<section begin="image"/>[[File:KOFXV Ramon Profile.png|thumb|Ramón is an influential luchador (Mexican pro-wrestler) who has been called the "strongest human alive". Though he always wears a bright smile, Ramón isn't afraid to tell people how it is.<br/>Although small for a fighter, he toys with his opponents by utilizing his agility and skillful throws. He joins G.A.W. where he fights alongside Antonov.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV Ramon Profile.png|thumb|Ramón is an influential luchador (Mexican pro-wrestler) who has been called the "strongest human alive". Though he always wears a bright smile, Ramón isn't afraid to tell people how it is.<br/>Although small for a fighter, he toys with his opponents by utilizing his agility and skillful throws. He joins G.A.W. where he fights alongside Antonov.
Ramón is a fast, tricky character with plenty of extra mobility options and the range on key normals to back it up, most of which can lead to very important knockdowns. Once he's in, Ramón not only has crossups, command grabs and fake moves at his disposal, but unique pressure involving Feint Step which lets him frame trap, extend pressure and position himself for more mixups. From these, Ramón either gets hard knockdowns, corner resets or a way to further mix the opponent up, and the damage he gets for his meter is fantastic. However, while Ramón's vortex is strong, his defense is not, given he has no good reversals or big, fast normals to mash. Additionally, his stubby lights mean he is worse at hit confirming and checking rolls than other characters; although he can still do these things, Ramón is best suited to his own unique style of pressure.
Ramón is a fast, tricky character with plenty of extra mobility options and the range on key normals to back it up, most of which can lead to very important knockdowns. Once he's in, Ramón not only has crossups, command grabs and fake moves at his disposal, but unique pressure involving Feint Step which lets him frame trap, extend pressure and position himself for more mixups. From these, Ramón either gets hard knockdowns, corner resets or a way to further mix the opponent up, and the damage he gets for his meter is fantastic. All of this comes at the cost of just how weird Ramon is. He has very high whiff recovery on specials and heavies. He has horrible light confirms, awful lights outside of stand A, is very susceptible to guard cancel roll, and he can easily be jumped in on at the right angles. All of this means Ramon has difficulty playing a classic KoF low stagger game, and can't convert off a quick run up low into something good.
The gist of Feint Step pressure is this; after doing Feint Step, Ramón is left at +3. Although he can continue pressuring with another cr.C, the opponent can very easily mash jab to beat it and potentially get a combo. Ramón's solution, then, is to delay cr.C (either by holding Feint Step a little longer or delaying it manually) so it catches the recovery of the jab. The opponent may use a heavier attack to stuff it, but ever since the Shingo patch, Ramón can now not only call these and upbacks out with far C, but now get upwards of 400 damage for it if he has stock. To further crack open the opponent's defense, Ramón can use his running grab (41236K), hop in for standard KOF mixups or use Feint Step to position himself for the perfect crossup j.C. Finally, he can simply block or roll to bait reversals or Shatter Strike, then melt the opponent's life bar from there. Although Ramón's pressure can be fake, its high reward and overall ambiguity grants Ramon a very healthy amount of mental plus frames.
The gist of Feint Step pressure is this; after doing Feint Step, Ramón is left at +3. Although he can continue pressuring with another cr.C, the opponent can very easily mash jab or a quick heavy to beat it and potentially get a combo. Ramón's solution, then, is to either move to catch a whiff, press 5A, press 5C, or delay cr.C (either by holding Feint Step a little longer or delaying it manually) so it catches the recovery of the jab. To further crack open the opponent's defense, Ramón can use his running grab (41236K), run in for an EX TNC, hop in for standard KOF mixups, or use Feint Step to position himself for anything under the sun. Finally, he can simply block or roll to bait reversals or Shatter Strike, then melt the opponent's life bar from there. Although Ramón's pressure can be fake, its high reward and overall ambiguity grants Ramon a very healthy amount of mental plus frames. Once you get a solid hit, however, ending a combo with Hoist 2 > 5C > 214C in the corner or Hoist 1 > 41236AC > 22AC anywhere is the start of your vortex and the start of victory.
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = '''''{{SUBPAGENAME}} is a mobile grappler who plays footsies using his long-ranged tools and fast movement options, then uses Feint Step in pressure to facilitate staggers and mixups.'''''
| intro = '''''{{SUBPAGENAME}} is a mobile grappler who plays footsies using his long-ranged tools and fast movement options, then uses Feint Step in pressure to facilitate staggers and mixups.'''''
Line 112:
Line 119:
* '''Good Movement''': Ramón is quite mobile overall, with high jumps, fast ground speeds, a triangle jump and Feint Step for positioning. His running EX moves facilitate even better movement, boosting his speed considerably.
* '''Good Movement''': Ramón is quite mobile overall, with high jumps, fast ground speeds, a triangle jump and Feint Step for positioning. His running EX moves facilitate even better movement, boosting his speed considerably.
* '''Massive Damage''': Ramón has absolutely ridiculous damage across the board no matter how much meter he uses, making up for his lack of light confirms.
* '''Massive Damage''': Ramón has absolutely ridiculous damage across the board no matter how much meter he uses, making up for his lack of light confirms.
* '''Powerful Vortex''': With the array of his combo routes, resets, and all of his command throws, high/lows, and crossups, all of which are hard to punish when utilized correctly or outright safe and hard to react to, Ramón has a buffet of tools to keep opponents knocked down.
* '''Incredibly Powerful Vortex''': With the array of his combo routes, resets, and all of his command throws, high/lows, and crossups, all of which are hard to punish when utilized correctly or outright safe and hard to react to, Ramón has a buffet of tools to keep opponents knocked down while converting into extreme damage if they hit.
* '''Strong Pressure''': Feint Step gives Ramón a great way to remain plus, and puts him in an optimal range to utilize and even frametrap with 5C. If he's getting mashed on without meter, Ramon's delay cancels can help him out at midscreen, and Bird of Paradise is an evasive tool that can both mix, catch jumps, and avoid abare.
* '''Strong Pressure''': Feint Step gives Ramón a great way to remain plus, and puts him in an optimal range to utilize and even frametrap certain buttons with 5C. If he's getting mashed on without meter, Ramon's delay cancels can help him out at midscreen, and Bird of Paradise is an evasive tool that can both mix, catch jumps, and avoid abare. In general, people will try not to mash on Ramon, which lets him do whatever the hell he wants and set up all of his command grabs and 5050s.
* '''Great Pokes''': Ramón may not have MANY great pokes, but the ones he does have are fantastic. 5A is one of the largest, most active, most quickly recovering 4f buttons in the game, and it covers a great range. His 5C is a large elbow with very, very stupid reward, his 5D is a very active (albeit slow) anti air, his 2D is whiff cancelable and has great range, and his j.CD is among the best in the game.
* '''Great Pokes''': Ramón may not have MANY great pokes, but the ones he does have are fantastic. 5A is one of the largest, most active, most quickly recovering 4f buttons in the game, and it covers a great range. It works as an anti air, an anti hop, a general check. It is the best 5A in the game in almost every single way. His 5C is a large elbow with very, very stupid reward, his 5D is a very active (albeit slow) anti air, his 2D is whiff cancelable and has great range, and his j.CD is among the best in the game. The high reward off his heavy pokes grant him an extremely strong whiff punishment game, which allows him to often steal rounds off one good hit.
* '''Neutral Skipping''': With meter, Ramon has some of the best neutral skips in the entire game. EX Somersault is a stupidly fast run grab with nuclear range, allowing him to jumpscare turtling players with ease. On the other hand, if a player is super button happy, EX Feint Step (Dropkick) is not only safe when spaced, but is fast, has an ignorant hitbox, leads to an HKD, and on counterhit grants him a combo.
* '''Position Versatility''': Due to Ramon's toolkit he can generally fit anywhere on a team. His high damage gives him great utility wherever he is, and the overwhelming utility of his EX moves allows him to be terrifying no matter if he is ran mid or anchor.
| cons=
| cons=
* '''Awful Lights''': Other than 5A, Ramón's lights are stubby and have horrendous pushback, starving him of any confirms unless he is quite literally in their face.
* '''Awful Lights Otherwise''': Other than 5A, Ramón's lights are stubby and have horrendous pushback, starving him of any confirms unless he is quite literally in their face. His DDG 2B also makes catching landings much harder than it is for other characters.
* '''Horrible Lows''': Ramón's close B has almost no range, and his 2B is stubby and laggy. His sweep, though long, is also very slow. This leaves Ramón with good overheads but bad lows, making a lot of his mixups during pressure have very lopsided reward.
* '''Very Difficult Light Confirms''': Coupling onto his lights being stubby with large pushback, Ramon's only conversion tool from lights is EX Rolling Sobat. At frame 13, this means you must cancel into it immediately to get a combo off. Considering the input, this is much harder said than done, and will require greater dexterity than it would otherwise seem.
* '''Nary an Anti-Air''': Not a single one of Ramón's grounded buttons function as a reactive anti air, meaning he will have to rely on j.CD in order to keep his foes out of the sky.
* '''Laggy''': Many of Ramon's key tools have ridiculously high recovery. A harsh reality is that if he attempts to convert into a hit off an airborne opponent, they will be able to get a heavy combo starter on him. Essentially, this means that he can sometimes die to something somewhat 'random', and his overall consistency and safety are far below other characters.
* '''Bad Defense''': Ramón's invincible command grab is just fast enough to be a bad reversal, and just slow enough to be less valuable in pressure than others. Along with bad normals, this makes his defense even worse than most KOF grapplers. Additionally, his inability to combo off light abare hurts him heavily, as does his lack of anti-airs.
* '''Horrible Lows''': Ramón's close B has almost no range, and his 2B is stubby and laggy and can't self chain. His sweep, though long, is also very slow. This leaves Ramón with good overheads but bad lows, making a lot of his mixups during pressure have very lopsided reward.
* '''Weak Frametraps''': Whereas most characters get guaranteed high damage and oki off a frametrap during offense, Ramon gets only around 70 damage and some more pressure if the opponent knows the matchup. If he wants to go for higher damage frametraps, he risks taking major damage as they're all unsafe.
* '''Middling Anti-Air''': Not a single one of Ramón's grounded buttons function as a reactive anti air to close targets. This means if someone is at the range where clA will get triggered, Ramon either has to luck out with a roll or just take the pressure.
* '''Precise''': Ramon's left/right tools have very thin hitboxes, meaning they are susceptible to whiffing outside of his specific setups.
* '''Very Susceptible to GC Roll''': Due to the extreme recovery on Ramon's heavies and specials, a good guard cancel roll can result in him being fully punished with a 100% guarantee. Ramon must play around this fact at all times.
}}
}}
Line 277:
Line 288:
|description=
|description=
*Much faster startup than st.CD with otherwise the same qualities that make it good. Very useful as an anti-air if you have the meter to burn.
*Much faster startup than st.CD with otherwise the same qualities that make it good. Very useful as an anti-air if you have the meter to burn.
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=ramon_qcb+cd
|description=
*Same animation and range as his CD.
* The throw counter is at the feet.
}}
}}
Line 311:
Line 332:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_df+d,ramon_df+dcancel
|moveId=ramon_df+d,ramon_df+dcancel
|captions= Raw Version (Hitbox), Cancel Version
|description2=
|description2=
* New input. A low attack which low profiles and travels deceptively far. It is quite slow, though. Super cancellable when done raw, but if you're using this in neutral it's best to cancel into Maxmode instead for the confirm. Combo glue otherwise, but you absolutely must cancel it for it is unsafe on hit. Can be kara cancelled from cr.D to move forward and be cancellable, but given its not-so-great priority and the existence of hops you may not want to do that.
* New input. A low attack which low profiles and travels deceptively far. It is quite slow, though. Super cancellable when done raw, but if you're using this in neutral it's best to cancel into Maxmode instead for the confirm. Combo glue otherwise, but you absolutely must cancel it for it is unsafe on hit. Can be kara cancelled from cr.D to move forward and be cancellable, but given its not-so-great priority and the existence of hops you may not want to do that.
Line 318:
Line 340:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_f+a,ramon_f+acancel
|moveId=ramon_f+a,ramon_f+acancel
|captions= Raw Version (Hitbox), Cancel Version
|description2=
|description2=
* A stubby overhead which sees some use in Ramon's pressure game when he's up close, but it is less rewarding than heavy Rolling Sobat which is slower but has better damage and range. Hard knockdown on its own. You won't be able to Hoist if you combo into this move, but you are able to special cancel. This seems useful for pressure, but you get the exact same frame advantage that you get from everything else (+3) while also being pushed back way further.
* A stubby overhead which sees some use in Ramon's pressure game when he's up close, but it is less rewarding than heavy Rolling Sobat which is slower but has better damage and range. Hard knockdown on its own. You won't be able to Hoist if you combo into this move, but you are able to special cancel. This seems useful for pressure, but you get the exact same frame advantage that you get from everything else (+3) while also being pushed back way further.
Line 341:
Line 364:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_hcf+A,ramon_hcf+C,ramon_hcf+AC
|moveId=ramon_hcf+A,ramon_hcf+C,ramon_hcf+AC
|input= 41236A/C/AC
|captions= A Version (Hitbox),, C Version,, EX Version
|description2=
|description2=
* Ramón's command grab, but it has a bit more nuance here than usual. 41236A is the standard version of this move you see in other games: comes out on frame 5 and has strike invulnerability, but curiously can be thrown. 41236C, however, is slower and only has throw invincibility. Its slower startup is actually optimal for tick throw setups: Ramón can do cr.B 41236C as an option select where he either gets a low mixup on hit, or a tick throw which catches rolls every time if they blocked cr.B. Both versions can end combos with a sideswitch and a hard knockdown, with perfect spacing for a hyper hop safejump.
* Ramón's command grab, but it has a bit more nuance here than usual. 41236A is the standard version of this move you see in other games: comes out on frame 5 and has strike invulnerability, but curiously can be thrown. 41236C, however, is slower and only has throw invincibility. Its slower startup is actually optimal for tick throw setups: Ramón can do cr.B 41236C as an option select where he either gets a low mixup on hit, or a tick throw which catches rolls every time if they blocked cr.B. Both versions can end combos with a sideswitch and a hard knockdown, with perfect spacing for a hyper hop safejump.
Line 350:
Line 375:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_dp+B,ramon_dp+D,ramon_dp+BD
|moveId=ramon_dp+B,ramon_dp+D,ramon_dp+BD
|captions=D version is a lose button.
|input= 623B/D/BD
|captions=D version is a lose button. / B Version (Hitbox), D Version, D Version Hit State Only, EX Version
|description2=
|description2=
* The light version is a combo tool which is somewhat safe on block given its pushback, as Ramón kicks in place. The heavy version is slower, less safe and moves Ramón forward, but it's an overhead. Both versions result in a hard knockdown. The heavy version can easily be stuffed with a jab if not timed meaty, and will receive a small punish most of the time.
* The light version is a combo tool which is somewhat safe on block given its pushback, as Ramón kicks in place. The heavy version is slower, less safe and moves Ramón forward, but it's an overhead. Both versions result in a hard knockdown. The heavy version can easily be stuffed with a jab if not timed meaty, and will receive a small punish most of the time.
Line 367:
Line 393:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_hcf+K,ramon_hcf+BD
|moveId=ramon_hcf+K,ramon_hcf+BD
|input= 42136B/D/BD
|captions= Normal Version (Hitbox), EX Version
|description=
|description=
* A running command grab. Like most moves of its type it has a high profile, allowing it to move through low attacks while it is active. This travels slightly faster than Ramón's actual run, so it can be spotted. On hit it causes a hard knockdown, but you don't get much okizeme from it because Ramón lunges back to midscreen on hit.
* A running command grab. Like most moves of its type it has a high profile, allowing it to move through low attacks while it is active. This travels slightly faster than Ramón's actual run, so it can be spotted. On hit it causes a hard knockdown, but you don't get much okizeme from it because Ramón lunges back to midscreen on hit.
Line 376:
Line 404:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_hcf+K~AB
|moveId=ramon_hcf+K~AB
|input= AB during 41236K/BD
|description=
|description=
* What makes Ramón's running grab unique is its ability to be cancelled. You can use this to bait a reaction from the opponent and get a punish rather than fully commit to the grab itself.
* What makes Ramón's running grab unique is its ability to be cancelled. You can use this to bait a reaction from the opponent and get a punish rather than fully commit to the grab itself.
Line 383:
Line 412:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_qcb+K,ramon_qcb+BD
|moveId=ramon_qcb+K,ramon_qcb+BD
|captions=TAIGAH ROADAH, You'll probably die if you input this.
|input= 214B/D/BD
|captions=TAIGAH ROADAH / Normal Version (Hitbox), You'll probably die if you input this.,, EX Version
|description=
|description=
* Ramón runs to the wall and... faceplants. This is an overhead which results in a hard knockdown, but it is extremely bad on block. Tiger Road is a series of various walldives, none of which are particularly good. The followups don't travel very far, and if you see Ramón running towards the wall you don't even need to try and anti-air any of them (although you certainly can). You can just downback and get a free punish because Cross Chop hits mid and Force of Will whiffs on crouchers, and Ramón will be lying right in front of you.
* Ramón runs to the wall and... faceplants. This is an overhead which results in a hard knockdown, but it is extremely bad on block. Tiger Road is a series of various walldives, none of which are particularly good. The followups don't travel very far, and if you see Ramón running towards the wall you don't even need to try and anti-air any of them (although you certainly can). You can just downback and get a free punish because Cross Chop hits mid and Force of Will whiffs on crouchers, and Ramón will be lying right in front of you.
Line 409:
Line 439:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_qcb+k~k,ramon_qcb+bd~k
|moveId=ramon_qcb+k~k,ramon_qcb+bd~k
|input= B/D during Tiger Road during Wall Cling
|captions= Normal Version (Hitbox), EX Version
|description=
|description=
* An air-to-air strike. Both this and Force of Will track the opponent's position, but this does a better job at actually reaching them. Regardless, since both calculate where Ramón will go based on where he is at the split second he touches the wall, they can be both avoided by backdashing or super jumping away from them. Or by downbacking, as mentioned earlier, but this move deals chip damage if you're worried about that.
* An air-to-air strike. Both this and Force of Will track the opponent's position, but this does a better job at actually reaching them. Regardless, since both calculate where Ramón will go based on where he is at the split second he touches the wall, they can be both avoided by backdashing or super jumping away from them. Or by downbacking, as mentioned earlier, but this move deals chip damage if you're worried about that.
Line 418:
Line 450:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_qcb+k~qcf+p,ramon_qcb+bd~qcf+p
|moveId=ramon_qcb+k~qcf+p,ramon_qcb+bd~qcf+p
|input= 236A/C during Tiger Road during Wall Cling
|captions= Normal Version (Hitbox), EX Version
|description=
|description=
* The most rewarding of the Tiger Road followups, and possibly the most annoying knowledge check Ramón has up his sleeve, even though it's not good. Reason being, you can crouch this and have it miss every time, then punish Ramón dearly. What is appealing about this move is that it is an unblockable (NB: it is a strike, which means you can roll through it; it is an unblockable hitgrab as opposed to actually being a throw) and it leads to Hoist followups for even more damage, which is why it sometimes sees use as an air-to-air.
* The most rewarding of the Tiger Road followups, and possibly the most annoying knowledge check Ramón has up his sleeve, even though it's not good. Reason being, you can crouch this and have it miss every time, then punish Ramón dearly. What is appealing about this move is that it is an unblockable (NB: it is a strike, which means you can roll through it; it is an unblockable hitgrab as opposed to actually being a throw) and it leads to Hoist followups for even more damage, which is why it sometimes sees use as an air-to-air.
|description2=
|description2=
* The EX version can hit crouchers and goes fullscreen, making it much more effective as a panic move. Be mindful that it can miss even on some standing opponents if they are too close to the wall, considering the height at which Ramón starts to fly. Ideally you should use this move as an air-to-air only, or not at all.
* The EX version can hit crouchers and goes fullscreen, making it much more effective as a panic move. This version can hit rolls. Be mindful that it can miss even on some standing opponents if they are too close to the wall, considering the height at which Ramón starts to fly. Ideally you should use this move as an air-to-air only, or not at all.
}}
}}
Line 434:
Line 468:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_qcb+A,ramon_qcb+C,ramon_qcb+AC
|moveId=ramon_qcb+A,ramon_qcb+C,ramon_qcb+AC
|input= 214A/C/AC
|captions= Normal Version Step (Hitbox), A Version Attack,, EX Version
|description=
|description=
* 214A is a dropkick which results in good corner carry while granting a hard knockdown and a guaranteed Bird of Paradise in the corner. It is unsafe, and using it as a read in neutral will most likely get you killed.
* 214A is a dropkick which results in good corner carry while granting a hard knockdown and a guaranteed Bird of Paradise in the corner. It is unsafe, and using it as a read in neutral will most likely get you killed.
Line 441:
Line 477:
* Will only leave you at +3 when canceling from heavies or command normals. This means that if you attempt to press crouch C afterwards, they can stuff it with a jab. The counter to this is to delay your crouch C, hitting their recovery and netting you a combo. This is heavily dependant on which button they press; if they press a slower button, you either have to delay crouch C more, or you could press it immediately if their button is 8f or slower. This makes staggering with Ramón quite a murky affair, which only gets more muddled when opponents start jumping back, forcing you to start thinking about anti-airs as well. It gets worse if they have far buttons that can hit you even if you do nothing but block.
* Will only leave you at +3 when canceling from heavies or command normals. This means that if you attempt to press crouch C afterwards, they can stuff it with a jab. The counter to this is to delay your crouch C, hitting their recovery and netting you a combo. This is heavily dependant on which button they press; if they press a slower button, you either have to delay crouch C more, or you could press it immediately if their button is 8f or slower. This makes staggering with Ramón quite a murky affair, which only gets more muddled when opponents start jumping back, forcing you to start thinking about anti-airs as well. It gets worse if they have far buttons that can hit you even if you do nothing but block.
|description3=
|description3=
* Unfortunately, EX Feint Step is pretty much just 214A with better damage and faster startup, allowing it to combo from lights, but you can already combo into EX Sobat, which is safer on block and links into 214A if you want the sliding hard knockdown. The only niche it has is that it will cause a wall bounce on counter hit rather than a wall splat, but this implies you are using the dropkick in neutral which you shouldn't be.
* Much safer, and incredibly rewarding on counterhit. Think of it as a giant lariat. It's cheap, it's fun, it's probably one of the best EX moves in the game in terms of neutral use.
* An oddity with this move is that, when the button is fully held, Ramón will not unleash the dropkick, just like 214C.
}}
}}
Line 450:
Line 485:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_hcbhcb+p,ramon_hcbhcb+ac
|moveId=ramon_hcbhcb+p,ramon_hcbhcb+ac
|input= 6321463214A/C/AC
|captions= Normal Version (Hitbox), Max Version
|description=
|description=
* Faster than 41236A. Mostly invalidated by 41236AC, as this move does not grant much in the way of okizeme, but that move does while also being much more ergonomic as a quick punish tool. Cheapest way to end a super cancel combo.
* Faster than 41236A. Mostly invalidated by 41236AC, as this move does not grant much in the way of okizeme, but you do get some advantage.
|description2=
|description2=
* The EX version deals more damage but you still don't get oki from it. This is instant, but so is 41236AC. Only do this if you need an extremely fast punish, and if you know it will kill.
* The EX version deals more damage but you still don't get much oki from it. This is instant, but so is 41236AC. Only do this if you need an extremely fast punish, or if you know it will kill.
}}
}}
Line 459:
Line 496:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_qcbhcf+k,ramon_qcbhcf+bd
|moveId=ramon_qcbhcf+k,ramon_qcbhcf+bd
|input= 2141236B/D/BD
|captions= Normal Version (Hitbox),, Max Version
|description=
|description=
* Ramón leaps onto the wall behind him and dives quickly towards the opponent for a ranbu. The regular version sees this run happen in real time, making this move difficult for reversals, but happens during the flash when canceled from Rolling Sobat, making it a solid way to end combos.
* Ramón leaps onto the wall behind him and dives quickly towards the opponent for a ranbu. The regular version sees this run happen in real time, making this move difficult for reversals, but happens during the flash when canceled from Rolling Sobat, making it a solid way to end combos.
Ramón is a fast, tricky character with plenty of extra mobility options and the range on key normals to back it up, most of which can lead to very important knockdowns. Once he's in, Ramón not only has crossups, command grabs and fake moves at his disposal, but unique pressure involving Feint Step which lets him frame trap, extend pressure and position himself for more mixups. From these, Ramón either gets hard knockdowns, corner resets or a way to further mix the opponent up, and the damage he gets for his meter is fantastic. All of this comes at the cost of just how weird Ramon is. He has very high whiff recovery on specials and heavies. He has horrible light confirms, awful lights outside of stand A, is very susceptible to guard cancel roll, and he can easily be jumped in on at the right angles. All of this means Ramon has difficulty playing a classic KoF low stagger game, and can't convert off a quick run up low into something good.
The gist of Feint Step pressure is this; after doing Feint Step, Ramón is left at +3. Although he can continue pressuring with another cr.C, the opponent can very easily mash jab or a quick heavy to beat it and potentially get a combo. Ramón's solution, then, is to either move to catch a whiff, press 5A, press 5C, or delay cr.C (either by holding Feint Step a little longer or delaying it manually) so it catches the recovery of the jab. To further crack open the opponent's defense, Ramón can use his running grab (41236K), run in for an EX TNC, hop in for standard KOF mixups, or use Feint Step to position himself for anything under the sun. Finally, he can simply block or roll to bait reversals or Shatter Strike, then melt the opponent's life bar from there. Although Ramón's pressure can be fake, its high reward and overall ambiguity grants Ramon a very healthy amount of mental plus frames. Once you get a solid hit, however, ending a combo with Hoist 2 > 5C > 214C in the corner or Hoist 1 > 41236AC > 22AC anywhere is the start of your vortex and the start of victory.
Ramón is a mobile grappler who plays footsies using his long-ranged tools and fast movement options, then uses Feint Step in pressure to facilitate staggers and mixups.
Pros
Cons
Good Movement: Ramón is quite mobile overall, with high jumps, fast ground speeds, a triangle jump and Feint Step for positioning. His running EX moves facilitate even better movement, boosting his speed considerably.
Massive Damage: Ramón has absolutely ridiculous damage across the board no matter how much meter he uses, making up for his lack of light confirms.
Incredibly Powerful Vortex: With the array of his combo routes, resets, and all of his command throws, high/lows, and crossups, all of which are hard to punish when utilized correctly or outright safe and hard to react to, Ramón has a buffet of tools to keep opponents knocked down while converting into extreme damage if they hit.
Strong Pressure: Feint Step gives Ramón a great way to remain plus, and puts him in an optimal range to utilize and even frametrap certain buttons with 5C. If he's getting mashed on without meter, Ramon's delay cancels can help him out at midscreen, and Bird of Paradise is an evasive tool that can both mix, catch jumps, and avoid abare. In general, people will try not to mash on Ramon, which lets him do whatever the hell he wants and set up all of his command grabs and 5050s.
Great Pokes: Ramón may not have MANY great pokes, but the ones he does have are fantastic. 5A is one of the largest, most active, most quickly recovering 4f buttons in the game, and it covers a great range. It works as an anti air, an anti hop, a general check. It is the best 5A in the game in almost every single way. His 5C is a large elbow with very, very stupid reward, his 5D is a very active (albeit slow) anti air, his 2D is whiff cancelable and has great range, and his j.CD is among the best in the game. The high reward off his heavy pokes grant him an extremely strong whiff punishment game, which allows him to often steal rounds off one good hit.
Neutral Skipping: With meter, Ramon has some of the best neutral skips in the entire game. EX Somersault is a stupidly fast run grab with nuclear range, allowing him to jumpscare turtling players with ease. On the other hand, if a player is super button happy, EX Feint Step (Dropkick) is not only safe when spaced, but is fast, has an ignorant hitbox, leads to an HKD, and on counterhit grants him a combo.
Position Versatility: Due to Ramon's toolkit he can generally fit anywhere on a team. His high damage gives him great utility wherever he is, and the overwhelming utility of his EX moves allows him to be terrifying no matter if he is ran mid or anchor.
Awful Lights Otherwise: Other than 5A, Ramón's lights are stubby and have horrendous pushback, starving him of any confirms unless he is quite literally in their face. His DDG 2B also makes catching landings much harder than it is for other characters.
Very Difficult Light Confirms: Coupling onto his lights being stubby with large pushback, Ramon's only conversion tool from lights is EX Rolling Sobat. At frame 13, this means you must cancel into it immediately to get a combo off. Considering the input, this is much harder said than done, and will require greater dexterity than it would otherwise seem.
Laggy: Many of Ramon's key tools have ridiculously high recovery. A harsh reality is that if he attempts to convert into a hit off an airborne opponent, they will be able to get a heavy combo starter on him. Essentially, this means that he can sometimes die to something somewhat 'random', and his overall consistency and safety are far below other characters.
Horrible Lows: Ramón's close B has almost no range, and his 2B is stubby and laggy and can't self chain. His sweep, though long, is also very slow. This leaves Ramón with good overheads but bad lows, making a lot of his mixups during pressure have very lopsided reward.
Middling Anti-Air: Not a single one of Ramón's grounded buttons function as a reactive anti air to close targets. This means if someone is at the range where clA will get triggered, Ramon either has to luck out with a roll or just take the pressure.
Precise: Ramon's left/right tools have very thin hitboxes, meaning they are susceptible to whiffing outside of his specific setups.
Very Susceptible to GC Roll: Due to the extreme recovery on Ramon's heavies and specials, a good guard cancel roll can result in him being fully punished with a 100% guarantee. Ramon must play around this fact at all times.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Quite good for mashing out of pressure, although most trades will not be to your advantage. Ramón is meant to keep his distance using his extra mobility tools, but this and early j.CD are crucial for helping you to stand your ground. One of the 4 ground buttons you will use often in neutral.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Great poke, for it is quite fast for okay range and ridiculous reward. Useful for frame traps after Feint Step for its speed and priority. Special cancelable into a ton of damage.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
The range on this is so small that you can't even get it after doing a hyper hop towards your foe and then microstepping backwards. Yeah. Use 2B (Worse button in every way but range) for empty jump low confirms.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Another low with crummy range. Chains into A normals.
Really bad normal but it's a 2B so it's usable maybe I guess. Can be good for tick throws and doing very close combos into autocombo B ender or 623BD, but that's about it.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A slow, but very long-ranged sweep. The best part about it is that it's cancellable, so you can cancel into Feint Step for pressure or into Bird of Paradise for an OTG if you suspect the opponent won't tech roll.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Has decent range for an aerial jab. Good priority for air-to-airing and for pressure, and can be used as a jump-in as well. Throwing this into Ramón's pressure certainly won't hurt.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Not as good at crossing up as the jump version. Likely to get stuffed by cr.B spam if it actually does cross up, but does just fine in head-on pressure.
Extremely potent crossup, and with decent priority too. Ramón's super jump lands him a character width further than a regular jump, so study these ranges for best results.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A far-reaching poke which moves Ramón forward and is special cancellable, which sounds extremely useful, but it's just too slow most of the time, so you can be mashed out of this in strings. If it hits then you can combo into Lv1 wall dive, but only if you Feint Step before for some reason. You're +7 if you Feint Cancel this, so it's worth fishing for this after an air reset just for frame advantage.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A staple poke in Ramón's arsenal for its amazing range and priority. Be very mindful about the opponent ducking under this with crB and punishing you, as it is VERY shallow.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
-
-
1
1
0
+29 (HKD)
-
-
0
-
Forward throw. Hard knockdown for run-up pressure.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
-
-
1
1
0
+44 (HKD)
-
-
0
-
Back throw. Hard knockdown for a hyper hop safejump.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
-
-
-
-
-
1 on ground
-
-
-
-
-
A walljump which travels far further horizontally than your regular jump, but not as high vertically. Useful for spacing a crossup and for getting Ramón out of the corner, though it can be checked.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
New input. A low attack which low profiles and travels deceptively far. It is quite slow, though. Super cancellable when done raw, but if you're using this in neutral it's best to cancel into Maxmode instead for the confirm. Combo glue otherwise, but you absolutely must cancel it for it is unsafe on hit. Can be kara cancelled from cr.D to move forward and be cancellable, but given its not-so-great priority and the existence of hops you may not want to do that.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A stubby overhead which sees some use in Ramon's pressure game when he's up close, but it is less rewarding than heavy Rolling Sobat which is slower but has better damage and range. Hard knockdown on its own. You won't be able to Hoist if you combo into this move, but you are able to special cancel. This seems useful for pressure, but you get the exact same frame advantage that you get from everything else (+3) while also being pushed back way further.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
20
-
Super
-
-
-
1
-
-
0
-
The classic restand Ramón has from a variety of his moves. This leaves Ramón very slightly plus on hit and at close range, but you never want to end the combo like this. The purpose of this move is to be cancelled into supers, and to have an extremely easy hit confirm to go with it. You can also link into EX Tiger Neck Chancery to deal huge damage and set up some safe jumps and nasty 50/50s for cheap.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
60
-
-
-
-
-
SKD (+34: Recovery Roll / +74: No Recovery Roll)
-
-
0
-
New move. Instead of a quick punch, Ramón kicks the opponent a small distance away for a soft knockdown. As Ramón often uses Rolling Sobat in combos and mixups, this is a great way to rack up damage without spending any meter in excess. As far as meterless combos go you must choose between a harder-hitting soft knockdown from Rolling Sobat into this, or a weaker hard knockdown from Feint Step or Tiger Neck Chancery. This move actually has juggle potential, but you'll only be able to juggle with cl.C or a light in the corner for a reset.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
120
-
-
5
1
36
+37 (HKD)
Unblockable
Full Body: 1 to 5 (5 Frames)
0
-
C
C
120
-
-
10
1
36
+37 (HKD)
Unblockable
Throw Invincible: 1 to 9 (9 Frames), Full Body: 10 (1 Frame)
0
-
Ramón's command grab, but it has a bit more nuance here than usual. 41236A is the standard version of this move you see in other games: comes out on frame 5 and has strike invulnerability, but curiously can be thrown. 41236C, however, is slower and only has throw invincibility. Its slower startup is actually optimal for tick throw setups: Ramón can do cr.B 41236C as an option select where he either gets a low mixup on hit, or a tick throw which catches rolls every time if they blocked cr.B. Both versions can end combos with a sideswitch and a hard knockdown, with perfect spacing for a hyper hop safejump.
AC
AC
160
-
-
1
1
33
+69 (HKD)
Unblockable
Full Body: 1 (1 Frame)
0
-
The EX version comes out instantly, deals more damage, has better range and leaves the opponent grounded for longer, allowing for a free Bird of Paradise OTG. Unfortunately, it still doesn't have throw invulnerability, so not only will a regular throw beat it but you'll lose half a stock too.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
The light version is a combo tool which is somewhat safe on block given its pushback, as Ramón kicks in place. The heavy version is slower, less safe and moves Ramón forward, but it's an overhead. Both versions result in a hard knockdown. The heavy version can easily be stuffed with a jab if not timed meaty, and will receive a small punish most of the time.
The EX version of Rolling Sobat is a combo tool which results in a crumple on hit. It cannot cancel into Flying Body Attack, but it is the only way to combo into the heavy version of Rolling Sobat, which deals more damage than the light version and gives you that move anyway. This is also the only way you can get a decent combo from lights.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
40
-
Hoist
17
-
-
+9 (HKD)
-
-
0
-
Ramón lunges forward for an OTG attack. This also grants a hard knockdown, but with less time to prepare a mixup. If you are doing a meterless combo with Rolling Sobat then you no longer have to end it here, as the soft knockdown you get from Hoist 2 actually results in better oki.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B/D
B/D
100
-
-
14
24
43
+53 (HKD)
Unblockable
-
0
-
A running command grab. Like most moves of its type it has a high profile, allowing it to move through low attacks while it is active. This travels slightly faster than Ramón's actual run, so it can be spotted. On hit it causes a hard knockdown, but you don't get much okizeme from it because Ramón lunges back to midscreen on hit.
BD
BD
120
-
-
9
24
43
+53 (HKD)
Unblockable
-
0
-
The EX version travels even faster and deals more damage, making it great for annoying surprise attacks and fullscreen punishes.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
-
-
-
-
-
20
-
-
-
-
-
What makes Ramón's running grab unique is its ability to be cancelled. You can use this to bait a reaction from the opponent and get a punish rather than fully commit to the grab itself.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Ramón runs to the wall and... faceplants. This is an overhead which results in a hard knockdown, but it is extremely bad on block. Tiger Road is a series of various walldives, none of which are particularly good. The followups don't travel very far, and if you see Ramón running towards the wall you don't even need to try and anti-air any of them (although you certainly can). You can just downback and get a free punish because Cross Chop hits mid and Force of Will whiffs on crouchers, and Ramón will be lying right in front of you.
Full Body: 1 to 8 (8 Frames) / Projectile Invincibile until wall cling
0
-
Ramón runs to the wall way faster and the followups are not only much better at tracking the opponent but also deal more damage. In this case, the EX faceplant will actually track the opponent's position. The EX run itself is fully invincible to fireballs, and has a very brief period of full invincibility.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
-
-
-
17 (Earliest Cancel from neutral)
4
9
+8
+6
-
-
-
Like Somersault, Ramón can cancel the running portion of Tiger Road before he does anything else. This will automatically play out if Ramón fails to reach the wall.
A hitbox is on Ramón's cheeks, similar to how it was in previous games. However, this serves a completely different purpose. While in the older games it was an overhead, here it is a mid which is +6 on block, making it a better meaty than close C if you can set it up. You can do this after a sliding hard knockdown or after Tiger Neck Chancery as some examples. The range on this move is abysmal so it is only useful for starting pressure in this way. It is still super cancellable, but you can link anything with 8f startup or less, such as far C.
This move has no invincibility. This is worth noting because EX Tiger Road does, meaning you might want to use this move as a reversal. In this case, you would want EX Tiger Road to be active enough to dodge the meaty but for Ramón to be close enough for Feint Dash to hit, which can be very inconsistent. You're better off using EX Tiger Road to buy distance for yourself.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
-
-
-
-
-
62 (Total Frames, 11 on ground)
-
-
Full Body: 1 to 20 (20 Frames)
-
-
A backflip which is slow and deals no damage. Only do this if a fireball is headed your way and you can't reach the wall in time, as you will be able to scale it. This move is useless otherwise.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
An air-to-air strike. Both this and Force of Will track the opponent's position, but this does a better job at actually reaching them. Regardless, since both calculate where Ramón will go based on where he is at the split second he touches the wall, they can be both avoided by backdashing or super jumping away from them. Or by downbacking, as mentioned earlier, but this move deals chip damage if you're worried about that.
The EX version does a better job at tracking the opponent and deals more damage, but it still hits mid, causes a soft knockdown and is far less safe than raw EX Tiger Road. However, the tradeoff is that move is fully invincible to projectiles, allowing you to fly through even super fireballs.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A/C
A/C
120
-
Hoist
32 (Back at corner) to 58 (Full Screen Run)
20
46
+34 (HKD)
Unblockable
-
0
-
The most rewarding of the Tiger Road followups, and possibly the most annoying knowledge check Ramón has up his sleeve, even though it's not good. Reason being, you can crouch this and have it miss every time, then punish Ramón dearly. What is appealing about this move is that it is an unblockable (NB: it is a strike, which means you can roll through it; it is an unblockable hitgrab as opposed to actually being a throw) and it leads to Hoist followups for even more damage, which is why it sometimes sees use as an air-to-air.
AC
AC
160
-
Hoist
23 (Back at corner) to 49 (Full Screen Run)
23
47
+34 (HKD)
Unblockable
-
0
-
The EX version can hit crouchers and goes fullscreen, making it much more effective as a panic move. This version can hit rolls. Be mindful that it can miss even on some standing opponents if they are too close to the wall, considering the height at which Ramón starts to fly. Ideally you should use this move as an air-to-air only, or not at all.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Slightly easier input than last game, as you no longer have to piano the punch buttons. A tricky backflip which reaches high up, hits as an overhead and can crossup if close. It can also hit as an OTG once Ramón hits the ground, but setups for this are limited. This move is insanely slow, so there's a reason why its input is out of the way with what you are usually doing with Ramón. The Hoists do not work if this move hits OTG.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
214A is a dropkick which results in good corner carry while granting a hard knockdown and a guaranteed Bird of Paradise in the corner. It is unsafe, and using it as a read in neutral will most likely get you killed.
Ramón flies high enough to scale over even some high fireballs, but this must be timed well.
C
C
-
-
-
-
-
10 / 190 (Max button hold)
-
-
-
-
-
214C is the most important move in Ramón's arsenal, and what glues the entire character together. It is a feint which effectively gives Ramón free "Roman Cancels" (à la Guilty Gear) on all of his cancellable normals, as well as a way to run away and retain spacing for footsies. This can also be used to space for crossups and other mixup options during pressure. On its own it can be used as a backwards run of sorts, giving you much more precision than a backdash but also leaving you in counter hit state throughout, and you don't build meter. Your mastery of Ramón hinges entirely on your mastery of this move.
Will only leave you at +3 when canceling from heavies or command normals. This means that if you attempt to press crouch C afterwards, they can stuff it with a jab. The counter to this is to delay your crouch C, hitting their recovery and netting you a combo. This is heavily dependant on which button they press; if they press a slower button, you either have to delay crouch C more, or you could press it immediately if their button is 8f or slower. This makes staggering with Ramón quite a murky affair, which only gets more muddled when opponents start jumping back, forcing you to start thinking about anti-airs as well. It gets worse if they have far buttons that can hit you even if you do nothing but block.
Much safer, and incredibly rewarding on counterhit. Think of it as a giant lariat. It's cheap, it's fun, it's probably one of the best EX moves in the game in terms of neutral use.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A/C
A/C
250
-
-
3
3
61
+30 (HKD)
Unblockable
Full Body: 1 to 3 (3 Frames)
0
-
Faster than 41236A. Mostly invalidated by 41236AC, as this move does not grant much in the way of okizeme, but you do get some advantage.
AC
AC
400 (100+100+200)
-
-
1
3
56
+31 (HKD)
Unblockable
Full Body: 1 to 3 (3 Frames)
0
-
The EX version deals more damage but you still don't get much oki from it. This is instant, but so is 41236AC. Only do this if you need an extremely fast punish, or if you know it will kill.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Ramón leaps onto the wall behind him and dives quickly towards the opponent for a ranbu. The regular version sees this run happen in real time, making this move difficult for reversals, but happens during the flash when canceled from Rolling Sobat, making it a solid way to end combos.
One of the best tools in his arsenal. Ramón's run happens during the super freeze, meaning he touches the wall instantly, and its high priority warrants its use as a reversal when cornered. This move deals extremely high damage and grants amazing okizeme (enough to land a guaranteed Bird of Paradise in the corner), but it's been buffed even more in that you can now cancel the very last hit into Climax, rather than during the part where he points his fingers forward, for maximum damage.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
450 Min: 225
-
-
9
20
55
+20 (HKD)
Unblockable
Full Body: 1 to 12 (12 Frames), Projectile Invincibility: 13 to 28 (16 frames)
0
-
Ramón's Climax is a running grab which has generous amounts on invincibility, and concentrates all its damage in just two hits. You only want to save this for combos where it will kill, as you get no advantage from it and the positioning afterwards is dreadful for Ramón.
Misc
After a Feint Step, you are +3 on block if you cancelled any heavy attack or command normal, but +7 if you cancelled from st.CD. Given the latter's 17f startup, it is especially difficult to land without getting mashed out of. As being +3 isn't much to work with, you will have to be aware of opponents mashing jabs, as they will stuff your attempts at frame trapping with anything slow such as cr.C. Quite a few characters can mash buttons that will both stop offensive jumps and cr.C, sadly leaving you forced to wait for an option and counter it accordingly. You will be minus if you Feint Cancel a light attack, but doing so is still useful strictly for positioning.