GGXRD-R2/Ramlethal Valentine

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Overview
Overview

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 with 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 H 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 has decent ability to control her opponent in neutral (f.S, j.H, and an upward-arcing projectile), but setplay and okizeme are where she really shines: most any hit can confirm to a combo that will carry her opponent halfway across the screen. If she reaches the corner she can wallsplat her opponent and set up one or both swords for a multi-layer mixup - oh, and she has a command throw that launches, too. If her opponent somehow manages to block, Ramlethal can reset pressure with one of her plus on block overheads.

Balancing this offensive vortex are poor defensive options and very stubby non-sword normals. Ramlethal is notoriously limited without her swords, and detaching one them for a neutral gamble can leave her without any kind of poke for several seconds. Her ability to mash is also mediocre, and even her 2D sweep is prone to whiffing.

All in all, Ramlethal is a character who can take a lot of work to get going - but once she does, she can feel damn near impossible to stop.

Note: Ramlethal's non-sword normals grant no tension.

Playstyle
GGXRD-R2 Ramlethal Valentine Icon.png Ramlethal Valentine specializes in juggling opponents into the corner and locking them down with summoned swords and deadly mixups.
Pros Cons
  • Good Pokes: With swords equipped, Ramlethal has good pokes such as f.S, and 5H which can help her hold her ground in neutral.
  • Strong Corner Okizeme: Ramlethal has disgustingly powerful corner okizeme.
  • Strong Corner Carry: Ramlethal's midscreen combos have the potential to carry opponents to the corner from very far away.
  • Good Meter Gain: Sword normals gain a ton of tension.
  • Several Burst Safe Points: Has access to several efficient ways of baiting bursts in combos. (4P[x], 5D)
  • Checkmate Potential: Ramlethal has strong guts crush combos and supers, including 4P mashing, Explode (2363214K), and Calvados or Trance (632146H).
  • Poor Normals Without Swords: Ramlethal's normals become weaker without swords equipped.
  • Lack of Proper Gatlings: Hard to apply any real pressure outside of the corner.
  • Instability in certain situations: Sometimes has issues safely confirming into combos and scoring strong knockdowns outside of the corner.
  • Burst Building Combos: While long combos are cool, it also means opponents build tension and burst meter more quickly.
  • Obvious Burst Points: While Ramlethal does have burst safe combo routes, her normal routes have obvious burst points.


Sword Set

Ramlethal can detach her swords and set them on the screen relative to her opponent's position. The swords will rest in the background wherever Ramlethal set them until she attempts to swing a sword. During the swing's startup and recovery, it becomes vulnerable, and will be knocked down for a short time if hit. When a sword is detached, Ramlethal loses the corresponding sword for her normals until she recalls it manually or uses her Marteli/Forpeli special moves.

The sword attacks have two speeds, a slower one which is used the first time a sword is set, and a faster one which is used if Ramlethal's opponent is already in range of a set sword.

Sequence Normals
Ramlethal's normals change when used in specific sequences. Similar to chain moves from 3D fighting games like Tekken, Ramlethal's normals change when they are used in a specific pattern. For instance, using 5P will give one attack, but pressing 5PP will grant a different attack on the second button press. These chains are a core part of Ramlethal's combo, pressure, and mixup game.

Normal Moves

5P


5K

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. Inv.
22 Mid 7 3 15 -4 -

  • 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.

c.S

f.S

No Sword

f.S

With Sword

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. Inv.
32 Mid 9 6 18 -10 -

  • 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.

5H

No Sword

5H

With Sword

6P

6K

3K

5D

2P

2K


2S

With Sword

2H

With Sword

2D

j.P

j.K

j.S

No Sword

j.S

With Sword

j.H

No Sword

j.H

With Sword

j.D

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. Inv.
j.D 40 All 11 8 24 + 5 Landing Recovery - -
j.2D 40 All 11 8 24 + 5 After Landing - -
j.8D 34 All 11 8 24 + 5 After Landing - -

  • 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

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

5PK4K

5PPK

5KKK


5K>4K and 5KK>4K

5KPP and 5KPK


2PPP and 2PPK

2PK

2KK

2KPP and 2KPK

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. Inv.
2K 15 Low 6 5 9 -2 -
2KP 22 Mid 8 4 10 -2 -
2KPP 44 High 18 4 12 +3 -
2KPK 32 Low 12 6 20 -12 3~11 Foot

  • 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

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

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. Inv.
2S Deployed 50 All 67 [96] 18 Total 33 - -
2H Deployed 50 All 62 [91] 18 Total 33 - -
6S Deployed 26 All 26 [64] 15 Total 31 +22 [-] -
6H Deployed 26 All 25 [63] 11 Total 31 +23 [-] -

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.

GGXRD Ramlethal swordplacement2.png
GGXRD Ramlethal swordplacement.png

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

4S/H

Dauro

623P

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. Inv.
30 All 15 3 18 [16] -4 [-2] -

(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.

Flama Kargo

236K

Sildo Detruo

214K (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. Inv.
214K 20×3 High / Air 32 3 11 +2 -
j.214K 20×3 High / Air Until Landing[20] 3 12 +1 -

  • 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

Cassius

214P

Marteli

214S (Air OK)


Forpeli

214H (Air OK)

Overdrives

Calvados

632146H with sword equipped


Trance

632146H with sword deployed

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. Inv.
8×30 All 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. 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.

Explode

2363214K

Instant Kill

Animo Estingi

in IK mode: 236236H


External References

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Ramlethal Valentine/Data.