m (→Instant Kill) |
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*Great normals when equipped with her swords. | *Great normals when equipped with her swords. | ||
*Good mixup and pressure off corner knockdowns | *Good mixup and pressure off corner knockdowns | ||
*Extremely oppressive corner game with | *Extremely oppressive corner game with swords set | ||
*Midscreen combos have good corner carry | *Midscreen combos have good corner carry | ||
*Trance super<br/> | *Trance super<br/> | ||
Line 818: | Line 818: | ||
|frameAdv=-24 | |frameAdv=-24 | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Second hit staggers on ground hit, lots of untechable time on air hit. | *Second hit staggers on ground hit, lots of untechable time on air hit. | ||
Line 852: | Line 851: | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|header=no | |header=no | ||
|version=5PP | |version=5PP | ||
|damage=18 | |damage=18 | ||
Line 1,076: | Line 1,074: | ||
*Last hit is an overhead that is great on block and ground bounces on ground hit, causes knockdown on air hit. Useful for setting up oki midscreen. | *Last hit is an overhead that is great on block and ground bounces on ground hit, causes knockdown on air hit. Useful for setting up oki midscreen. | ||
*If used as a blockstring, be aware of the gap between the second and third hits. | *If used as a blockstring, be aware of the gap between the second and third hits. | ||
*KPK IS MYSTERIOUSLY GONE | |||
}} | }} | ||
}} | }} | ||
Line 1,339: | Line 1,338: | ||
*Standard throw. Leads to okizeme. | *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 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 during the actual throw. | ||
*If a deployed 2S or 2H sword hits the enemy during this animation, you can go for a combo without spending meter. | |||
}} | }} | ||
}} | }} | ||
Line 1,553: | Line 1,553: | ||
}} | }} | ||
======<font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">Dauro</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Dauro | ||
|input=623P | |input=623P | ||
|image=GGXRD_Ramlethal_Daruo.png | |image=GGXRD_Ramlethal_Daruo.png | ||
Line 1,597: | Line 1,597: | ||
|guard=Ground Throw: 90000 | |guard=Ground Throw: 90000 | ||
|cancel= | |cancel= | ||
|roman= | |roman=RP | ||
|startup=11 | |startup=11 | ||
|active=1 | |active=1 | ||
Line 1,619: | Line 1,619: | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|version=Ground | |version=Ground | ||
|damage=20×3 | |damage=20×3 | ||
|tension=0 / 0 | |tension=0 / 0 | ||
Line 1,654: | Line 1,653: | ||
*Lots of startup on this move, can be easily interrupted if they see it coming. | *Lots of startup on this move, can be easily interrupted if they see it coming. | ||
*Can be canceled into after sword jH to stay safe and + on block. | *Can be canceled into after sword jH to stay safe and + on block. | ||
*Can be chained after jD in air combos to reach the ground faster. | |||
}} | }} | ||
}} | }} | ||
Line 1,708: | Line 1,708: | ||
|inv=3~13 Strike | |inv=3~13 Strike | ||
|description= | |description= | ||
*frames 3-13 invincible | *frames 3-13 invincible | ||
}} | }} | ||
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|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman= | |roman= | ||
|startup=14+18[10+16] | |startup=14+18[10+16] | ||
|active=3 | |active=3 | ||
Line 1,804: | Line 1,803: | ||
}} | }} | ||
{{Navbar-GGXRD}} | {{Navbar-GGXRD}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Ramlethal Valentine]] | ||
Latest revision as of 04:38, 25 December 2023
Ramlethal Valentine |
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Defense Modifier: x1.06 Guts Rating: 1 Stun Resistance: 60 Jump Startup: 3F Backdash Time: 16F Backdash Invincibility: 1-9F
Double jump, 1 Airdash, Run type dash |
Overview
Wizard from the backyard. 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.
Strengths
- Great normals when equipped with her swords.
- Good mixup and pressure off corner knockdowns
- Extremely oppressive corner game with swords set
- Midscreen combos have good corner carry
- Trance super
Weaknesses
- Normals have poor range without swords equipped.
- Lacks a meterless reversal
- Neutral game can be difficult to setup
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 |
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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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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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Dauro
Dauro 623P |
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Furama Kaago
Furama Kaago 236K |
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Sildo Detruo
Sildo Detruo 214K (air OK) |
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Cassius
Cassius 214P |
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Overdrives
Calvados
Calvados 632146H with sword equipped |
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Toranshi
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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