GGXRD-R2/Ramlethal Valentine/Frame Data

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System Data

Defense:x1.06
Guts:1
Weight:[105] Light
Stun Resistance:60
Prejump:3F
Backdash:16F (1~9F invuln)
Wakeup Time:25F (Face Up) / 23F (Face Down)
Unique Movements:


Normal Moves

Name 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
5P 10 Mid 4 4 5 +1 - -8/+3 Initial: 90% - - 0 0 Click!
5K 22 Mid 7 3 15 -4 - -7/+10 - - - 0 2 Click!
c.S 28 Mid 6 3 18 -4 - -6/+14 Initial: 90% - - 0 3 Click!
f.S
With Sword
32 Mid 9 6 18 -10 - -7/+10 - - - 1584 2 Click!
f.S
Without Sword
38 Mid 11 5 21 -12 - -7/+10 Initial: 90% - - 0 2 Click!
5H
With Sword
46 Mid 14 9 27 -17 - -6/+20 - - - 1584 4 Click!
5H
Without Sword
36 Mid 12 6 24 -13 - -6/+14 Initial: 90% - - 0 3 Click!
2P 8 Mid 5 4 6 ±0 - -8/+3 Initial: 80% - - 0 0 Click!
2K 15 Low 6 5 9 -2 - -7/+6 Initial: 70% - - 0 1 Click!
2S
With Sword
70 Mid 19 9 51 -41 - -10/+20 Initial: 90% - - 1584 4 Click!
  • Pulls in opponent on hit/block
2H
With Sword
70 Mid 25 9 27 -17 - -10/+20 Initial: 90% - - 1584 4 Click!
j.P 10 High / Air 5 6 6 - - -7/+6 - - - 0 1 Click!
j.K 22 High / Air 7 4 13 - - -7/+10 - - - 0 2 Click!
j.S
With Sword
30 All 10 7 24 - - -6/+14 Initial: 90% - - 1200 3 Click!
j.S
Without Sword
26 High / Air 9 4 20 - - -7/+10 Initial: 90% - - 0 2 Click!
j.H
With Sword
40 All 15 Until Landing 0 - - -6/+20 Initial: 90% - - 1200 4 Click!
j.H
Without Sword
32 High / Air 13 8 27 - - -7/+10 - - - 0 2 Click!
j.D 40 All 11 8 24 + 5 Landing Recovery - - -8/+20 Initial: 80% - - 0 4 Click!
6P 30 Mid 10 4 22 -12 1~13 Upper Body -7/+10 - - - 0 2 Click!
6K 26 High 18 5 9 ±0 - -7/+10 Initial: 80% - - 0 2 Click!
  • Hits crouching opponnet at 20F
3K 28 Low 12 12 12 -7 10~ Low Profile -6/+14 Initial: 90% - - 0 3 Click!
j.2D 40 All 11 8 24 + 5 After Landing - - -8/+20 - - - 0 4 Click!
j.8D 34 All 11 8 24 + 5 After Landing - - -8/+20 - - - 0 4 Click!
2D 28 Low 8 6 16 -8 - -7/+10 Initial: 90% - - 0 2 Click!
5D 25 High 28 6 21 -13 - -20/+10 Initial: 80% - - 0 2 Click!

Universal Mechanics

Name 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Ground Throw 0,54 Ground Throw: 75250 1 +51 - -6,-0/NA Forced: 55% - - 0,60×10 0 Click!
  • Stun value: 5*10
Air Throw 0,63 Air Throw: 192500 1 - -6,-0/NA Forced: 65% - - 0,60×10 0 Click!
  • Stun value: 5*10
Dead Angle Attack 25 All 7 4 27 -17 1~10 Full
11~19 Throw
-7/+10 - - -5000 / 264 2 Click!
Blitz Attack 50 Mid (15-48)+13 3 20 -2 - - Initial: 55% - R - 1 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
50 Mid 50+13 3 20 +5 - - - - R - 4 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Combination Attacks

Name 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
(P)P 18 Mid 7 4 10 -2 - -7/+6 - - 0 1 Click!
(PP)P 28 Mid 10 6 9 -1 - -7/+10 Forced: 80% - - 0 2 Click!
(PP)K 26 Mid 13 6 18 -7 - -6/+14 - - 0 3 Click!
(P)K 22 Mid 10 3 21 -7 - -6/+14 - - 0 3 Click!
  • Staggers opponent on hit. Max duration 47F, Frame Adv: +0 to +24
(P)4K 36 Mid 15 3 35 -24 1-6F Upper Body
7-14 Above Knees
-7/+10 - - 0 2 Click!
(K)P 18 Mid 7 4 9 -1 - -7/+6 - - 0 1 Click!
(KP)P 42 High 18 4 12 +3 - -6/+20 - - 0 4 Click!
(KP)K 26 Mid 11 6 18 -7 - -7/+10 - - 0 3 Click!
(K)K 28 Mid 9 3 12 -1 - -7/+10 - - 0 2 Click!
(KK)K 32 Mid 11 4 22 -9 - -6/+14 - - 0 3 Click!
(KK)4K 36 Mid 15 3 35 -24 1-6F Upper Body
7-14 Above Knees
-7/+10 - - 0 2 Click!
(K)4K 36 Mid 15 3 35 -24 1-6F Upper Body
7-14 Above Knees
-7/+10 - - 0 2 Click!
(2P)P 18 Mid 8 4 10 -2 - -7/+6 - - 0 1 Click!
(2PP)P 28 Mid 10 6 9 -1 - -7/+10 Initial: 80% - - 0 2 Click!
(2PP)K 36 Low 16 6 20 -12 3~15 Foot
3~Airborne
-7/+10 - - 0 2 Click!
(2P)K 24 Low 9 4 12 -2 - -7/+10 - - 0 2 Click!
  • Staggers opponent on hit. Max duration 31F, Frame Adv: +0 to +16
(2K)P 22 Mid 8 4 10 -2 - -7/+6 - - 0 1 Click!
(2KP)P 44 High 18 4 12 +3 - -6/+20 - - 0 4 Click!
(2KP)K 32 Low 12 6 20 -12 3~11 Foot -7/+10 - - 0 2 Click!
  • 3F onwards Airborne
(2K)K 18,32 Low 9 4(6)5 16 -4 - -7,-6/+6,+14 - - 0 1,3 Click!

Giant Sword Attacks

Name 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Large Sword Launch(S) 26 All 67 13 Total 22 - -7/+2 Initial: 85% - - 600 2 Click!
  • Staggers opponent on CH. Max duration 35F
Large Sword Launch(S Aerial) 26 All 67 13 Total 26 - -7/+2 Initial: 85% - - 600 2 Click!
  • Staggers opponent on CH. Max duration 35F
Large Sword Launch(H) 26 All 66 11 Total 22 - -7/+2 Initial: 85% - - 600 2 Click!
  • Staggers opponent on CH. Max duration 35F
Large Sword Launch(H Aerial) 26 All 66 11 Total 26 - -7/+2 Initial: 85% - - 600 2 Click!
  • Staggers opponent on CH. Max duration 35F
Large Sword Retrieval Total 22 - - - - Click!
Large Sword Retrieval(Aerial) Total 26 - - - - Click!
2S
Deployed
50 All 67 [96] 18 Total 33 - -7/+2 Initial: 90% - - 768 2 Click!
  • Values in [] are for long range version
2H
Deployed
50 All 62 [91] 18 Total 33 - -10/+2 Initial: 90% - - 768 4 Click!
  • Values in [] are for long range version
6S
Deployed
26 All 26 [64] 15 Total 31 +22 [-] - -7/+10 Initial: 85% - - 600 2 Click!
  • Values in [] are for long range version
  • Staggers opponent on CH. Max duration 35F
6H
Deployed
26 All 25 [63] 11 Total 31 +23 [-] - -7/+10 Initial: 85% - - 600 2 Click!
  • Values in [] are for long range version
  • Staggers opponent on CH. Max duration 35F
j.6S
Deployed
26 All 26 [64] 15 Total 29 - -7/+10 Initial: 85% - - 600 2 Click!
  • Values in [] are for long range version
  • Staggers opponent on CH. Max duration 35F
j.6H
Deployed
26 All 25 [63] 11 Total 29 - -7/+10 Initial: 85% - - 600 2 Click!
  • Values in [] are for long range version
  • Staggers opponent on CH. Max duration 35F
j.2S
Deployed
50 All 65 [94] 18 Total 26 - -10/+2 Initial: 90% - - 768 3 Click!
  • Values in [] are for long range version
j.2H
Deployed
50 All 60 [89] 18 Total 26 - -10/+20 Initial: 90% - - 768 4 Click!
  • Values in [] are for long range version

Special Moves

Name 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Dauro
623P
30 All 15 3 18 [16] -4 [-2] - -6/+14 Initial: 80% - - 0 / 0 3 Click!
  • Values in [] when pressing P within 2 frames after command input (Ramlethal flashes green)
Flama Cargo
236K
0,60 Ground Throw: 90000 11 1 Total 45 - -6/NA Forced: 60% - - 0 / 480 4 Click!
  • Stun value: 30
Sildo Detruo
214K
20×3 High / Air 32 3 11 +2 - -7/+10 Initial: 85% - - 0 / 240*3 2 Click!
  • 1F onwards Airborne
Air Sildo Detruo
j.214K
20×3 High / Air Until Landing[20] 3 12 +1 - -7/+10 Initial: 85% - - 0 / 240*3 2 Click!
  • [ ] Indicates lowest possible height
Cassius
214P
30 All 19 29 Total 46 -1 - -7/+2 - - 0 / 240 2 Click!
Marteli
214S
38 Mid 12 [20] 6 16 -5 - -7/+14 - YRP 0 / 1200 3 Click!
  • Can cancel into Forpeli on hit/block
  • [ ] values is when S Sword is deployed
Air Marteli
j.214S
38 All 12 [20] 6 Until landing+8 - - -7/+14 - YRP 0 / 1200 3 Click!
  • Can cancel into Forpeli on hit/block
  • [ ] values is when S Sword is deployed
Forpeli
214H
42 Mid 15 [22] 6 24 -11 - -6/+20 - - YRP 0 / 1200 3 Click!
  • [ ] values is when HS Sword is deployed
Air Forpeli
j.214H
42 All 15 [22] 6 Until landing+8 - - -6/+20 - - YRP 0 / 1200 3 Click!
  • [ ] values is when HS Sword is deployed

Overdrives

Name 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Calvados
Swords Equipped > 632146H
[632146D]
50, 6×29
[62, 7×29]
All 7+7 62 31 -17 3~13 Strike
[1~15 All]
-1/+2 - - -5000 3 Click!
  • [] indicate Burst version
Trance
632146H with Swords deployed
8×30 All 9+17 129 Total 12 - -2/+2 Initial: 90% - - -5000 3 Click!
Explode
2363214K
0,4×14,80 All 7+1 18 24 -32 1~10 Full -6,-0×14,-14/+3 - - -5000 0 Click!

Instant Kill

Name 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Animo Estingi
During IK Mode: 236236H
DESTROY All 14+18
[10+16]
3 34 -20 14~34 Full
[10~28 Full]
-6/+14 - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 81F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+] - - - 5D -
2P 5P[+], 2P[+] - - - 5D -
5K - - - - 5D -
2K - - - - 5D -
c.S - 3K f.S (both), 2S (sword) 5H (both) 5D, 2D Jump, Sp
f.S (both) - 3K - 5H (both) 5D, 2D Jump, Sp
2S (sword) - - - 2H (sword) 5D -
5H (both) - - - - - Jump, Sp
2H (sword) - - - - - -
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Jump, Sp


Air Gatlings
P K S H D Cancel
j.P j.P[+] j.K j.S (both) j.H (both) j.D Sp
j.K j.P - j.S j.H j.D Jump, Sp
j.S (both) - - - j.H (both) j.D Jump, Sp
j.H (both) - - - - - Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
  • Use 4P and 3P to cancel into 5P and 2P without canceling into Combination Attacks
  • All Combination Attacks can be canceled into followups on whiff
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

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