Kinnikuman Muscle Grand Prix 2/Ramenman

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Ramenman

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 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.

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS - 15-31, 15-30 Sp, 14-32 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 18 (20) -13 -1 +3 -

Combos into 66S.

A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS - 22-27, 22-26 Sp, 14-29 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
8 4 18 (19) -14 -2 +2 -

(placeholder text)

A,A,A
San-rengeki
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry MS - 33-39, 33-38 Sp, 23-39 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 18 (22) -7 -1 +17 -

(placeholder text)

A,A,66A
San-rengeki - Kai
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry Launch MBU 23-45 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 22 (26) +4 -6 - -

(placeholder text)

A,A,4A
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry LS - 21-26, 21-25 Sp, 20-41 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3 21 (25) -16 -4 0 -

(placeholder text)

A,A,4A,A
Shi-rensho
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry LS - 24-29, 24-28 Sp, 24-51 KKD - 41/77
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 28 (32) -24 -12 -8 10-21 Throw

(placeholder text)

A,A,4A,66A
Shi-rensho - Kai
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry Launch MBU 23-45 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 22 (26) +4 -6 - -

(placeholder text)

A,A,4A,A,46A
Go-renki
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry HS-5 MBU 19-53 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3 33 (37) -6 -16 +5~38 -

(placeholder text)

A,A,4A,A,66A
Go-renki - Kai
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry Launch MBU 23-45 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 22 (26) +4 -6 - -

(placeholder text)

2A
2A
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry LS OTG 24-29, 24-28 Sp, 24-60 KKD - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 8 28 (32) -26 -16 -12 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,MBU 46-54 KKD - 20/35
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 7 29 -2 -12 - 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 pick 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 26-46, 26-45 Sp, 35-42 KKD - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 8 20 (24) -18 -8 -4 -

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 MBU 26-45 KKD - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 29 (33) -2 -12 - -

(placeholder text)

4A
4A
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry LS - 20-25, 20-24 Sp, 19-40 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 3 21 (25) -16 -4 0 -

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 - 24-29, 24-28 Sp, 24-51 KKD - 41/77
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 28 (32) -24 -12 -8 10-21 Throw

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 MBU 23-45 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 22 (26) +4 -6 - -

(placeholder text)

4A,A,46A
San-renki
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry HS-5 MBU 19-53 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3 33 (37) -6 -16 +5~38 -

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 MBU 23-45 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 22 (26) +4 -6 - -

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 - 21-26, 21-25 Sp, 21-50 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 4 25 (29) -21 -9 -5 -

(placeholder text)

44A,4A
Renge Soryu Kyaku
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry HS-5 MBU 22-49 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 4 26 (31) 0 -10 +11~44 -

(placeholder text)

44A,6A
Renge Ryu Kyaku - Kai
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry MS MBU 30-64 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 42 (46) -31 -25 -7 -
  • This move becomes unblockable when Blue True KKD is activated at MAX bars.
6A
6A
Kobi Kyaku
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry KD - 32-38, 32-37 Sp, 22-38 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3 18 (22) +9 -1 - -

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.

  • Unusually for a KD move, this move is not unblockable in MAX True Blue KKD.
46A
46A
Reverse Elbow
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry HS - 18-52 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 3 33 (37) -6 -16 +5~38 -

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 OTG* 42-54 KKD - 21/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 4 27 (31) -17 -11 +7 7-46 Throw

Atypical 8A, being slightly faster than average 8As but only capable of OTGing larger characters. 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 MBU 22-44 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 4 22 (26) +4 -6 - -

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 MBU 25-54 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 29 (33) -2 -12 - -

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 MBU 44-52 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 29 (33) -2 -12 - 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 MBU - - 44/30
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 10 31 -11 -21 - -

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 OTG,SKD - - 42/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 14 12 (16) -10 -6 +12 1-21 Full,22 Throw

Generic wakeup sweep.

Throws

T
Swing Neckbreaker
T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - - - 90/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

6T
Oklahoma Stampede
6T
Damage Guard Attribute Property Cancel Cost Meter Gain
130 Tech KD - - - 80/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

66T
Bulldogging Headlock
66T
Damage Guard Attribute Property Cancel Cost Meter Gain
130 Tech KD - - - 84/49
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

46T
Shoulder Armbreaker
46T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 100/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

64T
Side Suplex
64T
Damage Guard Attribute Property Cancel Cost Meter Gain
169 Tech KD - - - 95/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

236T
Schmidt Backbreaker
236T
Damage Guard Attribute Property Cancel Cost Meter Gain
169 Tech KD - - - 99/57
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

MST
Piledriver
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A KD - - - 100/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

(placeholder text)

HST
Neck-Hanging Tree
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
169 N/A KD - - - 120/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

(placeholder text)

FBT
Spiral Backdrop
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 80/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

RT
Front Suplex
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
130 N/A KD MD - - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

(placeholder text)

WGT
Piledriver
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - - - 100/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -16 - - 1-33 Full,34-40 Throw

(placeholder text)

4T
Irish Whip
4T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Run - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 -16 - +17~35 -

Universal Irish Whip.

44T
Side Switch
44T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Special - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - +10 -

Universal side switch throw.

Specials

S
Kaiten Ryubi Kyaku
S
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry HS-5 MBU 56-68 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 40 (44) -13 -23 -2~+31 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.

  • Earliest possible throw and special throw cancel in KKD is frame 58
66S
Hyakusen Hyakusho Kyaku
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry Launch OTG,MBU 57-62 KKD 2 -200/125
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 11 32 (36) -13 -23 - 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,MBU 56-104 KKD 1 -100/20x5
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 17 (3) 61 (65) -47 -22 - 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.

  • Parry data assumes the parry was done point-blank midscreen, which causes a later hit to connect from behind. At the ropes, this typically beats parry.
46S
Deadly Karate "Dance of Death"
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
143 Block/Parry KD MBU - 2 -200/130
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 3 27 (30) -22 -10 - 1-3 Full

Hitgrab with LS blockstun. 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 MBU 68-74 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
33 13 26 (30) -9 -19 - 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-5 MBU 84-96 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
55 6 33 (37) -9 -19 +5~44 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.

  • Hitstun data assumes this hit move hit the opponent from behind. On the rare chance this move hits the opponent from the front, the hitstun ranges from +2~35.
63214S
Leg Scoop
63214S
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry KD MBU 9-10* 5 -500/20
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 3 25 (29) -18 -8 - 1-3 Strike,12-27 Throw

Starter to Ramenman's multi-part. Very early cancel window; 6T needs to be input almost immediately upon 63214S landing.

Brutal Technique "Mouth Impale"
63214S,6T
Damage Guard Attribute Property Cancel Cost Meter Gain
143 N/A KD - 120-121* - 0/70
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

Chinese Kenpo Storm
63214S,6T,46T
Damage Guard Attribute Property Cancel Cost Meter Gain
195 N/A KD - 154-155* - 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 - - 3 -300/186
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - -16 - 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 - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 5 48 -23 -33 - 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 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 - -16 - 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.
  • 6A, 2A,214A
    Follow-up from 6A. Doesn't work from max range. Optimal meterless combo to punish teched throws.
  • 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

Manga
Mongolman
Anime
Messiah

External Links


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