GGXRD/Ramlethal Valentine: Difference between revisions

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===Combination Attacks===
===Combination Attacks===
Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings.
Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings.
Once you start a combination attack string, you cannot cancel into any special moves after the second attack but you can cancel into 4S/H, 6S/H, or 2S/H.
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.
After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.



Revision as of 12:02, 5 March 2015

Ramlethal Valentine
GGXRD Ramlethal Portrait.png

Defense Modifier: x1.06

Guts Rating: 1

Stun Resistance: 60

Jump Startup: 3F

Backdash Time: 16F

Backdash Invincibility: 1-9F

Movement Options

Double jump, 1 Airdash, Run type dash

Full Frame Data
Ramlethal_Frame_Data_(GGXRD)

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
  • 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


Move List

Normal Moves

5P
5P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid - YRP 4 4 5 +1
  • Ramlethal's fastest normal, has poor reach but is positive on block.
  • Whiffs on crouching Millia and Faust.
  • Great for baiting bursts.
  • Can chain into itself and other normals by using 4P as the input.
5K
5K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 Mid - YRP 8 3 15 -4
  • Farthest reaching ground normal that doesn't rely on a sword to be equipped.
  • Decent normal to cancel into a sword summon when without S sword due to its range.
  • Doesnt see much use due to not having much of a reward on hit.
  • Chains into 6K.
c.S
c.S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid - YRP 6 3 18 -4
  • Good close range normal, good startup and more range than 5P.
  • Combos into 2D and Daruo.
f.S
f.S
No Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 Mid - YRP 11 5 21 -12
  • Combo fodder. Awful normal for neutral or offense, avoid using this move.
f.S
f.S
With Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid - YRP 9 6 18 -10
  • Far reaching sword swing with good range and startup.
  • Jump cancel-able on block.
  • Combos into Daruo on crouching or counterhit for big damage.
  • Good normal to cancel into a sword summon due to its range.
  • Chains into 3K.
5H
5H
No Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Mid - YRP 12 6 24 -13
  • Blockstring and combo tool when without swords.
  • Jump cancel-able on block.
  • Combos into daruo.
5H
5H
With Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
46 Mid - YRP 14 9 27 -19
  • 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.
  • Level 4 move, lots of blockstun.
6P
6P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid - YRP 10 4 22 -12
  • A Pretty solid anti-air, has a small hitbox and lots of recovery though.
  • Frames 1~13 Upper body invulnerability.
6K
6K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 High - YRP 18 5 9 0
  • Standing overhead, hits crouching characters at 20F.
  • 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.
3K
3K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Low - YRP 12 12 12 -7
  • A sliding kick that can go under stuff.
  • Frames 10~ Low profile.
5D
5D
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High - YRP 28 6 21 -13
  • A typical dust attack, very slow and unsafe.
  • Doesn't see much use due to Ramlethal having better options for overheads but that doesn't mean it should never be used.
2P
2P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid - YRP 5 4 6 0
  • 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.
2K
2K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
15 Low - YRP 6 5 9 -2
  • Standard crouching short that 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.
  • Combos into 2KK for a knockdown.
2S
2S
With Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Mid - YRP 19 9 51 -41
  • 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.
  • Lots of untechable time on air counterhit that allow for a variety of followups depending on the spacing.
2H
2H
With Sword bonk
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
70 Mid - YRP 25 9 27 -17
  • 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.
  • Primarily used after 2S to make it safer.
  • Difficult to punish on block due to the amount of pushback, but its possible.
  • Bounces on counterhit, difficult to combo off unless its in the corner.
2D
2D
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Low - YRP 8 6 16 -8
  • Ramlethal's best low starter.
  • Combos into daruo.
j.P
j.P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 High/Air - YRP 5 6 6 -
  • Amazing normal for air to air hit confirms and blockstrings.
j.K
j.K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High/Air - YRP 7 4 13 -
  • 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.
  • Cancels into sword summons.
j.S
j.S
No Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 High/Air - YRP 9 4 20 -
  • Air combo filler, nothing really special about this move.
j.S
j.S
With Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 High/Air - YRP 10 7 24 -
  • f.S but in the air.
  • Good hitbox to air-to-air with and lots of untech time on air counterhit that can lead to massive damage.
  • Very small vertical hitbox.
  • Does not hit overhead.
j.H
j.H
No Sword
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 High/Air - YRP 13 8 27 -
  • 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.
j.H
j.H
With Sword Not an overhead
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 All - YRP 15 Active until landing 0 -
  • 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.
  • Can be cancelled into 214K on block to stay safe and + on block.
j.D
j.D Use this when theyre too high for j8D Most useful version for corner carry and combo extension Stalls air momentum, can be used to delay landing.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 (50 for J8D) All - YRP 11 (16 for J2D) 8 20 / 5 Landing recovery -
  • Blows opponents away in the direction used to input the move.
  • Can be used to both extend and end air combos due to its high untechable time.
  • j8D can be used to stop air approaches, such as opponents jumping/airdashing over Trance.


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
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5P 10 Mid - YRP 4 4 5 +1
5PP 18 Mid - YRP 7 4 10 -2
5PPP 28 Mid - YRP 10 6 9 -1
  • Important in corner combos as it wall slams allowing for extended combos.
  • Decent midscreen combo ender as it blows the opponent away. Not much time for proper oki but it works.
5PK
5PK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5P 10 Mid - YRP 4 4 5 +1
5PK 22 Mid - YRP 10 3 21 -7
  • Second hit staggers on ground hit, lots of untechable time on air hit.
  • On air hit, can combo into 4S/H or 6S/H and still have enough time to continue the combo with more normals.
5PPK
5PPK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5P 10 Mid - YRP 4 4 5 +1
5PP 18 Mid - YRP 7 4 10 -2
5PPK 26 Mid - YRP 13 6 18 -10
  • Last hit floats midscreen, wall slams in corner.
  • First and second hits always combo, last hit only combos on crouching.
  • Useful for comboing after 6K.
5KKK
5KKK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5K 22 Mid - YRP 8 3 15 -4
5KK 28 Mid - YRP 9 3 12 -1
5KKK 32 Mid - YRP 11 4 22 -9
  • Last hit causes sliding midscreen, wall slams in the corner.
  • Unsafe on block but on hit leads to the standard post-wall slam corner combos.
5K>4K and 5KK>4K
5K>4K and 5KK>4K
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5K 22 Mid - YRP 8 3 15 -4
5KK 28 Mid - YRP 9 3 12 -1
4K 36 Mid - YRP 15 3 35 -24
  • 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 can also be done after 5P.
5KPP
5KPP
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5K 22 Mid - YRP 8 3 15 -4
5KP 18 Mid - YRP 7 4 9 -1
5KPP 42 High - YRP 18 4 12 +3
  • 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, easy to followup.
  • If used as a blockstring, be aware of the gap between the second and third hits.
2PPK
2PPK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
2P 8 Mid - YRP 5 4 6 0
2PP 18 Mid - YRP 8 4 10 -2
2PPK 36 Low - YRP 16 6 20 -12
  • Third hit has the same animation as 2KPK but launches on hit instead of knocking down.
  • Very unsafe on block and doesnt combo but easy to combo after.
2PK
2PK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
2P 8 Mid - YRP 5 4 6 0
2PK 24 Low - YRP 9 4 12 -2
  • Second attack moves Ramlethal slightly forward.
  • Can be cancelled into a sword summon.
2KK
2KK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
2K 15 - - YRP 6 - - -2
2KK 18,32 Low - YRP 9 4(6)5 16 -4
  • Second attack hits low twice.
  • Used to convert 5P/2K hits into a knockdown.
2KPP
2KPP and 2KPK
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
2K 15 - - YRP 6 - - -2
2KP 22 Mid - YRP 8 4 10 -2
2KPP 44 High - YRP 18 4 12 +3
2KPK 32 Low - YRP 12 6 20 -12
  • 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.
  • Very unsafe if the final hit is the low option.
  • Just like 5KPP, be aware of the gap between the second and third hits if you choose to use the overhead.


Universal Mechanics

Ground Throw
Ground Throw
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
54 Ground Throw: 75250 - R 1 - - +53
  • 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.
Air Throw
Air Throw
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
63 Air Throw: 192500 - R 1 - - -
  • Ground throw animation but in the air. Leads to the same situation as a ground throw.
Dead Angle Attack
Dead Angle Attack
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 7 4 27 -17
  • 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.


Special Moves

Deploy Giant Sword
Deploy Giant Sword
6S/H or 2S/H 6S 2S 6H 2H
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6S 26 Mid/Air - YRP 67, 64 (after deployment), 26 (close range) 13, 15 (after deployment) 22, 26 (aerial) / 31 (after deployment), 29 ( after deployment, aerial) -

Familiar does a horizontal slash. Has better active frames than 6H and always appears in front of them. Staggers on counterhit.

2S 50 Mid/Air - YRP 96 (67 close range) 18 33, 26 (aerial) -

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.

6H 26 Mid/Air - YRP 66, 63(after deployment), 25 (close range) 11 22, 26 (aerial) / 31 (after deployment), 29 (after deployment, aerial) -

Familiar does a downward vertical slash with the H sword. Appears above opponents. Staggers on counterhit.

2H 60 Mid/Air - YRP 91, 62 (close range) 18 33, 26 (aerial) -

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.

Using 6H or 6S causes one of the two familiars to do a tracking teleport to the opponent and attack once. The familiars will standby at the spot where they teleported initially until they are summoned again. She can cancel the majority of her normals into a summon as well as the second hit of combination attacks.

  • Using 6S or 6H replaces the normals done with that button with new ones.
  • Ramlethal is in counterhit state during the entire animation of deploying a sword.
  • Blocking or getting hit will cause any deployed swords to stop attacking.
  • A sword cannot be summoned again until the familiar starts glowing again.
  • While equipped, sword summons have less recovery.
  • On the intitial 6S/H, the sword will always go through the teleport animation. Any summons afterward can skip the teleport animation if the opponent is close by, causing the attack to come out much faster.
Retrieve Giant Sword
Retrieve Giant Sword
4S/H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - YRP - - 22 total, 26 (aerial) -
  • Can be used in some combos. Animation is pretty quick.
Daruo
Daruo
623P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 (36 on fastest daruo) All - YRP 15 3 18 -4 (-1 on fastest daruo)
  • Primary combo starter as it launches on hit
  • Two versions of this move. To get the better version, P must be inputted as soon as you hit the 3 in the 623 motion.
  • Safe on block if you do the fastest daruo.
Furama Kaago
Furama Kaago
236K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Ground Throw: 90000 - YRP 11 1 Total 41
  • 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.
Sildo Detruo
Sildo Detruo
214K (air OK)
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 20×3 High / Air - YRP 32 3 11 +2
Air
j.214K
20×3 High / Air - YRP Until Landing[20] 3 12 +1
  • 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.
Cassius
Cassius
214P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 All - YRP 19 29 Total 46 -1
  • Fires a projectile at an upward angle.
  • Throw it out to end blockstrings or catch opponents trying to approach through the air.


Overdrives

Calvados
Calvados
632146H with sword equipped
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
7×30 All - YRP 12+10 62 29 -15
  • Anime
  • frames 8-21 invincible
Toranshi
Trance
632146H with sword deployed
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8×40 All - YRP 9+17 129 Total 12
  • 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.
  • Causes a massive amount of blockstun, can go for multiple mixups if this attack pushes them into the corner.
  • One of the best overdrives in the game.
Explode
Explode
2363214K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,4×14,80 All - YRP 7+1 18 24 -32
  • Frames 1-10 invincible
  • Reversal super. Rushes forward so it can be used to get out of the corner if they jump over it.


Instant Kill

Animo Estingi
in IK mode: 236236H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - YRP 14+18[10+16] 3 34 -20
  • [ ] Indicates during Hell Fire


Strategy

General Tactics

Tips and Tricks

Combos


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc