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<br>'''Backdash:''' 22f
<br>'''Backdash:''' 22f
<br>'''Run Speed Ranking:''' 5
<br>'''Run Speed Ranking:''' 5
<br>'''Can triangle jump'''
</big></div>]]<section end="image"/>
</big></div>]]<section end="image"/>
{{TOClimit|3}}  
{{TOClimit|3}}  
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|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.
}}
}}


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{{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
|captions= A Version (Hitbox),, C Version,, EX Version
|description2=
|description2=
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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_dp+B,ramon_dp+D,ramon_dp+BD
|moveId=ramon_dp+B,ramon_dp+D,ramon_dp+BD
|input= 623B/D/BD
|captions=D version is a lose button. /  B Version (Hitbox), D Version, D Version Hit State Only, EX Version
|captions=D version is a lose button. /  B Version (Hitbox), D Version, D Version Hit State Only, EX Version
|description2=
|description2=
Line 380: 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
|captions= Normal Version (Hitbox), EX Version
|description=  
|description=  
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{{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.
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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ramon_qcb+K,ramon_qcb+BD
|moveId=ramon_qcb+K,ramon_qcb+BD
|input= 214B/D/BD
|captions=TAIGAH ROADAH / Normal Version (Hitbox), You'll probably die if you input this.,, EX Version
|captions=TAIGAH ROADAH / Normal Version (Hitbox), You'll probably die if you input this.,, EX Version
|description=  
|description=  
Line 423: 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
|captions= Normal Version (Hitbox), EX Version
|description=  
|description=  
Line 433: 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
|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.  
}}
}}


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{{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
|captions= Normal Version Step (Hitbox), A Version Attack,, EX Version
|description=
|description=
Line 466: 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 you do get some advantage.
  * 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.
Line 475: 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.

Latest revision as of 07:42, 8 November 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

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.
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.
Jump: 41f
Hop: 33f
Backdash: 22f
Run Speed Ranking: 5
Can triangle jump

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

(Hold OK) = Can be held before releasing.

Throws

Arm Whip - (close) / +

Flying Mare - (close) / +

Command Normals

Sankaku-Tobi - (Near Wall) (Midair Only)

Drop Kick - +

Head Butt - +

┗Hoist 1 - +
┗Hoist 2 - +

Special Moves

Tiger Neck Chancery - + / *

Rolling Sobat - + / *

┗Flying Body Attack - + /
┗Hoist 1 - +
┗Hoist 2 - +

Somersault - + / *

┗Stop -

Tiger Road - + / *

┗Feint Dash -
┗Feint Jump -
┗Cross Chop - /
┗Force of Will - + /
┗Hoist 1 - +
┗Hoist 2 - +

Bird of Paradise - +

┗Hoist 1 - +
┗Hoist 2 - +

Feint Step - + / (Hold OK)

Super Special Moves

Tiger Spin - + /  !

El • Diablo • Amarillo • Ramón • Volando - + /  !

Climax Super Special Moves

Hyper Sonic • Ramón - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Far Cnfirm
Anywhere
Corner Reset

f.5B > 214A = 165 dmg
cl.C/2C > 3D > 623B > 623K > 22C = 257 dmg
cl.C/cl.D > 3D > 623B > 623K > 22C > cl.5C > 214C = 306/316 dmg

0.5 Meters

Low
Corner Reset

2B > 2A > 623BD > 623D > 623K > 22C = 273 dmg
cl.C/2C > 3D > 623BD > 214B, AB > 623B > 623K > 22C > cl.5C > 214C = 428 dmg

1 Meter

Anywhere

cl.C/2C > 3D > 623BD > 623D > 623K > 22A > 41236AC > 22AC = 453 dmg

2 Meters

Anywhere

cl.C/2C > 3D > 623B > 21441236BD = 463 dmg

Gameplay Overview

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.


Normals

Far Standing Normals

Far A

stand A
st.A
st.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
25 Mid - 4 5 9 1 (Close) to 2 (Max Range) -1 (Close) to 0 (Max Range) - 30 -
  • Decent hop check and essential poke.

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.

Far B

stand B
st.B
st.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
30 Mid - 6 4 12 -1 -3 - 30 -
  • Has okay range for poking and can end pressure safely. Chains from cl.A and cr.A, granting it utility in Maxmode confirms.

Far C

stand C
st.C
st.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
70 Mid special 8 6 23 -8 -10 - 70 -

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.

  • Big recovery so be mindful.

Far D

stand D
st.D
st.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
80 Mid - 11 4 19 -2 -4 - 70 -
  • A slow anti-air which moves Ramón forward a bit. Decent as a pre emptive anti air due to being quite fat and active.
  • Not much more useful than 5A, but it's there and it's alright.

Close Standing Normals

Close A

close A
cl.A
cl.A

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

25 Mid Cancel 4 3 7 +5 +3 - 30 -
  • Normal kof jab. Chains into A and B normals. Use this exactly how you would use far A.

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
30 Low Cancel 4 3 12 0 -2 - 30 -
  • Standing low, but with poor range.

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.

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
70 Mid Cancel 5 4 21 -4 -6 - 70 -
  • Your main close heavy option for its height and speed.

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
80 Mid Cancel 8 6 17 -2 0 - 70 -
  • Not as fast as cl.C but more active and more damaging, making it better as a meaty. Beware of wakeup throws.

Crouch Normals

Crouch A

crouch A
cr.A
cr.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
25 Mid Cancel 4 3 8 +4 +2 - 30 -
  • Chains into A normals and st.B.

Crouch B

crouch B
cr.B
cr.B

Lose Button

Lose Button

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
15 Low Cancel 4 3 13 -1 -3 - 30 -
  • 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.

Crouch C

crouch C
cr.C
cr.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
70 Mid Cancel 11 3 16 +2 0 - 70 -
  • Quite slow for a poke, but has good range and is cancellable. This is a staple in both Feint Step pressure and long-ranged punishes.

Crouch D

crouch D
cr.D
cr.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
80 Low Cancel 12 4 19 SKD (+26 Recovery Roll / +53 No Recovery Roll) -4 - 70 -
  • 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.

Jump Normals

Jump A

jump A
j.A
j.A

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

hop A hop A

40 High - 6 5 1 on ground - - - 30 -

jump A jump A

45 High - 6 6 1 on ground - - - 30 -
  • 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.

Jump B

jump B
j.B
j.B

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

hop B hop B

40 High - 5 6 1 on ground - - - 30 -

jump B jump B

45 High - 5 8 1 on ground - - - 30 -
  • Reaches lower than j.A but has worse priority. Does not work as a crossup.

Jump C

jump C
j.C
j.C

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

hop C hop C

70 High - 10 10 1 on ground - - - 70 -
  • 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.

jump C jump C

70 High - 10 12 1 on ground - - - 70 -
  • 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.

Jump D

jump D
j.D
j.D

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

hop D hop D

70 High - 9 5 1 on ground - - - 70 -

jump D jump D

70 High - 9 6 1 on ground - - - 70 -
  • A very deep jump-in, but it's pretty slow. Do this when you think j.C will be too shallow.

Rush

rush
cl.AA
cl.AA
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

AA AA

25 Mid - 6 - - -3 -5 - 0 -

AAX AAX

25 Mid - 12 - - -6 -8 - 0 -
  • Sadly, the Rush Combo is your best meterless combo ender from cr.B. However, it still ends in Tiger Neck Chancery which is good.

Blowback

Blowback

Blowback
st.CD
st.CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
75 Mid Special 17 4 25 +71~+87 -6 - 100 -
  • 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.

Shatter Strike

Shatter Strike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
75 Mid - 15 6 27 Crumple - HKD (+93) -10 Armor: 4 to 14 (11 frames) 0 -
  • 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

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as his CD.
  • The throw counter is at the feet.

Jump CD

jump CD
j.CD
j.CD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

hop CD hop CD

80 Mid - 9 5 1 on ground SKD - - 80 -

jump CD jump CD

90 Mid - 9 6 1 on ground SKD - - 80 -
  • 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.

Throws

Arm Whip
(close) 4C or 6C
(close) 4C or 6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.


Flying Mare
(close) 4D or 6D
(close) 4D or 6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Command Moves

Sankaku-Tobi
j.9 near wall
j.9 near wall
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.


Drop Kick
3D
3D

Raw Version (Hitbox)

Raw Version (Hitbox)
Cancel Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

raw raw

70 Low Super 12 3 29 -11 -13 - 60 -

cancel cancel

50 Mid Special 16 3 29 -11 -13 - 40 -
  • 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.


Head Butt
6A
6A

Raw Version (Hitbox)

Raw Version (Hitbox)
Cancel Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

raw raw

70 High Hoist 22 2 23 +39 (HKD) -6 - 80 -

cancel cancel

45 Mid Special 15 2 20 -1 -3 - 40 -
  • 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.


Hoist 1
22A
22A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.


Hoist 2
22C
22C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Special Moves

Tiger Neck Chancery

Tiger Neck Chancery
41236A/C/AC
41236A/C/AC

A Version (Hitbox)

A Version (Hitbox)
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Rolling Sobat

Rolling Sobat
623B/D/BD
623B/D/BD

D version is a lose button. / B Version (Hitbox)

D version is a lose button. / B Version (Hitbox)
D Version
D Version Hit State Only
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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 B

65 Mid Super 15 4 23 +54 (HKD) -8 Low: 10 to 29 (20 Frames) 60 -

D D

80 High Super 24 5 29 +47 (HKD) -15 - 80 -
  • 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.

BD BD

100 Mid - 13 4 22 Crumple - HKD (+110) -7 - 0 -
  • 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.

Flying Body Attack

Flying Body Attack
623K during Rolling Sobat
623K during Rolling Sobat
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Somersault

Somersault
42136B/D/BD
42136B/D/BD

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Stop

Stop
AB during 41236K/BD
AB during 41236K/BD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Tiger Road

Tiger Road
214B/D/BD
214B/D/BD

TAIGAH ROADAH / Normal Version (Hitbox)
You'll probably die if you input this.

TAIGAH ROADAH / Normal Version (Hitbox)
You'll probably die if you input this.
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

80 High - 43 (Back at corner) to 69 (Full Screen Run) 6 34 (13 on ground) +38 (HKD) -8 - 80 -
  • 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.

BD BD

140 High - 37 (Back at corner) to 63 (Full Screen Run) 7 21 +37~+39 (HKD) -9~-6 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.

Feint Dash

Feint Dash
AB during Tiger Road
AB during Tiger Road

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Feint Jump

Feint Jump
9 during Tiger Road
9 during Tiger Road

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Cross Chop

Cross Chop
B/D during Tiger Road during Wall Cling
B/D during Tiger Road during Wall Cling

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

90 Mid - 32 (Back at corner) to 58 (Full Screen Run) 20 21 +26~+32 (SKD) -4~-3 - 60 -
  • 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.

BD BD

150 Mid - 26 (Back at corner) to 52 (Full Screen Run) 20 21 +26~+32 (SKD) -4~-3 Projectile Invincibility until recovery. 0 -
  • 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.

Force of Will

Force of Will
236A/C during Tiger Road during Wall Cling
236A/C during Tiger Road during Wall Cling

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Bird of Paradise

Bird of Paradise
22AC
22AC

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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
80 [40] High Hoist 31 4 (1) 6 10 +31 (HKD) / OTG (51) -2 - 60 [0] -
  • 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.

Feint Step

Feint Step
214A/C/AC
214A/C/AC

Normal Version Step (Hitbox)

Normal Version Step (Hitbox)
A Version Attack
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

100 Mid - 16 (+180) 6 28 HKD (68 - Close to 73 - Max Range) -15 (Close) to -10 (Max Range) - 60 -
  • 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.

AC AC

- Mid - 11 6 21 HKD (73 - Close to 80 - Max Range) -10 (Close) to -3 (Max Range) - 0 -
  • 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.

Super Special Moves

Tiger Spin

Tiger Spin
6321463214A/C/AC
6321463214A/C/AC

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

El • Diablo • Amarillo • Ramón • Volando

El • Diablo • Amarillo • Ramón • Volando
2141236B/D/BD
2141236B/D/BD

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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

190 (20+10*2+20*5+50) Mid Advanced, Climax 13 (Back at corner) to 31 (Full Screen Run) 15 21 +93 (HKD) -17 (Close) to -6 (Max Range) Full Body: 6 frames after super flash 0 -
  • 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.

BD BD

340 (40+20*6+30+50+100) Mid Climax 8 16 21 +93 (HKD) -18 (Close) to -8 (Max Range) Full Body: 1 to 7 (7 Frames) 0 -
  • 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.

Climax Super Special Moves

Hyper Sonic • Ramón

Hyper Sonic • Ramón
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

Ramón Reveal Trailer
The King of Fighters XV

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