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[[File:GGXRD-R_Ramlethal_Portrait.png| | [[File:GGXRD-R_Ramlethal_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{CharData-GGXRD-R2 | ||{{CharData-GGXRD-R2 | ||
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==Overview== | ==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. | 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=== | ===Strengths/Weaknesses=== | ||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-alighn:left" | |||
| style="width: 50%;"| | |||
*Strong and decently far reaching normals when equipped with swords. Can be toggled for zoning/mixups/pressure etc. | *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 | *Strong mixup and pressure off corner knockdowns | ||
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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 | ||
*Cool hat. | *Has access to several efficient ways of baiting bursts in combos | ||
*Cool hat. | |||
= | | style="width: 50%;"| | ||
*Poor normals without swords equipped. | *Poor normals without swords equipped. | ||
*Lack of proper gatlings, hard to apply any real pressure outside of the corner. | *Lack of proper gatlings, hard to apply any real pressure outside of the corner. | ||
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*Sometimes has issues safely confirming into combos and scoring strong knockdowns outside of the corner. | *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. | *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 | *While long combos are a plus, it also means opponents build meter fast when combo'd from her higher beat confirms | ||
|- | |||
|} | |||
<br clear=all/> | <br clear=all/> | ||
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}} | {{warning|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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|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=*Ramlethal's fastest normal, has poor reach but is positive on block. | |||
|cancel= | |||
|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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|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=*Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very slighty inches itself forward. | |||
*Lacks reward on hit (without strings) but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall. | |||
|cancel= | |||
|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. | |||
*Chains into 6K. | *Chains into 6K. | ||
*Combos into her basic strings, not jump cancel-able. | |||
5K seems similar to others character's 5ks on the surface, but due to Ramlethal's nature, it fits more in-line with a normal from a 3D fighter. She cant get too much reward off of it alone, such as a basic knockdown or being able to jump cancel it, but she has followup options that can be pretty rewarding both on block and hit. It cannot cancel into other normals, but is part of an overall combination of strings (see below). Use this move if you don't have equipped far slash and need a poke. | |||
}} | }} | ||
}} | }} | ||
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|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=*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). Chains into 2S/2H but won't combo outside of wallsplat. | |||
|cancel= | |||
|description= | |||
*Her go-to practical normal for many situations due to it being on par for versatility with other close slashes and is not limited in the way her string-normals are. | |||
*Good close range normal that combos into daruo or chains into stuff that combos into daruo(2D, 5H without sword). | |||
*Jump cancelable and has a high attack level, making it good for canceling into sword summons. | *Jump cancelable and has a high attack level, making it good for canceling into sword summons. | ||
}} | }} | ||
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|input=No Sword | |input=No Sword | ||
|image=GGXRD_Ramlethal_fS.png | |image=GGXRD_Ramlethal_fS.png | ||
|caption= | |caption= Awful move. Avoid using this. | ||
|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=*Combo fodder. Awful normal for neutral or offense, avoid using this move. | |||
*Special/jump/sword cancel-able. Chains into 2H. | |||
Swordless far slash doesn't see much use as its awful range prevents it from competing with more conventional far slashes/pokes. It is a poor neutral tool and is a huge reason as to why most players keep the S sword for superior pokes. | |||
|cancel= | |||
|description= | |||
*Combo fodder. Awful normal for neutral or offense, avoid using this move. | |||
}} | }} | ||
}} | }} | ||
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|input=With Sword | |input=With Sword | ||
|image=GGXRD_Ramlethal_fS_Sword.png | |image=GGXRD_Ramlethal_fS_Sword.png | ||
|caption= | |caption=Makes up a fraction of the nuetral game | ||
|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=*Far reaching sword swing with good range and startup. | |||
*Combos into Daruo on crouching or counterhit. Can be useful as a punish for this reason. | |||
|cancel= | |||
|description= | |||
*Far reaching sword swing with good range and startup. | |||
*Combos into Daruo on crouching or counterhit. | |||
*As with the rest of her equipped sword normals, this grants huge meter gain on hit and block | *As with the rest of her equipped sword normals, this grants huge meter gain on hit and block | ||
*Cancels into specials, sword summons/recalls, jumps/iad, and 3K. | *Cancels into specials, sword summons/recalls, jumps/iad, and 3K. | ||
Ramlethal's f.s is almost essential to her neutral, so much so that many choose to keep an non-deployed f.s equipped at all times outside of her corner game. It doesn't have much reward non-counterhit, but it is still by far one of Ramlethal's better pokes. Use often. | |||
}} | }} | ||
}} | }} | ||
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|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=*Blockstring and combo tool when without swords. | |||
*Special and jump cancel-able | |||
|cancel= | |||
|description= | |||
*Blockstring and combo tool when without swords. | |||
* | |||
*Combos into daruo. | *Combos into daruo. | ||
}} | }} | ||
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|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=*Has a big vertical hitbox, good anti-air if the spacing is right. | |||
|cancel= | |||
|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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|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=*A pretty solid anti-air, has a small hitbox and lots of recovery though. | |||
|cancel= | |||
|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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|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=*Standing overhead, hits crouching characters at 20F. | |||
|cancel= | |||
|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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|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=*A sliding kick that can go under stuff. | |||
|cancel= | |||
|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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|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=*A typical dust attack, very slow and unsafe. | |||
|cancel= | |||
|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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|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=*Standard crouching punch with less range, frame advantage and more startup than 5P. | |||
|cancel= | |||
|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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|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=*Standard crouching short that hits low and is also a part of her low mixup game. | |||
|cancel= | |||
|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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|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=*A very big but slow normal that covers a lot of space above and behind Ramlethal. | |||
|cancel= | |||
|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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|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=*Big normal that slams the opponent into the ground for a knockdown | |||
|cancel= | |||
|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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|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=*Ramlethal's best low starter but has tiny range. | |||
|cancel= | |||
|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. Substitute this instead of 2K if you need more damage. | ||
}} | }} | ||
}} | }} | ||
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|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=*Amazing normal for air to air hit confirms and blockstrings. | |||
|cancel= | |||
|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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|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=*Good normal for air to ground approaches due to its downward hit box. | |||
|cancel= | |||
|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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|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=*Air combo filler, nothing really special about this move. | |||
|cancel= | |||
|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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|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= | |||
|cancel= | |||
|description= | |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. | ||
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|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=*Solid air-to-ground normal that hits overhead. Pretty useless by itself due to its small hitbox and high recovery. | |||
|cancel= | |||
|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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|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=*A big, downwards sword bonk that travels all the way to the ground regardless of height. | |||
|cancel= | |||
|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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|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=*Blows opponents away in the direction used to input the move. | |||
|cancel= | |||
|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. | ||
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|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=*Important in corner combos as it wall slams allowing for extended combos. | |||
|cancel= | |||
|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. | ||
}} | }} | ||
Line 786: | Line 473: | ||
|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=*Second hit staggers on ground hit, lots of untechable time on air hit. | |||
|cancel= | |||
|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. | ||
Line 848: | Line 495: | ||
|caption= | |caption= | ||
|image2=GGXRD_Ramlethal_5PP.png | |image2=GGXRD_Ramlethal_5PP.png | ||
| | |caption2= | ||
|image3=GGXRD_Ramlethal_5PPK.png | |image3=GGXRD_Ramlethal_5PPK.png | ||
|caption3=For heavy characters | |caption3=For heavy characters | ||
|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 }} | |||
|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=*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. | |||
|cancel= | |||
|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. | ||
Line 918: | Line 526: | ||
|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=*Last hit causes techable knockback midscreen, does a low wall slam in the corner. | |||
|cancel= | |||
|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. | ||
Line 982: | Line 552: | ||
|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=*Same as the 5KKK string but with an alternate ender. | |||
|cancel= | |||
|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 1,039: | Line 571: | ||
======<font style="visibility:hidden" size="0">5KPP</font>====== | ======<font style="visibility:hidden" size="0">5KPP</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5KPP | |name=5KPP and 5KPK | ||
|image=GGXRD_Ramlethal_5K.png | |image=GGXRD_Ramlethal_5K.png | ||
|image2=GGXRD_Ramlethal_5PP.png | |image2=GGXRD_Ramlethal_5PP.png | ||
Line 1,046: | Line 578: | ||
|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=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= }} | |||
{{AttackData-GGXRD-R2 | |||
|header=no | |||
|version=5KPK |damage=26 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid | |||
|cancel= |roman=YRP |startup=11 |active=6 |recovery=18 |frameAdv=-10 |inv= | |||
|description=*First and second hits only combo on crouching, third hit does not combo at all. | |||
|cancel= | *Last hit of 5KPP is an overhead that is great on block and ground bounces on ground hit, causes knockdown on air hit. Useful for setting up oki midscreen. | ||
*If used as a blockstring, be aware of the gap between the second and third hits of 5KPP. | |||
|inv= | |||
|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. | |||
*If used as a blockstring, be aware of the gap between the second and third hits. | |||
}} | }} | ||
}} | }} | ||
Line 1,112: | Line 607: | ||
|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=*Third hit has the same animation as 2KPK but launches on hit instead of knocking down. | |||
|cancel= | |||
|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 1,175: | Line 631: | ||
|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=*Second attack moves Ramlethal slightly forward and staggers. | |||
|cancel= | |||
|description= | |||
*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 650: | ||
|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=*Second attack hits low twice. | |||
|cancel= | |||
|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 1,265: | Line 670: | ||
|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= | |||
|description= | |||
{{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=*Starts out hitting low and can end with either an overhead or a low. | |||
|cancel= | |||
|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 1,347: | Line 701: | ||
|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=*Standard throw. Leads to okizeme. | |||
|cancel= | |||
|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 1,374: | Line 716: | ||
|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=*Ground throw animation but in the air. Leads to the same situation as a ground throw. 10 hits. | |||
|cancel= | |||
|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 1,400: | Line 730: | ||
|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=*Same animation as the 5PP combination attack. | |||
|cancel= | |||
|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 1,426: | Line 744: | ||
|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=*A new and useful defensive option she now has, gets them off of you and can start combos. | |||
|cancel= | |||
|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 1,481: | Line 773: | ||
|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= | |||
|cancel= | |||
|description= Familiar does a horizontal slash. Has better active frames than 6H and always appears in front of them. Staggers on counterhit. | |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 | |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= | |||
|cancel= | |||
|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. | |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 | ||
|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= | |||
|cancel= | |||
|description= Familiar does a downward vertical slash with the H sword. Appears above opponents. Staggers on counterhit. | |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 | |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= | |||
|cancel= | |||
|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. | |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 /> | ||
Line 1,608: | Line 826: | ||
|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=*Can be used in some combos. Animation is pretty quick. | |||
|cancel= | |||
|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 1,636: | Line 842: | ||
|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=*A gap closing rush-in type of move that's unsafe on block but useful on hit, enhanced version is less punishable. | |||
|cancel= | |||
|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 1,658: | Line 852: | ||
}} | }} | ||
======<font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">Flama Kargo</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Flama Kargo | |name=Flama Kargo | ||
Line 1,666: | Line 860: | ||
|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=*Command grab with decent startup and range. Launches on successful grab, leads to a lot of damage. | |||
|cancel= | |||
|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 1,694: | Line 876: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Ground | |version=Ground |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=*Lots of startup on this move, can be easily interrupted if they see it coming. | |||
|cancel= | |||
|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. | ||
*launches on hit, knocks down if not followed up | |||
*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. | ||
*Has some use in corner combos overall | *Has some use in corner combos overall | ||
Line 1,744: | Line 899: | ||
|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=*Fires a projectile at an upward angle. | |||
*Throw it out to end blockstrings or catch opponents trying to approach through the air, especially when the gameplan shifts to deploying swords and killing time for their recovery. Covers deployed HS sword's vulnerability of being hit away as well. | |||
|cancel= | |||
|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. | |||
}} | }} | ||
}} | }} | ||
======<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= | |damage=38 |tension= |risc=- /+10 |prorate= |level= |guard=Mid | ||
|cancel= |roman=YRP |startup=12 |active=6 |recovery=16 |frameAdv=-5 |inv= | |||
|description=*List what the move is used for | |||
|cancel= | |||
|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 1,793: | Line 925: | ||
{{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= | |damage=42 |tension= |risc=- /+10 |prorate= |level= |guard=Mid | ||
|cancel= |roman=YRP |startup=15 |active=6 |recovery=24 |frameAdv=-11 |inv= | |||
|description=*List what the move is used for | |||
|cancel= | |||
|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 1,828: | Line 948: | ||
|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=*Beam super, difficult to punish | |||
|cancel= | |||
|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 1,849: | Line 957: | ||
}} | }} | ||
======<font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">Trance</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Trance | |name=Trance | ||
Line 1,857: | Line 965: | ||
|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=*Can only be used when BOTH swords have been deployed. | |||
*Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning forward. The swords are thus relocated to where the overdrive ended. | |||
|cancel= | |||
|description= | |||
*Can only be used when BOTH swords have been deployed. | |||
*Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning forward. | |||
*Hits 30 times, keeps them blocking for a while, giving enough time for at least 1 jump-in mixup. | *Hits 30 times, keeps them blocking for a while, giving enough time for at least 1 jump-in mixup. | ||
*Swords disappear if Ramlethal is hit before the move becomes active. | *Swords disappear if Ramlethal is hit before the move becomes active. | ||
Line 1,888: | Line 984: | ||
|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=*Frames 1-10 invincible | |||
|cancel= | |||
|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 1,919: | Line 1,003: | ||
|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 | |||
|cancel= | |||
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | |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 20:33, 17 November 2017
Ramlethal Valentine |
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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/Weaknesses
Strengths | Weaknesses |
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|
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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) |
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S No Sword |
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f.S
f.S With Sword |
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5H
5H No Sword |
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5H
5H With Sword |
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6P
6P |
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6K
6K |
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3K
3K |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S With Sword |
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2H
2H With Sword |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S No Sword |
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j.S
j.S With Sword |
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j.H
j.H No Sword |
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j.H
j.H With Sword |
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j.D
j.D |
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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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5PK4K
5PK4K |
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5PPK
5PPK |
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5KKK
5KKK |
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5K>4K and 5KK>4K
5K>4K and 5KK>4K |
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5KPP
5KPP and 5KPK |
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2PPK
2PPK |
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2PK
2PK |
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2KK
2KK |
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2KPP
2KPP and 2KPK |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Deploy Giant Sword
Deploy Giant Sword 6S/H or 2S/H (air OK) |
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Retrieve Giant Sword
Retrieve Giant Sword 4S/H |
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Daruo
Daruo 623P |
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Flama Kargo
Flama Kargo 236K |
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Sildo Detruo
Sildo Detruo 214K (air OK) |
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Cassius
Cassius 214P |
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Maruterri
Marteli 214S with S sword (Air OK) |
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Foruterri
Forpeli 214H with H sword (Air OK) |
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Overdrives
Calvados
Calvados 632146H with sword equipped |
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Trance
Trance 632146H with sword deployed |
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Explode
Explode 2363214K |
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Instant Kill
Animo Estingi in IK mode: 236236H |
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