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The King of Fighters XV/Ramón/Combos: Difference between revisions
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Ramón Combos by Meno
Ramón Combos by Persona
Ramón Combos by Kakuge
Ramón Combos, Starters and Resets by Faizer
Franck Frost (talk | contribs) useless syntax removed |
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| ''' | | '''Auto Combo''' || 70 || Somehow one of his best confirms off of lights, yes its that desperate. | ||
|- | |- | ||
| 2A > | | '''2A > 2B''' || 39 || If you want to do EX Sobat. | ||
|} | |} | ||
Revision as of 10:59, 18 January 2025
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | 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 |
---|---|---|
Auto Combo | 70 | Somehow one of his best confirms off of lights, yes its that desperate. |
2A > 2B | 39 | If you want to do EX Sobat. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.5D > 3D | 127 | His most damaging grounded starter. |
cl.5C > 3D | 117 | His most reliable 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. |
214K , AB | 65 | Very versatile utility, 214BD can be used as a reversal and all versions can be frame traps on block. |
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 172 | 0 | Rush combo ending in a special move (41236A), cannot be followed up with a super. |
cl.A > A > A > C | 223 | 1 | Rush combo ending in a super (6321463214P). |
cl.A > A > A > D | 347 | 2 | Rush combo ending in a Max super (6321463214AC). |
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. |
cl.5B > Light Starter > 623BD > 623D > 623K > 22A | 262 | 145 | .5 | .25 | Anywhere | Standing light link with the mix up ender. |
Light Starter > 623BD > 214K , AB > 623B > 623K > 22C > cl.5C > 214C | 350 | 235 | .5 | .4 | Corner | Corner only extender with 214K cancel. |
Light Starter > 214AC | 156 | 60 | .5 | .02 | Anywhere | You will need to do the 214AC lightning fast and not hold it at all. |
Light Starter > 214AC > 22AC | 190 | 45 | .5 | .12 | Near Corner | OTG extender. |
Heavy Starter > 623BD > 623D > 623K > 22C | 362 | 190 | .5 | .35 | Anywhere | Same as the light starter just better. |
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). |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623BD > 623D > 623K > 22A > 41236AC > 22AC | 375 | 115 | 1 | .3 | Anywhere | The good part about light starters is they stop falling behind the heavy ones once you have a bar. |
Light Starter > 623BD > 214K , AB > 623B > 623K > 22A > 41236AC > 22AC | 401 | 165 | 1 | .35 | Corner | Corner only variant, you will lose the corner unless you do a cross up after the combo. |
Light Starter > 623BD > 66 > 214K , AB > 214AC | 288 | 105 | 1 | .1 | Anywhere | Tricky combo that rewards you with a HKD. |
Light Starter > 623BD > 66 > 214K , AB > 214AC > 22AC | 318 | 105 | 1 | .15 | Near Corner | OTG extension. |
Heavy Starter > 623BD > 623D > 623K > 22A > 41236AC > 22AC | 463 | 190 | 1 | .41 | Anywhere | Arguably his best combo. |
Heavy Starter > 623BD > 66 > 214K , AB > 214AC | 376 | 170 | 1 | .2 | Anywhere | Same as light but more damage. |
Heavy Starter > 623BD > 66 > 214K , AB > 214AC > 22AC | 406 | 170 | 1 | .2 | Near Corner | OTG extends this combo once more. |
Heavy Starter > 623BD > 214K , AB > 623B > 623K > 22A > 41236AC > 22AC | 489 | 230 | 1 | .47 | Corner | Like the light variant, will lose you the corner. |
Heavy Starter > 623B > 2141236K | 345 | 170 | 1 | .25 | Anywhere | Super ender, but not the best use of 1 bar from heavies. |
Heavy Starter > 623B > 2141236K > 22AC | 345 | 170 | 1 | .25 | Midscreen | OTG extension. |
Light Starter > 623BD > 623D > 2141236K | 349 | 115 | 1.5 | .2 | Anywhere | Extended Super combo but again, damage not fully worth it. |
Light Starter > 623BD > 623D > 2141236K > 22AC | 379 | 115 | 1.5 | .25 | Near Corner | OTG doing its best to save this combo. |
Light Starter > 623BD > 623BD > 214BD , AB > 623B > 623K > 22C > cl.5C > 214C | 419 | 175 | 1.5 | .4 | Corner | His corner BNB, Note that this will whiff on characters like Kula, Yuri and Chris due to their smaller sizes. |
Light Starter > 623BD > 623BD > 214BD , AB > cl.5D > 214C | 326 | 125 | 1.5 | .15 | Corner | Use this against the smaller characters, results in a reset too. |
Heavy Starter > 623BD > 623D > 2141236K | 437 | 190 | 1.5 | .25 | Anywhere | Like the light but a bit beefier. |
Heavy Starter > 623BD > 623D > 2141236K > 22AC | 467 | 190 | 1.5 | .25 | Midscreen | OTG do what an OTG do. |
Heavy Starter > 623BD > 623BD > 214BD , AB > 623B > 623K > 22C > cl.5C > 214C | 507 | 240 | 1.5 | .48 | Corner | Corner BNB again, and again it whiffs on smaller characters. |
Heavy Starter > 623BD > 623BD > 214BD , AB > cl.5D > 214C | 414 | 190 | 1.5 | .25 | Corner | The gremlin reset. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Heavy Starter > 623B > 2141236BD | 473 | 170 | 2 | .25 | Anywhere | Much like the war in Ba Sing Se, there is no 2 Bar Light starters. |
Heavy Starter > 623B > 2141236BD > 22AC | 505 | 170 | 2 | .26 | Midscreen | But much like death and taxes there is always the OTG extension. |
Light Starter > 623BD > 623BD > 214BD , AB > 623B > 623K > 22A > 41236AC > 22AC | 466 | 105 | 2 | .35 | Corner | Ok I lied there is this, but it still doesn't work on short characters and you lose the corner. |
Heavy Starter > 623BD > 623BD > 214BD , AB > 623B > 623K > 22A > 41236AC > 22AC | 554 | 180 | 2 | .35 | Corner | Same as the light variant but more damage and bar. |
Light Starter > 623BD > 623D > 2141236BD | 469 | 115 | 2.5 | .2 | Anywhere | Now the super cancel is worth it. |
Light Starter > 623BD > 623D > 2141236BD > 22AC | 499 | 115 | 2.5 | .25 | Midscreen | AYYO DO A FLIP. |
Light Starter > 623BD > 214K , AB > 623B > 2141236BD > 22AC | 518 | 165 | 2.5 | .3 | Corner | 2141236BD keeps showing its worth |
Heavy Starter > 623BD > 623D > 2141236BD | 557 | 190 | 2.5 | .25 | Anywhere | Stonks. |
Heavy Starter > 623BD > 623D > 2141236BD > 22AC | 587 | 190 | 2.5 | .25 | Midscreen | Stomp. |
Heavy Starter > 623BD > 214K , AB > 623B > 2141236BD > 22AC | 606 | 230 | 2.5 | .4 | Corner | Stonks and Stomp. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > BC > cl.5D > 3D > 623B > 2141236K > CLIMAX | 577 | 215 | 3 | .05 | Anywhere | Basic Quick Max combo, nothing special. Works with 1250 and 1500 Max Gauge (Mid and Anchor). |
Heavy Starter > BC > cl.5D > 3D > 623B > 2141236K > CLIMAX | 665 | 280 | 3 | .15 | Anywhere | Same as light variant but beefier. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > BC > cl.5D > 3D > 623B > 2141236BD > CLIMAX | 675 | 215 | 4 | .05 | Anywhere | Same as the 3 bar version but with more damage. Works with 1250 and 1500 Max Gauge (Mid and Anchor). |
Heavy Starter > BC > cl.5D > 3D > 623B > 2141236BD > CLIMAX | 763 | 280 | 4 | .15 | Anywhere | Same as light variant but stronger. |
Light Starter > 623BD > 214K , AB > 623B > 2141236K > CLIMAX | 692 | 165 | 4.5 | .2 | Corner | Enough OTG extensions, time for the butt extension. |
Heavy Starter > 623BD > 214K , AB > 623B > 2141236K > CLIMAX | 780 | 230 | 4.5 | .25 | Corner | More caked up. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Heavy Starter > 623B > 2141236BD > CLIMAX | 833 | 170 | 1 | .25 | Anywhere | Yeah no lights for this section, heavies only. |
Blue Max
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
BC > Light Starter > 623BD > 623D > 2141236K > CLIMAX | 712 | 125 | 3 | .15 | Anywhere | Kinda useless since cl.5C exists. |
BC > Light Starter > 623BD > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX | 773 | 105 | 3 | .2 | Corner | Use to punish panic DPs, unless its Kula, Yuri or Chris as this still doesn't work on short characters.. |
BC > Heavy Starter > 623BD > 623D > 2141236K > CLIMAX | 750 | 190 | 3 | .25 | Anywhere | Make them pay for a mistake. |
BC > Heavy Starter > 623BD > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX | 883 | 170 | 3 | .3 | Corner | Still not gremlin proof but will make your opponent cry. |
BC > Light Starter > 623BD > 623D > 2141236BD > CLIMAX | 832 | 125 | 4 | .15 | Anywhere | More bar. |
BC > Light Starter > 623BD > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX | 878 | 105 | 4 | .2 | Corner | Still not gremlin proof. |
BC > Heavy Starter > 623BD > 623D > 2141236BD > CLIMAX | 942 | 190 | 4 | .25 | Anywhere | MAKE THEM PAY. |
BC > Heavy Starter > 623BD > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX | 988 | 170 | 4 | .3 | Corner | The gremlins may win this time, but with a jump in this is a ToD. |
BC > 214A (counter) > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX | 880 | 120 | 3 | .25 | Corner | This is not very practical but it does a lot...If only it hit short characters. |
BC > 214A (counter) > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX | 1000 | 120 | 4 | .25 | Corner | Just barely a ToD and still the gremlins laugh, for they can't be hit by it. |
Other Starters
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
CD > 41236K(X) , AB > 623B > 623K > 22C | 182 | 160 | 0 | .3 | Anywhere | Basic CD combos using 41236K to get near if you're not near the corner. |
236CD > 623B > 623K > 22A > 41236AC > 22AC | 358 | 60 | 1 | .25 | Anywhere | Basic Shatter strike combo. |
214AC (counter) > 623D > 623K > 22A > 41236AC > 22AC | 443 | 80 | 1 | .25 | Anywhere | Basic 214AC (counter) combo start, still an extremely risky starter. |
214AC (counter) > 623D > 2141236BD | 544 | 80 | 1 | .15 | Anywhere | Super cancel, requires timing on the 523D otherwise the super will whiff. |
214AC (counter) > 623D > 2141236BD > 22AC | 578 | 80 | 1 | .15 | Midscreen | OTG for bonus damage. |
214A (counter) > 623B > 623K > 22C > cl.5C > 214C | 325 | 210 | 0 | .45 | Corner | Very niche starter but is very useful when it happens. |
214A (counter) > 623BD > 214BD , AB > 623B > 22C > cl.5C > 214C | 455 | 210 | 1 | .5 | Corner | Extended version that pays back 50% of the bar spent. Wont work on small characters. |
214A (counter) > 623B > 2141236BD > 22AC | 526 | 130 | 2 | .45 | Corner | Super cancel version with OTG. |
214K , AB > f.5C > 623BD > 623D > 623K > 22A > 41236AC > 22AC | 467 | 210 | 1 | .45 | Anywhere | Can be done off of 214BD too. |
214K , AB > f.5C > 623BD > 623D > 2141236BD | 561 | 210 | 2.5 | .25 | Anywhere | Super version. |
214K , AB > f.5C > 623BD > 623D > 2141236BD > 22AC | 591 | 210 | 2.5 | .35 | Midscreen | OTG bonus. |
214K , AB > f.5C > BC > cl.5D > 3D > 2141236BD > CLIMAX | 767 | 300 | 4 | .35 | Anywhere | Works as a Quick Max starter. |
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