GGXRD-R2/Ramlethal Valentine: Difference between revisions

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[[File:GGXRD-R_Ramlethal_Portrait.png|350px|center]]
[[File:GGXRD-R_Ramlethal_Portrait.png|350x500px|center]]
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||{{CharData-GGXRD-R2
||{{CharData-GGXRD-R2
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*Equipped swords grant big meter gain
*Equipped swords grant big meter gain
*Has many ways to combo which is complemented by her strong combo resets in the corner
*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/>
*Cool hat.<br/>


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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=10 |tension=0 |risc=8 |prorate=90 |level=0 |guard=Mid
  |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= |roman=YRP |startup=4 |active=4 |recovery=5 |frameAdv=+1 |inv=
*Ramlethal's fastest normal, has poor reach but is positive on block.  
|description=*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.
*Great for baiting bursts.
*Great for baiting bursts.
*Can chain into itself and other normals by using 4P as the input.  
*Can chain into itself and other normals by using 4P as the input.  
*5p is also one of her fastest and simplest ways to get knockdown with either 2KK of 2KPK as enders.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
  |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= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv=
*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.
  }}
  }}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid
  |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= |roman=YRP |startup=6 |active=3 |recovery=18 |frameAdv=-4 |inv=
*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.
|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).
*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.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=38 |tension=0 |risc=7 |prorate=90 |level=2 |guard=Mid
  |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= |roman=YRP |startup=11 |active=5 |recovery=21 |frameAdv=-12 |inv=
*Combo fodder. Awful normal for neutral or offense, avoid using this move.
|description=*Combo fodder. Awful normal for neutral or offense, avoid using this move.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=32 |tension=1584 |risc=7 |prorate= |level=2 |guard=Mid
  |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= |roman=YRP |startup=9 |active=6 |recovery=18 |frameAdv=-10 |inv=
*Far reaching sword swing with good range and startup.
|description=*Far reaching sword swing with good range and startup.
*Combos into Daruo on crouching or counterhit.
*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
*As with the rest of her equipped sword normals, this grants huge meter gain on hit and block
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=36 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Mid
  |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= |roman=YRP |startup=12 |active=6 |recovery=24 |frameAdv=-13 |inv=
*Blockstring and combo tool when without swords.
|description=*Blockstring and combo tool when without swords.
*Jump cancel-able on block.  
*Jump cancel-able on block.  
*Combos into daruo.
*Combos into daruo.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=46 |tension=1584 |risc=6 |prorate= |level=4 |guard=Mid
  |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= |roman=YRP |startup=14 |active=9 |recovery=27 |frameAdv=-19 |inv=
*Has a big vertical hitbox, good anti-air if the spacing is right.
|description=*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.
*Level 4 move, lots of blockstun.
*Level 4 move, lots of blockstun.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=30 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
  |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= |roman=YRP |startup=10 |active=4 |recovery=22 |frameAdv=-12 |inv=1~13 Upper body
*A pretty solid anti-air, has a small hitbox and lots of recovery though.
|description=*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.
*Chains into c.S, 5H, 2S and 2H.  
*Chains into c.S, 5H, 2S and 2H.  
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=26 |tension=0 |risc=7 |prorate=90 |level=2 |guard=High
  |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= |roman=YRP |startup=18 |active=5 |recovery=9 |frameAdv=0 |inv=
*Standing overhead, hits crouching characters at 20F.
|description=*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.
*Primarily used in oki situations where a set sword will allow her to easily confirm into a combo.  
*Primarily used in oki situations where a set sword will allow her to easily confirm into a combo.  
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=28 |tension=0 |risc=6 |prorate=90 |level=3 |guard=Low
  |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= |roman=YRP |startup=12 |active=12 |recovery=12 |frameAdv=-7 |inv=10~ Low profile
*A sliding kick that can go under stuff.
|description=*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.
*Frames 10~ Low profile.
*Frames 10~ Low profile.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=25 |tension=0 |risc=20 |prorate=80 |level=2 |guard=High
  |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= |roman=YRP |startup=28 |active=6 |recovery=21 |frameAdv=-13 |inv=
*A typical dust attack, very slow and unsafe.
|description=*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.
  }}
  }}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=8 |tension=0 |risc=8 |prorate=80 |level=0 |guard=Mid
  |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= |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv=
*Standard crouching punch with less range, frame advantage and more startup than 5P.
|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.
*Not a whole lot of reasons to use this move other than it doesn't whiff on crouching Millia and Faust.
  }}
  }}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=15 |tension=0 |risc=7 |prorate=70 |level=1 |guard=Low
  |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= |roman=YRP |startup=6 |active=5 |recovery=9 |frameAdv=-2 |inv=
*Standard crouching short that hits low and is also a part of her low mixup game.
|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.
*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.
*Slightly faster than 2D but does less damage.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid
  |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= |roman=YRP |startup=19 |active=9 |recovery=51 |frameAdv=-41 |inv=
*A very big but slow normal that covers a lot of space above and behind Ramlethal.  
|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.  
*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.
*Lots of untechable time on air counterhit that allow for a variety of followups depending on the spacing.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=70 |tension=1584 |risc=10 |prorate=90 |level=4 |guard=Mid
  |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= |roman=YRP |startup=25 |active=9 |recovery=27 |frameAdv=-17 |inv=
*Big normal that slams the opponent into the ground for a knockdown
|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.
*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.
*Primarily used after 2S to make it safer.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=28 |tension= |risc=7 |prorate= |level=2 |guard=Low
  |damage=28 |tension= |risc=7 |prorate= |level=2 |guard=Low
  |cancel= |roman=YRP |startup=8 |active=6 |recovery=16 |frameAdv=-8 |inv= |description=
  |cancel= |roman=YRP |startup=8 |active=6 |recovery=16 |frameAdv=-8 |inv=
*Ramlethal's best low starter but has tiny range.
|description=*Ramlethal's best low starter but has tiny range.
*Combos into daruo.  
*Combos into daruo.  
*Also part of her low mixup game.
*Also part of her low mixup game.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=10 |tension=0 |risc=7 |prorate= |level=1 |guard=High/Air
  |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= |roman=YRP |startup=5 |active=6 |recovery=6 |frameAdv= |inv=
*Amazing normal for air to air hit confirms and blockstrings.
|description=*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.
  }}
  }}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=22 |tension=0 |risc=7 |prorate= |level=7 |guard=High/Air
  |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= |roman=YRP |startup=7 |active=4 |recovery=13 |frameAdv= |inv=
*Good normal for air to ground approaches due to its downward hit box.
|description=*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.
*Cancels into sword summons, cannot recall them back though.
*Cancels into sword summons, cannot recall them back though.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=26 |tension= |risc=7 |prorate=90 |level=2 |guard=High/Air
  |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= |roman=YRP |startup=9 |active=4 |recovery=20 |frameAdv= |inv=
*Air combo filler, nothing really special about this move.
|description=*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.
  }}
  }}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=30 |tension=1200 |risc=6 |prorate=90 |level=3 |guard=Mid/Air
  |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= |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.
*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.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=32 |tension= |risc=7 |prorate= |level=2 |guard=High/Air
  |damage=32 |tension= |risc=7 |prorate= |level=2 |guard=High/Air
  |cancel= |roman=YRP |startup=13 |active=8 |recovery=27 |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=13 |active=8 |recovery=27 |frameAdv= |inv=
*Solid air-to-ground normal that hits overhead. Pretty useless by itself due to its small hitbox and high recovery.
|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.
*Primarily used in air-dash mixups and can even crossup.
  }}
  }}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=40 |tension=1200 |risc=6 |prorate=90 |level=4 |guard=All
  |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= |roman=YRP |startup=15 |active=Active until landing |recovery=0 |frameAdv= |inv=
*A big, downwards sword bonk that travels all the way to the ground regardless of height.
|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.
*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.
*Can be cancelled into 214K on block to stay safe and + on block.
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  |version=j.8D, j.2D, j.6D |header= no
  |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) |tension=0 |risc=8 |prorate= |level=4 |guard=All
  |cancel= |roman=YRP |startup=11 |active=8 |recovery=24 + 5 Landing recovery |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=11 |active=8 |recovery=24 + 5 Landing recovery |frameAdv= |inv=
*Blows opponents away in the direction used to input the move.
|description=*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.
*Can be used to both extend and end air combos due to its high untechable time.
*Can be used to both extend and end air combos due to its high untechable time.
Line 442: Line 445:
  |header=no
  |header=no
  |version=5PPP |damage=28 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
  |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= |roman=YRP |startup=10 |active=6 |recovery=9 |frameAdv=-1 |inv=
*Important in corner combos as it wall slams allowing for extended combos.
|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.
*Decent midscreen combo ender as it blows the opponent away and knocks down. Not much time for proper oki but it works.
  }}
  }}
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  |header=no
  |header=no
  |version=4K |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
  |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= |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.
|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.
*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.
*4K ender launches and leads to additional combo routes.
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  |header=no
  |header=no
  |version=5PPK |damage=26 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
  |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= |roman=YRP |startup=13 |active=6 |recovery=18 |frameAdv=-10 |inv=
*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.
|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.
*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.
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  |header=no
  |header=no
  |version=5KKK |damage=32 |tension=0 |risc=6 |prorate= |level=3 |guard=Mid
  |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= |roman=YRP |startup=11 |active=4 |recovery=22 |frameAdv=-9 |inv=
*Last hit causes techable knockback midscreen, does a low wall slam in the corner.
|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.
*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 is also what you sometimes use to end combos into knockdown sword summon oki.
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  |header=no
  |header=no
  |version=4K |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
  |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= |roman=YRP |startup=15 |active=3 |recovery=35 |frameAdv=-24 |inv=
*Same as the 5KKK string but with an alternate ender.
|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 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 can also be done after 5P.
Line 572: Line 575:
  |header=no
  |header=no
  |version=5KPP |damage=42 |tension=0 |risc=6 |prorate= |level=4 |guard=High
  |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= |roman=YRP |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=
*First and second hits only combo on crouching, third hit does not combo at all.
|description=*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.
*If used as a blockstring, be aware of the gap between the second and third hits.
*If used as a blockstring, be aware of the gap between the second and third hits.
Line 599: Line 602:
  |header=no
  |header=no
  |version=2PPK |damage=36 |tension=0 |risc=7 |prorate= |level=2 |guard=Low
  |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= |roman=YRP |startup=16 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot,3~Airborne
*Third hit has the same animation as 2KPK but launches on hit instead of knocking down.
|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.
*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.
*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.
Line 619: Line 622:
  |header=no
  |header=no
  |version=2PK |damage=24 |tension=0 |risc=7 |prorate= |level=2 |guard=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=
  |cancel= |roman=YRP |startup=9 |active=4 |recovery=12 |frameAdv=-2 |inv=
*Second attack moves Ramlethal slightly forward and staggers.
|description=*Second attack moves Ramlethal slightly forward and staggers.
*Can be cancelled into a sword summon.
*Can be cancelled into a sword summon.
  }}
  }}
Line 638: Line 641:
  |header=no
  |header=no
  |version=2KK |damage=18,32 |tension=0 |risc=7,6 |prorate= |level=1,3 |guard=Low
  |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= |roman=YRP |startup=9 |active=4(6)5 |recovery=16 |frameAdv=-4 |inv=
*Second attack hits low twice.
|description=*Second attack hits low twice.
*Used to convert 5P/2K hits into a knockdown.
*Used to convert 5P/2K hits into a knockdown.
  }}
  }}
Line 662: Line 665:
  |header=no
  |header=no
  |version=2KPP |damage=44 |tension=0 |risc=6 |prorate= |level=4 |guard=High
  |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= |roman=YRP |startup=18 |active=4 |recovery=12 |frameAdv=+3 |inv=
}}
|description= }}
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=2KPK |damage=32 |tension=0 |risc=7 |prorate= |level=2 |guard=Low
  |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= |roman=YRP |startup=12 |active=6 |recovery=20 |frameAdv=-12 |inv=3~15 Foot,3~Airborne
*Starts out hitting low and can end with either an overhead or a low.
|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.
*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.
*Very unsafe if the final hit is the low option.
Line 685: Line 688:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=54 |tension= |risc= |prorate= |level= |guard=Ground Throw: 75250
  |damage=54 |tension= |risc= |prorate= |level= |guard=Ground Throw: 75250
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+53 |inv= |description=
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+53 |inv=
*Standard throw. Leads to okizeme.
|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.
*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.
*If a deployed sword strikes the opponent during the end of the animation, it will lead to a meterless combo.
Line 700: Line 703:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=63 |tension= |risc= |prorate= |level= |guard=Air Throw: 192500
  |damage=63 |tension= |risc= |prorate= |level= |guard=Air Throw: 192500
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv= |description=
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
*Ground throw animation but in the air. Leads to the same situation as a ground throw. 10 hits.
|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.
  }}
  }}
Line 714: Line 717:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=25 |tension=-5000 / 0 |risc=7 |prorate=― |level=2 |guard=All
  |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= |roman= |startup=7 |active=4 |recovery=27 |frameAdv=-17 |inv=1~10 Full,11~19 Throw
*Same animation as the 5PP combination attack.
|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.
*A solid defensive tool to spend meter on if you don't want to risk doing a reversal super.
  }}
  }}
Line 732: Line 735:
  |header=no
  |header=no
  |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
  |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= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?
*A new and useful defensive option she now has, gets them off of you and can start combos.
|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.
*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.
*Fully charged/counter hit leads into crumple state meaning you can go for as heavy of a standing punish as you please.
Line 761: Line 764:
  |header=no
  |header=no
  |version=6S |subtitle=Deployed |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard= Mid/Air
  |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= |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
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=2S |subtitle=Deployed |damage=50 |tension=768 |risc= |prorate= |level=ground: 2<br/>air: 3 |guard= Mid/Air
  |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= |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
  {{AttackData-GGXRD-R2
Line 775: Line 780:
  |header=no
  |header=no
  |version=6H |subtitle=Deployed |damage=26 |tension=600 |risc=7 |prorate= |level=2 |guard=Mid/Air
  |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= |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
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=2H |subtitle=Deployed |damage=60 |tension=768 |risc=10 |prorate= |level=4 |guard=Mid/Air
  |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= |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 />
<br />
<br />
Line 806: Line 813:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage= |tension= |risc= |prorate= |level= |guard=
  |damage= |tension= |risc= |prorate= |level= |guard=
  |cancel= |roman=YRP |startup= |active= |recovery=22 total, 26 (aerial) |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup= |active= |recovery=22 total, 26 (aerial) |frameAdv= |inv=
*Can be used in some combos. Animation is pretty quick.
|description=*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 822: Line 829:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=Normal: 30 <br/>Green: 36 |tension=0 / 0 |risc=6 |prorate=Initial: 80% |level=3 |guard=All
  |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= |roman=YRP |startup=15 |active=3 |recovery=Normal: 18<br/>Green: 16 |frameAdv=Normal: -4 <br/>Green: -2 |inv=
*A gap closing rush-in type of move that's unsafe on block but useful on hit, enhanced version is less punishable.
|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.
*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.
*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.
Line 840: Line 847:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=0,60 |tension=0 / 480 |risc=6 |prorate=Forced: 60% |level=4 |guard=Ground Throw: 90000
  |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= |roman=YRP |startup=11 |active=1 |recovery=Total 45 |frameAdv=― |inv=
*Command grab with decent startup and range. Launches on successful grab, leads to a lot of damage.
|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 tools.


Line 860: Line 867:
  |header=no
  |header=no
  |version=Air |subtitle=j.214K |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / 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= |roman=YRP |startup=Until Landing[20] |active=3 |recovery=12 |frameAdv=+1 |inv=
*Lots of startup on this move, can be easily interrupted if they see it coming.
|description=*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.
*Can be chained after jD in air combos to reach the ground faster.
*Can be chained after jD in air combos to reach the ground faster.
Line 878: Line 885:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=30 |tension=0 / 0 |risc=7 |prorate=― |level=2 |guard=All
  |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= |roman=YRP |startup=19 |active=29 |recovery=Total 46 |frameAdv=-1 |inv=
*Fires a projectile at an upward angle.  
|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.
*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>======
======<font style="visibility:hidden" size="0">Maruterri</font>======
{{MoveData
{{MoveData
|name=Marteli
|name=Marteli
|input=214S with S sword
|input=214S with S sword (Air OK)
|image=GGXRD_Ramlethal_Marteli.png
|image=GGXRD_Ramlethal_Marteli.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage= |tension= |risc= |prorate= |level= |guard=
  |damage=38 |tension= |risc=- /+10 |prorate= |level= |guard=Mid
  |cancel= |roman= |startup= |active= |recovery= |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=12 |active=6 |recovery=16 |frameAdv=-5 |inv=
*List what the move is used for
|description=*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.
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
Line 902: Line 910:
{{MoveData
{{MoveData
|name=Forpeli
|name=Forpeli
|input=214H with H sword
|input=214H with H sword (Air OK)
|image=GGXRD_Ramlethal_Forpeli.png
|image=GGXRD_Ramlethal_Forpeli.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage= |tension= |risc= |prorate= |level= |guard=
  |damage=42 |tension= |risc=- /+10 |prorate= |level= |guard=Mid
  |cancel= |roman= |startup= |active= |recovery= |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=15 |active=6 |recovery=24 |frameAdv=-11 |inv=
*List what the move is used for
|description=*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.
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
Line 926: Line 934:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=50, 6×30 |tension=-5000 |risc=1 |prorate=― |level=3 |guard=All
  |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= |roman=YRP |startup=7+7 |active=62 |recovery=31 |frameAdv=-17 |inv=3~13 Strike
*Beam super, difficult to punish
|description=*Beam super, difficult to punish
*Can only be used when BOTH swords are Equipped.
*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.
*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.
Line 943: Line 951:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=8×30 |tension=-5000 |risc=2 |prorate=Initial: 90% |level=3 |guard=All
  |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= |roman=YRP |startup=9+17 |active=129 |recovery=Total 12 |frameAdv=― |inv=
*Can only be used when BOTH swords have been deployed.
|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.
*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.
*Hits 30 times, keeps them blocking for a while, giving enough time for at least 1 jump-in mixup.
Line 962: Line 970:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=0,4×14,80 |tension=-5000 |risc=6,0×14,14 |prorate=― |level=0 |guard=All
  |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= |roman=YRP |startup=7+1 |active=18 |recovery=24 |frameAdv=-32 |inv=1~10 Full,11~End of movement Throw
*Frames 1-10 invincible
|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.
*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.
*Can combo into this even from otg as it activates the animation.
Line 981: Line 989:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=DESTROY |tension=― |risc=6 |prorate=― |level=3 |guard=All
  |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= |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.
*Uses the animation of her Daruo, complete with teleport.
  }}
  }}

Revision as of 00:13, 6 September 2017

Ramlethal Valentine
GGXRD-R Ramlethal Portrait.png
Defense Modifier: x1.06

Guts Rating: 1
Weight: Light
Stun Resistance: 60
Prejump:
Backdash Time 16F / Invul: 1-9F
Wakeup (Face Up/Down): /

Movement Options

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
  • 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,


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

Normal Moves

5P
5P
GGXRD Ramlethal 5P.png
10 Mid 4 4 5 - -
5K
5K
GGXRD Ramlethal 5K.png
22 Mid 6 3 15 - -
c.S
c.S
GGXRD Ramlethal cS.png
Go-to move due to it not having the limitations of her string-normals
28 Mid 6 3 18 - -
f.S
f.S
No Sword
GGXRD Ramlethal fS.png
38 Mid 11 5 21 - -
f.S
f.S
With Sword
GGXRD Ramlethal fS Sword.png
Solid meter gain
32 Mid 9 6 18 - -
5H
5H
No Sword
GGXRD Ramlethal 5H.png
36 Mid 12 6 24 - -
5H
5H
With Sword
GGXRD Ramlethal 5H Sword.png
46 Mid 14 9 27 - -
6P
6P
GGXRD Ramlethal 6P.png
Standard universal anti-air
30 Mid 10 4 22 - -
6K
6K
GGXRD Ramlethal 6K.png
26 High 18 5 9 - -
3K
3K
GGXRD Ramlethal 3K.png
28 Low 12 12 12 - -
5D
5D
GGXRD Ramlethal 5D.png
Sees WAY more use now
25 High 28 6 21 - -
2P
2P
GGXRD Ramlethal 2P.png
8 Mid 5 4 6 - -
2K
2K
GGXRD Ramlethal 2K.png
15 Low 6 5 9 - -
2S
2S
With Sword
GGXRD Ramlethal 2S Sword.png
counterhits
70 Mid 19 9 51 - -
2H
2H
With Sword
GGXRD Ramlethal 2H Sword.png
bonk
70 Mid 25 9 27 - -
2D
2D
GGXRD Ramlethal 2D.png
28 Low 8 6 16 - -
j.P
j.P
GGXRD Ramlethal jP.png
10 High/Air 5 6 6 - -
j.K
j.K
GGXRD Ramlethal jK.png
22 High/Air 7 4 13 - -
j.S
j.S
No Sword
GGXRD Ramlethal jS.png
26 High/Air 9 4 20 - -
j.S
j.S
With Sword
GGXRD Ramlethal jS Sword.png
f.S but in the air.
30 Mid/Air 10 7 24 - -
j.H
j.H
No Sword
GGXRD Ramlethal jH.png
32 High/Air 13 8 27 - -
j.H
j.H
With Sword
GGXRD Ramlethal jH Sword.png
Not an overhead
40 All 15 Active until landing 0 - -
j.D
j.D
GGXRD Ramlethal jD.png
Use this when theyre too high for j8D
GGXRD Ramlethal j8D.png
Most useful version for corner carry and combo extension
GGXRD Ramlethal j2D.png
Stalls air momentum, can be used to delay landing.
40 All 11 8 20 + 5 Landing recovery - -


40 (for j.8D: 34) All 11 8 24 + 5 Landing recovery - -


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
GGXRD Ramlethal 5P.png
GGXRD Ramlethal 5PP.png
GGXRD Ramlethal 5PPP.png
10 Mid 4 4 5 - - 18 Mid 7 4 10 - - 28 Mid 10 6 9 - -
5PK4K
5PK4K
GGXRD Ramlethal 5P.png
GGXRD Ramlethal 5PK.png
GGXRD Ramlethal 4K.png
10 Mid 4 4 5 - - 22 Mid 10 3 21 - - 36 Mid 15 3 35 - -
5PPK
5PPK
GGXRD Ramlethal 5P.png
GGXRD Ramlethal 5PP.png
GGXRD Ramlethal 5PPK.png
For heavy characters
10 Mid 4 4 5 - - 18 Mid 7 4 10 - - 26 Mid 13 6 18 - -
5KKK
5KKK
GGXRD Ramlethal 5K.png
GGXRD Ramlethal 5PK.png
GGXRD Ramlethal 5KKK.png
22 Mid 6 3 15 - - 28 Mid 9 3 12 - - 32 Mid 11 4 22 - -
5K>4K and 5KK>4K
5K>4K and 5KK>4K
GGXRD Ramlethal 5K.png
GGXRD Ramlethal 5PK.png
GGXRD Ramlethal 4K.png
Last hit vacuums
22 Mid 6 3 15 - - 28 Mid 9 3 12 - - 36 Mid 15 3 35 - -
5KPP
5KPP
GGXRD Ramlethal 5K.png
GGXRD Ramlethal 5PP.png
GGXRD Ramlethal 5KPP.png
22 Mid 8 3 15 - - 18 Mid 7 4 9 - - 42 High 18 4 12 - -
2PPK
2PPK
GGXRD Ramlethal 2P.png
GGXRD Ramlethal 2PP.png
GGXRD Ramlethal 2PPK.png
8 Mid 5 4 6 - - 18 Mid 8 4 10 - - 36 Low 16 6 20 - -
2PK
2PK
GGXRD Ramlethal 2P.png
GGXRD Ramlethal 2PK.png
8 Mid 5 4 6 - - 24 Low 9 4 12 - -
2KK
2KK
GGXRD Ramlethal 2K.png
GGXRD Ramlethal 2KK.png
15 6 - - 18,32 Low 9 4(6)5 16 - -
2KPP
2KPP and 2KPK
GGXRD Ramlethal 2K.png
GGXRD Ramlethal 2PP.png
GGXRD Ramlethal 5KPP.png
15 6 - - 22 Mid 8 4 10 - - 44 High 18 4 12 - - 32 Low 12 6 20 - -


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Ramlethal GroundThrow.png
54 Ground Throw: 75250 1 - -
Air Throw
Air Throw
GGXRD Ramlethal AirThrow.png
63 Air Throw: 192500 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD Ramlethal 5PP.png
25 All 7 4 27 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Ramlethal BlitzAttack.png
50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
- - 50 Mid 50+13 3 Hit: 11
Whiff: 20
- -


Special Moves

Deploy Giant Sword
Deploy Giant Sword
6S/H or 2S/H (air OK)
GGXRD Ramlethal 6S.png
6S
GGXRD Ramlethal 2S.png
2S
GGXRD Ramlethal 6H.png
6H
GGXRD Ramlethal 2H.png
2H
26 Mid/Air 67 13 ground: 22
air: 26
- - 26 Mid/Air far: 64
near: 26
15 ground: 33
air: 26
- - 50 Mid/Air far: 96
near: 67
18 ground: 33
air: 26
- - 26 Mid/Air 66 11 ground: 22
air: 26
- - 26 Mid/Air far: 63
near: 25
11 ground: 31
air: 29
- - 60 Mid/Air far: 91
near: 62
18 ground: 33
air: 26
- -
Retrieve Giant Sword
Retrieve Giant Sword
4S/H
GGXRD Ramlethal 4S.png
22 total, 26 (aerial) - -
Daruo
Daruo
623P
GGXRD Ramlethal Daruo.png
GGXRD Ramlethal Daruo fastest.png
Enhanced version is indicated by the green highlight
Normal: 30
Green: 36
All 15 3 Normal: 18
Green: 16
- -
Furama Kaago
Flama Kargo
236K
GGXRD Ramlethal Furama Kaago.png
Pops the opponent into the air for followups
0,60 Ground Throw: 90000 11 1 Total 45 - -
Sildo Detruo
Sildo Detruo
214K (air OK)
GGXRD Ramlethal SildoDetruo.png
20×3 High / Air 32 3 11 - - 20×3 High / Air Until Landing[20] 3 12 - -
Cassius
Cassius
214P
GGXRD Ramlethal Cassius.png
30 All 19 29 Total 46 - -
Maruterri
Marteli
214S with S sword (Air OK)
GGXRD Ramlethal Marteli.png
38 Mid 12 6 16 - -
Foruterri
Forpeli
214H with H sword (Air OK)
GGXRD Ramlethal Forpeli.png
42 Mid 15 6 24 - -


Overdrives

Calvados
Calvados
632146H with sword equipped
GGXRD Ramlethal Calvados.png
50, 6×30 All 7+7 62 31 - -
Toranshi
Trance
632146H with sword deployed
GGXRD Ramlethal Toranshi.png
No escape!
8×30 All 9+17 129 Total 12 - -
Explode
Explode
2363214K
GGXRD Ramlethal Explode.png
GGXRD Ramlethal explode2.png
0,4×14,80 All 7+1 18 24 - -


Instant Kill

Animo Estingi
in IK mode: 236236H
GGXRD Ramlethal IK.png
GGXRD Ramlethal IK2.png
GGXRD Ramlethal IK3.png
DESTROY All 14+18[10+16] 3 34 - -



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