Ramon's User Guide
 ver 0.1

 Unpublished work by Toxic:
 (also know as Toxic Avanger)

  el_baron_toxico@hotmail.com
  ICQ number: 146473636


 Guide to be found at:

    - www.gamefaqs.com
    - http://cheats.de


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Why:
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 Well, why have I wrote this guide?? Because Ramon rules, plain and
simple; he also has a very good potential to be good at comboing; he
also has a good share of strategical moves and some surprise attacks
that can help him...

 Ramon is mostly a character about movement, use his cancel moves to
confuse the enemy an exploy the advantages of his damaging desperation
moves as well as the mind games he can do with his cancels... sometimes
you can find that is frustating when you fight a Clark or a Ralf that
only use far standing attacks, but since Ramon can do heavy damage with
his attacks be sure of one thing: If you can fool your enemy to open
his defense, be sure that you can give some real mean damage with little
effort.

 I usually do not submit any gameplay strategies because as a player I
don't want people telling me what to do, also you can not domain a
strategy more perfectly than one that you have invented by yourself.

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FAQ Legend
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fwd: Foward.

bk: Back.

dn: Down.

up: no comment...

df: Down-foward.

db: Down-back.

uf: Up-foward.

ub: Up-back.

Qcf/Qcb: Quarter Circle foward or back; standar Fire ball motion.  

Hcf/Hcb: Half Circle foward or back; standar KoF throw command.

Upc/Rup: Uppercut motion or Reverse uppercut motion; better know as 
dragon punch.

/ : means or.

. : Hold the previous direction. 

; : Means a different move from the previous one.

, : Means a follow up.

cr: Crouch.

cls: Close standing.

far: Far standing.

jp: Means short jump.

JP: Means high jump.

N: Means neutral; may be neutral jump or return the stick to the 
   neutral position, AND if I am talking about an attack it means
   that it can be blocked lor or high.

Call xx: Call Striker, XX is the name of the Striker.

 : Striker hits.

(x hits): The move before this must give a certain amount of hits; if
          there is no note on a multi-hitting move it is because all
          hits are expected.

- : Means that it is a combo.

# : Means that the combo has to start from a counter wire attack.

+ : Means that the combo uses a super cancel.

[ ] : Means that the move between them does not connect.

{R} : Means that you can roll recover from a part of the combo.

{NR} : Means that the enemy touch the ground; but he can not recover
      if you perform it well.



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Game System
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Run: Press the pad foward twice quickly.

Back Hop: Press the pad Backwards twice quickly.

Jump: Pressing the pad up makes you jump; if you press up fwd or up bk
      the jump will be directed towards the direction you pressed.
      Pressing the pad briefly makes a short jump; holding the pad 
      makes a high jump; pressing down and up quickly makes your 
      character give a quicker jump; this quicker jump may be high or
      short... if you run you can only perform a quick or high quick 
      jumps.
 
Throw: Press foward or back plus C or D near the enemy.

Throw Escape: Press foward or back plus C or D as you are being
              throw if you are thrown with C you have to get off with fwd
              or bk + C; if you are thrown with D you have to get off with
              fwd or bk + D... note that are some throws that are 
              unescapable; I got to inquire more on this.
              
Roll: Press A + B... rolling will make your character evade non throw
      attacks, as always rolling may be performed foward or backwards; 
      you can also use the roll to make a "safe landing" from being
      knocked down; rolling effectiveness will be incerased while you
      run, making your character roll a bigger distance.

Heavy Attack: Press C + D... this attack knocks down the enemy and can
              be performed on air.

Striker Summon: Press B + C sumultaneosly... this action calls another
                character to help you; using this will waste a level of
                power bar

Defense Cancel 1 = Roll: While blocking; press Foward or Back + A + B;
                         using this; you may cancel your guard with a
                         front roll or a back roll; this action wastes a
                         power bar.

Defense Cancel 2 = Heavy Attack: Using this will make you knock down the 
                                 enemy canceling your defense; this 
                                 action wastes a power bar and does no 
                                 damage.

Power Bar: Whenever your character attacks or recieve hits the power bar
           fills; once it filled it becomes a level; the quantity of levels
           you can store depend on the tactical order you have selected;
           also being affected the lenght of the bar. 1 character with 3
           strikers is the shortest lenght with a maximun of 4 levels and
           being 4 characters with 1 level and maximun lenght.

Cancel Striker System: In certain conditions you are capable of calling
                       a striker while you are attack; for normal and
                       command attacks the enemy must be standing and 
                       must be under a successful impact; for the 
                       special moves there are some moves that allow you
                       to call the striker; these moves might fulfill or 
                       not fulfill these conditions; just as striker 
                       summon; this action waste a power bar and engages
                       a handicap system that will lessen the damage to
                       the half.

Handicap System: Once the enemy is struck by a striker the damage of the
                 following attacks will be reduced to a 50%, calling
                 several strikers won't affect the damage again (I mean,
                 call one striker and the damage will be 50%; call 3 of
                 them and the damage will still be 50%); note that the
                 damage that the strikers do does not decrease with this
                 handicap; for the contrary, sometimes calling to many
                 strikers at once will activate a propierty that will make
                 one of the strikers will inflict MAJOR damage (I have seen
                 up to 1/4 of energy on 1 character team- it was Ryo-)... 
                 so; 1 striker combos can be kind of worthless; but with
                 2 or more, it means business.

Guard Crush: Blocking too much or blocking certain attacks will break
             your guard for a moment.

Counter: Counter attacks are still intact; so I have no need of explain
         them; do I? The only add that I can give is that there are no
         more "message pop ups"; I mean, when you break the guard or
         made a counter the game will not tell you; you just have to
         recognize it by your experience.

Critical Wire Attack: There are some moves that have this propertiy; this
                      means that once the enemy is hit by the attack he
                      will bounce on the wall allowing you time for more
                      attacks.

Counter Wire Attack: Exactly the same as the "Critical Wire Attack"; but
                     this is only triggered when the attack hits on 
                     counter.

'Beta': I am talking about the beta-test of this game; though I did not
        played it (I am very far from japan at this time) I was entrusted
        with valuable info by someone who did... That's 'Chipuler-sama'
        for you >>:D


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Buffering Methods:
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Active Striker System -as a bug-:

 I have been informed that there is a nasty bug; whenever the enemy 
breaks his Guard with a CD or an AB it gives you the right to call an
striker on any time; even when you are being hit, there are some
rectrictions and random features; since it is a bug it can not be exact.

Active Striker System -by the rules-:

 FACT:
  -If you use an attack and call the striker and later you use another
   attack that ALSO allows you to call an striker you will be blessed
   with the chance of using a one time active striker system. 

 * There are some more restrictions and adds to the active striker
   system; but you'll have to wait until I finish up the KoF '2001
   Perfect Guide to know more about it.

Performing as MAX:

 As we all should know; when a desperation move says that can be 
performed as MAX then the only thing that you have to do is inputing
the same motion; but using 2 buttons instead of one (if the move is
performed with puch; press AC and if it is kick, BD).


Follow up order:
 I have described the moves that had follow ups in a diferent way; let
us examinate the case of Makishima-sama:

 The first move of his system one combination is Qcf + A or C, so 
the move will be like this:

Qcf + A or C:
 Move description.

 The second move is another Qcf + A or C; but I will leave an space at
the beginning; so the player does not mix it with another move:

 Qcf + A or C:
  Follow up description.

 So, the whole move will look like this:

Qcf + A or C:
 Move description.

 Qcf + A or C:
  Follow up description.

   Qcf + A or C:
    Finisher description.

 This is the exact method that Tekkens FAQs use to describe follow ups.
Now, if you have something like:

Motion:
 Description.

 Motion:
  Description.

 Motion:
  Description.

 It means that the move has 2 posible follow ups; as I mentiones, the
key is just noticing the space that are prior to the moves; on the
moves descriptions I have also hinted posible follow ups; in order to
avoid mistakes. -Incoherence is often present on something that I have
writen-

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About Ramon:
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 Ramon is a professional wrestler that did had a hard road to victory;
admired and feared, Ramon has a joyful personality and have a soft
spot for orphans kids, so he usually helps them and supporting using
his success.

 On KoF '2000 Ramon was recruited by Vanessa, slim and red hair woman
that is working with an agency that has as objective to stop NESTS,
let us just say that Ramon fell inmediatly on a crush for this woman...
Vanessa had the mission of recruiting one of the world's strongest
fighter to team up with her, K' and Maxima, the mission consisted on
the capture of K' and Maxima, interrogate them and then obtain any
valuable info that they migt held about NESTS.
 Vanessa was once married, but it is rumored that her husband was killed
on a mission (NESTS maybe?) and thus Ramon saw a golden chance, so he
usually helps and takes care of Vanessa, though Vanessa is not a woman
that needs some kind of protection, after all she is also a skilled
fighter, as far as I know, Vanessa seems to be taken her husband's
place on the organization.

 On KoF 2001 Ramon has stick along with Vanessa, the only problem is
that she shows not any kind of affection towards Ramon, unlike what
Ramon does with her... also a very important note is that Ramon is
supposed to be one of the strongest fighters on the NESTS saga breed;
it is not only the fact that she was recruited while Vanessa was
searching for some strong fighter, is not only the fact that Maxima was
surprised when he saw him in action on the "Story Novels" for the
KoF '2000, it is not only the fact that he bullies at K' on his special
victory on KoF '2000, it is not only the fact that Original Zero and
Igniz do a remark on Ramon's thougness, it is not only the fact that
a friend of mine is the spitting image of Ramon; it is only because
he just Rule, plain and simple.


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"Blue Demon" Ramon: Move list
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IMPORTANT NOTE: WHY DO I CALL RAMON "Blue Demon"?? It's the fault of
                the promotional poster for KoF '2001; on it Ramon was 
                holding the mask of a Mexican wrestler called "Blue 
                Demon"; note that the son of "Blue Demon" was supposed
                to be blond, he was called "Blue Demon Jr." if Ramon is
                inspired on him; he musn't called "Jr."; because he 
                rules ;].


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Command moves:

df + B:
 A low attack; have you noticed that most characters; when they chain
their low command attacks after any attack the attack remains to be 
low??? Well; with Ramon is a different history; when you chain his low
command attack, df + B the attack no longer is low... darn shame. Are 
we happy about this??? Well; since he is so tough I can over look this.


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Special moves:

Hcf + A or C:
 Special throw; good range, note that the weak version deals the half
of the damage if you compare it to the C version... I have no clue of
what advantage does it have over the C version.

Hcf + B or D:
 Running throw; not much to add; dodge low attacks.

 A + B + C:
  This motion will make Ramon stop the running and will allow him to
 move faster. I use this to lure my enemy into jumping.

Qcb + A or C:
 Holding this button will make the character walk around; release it
will perform an action; the A version will launch Ramon with a flying
kick; but the C version does nothing... What advantage can you obtain
from this?, I heard you ask?; the thing is that performing Qcb + C and
then release C as soon as posible will act as a "cancel" to the normal
moves; allowing you to move faster.

Rup + B or D:
 Using this Ramon will run towards the wall to his back; once he is 
near it he will jump; if you do nothing he will stumble and fall to the
ground -face first-

 D:
  Tap D and only D while Ramon is jumping towards the wall; using this
 will make Ramon jump towards the enemy with a cross chop attack.

 A + B + C:
  Using this will make Ramon will halt the RUP + B or D move; but this
 must be used BEFORE Ramon attempts to jump to the wall.

Upc + B or D:
 This move is a counter wire attack; B version is quick enough to 
combo; it has posible follow ups; unlike KoF '2000; the enemy no longer
can roll recover from this attack (YES!).

 Upc + B or D:
  Using this will make Ramon follow up with a Suicidal sometsault the
 previous move.

  Dn dn + A or C:
   After the second follow up input this motion and Ramon will pick up
  the enemy and give a low punch (with his cr C frame); this move can
  be super canceled.


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Desperation Moves:

Hcf x 2 + A or C:
 DM version if his special throw; it can be done as a MAX Desperation 
Move.

Qcb, Hcf + B or D:
 Running auto-combo move; small yet suficient invincivility time at the
beginning; HUGE DAMAGE and the D version leaves you somewhat far from
the enemy when blocked while the B version leaves you next to them...
though both versions leave you open when blocked I once was able to
input a Hcb x 2 + C BEFORE the enemy could retaliate after the D version,
but odds are that the enemy was goofing off at the time.


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"Blue Demon" Ramon: Combos
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Independent low combos:

 - cls B; cr A; Hcf + A.

 - cls B; cr B; Hcb x 2 + C.
    * Hcb x 2 + C may be either normal or MAX version.


Independent combos:

 - cls C; df + B; Hcf + B.

 - cls C; df + B; Qcb + A.

 - cls C; df + B; Hcf + A.

 - cls C; df + B; Hcb x 2 + C.
  * Hcb x 2 + C may be either normal or MAX version. *

 - cls C; df + B; Qcb + C; cr C; df + B; Qcb, Hcf + B.
    * In order to move after the df + B you must release the 
      button the soonest on the Qcb + C, then walk a little for
      the rest to connect.

 - cls C; Upc + B x 2, dn dn + C, Qcb, Hcf + B.
    + Super cancel combo.


Striker low combos:

 None at the moment.


Striker combos:

 - cls C; df + B, call Iori; Qcb, Hcf + B; ; Upc + B x 2; 
   dn dn + C, Hcb x 2 + C.
    + Super cancel combo.
    * Nothig to brag about; call Iori while you are doing the df + B.

 - cls C; df + B; Qcb + C, call King; far C; ; JP CD; cls C, call Yuri;
   Upc + B x 2; dn dn + C; Hcb x 2 + C.
    + Super cancel combo.
    * After the Qcf + C, call King, give a step foward and then give a
      far C; then put the JP CD; then go behind the enemy and near the
      edge of the screen to put the cls C and Yuri.

 - cls C; df + B; Qcb + C, call Angel; far C; cls C; df + B, call Iori;
   Qcb, Hcf + D; ; JP CD.
    * Just as the combo before this.

 - cls C; df + B, call Angel; Qcb + C, far C; ; cls C, call Foxy; df + B;
   Qcb + C; far C; , call K'; cls C; ; JP CD.
    * Call K' as Foxy is hitting; nothing more than that.

 - cls C; df + B, Qcb + C; call King; far C; ; JP CD; call Terry; cls C;
   df + B; Qcb + C; cr C; df + B; Qcb, Hcf + D. {NR}
    * Terry must be called in a way that only the Geiser hits & that the
      cls C leave the enemy standing; after the first cr C; df + B; 
      Qcb + C you must run and then input the rest of the combo.


Corner combos:

 - cls C; df + B, call Xiang Fei; Upc + B; ; cr C; Qcb + C; JP + C; cls C;
   df + B; Qcb + C, call King; far C; ; JP CD; call Xiang Fei; cls C;
   Qcb + C; JP C; cls C; df + B; Qcf + C.
    * Like many other "Active Striker" combos; you must use BC while doing the
      moves; in this case is UPC + BC; after you give the JP CD; give some
      steps backwads, or Xinag Fei won't connect the 3 attacks, also when
      calling King, after the Qcb + C you must give some steps foward so the
      cr C can connect.

 - cls C; df + B; Qcb + C, call Angel; cr C; Qcb + C; ; N jp + C, call Whip;
   cls C; df + B; Qcb + C; cr C; ; cls C; df + B, call King; cls C; Qcb + C;
   JP CD; JP CD.
    * Just like the previous one; the last part, the cls C; Qcb + C; JP CD
      must hit while King is kicking.

 - cls C; df + B, call Joe; Qcb + C; cr C; ; Upc + B, call Andy; cls C;
   df + B, call Joe; cr C; ; Upc + C, call Andy; JP CD.
    * Andy uses the striker system, the rest is like any other combo.

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Thanks:
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Mad Man's cafe:
 I just post at it's board, great news site, must I say.

Chupiler:
 I just admire this guy...

Juan:
 I just tease this guy...


"Hey!! You are not up to dodge ball!!"