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 Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 +1 4 4 5 Initial: 90% 0 10 3 8
5K Mid 2 -4 7 3 15 0 22 10 7
c.S Mid 3 -4 6 3 18 Initial: 90% 0 28 14 6
f.S No Sword Mid 2 -12 11 5 21 Initial: 90% 0 38 10 7
f.S Sword Mid 2 -10 9 6 18 1584 32 10 7
5H No Sword Mid 3 -13 12 6 24 Initial: 90% 0 36 14 6
5H Sword Mid 4 -17 14 9 27 1584 46 20 6
5D High 2 -13 28 6 21 Initial: 80% 0 25 10 20
6P Mid 2 -12 10 4 22 1~13 Upper Body 0 30 10 7
6K High 2 ±0 18 5 9 Initial: 80% 0 26 10 7
3K Low 3 -7 12 12 12 10~ Low Profile Initial: 90% 0 28 14 6
2P Mid 0 ±0 5 4 6 Initial: 80% 0 8 3 8
2K Low 1 -2 6 5 9 Initial: 70% 0 15 6 7
2S Sword Mid 4 -41 19 9 51 Initial: 90% 1584 70 20 10
2H Sword Mid 4 -17 25 9 27 Initial: 90% 1584 70 20 10
2D Low 2 -8 8 6 16 Initial: 90% 0 28 10 7
j.P High / Air 1 5 6 6 0 10 6 7
j.K High / Air 2 7 4 13 0 22 10 7
j.S No Sword High / Air 2 9 4 20 Initial: 90% 0 26 10 7
j.S Sword All 3 10 7 24 Initial: 90% 1200 30 14 6
j.H No Sword High / Air 2 13 8 27 0 32 10 7
j.H Sword All 4 15 Until Landing 0 Initial: 90% 1200 40 20 6
j.D All 4 11 8 24 + 5 Landing Recovery Initial: 80% 0 40 20 8
j.2D All 4 11 8 24 + 5 After Landing 0 40 20 8
j.8D All 4 11 8 24 + 5 After Landing 0 34 20 8

Combination Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5PP Mid 1 -2 7 4 10 0 18 6 7
5PPP Mid 2 -1 10 6 9 Forced: 80% 0 28 10 7
5PPK Mid 3 -7 13 6 18 0 26 14 6
5PK Mid 3 -7 10 3 21 0 22 14 6
5P4K Mid 2 -24 15 3 35 1-6F Upper Body
7-14 Above Knees
0 36 10 7
5KK Mid 2 -1 9 3 12 0 28 10 7
5KKK Mid 3 -9 11 4 22 0 32 14 6
5K4K Mid 2 -24 15 3 35 1-6F Upper Body
7-14 Above Knees
0 36 10 7
5KK4K Mid 2 -24 15 3 35 1-6F Upper Body
7-14 Above Knees
0 36 10 7
5KP Mid 1 -1 7 4 9 0 18 6 7
5KPP High 4 +3 18 4 12 0 42 20 6
5KPK Mid 3 -7 11 6 18 0 26 10 7
2PP Mid 1 -2 8 4 10 0 18 6 7
2PPP Mid 2 -1 10 6 9 Initial: 80% 0 28 10 7
2PPK Low 2 -12 16 6 20 3~15 Foot
3~Airborne
0 36 10 7
2PK Low 2 -2 9 4 12 0 24 10 7
2KK Low 1,3 -4 9 4(6)5 16 0 18,32 6,14 7,6
2KP Mid 1 -2 8 4 10 0 22 6 7
2KPP High 4 +3 18 4 12 0 44 20 6
2KPK Low 2 -12 12 6 20 3~11 Foot 0 32 10 7

Giant Sword Attacks

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
S Sword Launch All 2 67 13 Total 22 Initial: 85% 600 26 2 7
j.S Sword Launch All 2 67 13 Total 26 Initial: 85% 600 26 2 7
H Sword Launch All 2 66 11 Total 22 Initial: 85% 600 26 2 7
j.H Sword Launch All 2 66 11 Total 26 Initial: 85% 600 26 2 7
6S Deployed All 2 +22 [-] 26 [64] 15 Total 31 Initial: 85% 600 26 10 7
j.6S Deployed All 2 26 [64] 15 Total 29 Initial: 85% 600 26 10 7
2S Deployed All 2 67 [96] 18 Total 33 Initial: 90% 768 50 2 7
j.2S Deployed All 3 65 [94] 18 Total 26 Initial: 90% 768 50 2 10
6H Deployed All 2 +23 [-] 25 [63] 11 Total 31 Initial: 85% 600 26 10 7
j.6H Deployed All 2 25 [63] 11 Total 29 Initial: 85% 600 26 10 7
2H Deployed All 4 62 [91] 18 Total 33 Initial: 90% 768 50 2 10
j.2H Deployed All 4 60 [89] 18 Total 26 Initial: 90% 768 50 20 10
4S/H Total 22
j.4S/H Total 26

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 75250 0 +51 1 Forced: 55% 0,60×10 0,54 NA 6,0
Air Throw Air Throw: 192500 0 1 Forced: 65% 0,60×10 0,63 NA 6,0
DAA All 2 -17 7 4 27 1~10 Full
11~19 Throw
-5000 / 264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
623P All 3 -4 [-2] 15 3 18 [16] Initial: 80% 0 / 0 30 [37] 14 6
236K Ground Throw: 90000 4 11 1 Total 45 Forced: 60% 0 / 480 0,60 -6/NA
214K High / Air 2 +2 32 3 11 Initial: 85% 0 / 240×3 20×3 10 7
j.214K High / Air 2 +1 Until Landing[20] 3 12 Initial: 85% 0 / 240×3 20×3 10 7
214P All 2 -1 19 29 Total 46 0 / 240 30 2 7
214S Mid 3 -5 12 [20] 6 16 0 / 1200 38 14 7 YRP
j.214S All 3 12 [20] 6 Until landing+8 0 / 1200 38 14 7 YRP
214H Mid 3 -11 15 [22] 6 24 0 / 1200 42 20 6 YRP
j.214H All 3 15 [22] 6 Until landing+8 0 / 1200 42 20 6 YRP

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
632146H Sword All 3 -17 7+7 62 31 3~13 Strike
[1~15 Full]
-5000 50, 6×29
[62, 7×29]
2 1
632146H No Sword All 3 9+17 129 Total 12 Initial: 90% -5000 8×30 2 2
2363214K All 0 -32 7+1 18 24 1~10 Full -5000 0,4×14,80 3 6,0×14,14

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -20 14+18
[10+16]
3 34 14~34F Full
[10~28F Full]
DESTROY 14 6

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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Mechanics
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