< GBVS
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(Update move descriptions on grounded normals.) |
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{{#lst:GBVS/Ladiva/Data|c.L}} | {{#lst:GBVS/Ladiva/Data|c.L}} | ||
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{{Description|7|text= | {{Description|7|text= With c.L, f.L, and 2L all being tied for your fastest button at 6f, there will be times where Ladiva can't punish specific moves or contest certain frametraps. To compensate, all of them have fantastic range for Light buttons and high frame advantage letting Ladiva pressure on block with strong blockstrings or link into other normals such as 2U. They make excellent tick throws into command grab as well. | ||
Common links are into 2U for knockdown, c.M for better damage, or just into itself for hit confirming. | |||
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{{#lst:GBVS/Ladiva/Data|c.M}} | {{#lst:GBVS/Ladiva/Data|c.M}} | ||
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{{Description|7|text= | {{Description|7|text= A fast, special cancelable kick with a large downward hitbox. Has farther range than c.L, letting Ladiva get Auto Combo in situations where c.L doesn't come out. With only 1 active frame, Ladiva will not get any extra frame advantage as a meaty, but thanks to it's speed and good hitbox it can be used as a frame trap and will also hit the opponent out of Cross-Over. On block, it's not the worst but anyone with a 5f Light will be able to beat any move that is not invul and Light Headbutt can be interrupted if canceled into it. EX Headbutt works as a frametrap, however. | ||
Against 6f moves, Light and EX Screwdriver will beat them. | |||
On CH it's +8 on hit, letting Ladiva link into another c.M, f.M, 2M, or 2U. | |||
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{{#lst:GBVS/Ladiva/Data|c.H}} | {{#lst:GBVS/Ladiva/Data|c.H}} | ||
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{{Description|7|text= | {{Description|7|text= Slow, but very high damage starter. With a high number of active frames and only being -2 on block, it's suitable as a meaty on the opponents wake-up capable of being up to +3 on block if timed correctly. It can also frametrap into Light Headbutt with only a 2f gap that can be delayed. c.H will, however, not hit Cross-Over. | ||
On CH it's at a extremely high +14 on hit, letting Ladiva link into a second c.H for very high damage. It also lets c.H combo into Medium Headbutt for high meterless damage. | |||
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{{#lst:GBVS/Ladiva/Data|c.XXX}} | {{#lst:GBVS/Ladiva/Data|c.XXX}} | ||
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{{Description|8|text= | {{Description|8|text=Primarily only for hit confirming or combos routes that don't use EX specials. If you have no specials available, Ladiva would rather combo into 2U to set up stronger offense. c.X have enough blockstun to make canceling into EX Headbutt be frametrap, and c.XX have enough to make both Light and EX Headbutt a frametrap. | ||
Auto Combo can mostly be used for utility purposes. Even if it will lessen the damage by small amounts, using Auto Combo can let you buy time to get specials off cooldown if needed. | |||
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{{#lst:GBVS/Ladiva/Data|f.L}} | {{#lst:GBVS/Ladiva/Data|f.L}} | ||
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{{Description|7|text= | {{Description|7|text= A fairly long range Light with high + frames. At 6f, it's a valuable tool to check the opponent in neutral, during their pressure, and confirming into 2U get get your offense started. Unlike c.L and 2L, f.L is a lvl 2 normal, which gives it frame advantage on CH and lets it crush other lvl 1 moves. Normally f.L can link into 2U for a knockdown, with the exception at the very tip range of f.L. | ||
On CH it's +9 on hit, letting Ladiva link into a f.M, 2M, and 2U even at max range. It can also combo into Light and EX Lariat on CH. | |||
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{{#lst:GBVS/Ladiva/Data|f.M}} | {{#lst:GBVS/Ladiva/Data|f.M}} | ||
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{{Description|7|text= | {{Description|7|text=A decently fast, long range Medium. One of Ladiva's best normals for poking and whiff punishing. Combos into Light and EX Lariat at any range, as well as EX Headbutt but not on max range. Does not hit Cross-Over. | ||
While not as strong as other more notorious mid range moves, such as Katalina's f.M, it's still a staple and strong move in neutral. What Ladiva truly lacks are specials that are suitable to be canceled into, however. All Lariats can be ducked and won't combo on crouching hit, making them all very punishable, and only EX Headbutt has the range, speed, and frame advantage to make it a strong special to cancel into. Even tho it may not combo on hit at max range, it's still a frametrap if canceled into on block. However, as expected, that means you forgo using Headbutt for a while. | |||
As a whiff punish, it's very strong but do make sure you don't cancel into Lariat in case you catch them crouching. | |||
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{{#lst:GBVS/Ladiva/Data|f.H}} | {{#lst:GBVS/Ladiva/Data|f.H}} | ||
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{{Description|7|text= | {{Description|7|text=Long range but high damage poke with high active frames. Due to it's high hitbox, it can whiff on crouching characters even at medium range. | ||
Due to slow speed and hit hitbox, it's a difficult move to use in neutral and almost impossible to whiff punish with. Due to it's forward momentum however, it will almost always combo into Light Headbutt or frame trap into it. | |||
Overall, limited uses compared to her other normals. And it goes without saying, it does not hit Cross-Over. | |||
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{{#lst:GBVS/Ladiva/Data|2L}} | {{#lst:GBVS/Ladiva/Data|2L}} | ||
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{{Description|7|text= | {{Description|7|text=A good range Light with slightly worse frame advantage compared to c.L and f.L. | ||
c.L sees use as a hit confirm and tick throw normal, altho in both aspects it's less effective than the other options. It can only link into itself and other Light normals, and because it's a lvl 1 attack it gains no additional frame advantage on CH. | |||
However due to being a crouching normal you will always get this normal no matter the range giving you some stability in that frame advantage, and it will let you whiff punish or stuff certain moves that Ladiva's other Lights will not hit due to it's lower hitbox. However, 2L will not hit Cross-Over even with its lower hitbox. | |||
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{{#lst:GBVS/Ladiva/Data|2M}} | {{#lst:GBVS/Ladiva/Data|2M}} | ||
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{{Description|7|text= | {{Description|7|text=A long range low hitting Medium. Complements f.M in neutral by hitting low and can whiff punish certain attacks and hitboxes that f.M can't hit, at the cost of having slightly shorter range and more whiff recovery. | ||
2M and f.M are very similar with having same speed, damage, can combo into the same specials, and attack level. Both share similar uses in neutral with small differences to make them cover different angles. 2M is safer on block and hit, and is one of the few moves Ladiva has that can hit Cross-Over. It's also the best option Ladiva has of hitting moves low to the ground, such as Ferry's 2M that f.M can't hit. | |||
Together with f.M makes up the bread and butter of Ladiva's neutral and poking game. | |||
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{{#lst:GBVS/Ladiva/Data|2U}} | {{#lst:GBVS/Ladiva/Data|2U}} | ||
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{{Description|7|text= | {{Description|7|text=A very fast good range sweep. Ladiva does a dropkick that actually leaves her airborne, meaning on clash she can cancel into air moves. | ||
A essential move for Ladiva. Being able to combo into sweep is a valuable tool to have, and is a good start for Ladiva's offense. She can also safe-jump 11f DPs such as Charlotta Holy Ladder if you jump immediately after 2U. 2U is also a valuable whiff punish as well, and due to it's speed and good range it's very adept at that. | |||
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Revision as of 16:41, 17 March 2020
Health | |
Prejump | |
Backdash |
Overview
Ladiva is a grappler who lacks neutral but more than makes up for it with an overwhelming offensive corner presence
"Love's bigger than all the sky... and more precious!" | |
Lore: | This Draph duelist is the star of the Jewel Resort Casino Liner. In the arena and out, she's purehearted, compassionate, and loving in every sense of the word. Her devotion to fans and formidable strength make for powerhouse performances sure to captivate any audience. |
Ladiva Ladiva is a grappler character who wants to get in close and threaten opponent with throw/strike mix-up.
Pros
Cons
- OVERWHELMING corner presence
- Easy bnb combos
- Roll allows her to get in quicker and easier
- Increased base health means trading damage is advantageous
- Gorgeous
- No real neutral game to speak of
- Can be easy to lockdown
- Getting the opponent to the corner can take some doing
Normal Moves
c.L
c.L |
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c.M
c.M |
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c.H
c.H |
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Auto Combo
Auto Combo |
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f.L
f.L |
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f.M
f.M |
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f.H
f.H |
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2L
2L |
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2M
2M |
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2H
2H |
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2U
2U |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.U
j.U |
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Unique Actions
Love Grapple
Love Grapple 5U |
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Hurl
Hurl 5U-X |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Overhead Attack
Overhead Attack |
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Special Moves
Jewel Resort Screwdriver
Jewel Resort Screwdriver 360X or 5S |
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Leg Drop of Adoration
Leg Drop of Adoration j.360X or j.S |
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Headbutt of Love
Headbutt of Love 236X or6S |
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Elegant Lariat
Elegant Lariat 214X or 4S |
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Devoted Body Slam
Devoted Body Slam 623X or 2S |
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Skybound Arts
Maximum Love Bomb (Strike)
Maximum Love Bomb (Strike) 236236H or 236S |
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Maximum Love Bomb (Throw)
Maximum Love Bomb (Throw) 214214H or 214S |
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Super Skybound Art
The Shape of Love
The Shape of Love 720U or 236S+U |
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To edit frame data, edit values in GBVS/Ladiva/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.Click [★] for character's full frame data
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Controls •
Frame Data & System Data •
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• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
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Misc •