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Speed. I am speed. | Speed. I am speed. | ||
Raphael is one of the fastest characters in the game, being only slightly upstaged by [[Nickelodeon All-Star Brawl 2/El Tigre|El Tigre]] in that regard. Unlike other speedy characters in the game though, Raphael plays more of a hit-and-run playstyle, using his Neutral Special to chip away at his opponent | Raphael is one of the fastest characters in the game, being only slightly upstaged by [[Nickelodeon All-Star Brawl 2/El Tigre|El Tigre]] in that regard. Unlike other speedy characters in the game though, Raphael plays more of a hit-and-run playstyle, using his Neutral Special to chip away at his opponent to set up combos or confirms. Once he gets an opening, he can then finish them off with an aerial combo from a grab or stray fair. | ||
If being fast and furious is your style, Raph is your guy! | If being fast and furious is your style, Raph is your guy! | ||
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Raphael is ranked 18th out of 29 on the current [[Nickelodeon All-Star Brawl 2/FAQ|tier list]], in the A- tier. | Raphael is ranked 18th out of 29 on the current [[Nickelodeon All-Star Brawl 2/FAQ|tier list]], in the A- tier. | ||
Raph is gifted with being ''the'' fastest character in the entire game, making him a difficult character to chase, and making him an even more difficult character to predict. This, in tandem, makes his combo game very intimidating, as the opponent never really knows if he's going to continue running away or if this is his time to strike. Raph also possesses a great projectile in Shuriken, being able to keep opponents away with it, or comboing into it if need be. His recovery is also surprisingly difficult to edgeguard, as he has a surprising amount of | Raph is gifted with being ''the'' fastest character in the entire game, making him a difficult character to chase, and making him an even more difficult character to predict. This, in tandem, makes his combo game very intimidating, as the opponent never really knows if he's going to continue running away or if this is his time to strike. Raph also possesses a great projectile in Shuriken, being able to keep opponents away with it, or comboing into it if need be. His recovery is also surprisingly difficult to edgeguard, as he has a surprising amount of specials to use to recover. Down Special lets him flip forward with a lot of momentum with a hitbox if you press the special button again or you can not press the button to and use Charge Up Air to carry the momentum to push you forward. Side Special travels at a consistent distance and doesn't lose its air stall like Down Special if it is used more than once. The last special to even out these tandem of specials is Up Special, which goes up with a constant hitbox surrounding Raph and has the ability to snap to the ledge. These special moves makes it difficult to contest Raphael when he is offstage and recovering. | ||
Alongside his solid recovery options, he is gifted with one of the fastest out of shield options with his Charge Up being frame 5 and being able to hit behind him. Charge Up can kill at higher percents and is a great combo tool at lower percents. His grab game is one of the best in the game as he gets a confirm, no matter which way you DI until the really higher percents, with Up Throw. If they're too high to follow up with a move with Up Throw, he has a kill throw with Back Throw. Common routes you can do with his throws at low percents involve Up Throw into full hop fair, fast fall fair, regrab, or Up Throw Charge Up depending on the combo weight. | |||
Raphael | Raphael isn't without his flaws, however. Raphael is also a tall fastfaller, which makes him a very comboable character for many of the stronger characters in the cast and an easy target to get hit by projectiles. He has very quick moves in his arsenal, however, those moves lack a lasting hitbox making it difficult to contest projectiles. Finally, Raph has a lot of multihit moves, which means he runs the risk of the opponent falling out of his combos a lot. Especially, with Charge Up being his main bread and butter, you will find moments where you have to spend slime in order to not get punished for an opponent falling out of your move. | ||
In spite of his flaws, Raph is still a very solid pick in the current metagame. Early on, opinions on him were ambiguous, as he was somewhat of an unpredictable character, with tournament results ranging from very strong to middling. Very few dedicated Raph players were entering after launch as well, making his placement in the metagame even more of a mystery, with some arguing he was an underrated character, and others arguing he was among the worst in the game. However, Raph has seen much more representation in the present metagame, therefore giving a more definitive answer on his current viability. Despite this, some still believe Raph could go to even greater heights in the meta. | In spite of his flaws, Raph is still a very solid pick in the current metagame. Early on, opinions on him were ambiguous, as he was somewhat of an unpredictable character, with tournament results ranging from very strong to middling. Very few dedicated Raph players were entering after launch as well, making his placement in the metagame even more of a mystery, with some arguing he was an underrated character, and others arguing he was among the worst in the game. However, Raph has seen much more representation in the present metagame, therefore giving a more definitive answer on his current viability. Despite this, some still believe Raph could go to even greater heights in the meta. It is believed that Raph is among the top 15 of the cast by some players as he has shown he can win against the top tiers, which was demonstrated in the Hungry Games. | ||
|content2= | |content2= | ||
{{Content Box|content= | {{Content Box|content= | ||
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* '''Awkward combo routes:''' While a lot of combo routes in the game are more vertical and rely on up air chains, Raph tends to use Neutral and Forward Air more. This means his combo game can be a little bit odd to get used to at first. | * '''Awkward combo routes:''' While a lot of combo routes in the game are more vertical and rely on up air chains, Raph tends to use Neutral and Forward Air more. This means his combo game can be a little bit odd to get used to at first. | ||
* '''Inconsistent multihits:''' Raph has a handful of multihit moves that the opponent has a tendency to fall out of. | * '''Inconsistent multihits:''' Raph has a handful of multihit moves that the opponent has a tendency to fall out of. | ||
* '''Deceptive Up Special:''' Despite being tough to challenge due to the amount of hits it has, Up Special has less vertical distance than it seems, and can miss ledge a lot. | * '''Deceptive Up Special:''' Despite being tough to challenge due to the amount of hits it has, Up Special has less vertical distance than it seems, and can miss ledge a lot. | ||
* '''Unsafe on shield:''' Raph doesn't have that many safe moves on shield. Back Air, Forward Air, and Down Tilt are pretty much all he's got in that department. | * '''Unsafe on shield:''' Raph doesn't have that many safe moves on shield. Back Air, Forward Air, and Down Tilt are pretty much all he's got in that department. | ||
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|Safety=-10 / -17 / -20 | |Safety=-10 / -17 / -20 | ||
|description= | |description= | ||
Raph does a 3 hit combo with the pommel of the sai followed by two kicks. Attack data values are set up as first hit / second hit / third hit. | Raph does a 3 hit combo starting with a hit from the pommel of the sai followed by two kicks. Attack data values are set up as first hit / second hit / third hit. | ||
* Raph's fastest grounded attack at frame 4. | * Raph's fastest grounded attack at frame 4. | ||
* Both kicks move Raph very slightly forward as he does them. | * Both kicks move Raph very slightly forward as he does them. | ||
* The first | * The first, and sometimes second, attack can be useful against a constantly shielding opponent as you can bait them into getting grabbed. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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Raph does a 3 hit combo starting with a stab at the ground followed by two slashes. Attack data values are set up as first hit / second hit / third hit. | Raph does a 3 hit combo starting with a stab at the ground followed by two slashes. Attack data values are set up as first hit / second hit / third hit. | ||
* Raph moves forward during all three attacks, giving a slightly deceptive range, especially with the first attack. The distance gets shorter with each attack however, leaving it susceptible to dropping at max distance. | * Raph moves forward during all three attacks, giving a slightly deceptive range, especially with the first attack. The distance gets shorter with each attack however, leaving it susceptible to dropping at max distance. | ||
* | * Since the total frame data of the first two hits a very similar to the first hit of light neutral, it can also be used to try and grab a constantly shielding opponent. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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Raph does a standing split kick upwards. | Raph does a standing split kick upwards. | ||
* This is Raph's shortest ranged grounded attack. | * This is Raph's shortest ranged grounded attack. | ||
* Raph's head as well as his raised arm and leg have | * Raph's head as well as his raised arm and leg have invincibility from frames 6-12. | ||
* This is a strong combo tool from lower mid percents onward and can lead to kills at higher percents. | * This is a strong combo tool from lower mid percents onward and can lead to kills at higher percents. | ||
}} | }} | ||
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Move differs between tapping and holding the button. When tapped, Raph stabs at the ground. When held, Raph spins his sai slightly above the ground. Attack data values are set up as Tap / Hold. | Move differs between tapping and holding the button. When tapped, Raph stabs at the ground. When held, Raph spins his sai slightly above the ground. Attack data values are set up as Tap / Hold. | ||
* Tap version gives an outward knockback angle. Its ability to be safe on shield (compared to most of Raph's options) make this a solid grounded option to literally poke at shield. | * Tap version gives an outward knockback angle. Its ability to be safe on shield (compared to most of Raph's options) make this a solid grounded option to literally poke at shield. | ||
* Hold version gives an upward knockback angle. This is typically used at ledge as when DI'd towards Raph, it | * Hold version gives an upward knockback angle. This is typically used at ledge as when DI'd towards Raph, it can be comboed off of. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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Raph curls up into a ball and flies forward while flipping forward twice. | Raph curls up into a ball and flies forward while flipping forward twice. | ||
* This move has a sour hitbox that starts at frame 10, which can be more easily comboed off of without slime meter than the strong hitbox. | * This move has a sour hitbox that starts at frame 10, which can be more easily comboed off of without slime meter than the strong hitbox. | ||
* | * This is mainly useful for catching techs since the move is fairly active. | ||
* Can be used as a burst option, but is risky due to being minus on shield. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-6 | |Safety=-6 | ||
|description= | |description= | ||
* | Raph spins around with his sai outward with the ability to hit twice as he changes spinning directions. | ||
* | * From frame 19-21, a hitbox goes behind Raph. | ||
* The multiple hits can make it hard to contest from a distance. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-1 | |Safety=-1 | ||
|description= | |description= | ||
* | Raph quickly kicks his leg forward. | ||
* | * This move being one of Raph's fastest aerial options as well as being one of his few safe on shield moves makes it a great pressure tool, especially when used interchangeably with his light neutral air to mix up options. | ||
* It also creates and extends combos, but opponents DI'ing out can make it hard to do anything with at higher percents. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=+1 | |Safety=+1 | ||
|description= | |description= | ||
* | Raph stabs both sai behind himself. | ||
* | * This being Raph's only plus on shield move makes it useful to bait or counter options afterwards. However, remember that it's only +1, so there's only so much you can do. | ||
* Also a good aerial kill option when need be. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage=8% / 6% | |Damage=8% / 6% | ||
|Startup=12 | |Startup=10 / 12 | ||
|Active=12- | |Active=10-12 / 12-20 | ||
|Total Frames=37 | |Total Frames=37 | ||
|Safety=-9 | |Safety=-9 | ||
|description= | |description= | ||
* | Raph spins one of his sai above his head. | ||
* | * This attack has two knockback angles. The frame 10 hitbox sends the opponent upwards, while the frame 12 hitbox sends the opponent forwards. | ||
* This move can play a vital role into Raph's combo game, but is one of the more complex moves to implement due to its small size and two hitboxes that give different angles. Understanding this move opens up the combo field for Raph as it leads to more routes, more DI mixups, more damage, and more stocks taken. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Total Frames=35 | |Total Frames=35 | ||
|Safety=-6 | |Safety=-6 | ||
|description= | |description= | ||
* | Raph kicks four times below himself. | ||
* | * Only the last kick gives major knockback. | ||
* This move can only work as a convertible drag down by slime cancelling it. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-19 | |Safety=-19 | ||
|description= | |description= | ||
* | Raph twirls his sai behind himself before slashing them forward in an X shape. | ||
* | * This is a very strong kill option, making it great as a combo ender or punish option in the right circumstances. | ||
* Since this is a multihit, it can fall out at max distance or when used as an anti-air. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-13 / -19 | |Safety=-13 / -19 | ||
|description= | |description= | ||
* | Raph kneels on the ground before quickly spinning as he rises to slash above himself twice and ending it with a stab. | ||
* | * This move does practically everything and will probably be your most used strong attack. | ||
* It's fast startup (being tied for Raph's second fastest option) and the first hitbox hitting on both sides of Raph at the same time that can lead into the final hit, makes it great out of shield. | |||
* It's faster startup and higher reach than grounded up light, allowing it reach above most platforms (with the exceptions being the higher platforms of Jellyfish Fields and Pariah's Keep), makes it a fantastic for catching landings and an amazing anti-air in general. | |||
* Due to its hitstun, it can be comboed off of very easily at most percents, even into itself at lower percents, and at the percents where it isn't, it can possibly kill. | |||
* This move's only weakness is that it's a multi hitting move, so opponents can fall out of it. And since all of the benefits come from solely the final hit and is one of his most laggy grounded moves, you HATE to see this drop. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-13 / -6 | |Safety=-13 / -6 | ||
|description= | |description= | ||
* | Raph slashes at the ground in front of, then behind himself. | ||
* | * The back hit box seems to have ever so slightly more knockback in exchange for slightly less damage. | ||
* Since this is not a multihit and has the same startup and similar kill power as grounded forward strong while doing greater damage and being slightly safer on shield with the front hit and majorly better on shield with the back hit, this can be more often used as a punishing attack. Just be mindful that it has shorter range than grounded forward strong. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-11 | |Safety=-11 | ||
|description= | |description= | ||
* | Raph does a drop kick. | ||
* | * Mainly used as a combo ender. Can be an extender when slime cancelled. | ||
* This also pushes Raph forward when used and flips his hurtbox upwards, so it's possible to avoid projectiles using this, if not just hit them back. This forward push can be done multiple times without needing to touch the ground. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-5 | |Safety=-5 | ||
|description= | |description= | ||
* | Raph spins multiple times while holding out his sai. | ||
* | * Has a weak hitbox from frame 30-41. | ||
* Only hits once despite being another one of Raph's many spinning moves that usually hit multiple times. | |||
* A combo ender and fantastic edge guarding tool due to it's large size, how long it's active, plus the height elevation aids in Raph's already amazing recovery. However, if this is done more than once before landing on the ground, Raph does not get the height elevation again, so be mindful of that. | |||
* The upwards elevation which can be useful to getting back onto stage in a situation where you have no other resources and/or are being ledge hogged. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Total Frames=61 | |Total Frames=61 | ||
|Safety=-4 | |Safety=-4 | ||
|description= | |description= Raph does a downward heel kick. | ||
* | * Mainly only used for its spiking capability, which can be set up into using slime. It can be combo filler if slime cancelled however. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|description= | |description= | ||
Raphael throws a shuriken diagonally downwards. | Raphael throws a shuriken diagonally downwards. | ||
* Raph's only projectile and a great one at that. In spite of its short range compared to other projectiles in the game as well as its low damage, if the opponent refuses to respect it, not only can this chip damage add up, but shuriken gives | * Raph's only projectile and a great one at that. In spite of its short range compared to other projectiles in the game as well as its low damage, if the opponent refuses to respect it, not only can this chip damage add up, but shuriken gives great combo opportunities and can lead to kills at higher percents. | ||
* Shuriken reaches slightly farther when used in the air versus on the ground. | * Shuriken reaches slightly farther when used in the air versus on the ground as shuriken gets destroyed when hitting the ground or platforms. Grounded shuriken can hit opponents at ledge because of this. | ||
* This is probably Raph's worst move or at least his worst EX. Not only | EX: Raph throws three shuriken that all have stronger knockback. Each shuriken does 5% for a total of 15% if all of them hit. | ||
* This is probably Raph's worst move or at least his worst EX move. Not only can the bottom shuriken still be blocked by platform as well as the aerial version being slightly shorter than the normal one (for some reason), but the increased knockback only makes it better to use for starting combos at low percents, which Raph has better options for that lead to higher damage while also not using meter, including regular shuriken. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|description= | |description= | ||
Raphael lunges his whole body forwards while spinning, hitting opponents several times. | Raphael lunges his whole body forwards while spinning, hitting opponents several times. | ||
* Raph will always stop at the ledge of the ground or a platform. The only exception is when Raph just barely walks off ledge before performing the move. | * Raph will always stop at the ledge of the ground or a platform when used on the ground. The only exception is when Raph just barely walks off ledge before performing the move which counts as being in the air. | ||
* EX: Raph | * This move plays a big part into why Raph's recovery is as good as it is. Since it goes decently far while preventing from falling, he can make distance while also attacking. | ||
EX: Raph lunges farther and has a total of 55 frames on the ground and 40 frames in the air. | |||
*Having less recovery in the air makes this great for recovery and useful as a get out of jail card in neutral since it sends you so far through people's shield so quickly that they often can't punish it. | |||
* This can also be useful as a quick whiff punish tool in situations where other moves won't reach in time, especially since the knockback is stronger, most likely putting you in a position to edge guard an opponent. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|description= | |description= | ||
Raphael leaps forward while doing a backflip. If he touches an opponent during the flip, he grabs onto them and performs a flip kick. Pressing the Special button during this has him do a kick as he moves forwards. | Raphael leaps forward while doing a backflip. If he touches an opponent during the flip, he grabs onto them and performs a flip kick. Pressing the Special button during this has him do a kick as he moves forwards. | ||
* The flip can be jump cancelled on frame 27. | * The kick can be done as soon as frame 13. | ||
* Raph normally flies in a straight line | * The flip can be jump cancelled as soon as on frame 27. | ||
* The other reason Raph's recovery is amazing. He gets two different moves that can stall his downward momentum while sending him forward and with the kick, he can attack during it too. Just being mindful that you can do the kick surprisingly late, so you might end up getting the kick instead of up special which will lose you a stock in the worst case scenario. | |||
* Raph normally flies in a straight line when using this move. However, if he does Turtle Flip, gets the ability to do again before touching any ground, via getting hit or grabbing ledge, and does the move again, he will go diagonally downward. This is not the case if any Turtle Flip after the first is slime enhanced. | |||
EX: Raph flies farther before falling and has more forward momentum afterwards. | |||
* Allows for crazy far recovery and off stage pressure. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-127 | |Safety=-127 | ||
|description= | |description= | ||
Raphael launches himself upwards with his | Raphael launches himself upwards with his sai out, finishing the attack with a strong kick! | ||
* EX: Raph launches higher before kicking. | * When slime cancelled, it can be useful to lead into kills, but outside of that, mainly a recovery tool. | ||
* With the amount of hits this move has, it can be hard to contest it without a ranged attack. | |||
EX: Raph launches higher before kicking. | |||
* Mainly used for recovering in situations where you're too low to get back otherwise. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Active=6-7 | |Active=6-7 | ||
|Total Frames=35 | |Total Frames=35 | ||
|Safety= | |Safety=N/A | ||
|description= | |description= | ||
Raph grabs the opponent with his outward hand. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Active=9-10 | |Active=9-10 | ||
|Total Frames=43 | |Total Frames=43 | ||
|Safety= | |Safety=N/A | ||
|description= | |description= | ||
Raph lunges forward as he grabs with his outward hand. | |||
* | * Due to it starting slower and being more laggy than his normal grab, you'll want to avoid this when you can. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Active=- | |Active=- | ||
|Total Frames=20 | |Total Frames=20 | ||
|Safety= | |Safety=N/A | ||
|description= | |description= | ||
Raph strikes the opponent with the pommel of his sai. | |||
* | * Used to have an issue where you could only pummel with the light button and not grab. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Active=- | |Active=- | ||
|Total Frames=40 | |Total Frames=40 | ||
|Safety= | |Safety=N/A | ||
|description= | |description= | ||
Raph chucks the opponent upwards. | |||
* | * This is the combo throw for Raph. Leads into practically anything at most percents and is a pick part of Raph's combo potential at early percents. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Active=- | |Active=- | ||
|Total Frames=31 | |Total Frames=31 | ||
|Safety= | |Safety=N/A | ||
|description= | |description= | ||
* | Raph knees the opponent sending them forward. | ||
* | * Does the least damage out of Raph's throws. | ||
* Can lead to a kill against an opponent that DI's in a ledge if slime dash is used. Not too much outside of that other than putting the opponent offstage. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Active=- | |Active=- | ||
|Total Frames=77 | |Total Frames=77 | ||
|Safety= | |Safety=N/A | ||
|description= | |description= | ||
* | Raph slams the opponent onto the ground before drilling on top of them using his sai. | ||
* | * This throw does the most damage out of any of Raph's throws. | ||
* Unfortunately, due to how long it takes before the throw actually happens, the opponent very easily gets to decide their DI, making this hard to combo off of if DI'ed out, especially without platforms for the opponent to fall onto. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Active=- | |Active=- | ||
|Total Frames=50 | |Total Frames=50 | ||
|Safety= | |Safety=N/A | ||
|description= | |description= | ||
Raph grabs the opponent with both hands before going on to his back and kicking the opponent behind him. | |||
* | * Raph's main kill throw, especially when his back is to the ledge. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|description= | |description= | ||
Raph unleashes a barrage of attacks as he yells before a powerful final sendoff attack. | Raph unleashes a barrage of attacks as he yells before a powerful final sendoff attack. | ||
* | * This move can sometimes phantom hit an opponent, ignoring the cutscene trigger and not putting the opponent in hitstun. Despite this, the final attack can still hit if the opponent manages to put themselves in the area of the final hit, giving the full 40% damage and knockback. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Active=73-80 | |Active=73-80 | ||
|Total Frames=80 | |Total Frames=80 | ||
|Safety= | |Safety=N/A | ||
|description= | |description= | ||
Raph pulls out a pizza, sticks a slice on his sai and eats it before throwing the rest of the pizza behind him. | Raph pulls out a pizza, sticks a precut slice on his sai, and eats it before throwing the rest of the pizza behind him. | ||
* When Raph throws the pizza behind him, it has a hitbox that does 1%. Truly rude. Funnily enough, this allows for it to give hitstun when slime cancelled if timed correctly with the slice hitting. | * When Raph throws the pizza behind him, it has a hitbox that does 1%. Truly rude. Funnily enough, this allows for it to give hitstun when slime cancelled if timed correctly with the slice hitting. | ||
* Despite Raph saying "Granola and licorice.", it's a pepperoni pizza. | * Despite Raph saying "Granola and licorice.", it's a pepperoni pizza. | ||
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|Active=0-0 | |Active=0-0 | ||
|Total Frames=88 | |Total Frames=88 | ||
|Safety= | |Safety=N/A | ||
|description= | |description= | ||
Raph tucks his limbs as he spins on the back of his shell before standing back up. | Raph tucks his limbs as he spins on the back of his shell before standing back up. |
Latest revision as of 23:03, 10 July 2025
About
The hothead in red.
Raphael is 1/4th of the Teenage Mutant Ninja Turtles, and is cool, but rude. A sarcastic hothead, Raph often channels his anger in combat using his sai.
This version of Raphael in NASB 2 is the 1987 TV show incarnation.
Playstyle
Speed. I am speed.
Raphael is one of the fastest characters in the game, being only slightly upstaged by El Tigre in that regard. Unlike other speedy characters in the game though, Raphael plays more of a hit-and-run playstyle, using his Neutral Special to chip away at his opponent to set up combos or confirms. Once he gets an opening, he can then finish them off with an aerial combo from a grab or stray fair.
If being fast and furious is your style, Raph is your guy!
Metagame
Raphael is ranked 18th out of 29 on the current tier list, in the A- tier.
Raph is gifted with being the fastest character in the entire game, making him a difficult character to chase, and making him an even more difficult character to predict. This, in tandem, makes his combo game very intimidating, as the opponent never really knows if he's going to continue running away or if this is his time to strike. Raph also possesses a great projectile in Shuriken, being able to keep opponents away with it, or comboing into it if need be. His recovery is also surprisingly difficult to edgeguard, as he has a surprising amount of specials to use to recover. Down Special lets him flip forward with a lot of momentum with a hitbox if you press the special button again or you can not press the button to and use Charge Up Air to carry the momentum to push you forward. Side Special travels at a consistent distance and doesn't lose its air stall like Down Special if it is used more than once. The last special to even out these tandem of specials is Up Special, which goes up with a constant hitbox surrounding Raph and has the ability to snap to the ledge. These special moves makes it difficult to contest Raphael when he is offstage and recovering. Alongside his solid recovery options, he is gifted with one of the fastest out of shield options with his Charge Up being frame 5 and being able to hit behind him. Charge Up can kill at higher percents and is a great combo tool at lower percents. His grab game is one of the best in the game as he gets a confirm, no matter which way you DI until the really higher percents, with Up Throw. If they're too high to follow up with a move with Up Throw, he has a kill throw with Back Throw. Common routes you can do with his throws at low percents involve Up Throw into full hop fair, fast fall fair, regrab, or Up Throw Charge Up depending on the combo weight.
Raphael isn't without his flaws, however. Raphael is also a tall fastfaller, which makes him a very comboable character for many of the stronger characters in the cast and an easy target to get hit by projectiles. He has very quick moves in his arsenal, however, those moves lack a lasting hitbox making it difficult to contest projectiles. Finally, Raph has a lot of multihit moves, which means he runs the risk of the opponent falling out of his combos a lot. Especially, with Charge Up being his main bread and butter, you will find moments where you have to spend slime in order to not get punished for an opponent falling out of your move.
In spite of his flaws, Raph is still a very solid pick in the current metagame. Early on, opinions on him were ambiguous, as he was somewhat of an unpredictable character, with tournament results ranging from very strong to middling. Very few dedicated Raph players were entering after launch as well, making his placement in the metagame even more of a mystery, with some arguing he was an underrated character, and others arguing he was among the worst in the game. However, Raph has seen much more representation in the present metagame, therefore giving a more definitive answer on his current viability. Despite this, some still believe Raph could go to even greater heights in the meta. It is believed that Raph is among the top 15 of the cast by some players as he has shown he can win against the top tiers, which was demonstrated in the Hungry Games.
Strengths | Weaknesses |
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Moveset
Ground Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
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2% / 2% / 5% | 4 / 5 / 6 | 4 / 5-6 / 6-8 | 23 / 31 / 36 | -10 / -17 / -20 | |
Raph does a 3 hit combo starting with a hit from the pommel of the sai followed by two kicks. Attack data values are set up as first hit / second hit / third hit.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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3% / 3% / 7% | 6 / 5 / 5 | 6-7 / 5-6 / 5-6 | 24 / 26 / 35 | -15 / -18 / -24 | |
Raph does a 3 hit combo starting with a stab at the ground followed by two slashes. Attack data values are set up as first hit / second hit / third hit.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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11% | 6 | 6-12 | 40 | -25 | |
Raph does a standing split kick upwards.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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7% / 6% | 7 / 6 | 7-8 / 6-15 | 21 / 35 | -4 / -22 | |
Move differs between tapping and holding the button. When tapped, Raph stabs at the ground. When held, Raph spins his sai slightly above the ground. Attack data values are set up as Tap / Hold.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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14% / 9% | 7 | 7-23 | 39 | -22 to -8 | |
Raph curls up into a ball and flies forward while flipping forward twice.
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Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
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4% / 8% | 6 / 15 / 19 | 6-7 / 15-21 / 19-21 | 45 | -6 | |
Raph spins around with his sai outward with the ability to hit twice as he changes spinning directions.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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9% | 5 | 5-7 | 27 | -1 | |
Raph quickly kicks his leg forward.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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14% | 10 | 10-12 | 36 | +1 | |
Raph stabs both sai behind himself.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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8% / 6% | 10 / 12 | 10-12 / 12-20 | 37 | -9 | |
Raph spins one of his sai above his head.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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3% / 3% / 3% / 5% | 5 / 12 / 19 / 27 | 5-6 / 12-13 / 19 / 27 | 35 | -6 | |
Raph kicks four times below himself.
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Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
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1% / 10% | 13 / 19 | 13-18 / 19-20 | 46 | -19 | |
Raph twirls his sai behind himself before slashing them forward in an X shape.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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1% / 1% / 10% | 5 / 10 / 18 | 5-7 / 10-11 / 18 | 49 | -13 / -19 | |
Raph kneels on the ground before quickly spinning as he rises to slash above himself twice and ending it with a stab.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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15% / 13% | 13 / 20 | 13-15 / 19-22 | 42 | -13 / -6 | |
Raph slashes at the ground in front of, then behind himself.
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Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
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17% / 10% | 14 | 14-22 | 54 | -11 | |
Raph does a drop kick.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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17% / 10% | 10 | 10-41 | 82 | -5 | |
Raph spins multiple times while holding out his sai.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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18% / 12% | 19 | 19-21 | 61 | -4 | |
Raph does a downward heel kick.
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Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
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3% | 14 | 14-28 | 40 | -21 (Grounded) / -9 (Aerial) | |
Raphael throws a shuriken diagonally downwards.
EX: Raph throws three shuriken that all have stronger knockback. Each shuriken does 5% for a total of 15% if all of them hit.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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3% (Multihits) / 4% (Finisher) | 20 | 20-27 | 49 | -21 | |
Raphael lunges his whole body forwards while spinning, hitting opponents several times.
EX: Raph lunges farther and has a total of 55 frames on the ground and 40 frames in the air.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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9% (Grab) / 11% (Strong hit of kick) / 9% (Weak hit of kick) | 20 (Grab) / 6 (Kick) | 18-36 (Grab) / 6-25 (Kick) | 47 (Grab) / 33 (Kick) | -7 (Strong hit of kick) / -10 (Weak hit of kick) | |
Raphael leaps forward while doing a backflip. If he touches an opponent during the flip, he grabs onto them and performs a flip kick. Pressing the Special button during this has him do a kick as he moves forwards.
EX: Raph flies farther before falling and has more forward momentum afterwards.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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1% / 3% / 6% | 5 / 10 / 34 | 5-8 / 10-25 / 34-35 | 75 | -127 | |
Raphael launches himself upwards with his sai out, finishing the attack with a strong kick!
EX: Raph launches higher before kicking.
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Grab/Throws
Damage | Startup | Active Frames | Total Frames | Safety | |
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0% | 6 | 6-7 | 35 | N/A | |
Raph grabs the opponent with his outward hand. |
Damage | Startup | Active Frames | Total Frames | Safety | |
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0% | 9 | 9-10 | 43 | N/A | |
Raph lunges forward as he grabs with his outward hand.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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2% / 1% | 3 | - | 20 | N/A | |
Raph strikes the opponent with the pommel of his sai.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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6% | 15 | - | 40 | N/A | |
Raph chucks the opponent upwards.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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4% | 11 | - | 31 | N/A | |
Raph knees the opponent sending them forward.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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3% (Per hit) | 29 / 34 / 39 / 44 / 50 / 51 | - | 77 | N/A | |
Raph slams the opponent onto the ground before drilling on top of them using his sai.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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6% | 27 | - | 50 | N/A | |
Raph grabs the opponent with both hands before going on to his back and kicking the opponent behind him.
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Super
Damage | Startup | Active Frames | Total Frames | Safety | |
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40% | 21/30 | 21-37 | 46 | -0 | |
Raph unleashes a barrage of attacks as he yells before a powerful final sendoff attack.
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Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
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1% | 73 | 73-80 | 80 | N/A | |
Raph pulls out a pizza, sticks a precut slice on his sai, and eats it before throwing the rest of the pizza behind him.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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0% | 0 | 0-0 | 88 | N/A | |
Raph tucks his limbs as he spins on the back of his shell before standing back up.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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0% | 0 | 0-0 | 88 | N/A | |
Raph twirls his sai before pointing them both forward with a toothy grin.
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Strategy
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Techniques
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Combos
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Matchups
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Other Resources
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