Difference between revisions of "XV Broken/Ramón"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Ramon Profile.png|thumb|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.<br/>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.]] | <section begin="image"/>[[File:KOFXV Ramon Profile.png|thumb|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.<br/>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.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is a mobile grappler who plays footsies using his long-ranged tools and fast movement options, then uses Feint Step in pressure to | | intro = '''''{{SUBPAGENAME}} 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= | | pros= | ||
* | * '''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, his 2D is whiff cancelable and has great range, 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. | ||
* '''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 a reactive 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. | |||
* '''Weak Frametraps''': Whereas most characters get guaranteed high damage and oki off a frametrap during offense, Ramon gets only around 70 damage and some more pressure if the opponent knows the matchup. If he wants to go for higher damage frametraps, he risks taking major damage as they're all unsafe. | |||
}} | |||
Ramón | 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. | ||
Ramón can | 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 can be fake, its high reward and overall ambiguity grants Ramon a very healthy amount of mental plus frames. | ||
==Normals== | ==Normals== | ||
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|description= | |description= | ||
* Decent hop check and essential poke. | * 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. | 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. One of the 4 ground buttons you will use often in neutral. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=ramon_stc | |moveId=ramon_stc | ||
|description= | |description= 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. | |||
}} | }} | ||
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|moveId=ramon_std | |moveId=ramon_std | ||
|description= | |description= | ||
* A slow anti-air which moves Ramón forward a bit. | * A slow anti-air which moves Ramón forward a bit. Decent as a pre emptive anti air due to being quite fat and active. | ||
* Not much more useful than 5A, but it's there and it's alright. | |||
}} | }} | ||
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|moveId=ramon_cla | |moveId=ramon_cla | ||
|description= | |description= | ||
* | * Normal kof jab. Chains into A and B normals. Use this exactly how you would use far A. | ||
}} | }} | ||
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|description= | |description= | ||
* Standing low, but with poor range. | * Standing low, but with poor range. | ||
The range on this is so small that you can't even get it after doing a hyper hop towards your foe and then microstepping backwards. Yeah. Use 2B (Worse button in every way but range) for empty jump low confirms. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=ramon_crb | |moveId=ramon_crb | ||
|captions=Lose Button | |||
|description= | |description= | ||
* Another low with crummy range. Chains into A normals. | * Another low with crummy range. Chains into A normals. | ||
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 or 623BD, but that's about it. | |||
}} | }} | ||
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|moveId=ramon_dd+A | |moveId=ramon_dd+A | ||
|description= | |description= | ||
* The classic restand Ramón has from a variety of his moves. This leaves Ramón | * The classic restand Ramón has from a variety of his moves. This leaves Ramón very slightly plus 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. You can also link into EX Tiger Neck Chancery to deal huge damage and set up some safe jumps and nasty 50/50s for cheap. | ||
}} | }} | ||
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|moveId=ramon_hcf+A,ramon_hcf+C,ramon_hcf+AC | |moveId=ramon_hcf+A,ramon_hcf+C,ramon_hcf+AC | ||
|description2= | |description2= | ||
* 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 | * 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. | ||
|description3= | |description3= | ||
* 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. | * 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. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=ramon_dp+B,ramon_dp+D,ramon_dp+BD | |moveId=ramon_dp+B,ramon_dp+D,ramon_dp+BD | ||
|captions=D version is a lose button. | |||
|description2= | |description2= | ||
* 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. | * 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. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=ramon_qcb+K,ramon_qcb+BD | |moveId=ramon_qcb+K,ramon_qcb+BD | ||
|captions=TAIGAH ROADAH, You'll probably die if you input this. | |||
|description= | |description= | ||
* 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. | * 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. | ||
|description2= | |description2= | ||
* 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. | * 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. | ||
}} | }} | ||
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|description= | |description= | ||
* 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. | * 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. | |||
}} | }} | ||
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===Feint Step=== | ===Feint Step=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=ramon_qcb+A,ramon_qcb+C | |moveId=ramon_qcb+A,ramon_qcb+C,ramon_qcb+AC | ||
|description= | |description= | ||
* 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. | * 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. | |||
|description2= | |description2= | ||
* 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 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. | * 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. | * 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. | ||
|description3= | |||
* 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. | |||
}} | }} | ||
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|moveId=ramon_hcbhcb+p,ramon_hcbhcb+ac | |moveId=ramon_hcbhcb+p,ramon_hcbhcb+ac | ||
|description= | |description= | ||
* 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. | * 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. | ||
|description2= | |description2= | ||
* 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. | * 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. | ||
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|moveId=ramon_qcbhcf+k,ramon_qcbhcf+bd | |moveId=ramon_qcbhcf+k,ramon_qcbhcf+bd | ||
|description= | |description= | ||
* 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 | * 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 difficult for reversals, but happens during the flash when canceled from Rolling Sobat, making it a solid way to end combos. | ||
|description2= | |description2= | ||
* 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. | * 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. | ||
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==Misc== | ==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 | 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== | ==Videos== |
Revision as of 20:31, 1 February 2023
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Hold OK) = Can be held before releasing.
Throws
Command Normals
Sankaku-Tobi - (Near Wall) (Midair Only)
Special Moves
Super Special Moves
El • Diablo • Amarillo • Ramón • Volando - + / !
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Low |
cl.B/2B > 41236C = 144 dmg |
0.5 Meters |
Low |
2B > 2A > 623BD, 214+A = 228 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 |
|
|
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 can be fake, its high reward and overall ambiguity grants Ramon a very healthy amount of mental plus frames.
Normals
Far Standing Normals
Far A
stand A
st.A
st.A |
---|
Far B
stand B
st.B
st.B |
---|
Far C
stand C
st.C
st.C |
---|
Far D
stand D
st.D
st.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
cr.A
cr.A |
---|
Crouch B
crouch B
cr.B
cr.B |
---|
Crouch C
crouch C
cr.C
cr.C |
---|
Crouch D
crouch D
cr.D
cr.D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA
cl.AA |
---|
Blowback
Blowback
Blowback
st.CD
st.CD |
---|
Shatter Strike
Shatter Strike
236CD
236CD |
---|
Jump CD
jump CD
j.CD
j.CD |
---|
Throws
Arm Whip
(close) 4C or 6C
(close) 4C or 6C |
---|
Flying Mare
(close) 4D or 6D
(close) 4D or 6D |
---|
Command Moves
Sankaku-Tobi
j.9 near wall
j.9 near wall |
---|
Drop Kick
3D
3D |
---|
Head Butt
6A
6A |
---|
Hoist 1
22A
22A |
---|
Hoist 2
22C
22C |
---|
Special Moves
Tiger Neck Chancery
Tiger Neck Chancery
41236A
41236A |
---|
Rolling Sobat
Rolling Sobat
623B
623B |
---|
Flying Body Attack
Flying Body Attack
623K during Rolling Sobat
623K during Rolling Sobat |
---|
Somersault
Somersault
41236B/D
41236B/D |
---|
Stop
Stop
AB during Somersault
AB during Somersault |
---|
Tiger Road
Tiger Road
214B/D
214B/D |
---|
Feint Dash
Feint Dash
AB during Tiger Road
AB during Tiger Road |
---|
Feint Jump
Feint Jump
9 during Tiger Road
9 during Tiger Road |
---|
Cross Chop
Cross Chop
B/D during Tiger Road
B/D during Tiger Road |
---|
Force of Will
Force of Will
236A/C during Tiger Road
236A/C during Tiger Road |
---|
Bird of Paradise
Bird of Paradise
22AC
22AC |
---|
Feint Step
Feint Step
214A
214A |
---|
Super Special Moves
Tiger Spin
6321463214A/C
6321463214A/C |
---|
El • Diablo • Amarillo • Ramón • Volando
2141236B/D
2141236B/D |
---|
Hyper Sonic • Ramón
2141236CD
2141236CD |
---|
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.