The King of Fighters XV/Ramón/Strategy

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The King of Fighters XV

OverviewStrategyDataCombosReplays

Neutral

Ramón's neutral is quite odd. He has excellent movement and range, but his attacks are slow. Ramón can not do tight punishes without meter - his reversal grab, hcf+A, comes out on the fifth frame, so despite its decent range it cannot be used for tight punishes like Clark's hcf+D. You have to rely on hcf+AC for 1f punishes, which is quite good because you get nearly 200 damage from it after a d,d+AC OTG, and you still get oki from it. It's worth noting that grabs are Ramón's only true reversals - though qcb,hcf+BD has some invincibility at the start, this quickly wears off and the move is prone to trading. When used while you're in the corner, it also has a nasty tendency to whiff on the opponent if their hurtbox is low enough to the ground. It's not worth spending two bars on a bad reversal and the opponent will most likely bait Ramón's command grabs by simply jumping and spacing their pressure well. If Ramón is cornered his best option is to defend well. Ideally, Ramón should constantly be moving away from the opponent, using his great walk and runspeed, his wall jump and qcb+C for careful positioning, and taking advantage of rolls and the four-jump system. If you're blocking, you're losing.

Movement

  • Jumps - Ramón's jumps reach very high, but are floatier than what you may expect from a rushdown character. He is one of the only characters who can hop over a standing opponent, which works well for landing his j.C as a crossup. j.A and j.CD will cover the area in front of Ramón, while j.B and j.D will reach under him. Switch your air normals up depending on the situation, but j.CD is your most important out of these by far.
  • Rolls - Ramón is not blessed in the defense department, so he is reliant on rolls to get him out of tight spots. Combined with Ramón's other movement options, he ideally shouldn't be in situations where his rolls can get checked easily, but if he is then be careful.
  • Backdash - Ramón's backdash is not entirely invalidated by qcb+C, as it's still quick, travels a fair distance and is airborne. It just doesn't have the precision that Feint Step provides.
  • Sankaku-Tobi - Ramón's wall jump is quite good for getting him out of the corner, as it lunges him quite far and you can even get a crossup out of this. However, with correct spacing the opponent can cover whether Ramón decides to wall jump or not.
  • qcb+C - Feint Step is effectively a backwards run, which Ramón has more control over than a backdash through how long you decide to hold the button for. What makes this move critical for good Ramón play is that you can cancel into it from any close or crouching normal, which gives you an opportunity to safely position yourself while still keeping as much momentum as possible. You can use this move for spacing mixup options such as crossups, or to space yourself just outside of the opponent's attack range so Ramón can frame trap or play footsies.

Pokes

  • st.B - Not the best range by any means, but it's quick.
  • st.C - Only two frames slower than st.B, but lunges farther and deals more damage as you would expect. It is possible to hit confirm into Quickmode with this move. This and st.B are safe pokes, but are not very rewarding.
  • cr.C - Slow poke (11f) with middling priority, but still very important for its long range. Do cr.C df+D to hit confirm at range. If they block it then make sure to cancel into qcb+C to be safe.
  • cr.D - A frame slower than cr.C, but has much better range and it hits low. It's a sweep so you're not using this for big damage, but the knockdown is very useful. Always cancel this into qcb+C, as this will make the sweep plus on block while giving you time to go for a mixup after the soft knockdown if it hits.
  • cr.D df+D - A very gimmicky kara cancel into Drop Kick, giving you plenty of reach while also being able to cancel the move into e.g. qcb+C. This is very slow, however, and you must cancel it into something because df+D is -11 on hit. Note that df+D will hit mid because you cancelled into it.
  • j.CD - The best poke in Ramón's arsenal. Has great range and priority, and the startup is actually quite fast for a move of this type. Be wary that the opponent can low profile this and punish you if you do it early.

Reactive Anti-Airs

  • st.A - This is a hop check with decent range and priority, but you will still trade quite a bit with this move.
  • Shatter Strike - Ramón actually gets very good mileage out of Shatter Strike. He can always follow it up with dp+B on a grounded hit. If you anti-air with this you can still follow it up with dp+B, but it depends on the screen positioning as to whether or not they will land in front of you after the wall bounce. Often it's safer to go for qcb,hcf+K on an air hit instead.

Preemptive Anti-Airs

  • st.D - Has very good range but will whiff on crouchers, and it's slow. Best used after a qcb+C cancel or at round start.
  • Early j.CD - Using early j.CDs as an anti-air is a staple of KOF fundamentals, but with Ramón it's crucial given its relatively fast speed and its great range.

Reversals

  • hcf+A - 5f command grab. Bear in mind this has strike invulnerability, but not throw invulnerabilty. It may be worth it to go for regular throws as well, as they also give hard knockdowns.
  • hcf+AC - 1f command grab. Always follow this up with d,d+AC for guaranteed extra damage.
  • qcb+BD - This backwards run is invincible to fireballs and appears to have upper body invulnerability, but you can still be swept out of this. Of its three followups, only Cross Chop has some invincibility, and only to fireballs. It may be worthwhile to cancel the run so you don't have to commit to a followup, then take advantage of the distance you have just bought for yourself.
  • qcb,hcf+BD - Only use this if you're cornered and your opponent is going to do a late jump attack, as you might get stuffed by an early air-to-air or you may fly over the opponent completely.
  • qcb,hcf+CD - 9f running grab with invincible startup. This move is also invincible to fireballs. Very risky as a reversal option as they can just jump this if they are able to.

Pressure

Ramón's qcb+C is vital for not only spacing during neutral, but for pressure as well. By cancelling into this from his heavy normals, Ramón is left at a small amount of frame advantage (+3~+7, a stark contrast from earlier games where he gained much more frame advantage; if you played Ramón in older games, you would do well to take note of this). While the situation is still in Ramón's favour, he must be very careful when dealing with opponents who know when and how to mash out of his pressure, as it's not exactly air-tight.

Cancels into Feint Step

  • Lights - All leave Ramón minus on block. You can use this to safely position yourself just out of punish range, but ideally you want to be close to the opponent for mixups, so you barely ever do this.
  • Heavies, df+D - All leave Ramón at +3. This is what you will most likely be doing, as you will be left at perfect range for frame trapping, hop mixups and crossups. Don't always cancel into df+D from heavies, as you will be very easy to read. Instead, try cancelling close or crouching heavies raw into qcb+C sometimes so you won't be mashed out of as much.
  • st.CD - Leaves Ramón at +7. This is nearly impossible to set up with its abysmal 20 frame startup, but you can manage it with an air reset. While the frame data is good, you will be pushed way out of mixup range. Not very useful.

Options after Feint Step

  • Block - Far and away the safest option, helping you to scout what the opponent is likely to do after a Feint Step. Do this if you don't have a good read on your opponent so you can make an informed decision from there.
  • st.B - 3f gap. Most cr.A moves in the game are 4-5f, so this is a safe way to check them. This will trade with 3f jabs such as Kyo's cr.A, but otherwise this can lead to a Maxmode conversion just from stuffing a light. Will catch jumps, which start at 4f.
  • st.C - 5f gap. Another good way to check cr.A mashing, though a bit less reliable. This will reliably check most cr.Bs. You can hit confirm this into Quickmode.
  • cr.C - 8f gap. Ramón's moneymaker. Be very careful with this move, as this is what you will be often mashed out of.
  • Staggered cr.C - This is most useful against opponents who tend to press buttons on wakeup rather than rolling or jumping back, and works best if the opponent knows to check early cr.C with jabs. This is vulnerable to jumps.
  • cr.D - 9f gap. You're only using this because of its decent range and that it's a low.
  • hcf+K - A classic mixup option which takes advantage of the opponent sitting still or attempting to roll out. It even has the tendency to catch backdashes, especially if you burn meter on the EX version, which is so fast that they still won't be able to react to it. To avoid getting qcb,hcf+K instead of this move, simply reset the stick to neutral beforehand.
  • hcf+K~AB - A good option for testing the opponent's reactions. If you get them to whiff a reversal from doing this then you have the range to punish it comfortably.
  • Hop Mixups - Ramón is in perfect range to hop in after a Feint Step, in which you can poke safely with jump lights or j.CD, jump-in with heavies, empty hop cr.B or empty hop hcf+A. Use your other options to condition them away from doing hop checks.
  • Crossup j.C - Ramón's j.C is an effective mixup tool which leads to high damage, especially if you space the crossup ambiguously with Feint Step. Easier said than done, as its hitstun isn't that great.
  • Preemptive Anti-Airs - If you expect your opponent to jump then you can go for moves such as st.D or early j.CD while still keeping your momentum.

Counterplay

  • cr.A - Experienced opponents will simply mash cr.A or something similar to deal with what comes next. This can be dealt with by using a hop to low crush, or by staggering your pokes.
  • Anti-airs or reversals - Much more rewarding on hit for the opponent, but if you have the read you can punish this dearly.
  • Rolling - Not a great option against Ramón, given the threat of getting grabbed by hcf+K or punished with cr.C. This can still be used to get out of his hop pressure.
  • Jumping back - A very safe option which deals with most of Ramón's tools, but loses to hop normals and other preemptive anti-airs.

Mixups

Outside of Feint Step pressure, Ramón still has plenty of ways to create mixup opportunities for himself. Most of his specials give him hard knockdowns, or soft knockdowns which can be chased with hcf+K. As tech rolls will leave an opponent with no throw invulnerability post-recovery, the fact Ramón can land hcf+K as a meaty due to its speed and distance means they will have to either commit to a wakeup option such as a jump or a reversal to hit him out of hcf+K or simply take the knockdown and punish Ramón on his recovery. Fortunately, Ramón can cancel hcf+K at any point in the move with AB, which can be used to bait one of these reactions and give you either a punish or more okizeme than you would have otherwise gotten from the knockdown.

Useful Soft Knockdowns

  • cr.D - After qcb+C, Ramón gains massive amounts of frame advantage from his sweep, giving him plenty of time to run up and start his pressure regardless of whether or not the opponent tech rolls.
  • j.CD - In addition to being an excellent poke, the soft knockdown from this move gives Ramón plenty of momentum, and a tech chase opportunity depending on the spacing.
  • d,d+C - Leaves Ramón at perfect spacing to land hcf+K meaty. In the corner you can actually juggle from this with cl.C or a light normal, but the reset you get isn't great on its own. Cancel this into qcb+C for spacing.

Useful Hard Knockdowns

  • hcf+P - Grants you a guaranteed hyper hop or super jump mixup. Doing an empty jump into another hcf+P is guaranteed to work as a mixup option.
  • OTG d,d+AC - This move results in a hard knockdown on its own, but you will often use that to cancel into a Hoist. When you hit this move OTG you still get plenty of okizeme, so if it's guaranteed then go for it.
  • qcb+A - This move has great corner carry and the opponent takes a while to recovery, so you have more than enough time to position yourself for a mixup. Guaranteed d,d+AC in the corner.
  • hcb,hcb+P - Tiger Spin should be treated as a soft knockdown of sorts, as while you don't get good okizeme from this at all you can still go for Somersault and have it hit.
  • qcb,hcf+K - Even better corner carry than qcb+A, and more plus frames than you may know what to do with. Guaranteed d,d+AC in the corner.

hcf+K and qcb,hcf+CD also grant hard knockdowns but Ramón's spacing after these moves is suboptimal for any kind of mixup. dp+K and its followup also result in hard knockdowns, but as a combo ender you're better off doing hcf+P or qcb+A for a hard knockdown, as these moves accomplish more while dealing better damage.

Tiger Road

Tiger Road is a beginner's trap. You can deal with any followup from the regular version by simply holding downback, as Cross Chop hits mid and Force of Will whiffs on crouchers. While the default followup is an overhead which results in a hard knockdown, Ramón stays very close to the wall when this happens, meaning you will realistically never have to worry about it (if you are close enough to get hit by this then you are also close enough to hit him before he touches the wall in the first place).

The EX version shows more promise, as Force of Will will hit crouchers and all followups travel much farther (the default followup will now track the opponent's position, and it travels in a nice rainbow arc over everything). However, all followups can be dealt with by simply rolling, jumping back or using a reversal to beat them. Force of Will, though it looks like a grab, is actually a strike that happens to be unblockable, meaning you can roll it just the same. Cross Chop shows promise as an anti-fireball tool, as during EX Tiger Road both the run to the wall and Cross Chop are immune to fireballs - however, Ramón still has to reach the opponent, and many of the fireball zoners which give him a hard time do so precisely because their fireballs have low recovery times, meaning they will often be able to block Cross Chop and take their turn. Tiger Road should ideally only be used as a surprise attack once you have demonstrated to the opponent countless times that you will not use it, and only if you are close enough to the corner that they won't have time to react properly to it. Otherwise, do not use this move.

The King of Fighters XV

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