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.

 Ramlethal Valentine  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.
Ramlethal Valentine
GGXRD-R Ramlethal Portrait.png
Defense
x1.06
Guts Rating
1
Weight
[105] Light
Stun Resistance
60
Prejump
3F
Backdash
16F (1~9F invuln)
Wakeup Timing
25F (Face Up)/ 23F (Face Down)
Fastest Attack
Reversals
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.
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 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 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

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
28 Mid 6 3 18 -4

  • 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.

f.S

No Sword

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 Mid 11 5 21 -12

  • 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.

f.S

With Sword

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 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

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
70 Mid 25 9 27 -17

  • Big normal that slams the opponent into the ground for a knockdown
  • Slower than 2S but reaches a bit further horizontally. Has some uses in neutral when S sword is deployed.
  • Primarily used after 2S to make it safer.
  • Difficult to punish on block due to the amount of pushback, but its possible.
  • Bounces on counterhit, difficult to combo off unless its in the corner.

2D

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 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
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

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
5P 10 Mid 4 4 5 +1
5PP

No results

5PPK

No results

  • 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.

5KKK

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
5K 22 Mid 7 3 15 -4
5KK

No results

5KKK

No results

  • 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

5KPP and 5KPK

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
5K 22 Mid 7 3 15 -4
5KP

No results

5KPP

No results

5KPK

No results

  • 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

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
2P 8 Mid 5 4 6 ±0
2PP 18 Mid 8 4 10 -2
2PPP

No results

2PPK 36 Low 16 6 20 -12 3~15 Foot
3~Airborne

  • 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.

2PK

2KK

2KPP and 2KPK

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
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

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 50 Mid (15-48)+13 3 20 -2
Max Charge 50 Mid 50+13 3 20 +5

  • 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.

Special Moves

Deploy Giant Sword

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

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
  • When ram or the swords are hit before the swing, the familiars respawn in the same position they were in previously

Retrieve Giant Sword

4S/H

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
30 [37] All 15 3 18 [16] -4 [-2]

  • Numbers in [] are for green Dauro, done by inputting P simultaneously with 3.

A gap closing rush-in type of move that's minus on block but useful on hit. The enhanced green version is less punishable. Dauro is Ram's primary combo starter as it launches on hit and is used in nearly every one of her combos. While green Dauro launches higher and usually leads to more damage, both are useful in their own right as each can set up their own specific combos.

Curiously, Ramlethal instantly teleports forward the full distance of the move shortly after its startup begins (around frame 3 or 4), which can avoid some attacks or projetiles depending on spacing. Note that her hurtbox is always present during this movement.

Flama Kargo

236K

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 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)

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
214S 38 Mid 12 [20] 6 16 -5
j.214S 38 All 12 [20] 6 Until landing+8

  • Floats on counterhit for a full combo. Generates a lot of Tension on hit.
  • Useful as a frametrap for opponents trying to mash after f.S.
  • Ram can perform this move when S sword is deployed, which will recall the sword to her before attacking. Slower startup than equipped version.
  • Can be cancelled into Forpeli.

Forpeli

214H (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
214H 42 Mid 15 [22] 6 24 -11
j.214H 42 All 15 [22] 6 Until landing+8

  • Reaches farther than Martelli and pushes more damage, but is noticeably worse on block. Generates a lot of tension on hit.
  • Has situational use for when you need to retrieve the H sword while also throwing out a hitbox.
  • Ram can do this move when H sword is deployed, which will recall the sword to her before attacking. Slower startup than equipped version.

Overdrives

Calvados

632146H with sword equipped

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, 6×29
[62, 7×29]
All 7+7 62 31 -17 3~13 Strike
[1~15 Full]

  • 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
  • You can get grabbed during the startup if you use it too close to an opponent.

Trance

632146H with sword deployed

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
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

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

GGXRD-R2/Navigation