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KOF2k2 um Ramon
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Topic: KOF2k2 um Ramon (Read 725 times)
genocide_cutter
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KOF2k2 um Ramon
«
on:
22 of February of 2010, 11:00:02 am »
he's a fast luchador lets talk
«
Last Edit: 23 of February of 2010, 01:49:23 am by Don Vecta
»
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Kei
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你好
Re: kof2k2 um ramon
«
Reply #1 on:
22 of February of 2010, 12:39:34 pm »
Tiger underwear!!!!!!!!!!!!!1(qcb K) XD
Anyway......
Combo non corner:
j. C-->C-->dp K-->dp K-->d d P
j. C-->C-->qcb C~lift~d C-->qcb A
j. C-->B-->hcf A/C
j. C-->C-->dwn fwd B-->hcf A/C
dwn C-->fwd B-->qcb A
dwn C--> fwd B-->hcf A/C
W/stocks
j. C-->C-->dwn fwd B-->qcb hcf A/C/AC
j.C-->C-->dwn fwd B-->hcb hcb A/C/AC
j. C-->C-->dp K-->dp K-->d d P-->hcb hcb A/C/AC
j. C-->C-->qcb C~lift~d C-->dwn fwd B-->qcb hcf A/C/AC
Corner:
j. C-->C-->dwn fwd B-->dp K-->dp K-->d d P-->w/e
notes:
-fast movement (walk/run)
-j. C is the best cross up in the game (atleast I think so) *eat my shorts Remxi, Ramon's j. C is much better than Kyo-2's j. D
His jump C has huge hit box as his entire body is the hitbox. Even his toes hit no problem on crouchers.
-dwn C cannot connect from j. C
therefore, you can't do alot of stuff if you land from j. C too far away. But still you can sweep with dwn D
-His main game is canceling his qcb C for a fast offensive. Basically, he is a character that has offense as his defence.
some mix ups for blocks:
cl. B/C-->dp K works well for people who like to crouch and block
C-->dwn fwd B-->qcb C~lift~j. C
C-->dwn fwd B-->qcb C~lift~run up dwn D~qcb C~lift~continue with w/e
C-->dwn fwd B-->qcb C~lift~hcf K unreliable but sometimes it can turn a few heads. Watch out though, doing it too fast on block strings might lead to alternate guard making the throw whiff and you open for a combo.
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Don Vecta
The Hammer of CX
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It's a dictatorship, I tell you! -.-
Re: kof2k2 um ramon
«
Reply #2 on:
22 of February of 2010, 11:37:26 pm »
Ramon was one of my mains in 2002 and I wrote an extensive "guide" with some shit we were experimenting. He wasn't that changed from his 2002 self but yes, definitely he's a total rushdown character.
Best air2air? jump CD.
Jump B it's also a good landing attack besides his godly jump C.
dp B it's an overhead and can be used in a string safely. This is particularly good by forcing them to crouch. Strings with close B (i think it still hits low) can do the trick, if they don't block low and lands c B then combine it quickly into hcf A, if they block it dp B and well, finish the set meal of combos.
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"Scissor is overpowered, Rock is fine"
- Paper.
Remxi
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Re: KOF2k2 um Ramon
«
Reply #3 on:
23 of February of 2010, 02:25:51 am »
s.B, c.A/s.A, hcbx2+P DM
xx, df+B, AB cancel, hcbx2+P (S)DM
qcb+K, qcf+A, d,d+P SC to either (S)DM
df+B, either (S)DM (hits low by itself).
s.CD causes counterwire but his DMs won't juggle, so just use j.CD.
c.D is cancellable on hit and whiff, hits low and is faster than c.C thus is an important normal for Ramon imho. s.D is also useful if you think the opponent is going to jump out of your pressure.
"j. C-->C-->qcb C~lift~d C-->dwn fwd B-->qcb hcf A/C/AC" is this right? I can do s.C, df+B, qcb+C, c.C but if you do that then the second df+B whiffs...
«
Last Edit: 23 of February of 2010, 07:13:36 pm by Remxi
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genocide_cutter
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Re: KOF2k2 um Ramon
«
Reply #4 on:
23 of February of 2010, 10:40:28 am »
I love how he can just stay on his oppenent.
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Kei
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Re: KOF2k2 um Ramon
«
Reply #5 on:
23 of February of 2010, 11:40:45 am »
I'm pretty stupid for not clairifying whats high and whats low on my first post....that really kills the point of the pressure strings i posted up XD
dwn fwd B hits low alone
cl. B hits low
dp K hits high (thats why cl B-->dp K is so deadly, its a very quick high/low game)
Quote
"j. C-->C-->qcb C~lift~d C-->dwn fwd B-->qcb hcf A/C/AC" is this right? I can do s.C, df+B, qcb+C, c.C but if you do that then the second df+B whiffs...
All quick press. The only problem I have with this combo is canceling fast enough for the actual DM to hit. If all else fails try it on larger characters and you'll find that dwn fwd B can link after a qcb C from C.
Other notes:
qcf hcb B/D=unblockable useless unless your opponent is stupid enough to throw fireballs from full range.
dp K-->dp K 2nd dp K can whiff if the first kick knocks them too far.
qcb B can be canceled with ABC but has 10 frames of recovery I believe. Maybe more.
Counter wire of CD is a good oppertunity for reset. Do a small hop and hit them with j. C. Then begin your next rush down game. Doing another CD does the most damage out of all your other options thought. And you still can continue offensive when they tech roll. But still, depending on how your like to continue your offensive, everyone differs I guess
«
Last Edit: 23 of February of 2010, 12:04:38 pm by Kei
»
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genocide_cutter
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Re: KOF2k2 um Ramon
«
Reply #6 on:
24 of May of 2010, 09:54:53 am »
how do you cancel his qcb+c with other moves
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