| '''Heavy Starter''' > 623B > 623K > 22A > 41236AC > 22AC || 377 || 170 || .5 || .4 || Anywhere || His best .5 bar anywhere combo, can swap the OTG for a safe jump set up but even with it you can still do whatever you want after.
| '''Heavy Starter''' > 623B > 623K > 22A > 41236AC > 22AC || 377 || 170 || .5 || .4 || Anywhere || His best .5 bar anywhere combo, can swap the OTG for a safe jump set up but even with it you can still do whatever you want after.
|-
| '''Heavy Starter''' > 623BD > 66 > 214K , AB > 623B > 623K > 22C > cl.5C > 214C || 438 || 300 || .5 || .49 || Corner || Same as light but due to pushback you need to do a micro walk after 623BD (very micro).
| '''Heavy Starter''' > 623BD > 66 > 214K , AB > 623B > 623K > 22C > cl.5C > 214C || 438 || 300 || .5 || .49 || Corner || Same as light but due to pushback you need to do a micro walk after 623BD (very micro).
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
Light Starters
Combo
Damage
Notes
2A > 2B
39
His only decent light starter.
2A > 5A
48
His lights suck as starters.
5B > 5A
53
No like, they really suck.
Heavy Starters
Combo
Damage
Notes
cl.5D > 3D
127
His most damaging grounded starter.
cl.5C > 3D
117
His most REALIABLE grounded starter.
j.C > cl.5C > 3D
181
Most reliable jump in, crosses up too.
j.C > cl.5D > 3D
191
More damage but doesn't cross up.
2C > 3D
117
Poke confirm.
f.5C
70
Faster poke that only links into specials, great as an option select on jump ins if they roll away.
2D(X) > 3D
50
Allows you to use cancel 3D as a poke, thanks to 2D being whiff cancelable.
Other Starters
Combo
Damage
Notes
CD
75
Slow but cancelable.
236CD
75
Raw Shatter does not combo into 3D.
214A (counter)
125
Combos into 623B/BD in the corner, it's as risky as it gets.
214AC (counter)
162
Combos into 623D anywhere, just as risky as 214A.
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
172
0
Rush combo ending in a special move.
cl.A > A > A > C
223
1
Rush combo ending in a super.
cl.A > A > A > D
347
2
Rush combo ending in a Max super.
cl.A > A > A > A
452
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
cl.5B > cl.5A > 41236A
161
60
0
.2
Anywhere
The only true light confirm without any meter, you have to be pretty close still.
2B > Rush Combo > 41236A
177
45
0
.25
Anywhere
I think this shows how bad the light confirms are, this is all you'll get from 2B meterless.
Heavy Starter > 623B > 623K > 22C
267
170
0
.3
Anywhere
His BNB with the more damaging ender.
Heavy Starter > 623B > 623K > 22A
239
170
0
.27
Anywhere
His BNB with a reset ender, be careful what you do with this.
Heavy Starter > 623B > 623K > 22C > cl.5C > 214C
316
240
0
.4
Corner
His Corner BNB, with a reset at the end that, can swap 214C with 22AC for another reset or chip damage, whilst also safe on block.
Heavy Starter > 214A
217
170
0
.25
Anywhere
For when you're too far away to do 623B, HKD.
Heavy Starter > 214A > 22AC
251
170
0
.35
Near Corner
214A leads into OTG 22AC when near the corner.
.5 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623BD > 623D > 623K > 22C
274
115
.5
.25
Anywhere
Finally, a proper light starter, after the 2A just do 623BD, the 2B will come out on its own as a result of it.
His best .5 bar anywhere combo, can swap the OTG for a safe jump set up but even with it you can still do whatever you want after.
Heavy Starter > 623BD > 66 > 214K , AB > 623B > 623K > 22C > cl.5C > 214C
438
300
.5
.49
Corner
Same as light but due to pushback you need to do a micro walk after 623BD (very micro).
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
... > 236CD, 623B~623K > 22C
232 (raw 236CD)
1
0.5
Anywhere
Shatter Strike combo. You get meter back to use dp+BD, but doing this after Shatter Strike will automatically end the combo.
c.C/2C > 3D > 6321463214A/C
279
1
Anywhere
Leaves the opponent behind you but way too far out to get pressure from it. Using EX Tiger Neck Chancery gives you better damage and okizeme for half the price, so do that instead.
... > 3D > 623B~623K > 22A > 6321463214A
355
1
Anywhere
Only practical use for Tiger Spin over his other grabs is for super cancels such as this one.
CD > 214C, 2141236B/D
235
1
Midscreen
Grounded wall splat combo. The combo won't work if you don't feint cancel stCD for whatever reason. The super will fail to land in the corner.
... > 623BD, 623B~623K > 22A > 6321463214A
429 (c.C > 3D)
1.5
Anywhere
Minor damage improvement if you need to kill.
... > 236CD, 623B~623K > 22A > 6321463214A
344 (raw 236CD)
1.5
Anywhere
Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it.
2 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
c.C/2C > 3D > 623B~623K > 22A > 2141236BD
467
2
Anywhere
This super deals more damage than EX Tiger Spin and gives much better corner carry and okizeme.
... > 236CD > 623B~623K > 22A > 2141236BD
472 (raw 236CD)
2
Anywhere
Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it.
CD > 214C, 2141236BD
363
2
Anywhere
More expensive version of the wall splat combo above.
... > 2141236BD, 22AC
2
Corner
Free Bird of Paradise OTG in the corner.
Ramón can turn any of his 1.5 bar combos into 2.5 bar combos by using 2141236BD instead of the non-EX version.
3 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
... > 623B > 2141236CD
3
Anywhere
Being a two-hit Climax, Hyper Sonic • Ramón is hit hard by damage scaling. Cancelling Rolling Sobat itself is optimal for Climax combos, as the Hoist sequence will scale it down too much. This doesn't affect EX Volando, as its damage is spread across many hits and it has a tendency to miss when cancelled into from raw Rolling Sobat anyway.
236CD > 2141236B/D > 6321463214AC
527
3
0.5
Back to Corner
Very situational anti-air Shatter Strike combo which only works if your back is near the wall. Worth noting because this is the only feasible way for Ramón to land an Advanced Cancel, unless you actually go for qcb,hcf+B/D raw for whatever reason.
4 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
... > f.B/3D > BC > c.C/2C > 3D > 623B > 2141236BD > 2141236CD
Anywhere
You're super cancelling Rolling Sobat itself because otherwise you won't have enough time to cancel into Climax, and even if you did the combo would be hit harder by damage scaling.
5 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
... > 623B > 2141236BD > 2141236CD
5
Anywhere
Not exactly anchor material. If you do a Hoist sequence you will lose damage.