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 if not cancelled into.)
- Triangle jump.
- hcf + P (Throw. 0 frame startup.)
- qcb + A (May charge. Counterwire.)
- qcb + C (Feint. May charge.)
- d d A C (May OTG.)
- hcf + K (Throw.)
- ABC (Cancel. Only while running.)
- qcb + K (Overhead.)
- qcf + A (Unblockable. Only while touching the wall.)
- ABC (Overhead. Only while running to the wall.)
- dp + K (Overhead. Counterwire.)
- dp + K (Only on hit.)
- d d + P (Only on hit.)
- dp + K (Only on hit.)
- rdp + K (Overhead.)
- D (Only while touching the wall.)
- ABC (Only while running to the wall. Same move as qcb + K > ABC.)
- DM qcb hcf + K
- DM hcb hcb + P (Throw. 0 frame startup.)
- DM qcf hcb + K (Unblockable.)
- ABC (Only while running to the wall. Same move as qcb + K > ABC.)
- SDM hcb hcb + AC (Throw. 0 frame startup.)
- HSDM qcb hcf + AC
Notes
Cancellable moves
- 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.
Super cancellable moves
- qcb + K > ABC
- dp + K > dp + K > d d + P
- rdp + K > ABC
- DM qcf hcb + K > ABC
Free cancellable into moves
- dp + K
- hcf + K
- rdp + K
Free cancellable out-of moves
- dp + K
- dp + K > dp + K > d d + P
- qcb + K > ABC
Moves with Invincibility
??
Moves with autoguard
(none)
Other Notes
- 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
- df + B does more hit stun than a regular hard attack / command attack.That's why some moves combo only after it.
Combos
Basic Combos
- cl.C >
- df + B >
- qcb + A [27%]
- hcf + P [30%]
- hcf + K (Will not combo if you skip df + B.) {31%}
- HSDM qcb hcf + AC {Max Mode + 1 stock}
- (S)DM hcb hcb + P/AC {45%/??%} {1 stock/Max Mode + 1 stock}
- DM qcb hcf + B {1 stock}
- dp + B > dp + K > (Corner or skip df + B. If you use df + B, you may use dp + D > dp + K instead for +~??%.)
- d d + P >> (Don't do this attack, unless you will follow it, as it is punishable on hit.)
- (S)DM hcb hcb + P/AC {60%/??%} {2 stock/Max Mode + 2 stock}
- DM qcb hcf + B {2 stocks}
- d d + P >> (Don't do this attack, unless you will follow it, as it is punishable on hit.)
- qcb + C, walk just a little, cr.C > df + B > (Timing required)
- qcb + A {45%}
- HSDM qcb hcf + AC {1 stock/Max Mode + 1 stock}
- DM qcb hcf + B {52%} {1 stock}
- >> AB {1 stock}
- (S)DM hcb hcb + P/AC (Will not combo if you skip df + B.) {+1 stock/Max Mode + 1 stock}
- hcf + P (Will not combo if you skip df + B.)
- df + B >
Skip df + B reduce ~5.5% from the combos damage.
- cl.B / cr.A, cr.A / cr.B >
- (S)DM hcb hcb + P/AC {1 stock/Max Mode + 1 stock}
- hcf + P
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 DM qcf hcb + K, etc can all punish him after that move.