GGXRD-R2/Ramlethal Valentine: Difference between revisions

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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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*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
*Has access to several efficient ways of baiting bursts in combos
*Cool hat.<br/>
*Cool hat.
 
| style="width: 50%;"|
===Weaknesses===
*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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{{MoveData
{{MoveData
|name=5P
|name=5P
|image=GGXRD_Ramlethal_5P.png
|image=GGXRD_Ramlethal_5P.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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{{MoveData
{{MoveData
|name=5K
|name=5K
|image=GGXRD_Ramlethal_5K.png
|image=GGXRD_Ramlethal_5K.png |caption=
|caption=
|data=
|data=
  {{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=
  |cancel= |roman=YRP |startup=7 |active=3 |recovery=15 |frameAdv=-4 |inv=
  |description=*Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very slighty inches itself forward.
  |description=*Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very slighty inches itself forward.
*Lacks reward on hit (without strings) 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.
*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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{{MoveData
{{MoveData
|name=c.S
|name=c.S
|image=GGXRD_Ramlethal_cS.png
|image=GGXRD_Ramlethal_cS.png |caption=Go-to move due to it not having the limitations of her string-normals
|caption=Go-to move due to it not having the limitations of her string-normals
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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  |cancel= |roman=YRP |startup=6 |active=3 |recovery=18 |frameAdv=-4 |inv=
  |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.
  |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). Chains into 2S/2H but won't combo outside of wallsplat.
*Jump cancelable and has a high attack level, making it good for canceling into sword summons.
*Jump cancelable and has a high attack level, making it good for canceling into sword summons.
}}
}}
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|name=f.S
|name=f.S
|input=No Sword
|input=No Sword
|image=GGXRD_Ramlethal_fS.png
|image=GGXRD_Ramlethal_fS.png |caption= Awful move. Avoid using this.
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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  |cancel= |roman=YRP |startup=11 |active=5 |recovery=21 |frameAdv=-12 |inv=
  |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.
  |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.
  }}
  }}
}}
}}
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|name=f.S
|name=f.S
|input=With Sword
|input=With Sword
|image=GGXRD_Ramlethal_fS_Sword.png
|image=GGXRD_Ramlethal_fS_Sword.png |caption=Makes up a fraction of the nuetral game
|caption=Solid meter gain
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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  |cancel= |roman=YRP |startup=9 |active=6 |recovery=18 |frameAdv=-10 |inv=
  |cancel= |roman=YRP |startup=9 |active=6 |recovery=18 |frameAdv=-10 |inv=
  |description=*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. Can be useful as a punish for this reason.
*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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|name=5H
|name=5H
|input=No Sword
|input=No Sword
|image=GGXRD_Ramlethal_5H.png
|image=GGXRD_Ramlethal_5H.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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  |cancel= |roman=YRP |startup=12 |active=6 |recovery=24 |frameAdv=-13 |inv=
  |cancel= |roman=YRP |startup=12 |active=6 |recovery=24 |frameAdv=-13 |inv=
  |description=*Blockstring and combo tool when without swords.
  |description=*Blockstring and combo tool when without swords.
*Jump cancel-able on block.
*Special and jump cancel-able  
*Combos into daruo.
*Combos into daruo.
  }}
  }}
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|name=5H
|name=5H
|input=With Sword
|input=With Sword
|image=GGXRD_Ramlethal_5H_Sword.png
|image=GGXRD_Ramlethal_5H_Sword.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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{{MoveData
{{MoveData
|name=6P
|name=6P
|image=GGXRD_Ramlethal_6P.png
|image=GGXRD_Ramlethal_6P.png |caption=Standard universal anti-air
|caption=Standard universal anti-air
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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{{MoveData
{{MoveData
|name=6K
|name=6K
|image=GGXRD_Ramlethal_6K.png
|image=GGXRD_Ramlethal_6K.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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{{MoveData
{{MoveData
|name=3K
|name=3K
|image=GGXRD_Ramlethal_3K.png
|image=GGXRD_Ramlethal_3K.png |caption= Reversal safe oki tool
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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{{MoveData
{{MoveData
|name=5D
|name=5D
|image=GGXRD_Ramlethal_5D.png
|image=GGXRD_Ramlethal_5D.png |caption=Sees WAY more use now
|caption=Sees WAY more use now
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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{{MoveData
{{MoveData
|name=2P
|name=2P
|image=GGXRD_Ramlethal_2P.png
|image=GGXRD_Ramlethal_2P.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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{{MoveData
{{MoveData
|name=2K
|name=2K
|image=GGXRD_Ramlethal_2K.png
|image=GGXRD_Ramlethal_2K.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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|name=2S
|name=2S
|input=With Sword
|input=With Sword
|image=GGXRD_Ramlethal_2S_Sword.png
|image=GGXRD_Ramlethal_2S_Sword.png |caption=counterhits
|caption=counterhits
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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|name=2H
|name=2H
|input=With Sword
|input=With Sword
|image=GGXRD_Ramlethal_2H_Sword.png
|image=GGXRD_Ramlethal_2H_Sword.png |caption=bonk
|caption=bonk
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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{{MoveData
{{MoveData
|name=2D
|name=2D
|image=GGXRD_Ramlethal_2D.png
|image=GGXRD_Ramlethal_2D.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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  |description=*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. Substitute this instead of 2K if you need more damage.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|name=j.P
|name=j.P
|image=GGXRD_Ramlethal_jP.png
|image=GGXRD_Ramlethal_jP.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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{{MoveData
{{MoveData
|name=j.K
|name=j.K
|image=GGXRD_Ramlethal_jK.png
|image=GGXRD_Ramlethal_jK.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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|name=j.S
|name=j.S
|input=No Sword
|input=No Sword
|image=GGXRD_Ramlethal_jS.png
|image=GGXRD_Ramlethal_jS.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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|name=j.S
|name=j.S
|input=With Sword
|input=With Sword
|image=GGXRD_Ramlethal_jS_Sword.png
|image=GGXRD_Ramlethal_jS_Sword.png |caption=f.S but in the air.  
|caption=f.S but in the air.  
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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|name=j.H
|name=j.H
|input=No Sword
|input=No Sword
|image=GGXRD_Ramlethal_jH.png
|image=GGXRD_Ramlethal_jH.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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|name=j.H
|name=j.H
|input=With Sword
|input=With Sword
|image=GGXRD_Ramlethal_jH_Sword.png
|image=GGXRD_Ramlethal_jH_Sword.png |caption=Not an overhead
|caption=Not an overhead
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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{{MoveData
{{MoveData
|name=j.D
|name=j.D
|image=GGXRD_Ramlethal_jD.png
|image=GGXRD_Ramlethal_jD.png |caption= Use this when theyre too high for j8D
|caption= Use this when theyre too high for j8D
|image2=GGXRD_Ramlethal_j8D.png |caption2= Most useful version for corner carry and combo extension
|image2=GGXRD_Ramlethal_j8D.png
|image3=GGXRD_Ramlethal_j2D.png |caption3= Stalls air momentum, can be used to delay landing.
|caption2= Most useful version for corner carry and combo extension
|image3=GGXRD_Ramlethal_j2D.png
|caption3= Stalls air momentum, can be used to delay landing.
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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|image=GGXRD_Ramlethal_5P.png
|image=GGXRD_Ramlethal_5P.png
|image2=GGXRD_Ramlethal_5PP.png
|image2=GGXRD_Ramlethal_5PP.png
|image3=GGXRD_Ramlethal_5PPP.png
|image3=GGXRD_Ramlethal_5PPP.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 456: Line 443:
|image=GGXRD_Ramlethal_5P.png
|image=GGXRD_Ramlethal_5P.png
|image2=GGXRD_Ramlethal_5PK.png
|image2=GGXRD_Ramlethal_5PK.png
|image3=GGXRD_Ramlethal_4K.png
|image3=GGXRD_Ramlethal_4K.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 470: Line 456:
  |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=
  |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.
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{{MoveData
{{MoveData
|name=5PPK
|name=5PPK
|image=GGXRD_Ramlethal_5P.png
|image=GGXRD_Ramlethal_5P.png |caption=
|caption=
|image2=GGXRD_Ramlethal_5PP.png |caption2=
|image2=GGXRD_Ramlethal_5PP.png
|image3=GGXRD_Ramlethal_5PPK.png |caption3=For heavy characters
|caption=
|image3=GGXRD_Ramlethal_5PPK.png
|caption3=For heavy characters
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 492: Line 474:
  {{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
  |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= |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-2 }}
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 510: Line 492:
|image=GGXRD_Ramlethal_5K.png
|image=GGXRD_Ramlethal_5K.png
|image2=GGXRD_Ramlethal_5PK.png
|image2=GGXRD_Ramlethal_5PK.png
|image3=GGXRD_Ramlethal_5KKK.png
|image3=GGXRD_Ramlethal_5KKK.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 536: Line 517:
|image=GGXRD_Ramlethal_5K.png
|image=GGXRD_Ramlethal_5K.png
|image2=GGXRD_Ramlethal_5PK.png
|image2=GGXRD_Ramlethal_5PK.png
|image3=GGXRD_Ramlethal_4K.png
|image3=GGXRD_Ramlethal_4K.png |caption3=Last hit vacuums
|caption3=Last hit vacuums
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 559: Line 539:
======<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
|image3=GGXRD_Ramlethal_5KPP.png
|image3=GGXRD_Ramlethal_5KPP.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
  |version=5K |damage=22 |tension=0 |risc=7 |prorate= |level=2 |guard=Mid
  |cancel= |roman=YRP |startup=8 |active=3 |recovery=15 |frameAdv=-4 |inv= }}
  |cancel= |roman=YRP |startup=6 |active=3 |recovery=15 |frameAdv=-4 |inv= }}
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
Line 575: Line 554:
  |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=
  |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.
  |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 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.
*If used as a blockstring, be aware of the gap between the second and third hits of 5KPP.
 
someone please edit in 5KPK
  }}
  }}
}}
}}
Line 589: Line 570:
|image=GGXRD_Ramlethal_2P.png
|image=GGXRD_Ramlethal_2P.png
|image2=GGXRD_Ramlethal_2PP.png
|image2=GGXRD_Ramlethal_2PP.png
|image3=GGXRD_Ramlethal_2PPK.png
|image3=GGXRD_Ramlethal_2PPK.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 613: Line 593:
|name=2PK
|name=2PK
|image=GGXRD_Ramlethal_2P.png
|image=GGXRD_Ramlethal_2P.png
|image2=GGXRD_Ramlethal_2PK.png
|image2=GGXRD_Ramlethal_2PK.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 632: Line 611:
|name=2KK
|name=2KK
|image=GGXRD_Ramlethal_2K.png
|image=GGXRD_Ramlethal_2K.png
|image2=GGXRD_Ramlethal_2KK.png
|image2=GGXRD_Ramlethal_2KK.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 652: Line 630:
|image=GGXRD_Ramlethal_2K.png
|image=GGXRD_Ramlethal_2K.png
|image2=GGXRD_Ramlethal_2PP.png
|image2=GGXRD_Ramlethal_2PP.png
|image3=GGXRD_Ramlethal_5KPP.png
|image3=GGXRD_Ramlethal_5KPP.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 683: Line 660:
{{MoveData
{{MoveData
|name=Ground Throw
|name=Ground Throw
|image=GGXRD_Ramlethal_GroundThrow.png
|image=GGXRD_Ramlethal_GroundThrow.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 698: Line 674:
{{MoveData
{{MoveData
|name=Air Throw
|name=Air Throw
|image=GGXRD_Ramlethal_AirThrow.png
|image=GGXRD_Ramlethal_AirThrow.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 712: Line 687:
{{MoveData
{{MoveData
|name=Dead Angle Attack
|name=Dead Angle Attack
|image=GGXRD_Ramlethal_5PP.png
|image=GGXRD_Ramlethal_5PP.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 726: Line 700:
{{MoveData
{{MoveData
|name=Blitz Attack
|name=Blitz Attack
|image=GGXRD-R_Ramlethal_BlitzAttack.png
|image=GGXRD-R_Ramlethal_BlitzAttack.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 735: Line 708:
  |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=?
  |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.
  |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.
Line 749: Line 722:
|name=Deploy Giant Sword
|name=Deploy Giant Sword
|input=6S/H or 2S/H (air OK)
|input=6S/H or 2S/H (air OK)
|image=GGXRD_Ramlethal_6S.png
|image=GGXRD_Ramlethal_6S.png |caption=6S
|caption=6S
|image2=GGXRD_Ramlethal_2S.png |caption2=2S
|image2=GGXRD_Ramlethal_2S.png
|image3=GGXRD_Ramlethal_6H.png |caption3=6H
|caption2=2S
|image4=GGXRD_Ramlethal_2H.png |caption4=2H
|image3=GGXRD_Ramlethal_6H.png
|caption3=6H
|image4=GGXRD_Ramlethal_2H.png
|caption4=2H
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 808: Line 777:
|name=Retrieve Giant Sword
|name=Retrieve Giant Sword
|input=4S/H
|input=4S/H
|image=GGXRD_Ramlethal_4S.png
|image=GGXRD_Ramlethal_4S.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 823: Line 791:
|name=Daruo
|name=Daruo
|input=623P
|input=623P
|image=GGXRD_Ramlethal_Daruo.png
|image=GGXRD_Ramlethal_Daruo.png |caption=Enhanced version is indicated by the green highlight
|caption2=Enhanced version is indicated by the green highlight
|image2=GGXRD_Ramlethal_Daruo_fastest.png |caption2=Daruo, more like Dorya!
|image2=GGXRD_Ramlethal_Daruo_fastest.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 838: Line 805:
}}
}}


======<font style="visibility:hidden" size="0">Furama Kaago</font>======
======<font style="visibility:hidden" size="0">Flama Kargo</font>======
{{MoveData
{{MoveData
|name=Flama Kargo
|name=Flama Kargo
|input=236K
|input=236K
|image=GGXRD_Ramlethal_Furama_Kaago.png
|image=GGXRD_Ramlethal_Furama_Kaago.png |caption=Pops the opponent into the air for followups
|caption=Pops the opponent into the air for followups
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 858: Line 824:
|name=Sildo Detruo
|name=Sildo Detruo
|input=214K (air OK)
|input=214K (air OK)
|image=GGXRD_Ramlethal_SildoDetruo.png
|image=GGXRD_Ramlethal_SildoDetruo.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |version=Ground |damage=20 x 3 |damage=20×3 |tension=0 / 0 |risc=7 |prorate=Initial: 85% |level=2 |guard=High / Air
  |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= |roman=YRP |startup=32 |active=3 |recovery=11 |frameAdv=+2 |inv=5~Airborne }}
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 870: Line 835:
  |description=*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.
*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 880: Line 846:
|name=Cassius
|name=Cassius
|input=214P
|input=214P
|image=GGXRD_Ramlethal_Cassius.png
|image=GGXRD_Ramlethal_Cassius.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 895: Line 860:
|name=Marteli
|name=Marteli
|input=214S with S sword (Air OK)
|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
Line 911: Line 875:
|name=Forpeli
|name=Forpeli
|input=214H with H sword (Air OK)
|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
Line 929: Line 892:
|name=Calvados
|name=Calvados
|input=632146H with sword equipped
|input=632146H with sword equipped
|image=GGXRD_Ramlethal_Calvados.png
|image=GGXRD_Ramlethal_Calvados.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 942: Line 904:
}}
}}


======<font style="visibility:hidden" size="0">Toranshi</font>======
======<font style="visibility:hidden" size="0">Trance</font>======
{{MoveData
{{MoveData
|name=Trance
|name=Trance
|input=632146H with sword deployed
|input=632146H with sword deployed
|image=GGXRD_Ramlethal_Toranshi.png
|image=GGXRD_Ramlethal_Toranshi.png |caption= No escape!
|caption= No escape!
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 953: Line 914:
  |cancel= |roman=YRP |startup=9+17 |active=129 |recovery=Total 12 |frameAdv=― |inv=
  |cancel= |roman=YRP |startup=9+17 |active=129 |recovery=Total 12 |frameAdv=― |inv=
  |description=*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. The swords are thus relocated to where the overdrive ended.
*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 964: Line 925:
|name=Explode
|name=Explode
|input=2363214K
|input=2363214K
|image=GGXRD_Ramlethal_Explode.png
|image=GGXRD_Ramlethal_Explode.png |caption=
|caption=
|image2=GGXRD_Ramlethal_explode2.png
|image2=GGXRD_Ramlethal_explode2.png
|data=
|data=
Line 982: Line 942:
|name=Animo Estingi
|name=Animo Estingi
|input=in IK mode: 236236H
|input=in IK mode: 236236H
|image=GGXRD_Ramlethal_IK.png
|image=GGXRD_Ramlethal_IK.png |caption=
|caption=
|image2=GGXRD_Ramlethal_IK2.png
|image2=GGXRD_Ramlethal_IK2.png
|image3=GGXRD_Ramlethal_IK3.png
|image3=GGXRD_Ramlethal_IK3.png

Revision as of 06:52, 12 February 2018

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/Weaknesses

Strengths Weaknesses
  • 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.
  • 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 7 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
Awful move. Avoid using this.
38 Mid 11 5 21 - -
f.S
f.S
With Sword
GGXRD Ramlethal fS Sword.png
Makes up a fraction of the nuetral game
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
Reversal safe oki tool
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 and 5KPK
GGXRD Ramlethal 5K.png
GGXRD Ramlethal 5PP.png
GGXRD Ramlethal 5KPP.png
22 Mid 6 3 15 - - 18 Mid 7 4 9 - - 42 High 18 4 12 - - 26 Mid 11 6 18 - -
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
Enhanced version is indicated by the green highlight
GGXRD Ramlethal Daruo fastest.png
Daruo, more like Dorya!
Normal: 30
Green: 36
All 15 3 Normal: 18
Green: 16
- -
Flama Kargo
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 - -
Trance
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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