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XV Broken/Ramón: Difference between revisions

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| '''0 Meter'''
| '''0 Meter'''
|
|
Placeholder<br/>
Low<br/>
Placeholder<br/>
Anywhere<br/>
Corner OTG<br/>
|
|
( = dmg<br/>
cl.B/cr.B > hcf+C = 144 dmg<br/>
( = dmg<br/>
cl.C/cr.C > df+D > dp+B > dp+K > d,d+C = 257 dmg<br/>
cl.C/cl.D > df+D > qcb+A, d,d+AC = 241 dmg<br/>
|-
| '''0.5 Meters'''
|
Anywhere<br/>
Anywhere<br/>
|
cl.C/cr.C > df+D > hcf+AC, d,d+AC = 295 dmg<br/>
cl.C/cr.C > df+D > dp+BD, dp+D > dp+K > d,d+C - 339 dmg<br/>
|-
|-
| '''1 Meter'''
| '''1 Meter'''
|
|
Placeholder<br/>
Anywhere<br/>
Placeholder<br/>
|
|
( = dmg<br/>
cl.C/cr.C > df+D > dp+B > dp+K > d,d+A > hcb,hcb+A/C - 355 dmg<br/>
( = dmg<br/>
|-
|-
| '''2 Meters'''
| '''2 Meters'''
|
|
Placeholder<br/>
Corner OTG<br/>
Placeholder<br/>
|
|
( =  dmg <br/>
cl.C/cr.C > df+D > dp+B > dp+K > d,d+A > qcb,hcf+BD, d,d+AC - 493 dmg<br/>
( =  dmg<br/>
|-
|-
|}
|}
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Doubles as a tick throw on block, given hcf+C's slower startup. You can use hcf+A instead for a more reliable combo.
Doubles as a tick throw on block, given hcf+C's slower startup. You can use hcf+A instead for a more reliable combo.


* cl.B/cr.B > Rush Autocombo (192 DMG)
* cl.B/cr.B > Rush Combo (192 DMG)
Yes, he's one of those characters.
Yes, he's one of those characters.


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Backward hard knockdown.
Backward hard knockdown.


* cl.C/cr.C > df+D > dp+B > dp+K > dd+C (257 DMG)
* cl.C/cr.C > df+D > dp+B > dp+K > d,d+C (257 DMG)
His most-damaging meterless combo, but it's a soft knockdown.
His most-damaging meterless combo, but it's a soft knockdown.


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''Corner Only''
''Corner Only''


* cl.C/cl.D > df+D > qcb+A, dd+AC (241 DMG)
* cl.C/cl.D > df+D > qcb+A, d,d+AC (241 DMG)
qcb+A gives you generous amounts of corner carry, so you'll have an opportunity to land an inescapable Bird of Paradise OTG more often than you'd think.
qcb+A gives you generous amounts of corner carry, so you'll have an opportunity to land an inescapable Bird of Paradise OTG more often than you'd think.


Line 487: Line 493:
Hard knockdown extension with dp+BD, which deals more damage than using Shatter Strike.
Hard knockdown extension with dp+BD, which deals more damage than using Shatter Strike.


* cl.C/cr.C > df+D > dp+BD, dp+D > dp+K > dd+C (339 DMG)
* cl.C/cr.C > df+D > dp+BD, dp+D > dp+K > d,d+C (339 DMG)
Soft knockdown extension with dp+BD.
Soft knockdown extension with dp+BD.


* cl.C/cr.C > df+D > hcf+AC, dd+AC (295 DMG)
* cl.C/cr.C > df+D > hcf+AC, d,d+AC (295 DMG)
Backward hard knockdown. The Bird of Paradise OTG is guaranteed.
Backward hard knockdown. The Bird of Paradise OTG is guaranteed.


Line 496: Line 502:
''Corner Only''
''Corner Only''


* cl.C/cr.C > df+D > dp+BD, qcb+A, dd+AC (324 DMG)
* cl.C/cr.C > df+D > dp+BD, qcb+A, d,d+AC (324 DMG)
Nearly the same amount of damage as the soft knockdown ender, and with much better oki.
Nearly the same amount of damage as the soft knockdown ender, and with much better oki.


Line 504: Line 510:
''Anywhere''
''Anywhere''


* qcf+CD, dp+B > dp+K > dd+C (232 DMG)
* qcf+CD, dp+B > dp+K > d,d+C (232 DMG)
Shatter Strike combo. You get meter back to use dp+BD, but doing this after Shatter Strike will automatically end the combo.
Shatter Strike combo. You get meter back to use dp+BD, but doing this after Shatter Strike will automatically end the combo.


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Leaves the opponent behind you but way too far out to get pressure from it. Using EX Tiger Neck Chancery gives you better damage and okizeme for half the price, so do that instead.
Leaves the opponent behind you but way too far out to get pressure from it. Using EX Tiger Neck Chancery gives you better damage and okizeme for half the price, so do that instead.


* cl.C/cr.C > df+D > dp+B > dp+K > dd+A > hcb,hcb+A (355 DMG)
* cl.C/cr.C > df+D > dp+B > dp+K > d,d+A > hcb,hcb+A (355 DMG)
Only practical use for Tiger Spin over his other grabs is for super cancels such as this one.
Only practical use for Tiger Spin over his other grabs is for super cancels such as this one.


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''Anywhere''
''Anywhere''


* cl.C/cr.C > df+D > dp+BD, dp+B > dp+K > dd+A > hcb,hcb+A (429 DMG)
* cl.C/cr.C > df+D > dp+BD, dp+B > dp+K > d,d+A > hcb,hcb+A (429 DMG)
Minor damage improvement if you need to kill.
Minor damage improvement if you need to kill.


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''Anywhere''
''Anywhere''


* cl.C/cr.C > df+D > dp+B > dp+K > dd+A > qcb,hcf+BD (467 DMG)
* cl.C/cr.C > df+D > dp+B > dp+K > d,d+A > qcb,hcf+BD (467 DMG)
This super deals more damage than EX Tiger Spin and gives much better corner carry and okizeme.
This super deals more damage than EX Tiger Spin and gives much better corner carry and okizeme.


* qcf+CD, dp+B > dp+K > dd+A > qcb,hcf+BD (472 DMG)
* qcf+CD, dp+B > dp+K > d,d+A > qcb,hcf+BD (472 DMG)
Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it.
Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it.


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''Corner Only''
''Corner Only''


* cl.C/cr.C > df+D > dp+B > dp+K > dd+A > qcb,hcf+BD, dd+AC (493 DMG)
* cl.C/cr.C > df+D > dp+B > dp+K > d,d+A > qcb,hcf+BD, d,d+AC (493 DMG)
Free Bird of Paradise OTG in the corner.
Free Bird of Paradise OTG in the corner.


* qcf+CD, dp+B > dp+K > dd+A > qcb,hcf+BD, dd+AC (502 DMG)
* qcf+CD, dp+B > dp+K > d,d+A > qcb,hcf+BD, d,d+AC (502 DMG)
Grounded Shatter Strike combo.
Grounded Shatter Strike combo.


* st.CD > qcbC, qcb,hcf+BD, dd+AC (363 DMG)
* st.CD > qcbC, qcb,hcf+BD, d,d+AC (363 DMG)
Now with an OTG.
Now with an OTG.


* st.CD > qcbC, dp+B > qcb,hcf+BD, dd+AC (432 DMG)
* st.CD > qcbC, dp+B > qcb,hcf+BD, d,d+AC (432 DMG)
For when you actually manage to land st.CD in the corner (you won't).
For when you actually manage to land st.CD in the corner (you won't).


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''Anywhere''
''Anywhere''


* cl.C/cr.C > df+D > dp+BD, dp+B > dp+K > dd+A > qcb,hcf+BD (532 DMG)
* cl.C/cr.C > df+D > dp+BD, dp+B > dp+K > d,d+A > qcb,hcf+BD (532 DMG)
Slightly more damage.
Slightly more damage.


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''Corner Only''
''Corner Only''


* cl.C/cr.C > df+D > dp+BD, dp+B > dp+K > dd+A > qcb,hcf+BD, dd+AC (556 DMG)
* cl.C/cr.C > df+D > dp+BD, dp+B > dp+K > d,d+A > qcb,hcf+BD, d,d+AC (556 DMG)
Fun fact: if you use dp+D instead of dp+B here then you will have dealt the exact same amount of damage as if you didn't spend meter on dp+BD.
Fun fact: if you use dp+D instead of dp+B here then you will have dealt the exact same amount of damage as if you didn't spend meter on dp+BD.


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''Anywhere''
''Anywhere''


* ''cl.C/cr.C > df+D > dp+B > qcb,hcf+CD'' (557 DMG)
* cl.C/cr.C > df+D > dp+B > qcb,hcf+CD (557 DMG)
Being a two-hit Climax, Hyper Sonic • Ramón is hit hard by damage scaling. Cancelling Rolling Sobat itself is optimal for Climax combos, as the Hoist sequence will scale it down too much. This doesn't affect EX Volando, as its damage is spread across many hits and it has a tendency to miss when cancelled into from raw Rolling Sobat anyway.
Being a two-hit Climax, Hyper Sonic • Ramón is hit hard by damage scaling. Cancelling Rolling Sobat itself is optimal for Climax combos, as the Hoist sequence will scale it down too much. This doesn't affect EX Volando, as its damage is spread across many hits and it has a tendency to miss when cancelled into from raw Rolling Sobat anyway.



Revision as of 07:59, 21 February 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Introduction

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

(Midair Only) = Can only be done in the air.

(Hold OK) = Can be held before releasing.

Throws

Arm Whip - (close) / +

Flying Mare - (close) / +

Command Normals

Sankaku-Tobi - (Near Wall) (Midair Only)

Drop Kick - +

Head Butt - +

┗Hoist 1 - +
┗Hoist 2 - +

Special Moves

Tiger Neck Chancery - + / *

Rolling Sobat - + / *

┗Flying Body Attack - + /
┗Hoist 1 - +
┗Hoist 2 - +

Somersault - + / *

┗Stop -

Tiger Road - + / *

┗Feint Dash -
┗Feint Jump -
┗Cross Chop - /
┗Force of Will - + /
┗Hoist 1 - +
┗Hoist 2 - +

Bird of Paradise - +

┗Hoist 1 - +
┗Hoist 2 - +

Feint Step - + / (Hold OK)

Super Special Moves

Tiger Spin - + /  !

El • Diablo • Amarillo • Ramón • Volando - + / !

Climax Super Special Moves

Hyper Sonic • Ramón - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Low
Anywhere
Corner OTG

cl.B/cr.B > hcf+C = 144 dmg
cl.C/cr.C > df+D > dp+B > dp+K > d,d+C = 257 dmg
cl.C/cl.D > df+D > qcb+A, d,d+AC = 241 dmg

0.5 Meters

Anywhere
Anywhere

cl.C/cr.C > df+D > hcf+AC, d,d+AC = 295 dmg
cl.C/cr.C > df+D > dp+BD, dp+D > dp+K > d,d+C - 339 dmg

1 Meter

Anywhere

cl.C/cr.C > df+D > dp+B > dp+K > d,d+A > hcb,hcb+A/C - 355 dmg

2 Meters

Corner OTG

cl.C/cr.C > df+D > dp+B > dp+K > d,d+A > qcb,hcf+BD, d,d+AC - 493 dmg

Gameplay Overview

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+D 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+A, which has five frames of full invincibility, and Tiger Spin (hcb,hcb+P) which is invincible and 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 though 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.

Normals

Far Standing Normals

Far A

stand A
st.A
st.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 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
25 Mid - 4 5 9 1 (Close) to 2 (Max Range) -1 (Close) to 0 (Max Range) - 30 -
  • Decent hop check.

Far B

stand B
st.B
st.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 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
30 Mid - 6 4 12 -1 -3 - 30 -
  • Has okay range for poking and can end pressure safely. Chains from cl.A and cr.A, granting it utility in Maxmode confirms.

Far C

stand C
st.C
st.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 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
70 Mid special 8 6 23 -8 -10 - 70 -
  • Another decent poke, for it is quite fast for okay range. Not cancellable into anything besides Maxmode.

Far D

stand D
st.D
st.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 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
80 Mid - 11 4 19 -2 -4 - 70 -
  • 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. Whiffs on crouchers.


Close Standing Normals

Close A

close A
cl.A
cl.A

Version 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 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 A

25 Mid Cancel 4 3 7 +5 +3 - 30 -
  • Fast jab. Chains into A normals and stB.

Close B

close B
cl.B
cl.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 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
30 Low Cancel 4 3 12 0 -2 - 30 -
  • Standing low, but with horrid range. Useful for an option select with hcf+C.

Close C

close C
cl.C
cl.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 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
70 Mid Cancel 5 4 21 -4 -6 - 70 -
  • Your main close heavy option for its height and speed.

Close D

close D
cl.D
cl.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 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
80 Mid Cancel 8 6 17 -2 0 - 70 -
  • Not as fast as cl.C but more active, making it better as a meaty. Beware of wakeup throws.

Crouch Normals

Crouch A

crouch A
cr.A
cr.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 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
25 Mid Cancel 4 3 8 +4 +2 - 30 -
  • Chains into A normals and st.B.

Crouch B

crouch B
cr.B
cr.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 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
15 Low Cancel 4 3 13 -1 -3 - 30 -
  • Another low with crummy range. Chains into A normals. Useful for an option select with hcf+C.

Crouch C

crouch C
cr.C
cr.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 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
70 Mid Cancel 11 3 16 +2 0 - 70 -
  • Quite slow for a poke, but has good range and is cancellable. This is a staple in both Feint Step pressure and long-ranged punishes.

Crouch D

crouch D
cr.D
cr.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 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
80 Low Cancel 12 4 19 SKD (+26 Recovery Roll / +53 No Recovery Roll) -4 - 70 -
  • 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.

Jump Normals

Jump A

jump A
j.A
j.A

Version 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 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

hop A hop A

40 High - 6 5 1 on ground - - - 30 -

jump A jump A

45 High - 6 6 1 on ground - - - 30 -
  • 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.

Jump B

jump B
j.B
j.B

Version 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 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

hop B hop B

40 High - 5 6 1 on ground - - - 30 -

jump B jump B

45 High - 5 8 1 on ground - - - 30 -
  • Reaches lower than j.A but has worse priority.

Jump C

jump C
j.C
j.C

Version 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 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

hop C hop C

70 High - 10 10 1 on ground - - - 70 -

jump C jump C

70 High - 10 12 1 on ground - - - 70 -
  • 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.

Jump D

jump D
j.D
j.D

Version 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 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

hop D hop D

70 High - 9 5 1 on ground - - - 70 -

jump D jump D

70 High - 9 6 1 on ground - - - 70 -
  • A very deep jump-in, but it's pretty slow. Do this when you think j.C will be too shallow.

Blowback

Blowback

Blowback
st.CD
st.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 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
75 Mid Special 17 4 25 +71~+87 -6 - 100 -
  • 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

Shatter Strike
236CD
236CD

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 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
75 Mid - 15 6 27 Crumple - HKD (+93) -10 Armor: 4 to 14 (11 frames) 0 -
  • 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.

Jump CD

jump CD
j.CD
j.CD

Version 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 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

hop CD hop CD

80 Mid - 9 5 1 on ground SKD - - 80 -

jump CD jump CD

90 Mid - 9 6 1 on ground SKD - - 80 -
  • 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
(close) 4C or 6C
(close) 4C or 6C

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 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
100 - - 1 1 0 +29 (HKD) - - 0 -
  • Forward throw. Hard knockdown for run-up pressure.


Flying Mare
(close) 4D or 6D
(close) 4D or 6D

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 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
100 - - 1 1 0 +44 (HKD) - - 0 -
  • Back throw. Hard knockdown for a hyper hop safejump.

Command Moves

No results
No results
No results


NO IMAGE FOUND

No results
  • 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
3D
3D

Version 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 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

raw raw

70 Low Super 12 3 29 -11 -13 - 60 -

cancel cancel

50 Mid Special 16 3 29 -11 -13 - 40 -
  • 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
6A
6A

Version 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 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

raw raw

70 High Hoist 22 2 23 +39 (HKD) -6 - 80 -

cancel cancel

45 Mid Special 15 2 20 -1 -3 - 40 -
  • 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. You won't be able to Hoist if you combo into this move.


Hoist 1
22A
22A
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 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
20 - Super - - - 1 - - 0 -
  • 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
22C
22C
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 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
60 - - - - - SKD (+34: Recovery Roll / +74: No Recovery Roll) - - 0 -
  • 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. 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
41236A
41236A

Version 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 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 A

120 - - 5 1 36 +37 (HKD) Unblockable Full Body: 1 to 5 (5 Frames) 0 -

C C

120 - - 10 1 36 +37 (HKD) Unblockable Throw Invincible: 1 to 9 (9 Frames), Full Body: 10 (1 Frame) 0 -
  • 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 perfect spacing for a hyper hop safejump.

AC AC

160 - - 1 1 33 +69 (HKD) Unblockable Full Body: 1 (1 Frame) 0 -
  • 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
623B
623B

Version 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 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

B B

65 Mid Super 15 4 23 +54 (HKD) -8 Low: 10 to 29 (20 Frames) 60 -

D D

80 High Super 24 5 29 +47 (HKD) -15 - 80 -
  • 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. The heavy version can easily be stuffed with a jab if not timed meaty, and will receive a small punish most of the time.

BD BD

100 Mid - 13 4 22 Crumple - HKD (+110) -7 - 0 -
  • The EX version of Rolling Sobat is a combo tool which results in a crumple on hit. It cannot cancel into Flying Body Attack, but it is the only way to combo into the heavy version of Rolling Sobat, which deals more damage than the light version and gives you that move anyway.


Flying Body Attack
623K during Rolling Sobat
623K during 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 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
40 - Hoist 17 - - +9 (HKD) - - 0 -
  • 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.


Somersault
41236B/D
41236B/D

Version 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 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

B/D B/D

100 - - 14 24 43 +53 (HKD) Unblockable - 0 -
  • 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.

BD BD

120 - - 9 24 43 +53 (HKD) Unblockable - 0 -
  • The EX version travels even faster and deals more damage, making it great for annoying surprise attacks and fullscreen punishes.


Stop
AB during Somersault
AB during 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 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
- - - - - 20 - - - - -
  • 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
214B/D
214B/D

Version 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 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

B/D B/D

80 High - 43 (Back at corner) to 69 (Full Screen Run) 6 34 (13 on ground) +38 (HKD) -8 - 80 -
  • 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. The followups don't travel very far, and if you see Ramón running towards the wall you don't even need to try and anti-air any of them (although you certainly can). You can just downback and get a free punish because Cross Chop hits mid and Force of Will whiffs on crouchers, and Ramón will be lying right in front of you.

BD BD

140 High - 37 (Back at corner) to 63 (Full Screen Run) 7 21 +37~+39 (HKD) -9~-6 Full Body: 1 to 8 (8 Frames) / Projectile Invincibile until wall cling 0 -
  • Ramón runs to the wall way faster and the followups are not only much better at tracking the opponent but also deal more damage. In this case, the EX faceplant will actually track the opponent's position. The EX run itself is fully invincible to fireballs.


Feint Dash
AB during Tiger Road
AB during 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 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
- - - 17 (Earliest Cancel from neutral) 4 9 +8 +6 - - -
  • 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 Dash
AB during Tiger Road
AB during 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 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
- - - 17 (Earliest Cancel from neutral) 4 9 +8 +6 - - -
  • A backflip which is slow and deals no damage. Only do this if an 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
B/D during Tiger Road

Version 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 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

B/D B/D

90 Mid - 32 (Back at corner) to 58 (Full Screen Run) 20 21 +26~+32 (SKD) -4~-3 - 60 -
  • 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. Or by downbacking, as mentioned earlier, but this move deals chip damage if you're worried about that.

BD BD

150 Mid - 26 (Back at corner) to 52 (Full Screen Run) 20 21 +26~+32 (SKD) -4~-3 Projectile Invincibility until recovery. 0 -
  • The EX version does a better job at tracking the opponent and deals more damage, but it still hits mid, causes a soft knockdown and is far less safe than raw EX Tiger Road. However, the tradeoff is that move is fully invincible to projectiles, allowing you to fly through even super fireballs.


Force of Will
236A/C during Tiger Road
236A/C during Tiger Road

Version 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 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/C A/C

120 - Hoist 32 (Back at corner) to 58 (Full Screen Run) 20 46 +34 (HKD) Unblockable - 0 -
  • 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.

AC AC

160 - Hoist 23 (Back at corner) to 49 (Full Screen Run) 23 47 +34 (HKD) Unblockable - 0 -

The EX version can hit crouchers and goes fullscreen, making it much more effective as a panic move. Be mindful that it can miss even on some standing opponents if they are too close to the wall, considering the height at which Ramón starts to fly. Ideally you should use this move as an air-to-air only.


Bird of Paradise
22AC
22AC

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 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
80 [40] High Hoist 31 4 (1) 6 10 +31 (HKD) / OTG (51) -2 - 60 [0] -
  • 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.


Feint Step
214A
214A

Version 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 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 A

100 Mid - 16 (+180) 6 28 HKD (68 - Close to 73 - Max Range) -15 (Close) to -10 (Max Range) - 60 -
  • 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.

C C

- - - - - 10 / 190 (Max button hold) - - - - -
  • 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
6321463214A/C
6321463214A/C

Version 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 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/C A/C

250 - - 3 3 61 +30 (HKD) Unblockable Full Body: 1 to 3 (3 Frames) 0 -
  • 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.

AC AC

400 (100+100+200) - - 1 3 56 +31 (HKD) Unblockable Full Body: 1 to 3 (3 Frames) 0 -
  • The EX version deals more damage but you still don't get oki from it.


El • Diablo • Amarillo • Ramón • Volando
2141236B/D
2141236B/D

Version 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 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

B/D B/D

190 (20+10*2+20*5+50) Mid Advanced, Climax 13 (Back at corner) to 31 (Full Screen Run) 15 21 +93 (HKD) -17 (Close) to -6 (Max Range) Full Body: 6 frames after super flash 0 -
  • 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's wall splat or from anti-air Shatter Strike.

BD BD

340 (40+20*6+30+50+100) Mid Climax 8 16 21 +93 (HKD) -18 (Close) to -8 (Max Range) Full Body: 1 to 7 (7 Frames) 0 -
  • The EX version is the real moneymaker. Ramón's run happens during the super freeze, meaning he touches the wall instantly, 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 now cancel the very last hit into Climax, rather than during the part where he points his fingers forward, for maximum damage.


Hyper Sonic • Ramón
2141236CD
2141236CD

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 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
450 Min: 225 - - 9 20 55 +20 (HKD) Unblockable Full Body: 1 to 12 (12 Frames), Projectile Invincibility: 13 to 28 (16 frames) 0 -
  • 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.


Combos

Notation Guide

General Notes

  • cl.D deals ten points more damage than cl.C and cr.C, but it is much slower than cl.C and has worse range than cr.C, making its usage situational.
  • Unlike command normal overheads, dp+D is still treated as an overhead even when it is used in combos, and thus XV's damage scaling rules for overheads will apply. Even if you can link into df+D, for example after df+BD, it is preferable to go for df+B instead because you will lose plenty of damage otherwise.

Rush Auto Combo

Meterless: Ends with hcf+A. (172 DMG)

1 Meter: Ends with hcb,hcb+A/C. (223 DMG)

2 Meter: Ends with hcb,hcb+AC. (347 DMG)

3 Meter: Ends with qcb,hcf+CD. (452 DMG)

0 Meter

Anywhere

  • cl.B/cr.B > cl.A/cr.A > stB (80 DMG)

Safe string to confirm into Quickmode with.

  • cl.B/cr.B > hcf+C (144 DMG)

Doubles as a tick throw on block, given hcf+C's slower startup. You can use hcf+A instead for a more reliable combo.

  • cl.B/cr.B > Rush Combo (192 DMG)

Yes, he's one of those characters.

  • cl.C/cr.C > df+D > qcb+A (207 DMG)

Forward hard knockdown.

  • cl.C/cr.C > df+D > hcf+A/C (225 DMG)

Backward hard knockdown.

  • cl.C/cr.C > df+D > dp+B > dp+K > d,d+C (257 DMG)

His most-damaging meterless combo, but it's a soft knockdown.


Corner Only

  • cl.C/cl.D > df+D > qcb+A, d,d+AC (241 DMG)

qcb+A gives you generous amounts of corner carry, so you'll have an opportunity to land an inescapable Bird of Paradise OTG more often than you'd think.


0.5 Meters

Anywhere

  • cl.C/cr.C > df+D > dp+BD, qcb+A (292 DMG)

Hard knockdown extension with dp+BD, which deals more damage than using Shatter Strike.

  • cl.C/cr.C > df+D > dp+BD, dp+D > dp+K > d,d+C (339 DMG)

Soft knockdown extension with dp+BD.

  • cl.C/cr.C > df+D > hcf+AC, d,d+AC (295 DMG)

Backward hard knockdown. The Bird of Paradise OTG is guaranteed.


Corner Only

  • cl.C/cr.C > df+D > dp+BD, qcb+A, d,d+AC (324 DMG)

Nearly the same amount of damage as the soft knockdown ender, and with much better oki.


1 Meter

Anywhere

  • qcf+CD, dp+B > dp+K > d,d+C (232 DMG)

Shatter Strike combo. You get meter back to use dp+BD, but doing this after Shatter Strike will automatically end the combo.

  • cl.C/cr.C > df+D > hcb,hcb+P (279 DMG)

Leaves the opponent behind you but way too far out to get pressure from it. Using EX Tiger Neck Chancery gives you better damage and okizeme for half the price, so do that instead.

  • cl.C/cr.C > df+D > dp+B > dp+K > d,d+A > hcb,hcb+A (355 DMG)

Only practical use for Tiger Spin over his other grabs is for super cancels such as this one.

  • st.CD > qcbC, qcb,hcf+B/D (235 DMG)

Grounded wall splat combo. The combo won't work if you don't feint cancel stCD for whatever reason. The super will fail to land in the corner.


1.5 Meters

Anywhere

  • cl.C/cr.C > df+D > dp+BD, dp+B > dp+K > d,d+A > hcb,hcb+A (429 DMG)

Minor damage improvement if you need to kill.

  • qcf+CD, dp+B > dp+K > dd+A > hcb,hcb+A/C (344 DMG)

Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it.


2 Meters

Anywhere

  • cl.C/cr.C > df+D > dp+B > dp+K > d,d+A > qcb,hcf+BD (467 DMG)

This super deals more damage than EX Tiger Spin and gives much better corner carry and okizeme.

  • qcf+CD, dp+B > dp+K > d,d+A > qcb,hcf+BD (472 DMG)

Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it.

  • st.CD > qcbC, qcb,hcf+BD (363 DMG)

More expensive version of the wall splat combo above.


Corner Only

  • cl.C/cr.C > df+D > dp+B > dp+K > d,d+A > qcb,hcf+BD, d,d+AC (493 DMG)

Free Bird of Paradise OTG in the corner.

  • qcf+CD, dp+B > dp+K > d,d+A > qcb,hcf+BD, d,d+AC (502 DMG)

Grounded Shatter Strike combo.

  • st.CD > qcbC, qcb,hcf+BD, d,d+AC (363 DMG)

Now with an OTG.

  • st.CD > qcbC, dp+B > qcb,hcf+BD, d,d+AC (432 DMG)

For when you actually manage to land st.CD in the corner (you won't).

2.5 Meters

Anywhere

  • cl.C/cr.C > df+D > dp+BD, dp+B > dp+K > d,d+A > qcb,hcf+BD (532 DMG)

Slightly more damage.


Corner Only

  • cl.C/cr.C > df+D > dp+BD, dp+B > dp+K > d,d+A > qcb,hcf+BD, d,d+AC (556 DMG)

Fun fact: if you use dp+D instead of dp+B here then you will have dealt the exact same amount of damage as if you didn't spend meter on dp+BD.


3 Meters

Anywhere

  • cl.C/cr.C > df+D > dp+B > qcb,hcf+CD (557 DMG)

Being a two-hit Climax, Hyper Sonic • Ramón is hit hard by damage scaling. Cancelling Rolling Sobat itself is optimal for Climax combos, as the Hoist sequence will scale it down too much. This doesn't affect EX Volando, as its damage is spread across many hits and it has a tendency to miss when cancelled into from raw Rolling Sobat anyway.


3.5 Meters

Anywhere

  • qcf+CD, qcb,hcf+B/D > hcb,hcb+AC (527 DMG)

Very situational anti-air Shatter Strike combo which only works if your back is near the wall. Worth noting because this is the only feasible way for Ramón to land an Advanced Cancel, unless you actually go for qcb,hcf+B/D raw for whatever reason.


4 Meters

Anywhere

  • cl.C/cr.C > df+D > Quick Max > cl.C/cr.C > df+D > dp+B > qcb,hcf+BD > qcb,hcf+CD (745 DMG)

You're super cancelling Rolling Sobat itself because otherwise you won't have enough time to cancel into Climax, and even if you did the combo would be hit harder by damage scaling.

  • cl.B/cr.B > cl.A/cr.A > stB > Quick Max > cl.C/cr.C > df+D > dp+B > qcb,hcf+BD > qcb,hcf+CD (660 DMG)

Same combo but from a low light starter, if you ever go for that as Ramón. This is actually one of his trials.


5 Meters

Anywhere

  • cl.C/cr.C > df+D > dp+B > qcb,hcf+BD > qcb,hcf+CD (823 DMG)

Not exactly anchor material. If you do a Hoist sequence you will lose damage.

Misc

After a Feint Step, you are +3 on block if you cancelled any heavy attack or Drop Kick, but +7 if you cancelled from st.CD. Given the latter's 20f startup, it is especially difficult to land without getting mashed out of. As being +3 isn't much to work with, you will have to be aware of opponents mashing jabs, as they will stuff your attempts at frame trapping with anything slow such as cr.C. You will be minus if you Feint Cancel a light attack, but doing so is still useful strictly for positioning.

Videos

Ramón Reveal Trailer

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