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-
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5KPP
5KPP
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22
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Mid
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8
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3
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15
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-
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-
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18
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Mid
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7
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4
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9
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-
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-
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42
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High
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18
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4
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12
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-
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-
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2PPK
2PPK
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8
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Mid
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5
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4
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6
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-
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-
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18
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Mid
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8
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4
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10
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-
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-
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36
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Low
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16
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6
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20
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-
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-
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2PK
2PK
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8
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Mid
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5
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4
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6
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-
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-
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24
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Low
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9
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4
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12
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-
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-
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2KK
2KK
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15
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6
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|
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-
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-
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18,32
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Low
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9
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4(6)5
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16
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-
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-
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2KPP
2KPP and 2KPK
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15
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6
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|
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-
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-
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22
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Mid
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8
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4
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10
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-
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-
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44
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High
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18
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4
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12
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-
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-
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32
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Low
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12
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6
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20
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-
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-
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Universal Mechanics
Ground Throw
Ground Throw
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54
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Ground Throw: 75250
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1
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|
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-
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-
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Air Throw
Air Throw
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63
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Air Throw: 192500
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1
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-
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-
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Dead Angle Attack
Blitz Shield Charge Attack
Blitz Attack
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50
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Mid
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(15-48)+13
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3
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Hit: 11 Whiff: 20
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-
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-
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50
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Mid
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50+13
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3
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Hit: 11 Whiff: 20
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-
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-
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Special Moves
Deploy Giant Sword
Deploy Giant Sword 6S/H or 2S/H (air OK)
6S 2S 6H 2H
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26
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Mid/Air
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67
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13
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ground: 22 air: 26
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-
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-
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26
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Mid/Air
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far: 64 near: 26
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15
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ground: 33 air: 26
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-
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-
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50
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Mid/Air
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far: 96 near: 67
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18
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ground: 33 air: 26
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-
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-
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26
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Mid/Air
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66
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11
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ground: 22 air: 26
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-
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-
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26
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Mid/Air
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far: 63 near: 25
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11
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ground: 31 air: 29
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-
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-
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60
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Mid/Air
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far: 91 near: 62
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18
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ground: 33 air: 26
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-
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-
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Retrieve Giant Sword
Retrieve Giant Sword 4S/H
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|
|
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22 total, 26 (aerial)
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-
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-
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Daruo
Daruo 623P
Enhanced version is indicated by the green highlight
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Normal: 30 Green: 36
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All
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15
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3
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Normal: 18 Green: 16
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-
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-
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Furama Kaago
Flama Kargo 236K
Pops the opponent into the air for followups
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0,60
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Ground Throw: 90000
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11
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1
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Total 45
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-
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-
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Sildo Detruo
Sildo Detruo 214K (air OK)
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20×3
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High / Air
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32
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3
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11
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-
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-
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20×3
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High / Air
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Until Landing[20]
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3
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12
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-
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-
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Cassius
Cassius 214P
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30
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All
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19
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29
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Total 46
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-
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-
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Maruterri
Foruterri
Overdrives
Calvados
Calvados 632146H with sword equipped
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50, 6×30
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All
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7+7
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62
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31
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-
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-
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Toranshi
Trance 632146H with sword deployed
No escape!
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8×30
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All
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9+17
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129
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Total 12
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-
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-
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Explode
Explode 2363214K
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0,4×14,80
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All
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7+1
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18
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24
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-
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-
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