GGXRD-R2/Ramlethal Valentine/Frame Data

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 Ramlethal Valentine


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Ramlethal Valentine x1.06 1 3F [105] Light 16F (1~9F invuln) 32 25F 23F

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 10 3 8 Initial: 90% Mid 0 0 4 4 5 +1
5K 22 10 7 Mid 2 0 7 3 15 -4
c.S 28 14 6 Initial: 90% Mid 3 0 6 3 18 -4
f.S No Sword 38 10 7 Initial: 90% Mid 2 0 11 5 21 -12
f.S Sword 32 10 7 Mid 2 1584 9 6 18 -10
5H No Sword 36 14 6 Initial: 90% Mid 3 0 12 6 24 -13
5H Sword 46 20 6 Mid 4 1584 14 9 27 -17
5D 25 10 20 Initial: 80% High 2 0 28 6 21 -13
6P 30 10 7 Mid 2 0 10 4 22 -12 1~13 Upper Body
6K 26 10 7 Initial: 80% High 2 0 18 5 9 ±0
3K 28 14 6 Initial: 90% Low 3 0 12 12 12 -7 10~ Low Profile
2P 8 3 8 Initial: 80% Mid 0 0 5 4 6 ±0
2K 15 6 7 Initial: 70% Low 1 0 6 5 9 -2
2S Sword 70 20 10 Initial: 90% Mid 4 1584 19 9 51 -41
2H Sword 70 20 10 Initial: 90% Mid 4 1584 25 9 27 -17
2D 28 10 7 Initial: 90% Low 2 0 8 6 16 -8
j.P 10 6 7 High / Air 1 0 5 6 6
j.K 22 10 7 High / Air 2 0 7 4 13
j.S No Sword 26 10 7 Initial: 90% High / Air 2 0 9 4 20
j.S Sword 30 14 6 Initial: 90% All 3 1200 10 7 24
j.H No Sword 32 10 7 High / Air 2 0 13 8 27
j.H Sword 40 20 6 Initial: 90% All 4 1200 15 Until Landing 0
j.D 40 20 8 Initial: 80% All 4 0 11 8 24 + 5 Landing Recovery
j.2D 40 20 8 All 4 0 11 8 24 + 5 After Landing
j.8D 34 20 8 All 4 0 11 8 24 + 5 After Landing

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,54 NA 6,0 Forced: 55% Ground Throw: 75250 0 0,60×10 1 +51
Air Throw Air Throw 0,63 NA 6,0 Forced: 65% Air Throw: 192500 0 0,60×10 1
DAA Dead Angle Attack 25 10 7 All 2 -5000 / 264 7 4 27 -17 1~10 Full
11~19 Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5

Combination Attacks

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5PP 18 6 7 Mid 1 0 7 4 10 -2
5PPP 28 10 7 Forced: 80% Mid 2 0 10 6 9 -1
5PPK 26 14 6 Mid 3 0 13 6 18 -7
5PK 22 14 6 Mid 3 0 10 3 21 -7
5P4K 36 10 7 Mid 2 0 15 3 35 -24 1-6F Upper Body
7-14 Above Knees
5KK 28 10 7 Mid 2 0 9 3 12 -1
5KKK 32 14 6 Mid 3 0 11 4 22 -9
5K4K 36 10 7 Mid 2 0 15 3 35 -24 1-6F Upper Body
7-14 Above Knees
5KK4K 36 10 7 Mid 2 0 15 3 35 -24 1-6F Upper Body
7-14 Above Knees
5KP 18 6 7 Mid 1 0 7 4 9 -1
5KPP 42 20 6 High 4 0 18 4 12 +3
5KPK 26 10 7 Mid 3 0 11 6 18 -7
2PP 18 6 7 Mid 1 0 8 4 10 -2
2PPP 28 10 7 Initial: 80% Mid 2 0 10 6 9 -1
2PPK 36 10 7 Low 2 0 16 6 20 -12 3~15 Foot
3~Airborne
2PK 24 10 7 Low 2 0 9 4 12 -2
2KK 18,32 6,14 7,6 Low 1,3 0 9 4(6)5 16 -4
2KP 22 6 7 Mid 1 0 8 4 10 -2
2KPP 44 20 6 High 4 0 18 4 12 +3
2KPK 32 10 7 Low 2 0 12 6 20 -12 3~11 Foot

Giant Sword Attacks

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
S Sword Launch 26 2 7 Initial: 85% All 2 600 67 13 Total 22
j.S Sword Launch 26 2 7 Initial: 85% All 2 600 67 13 Total 26
H Sword Launch 26 2 7 Initial: 85% All 2 600 66 11 Total 22
j.H Sword Launch 26 2 7 Initial: 85% All 2 600 66 11 Total 26
6S Deployed 26 10 7 Initial: 85% All 2 600 26 [64] 15 Total 31 +22 [-]
j.6S Deployed 26 10 7 Initial: 85% All 2 600 26 [64] 15 Total 29
2S Deployed 50 2 7 Initial: 90% All 2 768 67 [96] 18 Total 33
j.2S Deployed 50 2 10 Initial: 90% All 3 768 65 [94] 18 Total 26
6H Deployed 26 10 7 Initial: 85% All 2 600 25 [63] 11 Total 31 +23 [-]
j.6H Deployed 26 10 7 Initial: 85% All 2 600 25 [63] 11 Total 29
2H Deployed 50 2 10 Initial: 90% All 4 768 62 [91] 18 Total 33
j.2H Deployed 50 20 10 Initial: 90% All 4 768 60 [89] 18 Total 26
4S/H Sword Retrieval Total 22
j.4S/H Air Sword Retrieval Total 26

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
623P Dauro 30 [37] 14 6 Initial: 80% All 3 0 / 0 15 3 18 [16] -4 [-2]
236K Flama Cargo 0,60 -6/NA Forced: 60% Ground Throw: 90000 4 0 / 480 11 1 Total 45
214K Sildo Detruo 20×3 10 7 Initial: 85% High / Air 2 0 / 240×3 32 3 11 +2
j.214K Air Sildo Detruo 20×3 10 7 Initial: 85% High / Air 2 0 / 240×3 Until Landing[20] 3 12 +1
214P Cassius 30 2 7 All 2 0 / 240 19 29 Total 46 -1
214S Marteli 38 14 7 Mid 3 0 / 1200 12 [20] 6 16 -5
j.214S Air Marteli 38 14 7 All 3 0 / 1200 12 [20] 6 Until landing+8
214H Forpeli 42 20 6 Mid 3 0 / 1200 15 [22] 6 24 -11
j.214H Air Forpeli 42 20 6 All 3 0 / 1200 15 [22] 6 Until landing+8

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146H Sword Calvados 50, 6×29
[62, 7×29]
2 1 All 3 -5000 7+7 62 31 -17 3~13 Strike
[1~15 Full]
632146H No Sword Trance 8×30 2 2 Initial: 90% All 3 -5000 9+17 129 Total 12
2363214K Explode 0,4×14,80 3 6,0×14,14 All 0 -5000 7+1 18 24 -32 1~10 Full

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Animo Estingi DESTROY 14 6 All 3 14+18
[10+16]
3 34 -20 14~34F Full
[10~28F Full]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Ramlethal 5P.pngGuardMidStartup4Recovery5Advantage+1 5P, 2P 2K - - 5D -
2PGGXRD Ramlethal 2P.pngGuardMidStartup5Recovery6Advantage±0 5P[+], 2P[+] 2K - - 5D -
6PGGXRD Ramlethal 6P.pngGuardMidStartup10Recovery22Advantage-12 - - c.S, f.S (both), 2S (sword) 5H (both), 2H (sword) 5D, 2D Jump, Special, Super
5KGGXRD Ramlethal 5K.pngGuardMidStartup7Recovery15Advantage-4 - 6K - - 5D -
2KGGXRD Ramlethal 2K.pngGuardLowStartup6Recovery9Advantage-2 - - - - 5D -
c.SGGXRD Ramlethal cS.pngGuardMidStartup6Recovery18Advantage-4 - 3K f.S (both), 2S (sword) 5H (both), 2H (sword) 5D, 2D Jump, Special, Super
f.S (both)GGXRD Ramlethal fS Sword.pngGuardMidStartup9Recovery18Advantage-10 - 3K - 5H (both) 5D, 2D Jump, Special, Super
2S (sword)GGXRD Ramlethal 2S Sword.pngGuardMidStartup19Recovery51Advantage-41 - - - 2H (sword) 5D -
5H (both)GGXRD Ramlethal 5H Sword.pngGuardMidStartup14Recovery27Advantage-17 - - - - - Jump, Special, Super
2H (sword)GGXRD Ramlethal 2H Sword.pngGuardMidStartup25Recovery27Advantage-17 - - - - - -
5DGGXRD Ramlethal 5D.pngGuardHighStartup28Recovery21Advantage-13 - - - - - Homing Jump, Homing Dash
2DGGXRD Ramlethal 2D.pngGuardLowStartup8Recovery16Advantage-8 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Ramlethal jP.pngGuardHigh / AirStartup5Recovery6Advantage- j.P j.K j.S (both) j.H (both) j.D Special
j.KGGXRD Ramlethal jK.pngGuardHigh / AirStartup7Recovery13Advantage- j.P - j.S j.H j.D Jump, Special
j.S (both)GGXRD Ramlethal jS Sword.pngGuardAllStartup10Recovery24Advantage- - - - j.H (both) j.D Jump, Special
j.H (both)GGXRD Ramlethal jH Sword.pngGuardAllStartup15Recovery0Advantage- - - - - - Special
j.DGGXRD Ramlethal jD.pngGuardAllStartup11Recovery24 + 5 Landing RecoveryAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
  • Use 4P/1P/1K to cancel into 5P/2P/2K without canceling into Combination Attacks
  • All Combination Attacks can be canceled into followups on whiff
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

 Ramlethal Valentine


To edit frame data, edit values in GGXRD-R2/Ramlethal Valentine/Data.
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