GGXRD-R2/Ramlethal Valentine/Frame Data

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System Data


Normal Moves

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
5K
c.S
f.S
With Sword
f.S
Without Sword
5H
With Sword
5H
Without Sword
2P
2K
2S
With Sword
  • Pulls in opponent on hit/block
2H
With Sword
j.P
j.K
j.S
With Sword
j.S
Without Sword
j.H
With Sword
j.H
Without Sword
j.D
6P
6K
  • Hits crouching opponnet at 20F
3K
j.2D
j.8D
2D
5D

Universal Mechanics

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
Ground Throw
  • Stun value: 5*10
Air Throw
  • Stun value: 5*10
Dead Angle Attack
Blitz Attack
  • 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
  • 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

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
(P)P
(PP)P
(PP)K
(P)K
  • Staggers opponent on hit. Max duration 47F, Frame Adv: +0 to +24
(P)4K
(K)P
(KP)P
(KP)K
(K)K
(KK)K
(KK)4K
(K)4K
(2P)P
(2PP)P
(2PP)K
(2P)K
  • Staggers opponent on hit. Max duration 31F, Frame Adv: +0 to +16
(2K)P
(2KP)P
(2KP)K
  • 3F onwards Airborne
(2K)K

Giant Sword Attacks

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
Large Sword Launch(S)
  • Staggers opponent on CH. Max duration 35F
Large Sword Launch(S Aerial)
  • Staggers opponent on CH. Max duration 35F
Large Sword Launch(H)
  • Staggers opponent on CH. Max duration 35F
Large Sword Launch(H Aerial)
  • Staggers opponent on CH. Max duration 35F
Large Sword Retrieval
Large Sword Retrieval(Aerial)
2S
Deployed
  • Values in [] are for long range version
2H
Deployed
  • Values in [] are for long range version
6S
Deployed
  • Values in [] are for long range version
  • Staggers opponent on CH. Max duration 35F
6H
Deployed
  • Values in [] are for long range version
  • Staggers opponent on CH. Max duration 35F
j.6S
Deployed
  • Values in [] are for long range version
  • Staggers opponent on CH. Max duration 35F
j.6H
Deployed
  • Values in [] are for long range version
  • Staggers opponent on CH. Max duration 35F
j.2S
Deployed
  • Values in [] are for long range version
j.2H
Deployed
  • Values in [] are for long range version

Special Moves

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
Dauro
623P
  • Values in [] when pressing P within 2 frames after command input (Ramlethal flashes green)
Flama Cargo
236K
  • Stun value: 30
Sildo Detruo
214K
  • 1F onwards Airborne
Air Sildo Detruo
j.214K
  • [ ] Indicates lowest possible height
Cassius
214P
Marteli
214S
  • Can cancel into Forpeli on hit/block
  • [ ] values is when S Sword is deployed
Air Marteli
j.214S
  • Can cancel into Forpeli on hit/block
  • [ ] values is when S Sword is deployed
Forpeli
214H
  • [ ] values is when HS Sword is deployed
Air Forpeli
j.214H
  • [ ] values is when HS Sword is deployed

Overdrives

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
Calvados
Swords Equipped > 632146H
[632146D]
  • [] indicate Burst version
Trance
632146H with Swords deployed
Explode
2363214K

Instant Kill

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
Animo Estingi
During IK Mode: 236236H
  • [ ] 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

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.

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