| '''2A > 2B''' || 39 || His only decent light starter, you actually only press 2A as 623BD will do the 2B for you.
| '''Auto Combo''' || 70 || Somehow one of his best confirms off of lights, yes its that desperate.
|-
|-
| 2A > 5A || 48 || His lights suck as starters.
| '''2A > 2B''' || 39 || If you want to do EX Sobat.
|-
| 5B > 5A || 53 || No like, they really suck.
|}
|}
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Line 49:
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''cl.5D > 3D''' || 127 || His most damaging grounded starter.
| '''jC, clC > 3D''' || 181 || Most reliable jump in, crosses up too.
|-
| cl.5C > 3D || 117 || His most reliable grounded starter.
|-
| j.C > cl.5C > 3D || 181 || Most reliable jump in, crosses up too.
|-
|-
| j.C > cl.5D > 3D || 191 || More damage but doesn't cross up.
| clD > 3D || 127 || His most damaging grounded starter, but clC is more reliable.
|-
|-
| 2C > 3D || 117 || Poke confirm.
| 2C > 3D || 117 || Poke confirm.
|-
|-
| f.5C || 70 || Faster poke that only links into specials, great as an option select on jump ins if they roll away.
| farC || 70 || Faster poke that only links into specials.
|-
|-
| 2D(X) > 3D || 50 || Allows you to use cancel 3D as a poke, thanks to 2D being whiff cancelable.
| 2D(X) > 3D || 50 || Allows you to use 3D as a poke.
|}
|}
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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| CD || 75 || Slow but cancelable.
| CD || 75 || Slow but whiff cancelable.
|-
|-
| 236CD || 75 || Raw Shatter does not combo into 3D.
| 236CD || 75 || Raw Shatter does not combo into 623D.
|-
|-
| 214A (counter) || 125 || Combos into 623B/BD in the corner, it's as risky as it gets.
| '''214A (counter)''' || 125 || Causes a wall splat.
|-
|-
| 214AC (counter) || 162 || Combos into 623D anywhere, just as risky as 214A.
| '''214AC (counter)''' || 162 || Causes a wall bounce.
|-
|-
| 214K , AB || 65 || Very versatile utility, 214BD can be used as a reversal and all versions can be frame trap on block.
| 214K > AB, farC || 131 || Booty confirm.
|}
|}
Line 89:
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! Combo!! Damage !! Meter cost !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
| cl.A > A > A > B || 172 || 0 || Rush combo ending in a special move.
| cl.A > A > A > B || 172 || 0 || Rush combo ending in a special move (Tiger Neck Chancery), cannot be followed up with a super.
|-
|-
| cl.A > A > A > C || 223 || 1 || Rush combo ending in a super.
| cl.A > A > A > C || 223 || 1 || Rush combo ending in a super (El Diablo).
|-
|-
| cl.A > A > A > D || 347 || 2 || Rush combo ending in a Max super.
| cl.A > A > A > D || 347 || 2 || Rush combo ending in a Max super (El Diablo).
|-
|-
| cl.A > A > A > A || 452 || 3 || Rush combo ending in a Climax super.
| cl.A > A > A > A || 452 || 3 || Rush combo ending in a Climax super.
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| cl.5B > cl.5A > 41236A || 161 || 60 || 0 || .2 || Anywhere || The only true light confirm without any meter, you have to be pretty close still.
| '''Auto Combo''' || 172 || 30 || 0 || .25% || Anywhere || His best light combo, you can start it off of clB or 2B if close enough. '''Make sure to use B for the final hit.'''
|-
| 2B > Rush Combo > 41236A || 177 || 45 || 0 || .25 || Anywhere || I think this shows how bad the light confirms are, this is all you'll get from 2B meterless.
|-
|-
| '''Heavy Starter''' > 623B > 623K > 22C || 267 || 170 || 0 || .3 || Anywhere || His BNB with the more damaging ender.
| '''Heavy Starter''' > 623B > 623K > 22C || 313 || 240 || 0 || .40% || Anywhere || '''THE COMBO''', almost all of his combos are a variation of this.
|-
|-
| '''Heavy Starter''' > 623B > 623K > 22A || 239 || 170 || 0 || .27 || Anywhere || His BNB with a reset ender, be careful what you do with this.
| '''Heavy Starter''' > 623B > 623K > 22C > cl.5C > 214C || 358 || 310 || 0 || .47% || Corner || You gain a reset after Hoist 2 (22C) in the corner, the shorter your feint is after the better oki you get.
|-
|-
| '''Heavy Starter''' > 623B > 623K > 22C > cl.5C > 214C || 316 || 240 || 0 || .4 || Corner || His Corner BNB, with a reset at the end that, can swap 214C with 22AC for another reset or chip damage, whilst also safe on block.
| 2C > 3D > 214A || 207 || 170 || 0 || .25% || Anywhere || For when you're too far away to do 623B, causes HKD and can be OTGed for extra damage in the corner.
|-
| '''Heavy Starter''' > 214A || 217 || 170 || 0 || .25 || Anywhere || For when you're too far away to do 623B, HKD.
|-
| '''Heavy Starter''' > 214A > 22AC || 251 || 170 || 0 || .35 || Near Corner || 214A leads into OTG 22AC when near the corner.
|}
|}
===.5 Bar===
===EX===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 623BD > 623D > 623K > 22C || 274 || 115 || .5 || .25 || Anywhere || Finally, a proper light starter, after the 2A just do 623BD, the 2B will come out on its own as a result of it.
| '''Light Starter''' > 623BD > 623D > 623K > 22C || 274 || 115 || .5 || .25% || Anywhere || Can be tricky if you cant do a DP fast enough.
|-
|-
| cl.5B > '''Light Starter''' > 623BD > 623D > 623K > 22A || 262 || 145 || .5 || .25 || Anywhere || Standing light link with the mix up ender.
| '''Heavy Starter''' > 623B > 623K > 22C, 426AC, 22AC || 414 || 240 || .5 || .47% || Anywhere || His best ender, you will be doing this a lot.
| '''Heavy Starter''' > 623BD, 66, 214K > AB > 623B > 623K > 22C > cl.5C > 214C || 471 || 370 || .5 || .55% || Corner || Ramon's booty has juggle physics. On a serious note, you will need to microdash after the EX Sobat.
|-
| '''Light Starter''' > 214AC || 156 || 60 || .5 || .02 || Anywhere || You will need to do the 214AC lightning fast and not hold it at all.
| '''Heavy Starter''' > 623BD > 623D > 623K > 22C || 362 || 190 || .5 || .35 || Anywhere || Same as the light starter just better.
|-
| '''Heavy Starter''' > 623B > 623K > 22A > 41236AC > 22AC || 377 || 170 || .5 || .4 || Anywhere || His best .5 bar anywhere combo, can swap the OTG for a safe jump set up but even with it you can still do whatever you want after.
|-
| '''Heavy Starter''' > 623BD > 66 > 214K , AB > 623B > 623K > 22C > cl.5C > 214C || 438 || 300 || .5 || .49 || Corner || Same as light but due to pushback you need to do a micro walk after 623BD (very micro).
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 623BD > 623D > 623K > 22A > 41236AC > 22AC || 375 || 115 || 1 || .3 || Anywhere || The good part about light starters is they stop falling behind the heavy ones once you have a bar.
| '''Heavy Starter''' > 623BD, 623D > 623K > 22A > 426AC, 22AC || 495 || 260 || 1 || .48% || Anywhere || Nearly half health for 1 bar, another important variant of his BNB.
|-
|-
| '''Light Starter''' > 623BD > 214K , AB > 623B > 623K > 22A > 41236AC > 22AC || 401 || 165 || 1 || .35 || Corner || Corner only variant, you will lose the corner unless you do a cross up after the combo.
| '''Heavy Starter''' > 623BD, 214K > AB, 623B > 623K > 22A > 426AC, 22AC || 518 || 300 || 1 || .52% || Corner || Extra damage thanks to the booty juggle, but you lose the corner.
|-
|-
| '''Light Starter''' > 623BD > 66 > 214K , AB > 214AC || 288 || 105 || 1 || .1 || Anywhere || Tricky combo that rewards you with a HKD.
| '''Heavy Starter''' > 623B > 623K > 22A > 2141236K, 426D > 22AC || 432 || 240 || 1 || .50% || Anywhere || New route with insane corner carry, '''Bird of Paradise OTG doesn't works if you're up against the corner when you start the combo'''. Somersault builds extra meter.
| '''Heavy Starter''' > 623BD > 66 > 214K , AB > 214AC > 22AC || 406 || 170 || 1 || .2 || Near Corner || OTG extends this combo once more.
| '''Heavy Starter''' > 623BD, 623D > 623K > 22A > 624624P || 527 || 260 || 1.5 || .40% || Anywhere || Tiger Spin does good damage, resets you to neutral outside of the corner.
|-
|-
| '''Heavy Starter''' > 623BD > 214K , AB > 623B > 623K > 22A > 41236AC > 22AC || 489 || 230 || 1 || .47 || Corner || Like the light variant, will lose you the corner.
| '''Heavy Starter''' > 623B > 623K > 22A > 2141236K, 214BD || 456 || 240 || 1.5 || .35% || Anywhere || New route, Force of Will does more damage than Bird of Paradise and works anywhere.
|-
|-
| '''Heavy Starter''' > 623B > 2141236K || 345 || 170 || 1 || .25 || Anywhere || Super ender, but not the best use of 1 bar from heavies.
| '''Heavy Starter''' > 623BD, 623BD, 214BD > AB, 623B > 623K > 22C, clC > 214C || 536 || 370 || 1.5 || .53% || Corner || Easier juggle route that sadly doesn't work on short characters. You'll need to reset them with clD in those cases.
|-
| '''Light Starter''' > 623BD > 623D > 2141236K || 349 || 115 || 1.5 || .2 || Anywhere || Extended Super combo but again, damage not fully worth it.
|-
| '''Light Starter''' > 623BD > 623D > 2141236K > 22AC || 379 || 115 || 1.5 || .25 || Near Corner || OTG doing its best to save this combo.
|-
| '''Light Starter''' > 623BD > 623BD > 214BD , AB > 623B > 623K > 22C > cl.5C > 214C || 419 || 175 || 1.5 || .4 || Corner || His corner BNB, '''Note that this will whiff on characters like Kula, Yuri and Chris due to their smaller sizes.'''
|-
| '''Light Starter''' > 623BD > 623BD > 214BD , AB > cl.5D > 214C || 326 || 125 || 1.5 || .15 || Corner || Use this against the smaller characters, results in a reset too.
|-
| '''Heavy Starter''' > 623BD > 623D > 2141236K || 437 || 190 || 1.5 || .25 || Anywhere || Like the light but a bit beefier.
|-
| '''Heavy Starter''' > 623BD > 623D > 2141236K > 22AC || 467 || 190 || 1.5 || .25 || Midscreen || OTG do what an OTG do.
|-
| '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > 623B > 623K > 22C > cl.5C > 214C || 507 || 240 || 1.5 || .48 || Corner || Corner BNB again, and again it whiffs on smaller characters.
| '''Heavy Starter''' > 623B > 2141236BD > 22AC || 505 || 170 || 2 || .26 || Midscreen || But much like death and taxes there is always the OTG extension.
|-
| '''Light Starter''' > 623BD > 623BD > 214BD , AB > 623B > 623K > 22A > 41236AC > 22AC || 466 || 105 || 2 || .35 || Corner || Ok I lied there is this, but it still doesn't work on short characters and you lose the corner.
|-
| '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > 623B > 623K > 22A > 41236AC > 22AC || 554 || 180 || 2 || .35 || Corner || Same as the light variant but more damage and bar.
|-
|-
| '''Light Starter''' > 623BD > 623D > 2141236BD || 469 || 115 || 2.5 || .2 || Anywhere || Now the super cancel is worth it.
| '''Heavy Starter''' > 623B > 623K > 22A > 624624AC || 546 || 240 || 2 || .40% || Anywhere || Hey remember when Tiger Spin was the worst super in the game? Still leaves you at neutral outside of the screen.
| '''Heavy Starter''' > 623BD, 214K > AB, 623B > 623K > 22A > 2141236BD, 426K > 22AC || 616 || 300 || 2.5 || .55% || Corner || Obviously less damage but you keep the corner and gain some more meter.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > BC > cl.5D > 3D > 623B > 2141236K > CLIMAX || 577 || 215 || 3 || .05 || Anywhere || Basic Quick Max combo, nothing special. Works with 1250 and 1500 Max Gauge (Mid and Anchor).
| '''Heavy Starter''' > BC > clC > 3D > 623B > 2141236K > CLIMAX || 671 || 350 || 3 || .20% || Anywhere || Standard QM route, you can actually input El Diablo during the recovery of Sobat so the window is way bigger than it looks. '''MAX 1250/1500'''
|-
|-
| '''Heavy Starter''' > BC > cl.5D > 3D > 623B > 2141236K > CLIMAX || 665 || 280 || 3 || .15 || Anywhere || Same as light variant but beefier.
| '''Heavy Starter''' > 623BD, 623BD, 214BD > AB, 623B > 623K > 22A > 624624AC || 680 || 300 || 3.5 || .45% || Corner || Shoutouts to Tiger Spin for the greatest comeback in this toolkit, truly inspirational.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > BC > cl.5D > 3D > 623B > 2141236BD > CLIMAX || 675 || 215 || 4 || .05 || Anywhere || Same as the 3 bar version but with more damage. Works with 1250 and 1500 Max Gauge (Mid and Anchor).
| '''Heavy Starter''' > BC > clC > 3D > 623B > 2141236K > CLIMAX || 761 || 350 || 4 || .20% || Anywhere || Can you tell why he is often run on point.<br/> '''MAX 1250/1500'''
|-
| '''Heavy Starter''' > BC > cl.5D > 3D > 623B > 2141236BD > CLIMAX || 763 || 280 || 4 || .15 || Anywhere || Same as light variant but stronger.
|-
| '''Light Starter''' > 623BD > 214K , AB > 623B > 2141236K > CLIMAX || 692 || 165 || 4.5 || .2 || Corner || Enough OTG extensions, time for the butt extension.
| CD > 41236K > AB, 623B > 623K > 22C || 182 || 160 || 0 || .30% || Anywhere || The most he can do off of CD outside of the corner.
|-
| BC > '''Light Starter''' > 623BD > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX || 773 || 105 || 3 || .2 || Corner || Use to punish panic DPs, unless its Kula, Yuri or Chris as this still doesn't work on short characters..
|-
| BC > '''Heavy Starter''' > 623BD > 623D > 2141236K > CLIMAX || 750 || 190 || 3 || .25 || Anywhere || Make them pay for a mistake.
|-
| BC > '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX || 883 || 170 || 3 || .3 || Corner || Still not gremlin proof but will make your opponent cry.
|-
| BC > '''Light Starter''' > 623BD > 623D > 2141236BD > CLIMAX || 832 || 125 || 4 || .15 || Anywhere || More bar.
|-
| BC > '''Light Starter''' > 623BD > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX || 878 || 105 || 4 || .2 || Corner || Still not gremlin proof.
|-
| BC > '''Heavy Starter''' > 623BD > 623D > 2141236BD > CLIMAX || 942 || 190 || 4 || .25 || Anywhere || MAKE THEM PAY.
|-
| BC > '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX || 988 || 170 || 4 || .3 || Corner || The gremlins may win this time, but with a jump in this is a ToD.
|-
| BC > 214A (counter) > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX || 880 || 120 || 3 || .25 || Corner || This is not very practical but it does a lot...If only it hit short characters.
|-
| BC > 214A (counter) > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX || 1000 || 120 || 4 || .25 || Corner || Just barely a ToD and still the gremlins laugh, for they can't be hit by it.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| CD > 41236K(X) , AB > 623B > 623K > 22C || 182 || 160 || 0 || .3 || Anywhere || Basic CD combos using 41236K to get near if you're not near the corner.
| '''214A (Counter)''', 214A || 220 || 120 || 0 || .30% || Anywhere || Very niche use outside of the corner, it's more reliable to go for 2D after.
|-
|-
| 214A (counter) > 623B > 623K > 22C > cl.5C > 214C || 325 || 210 || 0 || .45 || Corner || Very niche starter but is very useful when it happens.
| '''214A (Counter)''', 214BD > AB, 623B > 623K > 22C > clC > 214C || 375 || 250 || .5 || .50% || Corner || Only EX booty is fast enough here.
|-
|-
| 214A (counter) > 623BD > 214BD , AB > 623B > 22C > cl.5C > 214C || 455 || 210 || 1 || .5 || Corner || Extended version that pays back 50% of the bar spent. Wont work on small characters.
| '''214AC (Counter)''', 623D > 623K > 22A, 426AC, 22AC || 443 || 80 || 1 || .30% || Anywhere || Breaks near the corner like other wall bounces.
|-
|-
| 214A (counter) > 623B > 2141236BD > 22AC || 526 || 130 || 2 || .45 || Corner || Super cancel version with OTG.
| 214K > AB, farC > 623B > 623K > 22A, 426AC, 22AC || 381 || 190 || .5 || .40% || Anywhere || Sometimes 623B will whiff, so 214A is more reliable.
|-
|-
| 214K , AB > f.5C > 623BD > 623D > 623K > 22A > 41236AC > 22AC || 467 || 210 || 1 || .45 || Anywhere || Can be done off of 214BD too.
| CD > 214K > AB, 2C > 3D > 236CD, 2C > 3D > BC, CD > 214C, 2C > 3D > 623BD, 214K > AB, 623B > 2141236K, 22AC || 451 || 710 || 3 || .95% || Corner || The booty can be linked into 2C in very rare occasions like this.
| '''Heavy Starter''' > 214AC > K, farC > 236CD, 2C > 3D > 214AC > K, farC > BC, 2C > 3D > 214AC > K, farC > 623BD, 623D > 2141236K, 426K > 22AC || 565|| 690 || 4 || 1.10% || Anywhere || This is just psychological damage, but it does go corner to corner
|-
|-
| 214K , AB > f.5C > BC > cl.5D > 3D > 2141236BD > CLIMAX || 767 || 300 || 4 || .35 || Anywhere|| Works as a Quick Max starter.
| BC, jC, clD > 3D > 623BD, 623BD, 214BD > AB, 623B > 2141236BD > CLIMAX || 1009 || 0 || 4 || 35% || Anywhere || Ultra specific Blue Max route, so specific that there was a need to specify '''use clD as clC makes this do 999 damage'''
|}
|}
==External Links==
==External Links==
{{#ev:youtube|1su7Z6SVy4c|||'''Ramón Combos by Meno'''|frame}} {{#ev:youtube|npVaJvcGDxo|||'''Ramón Combos by Persona'''|frame}} {{#ev:youtube|4xG5qbIhdms|||'''Ramón Combos by Kakuge'''|frame}} {{#ev:youtube|lRMyJO2iaTc|||'''Ramón Combos, Starters and Resets by Faizer'''|frame}}
{{#ev:youtube|1su7Z6SVy4c|||'''Ramón Combos by Meno'''|frame}} {{#ev:youtube|npVaJvcGDxo|||'''Ramón Combos by Persona'''|frame}} {{#ev:youtube|4xG5qbIhdms|||'''Ramón Combos by Kakuge'''|frame}} {{#ev:youtube|qtoU52GKRxw|||'''Ramón Combos by Faizer'''|frame}}
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
Light Starters
Combo
Damage
Notes
Auto Combo
70
Somehow one of his best confirms off of lights, yes its that desperate.
2A > 2B
39
If you want to do EX Sobat.
Heavy Starters
Combo
Damage
Notes
jC, clC > 3D
181
Most reliable jump in, crosses up too.
clD > 3D
127
His most damaging grounded starter, but clC is more reliable.
2C > 3D
117
Poke confirm.
farC
70
Faster poke that only links into specials.
2D(X) > 3D
50
Allows you to use 3D as a poke.
Other Starters
Combo
Damage
Notes
CD
75
Slow but whiff cancelable.
236CD
75
Raw Shatter does not combo into 623D.
214A (counter)
125
Causes a wall splat.
214AC (counter)
162
Causes a wall bounce.
214K > AB, farC
131
Booty confirm.
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
172
0
Rush combo ending in a special move (Tiger Neck Chancery), cannot be followed up with a super.
cl.A > A > A > C
223
1
Rush combo ending in a super (El Diablo).
cl.A > A > A > D
347
2
Rush combo ending in a Max super (El Diablo).
cl.A > A > A > A
452
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Auto Combo
172
30
0
.25%
Anywhere
His best light combo, you can start it off of clB or 2B if close enough. Make sure to use B for the final hit.
Heavy Starter > 623B > 623K > 22C
313
240
0
.40%
Anywhere
THE COMBO, almost all of his combos are a variation of this.
Heavy Starter > 623B > 623K > 22C > cl.5C > 214C
358
310
0
.47%
Corner
You gain a reset after Hoist 2 (22C) in the corner, the shorter your feint is after the better oki you get.
2C > 3D > 214A
207
170
0
.25%
Anywhere
For when you're too far away to do 623B, causes HKD and can be OTGed for extra damage in the corner.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623BD > 623D > 623K > 22C
274
115
.5
.25%
Anywhere
Can be tricky if you cant do a DP fast enough.
Heavy Starter > 623B > 623K > 22C, 426AC, 22AC
414
240
.5
.47%
Anywhere
His best ender, you will be doing this a lot.
Heavy Starter > 623BD, 66, 214K > AB > 623B > 623K > 22C > cl.5C > 214C
471
370
.5
.55%
Corner
Ramon's booty has juggle physics. On a serious note, you will need to microdash after the EX Sobat.
New route with insane corner carry, Bird of Paradise OTG doesn't works if you're up against the corner when you start the combo. Somersault builds extra meter.
Heavy Starter > 623BD, 214K > AB, 214AC, 22AC
443
240
1
.35%
Anywhere
Swag combo, not too practical. OTG works only near the corner.