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{{Nutshell| | {{Nutshell| | ||
Ralf "Rambo" Jones is rather different than how you may remember him. Although he is still primarily based around mid range zoning, abusing his powerful far normals like st.C and st.D, and his amazing st.CD, Ralf has also lost the use of his command grab. To make up for this, he's been given a cancelable cr.B, along with some extremely powerful basic combos that do a lot of stun and damage, making him a powerful first character. Unlike many a lot of other chars in XIII, Ralf's combos do not really involve quick inputs or juggles, but he has more of an emphasis on links. His execution requirements are fairly low (unless you are extremely bad at loose links!), and most of his game is space control with normals, so you may feel more comfortable with Ralf's slower, more basic combos and easy to grasp zoning game coming from a Street Fighter background. | Ralf "Rambo" Jones is rather different than how you may remember him. Although he is still primarily based around mid range zoning, abusing his powerful far normals like st.C and st.D, and his amazing st.CD, Ralf has also lost the use of his command grab. To make up for this, he's been given a cancelable cr.B, along with some extremely powerful basic combos that do a lot of stun and damage, making him a powerful first character. Unlike many a lot of other chars in XIII, Ralf's combos do not really involve quick inputs or juggles, but he has more of an emphasis on links. His execution requirements are fairly {{low}} (unless you are extremely bad at loose links!), and most of his game is space control with normals, so you may feel more comfortable with Ralf's slower, more basic combos and easy to grasp zoning game coming from a Street Fighter background. | ||
}} | }} | ||
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{{KOFXIIIMoveListHeader}} | {{KOFXIIIMoveListHeader}} | ||
{{MoveListRow | Standing Light Punch | kof.lp | 25 | cancel}} | {{MoveListRow | Standing Light Punch | {{kof.lp}} | 25 | cancel}} | ||
{{MoveListRow | Standing Light Kick | kof.lk | 30 | cancel}} | {{MoveListRow | Standing Light Kick | {{kof.lk}} | 30 | cancel}} | ||
{{MoveListRow | Standing Heavy Punch | kof.sp | 80 | Cancelable into Vulcan Punch}} | {{MoveListRow | Standing Heavy Punch | {{kof.sp}} | 80 | Cancelable into Vulcan Punch}} | ||
{{MoveListRow | Close Heavy Punch | kof.sp | 40×2 | 1st hit: cancel}} | {{MoveListRow | Close Heavy Punch | {{kof.sp}} | 40×2 | 1st hit: cancel}} | ||
{{MoveListRow | Standing Heavy Kick | kof.sk | 80 |}} | {{MoveListRow | Standing Heavy Kick | {{kof.sk}} | 80 |}} | ||
{{MoveListRow | Close Heavy Kick | kof.sk | 70 | cancel}} | {{MoveListRow | Close Heavy Kick | {{kof.sk}} | 70 | cancel}} | ||
{{MoveListRow | Crouching Light Punch | d + kof.lp | 25 | chaincancel cancel}} | {{MoveListRow | Crouching Light Punch | {{d}} + {{kof.lp}} | 25 | {{chaincancel}} cancel}} | ||
{{MoveListRow | Crouching Light Kick | d + kof.lk | 30 | low cancel}} | {{MoveListRow | Crouching Light Kick | {{d}} + {{kof.lk}} | 30 | {{low}} cancel}} | ||
{{MoveListRow | Crouching Heavy Punch | d + kof.sp | 70 | cancel}} | {{MoveListRow | Crouching Heavy Punch | {{d}} + {{kof.sp}} | 70 | cancel}} | ||
{{MoveListRow | Crouching Heavy Kick | d + kof.sk | 80 | low softknockdown cancel}} | {{MoveListRow | Crouching Heavy Kick | {{d}} + {{kof.sk}} | 80 | {{low}} {{softknockdown}} cancel}} | ||
{{MoveListRow | Blowback Attack | kof.sp + kof.sk | 75 | softknockdown specialcancel}} | {{MoveListRow | Blowback Attack | {{kof.sp}} + {{kof.sk}} | 75 | {{softknockdown}} specialcancel}} | ||
{{MoveListRow | Jumping Light Punch | Air kof.lp | Jump: 45<br>Hop: 40 | high cancel}} | {{MoveListRow | Jumping Light Punch | Air {{kof.lp}} | Jump: 45<br>Hop: 40 | {{high}} cancel}} | ||
{{MoveListRow | Jumping Light Kick | Air kof.lk | Jump: 45<br>Hop: 40 | high}} | {{MoveListRow | Jumping Light Kick | Air {{kof.lk}} | Jump: 45<br>Hop: 40 | high}} | ||
{{MoveListRow | Jumping Heavy Punch | Air kof.sp | Jump: 72<br>Hop: 70 | high}} | {{MoveListRow | Jumping Heavy Punch | Air {{kof.sp}} | Jump: 72<br>Hop: 70 | high}} | ||
{{MoveListRow | Jumping Heavy Kick | Air kof.sk | Jump: 70<br>Hop: 68 | high}} | {{MoveListRow | Jumping Heavy Kick | Air {{kof.sk}} | Jump: 70<br>Hop: 68 | high}} | ||
{{MoveListRow | Jumping Blowback Attack | Air kof.sp + kof.sk | Jump: 90<br>Hop: 80 | softknockdown cancel}} | {{MoveListRow | Jumping Blowback Attack | Air {{kof.sp}} + {{kof.sk}} | Jump: 90<br>Hop: 80 | {{softknockdown}} cancel}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
=== Unique Attacks === | === Unique Attacks === | ||
{{KOFXIIIMoveListHeader}} | {{KOFXIIIMoveListHeader}} | ||
{{MoveListRow | Jet Upper | df + kof.lp | 65 | specialcancel}} | {{MoveListRow | Jet Upper | {{df}} + {{kof.lp}} | 65 | specialcancel}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 42: | Line 42: | ||
{{KOFXIIIMoveListHeader}} | {{KOFXIIIMoveListHeader}} | ||
{{MoveListRow | Dynamite Headbutt | f or b + kof.sp or kof.sk (while close) | 100 | throw softknockdown}} | {{MoveListRow | Dynamite Headbutt | {{f}} or {{b}} + {{kof.sp}} or {{kof.sk}} (while close) | 100 | {{throw}} softknockdown}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 48: | Line 48: | ||
{{KOFXIIIMoveListHeader}} | {{KOFXIIIMoveListHeader}} | ||
{{MoveListRow | Vulcan Punch | Press p repeatedly (Hold f to move forward) | p : 20×12<br> ex : 45×8 | drivecancel}} | {{MoveListRow | Vulcan Punch | Press {{p}} repeatedly (Hold {{f}} to move forward) | {{p}} : 20×12<br> {{ex}} : 45×8 | drivecancel}} | ||
{{MoveListRow | Burning Hammer | qcf + p | kof.lp : 60<br> kof.sp : 50<br> ex : 100 | drivecancel <br> ex : crumple}} | {{MoveListRow | Burning Hammer | {{qcf}} + {{p}} | {{kof.lp}} : 60<br> {{kof.sp}} : 50<br> {{ex}} : 100 | {{drivecancel}} <br> {{ex}} : {{crumple}} autoguard}} | ||
{{MoveListRow | Explosive Punch | qcb + p | kof.lp : 65<br> kof.sp : 80<br> ex : 60×2+80 | softknockdown drivecancel}} | {{MoveListRow | Explosive Punch | {{qcb}} + {{p}} | {{kof.lp}} : 65<br> {{kof.sp}} : 80<br> {{ex}} : 60×2+80 | {{softknockdown}} drivecancel}} | ||
{{MoveListRow | Gatling Attack | {{nowrap| b (charge) f + p }} | kof.lp : 40+35<br> kof.sp : 40+30×2<br> ex : 30×2+20×4+100 | drivecancel <br> kof.sp : softknockdown <br> ex : hardknockdown}} | {{MoveListRow | Gatling Attack | {{nowrap| {{b}} (charge) {{f}} + {{p}} }} | {{kof.lp}} : 40+35<br> {{kof.sp}} : 40+30×2<br> {{ex}} : 30×2+20×4+100 | {{drivecancel}} <br> {{kof.sp}} : {{softknockdown}} <br> {{ex}} : hardknockdown}} | ||
{{MoveListRow | Blitzkrieg Punch | qcf + p | p : 120<br> ex : 180 | aironly high hardknockdown drivecancel}} | {{MoveListRow | Blitzkrieg Punch | {{qcf}} + {{p}} | {{p}} : 120<br> {{ex}} : 180 | {{aironly}} {{high}} {{hardknockdown}} drivecancel}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{KOFXIIIMoveListHeader}} | {{KOFXIIIMoveListHeader}} | ||
{{MoveListRow | Galactica Phantom | qcf qcf + p (Hold p to charge) | p Uncharged: 180<br> p Charged Lv.1: 220<br> p Charged Lv.2: 260<br> p Charged Lv.3: 320<br> ex Uncharged: 300<br> ex Charged Lv.1: 340<br> ex Charged Lv.2: 380<br> ex Charged Lv.3: 500 | softknockdown maxcancel <br> Charged Lv.3: unblockable}} | {{MoveListRow | Galactica Phantom | {{qcf}} {{qcf}} + {{p}} (Hold {{p}} to charge) | {{p}} Uncharged: 180<br> {{p}} Charged Lv.1: 220<br> {{p}} Charged Lv.2: 260<br> {{p}} Charged Lv.3: 320<br> {{ex}} Uncharged: 300<br> {{ex}} Charged Lv.1: 340<br> {{ex}} Charged Lv.2: 380<br> {{ex}} Charged Lv.3: 500 | {{softknockdown}} {{maxcancel}} <br> Charged Lv.3: unblockable}} | ||
{{MoveListRow | Bareback Vulcan | qcb hcf + k | 15×9+100 | hardknockdown maxcancel}} | {{MoveListRow | Bareback Vulcan | {{qcb}} {{hcf}} + {{k}} | 15×9+100 | {{hardknockdown}} maxcancel}} | ||
{{MoveListRow | Jet Vulcan | hcb hcb + kof.lp + kof.sp | (10+0)×11+(8+0)×35+8+80 | hardknockdown | level3}} | {{MoveListRow | Jet Vulcan | {{hcb}} {{hcb}} + {{kof.lp}} + {{kof.sp}} | (10+0)×11+(8+0)×35+8+80 | {{hardknockdown}} | level3}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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==== Normal Moves ==== | ==== Normal Moves ==== | ||
*'''Standing Light Punch ([[File:snka.gif]])''' - | *'''Standing Light Punch ([[File:snka.gif]])''' - An ok light, chains into itself up to 3 times (albeit a tight link) | ||
*'''Standing Light Kick ([[File:snkb.gif]])''' - | *'''Standing Light Kick ([[File:snkb.gif]])''' - shorter than standing light punch, can't chain into itself | ||
*'''Standing Heavy Punch ([[File:snkc.gif]])''' - | *'''Standing Heavy Punch ([[File:snkc.gif]])''' - Good range normal. | ||
*'''Close Heavy Punch (Close [[File:snkc.gif]])''' - | *'''Close Heavy Punch (Close [[File:snkc.gif]])''' - | ||
Line 88: | Line 88: | ||
*'''Close Heavy Kick (Close [[File:snkd.gif]])''' - | *'''Close Heavy Kick (Close [[File:snkd.gif]])''' - | ||
*'''Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])''' - | *'''Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])''' - A stubby, unremarkable low. | ||
*'''Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])''' - | *'''Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])''' - Longer, more damaging and faster than crouching light punch, and even a combo tool. | ||
*'''Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])''' - | *'''Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])''' - Used in some combos, decently quick. | ||
*'''Crouching Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])''' - | *'''Crouching Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])''' - More damage than crouching heavy punch and causes a knockdown. | ||
*'''Blowback Attack ([[File:snkc.gif]] + [[File:snkd.gif]])''' - | *'''Blowback Attack ([[File:snkc.gif]] + [[File:snkd.gif]])''' - Your longest reaching grounded normal and does the most guard damage. | ||
*'''Jumping Light Punch (Air [[File:snka.gif]])''' - | *'''Jumping Light Punch (Air [[File:snka.gif]])''' - | ||
*'''Jumping Light Kick (Air [[File:snkb.gif]])''' - | *'''Jumping Light Kick (Air [[File:snkb.gif]])''' - Longest reaching air normal. | ||
*'''Jumping Heavy Punch (Air [[File:snkc.gif]])''' - | *'''Jumping Heavy Punch (Air [[File:snkc.gif]])''' - | ||
Line 106: | Line 106: | ||
*'''Jumping Heavy Kick (Air [[File:snkd.gif]])''' - | *'''Jumping Heavy Kick (Air [[File:snkd.gif]])''' - | ||
*'''Jumping Blowback Attack (Air [[File:snkc.gif]] + [[File:snkd.gif]])''' - | *'''Jumping Blowback Attack (Air [[File:snkc.gif]] + [[File:snkd.gif]])''' - Most damaging air normal and only one to cause a knockdown. | ||
====Unique Attacks==== | ====Unique Attacks==== | ||
Line 114: | Line 114: | ||
====Throw==== | ====Throw==== | ||
*'''Dynamite Headbutt ([[File:right.gif]] or [[File:left.gif]] + [[File:snkc.gif]] or [[File:snkd.gif]] [while close])''' - | *'''Dynamite Headbutt ([[File:right.gif]] or [[File:left.gif]] + [[File:snkc.gif]] or [[File:snkd.gif]] [while close])''' - An okay throw, not much use from this | ||
====Special Moves==== | ====Special Moves==== | ||
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=== Tips and Tricks === | === Tips and Tricks === | ||
*Ralf's cr.B links into cl.C. Whilst his cr.B is cancelable, it's good to use this as its a great blockstring/frametrap tool, and can autohitconfirm if your cr.b wasn't blocked. | *Ralf's cr.B links into cl.C. Whilst his cr.B is cancelable, it's good to use this as its a great blockstring/frametrap tool, and can autohitconfirm if your cr.b wasn't blocked. | ||
*Starting from cr.B in general for any of these links will reduce the damage of your combo by about 30, as you need to | *Starting from cr.B in general for any of these links will reduce the damage of your combo by about 30, as you'll need to opt out of either df.A or cr.C link. | ||
*Ralf's EX Gatling Attacking (charge b~f+AC) is his only comboable hard knockdown. If you feel the need to do some more sustained pressure on your opponent, you could substitute it for any DM here at the cost of a lot of damage. | *Ralf's EX Gatling Attacking (charge b~f+AC) is his only comboable hard knockdown. If you feel the need to do some more sustained pressure on your opponent, you could substitute it for any DM here at the cost of a lot of damage. | ||
*Any instance of a combo from qcf+C into cr.C xx special/super, could be ended in cr.D sweep instead if you don't want to push your opponent a long way away for whatever reason (fireball character, etc). Again this costs you damage. | *Any instance of a combo from qcf+C into cr.C xx special/super, could be ended in cr.D sweep instead if you don't want to push your opponent a long way away for whatever reason (fireball character, etc). Again this costs you damage. | ||
Line 149: | Line 149: | ||
*''(cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C'' - (280, 39) | *''(cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C'' - (280, 39) | ||
Ralf's basic meterless combo. If starting from cr.B, you have to omit the df.A, and you may need to skip the df.A from distanced jumpins or just a longer ranged cl.C hit. Does great damage for a meterless combo. If from a jumpin or distanced confirm from cl.C into df.A, can go straight into charge b~f+C instead and omit cr.C. | Ralf's basic meterless combo. If starting from cr.B, you have to omit the df.A, and you may need to skip the df.A from distanced jumpins or just a longer ranged cl.C hit. Does great damage for a meterless combo. If from a jumpin or distanced confirm from cl.C into df.A, can go straight into charge b~f+C instead and omit cr.C. | ||
*''cr.C xx qcf+C, charge b~f+ | *''cr.C xx qcf+C, charge b~f+C'' - (202, 23) | ||
For confirming from cr.C pokes when you're fairly close. | For confirming from cr.C pokes when you're fairly close. | ||
*''cr.C xx charge b~f+C'' - (160, 15) | *''cr.C xx charge b~f+C'' - (160, 15) | ||
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*''cr.C xx qcbhcf+K'' - (296, 7) | *''cr.C xx qcbhcf+K'' - (296, 7) | ||
DM combos for cr.C pokes from distance. | DM combos for cr.C pokes from distance. | ||
*''qcf+AC, air qcf+A'' - (214, 8) | |||
Max 1 bar damage off of a qcf+AC reversal/counterpoke. | |||
*''Counterhit st.CD/j.CD, qcbhcf+K'' - (320+, 10) | |||
Works anywhere on the screen. Make people pay for not respecting your CD pressure. | |||
'''2 Bar''' | '''2 Bar''' | ||
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Ralf's qcfqcf+AC DM does not really add that much damage for the extra bar compared to qcbhcf+K. Considering he's mostly used as a battery, you may not always want to do these combos. | Ralf's qcfqcf+AC DM does not really add that much damage for the extra bar compared to qcbhcf+K. Considering he's mostly used as a battery, you may not always want to do these combos. | ||
*''qcf+AC, qcbhcf+K'' - (326, 0) | |||
*''qcf+AC, A+C rapidly'' - (344, 0) | |||
''' | |||
'''3 Bar''' | |||
*''(any combo starter, or raw reversal)qcf+AC, delay, charge qcfqcf+AC max duration (hold AC)'' - (600, 0) | *''(any combo starter, or raw reversal)qcf+AC, delay, charge qcfqcf+AC max duration (hold AC)'' - (600, 0) | ||
Not really a combo, but qcf+AC gives you enough time to meaty the unblockable fully charged Galactica Phantom. This CAN be reversal rolled | Not really a combo, but qcf+AC gives you enough time to meaty the unblockable fully charged Galactica Phantom. This CAN be reversal rolled or wakeup reversal with invul'd through, so its not legit. | ||
==== 50% Drive ==== | ==== 50% Drive ==== | ||
'''0 Bar''' | '''0 Bar''' | ||
*''cl.C df.A xx qcf+C, cr.C xx charge b~f+C (DC 1st hit) qcf+C, charge b~f+C'' - (339, 51) | *''(cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C (DC 1st hit) qcf+C, charge b~f+C'' - (339, 51) | ||
*''cr.B df.A xx qcf+C, charge b~f+A (DC 2nd hit) qcf+C, charge b~f+C'' - (300, 45) | *''cr.B df.A xx qcf+C, charge b~f+A (DC 2nd hit) qcf+C, charge b~f+C'' - (300, 45) | ||
*''(corner) (cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C (DC 3rd hit) qcb+C, charge b~f+A, P rapidly'' - (415, 60) | |||
*''(corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, A rapidly'' - (363, 48) | |||
High stun combos. Can be useful if you don't have any meter for damage. | High stun combos. Can be useful if you don't have any meter for damage. | ||
'''1 Bar''' | '''1 Bar''' | ||
*''cl.C df.A qcf+C, cr.C charge b~f+C (DC) qcf+C, qcbhcf+K'' - (464, 43) | *''(cr.B) cl.C df.A qcf+C, cr.C charge b~f+C (DC 1st hit) qcf+C, qcbhcf+K'' - (464, 43) | ||
*''cr.B df.A qcf+C, charge b~f+A (DC) qcf+C, qcbhcf+K'' - (425, 37) | *''cr.B df.A qcf+C, charge b~f+A (DC) qcf+C, qcbhcf+K'' - (425, 37) | ||
*''(corner) (cr.B) cl.C df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, P rapidly'' - (502, 45) | |||
*''(corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, P rapidly'' - (492, 40) | |||
**Need to move forward during the A+C Rapid move a bit to get qcb+C to hit. | |||
Can reset with st.A/st.B after the charge b~f+A for a mixup instead if you wish. | |||
'''2 Bar''' | '''2 Bar''' | ||
*''cl.C xx qcf+C charge b~f+ | *''(cr.B) cl.C xx qcf+C charge b~f+C (DC 1st hit) qcf+C cr.C xx qcfqcf+AC'' - (484, 43) | ||
*''cr.B df.A xx qcf+C charge b~f+A (DC) qcf+C qcfqcf+AC'' - (445, 37) | *''cr.B df.A xx qcf+C charge b~f+A (DC) qcf+C qcfqcf+AC'' - (445, 37) | ||
As you can see, again these combos are not really worth the extra bar. | As you can see, again these combos are not really worth the extra bar. | ||
*''(corner) (cr.B) cl.C df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, qcbhcf+K'' - (600, 32) | |||
*''(corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, qcbhcf+K'' - (590, 27) | |||
**Need to move forward during the A+C Rapid move a bit to get qcb+C to hit. | |||
==== 100% Drive ==== | ==== 100% Drive ==== | ||
The 2 bar NeoMax is a blessing for Ralf, his HD combos now do pretty good damage for lower cost. | The 2 bar NeoMax is a blessing for Ralf, his HD combos now do pretty good damage for lower cost. Possible to start HD combos from cr.B df.A. Also possible to start HD combos with cl.C/cr.B df.A xx qcf+C st.C (HD) ... for more damage. | ||
'''1 Bar''' | '''1 Bar''' | ||
*''(cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x5 qcbhcf+K'' - (626, 24) | *''(cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x5 qcbhcf+K'' - (626, 24) | ||
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'''3 Bar''' | '''3 Bar''' | ||
*''(cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x3, qcfhcb+K (last hit) HDC hcbhcb+AC'' - (854, 16) | *''(cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x3, qcfhcb+K (last hit) HDC hcbhcb+AC'' - (854, 16) | ||
Thanks to arcade buffs, these now should work corner to corner. May not work on all crouching chars though. Try to do cl.C df.A after the HD activation as late as possible to make sure you're point blank and have pushed the opponent as far in as possible | Thanks to arcade buffs, these now should work corner to corner. May not work on all crouching chars though. Try to do cl.C df.A after the HD activation as late as possible to make sure you're point blank and have pushed the opponent as far in as possible. | ||
'''5 Bar''' | '''5 Bar''' | ||
Line 205: | Line 230: | ||
Gimmick combo, you'll probably never land this but hey. | Gimmick combo, you'll probably never land this but hey. | ||
=== Team Order === | |||
==== 1st position ==== | |||
'''Pros''' | |||
* | |||
'''Cons''' | |||
* | |||
==== 2nd position ==== | |||
'''Pros''' | |||
* | |||
'''Cons''' | |||
* | |||
==== 3rd position ==== | |||
'''Pros''' | |||
* | |||
'''Cons''' | |||
* | |||
=== Basic Strategy === | === Basic Strategy === | ||
=== Advanced Strategy === | === Advanced Strategy === | ||
=== Frame Data === | === Frame Data === | ||
{{Navbox-KOF13}} | |||
[[Category:The King of Fighters XIII]] |
Latest revision as of 19:49, 6 April 2023


Ralf Jones
In a nutshell
Ralf "Rambo" Jones is rather different than how you may remember him. Although he is still primarily based around mid range zoning, abusing his powerful far normals like st.C and st.D, and his amazing st.CD, Ralf has also lost the use of his command grab. To make up for this, he's been given a cancelable cr.B, along with some extremely powerful basic combos that do a lot of stun and damage, making him a powerful first character. Unlike many a lot of other chars in XIII, Ralf's combos do not really involve quick inputs or juggles, but he has more of an emphasis on links. His execution requirements are fairly (unless you are extremely bad at loose links!), and most of his game is space control with normals, so you may feel more comfortable with Ralf's slower, more basic combos and easy to grasp zoning game coming from a Street Fighter background.
Video Walkthrough
Move List
Normal Moves






















Hop: 40


Hop: 40

Hop: 70

Hop: 68


Hop: 80

Unique Attacks


Throw





Special Moves



































Desperation Moves














Charged Lv.3: unblockable









Console Changes
- Crouching D has faster recovery.
- Heavy Burning Hammer (qcf+C) has faster recovery. It can combo into heavy Gatling Attack (b~f+C) without needing to cancel.
- During Vulcan Punch (P*) (all versions), Ralf can move forward.
- EX Burning Hammer (qcf+AC) has faster startup and can be comboed from heavy attacks.
- Both versions of Galactica Phantom (qcf qcf+P) can be charged (previously 220 for normal version, 360 for EX version).
- Far standing C can be canceled into Vulcan Punch.
Strategy
Move Analysis
Normal Moves
- Crouching Light Kick (
+
) - Longer, more damaging and faster than crouching light punch, and even a combo tool.
Unique Attacks
Throw
Special Moves
- Vulcan Punch (press
repeatedly) -
- Burning Hammer (
+
) -
- Explosive Punch (
+
) -
- Gatling Attack (
[charge]
+
) -
- Blitzkrieg Punch (Air
+
) -
Desperation Moves
Tips and Tricks
- Ralf's cr.B links into cl.C. Whilst his cr.B is cancelable, it's good to use this as its a great blockstring/frametrap tool, and can autohitconfirm if your cr.b wasn't blocked.
- Starting from cr.B in general for any of these links will reduce the damage of your combo by about 30, as you'll need to opt out of either df.A or cr.C link.
- Ralf's EX Gatling Attacking (charge b~f+AC) is his only comboable hard knockdown. If you feel the need to do some more sustained pressure on your opponent, you could substitute it for any DM here at the cost of a lot of damage.
- Any instance of a combo from qcf+C into cr.C xx special/super, could be ended in cr.D sweep instead if you don't want to push your opponent a long way away for whatever reason (fireball character, etc). Again this costs you damage.
Combos
0% Drive
0 Bar
- cr.B cr.B xx charge b~f+C - (143, 14)
A pretty weak combo from a low. It does lead to a knockdown however, which may be more favourable in some situations.
- cr.B df.A xx qcf+C, charge b~f+C - (216, 27)
Ralf's basic combo from a low. df.A may not connect from a more distanced cr.B.
- (cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C - (280, 39)
Ralf's basic meterless combo. If starting from cr.B, you have to omit the df.A, and you may need to skip the df.A from distanced jumpins or just a longer ranged cl.C hit. Does great damage for a meterless combo. If from a jumpin or distanced confirm from cl.C into df.A, can go straight into charge b~f+C instead and omit cr.C.
- cr.C xx qcf+C, charge b~f+C - (202, 23)
For confirming from cr.C pokes when you're fairly close.
- cr.C xx charge b~f+C - (160, 15)
Combo to use when confirming from a very long range cr.C poke. If you're closer, use the combo above.
1 Bar
- (cr.B) cl.C df.A xx qcf+C, cr.C xx qcbhcf+K - (416, 31)
Ralf's extremely powerful basic DM combo. As before, omit the df.A if starting from cr.B, or from a distanced confirm.
- cr.B df.A xx qcf+C, qcbhcf+K - (344, 19)
The easier low confirm into DM for ralf.
- cr.C xx qcf+C, qcbhcf+K - (334, 15)
- cr.C xx qcbhcf+K - (296, 7)
DM combos for cr.C pokes from distance.
- qcf+AC, air qcf+A - (214, 8)
Max 1 bar damage off of a qcf+AC reversal/counterpoke.
- Counterhit st.CD/j.CD, qcbhcf+K - (320+, 10)
Works anywhere on the screen. Make people pay for not respecting your CD pressure.
2 Bar
- (cr.B) cl.C df.A xx qcf+C, cr.C xx qcfqcf+AC - (445, 31)
- cr.B df.A xx qcf+C, qcfqcf+AC - (391, 19)
- cr.C xx qcf+C qcfqcf+AC - (387, 15)
- cr.C xx qcfqcf+AC - (355, 7)
Ralf's qcfqcf+AC DM does not really add that much damage for the extra bar compared to qcbhcf+K. Considering he's mostly used as a battery, you may not always want to do these combos.
- qcf+AC, qcbhcf+K - (326, 0)
- qcf+AC, A+C rapidly - (344, 0)
3 Bar
- (any combo starter, or raw reversal)qcf+AC, delay, charge qcfqcf+AC max duration (hold AC) - (600, 0)
Not really a combo, but qcf+AC gives you enough time to meaty the unblockable fully charged Galactica Phantom. This CAN be reversal rolled or wakeup reversal with invul'd through, so its not legit.
50% Drive
0 Bar
- (cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C (DC 1st hit) qcf+C, charge b~f+C - (339, 51)
- cr.B df.A xx qcf+C, charge b~f+A (DC 2nd hit) qcf+C, charge b~f+C - (300, 45)
- (corner) (cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C (DC 3rd hit) qcb+C, charge b~f+A, P rapidly - (415, 60)
- (corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, A rapidly - (363, 48)
High stun combos. Can be useful if you don't have any meter for damage.
1 Bar
- (cr.B) cl.C df.A qcf+C, cr.C charge b~f+C (DC 1st hit) qcf+C, qcbhcf+K - (464, 43)
- cr.B df.A qcf+C, charge b~f+A (DC) qcf+C, qcbhcf+K - (425, 37)
- (corner) (cr.B) cl.C df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, P rapidly - (502, 45)
- (corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, P rapidly - (492, 40)
- Need to move forward during the A+C Rapid move a bit to get qcb+C to hit.
Can reset with st.A/st.B after the charge b~f+A for a mixup instead if you wish.
2 Bar
- (cr.B) cl.C xx qcf+C charge b~f+C (DC 1st hit) qcf+C cr.C xx qcfqcf+AC - (484, 43)
- cr.B df.A xx qcf+C charge b~f+A (DC) qcf+C qcfqcf+AC - (445, 37)
As you can see, again these combos are not really worth the extra bar.
- (corner) (cr.B) cl.C df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, qcbhcf+K - (600, 32)
- (corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, qcbhcf+K - (590, 27)
- Need to move forward during the A+C Rapid move a bit to get qcb+C to hit.
100% Drive
The 2 bar NeoMax is a blessing for Ralf, his HD combos now do pretty good damage for lower cost. Possible to start HD combos from cr.B df.A. Also possible to start HD combos with cl.C/cr.B df.A xx qcf+C st.C (HD) ... for more damage.
1 Bar
- (cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x5 qcbhcf+K - (626, 24)
2 Bar
- (cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x4 charge b~f+A HDC hcbhcb+AC - (763, 16)
3 Bar
- (cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x3, qcfhcb+K (last hit) HDC hcbhcb+AC - (854, 16)
Thanks to arcade buffs, these now should work corner to corner. May not work on all crouching chars though. Try to do cl.C df.A after the HD activation as late as possible to make sure you're point blank and have pushed the opponent as far in as possible.
5 Bar
- (corner only)(full jump) j.C cl.C df.A qcf+C, st.C (HD) cl.C df.A qcf+C charge b~f+A HDC qcb+AC HDC qcf+C, qcb+AC HDC qcf+C, qcfhcb+K (last hit) HDC hcbhcb+AC - (1008-100%)
Gimmick combo, you'll probably never land this but hey.
Team Order
1st position
Pros
Cons
2nd position
Pros
Cons
3rd position
Pros
Cons