GGST/Ramlethal Valentine

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Overview

Overview

Ramlethal is a mid-ranged brigadier who controls neutral with her massive swords. She can also expend her swords in order to shoot them as projectiles to dominate the corner.

Key to Ramlethal’s mid-ranged domination is her f.S and 5H. They are disjointed, quite fast and have massive range. At closer ranges, she can pressure with her swift 5K and her three-hit RekkaA series of special attacks that are only available after the first one is performed., Erarlumo, of which the first two hits are dash cancelable. Her air control is also great; j.S is basically an aerial version of f.S, and j.H has a huge vertical hitbox, making it an excellent jump-in attack.

Ramlethal can apply suffocating corner pressure with Bajoneto, a projectile attack that fires a sword. The sword explodes if it hits a wall, which can extend blockstrings or lead to powerful wallbreak combos. However, when fired, the swords take time to return. Without swords, her S and H buttons are significantly weakened. The swords can be retrieved quickly by walking over the spot they landed. At the corner, she can shoot her swords to great extent, as she can pick them up while pressuring the opponent or even during a combo.

Generally, it’s best to only shoot swords off of confirms or for corner pressure in order to not risk losing them. There are exceptions though, for example, the Calvados overdrive retrieves both swords. With 50% Tension, you have the option of playing fast and loose with sword projectiles, just to take them back again. Before expending swords, weigh your options carefully.

Ramlethal is blessed with amazing buttons, outstanding corner pressure and an adorable puppy on her win screen! What else could you ask for?

Ramlethal Valentine
GGST Ramlethal Valentine Portrait.png
Damage Received Mod
×1.06
Guts Rating
1
Weight
Light
Prejump
4F
Backdash
20/1~5 strike invuln/1~15 airborne
Fastest Attack
5P (5F)
Reversals
236236S (9F)

Ramlethal Valentine , classified as a Shooting type, is a Brigadier who controls the mid-range with her two swords.

Pros Cons
  • Dominant Midrange: f.S, 2S, and 5H are some of the safest attacks in neutral, being fast, disjointed, safe on block, with huge range.
  • Suffocating Corner Pressure: Bajoneto's secondary explosion in the corner allows Ramlethal to easily assert looping frametrap pressure jailing an opponent to the corner with a high reward on any hit.
  • Corner Carry: Due to the pushback of her normals and Erarlumo, and the distance of launches, opponents can quickly be forced into the corner, enforcing her strong corner pressure.
  • Accessible Combos: Using Erarlumo, Bajoneto, and Agresa Ordono, Ramlethal is able to secure full combos and strong okizeme off almost any hit, and her primary combos deal very high damage to boot.
  • Burst Safety: Ramlethal's large disjoints, explosions from Bajoneto in the corner, and the height of her launches makes it difficult to Burst out of presure or combos safely, sometimes being entirely impossible to do.
  • Butter Fingers: After using Bajoneto, if Ramlethal is interrupted by an attack, YRC, or a Psych Burst before she can pick it up, she will be unable to reclaim one or both of her swords for several seconds, severely weakening many of her best normals, some specials, and even her Overdrives.


Unique Mechanic: Brigadier Swords

Ramlethal is built around her two familiars and the large swords they carry for her. Her S button and H button moves are mapped to one of her two swords, and using Bajoneto will launch them. Launched swords change the properties of her moves that use either one or both of her swords. The swords will return to Ramlethal after a delay, but can also be picked up by walking or dashing over them.

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 All 5 4 8 -2
Total: 16

Ramlethal's fastest AbareAn attack during the opponent's pressure, intended to interrupt it., and a quick, defensive anti-air.

Being only 5F startup, reversal 5P will defeat Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s, and its high-hitting reach is good for attacking airborne opponents mid-pressure or as a quick response to deep-hitting air-to-ground attacks with good reward on hit. On grounded Counter Hit, it can also link into 5K and c.S, for better damage and okizeme.

Due to its very short range, with even less on crouching opponents, pressure can easily outspace 5P, and it is rarely useful for RPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. or neutral, unless already at point-blank range. However, on block it is a good Tick Throw for its fast recovery, and safe blockstring with 5P > 6P > 214P.

Gatling Options: 5P, 2P, 6P, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 7 3 11 -2
Total: 20

Fast close-range poke and frametrap tool, and Ramlethal's abare and punish against spaced pressure.

With its fast speed, low recovery, and good range this is one of Ramlethal's safest attacks when 2S is too slow to stop an opponent. It is the standard frametrap after an opponent blocks Bajoneto HGGST Ramlethal Valentine Bajoneto H.pngGuard:
All
Startup:
20
Recovery:
Total 43
Advantage:
+3
, or is hit by DauroGGST Ramlethal Valentine Dauro.pngGuard:
All
Startup:
11
Recovery:
27
Advantage:
-10
, thanks to its fast startup and good range. Unfortunately, quite weak at its far range, as 5K cannot combo into 2D unless very close and has no completely safe moves. On block, ErarlumoGGST Ramlethal Valentine Dauro.pngGuard:
All
Startup:
11
Recovery:
27
Advantage:
-10
loses to 6P and DauroGGST Ramlethal Valentine Dauro.pngGuard:
All
Startup:
11
Recovery:
27
Advantage:
-10
is unsafe on block. However thanks to its low recovery it functions well for disrupting an opponent to get back to her preferred mid-range distance.

When used as a punish, 5K hits from considerable range, but unless very close is only able to confirm into Dauro, for a +5 advantage. It can also be used to disrupt slower attacks from a distance, where 5P and 2P cannot reach.

  • Jump and dash cancelable.

Gatling Options: 6P, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 7 6 10 +1
Total: 22
  • Jump cancelable.
  • Ramlethal's highest damage starter.
  • Low pushback, c.S will leave Ram close enough for another c.S.

Mostly used in blockstrings for its wide range of gatlings, such as a delayed 2S to catch jumps and 6H for a 3 frame Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own., or in combos. However, there are situations where this can function as an anti air for people directly above you. Long active frames also make this a great meaty, as it's easy to run up and establish pressure from farther knockdowns and increase its frame advantage on closer ones.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 [25] All 11 6 21 -10 [-13]
Total: 37

The mother of all pokes, very disjointed, with unparalleled range and speed, and safe on block. The central defining feature of Ramlethal's neutral.

Able to outspeed, outrange, or disjoint-crush any other poke, only weak to 6P or IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. jump-ins on read. Combined, these make it extremely easy for Ramlethal to attack opponents from a safe distance. The only drawback is f.S fails to confirm into any knockdown unless within the short ErarlumoGGST Ramlethal Valentine Erarlumo 1.pngGuard:
All
Startup:
16
Recovery:
12
Advantage:
-5
range, meaning despite its relative lack of risk it can be a little harder to get significant reward.

With high pushback and always safely confirming into 5H at any range, Ramlethal can personally push an opponent too far out of range to challenge her, and gradually cornering them. Additionally Ramlethal's f.S > 5H string builds high amounts of R.I.S.C., meaning even without dealing damage she quickly sets up for devastating damage from neutral.

  • Data in [ ] refers to when the S Sword is unequipped.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 [33] All 12 3 28 -12 [-13]
Total: 42
  • If H sword equipped then can be used as frametrap before 214P, 236S and 236H without delay.
  • Data in [] refers to when H sword is unequipped.
  • More rewarding on counterhit than f.S.

A poke with slightly more reach than f.S; this gives it good utility as a check against opponents attempting to dash in after a f.S is blocked using the delay cancel properties of the move, this then forces the opponent to respect a blocked midrange f.S more often.

When in the corner attempting to use 236H, f.S > 5H on block will push your opponent about a half-screen distance away, so only confirm into 236H sword throw if you're near enough to the corner to get a combo off it. On counterhit, Ramlethal can combo into 214K and link off that into a combo.

This is part of the reason that misusing 236H is so bad for Ramlethal, as f.S is significantly less scary as a poke without 5H to enforce afterwards to stop opponents from dash blocking in.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 45 High 20 2 27 -15
Charged 56 High 28 2 27 -10
Total: 48
Total: 56

Universal overhead attack. Tapping D gives a fast but weak overhead, while holding down D with give a much slower but much more powerful strike.


Uncharged Dust Attack

A very weak overhead mixup, only for use with 50% Tension.

On its own, almost useless, lacking advantage on hit, cannot combo on Counter Hit, and is extremely unsafe on block. When backed by RRC, or used after BRC, this becomes a practical mixup able to combo on hit and retains pressure on block, being a practical utility for Tension generated in pressure.

Uniquely, Ramlethal can perform 236H > 5K > 5D for a gapless overhead, being much safer than a standard gatling which opens a slight gap for backdashes and invincible reversals. However, it is impossible for uncharged Dust Attack to practically meterlessly combo or be safe on block using Bajoneto's explosion, making this still reliant on Tension.


Charged Dust Attack

On-hit, holding 8 will activate Homing Jump for a large combo opportunity.

Slow and unsafe but highly rewarding overhead. Very impractical once an opponent is ready to react to it.

By contrast to the uncharged version, charged Dust Attack can fully combo meterlessly for high damage. However, it is very reactable with a bright orange telegraph, and still unsafe when blocked. Additionally, Ramlethal only has setups to frametrap into a charged Dust Attack, meaning an opponent does not even nessecarily need react.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
Uncharged 80% 2 Mid 0 1125 3000 700 (900) 60%
Charged 100% 4 Mid KD 1875 1500 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
  • Wall damage in ( ) refers to if opponent is touching the wall.
  • Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit).
  • Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • Wall damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 All 6 4 9 -3
Total: 18

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Low 6 5 9 -2
Total: 19
  • Ramlethal's fastest low.
  • Worse starter than 5K, some combos that start from 5K will not work from 2K.

This button is second only to 5P in terms of abare. The low hurtbox works wonders in mashing out of your opponent's strings and the frame advantage is pretty good too. 2K also sees a lot of use in corner pressure as it has enough range to frame trap after a sequence like c.S > 236H. In addition to this, 2K can be used as a sneaky run in tool due to Ramlethals fast dash speed and the pressure she gets afterward with 2K > 2D > 214P

Gatling Options: 6P, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 [30] Low 10 4 18 -5 [-8]
Total: 31
  • Data in [] refers to when S sword is unequipped.

Mostly a defensive normal, great to catch dashes with. You'll mostly be using this to check approaches that f.S is weak to (specifically low profile moves). Hits low but 2K is far better as a high/low mixup tool. Unlike 2K, it can be used after c.S and make her strike/throw game scarier. It also has more range than 2D at the cost of lower reward.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
46 [36] All 14 9 25 -15 [-17]
Total: 47
  • If H sword equipped this can frametrap into 236H without delay, and into 214P with some delay.
  • Data in [] refers to when H sword is unequipped.
  • Launches on hit.

This is Ramlethal's primary launcher, but it can also make for a high risk/high reward pre-emptive anti-air. Her best midscreen juggles primarily revolve around cancelling this into 623P and juggling from there. 2H is cursed by having very short horizontal range, the only place it will connect consistently is after c.S or 2S.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Low 10 6 19 -8
Total: 34
  • Will not combo from max range pokes.
  • Very strong against moves that low profile f.S and 5H.

Very small for a 2D. You will spend a lot of time cursing out its lack of range. That said, if it does land you can either get good oki or a damaging combo with a Dauro launch. Successfully counterhitting a low-profile move like Stroke The Big TreeGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
28
Recovery:
16
Advantage:
-2
or Night Raid VortexGGST Sol Badguy 214S 1.pngGuard:
All
Startup:
15~31 [32]
Recovery:
32 [26]
Advantage:
-17
gives Ramlethal an absolutely devastating combo, especially in comparison to using 2S in the same situation.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 9 5 18 -9 1-3 Upper Body
4-13 Above Knees
Total: 31
  • Upper-body invulnerable.

Ramlethal's most reliable anti-air. Blasts the opponent away on air connect, but leaves standing if it hits a grounded opponent. 6P will combo into 214P anywhere, letting Ram secure knockdowns off of her P buttons. On air connect, 6P will combo into 623P for a juggle. It's only real downside is that the horizontal range is lacking due to how the move animates. Canceling into 6P at certain ranges will cause it to whiff.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 [40] All 18 2 33 -16 [-18]
Total: 52
  • Can be used as frametrap after c.S without delay.
  • If H sword equipped then can be used as frametrap before 214P, 236S and 236H without delay.
  • Data in [] refers to when H sword is unequipped.
  • Launches away on hit, wallbounces in the corner.

Mostly relegated to combo filler and frame traps due to how long the startup is. The framedata on this move is genuinely horrendous so it should only be used when it can be safely cancelled into something else. 6H will combo from 5K on an airborne opponent, but will drop if they're grounded. Ramlethal mostly uses this as a way to get a launch close to the corner, as it provides more upfront corner carry and damage compared to 2H.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 High 5 4 8
Total: 16

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 High 7 4 13
Total: 23
  • Excellent overhead button.
  • Fastest air normal besides j.P, useful for some punishes like Sol 6S > Gunflame.
  • Fantastic air to air

The mixup machine. Useful in corner F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups with exploding swords, but not quite enough blockstun to work on its own as a jump-in. Ramlethal's only gatling option is j.D which severely limits her options on block. Luckily she can airdash cancel to extend juggles on airborne opponents.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 [24] High 12 4 24
Total: 39
  • Data in [] refers to when S sword is unequipped.
  • Long range air-to-air.

Amazing air button. Cuts off almost half the screen and is pretty safe to use while retreating. Don't get too reliant on IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. back j.S as most characters can smoke your landing recovery.

Gatling Options: j.H

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 [32] High 19 6 31
Total: 55
  • Data in [] refers to when H sword is unequipped.
  • Jump in of the gods mortals.

Once this lands, you have to choose immediately what you're doing next due to the high pushback. This move can hit certain crouching characters while rising, which also means it must be used with a little discretion, as it is not consistent against the whole cast.

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×3 High 10 2, 2, 2
  • Useful for comboing into grounded moves.

Despite what the animation and effect might imply, this does not hit behind Ram so it is unfortunately not a cross-up tool. Instead, it just covers the space in front of and slightly above Ram. If you can land this on an aerial opponent when they are very close and slightly above you while you are descending you can follow up with some of Ram's faster grounded options after landing, such as 5K.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38
Total: 42
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

A pretty good throw, all things considered. Gives a manually timed safejump midscreen and setups in the corner with swords/meter. Ramlethal's throw also gives you the option to OTG anywhere with 214H and 632146H (along with 236236S in the corner) for more damage and to potentially seal a round. Be careful as OTG 214H is unsafe on hit. Weirdly enough, OTG 236236S will not break the wall.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
50% HKD +55 2500 1000
  • Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • R.I.S.C. Loss: 1000
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
    • Combo Decay on hit: 15.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 Until L+10
Total: 14
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Grants a safejump similar to her ground throw.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
50% 2500 1000
  • Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • R.I.S.C. Loss: 1000
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
    • Combo Decay on hit: 15.

Special Moves

Dauro

623P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 All 11 3 27 -10
Total: 40

Grounded combo ender at a far range to maintain advantage, and a risky pressure-ending frametrap.

Useful for confirming from the far-range of 5K and 2K, and mid-range of f.S > 5H, ending close enough with enough advantage to frametrap into 2K. On block however, it is very unsafe, and gives no reward without Counter Hit or air hit, making it rarely ever worth using unless backed up by a Roman Cancel. At closer ranges it is much better to confirm into ErarlumoGGST Ramlethal Valentine Erarlumo 1.pngGuard:
All
Startup:
16
Recovery:
12
Advantage:
-5
. Not particularly useful in neutral, reaching approximately the same range as 5H, with no major advantages.

Serves a major role as a combo extender with its high vertical launch, allowing extensions into 5K or c.S, leading to large and easy combos near the corner. However this is largely dependant on Combo Decay, meaning it will not work from all starters.

  • Floating crumple on grounded hit, leaving Ramlethal +5 but the opponent can block. On Counter Hit able to perform a true combo for up to 11F.
  • Launches very high on air hit.

Erarlumo

214P > 214P > 214P (Delay OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214P 20 All 16 7 12 -5
214P 214P 25 [40] All 9 4 25 -12 [-10]
214P 214P 214P 30 [60] All 11 6 38 -25
Total: 34
Total: 37
Total: 54

A powerful RekkaA series of special attacks that are only available after the first one is performed. for decent midscreen knockdowns, granting sizable Tension, chip damage, corner carry, and R.I.S.C., with rewarding frametraps.

Individually each attack acts as a basic frametrap. By Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.ing from the Dash Cancel of the first and second attacks, it is possible to cancel back into the first attack, creating a self-sustaining pressure loop. Once near the corner, these can also be kara cancelled into Bajoneto HGGST Ramlethal Valentine Bajoneto H.pngGuard:
All
Startup:
20
Recovery:
Total 43
Advantage:
+3
to immediately begin corner pressure and continue the onslaught. Due to the high reward on Counter Hits, it becomes dangerous for an opponent to abare, allowing Ramlethal to continue to gain resources for even more reward on hit, and access Roman Cancels to keep the loop going.


Erarlumo 1 (214P)

The beginning of pressure setplay and an easy way to gain an advantage at midscreen. Most pokes at close-range will safely blockstring into Erarlumo 1. While cancelling from 5P/2P and 5K/2K is unsafe to 6P attacks, the use of 6P and 2D will allows safe blockstrings, and it can take advantage of opponents anticipating dangerous frametraps like 6H.

Uniquely weak if Instant Blocked as no follow-up can frametrap a Throw and the move naturally advances into Throw range, requiring either 50% Tension or a kara cancel into whiffing Sildo DetruoGGST Ramlethal Valentine Sildo Detruo.pngGuard:
All
Startup:
30
Recovery:
13
Advantage:
+2
.


Erarlumo 2 (214P~214P)

A simple pressure extender, maintaining the option to reset into Erarlumo 1, but with a riskier frametrap options due to Erarlumo 3 being unsafe. By delaying the attack, you open a punishable gap, but will receive substantially more reward on hit, and better resources on block, making it a good option to punish delayed abare.

Characters with access to frame 10 or faster invincible attacks (e.g. Sol 623SGGST Sol Badguy 623X.pngGuard:
All
Startup:
9
Recovery:
18+10 after landing
Advantage:
-28
) can do an option select to escape Earlmuro pressure. Earlmuro 2 itself is -10 on block, negative enough for a punish with a most reversal attacks. Attempts of a frame trap or dash-canelled special will make you eat a counter-hit. Empty dash cancelling will leave you extremely minus. Be prepared to bait or safely continue pressure with RC.

  • Delayed version deals additional blockstun, launches on ground hit, and launches higher on air hit.

Erarlumo 3 (214P~214P~214P)

Rewarding pressure ender with full combo potential on Counter Hit and delayed hits, but with no cancels at all, this is extremely punishable on block. When backed with 50% Tension to make it safe on block, it becomes extremely dangerous for an opponent to risk the frametrap. Furthermore, a delayed Counter Hit is Ramlethal's single biggest combo confirm, resulting in a very short round.

Erarlumo makes a decent combo ender, with good damage, huge corner carry, and alright OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..

  • Ground bounces into a soft knockdown on hit. Delayed version bounces much higher, for longer, with less horizontal launch.

  • Data in [ ] refers to the delayed versions.
  • Erarlumo 1 and 2 are Dash cancelable. The dash cancel can kara cancel into all specials except Sabrobato, including Erarlumo 1.
  • Erarlumo 1 and 2 can cancel into the next Erarlumo on whiff.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
214P 90% 2 Mid +10 2500 1000 300 80% 25% 150
214P 214P 90% 3 [4] Mid -9 [KD] 1500 [2000] 1000 300 60% 25% 150
214P 214P 214P 90% 4 Large KD 2500 1000 300 100% 25% 150

214P:

  • Cancels can only be performed during recovery (23~34F). The earliest cancel is therefore 6F later than usual.
    • Dash cancel is -19 on block, and -4 on hit.
    • Erarlumo 2 will result in a 2F gap if Erarlumo 1 is blocked on the first frame.
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)


214P 214P:

  • Cancels can only be performed shortly after entering recovery (17~37F). The earliest cancel is therefore 7F later than usual.
    • Dash cancel is -17 [-15] on block, and -14 [KD] on hit.
    • Erarlumo 3 will result in a 2F [0F] gap if Erarlumo 2 is blocked on the first frame.
  • Delayed version occurs if cancelled from Frame 30~36 of Erarlumo 1, 7F later than earliest cancel.


214P 214P 214P:

  • Delayed version occurs if cancelled from Frame 28~37 of Erarlumo 2, 11F later than earliest cancel.

Sildo Detruo

214K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214K 40 All 30 2 13 +2
j.214K 40 All 30 Until Landing -3~+3
Total: 44

A slow pressure reset and advancing low crush with remarkable range, and can bait anti-airs from the air.

Can be used from almost any distance to continue pressure, even after 5H and Faultless Defense, usually followed with a 2K to frametrap on block and combo on hit. Its extremely slow startup makes it very vulnerable to anti-airs using 5P/5K and very risky for its relatively low value on block. With a little dash momentum,it reaches about 75% screen distance, making it a large advancing attack in neutral to avoid low pokes while establishing pressure, but its slow speed and lacking reach to anti-air an opponent makes it relatively narrow in utility.

The air version can be used to alter Ramlethal's air trajectory, allowing her to bait and punish anti-air attacks including 6P attacks. Unfortunately it cannot confirm into any attack, making it relatively low reward. While generally safe on block, its slow startup makes it very open to strong anti-airs like 2H attacks if the opponent has not whiffed an attack already.

  • Ground version ground bounces and wall bounces on air hit, air version does not.
  • Air version knocks down on hit, while ground version is forced crouching on hit, allowing a confirm into 2K.
  • At close range, ground version can whiff a standing opponent and sideswitch, but the move will whiff.

Bajoneto

236S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236S 25, 30 All 20 Until Wall (34) 15 Total 37 +9
236H 25, 30 All 20 Until Wall (34) 15 Total 43 +3

Primary corner combo filler and the backbone of corner pressure, when used in the corner the sword will explode after a short moment, giving automatic combos on hit and reset pressure when blocked.

When the H version is blocked in the corner at close-range, such as after c.S, Ramlethal can frametrap into her 5K or 2K, and will have time to perform a Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.. Ramlethal can also safely bait invincible reversals, and if the opponent attempts to escape they must either jump out or run significantly far forward. If the opponent does not move, the follow-up explosion will leave her extremely advantaged and able to run back to point-blank to loop the pessure, keeping the risk low and the reward high.

The S version and its explosion will always whiff on crouching opponents. However, it can be used after the H version to force an opponent back into the corner if they attempt to jump or dash out of the explosion, while maintaining a safe distance, further extending Ramlethal's safe corner pressure.

Both versions double as some of the most powerful projectiles in the game, defeating almost any non-Overdrive projectile on clash, with enormous corner carry on hit, and is extremely advantaged on block. However, outside of the corner, the opportunity cost of spending either sword is usually so high the move becomes self-detrimental, and is only used in some rare scenarios.

  • Launches the corresponding sword when used. The sword will be unequipped until it is picked up, affecting many of Ramlethal's moves. It can be picked back up, or will gradually return to Ramlethal after 6 seconds.
  • If the sword projectile hits the wall, it will stick into the wall and explode after a short delay, placing onto the ground after the explosion.
  • Attempting to launch a sword that has already been launched will result in a whiff animation.
  • If Ramlethal is hit after launching a sword, the sword will immediately be placed into the ground at its current location.
  • The S version staggers on hit, while the H version launches backwards.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
236S 80% 2 Very Small 22~40 500 2000 350×2 80% 12% 100
236H 80% 2 Very Small KD 500 2000 350×2 80% 12% 100

236S:

  • Clash Level: 3
    • When the projectile is destroyed by clash, the sword will be placed into the ground at its current location.
    • This does not occur with projectile-deflecting moves such as Zato-1's Oppose or Jack-O's Defend Command. Instead the sword will lose its hitbox, but continue until it reaches the wall as normal.
  • Horizontal Activation Range: 550 (Relative to projectile's centre)
  • Explosion happens 34f after the sword sticks in the wall, leaves a 16f gap on block

Agresa Ordono

j.214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30,30 [24,24] All 12 4(10)4 24
Total: 53

Simple air confirm tool off falling j.H, air-to-air j.D, IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.K, and IAD j.P.

For other air attacks, it is mostly an easier substitute, as Ramlethal has full air combos from air-to-air j.P, j.K, and j.S; from IAD j.S, and from High Jump IAD j.H. It also serves little purpose as pressure, besides making a high j.H safe on block with its huge pushback, as it will generally leave Ramlethal less advantaged than any of her other air attacks already are.

Also doubles as a keep-away tool with a backward jump or IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
, hitting very low to the ground with substantial range. However, the second hit will almost certainly whiff unless performed very low to the ground, potentially leaving Ramlethal at a large disadvantage.

  • Launches into a hard knockdown on either hit.
  • The first attack is dealt by the S sword and the second attack is dealt by the H sword. An unequipped sword has significantly decreased range, will not launch into a hard knockdown on ground hit, and will deal the reduced damage given in [ ].
  • IAD > j.S > j.214S is +1 when blocked from standing.

Sabrobato

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
100 [75] {50} All 19 4 42 -27 [-27] {-32}
Total: 64

Strongest meterless wallbreak for its huge damage, and a ginormous attack for catching an opponent off-guard from afar, but is extremely risky if it fails.

Reaching over 80% of the screen, Sabrobato is almost impossible to whiff. Combined with its barely-reactable speed makes it a sudden threat for an opponent that may be using projectiles at range or backdashing away for distance. Unfortunately, it is incredibly bad if blocked, and unlike similar styles of attack, it isn't very fast and can be blocked standing, making it a weak neutral tool. It is best used with 50% Tension for an RRC, to safely confirm into pressure on block, and combo on hit.

  • Cannot be cancelled into.
  • [ ] refers to one sword and { } is empty-handed. If empty-handed, range is significantly decreased.
  • Ground bounces and wall bounces on hit.
  • Can be used for the funny roman cancel combo

Overdrives

Calvados

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
1×29, 127 All (Guard Crush) 11+13 +16
Total: 23

The single highest damage combo ender in the game, scaling incredibly well no matter how weak the combo started.

In contrast to Mortobato, Calvados is much higher damage, especially in long combos. As a trade-off, its huge number of hits means the opponent will recieve as much as a third of their Burst gauge back. This means it can have implications on future rounds if Mortobato was already a lethal strike, and is much better if the opponent has maintained their Burst gauge.

In pressure, Calvados is a niche pressure reset, similar to a Roman Cancel, but grants both swords back, deals chip damage, and guard crushes the opponent. Unfortunately, it cannot be used from Ramlethal's unsafe attacks like Erarlumo 3GGST Ramlethal Valentine Erarlumo 3.pngGuard:
All
Startup:
11
Recovery:
38
Advantage:
-25
, SabrobatoGGST Ramlethal Valentine Sabrubato.pngGuard:
All
Startup:
19
Recovery:
42
Advantage:
-27 [-27] {-32}
, DauroGGST Ramlethal Valentine Dauro.pngGuard:
All
Startup:
11
Recovery:
27
Advantage:
-10
, or Dust AttackGGST Ramlethal Valentine 5D.pngGuard:
High
Startup:
20
Recovery:
27
Advantage:
-15
, rendering it redundant unless the swords are mismanaged. It is also unsafe if too close to the opponent, and far more expensive than fast-cancelled Roman Cancels, while offering similar pressure.

While Calvados deals heavy chip damage, it is comparatively cheap to FD block the entire attack. Furthermore, an opponent can mash Instant Blocks to mitigate some damage, gain Tension, and generate Tension Pulse (functionally giving them even more Tension). In neutral it is also very easy to jump, punishing Ramlethal from considerable distance and mitigating almost the entire attack from afar.

While this move has plenty of negatives, it is useful if your attacking from afar with BanjonetoNo results , since it will refresh your swords. Additionally, since the explosions cause launch on hit, you can attack with Calvados while they are falling. If you Roman Cancel the move after the lasers start, the lasers will remain with you being free to attack. Even if this isn't the best way to use 100% meter it is still pretty fun if you pull it off right, and can also deal massive damage while inflicting suffering upon the opponent for their mistake of forgetting the explosion.

  • Returns both swords to Ramlethal immediately.
  • Deals Guard Crush on block.
  • On Wall Break results in a Hard Knockdown for +36 frame advantage.
  • Minimum total damage of 54 on hit, and 60 chip damage on block

Mortobato

236236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
160 [130] {100} All 7+2 6 51 -38 [-38] {-43} 1~14 All
Total: 65

Ramlethal's invincible reversal, with enormous vertical and horizontal range, good damage, and fast startup. Simple but effective.

Mortobato can also be used in combos as wallbreak ender, picking up from more strings than Calvados and avoids granting the enemy their Burst gauge. The okizeme after a standard hit depends greatly on distance, as you can only hit c.S MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. if Mortobato hits at close range, or on Counter Hit.

  • [ ] refers to one sword and { } is empty handed. Hitbox and damage changes depending on what swords are equipped.
  • Launches into a hard knockdown on hit.
  • On Wall Break results in a Hard Knockdown for +36 frame advantage.
  • Ramlethal panic button

Colors

GGST Ramlethal Valentine color 1.png
GGST Ramlethal Valentine color 2.png
GGST Ramlethal Valentine color 3.png
GGST Ramlethal Valentine color 4.png
GGST Ramlethal Valentine color 5.png
GGST Ramlethal Valentine color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Ramlethal Valentine color 7.png
GGST Ramlethal Valentine color 8.png
GGST Ramlethal Valentine color 9.png
GGST Ramlethal Valentine color 10.png
GGST Ramlethal Valentine color 11.png
GGST Ramlethal Valentine color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 121Ultimate Edition exclusive
1Ultimate Edition exclusive

Navigation

To edit frame data, edit values in GGST/Ramlethal Valentine/Data.
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