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'''Standing'''
'''Standing'''


* st. A
* st. A - Terrible hop checker, but a good ender for his light strings as it’s very safe on block.


* st. B
* st. B - A quick side kick. Same range as st. A with less frames on block, 1 frame slower, and has more recovery frames.


* st. C
* st. C - 8f startup, his best poke into MAX. Can frametrap after s.A.
 
* st. D - 14f startup, anti-air.


* st. D


'''Close'''
'''Close'''


* cl. A
* cl. A - A fast palm thrust aiming at the opponent’s chin. +1 frame on block.
 
* cl. B - 4f startup. Low hit


* cl. B
* cl. C - 7f startup, force stand


* cl. C
* cl. D - 8f startup, 80 damage, pushes the opponent back a lot


* cl. D


'''Crouching'''
'''Crouching'''


* cr. A
* cr. A - 5f startup, +2 frames on block since 3.0.
 
* cr. B - 4f startup, -3 on block, actually makes him taller.


* cr. B
* cr. C - 11f startup, -0 on block, cancellable poke with long range. Important part of his qcb+C run feint cancel pressure.


* cr. C
* cr. D - 12f startup, -4 on block, cancellable. His longest button. Very good at low profiling under fireballs as long as it’s done early. Can even low profile under some wakeup DPs at max range. Hit confirmable into meaty hcf+K / run up cr.C mixups assuming the opponent recovery rolls.


* cr. D


'''Jumping'''
'''Jumping'''


* j. A
* j. A - a jumping chop with short horizontal range.
 
* j. B - crossup possible


* j. B
* j. C - very good crossup, a tad slow


* j. C
* j. D - pseudo-crossup, deep jump-in


* j. D


'''Blowback'''
'''Blowback'''


* st. CD
* st. CD - 16f startup, unsafe so always run cancel it, has obvious low invulnerability


* j. CD
* j. CD - His main air-to-air.


=Throws=
=Throws=

Revision as of 17:06, 17 May 2018

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Arm Whip - close / +

Flying Mare - close / +

Command Normals

Sankaku-Tobi - in air near edge of screen,

Drop Kick - +

Head Butt - +

┗Hikiokoshi[after Head Butt knockdown] + /

Special Moves

Tiger Neck Chancery - + / *

Rolling Sobat - + / *

┗Flying Body Attack[After / Rolling Sobat] + /
┗Hikiokoshi[After Flying Body Attack] + /

Somersault - + / *

┗Stop[After Somersault]

Tiger Road - + / *

┗Feint Dash[Tiger Load]
┗Feint Jump[Tiger Load]
┗Cross Chop[Tiger Load] /
┗Force of Will[Tiger Load] + /
┗Hikiokoshi[Force of Will] + /

Bird of Paradise - +

┗Hikiokoshi[Bird of Paradise] + /

Feint Step - + /

Super Special Moves

Tiger Spin - + /  !

El • Diablo • Amarillo • Ramon • Volando - , + / !

Climax Desperation Move

Hyper Sonic • Ramon - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Health: 1000

Ramon is a speedy, runaway grappler with unique run cancel based strings, high reset potential, hard knockdowns on pretty much anything, and really strong 2 bar combos in 2nd & 3rd position.

At a distance you want to feint cancel his Tiger Road in place to build meter, and when the opponent tries to rush you down you can let one of those walldive mixups rip.

His weaknesses include slow anti-air normals (you’re mostly relying on j.CD for air control), lacking combos from light attacks (outside MAX activation), and not having big damage 4-5 bar combos.

Normals

Standing

  • st. A - Terrible hop checker, but a good ender for his light strings as it’s very safe on block.
  • st. B - A quick side kick. Same range as st. A with less frames on block, 1 frame slower, and has more recovery frames.
  • st. C - 8f startup, his best poke into MAX. Can frametrap after s.A.
  • st. D - 14f startup, anti-air.


Close

  • cl. A - A fast palm thrust aiming at the opponent’s chin. +1 frame on block.
  • cl. B - 4f startup. Low hit
  • cl. C - 7f startup, force stand
  • cl. D - 8f startup, 80 damage, pushes the opponent back a lot


Crouching

  • cr. A - 5f startup, +2 frames on block since 3.0.
  • cr. B - 4f startup, -3 on block, actually makes him taller.
  • cr. C - 11f startup, -0 on block, cancellable poke with long range. Important part of his qcb+C run feint cancel pressure.
  • cr. D - 12f startup, -4 on block, cancellable. His longest button. Very good at low profiling under fireballs as long as it’s done early. Can even low profile under some wakeup DPs at max range. Hit confirmable into meaty hcf+K / run up cr.C mixups assuming the opponent recovery rolls.


Jumping

  • j. A - a jumping chop with short horizontal range.
  • j. B - crossup possible
  • j. C - very good crossup, a tad slow
  • j. D - pseudo-crossup, deep jump-in


Blowback

  • st. CD - 16f startup, unsafe so always run cancel it, has obvious low invulnerability
  • j. CD - His main air-to-air.

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Frame Data

Ramon KOFXIV Frama Data Link

Videos

KoF XIV: Ramon Beginner Breakdown

Ramon Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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