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* '''Powerful Vortex''': With the array of his combo routes, resets, and all of his command throws, high/lows, and crossups, all of which are hard to punish when utilized correctly or outright safe and hard to react to, Ramón has a buffet of tools to keep opponents knocked down.
* '''Powerful Vortex''': With the array of his combo routes, resets, and all of his command throws, high/lows, and crossups, all of which are hard to punish when utilized correctly or outright safe and hard to react to, Ramón has a buffet of tools to keep opponents knocked down.
* '''Strong Pressure''': Feint Step gives Ramón a great way to remain plus, and puts him in an optimal range to utilize and even frametrap with 5C. If he's getting mashed on without meter, Ramon's delay cancels can help him out at midscreen, and Bird of Paradise is an evasive tool that can both mix, catch jumps, and avoid abare.
* '''Strong Pressure''': Feint Step gives Ramón a great way to remain plus, and puts him in an optimal range to utilize and even frametrap with 5C. If he's getting mashed on without meter, Ramon's delay cancels can help him out at midscreen, and Bird of Paradise is an evasive tool that can both mix, catch jumps, and avoid abare.
* '''Great Pokes''': Ramón may not have MANY great pokes, but the ones he does have are fantastic. 5A is one of the largest, most active, most quickly recovering 4f buttons in the game, and it covers a great range. His 5C is a large elbow with very, very stupid reward, his 5D is a very active (albeit slow) anti air, and his jCD is among the best in the game.  
* '''Great Pokes''': Ramón may not have MANY great pokes, but the ones he does have are fantastic. 5A is one of the largest, most active, most quickly recovering 4f buttons in the game, and it covers a great range. His 5C is a large elbow with very, very stupid reward, his 5D is a very active (albeit slow) anti air, and his j.CD is among the best in the game.  
| cons=
| cons=
* '''Awful Lights''': Other than 5A, Ramón's lights are stubby and have horrendous pushback, starving him of any confirms unless he is quite literally in their face.
* '''Awful Lights''': Other than 5A, Ramón's lights are stubby and have horrendous pushback, starving him of any confirms unless he is quite literally in their face.
* '''Horrible Lows''': Ramón's close B has almost no range, and his 2B is stubby and laggy. His sweep, though long, is also very slow. This leaves Ramón with good overheads but bad lows, making a lot of his mixups during pressure have very lopsided reward.
* '''Horrible Lows''': Ramón's close B has almost no range, and his 2B is stubby and laggy. His sweep, though long, is also very slow. This leaves Ramón with good overheads but bad lows, making a lot of his mixups during pressure have very lopsided reward.
* '''Nary an Anti-Air''': Not a single one of Ramón's grounded buttons function as an anti air, meaning he will have to rely on jCD in order to keep his foes out of the sky.
* '''Nary an Anti-Air''': Not a single one of Ramón's grounded buttons function as an anti air, meaning he will have to rely on j.CD in order to keep his foes out of the sky.
* '''Bad Defense''': Ramón's invincible command grab is just fast enough to be a bad reversal, and just slow enough to be less valuable in pressure than others. Along with bad normals, this makes his defense even worse than most KOF grapplers. Additionally, his inability to combo off light abare hurts him heavily, as does his lack of anti-airs.
* '''Bad Defense''': Ramón's invincible command grab is just fast enough to be a bad reversal, and just slow enough to be less valuable in pressure than others. Along with bad normals, this makes his defense even worse than most KOF grapplers. Additionally, his inability to combo off light abare hurts him heavily, as does his lack of anti-airs.
  }}
  }}


'''THIS SHIT IS UNDER CONSTRUCTION HE'S OFF THE PERC NOW'''
Ramón is a fast, tricky character with plenty of extra mobility options and the range on key normals to back it up, most of which can lead to very important knockdowns. Once he's in, Ramón not only has crossups, command grabs and fake moves at his disposal, but unique pressure involving Feint Step which lets him frame trap, extend pressure and position himself for more mixups. From these, Ramón either gets hard knockdowns, corner resets or a way to further mix the opponent up, and the damage he gets for his meter is fantastic. However, while Ramón's vortex is strong, his defense is not, given he has no good reversals or big, fast normals to mash. Additionally, his stubby lights mean he is worse at hit confirming and checking rolls than other characters; although he can still do these things, Ramón is best suited to his own unique style of pressure.


The core of Ramón's pressure lies in his Feint Step (214P), 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 canceling into it after it connects and releasing the button ASAP, Ramón gets a bit of frame advantage to play with. Think of it as a free Roman Cancel, but much more 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 2C reaches far, and if either of them hit they lead to extremely high damage and great oki. 2D 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 in pressure, as his B buttons are fast and his A buttons leave him slightly plus. However, it can still be useful for safe positioning.
The gist of Feint Step pressure is this; after doing Feint Step, Ramón is left at +3. Although he can continue pressuring with another cr.C, the opponent can very easily mash jab to beat it and potentially get a combo. Ramón's solution, then, is to delay cr.C (either by holding Feint Step a little longer or delaying it manually) so it catches the recovery of the jab. The opponent may use a heavier attack to stuff it, but ever since the Shingo patch, Ramón can now not only call these and upbacks out with far C, but now get upwards of 400 damage for it if he has stock. To further crack open the opponent's defense, Ramón can use his running grab (41236K), hop in for standard KOF mixups or use Feint Step to position himself for the perfect crossup j.C. Finally, he can simply block or roll to bait reversals or Shatter Strike, then melt the opponent's life bar from there. Although Ramón's pressure is fake, its high reward makes him a real threat.
 
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 (41236K), 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 (41236P), which grants better okizeme than 41236K as it grants him a safejump into a crossup depending on whether you super jump or not. He can also cancel 41236K to bait a jump or a poke. Ramón is also notorious for his crossup ability - a decent string (e.g. 2C 3D 214C) 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 2B, both 4f) are very very short, but they can potentially be mixed with Ramón's command overhead (6A), which is safe, or heavy Rolling Sobat (623K) which is more rewarding but easy to stuff with a jab.
 
Against Ramón's pressure, the opponent will mainly be looking for a chance to mash, jump or reversal out. Ramón is only +3 after Feint Step, which is not conducive to airtight pressure; his fastest button at that range is far B, which is 6f and can thus be beaten by 3f jabs, while the strike you're aiming to land (2C) has a whopping 11f startup. To beat mashing, you can utilize either a buffered 5C, a delayed 2C, 22AC, a delay cancel 623B if at midscreen, or simply rejump against lights. Against jumps, hopping in with j.A, j.C or j.CD can be used to stop these attempts while maintaining momentum. You may also use st.A, st.C, or st.D to catch them jumping out while remaining grounded. Against reversals, Ramón can simply block or backdash, but during Feint Step 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 on defense where he pays the ultimate price. To compensate for the range of his 2C and 2D 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 41236A, which has five frames of full invincibility, and Tiger Spin (6321463214P) 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 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 2C range, Ramón's best tool is undoubtedly his j.CD, which is similar to [[The King of Fighters XIV/Hein|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 canceled 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 works best as a point character, where he doesn't have to worry about guard cancels, far buttons into max mode, or Shatter Strike. Though his EX moves are annoying and tricky, building a gameplan around them is unstable. Not only are they unsafe and easy to stuff, but relying on them too much will result in Ramón losing all the meter for his team. Shatter Strike is an extremely valuable defensive option for Ramón; it functions as an anti-air for a character who is scant on such a tool, and he can capitalize on it well with Rolling Sobat and Volando as followups. However, Shatter Strikes from the opponent can screw with his pressure considerably, beating both staggered normals and hops, and because Ramón mainly plays neutral at mid-range you're already controlling air space with j.CD anyway if you want anti-airs. Given Ramón is an obscure, difficult character to use, running him on point also guarantees you get as much experience with him as possible.


==Normals==
==Normals==

Revision as of 06:55, 21 January 2023

The King of Fighters XV

OverviewStrategyDataCombosReplays

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/2B > 41236C = 144 dmg
cl.C/2C > 3D > 623B > 623K > 22C = 257 dmg
cl.C/cl.D > 3D > 214A, 22AC = 241 dmg

0.5 Meters

Low
Anywhere
Anywhere

2B > 2A > 623BD, 214+A = 228 dmg
cl.C/2C > 3D > 41236AC, 22AC = 295 dmg
cl.C/2C > 3D > 623BD, 623D > 623K > 22C = 339 dmg

1 Meter

Anywhere

cl.C/2C > 3D > 623B > 623K > 22A > 6321463214A/C = 355 dmg

2 Meters

Corner OTG

cl.C/2C > 3D > 623B > 623K > 22A > 21441236BD, 22AC = 493 dmg

Gameplay Overview

Ramón is a mobile grappler who plays footsies using his long-ranged tools and fast movement options, then uses Feint Step in pressure to facilitate staggers and mixups.
Pros Cons
  • Good Movement: Ramón is quite mobile overall, with high jumps, fast ground speeds, a triangle jump and Feint Step for positioning. His running EX moves facilitate even better movement, boosting his speed considerably.
  • Massive Damage: Ramón has absolutely ridiculous damage across the board no matter how much meter he uses, making up for his lack of light confirms.
  • Powerful Vortex: With the array of his combo routes, resets, and all of his command throws, high/lows, and crossups, all of which are hard to punish when utilized correctly or outright safe and hard to react to, Ramón has a buffet of tools to keep opponents knocked down.
  • Strong Pressure: Feint Step gives Ramón a great way to remain plus, and puts him in an optimal range to utilize and even frametrap with 5C. If he's getting mashed on without meter, Ramon's delay cancels can help him out at midscreen, and Bird of Paradise is an evasive tool that can both mix, catch jumps, and avoid abare.
  • Great Pokes: Ramón may not have MANY great pokes, but the ones he does have are fantastic. 5A is one of the largest, most active, most quickly recovering 4f buttons in the game, and it covers a great range. His 5C is a large elbow with very, very stupid reward, his 5D is a very active (albeit slow) anti air, and his j.CD is among the best in the game.
  • Awful Lights: Other than 5A, Ramón's lights are stubby and have horrendous pushback, starving him of any confirms unless he is quite literally in their face.
  • Horrible Lows: Ramón's close B has almost no range, and his 2B is stubby and laggy. His sweep, though long, is also very slow. This leaves Ramón with good overheads but bad lows, making a lot of his mixups during pressure have very lopsided reward.
  • Nary an Anti-Air: Not a single one of Ramón's grounded buttons function as an anti air, meaning he will have to rely on j.CD in order to keep his foes out of the sky.
  • Bad Defense: Ramón's invincible command grab is just fast enough to be a bad reversal, and just slow enough to be less valuable in pressure than others. Along with bad normals, this makes his defense even worse than most KOF grapplers. Additionally, his inability to combo off light abare hurts him heavily, as does his lack of anti-airs.


Ramón is a fast, tricky character with plenty of extra mobility options and the range on key normals to back it up, most of which can lead to very important knockdowns. Once he's in, Ramón not only has crossups, command grabs and fake moves at his disposal, but unique pressure involving Feint Step which lets him frame trap, extend pressure and position himself for more mixups. From these, Ramón either gets hard knockdowns, corner resets or a way to further mix the opponent up, and the damage he gets for his meter is fantastic. However, while Ramón's vortex is strong, his defense is not, given he has no good reversals or big, fast normals to mash. Additionally, his stubby lights mean he is worse at hit confirming and checking rolls than other characters; although he can still do these things, Ramón is best suited to his own unique style of pressure.

The gist of Feint Step pressure is this; after doing Feint Step, Ramón is left at +3. Although he can continue pressuring with another cr.C, the opponent can very easily mash jab to beat it and potentially get a combo. Ramón's solution, then, is to delay cr.C (either by holding Feint Step a little longer or delaying it manually) so it catches the recovery of the jab. The opponent may use a heavier attack to stuff it, but ever since the Shingo patch, Ramón can now not only call these and upbacks out with far C, but now get upwards of 400 damage for it if he has stock. To further crack open the opponent's defense, Ramón can use his running grab (41236K), hop in for standard KOF mixups or use Feint Step to position himself for the perfect crossup j.C. Finally, he can simply block or roll to bait reversals or Shatter Strike, then melt the opponent's life bar from there. Although Ramón's pressure is fake, its high reward makes him a real threat.

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 and essential poke.

Quite good for mashing out of pressure, although most trades will not be to your advantage. Ramón is meant to keep his distance using his extra mobility tools, but this and early j.CD are crucial for helping you to stand your ground. It's pretty much one of his two good ground pokes, so knowing how to use this a lot is essential.

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 -

Great poke, for it is quite fast for okay range and ridiculous reward. Useful for frame traps after Feint Step for its speed and priority. Special cancelable into a ton of damage.

  • Big recovery so be mindful.

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. Decent as a pre emptive anti air due to being quite fat and active.

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 -
  • Normal kof jab. Chains into A and B normals. Use this exactly how you would use far A.

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 poor range.

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 and more damaging, 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

Lose Button

Lose Button

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 41236C.

Really bad normal but it's a 2B so it's usable maybe I guess. Can be good for tick throws and doing very close combos into autocombo B ender but that's about it.

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. Does not work as a crossup.

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 -
  • Not as good at crossing up as the jump version. Likely to get stuffed by cr.B spam if it actually does cross up, but does just fine in head-on pressure.

jump C jump C

70 High - 10 12 1 on ground - - - 70 -
  • Extremely potent crossup, and with decent priority too. Ramón's super jump lands him a character width further than a regular jump, so study these ranges for best results.

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.

Rush

rush
cl.AA
cl.AA
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

AA AA

25 Mid - 6 - - -3 -5 - 0 -

AAX AAX

25 Mid - 12 - - -6 -8 - 0 -
  • Sadly, the Rush Combo is your best meterless combo ender from cr.B. However, it still ends in Tiger Neck Chancery which is good.

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 in strings. If it hits then you can combo into Lv1 wall dive, but only if you Feint Step before for some reason. You're +7 if you Feint Cancel this, so it's worth fishing for this after an air reset just for frame advantage.

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

Sankaku-Tobi
j.9 near wall
j.9 near wall
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
- - - - - 1 on ground - - - - -
  • A walljump which travels far further horizontally than your regular jump, but not as high vertically. Useful for spacing a crossup and for getting Ramón out of the corner, though it can be checked.


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 best to cancel into Maxmode instead for the confirm. Combo glue otherwise, but you absolutely must cancel it for it is unsafe on hit. Can be kara cancelled from cr.D to move forward and be cancellable, but given its not-so-great priority and the existence of hops you may not want to do that.


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, but you are able to special cancel. This seems useful for pressure, but you get the exact same frame advantage that you get from everything else (+3) while also being pushed back way further.


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. This move actually has juggle potential, but you'll only be able to juggle with cl.C or a light in the corner for a reset.

Special Moves

Tiger Neck Chancery

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. 41236A 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. 41236C, however, is slower and only has throw invincibility. Its slower startup is actually optimal for tick throw setups: Ramón can do cr.B 41236C as an option select where he either gets a low mixup on hit, or a tick throw which catches rolls every time if they blocked cr.B. 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. Unfortunately, it still doesn't have throw invulnerability, so not only will a regular throw beat it but you'll lose half a stock too.

Rolling Sobat

Rolling Sobat
623B
623B

D version is a lose button.

D version is a lose button.

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. This is also the only way you can get a decent combo from lights.

Flying Body Attack

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

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

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

Tiger Road
214B/D
214B/D

TAIGAH ROADAH
You'll probably die if you input this.

TAIGAH ROADAH
You'll probably die if you input this.

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, and has a very brief period of full invincibility.

Feint Dash

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.
  • A hitbox is on Ramón's cheeks, similar to how it was in previous games. However, this serves a completely different purpose. While in the older games it was an overhead, here it is a mid which is +6 on block, making it a better meaty than close C if you can set it up. You can do this after a sliding hard knockdown or after Tiger Neck Chancery as some examples. The range on this move is abysmal so it is only useful for starting pressure in this way. It is still super cancellable, but you can link anything with 8f startup or less, such as far C.
  • This move has no invincibility. This is worth noting because EX Tiger Road does, meaning you might want to use this move as a reversal. In this case, you would want EX Tiger Road to be active enough to dodge the meaty but for Ramón to be close enough for Feint Dash to hit, which can be very inconsistent. You're better off using EX Tiger Road to buy distance for yourself.

Feint Jump

Feint Jump
9 during Tiger Road
9 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
- - - - - 62 (Total Frames, 11 on ground) - - Full Body: 1 to 20 (20 Frames) - -
  • A backflip which is slow and deals no damage. Only do this if a 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

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

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, or not at all.

Bird of Paradise

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, as you no longer have to piano the punch buttons. A tricky backflip which reaches high up, hits as an overhead and can crossup if close. 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 are usually doing with Ramón. The Hoists do not work if this move hits OTG.

Feint Step

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 -
  • 214A 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.
  • Ramón flies high enough to scale over even some high fireballs, but this must be timed well.

C C

- - - - - 10 / 190 (Max button hold) - - - - -
  • 214C 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" (à la Guilty Gear) 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.
  • Will only leave you at +3 when canceling from heavies or command normals. This means that if you attempt to press crouch C afterwards, they can stuff it with a jab. The counter to this is to delay your crouch C, hitting their recovery and netting you a combo. This is heavily dependant on which button they press; if they press a slower button, you either have to delay crouch C more, or you could press it immediately if their button is 8f or slower. This makes staggering with Ramón quite a murky affair, which only gets more muddled when opponents start jumping back, forcing you to start thinking about anti-airs as well. It gets worse if they have far buttons that can hit you even if you do nothing but block.

AC AC

- Mid - 11 6 21 HKD (73 - Close to 80 - Max Range) -10 (Close) to -3 (Max Range) - 0 -
  • Unfortunately, EX Feint Step is pretty much just 214A with better damage and faster startup, allowing it to combo from lights, but you can already combo into EX Sobat, which is safer on block and links into 214A if you want the sliding hard knockdown. The only niche it has is that it will cause a wall bounce on counter hit rather than a wall splat, but this implies you are using the dropkick in neutral which you shouldn't be.
  • An oddity with this move is that, when the button is fully held, Ramón will not unleash the dropkick, just like 214C.

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 -
  • Faster than 41236A. Mostly invalidated by 41236AC, 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. 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. This is instant, but so is 41236AC. Only do this if you need an extremely fast punish, and if you know it will kill.


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 -
  • One of the best tools in his arsenal. Ramón's run happens during the super freeze, meaning he touches the wall instantly, and its high priority warrants its use as a reversal when cornered. 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.

Misc

After a Feint Step, you are +3 on block if you cancelled any heavy attack or command normal, but +7 if you cancelled from st.CD. Given the latter's 17f 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. Quite a few characters can mash buttons that will both stop offensive jumps and cr.C, sadly leaving you forced to wait for an option and counter it accordingly. You will be minus if you Feint Cancel a light attack, but doing so is still useful strictly for positioning.

Videos

Ramón Reveal Trailer
The King of Fighters XV

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