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The merciless Backyard-born apocalypse from XRD -SIGN- has turned over a new leaf ever since she learned about hamburgers and puppies.
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 opponents to block after a knockdown, or during blockstrings to keep opponents pinned down so Ramlethal can go for mixups. While her S and HS normals are assigned to her swords for the sake of massive normals and setplay, her P and K normals work like attack strings seen in 3D fighters.
|Ramlethal Valentine specializes in juggling opponents into the corner and locking them down with summoned swords and deadly mix-ups.|
- Ramlethal's fastest normal, has poor reach but is positive on block.
- Whiffs on crouching Millia, Faust and Jack-0.
- Great for baiting bursts.
- Can chain into itself and other normals by using 4P as the input.
- 5P is also one of her fastest and simplest ways to get knockdown with either 2KK of 2KPK as enders.
- Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very sightly inches itself forward.
- Lacks reward on hit (without strings) but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall.
- Chains into 6K.
- Combos into her basic strings, not jump cancel-able.
5K seems similar to others character's 5Ks on the surface, but due to Ramlethal's nature, it fits more in-line with a normal from a 3-D fighter. She cant get too much reward off of it alone, such as a basic knockdown or being able to jump cancel it, but she has followup options that can be pretty rewarding both on block and hit. It cannot cancel into other normals, but is part of an overall combination of strings (see below). Use this move if you don't have equipped far slash and need a poke.
- Her go-to practical normal for many situations due to it being on par for versatility with other close slashes and is not limited in the way her string-normals are.
- Good close range normal that combos into Dauro or chains into stuff that combos into Dauro (2D, 5H. without sword). Chains into 2S/2H but won't combo outside of wallsplat.
- Jump cancelable and has a high attack level, making it good for canceling into sword summons.
- Combo fodder. Awful normal for neutral or offense, avoid using this move.
- Special/jump/sword cancel-able. Chains into 2H.
Swordless far slash doesn't see much use as its awful range prevents it from competing with more conventional far slashes/pokes. It is a poor neutral tool and is a huge reason as to why most players keep the S sword for superior pokes.
- Far reaching sword swing with good range and startup.
- Combos into Dauro on crouching or counterhit. Can be useful as a punish for this reason.
- As with the rest of her equipped sword normals, this grants huge meter gain on hit and block
- Cancels into specials, sword summons/recalls, jumps/iad, and 3K.
Ramlethal's f.S is almost essential to her neutral, so much so that many choose to keep an non-deployed f.S equipped at all times outside of her corner game. It doesn't have much reward non-counterhit, but it is still by far one of Ramlethal's better pokes. Use often.
- Blockstring and combo tool when without swords.
- Special and jump cancel-able
- Combos into Dauro.
- 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.
- A pretty solid anti-air, has a small hitbox and lots of recovery though.
- Frames 1~13 Upper body invulnerability.
- Chains into c.S, 5H, 2S and 2H.
- Standing overhead, hits crouching characters at 20F.
- Combos into 5P.
- Primarily used in oki situations where a set sword will allow her to easily confirm into a combo.
- A sliding kick that can go under stuff.
- Can be used after f.S and is sometimes used for low mixups.
- Frames 10~ Low profile.
- A typical dust attack, very slow and unsafe.
- Forward dust version now proves useful as a good corner combo extender.
- 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.
- Standard crouching short that hits low and is also a part of her low mixup game.
- 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.
- 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.
- 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.
- Ramlethal's best low starter but has tiny range.
- Combos into Dauro.
- Also part of her low mixup game. Substitute this instead of 2K if you need more damage.
- Amazing normal for air to air hit confirms and blockstrings.
- Cancels into sword summons but cannot recall them back from this move.
- 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, cannot recall them back though.
- Crossup hitbox.
- Air combo filler, nothing really special about this move.
- Cancels into sword summons but cannot call them back from this move.
- 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.
- 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 and can even crossup.
- 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.
- Has a good amount of reward on counterhit, especially on rising j.H to counter mashers.
- Blows opponents away in the direction used to input the move.
- Blows Ramlethal in the opposite direction of whatever version is used.
- Can be used to both extend and end air combos due to its high untechable time.
- j.8D can be used to stop air approaches, such as opponents jumping/airdashing over Trance.
- j.2D now causes knockdown and can be canceled into j.214K to reach the ground faster.
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.
- Decent midscreen combo ender as it blows the opponent away and knocks down. Not much time for proper oki but it works.
- Second hit staggers on ground hit, lots of untechable time on air hit.
- 5PK on air hit, can combo into 4S/4H or 6S/6H and still have enough time to continue the combo with more normals. A useful string for midscreen juggles overall.
- 4K ender launches and leads to additional combo routes.
- Last hit floats midscreen, wall slams in corner. The difference form PPP is that you should use this when trying to opt for the opponent to wallstick higher in corner combos.
- Last hit also lauches for situational extended midcreen juggles.
- First and second hits always combo, last hit only combos on crouching.
- Useful for comboing after 6K.
- Last hit causes techable knockback midscreen, does a low wall slam in the corner.
- Unsafe on block but on hit leads to the standard post-wall slam corner combos.
- KK is also what you sometimes use to end combos into knockdown sword summon oki.
- KK also brings her forward and is relatively safe on block; she can continue pressure with this and sometimes go for unexpected command grabs.
5K>4K and 5KK>4K
- 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.
- 4K does not vacuum on block
5KPP and 5KPK
- First and second hits only combo on crouching, third hit does not combo at all.
- Last hit of 5KPP 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 of 5KPP.
2PPP and 2PPK
- Third hit has the same animation as 2KPK but launches on hit instead of knocking down.
- Last hit is very unsafe on block and will not combo on a standing opponent.
- Ramlethal is airborne during the startup of the last hit, which can be RC'd to put Ramlethal in the air but very low to the ground. Can be followed up either by j.K for an overhead or 2D for a low.
- Second attack moves Ramlethal slightly forward and staggers.
- Can be cancelled into a sword summon.
- Second attack hits low twice.
- Used to convert 5P/2K hits into a knockdown.
2KPP and 2KPK
- 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.
- 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 (10) during the actual throw.
- If a deployed sword strikes the opponent during the end of the animation, it will lead to a meterless combo.
- Ground throw animation but in the air. Leads to the same situation as a ground throw. 10 hits.
- Typically knocks down, otherwise it can be followed up at a low height or if a deployed sword hits at the end of the animation.
Dead Angle Attack
- 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.
- A new and useful defensive option she now has, gets them off of you and can start combos.
- Uncharged leads to blowback and wallstick, leads to same situation as her corner combos if optimized. Good for burst safe combos too.
- Fully charged/counter hit leads into crumple state meaning you can go for as heavy of a standing punish as you please.
Deploy Giant Sword
6S/6H or 2S/2H (air OK)
|Version||Damage||GuardHow this attack can be guarded. Throws have their throw range listed instead.||StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.||ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup||RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.||Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.|
|6S Deployed||26||All||26 ||15||Total 31||+22 [-]|
|2S Deployed||50||All||67 ||18||Total 33||―|
|6H Deployed||26||All||25 ||11||Total 31||+23 [-]|
|2H Deployed||50||All||62 ||18||Total 33||―|
6S does a horizontal slash. Has better active frames than 6H and always appears in front of them. Staggers on counterhit.
2S 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 does a downward vertical slash with the H sword. Appears above opponents. Staggers on counterhit.
2H is 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.
- Added falling animation to swords being interrupted (increasing time before usable again) and familiars can now be hit on startup
- As of 2.10, when ram or the swords are hit before the swing, the familiars respawn in the same position as before
Retrieve Giant Sword
- Can be used in some combos. Animation is pretty quick.
- Can be done in the air and also halts her air momentum.
(Numbers in brackets for green Dauro)
- A gap closing rush-in type of move that's unsafe on block but useful on hit, enhanced version is less punishable.
- Primary combo starter as it launches on hit and used in nearly every one of her combos.
- Two versions of this move. To get the enhanced version, P must be inputted as soon as you hit the 3 in the 623 motion.
- While the enhanced version launches higher and deals more damage, both are useful in their own right as each can set up their own specific combos, so some might not always want to opt for the enhanced version.
- 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.
214K (air OK)
- Lots of startup on this move, can be easily interrupted if they see it coming.
- You actually land before the hitbox becomes active, making it very weak to being thrown.
- Launches on hit, knocks down if not followed up
- Can be chained after j.D in air combos to reach the ground faster.
- Can be used after a jump in or air dash as a double high mixup
- Air version can be TK'd for instant overheads
- The extra frame of recovery on the air version limits your followups in some cases to only 5P strings
- Fires a projectile at an upward angle.
- Throw it out to end blockstrings or catch opponents trying to approach through the air, especially when the gameplan shifts to deploying swords and killing time for their recovery. Covers deployed HS sword's vulnerability of being hit away as well.
214S (Air OK)
- Floats on counterhit for a full combo.
- Useful as a frametrap for opponents trying to mash after f.S.
- As of 2.10, can do this move when S sword is set, which will recall the sword before attacking. Slower startup than equipped version.
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214H (Air OK)
- Reaches farther than Martelli and pushes more damage, but is noticeably worse on block.
- Has situational use for when you need to retrieve the H sword while also throwing out a hitbox.
- As of 2.10, can do this move when H sword is set, which will recall the sword before attacking. Slower startup than equipped version.
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632146H with sword equipped
- Beam super, difficult to punish
- Can only be used when BOTH swords are Equipped.
- Used in situations where you either want to finish the opponent off or chip them out if they block from afar. Also depletes a significant portion of their meter if they FD in those situations.
- Can be YRC'd after the super flash, if you want to sink 75 meter into this option.
- Frames 3-13 invincible
632146H with sword deployed
- 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. The swords are thus relocated to where the overdrive ended.
- Hits 30 times, keeps them blocking for a while, giving enough time for at least 1 jump-in mixup.
- Swords disappear if Ramlethal is hit before the move becomes active.
- Is sometimes used at the end of combos from an OTG state for the kill.
- Frames 1-10 invincible
- Reversal super. Rushes forward so it can be used to get out of the corner if they jump over it.
- Can combo into this even from OTG as it activates the animation.
in IK mode: 236236H
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- Uses the animation of her Dauro, complete with teleport.
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