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Line 6: |
Line 6: |
| Very powerful character. Tank / Counter-hit / Poke / Fundamental mixup type character. | | Very powerful character. Tank / Counter-hit / Poke / Fundamental mixup type character. |
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| | Famous friend of Clark and Leona. |
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| He has an instant command throw to boot.
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| | Qualities : |
| | -Very good damage (more powerful character of game with Chang) |
| | -Easy to play |
| | -All his normal attacks gets high priority, good recovery and good reach |
| | -Best j.CD of game or in all the cases on of best. |
| | -Good stamina |
| | -Gets unblockable Galactica Phantom after Umanori Vulcan Punch |
| | -Gets a command throw and can built meter with it |
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| Almost all his normal attacks (with Blowback attack as well) gets very high priority.
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| | | Faults : |
| j+CD can be spammed during an entire round or almost.
| | -No fireball |
| | | -No reversal on wakeup |
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| Gets also very good mixups with thus j+CD to pressure and Counter Hit with st+D or Umanori Vulcan Punch (qcb, hcf + K) , his meaties cr+D and cr+C, his Gatling Attack who can be connected after a cancel roll forward, his cr+B + Super Argentine Backbreaker (hcf + K) etc .
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| Ralf Tackle (hcb + K) gets autoguard thus can Counter-Hit often also even if almost never used in match.
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| When used with Striker Clark , he can combo his Galactica Phantom at good timing which of course makes colossal damages even if he's very good with Striker Kasumi also like he can combo Umanori Vulcan Punch in corner, whiff build meter with hcf+K and after pressure with j+CD in corner on opponent's wakeup.
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| His problem is that he doesn't get fireball maybe ^^
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Introduction
Top-tier character (in top 3 of best no-banned characters in kof99 certainly).
Very powerful character. Tank / Counter-hit / Poke / Fundamental mixup type character.
Famous friend of Clark and Leona.
Qualities :
-Very good damage (more powerful character of game with Chang)
-Easy to play
-All his normal attacks gets high priority, good recovery and good reach
-Best j.CD of game or in all the cases on of best.
-Good stamina
-Gets unblockable Galactica Phantom after Umanori Vulcan Punch
-Gets a command throw and can built meter with it
Faults :
-No fireball
-No reversal on wakeup
Mid-Tier as Striker.
Movelist
THROWS-------------------------------------------------------------------------
Dynamite Headbomb
>> When close - b / f + C
Northern Light Bomb
>> When close - b / f + D
COMMAND ATTACKS----------------------------------------------------------------
None.
SPECIAL MOVES------------------------------------------------------------------
Gatling Attack
>> Charge b, f + P
Super Argentine Backbreaker
>> When close - hcf + K
>> Unblockable.
Ralf Kick
>> Charge K for 3 sec., release
>> The longer you charge, the more damage you inflict.
Kyuukouka Bakudan Punch (Chijou)
>> Charge d, u + P
Kyuukouka Bakudan Punch (Kuuchuu)
>> In the air - qcf + P
Vulcan Punch
>> Tap P repeatedly
Ralf Tackle
>> hcb + K
>> Has autoguard.
DESPERATION MOVES--------------------------------------------------------------
Galactica Phantom
>> qcf, qcf + P
>> Has autoguard (SDM).
Baribari Vulcan punch
>> qcf, hcb + P
>> Evades low attacks.
Umanori Vulcan Punch
>> qcb, hcf + K
Combos
Jump Attack > Close C > mash C
Jump Attack > Close C > hcf+K or hcb+B
Jump Attack > Close C > qcf,hcb+P or qcb,hcf+K
j.C or j.D > cr.A * 2 > b charge f+C
In-depth Analysis
Strategies
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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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1/6/5
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+1/-1
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R,C,S
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HL
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2/6/5
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+1/-1
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C
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HL
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Nice as a meaty, since you can link stuff of of it. Good as a combo filler after a crossup, too.
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7/4/16
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0/-2
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C, S, Su
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HL
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Most damaging fast move to combo into backbreaker. Some characters can crouch under it, though.
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7/4/12
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+4/+2
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-
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HL
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Looks stupid, but hops over lows/throws, so be aware of that.
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Standing Far
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2/7/5
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0/-2
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-
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HL
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Short range, but weirdly high priority. I've seen it beat quite a lot of shit because it stays out for longer than most standing As. Anti-air vs short hop.
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4/8/5
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-1/-3
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-
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HL
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Not bad, fast, hits most characters crouching, unlike standing A.
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11/5/21
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-6/-8
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HL
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10/7/14
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-1/-3
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-
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HL
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Can't be crouched under, so it's got that going for it. Slower and shorter-ranged than standing C, so don't use this if you can use that.
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+
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16/6/12
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KD/+4
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S, Su
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HL
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Nice range. Cancel into backbreaker for free on block in most situations. Some characters can crouch under it. Also note that as a CD counter, it will make him go far forward, which makes it miss against jump-ins a lot, but is very good against fireballs because of the forward range.
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Crouching
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2/3/8
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1/-1
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R, C, S
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HL
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Cancelable, combo filler of choice along with cr.C for characters that can crouch under his close C.
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3/4/8
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0/-2
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-
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L
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It's low. Can link into backbreaker too.
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5/7/10
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+3/+1
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C, S, Su
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HL
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Awesome high-priority move, much like standing C but lower to the ground. Cancelable, and Ralf's most meaty attack. It's super meaty (ie stays out for a long time).
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5/5/14
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KD/-1
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-
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L
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A sweep.
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Jump
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2/8/3
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-/-
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C
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H
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4/10/7
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-/-
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-
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H
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Good, fast air-to-air or air-to-ground at range. Huge priority.
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8/9/4
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-/-
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C
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H
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Crosses up, good downward reach, cancelable.
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8/10/5
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-/-
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-
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H
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Best jump-in combo starter along with jumping C.
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12/9/1
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KD/-
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S
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HL
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One of better jumping CD attacks in the game. A little slow, but great huge priority and blockstun.
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Neutral Jump
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5/8/-
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-/-
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-
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H
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3/8/4
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-/-
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-
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H
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4/11/4
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-/-
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-
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H
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8/10/4
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-/-
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-
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H
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