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The King of Fighters XV/Ramón/Data: Difference between revisions

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{{CharNavbox_XV}}
{{CharNavbox_XV}}
===Far Standing Normals===
====st.A====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_sta
| name   = stand A
| input   = st.A
| images   = XV ramon fa ima.png
| hitboxes   = XV ramon fa.png, XV ramon fa2.png
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 4
| active   = 5
| recovery   = 9
| hitadv   = 1 (Close) to 2 (Max Range)
| blockadv   = -1 (Close) to 0 (Max Range)
| invul   =
| stun        = 30
| guardDamage =
}}
====st.B====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_stb
| name   = stand B
| input   = st.B
| images   = XV ramon fb ima.png
| hitboxes   = XV ramon fb.png
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 6
| active   = 4
| recovery   = 12
| hitadv   = -1
| blockadv   = -3
| invul   =
| stun        = 30
| guardDamage =
}}
====st.C====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_stc
| name   = stand C
| input   = st.C
| images   = XV ramon fc ima.png
| hitboxes   = XV ramon fc.png
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| startup   = 8
| active   = 6
| recovery   = 23
| hitadv   = -8
| blockadv   = -10
| invul   =
| stun        = 70
| guardDamage =
}}
====st.D====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_std
| name   = stand D
| input   = st.D
| images   = XV ramon fd ima.png
| hitboxes   = XV ramon fd.png
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 11
| active   = 4
| recovery   = 19
| hitadv   = -2
| blockadv   = -4
| invul   =
| stun        = 70
| guardDamage =
}}
===Close Standing Normals===
===Close Standing Normals===
====cl.A====
====cl.A====
Line 8: Line 85:
| orderId   = 1
| orderId   = 1
| input   = cl.A
| input   = cl.A
| images   = XV_placeholder.png
| images   = XV ramon cla ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon cla.png
| damage   =  
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Special
| cancel   = Cancel
| startup   = 5
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 7
| hitadv   = +3
| hitadv   = +5
| blockadv   = +1
| blockadv   = +3
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
{{MoveData-KOFXV | character = Ramón | moveId = ramon_claa
{{MoveData-KOFXV | character = Ramón | moveId = ramon_claa
| name   = close A
| name   = rush
| header      = no
| header      = yes
| version   = AA
| version   = AA
| orderId   = 2
| orderId   = 1
| input   = cl.AA
| input   = cl.AA
| images   = XV_placeholder.png
| images   = XV ramon rush1 ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon rush1.png
| damage   =  
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
Line 39: Line 116:
| blockadv   = -5
| blockadv   = -5
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
{{MoveData-KOFXV | character = Ramón | moveId = ramon_claaa
{{MoveData-KOFXV | character = Ramón | moveId = ramon_claaa
| name   = close A
| name   = rush
| header      = no
| header      = no
| version   = AAA
| version   = AAX
| orderId   = 3
| orderId   = 2
| input   = cl.AAA
| input   = cl.AAX
| images   = XV_placeholder.png
| images   = XV ramon rush2 ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon rush2.png
| damage   =  
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
Line 59: Line 136:
| blockadv   = -8
| blockadv   = -8
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 67: Line 144:
| name   = close B
| name   = close B
| input   = cl.B
| input   = cl.B
| images   = XV_placeholder.png
| images   = XV ramon clb ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon clb.png
| damage   =  
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   = Special
| cancel   = Cancel
| startup   = 4
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 12
| hitadv   = 0
| hitadv   = 0
| blockadv   = -2
| blockadv   = -2
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 86: Line 163:
| name   = close C
| name   = close C
| input   = cl.C
| input   = cl.C
| images   = XV_placeholder.png
| images   = XV ramon clc ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon clc.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Special
| cancel   = Cancel
| startup   = 6
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 21
| hitadv   = -4
| hitadv   = -4
| blockadv   = -6
| blockadv   = -6
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage =  
}}
}}
Line 105: Line 182:
| name   = close D
| name   = close D
| input   = cl.D
| input   = cl.D
| images   = XV_placeholder.png
| images   = XV ramon cld ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon cld.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Special
| cancel   = Cancel
| startup   = 8
| active   =
| recovery   =
| hitadv   = -6
| blockadv   = -8
| invul   =
| stun        =
| guardDamage =
}}
 
 
===Far Standing Normals===
====st.A====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_sta
| name   = stand A
| input   = st.A
| images   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 4
| active   = 2
| recovery   =
| hitadv   = +1
| blockadv   = -1
| invul   =
| stun        =
| guardDamage =
}}
 
====st.B====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_stb
| name   = stand B
| input   = st.B
| images   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 6
| active   =
| recovery   =
| hitadv   = -3
| blockadv   = -5
| invul   =
| stun        =
| guardDamage =
}}
 
====st.C====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_stc
| name   = stand C
| input   = st.C
| images   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 8
| startup   = 8
| active   =  
| active   = 6
| recovery   =  
| recovery   = 17
| hitadv   = -3
| blockadv   = -5
| invul   =
| stun        =
| guardDamage =
}}
 
====st.D====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_std
| name   = stand D
| input   = st.D
| images   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 14
| active   =
| recovery   =
| hitadv   = -2
| hitadv   = -2
| blockadv   = -4
| blockadv   = 0
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage =  
}}
}}
Line 203: Line 202:
| name   = crouch A
| name   = crouch A
| input   = cr.A
| input   = cr.A
| images   = XV_placeholder.png
| images   = XV ramon 2a ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 2a.png
| damage   =  
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Special
| cancel   = Cancel
| startup   = 5
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 8
| hitadv   = +4
| hitadv   = +4
| blockadv   = +2
| blockadv   = +2
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 222: Line 221:
| name   = crouch B
| name   = crouch B
| input   = cr.B
| input   = cr.B
| images   = XV_placeholder.png
| images   = XV ramon 2b ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 2b.png
| damage   =  
| damage   = 15
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   = Special
| cancel   = Cancel
| startup   = 5
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 13
| hitadv   = -1
| hitadv   = -1
| blockadv   = -3
| blockadv   = -3
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 241: Line 240:
| name   = crouch C
| name   = crouch C
| input   = cr.C
| input   = cr.C
| images   = XV_placeholder.png
| images   = XV ramon 2c ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 2c.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Special
| cancel   = Cancel
| startup   = 11
| startup   = 11
| active   =  
| active   = 3
| recovery   =  
| recovery   = 16
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage =  
}}
}}
Line 260: Line 259:
| name   = crouch D
| name   = crouch D
| input   = cr.D
| input   = cr.D
| images   = XV_placeholder.png
| images   = XV ramon 2d ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 2d.png
| damage   =  
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   = Special
| cancel   = Cancel
| startup   = 12
| startup   = 12
| active   =  
| active   = 4
| recovery   =  
| recovery   = 19
| hitadv   = +26 (SKD)
| hitadv   = SKD (+26 Recovery Roll / +53 No Recovery Roll)
| blockadv   = -4
| blockadv   = -4
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage =  
}}
}}
Line 283: Line 282:
| orderId   = 1
| orderId   = 1
| input   = h.A
| input   = h.A
| images   = XV_placeholder.png
| images   = XV ramon ja ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon ja.png
| damage   =  
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 304: Line 303:
| orderId   = 2
| orderId   = 2
| input   = j.A
| input   = j.A
| images   = XV_placeholder.png
| images   = XV ramon ja ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon ja.png
| damage   =  
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 326: Line 325:
| orderId   = 1
| orderId   = 1
| input   = h.B
| input   = h.B
| images   = XV_placeholder.png
| images   = XV ramon jb ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon jb.png
| damage   =  
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 5
| active   =  
| active   = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 347: Line 346:
| orderId   = 2
| orderId   = 2
| input   = j.B
| input   = j.B
| images   = XV_placeholder.png
| images   = XV ramon jb ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon jb.png
| damage   =  
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 5
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 370: Line 369:
| orderId   = 1
| orderId   = 1
| input   = h.C
| input   = h.C
| images   = XV_placeholder.png
| images   = XV ramon jc ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon jc.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 10
| active   =  
| active   = 10
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage =  
}}
}}
Line 391: Line 390:
| orderId   = 2
| orderId   = 2
| input   = j.C
| input   = j.C
| images   = XV_placeholder.png
| images   = XV ramon jc ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon jc.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 10
| active   =  
| active   = 12
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage =  
}}
}}
Line 412: Line 411:
| orderId   = 1
| orderId   = 1
| input   = h.D
| input   = h.D
| images   = XV_placeholder.png
| images   = XV ramon jd ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon jd.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 9
| startup   = 9
| active   =  
| active   = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage =  
}}
}}
Line 434: Line 433:
| orderId   = 2
| orderId   = 2
| input   = j.D
| input   = j.D
| images   = XV_placeholder.png
| images   = XV ramon jd ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon jd.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 9
| startup   = 9
| active   =  
| active   = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage =  
}}
}}


===Command normals===
===Command normals===
====Sankaku-Tobi====
====Sankaku-Tobi====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_uf
{{MoveData-KOFXV | character = Ramón | moveId = ramon_j9
| name   = Sankaku-Tobi
| name   = Sankaku-Tobi
| input   = j.uf near wall
| input   = j.9 near wall
| images   = XV_placeholder.png
| images   = XV ramon j9 ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon j9.png
| damage   =  
| damage   =  
| guard   =  
| guard   =  
Line 462: Line 460:
| startup   =  
| startup   =  
| active   =  
| active   =  
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 476: Line 474:
| version   = raw
| version   = raw
| orderId   = 1
| orderId   = 1
| input   = df+D
| input   = 3D
| images   = XV_placeholder.png
| images   = XV ramon 3d ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 3d.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   = Super
| cancel   = Super
| startup   = 16
| startup   = 12
| active   =  
| active   = 3
| recovery   =  
| recovery   = 29
| hitadv   = -11
| hitadv   = -11
| blockadv   = -13
| blockadv   = -13
| invul   =  
| invul   =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage =  
}}
}}
Line 496: Line 494:
| version   = cancel
| version   = cancel
| orderId   = 2
| orderId   = 2
| input   = df+D (cancel)
| input   = 3D (cancel)
| images   = XV_placeholder.png
| images   = XV ramon 3d ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 3d2.png
| damage   =  
| damage   = 50
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Special
| cancel   = Special
| startup   = 16
| startup   = 16
| active   =  
| active   = 3
| recovery   =  
| recovery   = 29
| hitadv   = -11
| hitadv   = -11
| blockadv   = -13
| blockadv   = -13
| invul   =  
| invul   =  
| stun        =  
| stun        = 40
| guardDamage =  
| guardDamage =  
}}
}}
Line 518: Line 516:
| version   = raw
| version   = raw
| orderId   = 1
| orderId   = 1
| input   = f+A
| input   = 6A
| images   = XV_placeholder.png
| images   = XV ramon 6a ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 6a.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   = Hoist
| cancel   = Hoist
| startup   = 22
| startup   = 22
| active   =  
| active   = 2
| recovery   =  
| recovery   = 23
| hitadv   = +39 (HKD)
| hitadv   = +39 (HKD)
| blockadv   = -6
| blockadv   = -6
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage =  
}}
}}
Line 538: Line 536:
| version   = cancel
| version   = cancel
| orderId   = 2
| orderId   = 2
| input   = f+A (cancel)
| input   = 6A (cancel)
| images   = XV_placeholder.png
| images   = XV ramon 6a ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 6a2.png
| damage   =  
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = Special
| startup   = 22
| startup   = 15
| active   =  
| active   = 2
| recovery   =  
| recovery   = 20
| hitadv   = +39 (HKD)
| hitadv   = -1
| blockadv   = -6
| blockadv   = -3
| invul   =  
| invul   =  
| stun        =  
| stun        = 40
| guardDamage =  
| guardDamage =  
}}
}}
Line 557: Line 555:
{{MoveData-KOFXV | character = Ramón | moveId = ramon_dd+a
{{MoveData-KOFXV | character = Ramón | moveId = ramon_dd+a
| name   = Hoist 1
| name   = Hoist 1
| input   = d,d+A
| input   = 22A
| images   = XV_placeholder.png
| images   = XV ramon 22a ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 22a.png
| damage   =  
| damage   = 20
| guard   =  
| guard   =  
| cancel   = Super
| cancel   = Super
Line 566: Line 564:
| active   =  
| active   =  
| recovery   =  
| recovery   =  
| hitadv   = 0
| hitadv   = 1
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 576: Line 574:
{{MoveData-KOFXV | character = Ramón | moveId = ramon_dd+c
{{MoveData-KOFXV | character = Ramón | moveId = ramon_dd+c
| name   = Hoist 2
| name   = Hoist 2
| input   = d,d+C
| input   = 22C
| images   = XV_placeholder.png
| images   = XV ramon 22c ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 22c.png
| damage   =  
| damage   = 60
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
Line 585: Line 583:
| active   =  
| active   =  
| recovery   =  
| recovery   =  
| hitadv   = +34 (SKD)
| hitadv   = SKD (+34: Recovery Roll / +74: No Recovery Roll)
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 597: Line 595:
| name   = Blowback
| name   = Blowback
| input   = st.CD
| input   = st.CD
| images   = XV_placeholder.png
| images   = XV ramon cd ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon cd.png
| damage   =  
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Special
| cancel   = Special
| startup   = 20
| startup   = 17
| active   =  
| active   = 4
| recovery   =  
| recovery   = 25
| hitadv   = +71~+87
| hitadv   = +71~+87
| blockadv   = -6
| blockadv   = -6
| invul   =  
| invul   =  
| stun        =  
| stun        = 100
| guardDamage =  
| guardDamage =  
}}
}}
Line 615: Line 613:
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcf+cd
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcf+cd
| name   = Shatter Strike
| name   = Shatter Strike
| input   = qcf+CD
| input   = 236CD
| images   = XV_placeholder.png
| images   = XV ramon 236cd ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 236cd.png, XV ramon 236cd2.png
| damage   =  
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 15
| startup   = 15
| active   =  
| active   = 6
| recovery   =  
| recovery   = 27
| hitadv   = +93
| hitadv   = Crumple - HKD (+93)
| blockadv   = -10
| blockadv   = -10
| invul   =  
| invul   = Armor: 4 to 14 (11 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV ramon 214cd ima.png
| hitboxes    = XV ramon 214cd.png, XV ramon 214cd2.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
====hop CD====
====hop CD====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcd
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcd
Line 637: Line 655:
| orderId   = 1
| orderId   = 1
| input   = h.CD
| input   = h.CD
| images   = XV_placeholder.png
| images   = XV ramon jcd ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon jcd.png
| damage   =  
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 9
| startup   = 9
| active   =  
| active   = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = SKD
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage =  
}}
}}
Line 658: Line 676:
| orderId   = 2
| orderId   = 2
| input   = j.CD
| input   = j.CD
| images   = XV_placeholder.png
| images   = XV ramon jcd ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon jcd.png
| damage   =  
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 9
| startup   = 9
| active   =  
| active   = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = SKD
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage =  
}}
}}


===Throws===
===Throws===
Line 678: Line 695:
{{MoveData-KOFXV | character = Ramón | moveId = ramon_fthrow
{{MoveData-KOFXV | character = Ramón | moveId = ramon_fthrow
| name   = Arm Whip
| name   = Arm Whip
| input   = (close) b/f+C
| input   = (close) 4C or 6C
| images   = XV_placeholder.png
| images   = XV ramon cthrow ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon cthrow.png
| damage   = 100
| damage   = 100
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 1
| startup   = 1
| active   =  
| active   = 1
| recovery   =  
| recovery   = 0
| hitadv   = +29 (HKD)
| hitadv   = +29 (HKD)
| blockadv   =  
| blockadv   =  
Line 697: Line 714:
{{MoveData-KOFXV | character = Ramón | moveId = ramon_bthrow
{{MoveData-KOFXV | character = Ramón | moveId = ramon_bthrow
| name   = Flying Mare
| name   = Flying Mare
| input   = (close) b/f+D
| input   = (close) 4D or 6D
| images   = XV_placeholder.png
| images   = XV ramon dthrow ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon dthrow.png
| damage   = 100
| damage   = 100
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 1
| startup   = 1
| active   =  
| active   = 1
| recovery   =  
| recovery   = 0
| hitadv   = +44 (HKD)
| hitadv   = +44 (HKD)
| blockadv   =  
| blockadv   =  
Line 712: Line 729:
| guardDamage =  
| guardDamage =  
}}
}}
==Specials==
==Specials==
===Tiger Neck Chancery===
===Tiger Neck Chancery===
====hcf+A====
====41236A====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcf+a
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcf+a
| name   = Tiger Neck Chancery
| name   = Tiger Neck Chancery
Line 720: Line 738:
| version   = A
| version   = A
| orderId   = 1
| orderId   = 1
| input   = hcf+A
| input   = 41236A
| images   = XV_placeholder.png
| images   = XV ramon 41236p ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 41236a0.png, XV ramon 41236a.png
| damage   = 120
| damage   = 120
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 5
| active   =  
| active   = 1
| recovery   =  
| recovery   = 36
| hitadv   = +37 (HKD)
| hitadv   = +37 (HKD)
| blockadv   =  
| blockadv   = Unblockable
| invul   =  
| invul   = Full Body: 1 to 5 (5 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}


====hcf+C====
====41236C====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcf+c
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcf+c
| name   = Tiger Neck Chancery
| name   = Tiger Neck Chancery
Line 742: Line 760:
| version   = C
| version   = C
| orderId   = 2
| orderId   = 2
| input   = hcf+C
| input   = 41236C
| images   = XV_placeholder.png
| images   = XV ramon 41236p ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 41236c0.png, XV ramon 41236c.png
| damage   = 120
| damage   = 120
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 10
| active   =  
| active   = 1
| recovery   =  
| recovery   = 36
| hitadv   = +37 (HKD)
| hitadv   = +37 (HKD)
| blockadv   =  
| blockadv   = Unblockable
| invul   =  
| invul   = Throw Invincible: 1 to 9 (9 Frames), Full Body: 10 (1 Frame)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
====hcf+AC====
====41236AC====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcf+ac
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcf+ac
| name   = Tiger Neck Chancery
| name   = Tiger Neck Chancery
Line 763: Line 781:
| version   = AC
| version   = AC
| orderId   = 3
| orderId   = 3
| input   = hcf+AC
| input   = 41236AC
| images   = XV_placeholder.png
| images   = XV ramon 41236p ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 41236ac.png
| damage   =  
| damage   = 160
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 1
| startup   = 1
| active   =  
| active   = 1
| recovery   =  
| recovery   = 33
| hitadv   = +69 (HKD)
| hitadv   = +69 (HKD)
| blockadv   =  
| blockadv   = Unblockable
| invul   =  
| invul   = Full Body: 1 (1 Frame)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}


===Rolling Sobat===
===Rolling Sobat===
====dp+B====
====623B====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_dp+b
{{MoveData-KOFXV | character = Ramón | moveId = ramon_dp+b
| name   = Rolling Sobat
| name   = Rolling Sobat
Line 786: Line 804:
| version   = B
| version   = B
| orderId   = 1
| orderId   = 1
| input   = dp+B
| input   = 623B
| images   = XV_placeholder.png
| images   = XV ramon 623k ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 623b.png
| damage   =  
| damage   = 65
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Super
| cancel   = Super
| startup   = 17
| startup   = 15
| active   =  
| active   = 4
| recovery   =  
| recovery   = 23
| hitadv   = +54 (HKD)
| hitadv   = +54 (HKD)
| blockadv   = -8
| blockadv   = -8
| invul   =  
| invul   = Low: 10 to 29 (20 Frames)
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage =  
}}
}}
====dp+D====
====623D====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_dp+d
{{MoveData-KOFXV | character = Ramón | moveId = ramon_dp+d
| name   = Rolling Sobat
| name   = Rolling Sobat
Line 807: Line 825:
| version   = D
| version   = D
| orderId   = 2
| orderId   = 2
| input   = dp+D
| input   = 623D
| images   = XV_placeholder.png
| images   = XV ramon 623k ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 623d.png, XV ramon 623d2.png
| damage   =  
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   = Super
| cancel   = Super
| startup   = 24
| startup   = 24
| active   =  
| active   = 5
| recovery   =  
| recovery   = 29
| hitadv   = +47 (HKD)
| hitadv   = +47 (HKD)
| blockadv   = -15
| blockadv   = -15
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage =  
}}
}}
====dp+BD====
 
====623BD====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_dp+bd
{{MoveData-KOFXV | character = Ramón | moveId = ramon_dp+bd
| name   = Rolling Sobat
| name   = Rolling Sobat
Line 828: Line 847:
| version   = BD
| version   = BD
| orderId   = 3
| orderId   = 3
| input   = dp+BD
| input   = 623BD
| images   = XV_placeholder.png
| images   = XV ramon 623k ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 623bd.png
| damage   =  
| damage   = 100
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 13
| active   = 13
| active   = 4
| recovery   =  
| recovery   = 22
| hitadv   = +110
| hitadv   = Crumple - HKD (+110)
| blockadv   = -1
| blockadv   = -7
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 849: Line 868:
| name   = Flying Body Attack
| name   = Flying Body Attack
| header      = yes
| header      = yes
| input   = dp+K during Rolling Sobat
| input   = 623K during Rolling Sobat
| images   = XV_placeholder.png
| images   = XV ramon jc ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 623k623k.png
| damage   =  
| damage   = 40
| guard   =  
| guard   =  
| cancel   = Hoist
| cancel   = Hoist
Line 861: Line 880:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}


===Somersault===
===Somersault===
====hcf+B/D====
====41236B/D====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcf+k
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcf+k
| name   = Somersault
| name   = Somersault
Line 872: Line 891:
| version   = B/D
| version   = B/D
| orderId   = 1
| orderId   = 1
| input   = hcf+B/D
| input   = 41236B/D
| images   = XV_placeholder.png
| images   = XV ramon 41236k ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 41236k.png
| damage   = 100
| damage   = 100
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 14
| startup   = 14
| active   =  
| active   = 24
| recovery   =  
| recovery   = 43
| hitadv   = +53 (HKD)
| hitadv   = +53 (HKD)
| blockadv   =  
| blockadv   = Unblockable
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
====hcf+BD====
====41236BD====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcf+bd
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcf+bd
| name   = Somersault
| name   = Somersault
Line 893: Line 912:
| version   = BD
| version   = BD
| orderId   = 2
| orderId   = 2
| input   = hcf+BD
| input   = 41236BD
| images   = XV_placeholder.png
| images   = XV ramon 41236k ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 41236bd.png
| damage   = 120
| damage   = 120
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 9
| startup   = 9
| active   =  
| active   = 24
| recovery   =  
| recovery   = 43
| hitadv   = +53 (HKD)
| hitadv   = +53 (HKD)
| blockadv   =  
| blockadv   = Unblockable
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 915: Line 934:
| header      = yes
| header      = yes
| input   = AB during Somersault
| input   = AB during Somersault
| images   = XV_placeholder.png
| images   = XV ramon 41236kab ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 41236kab.png, XV ramon 41236bdab.png
| damage   =  
| damage   =  
| guard   =  
| guard   =  
Line 922: Line 941:
| startup   =  
| startup   =  
| active   =  
| active   =  
| recovery   =  
| recovery   = 20
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 931: Line 950:


===Tiger Road===
===Tiger Road===
====qcb+B/D====
====214B/D====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+k
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+k
| name   = Tiger Road
| name   = Tiger Road
Line 937: Line 956:
| version   = B/D
| version   = B/D
| orderId   = 1
| orderId   = 1
| input   = qcb+B/D
| input   = 214B/D
| images   = XV_placeholder.png
| images   = XV ramon 214k ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 214k.png, XV ramon 214k2.png, XV ramon 214k3.png
| damage   =  
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 43~69
| startup   = 43 (Back at corner) to 69 (Full Screen Run)
| active   =  
| active   = 6
| recovery   =  
| recovery   = 34 (13 on ground)
| hitadv   = +38 (HKD)
| hitadv   = +38 (HKD)
| blockadv   = -8
| blockadv   = -8
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage =  
}}
}}
====qcb+BD====
====214BD====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+bd
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+bd
| name   = Tiger Road
| name   = Tiger Road
Line 958: Line 977:
| version   = BD
| version   = BD
| orderId   = 2
| orderId   = 2
| input   = qcb+BD
| input   =  
| images   = XV_placeholder.png
| images   = XV ramon 214bd ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 214bd.png, XV ramon 214bd2.png, XV ramon 214bd3.png, XV ramon 214bd4.png
| damage   =  
| damage   = 140
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 37~60
| startup   = 37 (Back at corner) to 63 (Full Screen Run)
| active   =  
| active   = 7
| recovery   =  
| recovery   = 21
| hitadv   = +37~+39 (HKD)
| hitadv   = +37~+39 (HKD)
| blockadv   = -9~-6
| blockadv   = -9~-6
| invul   =  
| invul   = Full Body: 1 to 8 (8 Frames) / Projectile Invincibile until wall cling
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 980: Line 999:
| header      = yes
| header      = yes
| input   = AB during Tiger Road
| input   = AB during Tiger Road
| images   = XV_placeholder.png
| images   = XV ramon 214kab ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 214kab.png
| damage   =  
| damage   =  
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 17 (Earliest Cancel from neutral)
| active   =  
| active   = 4
| recovery   =  
| recovery   = 9
| hitadv   =  
| hitadv   = +8
| blockadv   =  
| blockadv   = +6
| invul   =  
| invul   =  
| stun        =  
| stun        =  
Line 996: Line 1,015:


===Feint Jump===
===Feint Jump===
====uf during Tiger Road====
====9 during Tiger Road====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+k~uf
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+k~uf
| name   = Feint Jump
| name   = Feint Jump
| header      = yes
| header      = yes
| input   = uf during Tiger Road
| input   = 9 during Tiger Road
| images   = XV_placeholder.png
| images   = XV ramon 214k9 ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 214k9.png, XV ramon 214k92.png
| damage   =  
| damage   =  
| guard   =  
| guard   =  
Line 1,008: Line 1,027:
| startup   =  
| startup   =  
| active   =  
| active   =  
| recovery   =  
| recovery   = 62 (Total Frames, 11 on ground)
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   = Full Body: 1 to 20 (20 Frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
Line 1,024: Line 1,043:
| orderId   = 1
| orderId   = 1
| input   = B/D during Tiger Road
| input   = B/D during Tiger Road
| images   = XV_placeholder.png
| images   = XV ramon 214kk ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 214kk.png
| damage   =  
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 32 (Back at corner) to 58 (Full Screen Run)
| active   =  
| active   = 20
| recovery   =  
| recovery   = 21
| hitadv   = +26~+32 (SKD)
| hitadv   = +26~+32 (SKD)
| blockadv   = -4~-3
| blockadv   = -4~-3
| invul   =  
| invul   =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage =  
}}
}}
Line 1,045: Line 1,064:
| orderId   = 2
| orderId   = 2
| input   = B/D during EX Tiger Road
| input   = B/D during EX Tiger Road
| images   = XV_placeholder.png
| images   = XV ramon 214kk ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 214bdk.png
| damage   =  
| damage   = 150
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 26 (Back at corner) to 52 (Full Screen Run)
| active   =  
| active   = 20
| recovery   =  
| recovery   = 21
| hitadv   = +26~+32 (SKD)
| hitadv   = +26~+32 (SKD)
| blockadv   = -4~-3
| blockadv   = -4~-3
| invul   =  
| invul   = Projectile Invincibility until recovery.
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}


===Force of Will===
===Force of Will===
====qcf+A/C during Tiger Road====
====236A/C during Tiger Road====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+k~qcf+p
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+k~qcf+p
| name   = Force of Will
| name   = Force of Will
Line 1,067: Line 1,086:
| version   = A/C
| version   = A/C
| orderId   = 1
| orderId   = 1
| input   = qcf+A/C during Tiger Road
| input   = 236A/C during Tiger Road
| images   = XV_placeholder.png
| images   = XV ramon jc ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 214k236p.png
| damage   =  
| damage   = 120
| guard   =  
| guard   =  
| cancel   = Hoist
| cancel   = Hoist
| startup   =  
| startup   = 32 (Back at corner) to 58 (Full Screen Run)
| active   =  
| active   = 20
| recovery   =  
| recovery   = 46
| hitadv   = +34 (HKD)
| hitadv   = +34 (HKD)
| blockadv   =  
| blockadv   = Unblockable
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
====qcf+A/C during EX Tiger Road====
====236A/C during EX Tiger Road====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+bd~qcf+p
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+bd~qcf+p
| name   = Force of Will
| name   = Force of Will
Line 1,088: Line 1,107:
| version   = AC
| version   = AC
| orderId   = 2
| orderId   = 2
| input   = qcf+A/C during EX Tiger Road
| input   = 236A/C during EX Tiger Road
| images   = XV_placeholder.png
| images   = XV ramon jc ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 214bd236p.png
| damage   =  
| damage   = 160
| guard   =  
| guard   =  
| cancel   = Hoist
| cancel   = Hoist
| startup   =  
| startup   = 23 (Back at corner) to 49 (Full Screen Run)
| active   =  
| active   = 23
| recovery   =  
| recovery   = 47
| hitadv   = +34 (HKD)
| hitadv   = +34 (HKD)
| blockadv   =  
| blockadv   = Unblockable
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}


===Bird of Paradise===
===Bird of Paradise===
====d,d+AC====
====22AC====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_dd+ac
{{MoveData-KOFXV | character = Ramón | moveId = ramon_dd+ac
| name   = Bird of Paradise
| name   = Bird of Paradise
| header      = yes
| header      = yes
| input   = d,d+AC
| input   = 22AC
| images   = XV_placeholder.png
| images   = XV ramon 22ac ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 22ac.png, XV ramon 22ac2.png
| damage   =  
| damage   = 80 [40]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   = Hoist
| cancel   = Hoist
| startup   = 31
| startup   = 31
| active   =  
| active   = 4 (1) 6
| recovery   =  
| recovery   = 10
| hitadv   = +31 (HKD)
| hitadv   = +31 (HKD) / OTG (51)
| blockadv   = -10
| blockadv   = -2
| invul   =  
| invul   =  
| stun        =  
| stun        = 60 [0]
| guardDamage =  
| guardDamage =  
}}
}}


===Feint Step===
===Feint Step===
====qcb+A====
====214A====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+a
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+a
| name   = Feint Step
| name   = Feint Step
Line 1,132: Line 1,151:
| version   = A
| version   = A
| orderId   = 1
| orderId   = 1
| input   = qcb+A
| input   = 214A
| images   = XV_placeholder.png
| images   = XV ramon 214a ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 214a.png, XV ramon 214a2.png
| damage   =  
| damage   = 100
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 16 (+180)
| startup   = 16 (+180)
| active   =  
| active   = 6
| recovery   =  
| recovery   = 28
| hitadv   = +63 (HKD)
| hitadv   = HKD (68 - Close to 73 - Max Range)
| blockadv   = -20
| blockadv   = -15 (Close) to -10 (Max Range)
| invul   =  
| invul   =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage =  
}}
}}
====qcb+C====
====214C====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+c
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+c
| name   = Feint Step
| name   = Feint Step
Line 1,153: Line 1,172:
| version   = C
| version   = C
| orderId   = 2
| orderId   = 2
| input   = qcb+C
| input   = 214C
| images   = XV_placeholder.png
| images   = XV ramon 214a ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 214a.png
| damage   =  
| damage   =  
| guard   =  
| guard   =  
Line 1,161: Line 1,180:
| startup   =  
| startup   =  
| active   =  
| active   =  
| recovery   = 15 (+180)
| recovery   = 10 / 190 (Max button hold)
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 1,168: Line 1,187:
| guardDamage =  
| guardDamage =  
}}
}}
====214AC====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcb+ac
| name   = Feint Step
| header      = no
| version   = AC
| orderId   = 3
| input   = 214AC
| images   = XV ramon 214a ima.png
| hitboxes   = XV ramon 214ac.png, XV ramon 214ac2.png
| damage   =
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 11
| active   = 6
| recovery   = 21
| hitadv   = HKD (73 - Close to 80 - Max Range)
| blockadv   = -10 (Close) to -3 (Max Range)
| invul   =
| stun        = 0
| guardDamage =
}}
==Supers==
==Supers==
===Tiger Spin===
===Tiger Spin===
====hcb,hcb+A/C====
====6321463214A/C====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcbhcb+p
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcbhcb+p
| name   = Tiger Spin
| name   = Tiger Spin
Line 1,176: Line 1,217:
| version   = A/C
| version   = A/C
| orderId   = 1
| orderId   = 1
| input   = hcb,hcb+A/C
| input   = 6321463214A/C
| images   = XV_placeholder.png
| images   = XV ramon 6321463214p ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 6321463214p.png
| damage   =  
| damage   = 250
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 3
| startup   = 3
| active   =  
| active   = 3
| recovery   =  
| recovery   = 61
| hitadv   = +20 (HKD)
| hitadv   = +30 (HKD)
| blockadv   =  
| blockadv   = Unblockable
| invul   =  
| invul   = Full Body: 1 to 3 (3 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
====hcb,hcb+AC====
 
====6321463214AC====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcbhcb+ac
{{MoveData-KOFXV | character = Ramón | moveId = ramon_hcbhcb+ac
| name   = Tiger Spin
| name   = Tiger Spin
| header      = yes
| header      = no
| version   = AC
| version   = AC
| orderId   = 2
| orderId   = 2
| input   = hcb,hcb+AC
| input   = 6321463214AC
| images   = XV_placeholder.png
| images   = XV ramon 6321463214p ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 6321463214ac.png
| damage   =  
| damage   = 400 (100+100+200)
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 1
| startup   = 1
| active   =  
| active   = 3
| recovery   =  
| recovery   = 56
| hitadv   = +16 (HKD)
| hitadv   = +31 (HKD)
| blockadv   =  
| blockadv   = Unblockable
| invul   =  
| invul   = Full Body: 1 to 3 (3 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
===El • Diablo • Amarillo • Ramón • Volando===
===El • Diablo • Amarillo • Ramón • Volando===
====qcb,hcf+B/D====
====2141236B/D====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcbhcf+k
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcbhcf+k
| name   = El • Diablo • Amarillo • Ramón • Volando
| name   = El • Diablo • Amarillo • Ramón • Volando
Line 1,219: Line 1,262:
| version   = B/D
| version   = B/D
| orderId   = 1
| orderId   = 1
| input   = qcb,hcf+B/D
| input   = 2141236B/D
| images   = XV_placeholder.png
| images   = XV ramon 2141236k ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 2141236k.png, XV ramon 2141236k2.png
| damage   =  
| damage   = 190 (20+10*2+20*5+50)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Advanced, Climax
| cancel   = Advanced, Climax
| startup   =  
| startup   = 13 (Back at corner) to 31 (Full Screen Run)
| active   =  
| active   = 15
| recovery   =  
| recovery   = 21
| hitadv   = +93 (HKD)
| hitadv   = +93 (HKD)
| blockadv   = -6
| blockadv   = -17 (Close) to -6 (Max Range)
| invul   =  
| invul   = Full Body: 6 frames after super flash
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
====qcb,hcf+BD====
====2141236BD====
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcbhcf+bd
{{MoveData-KOFXV | character = Ramón | moveId = ramon_qcbhcf+bd
| name   = El • Diablo • Amarillo • Ramón • Volando
| name   = El • Diablo • Amarillo • Ramón • Volando
| header      = yes
| header      = no
| version   = BD
| version   = BD
| orderId   = 2
| orderId   = 2
| input   = qcb,hcf+BD
| input   = 2141236BD
| images   = XV_placeholder.png
| images   = XV ramon 2141236k ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 2141236bd.png, XV ramon 2141236bd2.png
| damage   =  
| damage   = 340 (40+20*6+30+50+100)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Climax
| cancel   = Climax
| startup   =  
| startup   = 8
| active   =  
| active   = 16
| recovery   =  
| recovery   = 21
| hitadv   = +93 (HKD)
| hitadv   = +93 (HKD)
| blockadv   = -8
| blockadv   = -18 (Close) to -8 (Max Range)
| invul   =  
| invul   = Full Body: 1 to 7 (7 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 1,260: Line 1,303:
| name   = Hyper Sonic • Ramón
| name   = Hyper Sonic • Ramón
| header      = yes
| header      = yes
| input   = qcb,hcf+CD
| input   = 2141236CD
| images   = XV_placeholder.png
| images   = XV ramon 2141236cd ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV ramon 2141236cd.png, XV ramon 2141236cd2.png
| damage   =  
| damage   = 450 Min: 225
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 9
| startup   = 9
| active   =  
| active   = 20
| recovery   =  
| recovery   = 55
| hitadv   = +20 (HKD)
| hitadv   = +20 (HKD)
| blockadv   =  
| blockadv   = Unblockable
| invul   =  
| invul   = Full Body: 1 to 12 (12 Frames), Projectile Invincibility: 13 to 28 (16 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}


[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]
[[Category:The King of Fighters XV]][[Category:Ramon]]

Latest revision as of 14:58, 6 November 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Far Standing Normals

st.A

Ramón
ramon_sta
st.A
st.A
stand 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Mid-4591 (Close) to 2 (Max Range)-1 (Close) to 0 (Max Range)-30-


st.B

Ramón
ramon_stb
st.B
st.B
stand 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-6412-1-3-30-


st.C

Ramón
ramon_stc
st.C
st.C
stand 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial8623-8-10-70-


st.D

Ramón
ramon_std
st.D
st.D
stand 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-11419-2-4-70-


Close Standing Normals

cl.A

Ramón
ramon_cla
cl.A
cl.A
close 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25MidCancel437+5+3-30-



Ramón
ramon_claa
cl.AA
cl.AA
rush
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Mid-6---3-5-0-



Ramón
ramon_claaa
cl.AAX
cl.AAX
rush
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Mid-12---6-8-0-


cl.B

Ramón
ramon_clb
cl.B
cl.B
close 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30LowCancel43120-2-30-


cl.C

Ramón
ramon_clc
cl.C
cl.C
close 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70MidCancel5421-4-6-70-


cl.D

Ramón
ramon_cld
cl.D
cl.D
close 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80MidCancel8617-20-70-


Crouch Normals

cr.A

Ramón
ramon_cra
cr.A
cr.A
crouch 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25MidCancel438+4+2-30-


cr.B

Ramón
ramon_crb
cr.B
cr.B
crouch 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15LowCancel4313-1-3-30-


cr.C

Ramón
ramon_crc
cr.C
cr.C
crouch 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70MidCancel11316+20-70-


cr.D

Ramón
ramon_crd
cr.D
cr.D
crouch 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80LowCancel12419SKD (+26 Recovery Roll / +53 No Recovery Roll)-4-70-


jump normals

hop A

Ramón
ramon_ha
h.A
h.A
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-651 on ground---30-


jump A

Ramón
ramon_ja
j.A
j.A
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-661 on ground---30-


hop B

Ramón
ramon_hb
h.B
h.B
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-561 on ground---30-


jump B

Ramón
ramon_jb
j.B
j.B
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-581 on ground---30-



hop C

Ramón
ramon_hc
h.C
h.C
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-10101 on ground---70-


jump C

Ramón
ramon_jc
j.C
j.C
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-10121 on ground---70-


hop D

Ramón
ramon_hd
h.D
h.D
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-951 on ground---70-


jump D

Ramón
ramon_jd
j.D
j.D
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-961 on ground---70-


Command normals

Sankaku-Tobi

Ramón
ramon_j9
j.9 near wall
j.9 near wall
Sankaku-Tobi
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----1 on ground-----


Drop Kick

Ramón
ramon_df+d
3D
3D
Drop Kick
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70LowSuper12329-11-13-60-



Ramón
ramon_df+dcancel
3D (cancel)
3D (cancel)
Drop Kick
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50MidSpecial16329-11-13-40-


Head Butt

Ramón
ramon_f+a
6A
6A
Head Butt
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70HighHoist22223+39 (HKD)-6-80-



Ramón
ramon_f+acancel
6A (cancel)
6A (cancel)
Head Butt
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45MidSpecial15220-1-3-40-


Hoist 1

Ramón
ramon_dd+a
22A
22A
Hoist 1
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
20-Super---1--0-


Hoist 2

Ramón
ramon_dd+c
22C
22C
Hoist 2
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60-----SKD (+34: Recovery Roll / +74: No Recovery Roll)--0-


Blowback

Blowback

Ramón
ramon_cd
st.CD
st.CD
Blowback
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75MidSpecial17425+71~+87-6-100-


Shatter Strike

Ramón
ramon_qcf+cd
236CD
236CD
Shatter Strike

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple - HKD (+93)-10Armor: 4 to 14 (11 frames)0-


AdvanceStrike

Ramón
ramon_qcb+cd
214CD
214CD
AdvanceStrike

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Ramón
ramon_hcd
h.CD
h.CD
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-951 on groundSKD--80-


jump CD

Ramón
ramon_jcd
j.CD
j.CD
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-961 on groundSKD--80-


Throws

forward throw

Ramón
ramon_fthrow
(close) 4C or 6C
(close) 4C or 6C
Arm Whip
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110+29 (HKD)--0-


back throw

Ramón
ramon_bthrow
(close) 4D or 6D
(close) 4D or 6D
Flying Mare
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110+44 (HKD)--0-


Specials

Tiger Neck Chancery

41236A

Ramón
ramon_hcf+a
41236A
41236A
Tiger Neck Chancery

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120--5136+37 (HKD)UnblockableFull Body: 1 to 5 (5 Frames)0-


41236C

Ramón
ramon_hcf+c
41236C
41236C
Tiger Neck Chancery

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120--10136+37 (HKD)UnblockableThrow Invincible: 1 to 9 (9 Frames), Full Body: 10 (1 Frame)0-


41236AC

Ramón
ramon_hcf+ac
41236AC
41236AC
Tiger Neck Chancery
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160--1133+69 (HKD)UnblockableFull Body: 1 (1 Frame)0-


Rolling Sobat

623B

Ramón
ramon_dp+b
623B
623B
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65MidSuper15423+54 (HKD)-8Low: 10 to 29 (20 Frames)60-


623D

Ramón
ramon_dp+d
623D
623D
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80HighSuper24529+47 (HKD)-15-80-


623BD

Ramón
ramon_dp+bd
623BD
623BD
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-13422Crumple - HKD (+110)-7-0-


Flying Body Attack

dp+K during Rolling Sobat

Ramón
ramon_dp+k~dp+k
623K during Rolling Sobat
623K during Rolling Sobat
Flying Body Attack
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40-Hoist17--+9 (HKD)--0-


Somersault

41236B/D

Ramón
ramon_hcf+k
41236B/D
41236B/D
Somersault
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--142443+53 (HKD)Unblockable-0-


41236BD

Ramón
ramon_hcf+bd
41236BD
41236BD
Somersault
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120--92443+53 (HKD)Unblockable-0-


Stop

AB during Somersault

Ramón
ramon_hcf+k~ab
AB during Somersault
AB during Somersault
Stop

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----20-----


Tiger Road

214B/D

Ramón
ramon_qcb+k
214B/D
214B/D
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-43 (Back at corner) to 69 (Full Screen Run)634 (13 on ground)+38 (HKD)-8-80-


214BD

Ramón
ramon_qcb+bd
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
140High-37 (Back at corner) to 63 (Full Screen Run)721+37~+39 (HKD)-9~-6Full Body: 1 to 8 (8 Frames) / Projectile Invincibile until wall cling0-


Feint Dash

AB during Tiger Road

Ramón
ramon_qcb+k~ab
AB during Tiger Road
AB during Tiger Road
Feint Dash
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
---17 (Earliest Cancel from neutral)49+8+6---


Feint Jump

9 during Tiger Road

Ramón
ramon_qcb+k~uf
9 during Tiger Road
9 during Tiger Road
Feint Jump

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----62 (Total Frames, 11 on ground)--Full Body: 1 to 20 (20 Frames)--


Cross Chop

B/D during Tiger Road

Ramón
ramon_qcb+k~k
B/D during Tiger Road
B/D during Tiger Road
Cross Chop
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-32 (Back at corner) to 58 (Full Screen Run)2021+26~+32 (SKD)-4~-3-60-


B/D during EX Tiger Road

Ramón
ramon_qcb+bd~k
B/D during EX Tiger Road
B/D during EX Tiger Road
Cross Chop
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
150Mid-26 (Back at corner) to 52 (Full Screen Run)2021+26~+32 (SKD)-4~-3Projectile Invincibility until recovery.0-


Force of Will

236A/C during Tiger Road

Ramón
ramon_qcb+k~qcf+p
236A/C during Tiger Road
236A/C during Tiger Road
Force of Will
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120-Hoist32 (Back at corner) to 58 (Full Screen Run)2046+34 (HKD)Unblockable-0-


236A/C during EX Tiger Road

Ramón
ramon_qcb+bd~qcf+p
236A/C during EX Tiger Road
236A/C during EX Tiger Road
Force of Will
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160-Hoist23 (Back at corner) to 49 (Full Screen Run)2347+34 (HKD)Unblockable-0-


Bird of Paradise

22AC

Ramón
ramon_dd+ac
22AC
22AC
Bird of Paradise

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 [40]HighHoist314 (1) 610+31 (HKD) / OTG (51)-2-60 [0]-


Feint Step

214A

Ramón
ramon_qcb+a
214A
214A
Feint Step

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-16 (+180)628HKD (68 - Close to 73 - Max Range)-15 (Close) to -10 (Max Range)-60-


214C

Ramón
ramon_qcb+c
214C
214C
Feint Step
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----10 / 190 (Max button hold)-----


214AC

Ramón
ramon_qcb+ac
214AC
214AC
Feint Step

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-11621HKD (73 - Close to 80 - Max Range)-10 (Close) to -3 (Max Range)-0-


Supers

Tiger Spin

6321463214A/C

Ramón
ramon_hcbhcb+p
6321463214A/C
6321463214A/C
Tiger Spin
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
250--3361+30 (HKD)UnblockableFull Body: 1 to 3 (3 Frames)0-


6321463214AC

Ramón
ramon_hcbhcb+ac
6321463214AC
6321463214AC
Tiger Spin
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
400 (100+100+200)--1356+31 (HKD)UnblockableFull Body: 1 to 3 (3 Frames)0-


El • Diablo • Amarillo • Ramón • Volando

2141236B/D

Ramón
ramon_qcbhcf+k
2141236B/D
2141236B/D
El • Diablo • Amarillo • Ramón • Volando

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
190 (20+10*2+20*5+50)MidAdvanced, Climax13 (Back at corner) to 31 (Full Screen Run)1521+93 (HKD)-17 (Close) to -6 (Max Range)Full Body: 6 frames after super flash0-


2141236BD

Ramón
ramon_qcbhcf+bd
2141236BD
2141236BD
El • Diablo • Amarillo • Ramón • Volando

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
340 (40+20*6+30+50+100)MidClimax81621+93 (HKD)-18 (Close) to -8 (Max Range)Full Body: 1 to 7 (7 Frames)0-


Hyper Sonic • Ramón

Ramón
ramon_qcbhcf+cd
2141236CD
2141236CD
Hyper Sonic • Ramón

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
450 Min: 225--92055+20 (HKD)UnblockableFull Body: 1 to 12 (12 Frames), Projectile Invincibility: 13 to 28 (16 frames)0-