GGXRD-R2/Ramlethal Valentine/Frame Data

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System Data[edit]

Defense Modifier: x1.06
Guts Rating: 1
Weight: [105] Light
Stun Resistance: 60
Prejump: 3F
Backdash Time 16F / Invul: 1-9F
Wakeup (Face Up/Down): 25F / 23F

Normal Moves[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
5P 10 0 -8/+3 Initial: 90% 0 Mid - - 4 4 5 +1 - Click!
5K 22 0 -7/+10 - 2 Mid - - 7 3 15 -4 - Click!
c.S 28 0 -6/+14 Initial: 90% 3 Mid - - 6 3 18 -4 - Click!
f.S
With Sword
32 1584 -7/+10 - 2 Mid - - 9 6 18 -10 - Click!
f.S
Without Sword
38 0 -7/+10 Initial: 90% 2 Mid - - 11 5 21 -12 - Click!
5H
With Sword
46 1584 -6/+20 - 4 Mid - - 14 9 27 -17 - Click!
5H
Without Sword
36 0 -6/+14 Initial: 90% 3 Mid - - 12 6 24 -13 - Click!
2P 8 0 -8/+3 Initial: 80% 0 Mid - - 5 4 6 ±0 - Click!
2K 15 0 -7/+6 Initial: 70% 1 Low - - 6 5 9 -2 - Click!
2S
With Sword
70 1584 -10/+20 Initial: 90% 4 Mid - - 19 9 51 -41 - Click!
  • Pulls in opponent on hit/block
2H
With Sword
70 1584 -10/+20 Initial: 90% 4 Mid - - 25 9 27 -17 - Click!
j.P 10 0 -7/+6 - 1 High / Air - - 5 6 6 - - Click!
j.K 22 0 -7/+10 - 2 High / Air - - 7 4 13 - - Click!
j.S
With Sword
30 1200 -6/+14 Initial: 90% 3 All - - 10 7 24 - - Click!
j.S
Without Sword
26 0 -7/+10 Initial: 90% 2 High / Air - - 9 4 20 - - Click!
j.H
With Sword
40 1200 -6/+20 Initial: 90% 4 All - - 15 Until Landing 0 - - Click!
j.H
Without Sword
32 0 -7/+10 - 2 High / Air - - 13 8 27 - - Click!
j.D 40 0 -8/+20 Initial: 80% 4 All - - 11 8 24 + 5 Landing Recovery - - Click!
6P 30 0 -7/+10 - 2 Mid - - 10 4 22 -12 1~13 Upper Body Click!
6K 26 0 -7/+10 Initial: 80% 2 High - - 18 5 9 ±0 - Click!
  • Hits crouching opponnet at 20F
3K 28 0 -6/+14 Initial: 90% 3 Low - - 12 12 12 -7 10~ Low Profile Click!
j.2D 40 0 -8/+20 - 4 All - - 11 8 24 + 5 After Landing - - Click!
j.8D 34 0 -8/+20 - 4 All - - 11 8 24 + 5 After Landing - - Click!
2D 28 0 -7/+10 Initial: 90% 2 Low - - 8 6 16 -8 - Click!
5D 25 0 -20/+10 Initial: 80% 2 High - - 28 6 21 -13 - Click!

Universal Mechanics[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Ground Throw 0,54 0,60×10 -6,-0/NA Forced: 55% 0 Ground Throw: 75250 - - 1 +51 - Click!
  • Stun value: 5*10
Air Throw 0,63 0,60×10 -6,-0/NA Forced: 65% 0 Air Throw: 192500 - - 1 - Click!
  • Stun value: 5*10
Dead Angle Attack 25 -5000 / 264 -7/+10 2 All - - 7 4 27 -17 1~10 Full
11~19 Throw
Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 20 -2 - 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 - - - 4 Mid - R 50+13 3 20 +5 - 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[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
(P)P 18 0 -7/+6 1 Mid - - 7 4 10 -2 - Click!
(PP)P 28 0 -7/+10 Forced: 80% 2 Mid - - 10 6 9 -1 - Click!
(PP)K 26 0 -6/+14 3 Mid - - 13 6 18 -7 - Click!
(P)K 22 0 -6/+14 3 Mid - - 10 3 21 -7 - Click!
  • Staggers opponent on hit. Max duration 47F, Frame Adv: +0 to +24
(P)4K 36 0 -7/+10 2 Mid - - 15 3 35 -24 1-6F Upper Body
7-14 Above Knees
Click!
(K)P 18 0 -7/+6 1 Mid - - 7 4 9 -1 - Click!
(KP)P 42 0 -6/+20 4 High - - 18 4 12 +3 - Click!
(KP)K 26 0 -7/+10 3 Mid - - 11 6 18 -7 - Click!
(K)K 28 0 -7/+10 2 Mid - - 9 3 12 -1 - Click!
(KK)K 32 0 -6/+14 3 Mid - - 11 4 22 -9 - Click!
(KK)4K 36 0 -7/+10 2 Mid - - 15 3 35 -24 1-6F Upper Body
7-14 Above Knees
Click!
(K)4K 36 0 -7/+10 2 Mid - - 15 3 35 -24 1-6F Upper Body
7-14 Above Knees
Click!
(2P)P 18 0 -7/+6 1 Mid - - 8 4 10 -2 - Click!
(2PP)P 28 0 -7/+10 Initial: 80% 2 Mid - - 10 6 9 -1 - Click!
(2PP)K 36 0 -7/+10 2 Low - - 16 6 20 -12 3~15 Foot
3~Airborne
Click!
(2P)K 24 0 -7/+10 2 Low - - 9 4 12 -2 - Click!
  • Staggers opponent on hit. Max duration 31F, Frame Adv: +0 to +16
(2K)P 22 0 -7/+6 1 Mid - - 8 4 10 -2 - Click!
(2KP)P 44 0 -6/+20 4 High - - 18 4 12 +3 - Click!
(2KP)K 32 0 -7/+10 2 Low - - 12 6 20 -12 3~11 Foot Click!
  • 3F onwards Airborne
(2K)K 18,32 0 -7,-6/+6,+14 1,3 Low - - 9 4(6)5 16 -4 - Click!

Giant Sword Attacks[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Large Sword Launch(S) 26 600 -7/+2 Initial: 85% 2 All - - 67 13 Total 22 - Click!
  • Staggers opponent on CH. Max duration 35F
Large Sword Launch(S Aerial) 26 600 -7/+2 Initial: 85% 2 All - - 67 13 Total 26 - Click!
  • Staggers opponent on CH. Max duration 35F
Large Sword Launch(H) 26 600 -7/+2 Initial: 85% 2 All - - 66 11 Total 22 - Click!
  • Staggers opponent on CH. Max duration 35F
Large Sword Launch(H Aerial) 26 600 -7/+2 Initial: 85% 2 All - - 66 11 Total 26 - Click!
  • Staggers opponent on CH. Max duration 35F
Large Sword Retrieval - - - Total 22 - Click!
Large Sword Retrieval(Aerial) - - - Total 26 - Click!
2S
Deployed
50 768 -7/+2 Initial: 90% 2 All - - 67 [96] 18 Total 33 - Click!
  • Values in [] are for long range version
2H
Deployed
50 768 -10/+2 Initial: 90% 4 All - - 62 [91] 18 Total 33 - Click!
  • Values in [] are for long range version
6S
Deployed
26 600 -7/+10 Initial: 85% 2 All - - 26 [64] 15 Total 31 +22 [-] - Click!
  • Values in [] are for long range version
  • Staggers opponent on CH. Max duration 35F
6H
Deployed
26 600 -7/+10 Initial: 85% 2 All - - 25 [63] 11 Total 31 +23 [-] - Click!
  • Values in [] are for long range version
  • Staggers opponent on CH. Max duration 35F
j.6S
Deployed
26 600 -7/+10 Initial: 85% 2 All - - 26 [64] 15 Total 29 - Click!
  • Values in [] are for long range version
  • Staggers opponent on CH. Max duration 35F
j.6H
Deployed
26 600 -7/+10 Initial: 85% 2 All - - 25 [63] 11 Total 29 - Click!
  • Values in [] are for long range version
  • Staggers opponent on CH. Max duration 35F
j.2S
Deployed
50 768 -10/+2 Initial: 90% 3 All - - 65 [94] 18 Total 26 - Click!
  • Values in [] are for long range version
j.2H
Deployed
50 768 -10/+20 Initial: 90% 4 All - - 60 [89] 18 Total 26 - Click!
  • Values in [] are for long range version

Special Moves[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Dauro
623P
30 0 / 0 -6/+14 Initial: 80% 3 All - - 15 3 18 [16] -4 [-2] - Click!
  • Values in [] when pressing P within 2 frames after command input (Ramlethal flashes green)
Flama Cargo
236K
0,60 0 / 480 -6/NA Forced: 60% 4 Ground Throw: 90000 - - 11 1 Total 45 - Click!
  • Stun value: 30
Sildo Detruo
214K
20×3 0 / 240*3 -7/+10 Initial: 85% 2 High / Air - - 32 3 11 +2 - Click!
  • 1F onwards Airborne
Air Sildo Detruo
j.214K
20×3 0 / 240*3 -7/+10 Initial: 85% 2 High / Air - - Until Landing[20] 3 12 +1 - Click!
  • [ ] Indicates lowest possible height
Cassius
214P
30 0 / 240 -7/+2 2 All - - 19 29 Total 46 -1 - Click!
Marteli
214S
38 0 / 1200 -7/+14 3 Mid - YRP 12 [20] 6 16 -5 - Click!
  • Can cancel into Forpeli on hit/block
  • [ ] values is when S Sword is deployed
Air Marteli
j.214S
38 0 / 1200 -7/+14 3 All - YRP 12 [20] 6 Until landing+8 - - Click!
  • Can cancel into Forpeli on hit/block
  • [ ] values is when S Sword is deployed
Forpeli
214H
42 0 / 1200 -6/+20 - 3 Mid - YRP 15 [22] 6 24 -11 - Click!
  • [ ] values is when HS Sword is deployed
Air Forpeli
j.214H
42 0 / 1200 -6/+20 - 3 All - YRP 15 [22] 6 Until landing+8 - - Click!
  • [ ] values is when HS Sword is deployed

Overdrives[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Calvados
Swords Equipped > 632146H
[632146D]
50, 6×29
[62, 7×29]
-5000 -1/+2 3 All - - 7+7 62 31 -17 3~13 Strike
[1~15 All]
Click!
  • [] indicate Burst version
Trance
632146H with Swords deployed
8×30 -5000 -2/+2 Initial: 90% 3 All - - 9+17 129 Total 12 - Click!
Explode
2363214K
0,4×14,80 -5000 -6,-0×14,-14/+3 0 All - - 7+1 18 24 -32 1~10 Full Click!

Instant Kill[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Animo Estingi
During IK Mode: 236236H
DESTROY -6/+14 3 All - - 14+18
[10+16]
3 34 -20 14~34 Full
[10~28 Full]
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[edit]

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[edit]


Ambox notice.png To edit frame data, edit values in GGXRD-R2/Ramlethal Valentine/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.
Guilty Gear Xrd REV 2e
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc