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The King of Fighters XIV/Ramon: Difference between revisions
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=Command Moves= | =Command Moves= | ||
'''Sankaku-Tobi''' - in air near edge of screen, (up-forward) | |||
* Your standard walljump. | |||
'''Drop Kick''' - (df+B) | |||
* A long low poke, fairly useless on it’s own, but can extend the range of his strings by a huge amount. Whiff cancel cr.D into df+B reaches 3/4 of the screen. As it is very unsafe you want to cancel it into qcb+C feint whenever it’s blocked. | |||
'''Head Butt''' - (f+A) | |||
* Overhead that causes hard knockdown and has a special follow up. -4 on block makes it virtually unpunishable at max range. When cancelled into it still knocks down but lose the follow-up (though you can still combo into his dd+A~C OTG special), it’s also completely safe even without qcb+C cancelling. | |||
: ∟ '''Hikiokoshi''' - after '''Head Butt''' knockdown - (down, down+A/C) | |||
:* A follow-up that’s possible after not only f+A but a number of knockdown specials. Re-stands the opponent at a +0F situation (Super Cancel possible), just outside of hcf+P range. Great against characters without a 4f normal, but bad vs characters with a low counter. Generally becomes a game of reversal chicken, but one that Ramon’s Climax (invincible running grab) kind of wins for free. | |||
=Special Moves= | =Special Moves= |
Revision as of 17:13, 17 May 2018
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Sankaku-Tobi - in air near edge of screen,
Special Moves
Super Special Moves
El • Diablo • Amarillo • Ramon • Volando - , + / !
Climax Desperation Move
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (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
Arm Whip - (b/f+C) close
- Hard knockdown for run-up pressure.
Flying Mare - (b/f+D) close
- Hard knockdown for a hyper hop safejump.
Command Moves
Sankaku-Tobi - in air near edge of screen, (up-forward)
- Your standard walljump.
Drop Kick - (df+B)
- A long low poke, fairly useless on it’s own, but can extend the range of his strings by a huge amount. Whiff cancel cr.D into df+B reaches 3/4 of the screen. As it is very unsafe you want to cancel it into qcb+C feint whenever it’s blocked.
Head Butt - (f+A)
- Overhead that causes hard knockdown and has a special follow up. -4 on block makes it virtually unpunishable at max range. When cancelled into it still knocks down but lose the follow-up (though you can still combo into his dd+A~C OTG special), it’s also completely safe even without qcb+C cancelling.
- ∟ Hikiokoshi - after Head Butt knockdown - (down, down+A/C)
- A follow-up that’s possible after not only f+A but a number of knockdown specials. Re-stands the opponent at a +0F situation (Super Cancel possible), just outside of hcf+P range. Great against characters without a 4f normal, but bad vs characters with a low counter. Generally becomes a game of reversal chicken, but one that Ramon’s Climax (invincible running grab) kind of wins for free.
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
Videos
KoF XIV: Ramon Beginner Breakdown
Ramon Slow Motion Hitboxes
External Links
Discussion Threads
Discuss at Dream Cancel