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* HSDM qcb hcf + AC | * HSDM qcb hcf + AC | ||
==Notes== | ==Notes== | ||
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** DM qcb hcf + K | ** DM qcb hcf + K | ||
** HSDM qcb hcf + AC | ** HSDM qcb hcf + AC | ||
==Combos== | |||
===Anywhere=== | |||
* cl.B, cr.A / cr.B > hcf + P {20%} (Cancel must be done very quickly.) | |||
* cl.C > df + B > | |||
** qcb + A | |||
** hcf + P {30%} | |||
** hcf + K {30%} | |||
** DM hcb hcb + P {45%} | |||
** dp + B > dp + K > | |||
*** d d + P >> (Do not this attack, unless you will follow it, as it is punishable on hit.) | |||
**** DM hcb hcb + P {60%} | |||
**** DM qcb hcf + B | |||
** qcb + C, cr.C > df + B > | |||
*** qcb + A {45%} | |||
*** DM qcb hcf + B {52%} | |||
==Attack Strings== | |||
* cl.B / cr.D > dp + B | |||
* cr.A / cr.C > df + B > qcb + C, cr.C / cr.D > df + B > qcb + C | |||
==Strategies== | ==Strategies== |
Revision as of 07:47, 22 February 2020
General Info
Crouch height: Medium
Jump: 5/37/1
Hop: 5/28/1
Dash: 3/10~∞/3
Backdash: 3/15/4
Wakeup: 31 frames
Recovery roll: 24 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- df + B (Low.)
- Triangle jump.
- hcf + P (Throw.)
- qcb + A (May charge.)
- qcb + C (Feint. May charge.)
- d d A C (May OTG.)
- hcf + K (Throw.)
- qcb + K (Overhead.)
- qcf + A (Throw. Only while touching the wall.)
- ABC (SC. Overhead. Only while running to the wall.)
- dp + K (Overhead.)
- dp + K
- d d + P (SC.)
- dp + K
- rdp + K (Overhead.)
- D (Only while touching the wall.)
- ABC (SC. Overhead. Only while running to the wall.)
- DM qcb hcf + K
- DM hcb hcb + P (Throw.)
- DM qcf hcb + K (Unblockable.)
- ABC (Cancel. Only while running to the wall.)
- SDM hcb hcb + AC (Throw.)
- HSDM qcb hcf + AC
Notes
- Cancellable normals are:
- Close: A, B, C, D
- Far: -
- Crouch: A, B, C, D
- CD can only offensive roll cancelled.
- df + B is cancellable to DMs, and can be cancelled into specials if cancelled into.
- Free cancellable into moves are:
- dp + K
- hcf + K
- rdp + K
- Free cancellable out-of moves are:
- dp + K
- dp + K > dp + K > d d + P
- qcb + K > ABC
- Hard knockdowns are:
- dp + K
- hcf + P
- qcb + K
- qcb + K > qcf + A
- qcb + A
- (S)DM hcb hcb + P/AC
- d d A C if it hits on the ground
- DM qcb hcf + K
- HSDM qcb hcf + AC
Combos
Anywhere
- cl.B, cr.A / cr.B > hcf + P {20%} (Cancel must be done very quickly.)
- cl.C > df + B >
- qcb + A
- hcf + P {30%}
- hcf + K {30%}
- DM hcb hcb + P {45%}
- dp + B > dp + K >
- d d + P >> (Do not this attack, unless you will follow it, as it is punishable on hit.)
- DM hcb hcb + P {60%}
- DM qcb hcf + B
- d d + P >> (Do not this attack, unless you will follow it, as it is punishable on hit.)
- qcb + C, cr.C > df + B >
- qcb + A {45%}
- DM qcb hcf + B {52%}
Attack Strings
- cl.B / cr.D > dp + B
- cr.A / cr.C > df + B > qcb + C, cr.C / cr.D > df + B > qcb + C
Strategies
- Repeat qcb + C fake to build stock, especially when against keepaway characters that don't rush you down.
- If you land the dp + K, dp + K, d d + P combo, make sure to supercancel it into a DM. Even if the d d + P hits, the opponent can punish Ramon since the opponent recovers before Ramon. Fast moves such as Mature's DM qcf qcf + P, Iori's qcb + A, Choi's DN qcf hcb + K, etc can all punish him after that move.