|description= * The most important move in Ramón's arsenal, and what glues the entire character together. While qcb+A is a dropkick which results in amazing corner carry while granting a hard knockdown (although it is very unsafe), qcb+C is a feint which effectively gives Ramón free Roman Cancels on all of his cancellable normals, as well as a way to run away and retain spacing for footsies. This can also be used to space for crossups and other mixup options during pressure. Your mastery of Ramón hinges entirely on your mastery of this move.
|description= * qcb+A is a dropkick which results in good corner carry while granting a hard knockdown and a guaranteed Bird of Paradise in the corner. It is unsafe, and using it as a read in neutral will most likely get you killed. qcb+C is the most important move in Ramón's arsenal, and what glues the entire character together. It is a feint which effectively gives Ramón free Roman Cancels on all of his cancellable normals, as well as a way to run away and retain spacing for footsies. This can also be used to space for crossups and other mixup options during pressure. On its own it can be used as a backwards run of sorts, giving you much more precision than a backdash but also leaving you in counter hit state throughout, and you don't build meter. Your mastery of Ramón hinges entirely on your mastery of this move.
Ramón is an influential luchador (Mexican pro-wrestler) who has been called the “strongest human alive”. Though he always wears a bright smile, Ramón isn’t afraid to tell people how it is.
Although small for a fighter, he toys with his opponents by utilizing his agility and skillful throws. He joins G.A.W. where he fights alongside Antonov.
Movelist
(*) = EX OK
(!) = MAX OK
[ Input ] = Hold input briefly.
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done on both the ground and in the air.
The crux of Ramón's pressure lies in his Feint Step (qcb+P), which sees him stepping back and forth until the button is released. The light version unleashes a dropkick once released, which is great as a combo ender because of the hard knockdown and absurd amount of frame advantage it gives you but is a very ballsy way to end your strings given it is punishable on block. The heavy version, however, does nothing. By cancelling into it after it connects and releasing the button ASAP, Ramón gets a ton of frame advantage to play with. Think of it as a free Roman Cancel, but limited in comparison. Ramón can cancel his suite of close and crouching normals into this move, some of them even on whiff to reduce their recovery and to strengthen their utility in footsies. cl.C is fast and cr.C reaches far, and if either of them hit they lead to extremely high damage and great okizeme if Ramón has two bars to spend on his EX walldive super (qcb,hcf+K). cr.D reaches the farthest of Ramón's normals, but given it's a sweep it only leads to a soft knockdown on hit. Ramón has no need to feint cancel his lights, as his B buttons are fast and his A buttons leave him slightly plus.
The high reward Ramón gets from his strikes is backed up by his command grabs as mixup tools and Feint Step's ability to set both of them up nicely. For a strike/throw game, Ramón can either run in with something fast to reset his pressure or he can use Somersault (hcf+K), his running grab, to open them up from blockstring recovery range while also catching any attempts to roll out. This can be layered a bit, as Ramón can also run in and grapple with Tiger Neck Chancery (hcf+P), which grants better okizeme than hcf+K as it grants him a safejump into a crossup depending on whether you super jump or not. He can also cancel hcf+K to bait a jump or a poke. Ramón is also notorious for his crossup ability - a decent string (e.g. cr.C df+B qcb+C) will leave him at perfect range to either crossup with j.C, go for a hop or continue pressure with j.CD. Ramón has a weak high/low game, as his fastest lows (cl.B and cr.B, both 4f) are short and don't lead to much on hit, but they can potentially be mixed with Ramón's command overhead (f+A), which is safe, or heavy Rolling Sobat (dp+K) which is more rewarding. Against Ramón's pressure, the opponent will mainly be looking for a chance to jump or reversal out. Assuming Ramón still has the advantage, hopping in with j.A, j.C or j.CD can be used to stop attempts at jumping out while maintaining his momentum. You may also use st.D or st.CD to catch them jumping out while remaining grounded. Against reversals Ramón can simply block or backdash, but while feint stepping he can also hold the button to run backward - however, it counts as a counter hit if Ramón gets touched so make sure you're spaced properly if you try it. Feint Step is a versatile pressure tool, so be flexible with how you use it and how you respond to opponents trying to counter it.
Ramón's pressure is complex and highly rewarding, but it is in neutral where he must pay a dear price. To compensate for the range of his cr.C and cr.D and for their use in extending feint-cancelled blockstrings, they are sluggish and have poor priority. This is a common trend across Ramón's set of normals, meaning he often can't afford to mash out of pressure. Ramón's only true reversals are his hcf+P, which has five frames of full invincibility, and the EX version and his Tiger Spin (hcb,hcb+P) which are instant. However, these are grabs, making them useless against airborne opponents. In earlier games the opponent could freely attack Ramón with meaty jump-ins due to this weakness, but in XV he now has access to Shatter Strike to properly deal with jump-ins, provided they aren't safejumps (conversely, Ramón's command grabs and crossups are perfect for dealing with the opponent's own Shatter Strikes). Outside of cr.C range, Ramón's best tool is undoubtedly his j.CD, which is similar to Hein's j.CD from XIV in terms of speed, range and priority and which can segue into his pressure if it hits. However, given Ramón's high, slow jumps it's nowhere near as good. st.C, though it doesn't lead to much without Maxmode, is fast and has good priority, so it can sometimes be used as a poke or to end blockstrings safely. Finally, Ramón's new st.CD (his st.C from XI in appearance) gives him another far-reaching anti-air if he has the space for it, but thought it can be cancelled it is slow even for Ramón standards. These are the safest tools he has to play with in neutral - while he may sometimes fish for a random EX Somersault in neutral, the damage he gets from landing it is nothing compared to what you're bound to take if the opponent hops.
Ramón can work as a point character, where he won't have to worry about guard cancels interrupting his pressure, but he is much scarier with meter on hand. Though his EX moves are quite tricky to deal with in neutral, he doesn't use them much in meterburn combos, meaning he can afford to spend two bars on raw Maxmode to make his pressure even more of a threat. Mid is optimal for him, but he can be used on anchor provided you can't think of a more dependable way to end the match.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A slow anti-air which moves Ramón forward a bit. Rather than trying to raw anti-air with this move in particular, it's best use to cap off your pressure as it reaches opponents trying to jump or mash out while moving Ramón forward. Decent Maxmode starter.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A slow, but very long-ranged sweep. The best part about it is that it's cancellable, so you can cancel into Feint Step for pressure or into Bird of Paradise for an OTG if you suspect the opponent won't tech roll.
Has decent range for an aerial jab. Good priority for air-to-airing and for pressure, and can be used as a jump-in as well. Throwing this into Ramón's pressure certainly won't hurt.
Extremely potent crossup, and with decent priority too. Great for corner harassment. Just be sure to mix up your air normals, as this won't hit everywhere.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A far-reaching poke which moves Ramón forward and is special cancellable, which sounds extremely useful, but it's just too slow most of the time, so you can be mashed out of this. If it hits then you can combo into Lv1 wall dive, but only if you Feint Step before for some reason.
Shatter Strike
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Much faster startup than st.CD with otherwise the same qualities that make it good. Very useful as an anti-air if you have the meter to burn.
A staple poke in Ramón's arsenal for its amazing range and priority. Be very mindful about the opponent ducking under this with crB and punishing you, as it is VERY shallow.
Throws
Arm Whip b/f+C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Forward throw. Hard knockdown for run-up pressure.
Flying Mare b/f+D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Back throw. Hard knockdown for a hyper hop safejump.
Command Moves
Sankaku-Tobi j.uf near wall
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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-
-
-
-
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A walljump which travels far further horizontally than your regular jump, but not as high vertically. Very useful for positioning a crossup and for getting Ramón out of the corner.
Drop Kick df+D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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New input. A low attack which low profiles and travels deceptively far. It is quite slow, though. Super cancellable when done raw, but if you're using this in neutral it's beer to cancel into Maxmode instead for the confirm. Combo glue otherwise.
Head Butt f+A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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A stubby overhead which sees some use in Ramon's pressure game when he's up close, but it is less rewarding than heavy Rolling Sobat which is slower but has better damage and range. Hard knockdown on its own.
Hoist 1 d,d+A after Head Butt
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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The classic restand Ramón has from a variety of his moves. This leaves Ramón completely neutral on hit and at close range, but you never want to end the combo like this. The purpose of this move is to be cancelled into supers, and to have an extremely easy hit confirm to go with it.
Hoist 2 d,d+C after Head Butt
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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New move. Instead of a quick punch, Ramón kicks the opponent a small distance away for a soft knockdown. As Ramón often uses Rolling Sobat in combos and mixups, this is a great way to rack up damage without spending any meter in excess. However, as far as meterless combos go you must choose between a harder-hitting soft knockdown from Rolling Sobat into this, or a weaker hard knockdown from Feint Step or Tiger Neck Chancery.
Special Moves
Tiger Neck Chancery hcf+A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Ramón's command grab, but it has a bit more nuance here than usual. hcfA is the standard version of this move you see in other games: comes out on frame 5 and has strike invulnerability, but curiously can be thrown. hcfC, however, is slower and does not have invincibility of any sort. Its slower startup is actually optimal for tick throw setups: Ramón can do clB/crB hcfC as an option select where he either gets a low mixup on hit, or a tick throw which catches rolls every time if they defend. Both versions can end combos with a sideswitch and a hard knockdown, with spacing perfect for a hyper hop safejump. The EX version comes out instantly, deals more damage, has better range and leaves the opponent grounded for longer, allowing for a free Bird of Paradise OTG.
Rolling Sobat dp+B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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The light version is a combo tool which is somewhat safe on block given its pushback, as Ramón kicks in place. The heavy version is slower, less safe and moves Ramón forward, but it's an overhead. Both versions result in a hard knockdown.
Flying Body Attack dp+B/D after Rolling Sobat
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Ramón lunges forward for an OTG attack. This also grants a hard knockdown, but with less time to prepare a mixup. If you are doing a meterless combo with Rolling Sobat then you no longer have to end it here, as the soft knockdown you get from Hoist 2 actually results in better oki.
Hoist 1 d,d+A after Flying Body Attack
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Hoist 2 d,d+C after Flying Body Attack
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Somersault hcf+B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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A running command grab. Like most moves of its type it has a high profile, allowing it to move through low attacks while it is active. This travels slightly faster than Ramón's actual run, so it can be spotted. On hit it causes a hard knockdown, but you don't get much okizeme from it because Ramón lunges back to midscreen on hit. The EX version travels even faster and deals more damage, making it great for extremely annoying surprise attacks.
Stop AB during Somersault
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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What makes Ramón's running grab unique is its ability to be cancelled. You can use this to bait a reaction from the opponent and get a punish rather than fully commit to the grab itself.
Tiger Road qcb+B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Ramón runs to the wall and... faceplants. This is an overhead which results in a hard knockdown, but it is extremely bad on block. Tiger Road is a series of various walldives, none of which are particularly good. That is, unless you use the EX versions, where Ramón runs to the wall way faster and the followups are not only much better at tracking the opponent but deal more damage. In this case, the EX faceplant will actually track the opponent's position.
Feint Dash AB during Tiger Road
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Like Somersault, Ramón can cancel the running portion of Tiger Road before he does anything else. This will automatically play out if Ramón fails to reach the wall.
Feint Jump uf during Tiger Road
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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A backflip in place, which is slow and deals no damage. Only do this if an extremely fast fireball is headed your way and you can't reach the wall in time, as you will be able to scale it. This move is useless otherwise.
Cross Chop B/D during Tiger Road
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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An air-to-air strike. Both this and Force of Will track the opponent's position, but this does a better job at actually reaching them. Regardless, since both calculate where Ramón will go based on where he is at the split second he touches the wall, they can be both avoided by backdashing or super jumping away from them. Alternatively, against the regular version of Tiger Road in particular you can simply block low to defend both against this (which hits mid) and Force of Will, which misses against crouches. The EX version does a better job at tracking the opponent and deals more damage, but is invalidated by simply doing EX Tiger Road raw, as you're trading a hard knockdown overhead which flies in a rainbow for a soft knockdown mid which travels straight forward.
Force of Will qcf+A/C during Tiger Road
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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The most rewarding of the Tiger Road followups, and possibly the most annoying knowledge check Ramón has up his sleeve, even though it's not good. Reason being, you can crouch this and have it miss every time, then punish Ramón dearly. What is appealing about this move is that it is an unblockable (NB: it is a strike, which means you can roll through it; it is an unblockable hitgrab as opposed to actually being a throw) and it leads to Hoist followups for even more damage, which is why it sometimes sees use as an air-to-air. The EX version, which can hit crouchers and goes fullscreen, is much more preferable, but be mindful that because it goes so high up it can miss even on some standing opponents if they are too close to the wall. Ideally you should use this move as an air-to-air only.
Hoist 1 d,d+A after Force of Will
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Hoist 2 d,d+C after Force of Will
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Bird of Paradise d,d+AC
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Slightly easier input than last game. A tricky backflip which reaches high up, hits as an overhead and can sometimes crossup. It can also hit as an OTG once Ramón hits the ground, but setups for this are limited. This move is insanely slow, so there's a reason why its input is out of the way with what you're usually doing with Ramón. The Hoists do not work if this move hits OTG.
Hoist 1 d,d+A after Bird of Paradise
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Hoist 2 d,d+C after Bird of Paradise
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Feint Step qcb+A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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qcb+A is a dropkick which results in good corner carry while granting a hard knockdown and a guaranteed Bird of Paradise in the corner. It is unsafe, and using it as a read in neutral will most likely get you killed. qcb+C is the most important move in Ramón's arsenal, and what glues the entire character together. It is a feint which effectively gives Ramón free Roman Cancels on all of his cancellable normals, as well as a way to run away and retain spacing for footsies. This can also be used to space for crossups and other mixup options during pressure. On its own it can be used as a backwards run of sorts, giving you much more precision than a backdash but also leaving you in counter hit state throughout, and you don't build meter. Your mastery of Ramón hinges entirely on your mastery of this move.
Super Special Moves
Tiger Spin hcb,hcb+A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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An instant command grab. Mostly invalidated by EX Tiger Neck Chancery, as this move does not grant much in the way of okizeme, but that move does while also being much more ergonomic as a quick punish tool. Being a super this does deal more damage though, and it is the cheapest way to end a super cancel combo. EX version deals more damage.
El • Diablo • Amarillo • Ramón • Volando qcb,hcf+B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Ramón leaps onto the wall behind him and dives quickly towards the opponent for a ranbu. The regular version sees this run happen in real time, making this move terrible for both combos and reversals - the only realistic ways you can land this move are if you convert from st.CD or Shatter Strike. The EX version, however, is the real moneymaker. Ramón's run happens during the super freeze, and its high priority warrants its use as a ghetto reversal. This move deals extremely high damage and grants amazing okizeme (enough to land a guaranteed Bird of Paradise in the corner), but it's been buffed even more in that you can cancel the very last hit into Climax, rather than during the part where he points his fingers forward.
Hyper Sonic • Ramón qcb,hcf+CD
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
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Ramón's Climax is a running grab which has generous amounts on invincibility, and concentrates all its damage in just two hits. You only want to save this for combos where it will kill, as you get no advantage from it and the positioning afterwards is dreadful for Ramón.