Story
Ramenman is the Chinese Justice (formerly Brutal) Choujin renowned for his Kung Fu prowess. He has what is perhaps the most hardcore introduction in the series, brutally ripping a Nazi in half while laughing maniacally. (For censorship reasons in the anime, Ramenman instead pummels said Nazi into noodles and subsequently eats him. Jury's out on what's more horrifying) After losing to Kinnikuman during the 20th Choujin Olympics, Ramenman would soften up somewhat, and he assumes a more wise mentor-like role, especially for the younger Brocken Jr. who initially had a vendetta towards Ramenman for killing his father. During the 21st Choujin Olympics, the then still-evil Warsman stabbed Ramenman in the temple, rendering him catatonic and taking him out of the action for a while. He soon returns as the masked Choujin Mongolman, eventually revealing that a doctor had fashioned for him a mask with healing properties that lets Ramenman function despite his brain damage. Eventually, he heals up enough to return as Ramenman proper.
Ramenman was a bit of a breakout character during the original series' run, even receiving a spin-off manga (and corresponding anime adaptation) called Tatakae!! Ramenman. This told the story of a separate Ramenman's adventures during medieval China, and basically boils down to Fist of the North Star with Ramenman as a Kenshiro-like figure.
Gameplay
Ramenman is an aggressive rushdown character, defined by his fast, numerous strings that lets him pressure for days. He has several strong buttons that knockdown or heavy stun that are really fast for what they are, great for playing neutral and approaching. Despite his average damage rating, Ramenman actually does very good damage as well, due to his very combo-friendly strings. All that said, Ramenman is not without weaknesses: his approach can be a bit linear, and his moves can be quite poor on whiff/parry. Ramenman also struggles to get a proper knockdown from air juggles, and have lacking OTG tools.
Strengths |
Weaknesses
|
- Fast, varied strings, some of which natural combo.
- Multiple heavy-stunning and knockdown moves with above-average speed.
- Highly damaging juggles with fast, low-committal starters.
|
- Poor meterless OTG options.
- Impractical tools to SKD off of juggles.
- Several neutral moves have are risky on whiff/parry.
|
Character Stats
- Health: 1024
- Damage rating: 13
- Size/weight: Standard
- Movement speed: A
Reversals
4G
Camel Clutch Reversal (Against Brocken Jr.'s 63214T) 4G
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
208
|
Block/Parry
|
KD
|
-
|
No
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Unique reversal animation if Ramenman techs Brocken Jr.'s Camel Clutch (63214T) throw. This is the only reversal for a normal throw in the entire game, and since 63214T is is one Brocken's more notable throws in neutral, this is a reversal that might actually come up semi-frequently. This is arguably a bad thing however, due to Ramenman's excellent teched throw punish potentially outdamaging this reversal's set damage.
|
|
Strikes
A
A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
11
|
3
|
20
|
-
|
-
|
-
|
-
|
Combos into 66S. (Requires verification)
|
|
A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
8
|
4
|
19
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
A,A,A San-rengeki
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
MS
|
-
|
No
|
-
|
32/59
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
16
|
3
|
22
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
A,A,66A San-rengeki - Kai
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
Launch
|
-
|
No
|
-
|
9/13
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
4
|
26
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
A,A,4A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
32/59
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
15
|
3
|
25
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
A,A,4A,A Shi-rensho
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
41/77
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
4
|
32
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
A,A,4A,66A Shi-rensho - Kai
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
Launch
|
-
|
No
|
-
|
9/13
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
4
|
26
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
A,A,4A,A,46A Go-renki
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
HS
|
-
|
No
|
-
|
26/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
15
|
3
|
37
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
A,A,4A,A,66A Go-renki - Kai
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
Launch
|
-
|
No
|
-
|
26/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
17
|
4
|
26
|
-
|
-
|
-
|
(placeholder text)
|
|
2A
2A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
LS
|
OTG
|
Yes
|
-
|
9/23
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
22
|
8
|
31
|
-
|
-
|
-
|
1-29 Throw
|
Solid neutral poke with decent startup.
|
|
2A,214A Ni-ren Ryubi Kyaku
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
KD
|
SKD
|
No
|
-
|
20/35
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
20
|
7
|
29
|
-
|
-
|
-
|
19-41 Throw
|
One of only two Ramenman moves that SKDs on air hit. This lets Ramenman score a knockdown for his juggles, something he generally struggles with. More importantly, its relatively fast recovery can make it usable as combo extension, albeit an awkward one; in the corner, Ramenman recovers fast enough to picck up the SKD. This allows Ramenman to situationally convert some moves like 236S or even 6A into a small juggle.
|
|
2A,2A Ni-ren Kura Kyaku
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
LS
|
OTG
|
Yes
|
-
|
9/23
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
8
|
24
|
-
|
-
|
-
|
-
|
Second sweep after 2A that similarly OTGs, and natural combos on standing hit. This string is the cornerstone of Ramenman's OTG, and can be further cancelled into 66S for Ramenman's OTG bnb.
|
|
2A,2A,236A Ni-ren Kura Metsu-Tenohira
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
KD
|
-
|
No
|
-
|
9/23
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
3
|
24
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
4A
4A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
32/59
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
14
|
3
|
25
|
-
|
-
|
-
|
-
|
Stubby but highly damaging backhand chop. Slow for what is functionally akin to a jab, but is made up for by being Ramenman's strongest combo starter.
|
|
4A,A Ni-rensho
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
41/77
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
4
|
32
|
-
|
-
|
-
|
-
|
Natural combo extension from 4A. Generally relegated to combo filler.
|
|
4A,66A Ni-rensho - Kai
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
Launch
|
-
|
No
|
-
|
9/13
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
4
|
26
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
4A,A,46A San-renki
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
HS
|
-
|
No
|
-
|
26/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
15
|
3
|
37
|
-
|
-
|
-
|
-
|
Heavy-stunning ender to the string, with similar properties to the standalone 46A. This entire string is a natural combo, though the significant pushback from this hit heavily limits the potential follow-ups midscreen. This generally makes it obsolete to the alternate ender.
|
|
4A,A,66A San-renki - Kai
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
Launch
|
-
|
No
|
-
|
9/13
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
4
|
26
|
-
|
-
|
-
|
-
|
Excellent natural combo, essentially letting Ramenman get a decent chunk of damage into a full launch off of a jab-like button. This is also used for Ramenman's actual juggle combos, due to the string's high damage. It's only downsides are that it does not SKD on air hit, and the game's buffer mean it is easy to misinput this move and get 4A,A,46A instead without some practice.
|
|
44A
44A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
19
|
4
|
29
|
-
|
-
|
-
|
(placeholder text)
|
|
44A,4A Renge Soryu Kyaku
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
HS
|
-
|
No
|
-
|
26/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
16
|
4
|
31
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
44A,6A Renge Ryu Kyaku - Kai
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
MS
|
-
|
No
|
-
|
29/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
3
|
46
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
6A
6A Kobi Kyaku
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
KD
|
-
|
No
|
-
|
32/59
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
15
|
3
|
23
|
-
|
-
|
-
|
Strong neutral poke, with good range and relatively fast startup for a knockdown move. Natively very plus on block, though its massive pushback limits potential pressure opportunities off of it. Though it is cancellable, the cancel window is quite late, such that Ramenman does not really get any meaningful cancels off of it aside from cheeky frametraps on block/whiff. On that note, while the move is quite bad on whiff, it is actually not too bad on parry, especially if the move is parried at further ranges.
|
|
46A
46A Reverse Elbow
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
HS
|
-
|
No
|
-
|
26/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
14
|
3
|
37
|
-
|
-
|
-
|
-
|
Very short-ranged attack, but with very fast startup for a heavy-stunning move. Usable as a counterpoke for farther-reaching, slower pokes. This move has massive pushback on hit/block, and deceptively long recovery; this makes any guaranteed follow-ups off of it impossible midscreen.
|
|
8A
8A Rekka Taiyo Kyaku
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
MS
|
-
|
No
|
-
|
21/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
4
|
32
|
-
|
-
|
-
|
7-46 Throw
|
Atypical 8A, being slightly faster than average 8As but does not OTG. It does still go airborne (though not frame 1), so it can be used as a counterpoke against low 2As and throws.
|
|
66A
66A Upper Elbow
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
Launch
|
-
|
No
|
-
|
9/13
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
16
|
426
|
-
|
-
|
-
|
-
|
-
|
Ramenman's launcher. Although mostly made obsolete by 4A, it is only marginally slower than 4A, while having a bit more range. Being a launcher also makes this a KKD-proof starter.
|
|
236A
236A One-Inch Punch
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
KD
|
-
|
No
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
20
|
3
|
24
|
-
|
-
|
-
|
-
|
This move seems to have a different knockdown reaction depending on where it hits: hitting it at near-max or max-range will cause a face-down knockdown close to Ramenman, allowing for OTG hits. Hitting the move point-blank will instead launch the opponent backwards a good distance away for a face-up knockdown.
|
|
214A
214A Ryubi Kyaku
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
91
|
Block/Parry
|
KD
|
-
|
No
|
-
|
25/45
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
3
|
24
|
-
|
-
|
-
|
18-40 Throw
|
While visually similar to 2A,214A, this move does not SKD on air hit. The KD off of this move is fairly advantageous, allowing for a guaranteed OTG afterwards, or at the ropes, to pick up with a low-altitude juggle with 2A.
|
|
WRA
(While Running) A Dash Kick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
KD
|
-
|
No
|
-
|
44/30
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
22
|
10
|
31
|
-
|
-
|
-
|
-
|
Very active while running attack with above average range. The knockdown guarantees Ramenman's 2A OTG, and by extension, his OTG combo.
|
|
WGA
(While Grounded) A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
MS
|
-
|
No
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
22
|
14
|
16
|
-
|
-
|
-
|
1-22 Full,22 Throw
|
Generic wakeup sweep.
|
|
Throws
T
Swing Neckbreaker T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
Tech
|
KD
|
-
|
No
|
-
|
90/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
25
|
-15
|
-
|
-
|
-
|
(placeholder text)
|
|
6T
Oklahoma Stampede 6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
Tech
|
KD
|
-
|
No
|
-
|
80/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
25
|
-15
|
-
|
-
|
-
|
(placeholder text)
|
|
66T
Bulldogging Headlock 66T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
Tech
|
KD
|
-
|
No
|
-
|
84/49
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
25
|
-15
|
-
|
-
|
-
|
(placeholder text)
|
|
46T
Shoulder Armbreaker 46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
Tech
|
KD
|
-
|
No
|
-
|
100/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
25
|
-15
|
-
|
-
|
-
|
(placeholder text)
|
|
64T
Side Suplex 64T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
169
|
Tech
|
KD
|
-
|
No
|
-
|
95/55
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
25
|
-15
|
-
|
-
|
-
|
(placeholder text)
|
|
236T
Schmidt Backbreaker 236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
169
|
Tech
|
KD
|
-
|
No
|
-
|
99/57
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
25
|
-15
|
-
|
-
|
-
|
(placeholder text)
|
|
MST
Piledriver (Medium Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
N/A
|
KD
|
-
|
No
|
-
|
100/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
27
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
HST
Neck-Hanging Tree (Heavy Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
169
|
N/A
|
KD
|
-
|
No
|
-
|
120/55
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
27
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
FBT
Spiral Backdrop (From Behind) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
Tech
|
KD
|
-
|
No
|
-
|
80/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
25
|
-15
|
-
|
-
|
-
|
(placeholder text)
|
|
RT
Front Suplex (Running) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
N/A
|
KD
|
Meter Drain
|
No
|
-
|
30/-100
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
12
|
23
|
6
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
WGT
Piledriver (While Grounded) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
Tech
|
KD
|
-
|
No
|
-
|
100/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
41
|
3
|
25
|
-15
|
-
|
-
|
1-36 Full,37-42 Throw
|
(placeholder text)
|
|
4T
Irish Whip 4T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Tech
|
Run
|
-
|
No
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
27
|
3
|
26
|
-15
|
-
|
+17~35
|
-
|
Universal Irish Whip.
|
|
44T
Side Switch 44T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Tech
|
Special
|
-
|
No
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
25
|
-15
|
-
|
+10
|
-
|
Universal side switch throw.
|
|
Specials
S
Kaiten Ryubi Kyaku S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
104
|
Block/Parry
|
HS
|
-
|
No
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
23
|
3
|
43
|
-
|
-
|
-
|
9-60 Throw
|
Airborne heavy-stunning attack that heavy stuns. Nothing really guaranteed on hit, since the move has above average recovery while leaving Ramenman quite far away from the opponent.
|
|
66S
Hyakusen Hyakusho Kyaku 66S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
Launch
|
OTG
|
No
|
2
|
-200/125
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
11
|
35
|
-
|
-
|
-
|
1-3 Strike,22-53 Throw
|
Metered launcher with decent invuln frames, doing a high launch on hit. This will high launch even on air hit, making this special useful as combo filler in juggles, albeit a somewhat costly one. This move can also hit OTG, and is the standard ender of Ramenman's OTG bnb combo.
|
|
44S
Shintotsu Kirimomi Kyaku 44S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26x5
|
Block/Parry
|
MSx5
|
SKD,OTG
|
No
|
1
|
-100/20x5
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
24
|
17
|
64
|
-
|
-
|
1-3 Strike,4-35 Throw
|
Multi-hitting jumping drill kick. On standing hit, the move leaves the opponent in different states depending on how many hits of the move connects: 1 hit will medium stun, 2 hits will properly hard knockdown, 3 hits will cause a soft knockdown and 4/5 hits will SKD. This is one of only two Ramenman moves that causes SKD, allowing Ramenman to combo into this during his juggles for the cost of a bit of meter and usually sacrificing some damage. While this move can hit OTG, it is very impractical to use it as such.
|
|
46S
Deadly Karate "Dance of Death" 46S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
143
|
Block/Parry
|
KD
|
-
|
No
|
2
|
-200/130
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
25
|
3
|
29
|
-
|
-
|
-
|
1-3 Full
|
Hitgrab. Like most hitgrabs, it does low damage for 2 bars, especially compared to 623S, which does far more damage for only 1 bar more, and is even 1 frame faster.
|
|
236S
Leg Lariat 236S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
Block/Parry
|
KD
|
-
|
No
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
33
|
13
|
29
|
-
|
-
|
-
|
1-3 Strike,34-75 Throw
|
Linear, forward-moving knockdown special. More evasive than what the invuln frames may imply, due to the built-in backstep in the special. On hit, Ramenman can get the standard OTG combo, and if the move hits from a certain distance, Ramenman can also do a small juggle via 2A,214A, and juggle further off of that at the ropes.
|
|
214S
Hisho Ryubi Kyaku 214S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
117
|
Block/Parry
|
HS
|
-
|
No
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
55
|
6
|
36
|
-
|
-
|
-
|
1-3 Strike,11-49 Throw
|
Very slow, gimmicky special where Ramenman crosses up the opponent and does a sliding kick. On hit, it leaves the opponent far away, like most of Ramenman's heavy stuns. This move is also very linear, and will often whiff completely due to being slightly off-axis.
|
|
63214S
Leg Scoop 63214S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
KD
|
-
|
No
|
5
|
-500/20
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
25
|
3
|
28
|
-
|
-
|
-
|
1-3 Strike,12-27 Throw
|
Starter to Ramenman's multi-part.
|
|
Brutal Technique "Mouth Impale" 63214S,6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
143
|
N/A
|
KD
|
-
|
No
|
-
|
0/70
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Very early cancel window; 6T needs to be inputted well before 63214S is even active.
|
|
Chinese Kenpo Storm 63214S,6T,46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
195
|
N/A
|
KD
|
-
|
No
|
-
|
0/145
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
Camel Clutch 63214S,6T,46T,41236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
273
|
N/A
|
KD
|
-
|
No
|
-
|
0/255
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Final hit of this series, and does more damage than the alternate ender.
|
|
Romero Special 63214S,4T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
234
|
N/A
|
KD
|
-
|
No
|
-
|
0/220
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Alternate ender to the 63214S multi-part, doing less damage than the other route, but being easier to remember as it is only a single extension.
|
|
623S
Standing Camel Clutch 623S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
312
|
Tech
|
KD
|
-
|
No
|
3
|
-300/186
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
25
|
-15
|
-
|
-
|
1-3 Full
|
Standard but solid special throw, with a hard knockdown close to Ramenman. Guarantees the OTG combo.
|
|
Supers
623A+S
Kowloon Wall Drop 623A+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
403
|
Block/Parry
|
KD
|
-
|
No
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
18
|
5
|
47
|
-
|
-
|
1-16 Full,17-51 Throw
|
Strike super, with the initial hit borrowing the animation of 66S. Does a fairly advantageous knockdown, guaranteeing a 2A,2A OTG on hit. This is quite fast for a strike super, Letting Ramenman CCC into it off of a couple moves.
|
|
NR623T+S
Flying Leg Lariat (Near Ropes) 623T+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
429
|
Block/Parry
|
KD
|
-
|
No
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
14
|
7
|
19
|
-
|
-
|
-
|
1-15 Full
|
A throw super that is quite unusually only available near the ropes. Like the other super, this guarantees a 2A,2A OTG. Solid throw super with a lot of ways to CCC into it, though it can be somewhat awkward to use due to its specific position requirement while having a different input from his midscreen super.
|
|
Strategy
Ramenman's main pokes from midscreen are 6A, 2A, and with enough distance, (While Running) A. At closer ranges, pressuring with Ramenman's fast buttons such as his neutral A jab, as well as mixing in his many strings and his highly rewarding 4A, becomes an option. Keep in mind that many of Ramenman's heavy stun and knockdown moves do a lot of pushback on hit/block; they become a more tangible threat once Ramenman gets the opponent to the ropes, as comboing off of moves like 46A or even 6A becomes possible.
Ramenman is not reliant on any one particular KKD type, though he does not get significant mileage out of Green or Red; this leads most players to default to Blue, but there are legitimate reasons to use any of the 3.
Combos
Midscreen
- A xx 66S
Single-hitconfirm off of Ramenman's jab.
- 4A,A,66A, 4A,A,66A, 4A,A,66A
Standard juggle bnb.
- 4A,A,66A, 4A,A xx 44S
Alternative ender, sacrificing damage for an SKD.
- 4A,A,66A, 4A xx 66S, 4A,A,66A, A,A,4A,A,66A
Proof-of-concept combo using 66S as extension.
- 2A/44A (CCC) 623A+S, 2A,2A
Midscreen charge-cancel-cancel confirms.
Ropes
- 4A,A,66A, 4A,A,66A, 4A,A,66A, 2A,214A
Extension from the standard bnb that SKDs.
- (Rope Bounce) 44A,4A, 2A,214A, A,A,4A,A,66A
Stun overflow pickup.
- A/2A/2A,2A/4A/4A,A/44A (CCC) NR 623T+S, 2A,2A
Ropes-only charge-cancel-cancel confirms.
Colors
External Links