Introduction
Move List
Normal Moves
s.LP | |
s.HP | |
s.LK | |
s.HK | |
c.LP | |
c.HP | |
c.LK | |
c.HK | |
j.LP | |
j.HP | |
j.LK | |
j.HK |
Throws
Leg Throw - B / F + HP
Command Normals
Forward Roll Missile Kick - LP + LK (weak version) / HP + HK (strong version)
Forward moving attack that hits low. Strong version travels a greater distance. Can catch an opponent off-guard and is safe when spaced, but generally not useful.
Overhead Kick - j.D + HK
Dive kick. Changes your jump trajectory and must be blocked standing. The height requirement before you're able to use this move is fairly low, and you can use it after a forward, backward, or neutral jump, so it's great for offensive pressure as well as for controlling your spacing. If the opponent blocks this right before you land, a quick cr.LK follow-up will be unblockable.
Special Moves
Kachū Tenshin Amaguriken / Chestnuts Roasting on an Open Fire Fist - Press P repeatedly
Rapid-fire punch attack. Often punishable on hit and not that powerful. Be careful not to get this move when trying to use your fireball in combos.
Mōko Takabisha / Pride of the Fierce Tiger - QCF + P
Short-range fireball. HP version has a longer animation but has greater damage and range. Fantastic poke and is a great combo ender.
Hiryū Shōten Ha / Heaven Blast of the Dragon - QCB + P
Anti-air move with startup invincibility. HP version has a longer animation but has greater damage and range. Reliable anti-air option to stuff most jump-ins, though the horizontal range isn't the best. Has significant endlag, so it will be punished hard if it doesn't hit.
Super Move
Hiryū Kōrin Dan / Flying Dragon Descent Blast - D -> U + HP
Ranma flies upward off-screen and falls onto the opponent with a punch. Has an anti-air hitbox when Ranma flies up and the falling punch must be blocked standing. The falling punch tracks the opponent and is safe on block, but it can be beaten by many anti-airs.
Strategies
Overview
Basics
Zoning
Combos
j.HK (or j.D+HK) -> cr.HP xx QCF+HP
Simple jump-in combo. About 40% damage and a guaranteed dizzy on most characters. Even if it's blocked, you have enough advantage to use the Fireball at the end safely for some chip damage.
j.HK (or j.D+HK) -> cr.LK -> st.LK xx QCF+HP
Standard jump-in unblockable combo. If the initial hit is blocked close to the ground, the cr.LK becomes unblockable. If the first hit is blocked, the opponent will be very close to a dizzy after the Fireball.
(cr.LP xx QCF+LP) x4
Corner-only 100% combo. You can loop it in the corner because you aren't pushed backward when the Fireball hits. This will dizzy after 2 reps, but you can get up to 4 reps after a dizzy (though they will almost certainly be KO'd beforehand in that case). This will also get you great chip damage and pressure if it's blocked.