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The King of Fighters 2002 UM/Ramon: Difference between revisions
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*cl.A is very fast, whiffs on low crouchers, and is a good button to mash out of pressure. You'll often get st.A by mistake but it's not a bad option either. | *cl.A is very fast, whiffs on low crouchers, and is a good button to mash out of pressure. You'll often get st.A by mistake but it's not a bad option either. | ||
*cl.B is very fast, hits low and chains into cr.A but it's fairly tight and has to be done point-blank to get cl.B and not st.B. | *cl.B is very fast, hits low and chains into cr.A but it's fairly tight and has to be done point-blank to get cl.B and not st.B. | ||
*cl.C lacks range, is on the slower side and would be fairly unsafe if you shouldn't always cancel it into df+B | *cl.C lacks range, is on the slower side and would be fairly unsafe if you shouldn't always cancel it into df+B, qcb+C. | ||
*cl.D's better range doesn't salvage its poor speed. Best used as meaty. | *cl.D's better range doesn't salvage its poor speed. Best used as meaty. | ||
Revision as of 20:35, 25 April 2021
Movelist
Throws
Command Move
Special Moves
Tiger Neck Chancery - close, + /
Feint step - + / (Hold or to charge)
Desperation Moves
El Diablo Amarillo Ramon - + /
Super Desperation Move
Hidden Super Desperation Move
0 Bar |
Anywhere
Corner Only |
cr.A, cr.A/st.A, hcf+P= 19% (deep jump-in or cross-up), cl.C, df+B, hcf+P / qcb+A = 22-25% (deep jump-in), cl.C, df+B, dp+D > dp+K > d,d+P = 29% |
1 Bar |
Anywhere Very Close |
cr.C, df+B, qcb,hcf+K = 33% (deep jump-in or cross-up), cl.C, df+B, qcb,hcf+K = 31% |
2 Bar |
Anywhere Very Close Corner |
cr.C, df+B, AB(GCRoll), hcbx2+P = 36% (deep jump-in or cross-up), cl.C, dp+B > dp+K > d,d+P (SC) hcbx2+P = 45% (deep jump-in), cl.C, df+B, dp+D > dp+K > d,d+P (SC) hcbx2+P = 53% |
3 Bar |
Very Close, HSDM |
(deep jump-in or cross-up), cl.C, df+B, BC run, cl.D, df+B, qcb,hcf+AC = Up to 62% |
Normals
Close
- cl.A/B/C/D are all special cancellable. A small upside for being the character with the worst close normal activation ranges in the entire game.
- cl.A is very fast, whiffs on low crouchers, and is a good button to mash out of pressure. You'll often get st.A by mistake but it's not a bad option either.
- cl.B is very fast, hits low and chains into cr.A but it's fairly tight and has to be done point-blank to get cl.B and not st.B.
- cl.C lacks range, is on the slower side and would be fairly unsafe if you shouldn't always cancel it into df+B, qcb+C.
- cl.D's better range doesn't salvage its poor speed. Best used as meaty.
Stand
- st.A is special cancellable
- st.A is fast but lacks range and whiffs on low crouchers, it's a good button to mash out of pressure and a somewhat decent anti-air button.
- st.B's great speed makes up for its fairly short range. Main grounded poke.
- st.C's better range and decent speed make it another good poke.
- st.D is too slow for a reaction anti-air but its upward angle and priority can surely work preemptively.
Crouching
- cr.A/B/C/D are special cancellable.
- cr.A's range is on the shorter end but its speed keeps it relevant for both poking and mashing out of pressure. It chains into any light normal.
- cr.B's good speed would seem wasted as it doesn't chain into anything unless done meaty but it's an excellent meaty.
- cr.C is slow but has deceptively good range to support his otherwise very short-range conversions.
- cr.D's decent speed, nice extra range from him moving forward, plus on block and very good low-profile all make it a great sweep and trip.
Jumping
- j.A/B/C/D are all deep, able to hit every croucher
- j.A is his fastest air normal.
- j.B stays out for longer but has worse priority to the ground and is a poor cross-up.
- J.C is Ramon's go to crossup tool
- j.D has a steep downward angle and is great as a jump in move and it will crossup ambigously on crouching opponents
Blowback
- st.CD going over lows, being hard knockdown and counter wire are all nice perks. It whiffs on low crouchers.
- j.CD's great speed and range make it a very threatening air to air but it whiffs on tiny crouchers.
Throws
Arm Whip - (f/b + C)
- grants hard knockdown
Flying Mare - (f/b + D)
- grants hard knockdown
Command Move
Low Altitude Drop Kick - (df + B)
- Ramon launches a flying kick at the opponent. Hits low.
- can combo into it from cl.C/D and cr.C and into specials / supers.
- free-cancelable into supers when done raw.
- only slightly negative on block so you can use it as a spacing tool
- advances Ramon almost 1/2 the screen
Special Moves
Tiger Neck Chancery -(hcf + A/C)
- Ramon leans in and grabs the opponent picking them up and dropping them in the opposite guard direction.
- hard, back-turned knockdown
- has a brief invincibility window in the first few frames
- can be comboed into from cl.A/B/C and cr.C
- is an unblockable command throw
- has a deceptively great range for a throw
- good mixup potential from a feint step cancel as Ramon is still in range to land the command throw if you were close to opponent
Rolling Sobat - (dp + B/D)
- Ramon throws out a kick that knocks the opponent away
- hard knockdown
- hits overhead
- can be comboed into
- pretty negative on block
- Wire damage on counter hit
┗Flying body attack - during Rolling Sobbat, (dp + B/D)
- Ramon follows up the kick by throwing himself through the air to body slam the opponent
- grants a hard knockdown
┗Pull Up - during Flying Body Attack or Force of Will, (d,d + A/C)
- Ramon pulls the opponent off the ground and clocks them with his fist
- technically resets the combo counter. EX: cl.C, dp+B, dp+B,d,d+A is a 4 hit combo, but if you land his qcb,hcf+B/D super from the Pull Up hit you start a separate 14 hit combo that the opponent could do nothing about.
- Super cancelable
Feint Step - (qcb + A/C)
- Ramon twirls from the opponent and paces back and forth for a set amount of time you can hold the button til
- A version launches Ramon at the opponent with a drop kick when the button is released
- A version's dropkick is massively negative on block
- A version wire damages on counter hit
- C version is a feint and when you release the button Ramon is at neutral again
- C version is intregal to Ramon's mixup game
- both version can be charged up to three times Ramon's pacing distance, then they release their actions (ie a dropkick or feint)
Somersault - (hcf + B/D)
- Ramon runs the length of the screen if necessary and grabs the opponent climbing unto their chest, stomping on their face and finishes with a backflip
- counts as unblockable command throw
- like most dash throws, has invincibility to lows.
- can cancel by pressing ABC from the startup frames all the way to just next to the opponent
- another risk/reward mixup tool on top of his other mixup tools
Tiger Road - (rdp + B/D)
- Ramon runs to the wall opposite the opponent and proceed to do a body slam next to it
- causes hard knockdown
- hits overhead
┗Feint Dash - during Tiger Road, Tiger Road 2 or Savage Fire Cat Dashing, (ABC)
- Ramon stops during the dash animation of the run to the wall
- connects as an overhead that is super-cancelable.
- another cancel feint in his arsenal
- can super cancel the feint stop animation into his super that looks like a Tiger Road until he's in the air
┗Cross Chop - During Tiger Road, when touching wall, (D)
- Ramon flies from the opposite wall with a dual elbow drop toward the opponent
- causes soft knockdown
- hits overhead
- very unsafe on block
Tiger Road 2 - (qcb + B/D)
- same a Tiger Road 1, but with different follow ups
┗Force of Will - during Tiger Road 2 when touching wall, (qcf + A)
- Ramon flies at the opponent from the wall with body slam that wraps into a throw
- causes hard knockdown
- counts as unblockable.
- the higher in the air the opponent is, the more damage it deals.
┗Pull Up - during Flying Body Attack or Force of Will, (d,d + A/C)
Ramon pulls the opponent off the ground and clocks them with his fist technically resets the combo counter. EX: cl.C, dp+B, dp+B,d,d+A is a 4 hit combo, but if you land his qcb,hcf+B/D super from the Pull Up hit you start a separate 14 hit combo that the opponent could do nothing about. Super cancellable
Bird of Paradise - (d, d + A . C)
- Ramon backflips with his knees onto the opponent.
- Hits off the ground.
Desperation Moves
Tiger Spin - (hcb x 2 + A/C)
- Ramon unleashes the tiger and grabs the opponent for a somersaulting attack
- causes hard knockdown
- will hit standing or crouching opponents
- can combo into it
- counts as an unblockable grab
- great combo ender for his full Sobat combo as it leads to knockdown
El Diablo Amarillo Ramon - (qcb hcf + B/D)
- Ramon run toward the opponent and lands a flurry of blows ending it in a drop kick
- B version goes to about mid screen
- D version goes full screen
- hard knockdown
- can combo into it
Savage Fire Cat - (qcf hcb + B/D)
- Ramon jumps to the wall then to the opponent landing a grab that turns into a bunch of aerial blows
- looks identical to his Tiger Road moves until he is in the air, then you can see the super trails
- is unblockable.
- will hit stand, crouching or jumping opponents
- soft knockdown
- interesting mix up tool if you've taught your opponent to block Tiger Roads
- the move is even harder to react to if Ramon is back into the corner as the opponent will have less time to react to the super flash off the wall.
Super Desperation Move
Tiger Spin - (hcb x 2 + AC)
- Ramon grabs the opponent and back drops the twice, then throws them where they came from
- powered up version of Ramon's command throw super
- hard knockdown
- can combo into it
- better damage combo ender for his Sobat combos if you have the meter to burn
HSDM
Hypnotic Tiger - (qcb hcf + AC)
- the tiger unleashes again in a massively stylish compilation of Ramon's moves.
- hard knockdown
- dashes to hit about half the screen
- final hit is randomized.
Combos
When doing cl.C, df+B, qcb+C, micro-run, cr.C, df+B the second df+B tends to whiff on crouching Bao if you haven't reached the corner by then.
0 Stock
Anywhere
- cr.Ax1~3, far B
- Decent string to mash out of a wide enough frametrap. You can add a 4th cr.A but it's very tight.
- cl.B, cr.A/st.A, hcf+P
- Your only form of low conversion, far from ideal but works and grants good oki. st.A will miss on crouching Chin and low crouchers except for Andy, Yashiro, Yamazaki, Billy, Kim, Hinako.
★ cr.Ax1~2, cr.A / st.A, hcf+P
- Not a low but a more reliable version of the previous route. cr.A is fast so getting a proper conversion off it after mashing out of a gap is great. st.A will miss on crouching Chin and low crouchers except for Andy, Yashiro, Yamazaki, Billy, Kim, Hinako.
★ cl.C, df+B, hcf+P / hcf+K / qcb+A
- Meterless bnb. Best as a punish or after a deep jump-in. Make sure to lightly press A to avoid delaying qcb+A. Pick hcf+P for better damage, oki and sideswitch; hcf+K to keep your opponent in the corner at the cost of worse oki; qcb+A for a hcf+K with less damage but better oki. Cancel df+B into qcb+C on block to be plus and keep up pressure.
★ cr.C, df+B, qcb+A
- Bnb conversion with far better range, almost all the way to the tip of cr.C. You can end with hcf+P if you land cr.C close enough but that goes against the point of using cr.C. Cancel df+B into qcb+C on block to be plus and keep up pressure.
- cl.C, (delay) df+B
- Whether you delay it or not, this is extremely safe because of df+B's extra blockstun. It just looks punishable which is the point, delaying df+B makes it a low that they need to crouch for and if they do, an uneducated guess would be to use a reversal punish. One you'll be able to block and punish yourself. This also opens up the opponent for the next route.
- cl.C, dp+B > dp+K > d,d+P
- Less damage and oki than the bnb, and dp+B being punishable on block would be enough to invalidate this route if not for dp+B being an overhead to mix with the previous delayed df+B low. All in all, these two routes are mostly just knowledge checkpoints and are inferior to doing a bnb then canceling df+B into qcb+C on block to be plus and keep your turn going.
- cl.C, df+B, qcb+C, micro-run, cr.C, df+B, qcb+A
- The micro-run is a 2f window and you have to let go the punches as soon as possible on qcb+C/A. This will require hours of practice but will make a big difference in your string pressure since even if you miss the window as long as you're properly in range cr.C becomes a frametrap. Cancel the 2nd df+B into qcb+C on block to be plus and keep up pressure
Corner
★ cl.C, df+B, dp+D > dp+K > d,d+P
- Damaging combo but dp+D will miss on Robert and these inconsistent characters minus the st.Kyo-tier. Omit d,d+P if you'd rather keep some oki.
1 Stock
Anywhere
- cl.B / cr.A, cr.A, hcbx2+P
- You can do shortcut it as cl.B/cr.A, hcb, cr.A, hcb+P. You can replace the 2nd cr.A by st.A but then you'll have to press it outside of cl.B/cr.A's cancel window to avoid qcb+A, it's harder. st.A's extra range isn't worth it. 29%.
★ cl.C, df+B, hcbx2+P
- Best as a punish or after a deep jump-in. hcbx2+P does better damage and oki, use qcb,hcf+K only if you just can't do hcbx2+P. Do qcb+C instead of super to be safe on block. 34%.
★ cr.C, df+B, qcb,hcf+K
- Less damaging but longer conversion. qcb,hcf+K leaves you without frame advantage. 33%.
- cl.C, df+B, qcb+C, micro-run, cr.C, df+B, qcb,hcf+K
- Optimized version of the 1 bar route. The micro-run is a 2f window and you have to let go qcb+C as soon as possible. Hard. 43%.
2 Stocks
Anywhere
- cl.C, df+B, BC run, cl.D, df+B, hcbx2+P
- Does only a little more than the 1 bar version on top of activating off df+B which is tight, not great. 41%.
★ cl.C / cr.C, df+B, AB(GCRoll), hcbx2+P
- Easier version of the 1 bar conversion that works all the way from cr.C. 36%.
★ cl.C, dp+B > dp+K > d,d+P, (SC) hcbx2+P
- Best as a punish or after a deep jump-in. Better damage while being even easier than the previous one. 45%.
- cl.C, df+B, qcb+C, micro-run, cr.C, df+B, AB(GCRoll), hcbx2+P
- Slightly easier optimal midscreen route. 46%.
- cl.C, df+B, qcb+C, micro-run, cr.C, df+B, BC run, cl.C, df+B, hcbx2+P
- Little damage gain for a max activation, only worth it if you're consistent at it. 50%.
- cl.C, df+B, qcb+C, micro-run, cr.C, df+B, BC run, cl.C, df+B, qcb+C, micro-run, cr.C, df+B, qcb,hcf+K
- Don't do this to yourself, love yourself. 52%.
- cl.C, df+B, qcb+C, micro-run, cr.C, df+B, BC run, cl.C, dp+B > dp+K > d,d+P, (SC) hcbx2+P
- Much better mix of difficulty for damage but still underwhelming. 54%.
Corner
★ cl.C, df+B, dp+D > dp+K > d,d+P, (SC) hcbx2+P
- Much more reliable corrner variant of the 2 bar conversion with easy and great damage. dp+D will miss on Robert and these inconsistent characters minus the st.Kyo-tier. 53%.
- cl.C, df+B, qcb+C, micro-run, cr.C, df+B, BC run, cl.C, df+B, dp+D > dp+K > d,d+P, (SC) hcbx2+P
- Too hard for not much reward. dp+D will miss on Robert and these inconsistent characters minus the st.Kyo-tier. 58%.
3 Stocks
Anywhere
- cl.C, df+B, hcbx2+AC / qcb,hcf+AC
- Better confirm than the 2 bar but same damage. 45% for SDM, up to 55% for HSDM.
★ cl.C, df+B, BC run, cl.D, df+B, hcbx2+AC / qcb,hcf+AC
- Only worth it with the hsdm. 52% for SDM, up to 62% for HSDM.
- cl.C, df+B, qcb+C, micro-run, cr.C, df+B, BC run, cl.C, df+B, hcbx2+AC / qcb,hcf+AC
- Little damage gain for a max activation, only worth it if you're consistent at it. 61% for SDM, up to 71% for HSDM.
- cl.C, df+B, qcb+C, micro-run, cr.C, df+B, BC run, cl.C, dp+B > dp+K > d,d+P, (SC) hcbx2+AC
- Better mix of difficulty for damage but still underwhelming. 65%.
- cl.C, df+B, qcb+C, micro-run, cr.C, df+B, BC run, cl.C, df+B, qcb+C, micro-run, cr.C, df+B, qcb,hcf+AC
- Don't do this to yourself, love yourself. Up to 76%.
Corner
- cl.C, df+B, BC run, cl.D, df+B, dp+D > dp+K > d,d+P, (SC) hcbx2+AC
- Very little damage gain for an extra bar. dp+D will miss on Robert and these inconsistent characters minus the st.Kyo-tier. 60%.
- cl.C, df+B, qcb+C, micro-run, cr.C, df+B, BC run, cl.C, df+B, dp+D > dp+K > d,d+P, (SC) hcbx2+AC
- Hard but the reward is interesting. dp+D will miss on Robert and these inconsistent characters minus the st.Kyo-tier. 69%.
4 Stocks
Anywhere
- cl.C/cr.C, df+B, AB(GCRoll), hcbx2+AC
- Easy and reliable enough to just dump the meter if you need the damage. 45%.
- cl.C, dp+B > dp+K > d,d+P, (SC) hcbx2+AC
- Best as a punish or after a deep jump-in. Good enough for an easy route if you need the extra damage. 56%.
- cl.C, df+B, qcb+C, micro-run, cr.C, df+B, BC run, cl.C, df+B, qcb+C, micro-run, cr.C, df+B, AB(GCRoll), hcbx2+AC
- Don't do this to yourself, love yourself. 66%.
Corner
- cl.C, df+B, dp+D > dp+K > d,d+P, (SC) hcbx2+AC
- Reliable corrner routte. dp+D will miss on Robert and these inconsistent characters minus the st.Kyo-tier. 64%.
Videos
External Links
Check Ramon's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel