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* Invincible: Complete startup, Lower body invincible: Active portion of the run. | * Invincible: Complete startup, Lower body invincible: Active portion of the run. | ||
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== | ==Short Movelist== | ||
* (b) f + P | |||
* (d) u + P | |||
* Mash P (Use f to move.) | |||
* air qcf + P | |||
* qcf qcf + P (Unblockable. Counterwire.) | |||
* hcf + K (Throw. 0 frame startup.) | |||
* hcb + B | |||
* hcb + D | |||
* DM qcb hcf + K | |||
* DM qcf hcb + P | |||
* SDM qcf hcb + AC | |||
* HSDM qcb hcf qcf + AD | |||
==Notes== | |||
===Cancellable moves=== | |||
* Close: C | |||
* Far: - | |||
* Crouch: A, C, D | |||
* Jump: C (Vertical jump only.) | |||
===Super cancellable moves=== | |||
* (b) f + P (2) | |||
===Free cancellable into moves=== | |||
?? | |||
=== Free cancellable out-of moves=== | |||
?? | |||
===Moves with Invincibility=== | |||
?? | |||
=== Moves with autoguard=== | |||
* qcf qcf + P (Upper: startup (middle). Full: startup (last part, just after upper autoguard ends) & active.) | |||
* hcb + D (startup (last part) & active & recovery (1st part).) | |||
===Other Notes=== | |||
* D throw is a hard knockdown | * D throw is a hard knockdown | ||
==Combos== | ==Combos== | ||
1. [ | ===Basic Combos=== | ||
* cl.C / cr.C > | |||
** (S)DM qcf hcb + P/AC (Standing.) [31.1%/53.7%] {1 stock/Max Mode + 1 stock} | |||
** '''DM qcb hcf + K [37.5%] {1 stock}''' | |||
** hcb + D [32.0%] | |||
** '''hcf + K [29.9%]''' | |||
** (b) f + C (Standing.) [27.2%] | |||
** (b) f + C (2) >> | |||
*** '''DM qcb hcf + K (Standing.) [47.6%] {2 stocks}''' | |||
*** (S)DM qcb hcb + P/AC {2 stocks/Max Mode + 2 stocks} | |||
** HSDM qcb hcf qcf + AD, qcf qcf + P (Timing required.) [??%] {Max Mode + 1 stock} | |||
* cr.A x 2: | |||
** hcf + K | |||
** (b) f + C (Standing.) ... | |||
=== Max Mode === | |||
* Point blank: cr.B >> BC, cl.C > DM qcb hcf + K {40%} {2 stocks} | |||
* cr.A x 2 >> BC, (b) f + C (3) >> hcb + D (4) >> mash P (hold f) {46%} {2 stocks} | |||
* cr.A x 2 >> BC, (b) f + C (2) >> SDM qcf hcb + AC {60%} {4 stocks} | |||
=== Combos Notes=== | |||
* cl.C / cr.C / (cr.A x 2) > hcf + K | |||
Probably your best punish combo that doesn't use meter. Close C comes | Probably your best punish combo that doesn't use meter. Close C comes | ||
Line 521: | Line 609: | ||
2 | * Standing: cl.C / cr.C / cr.A x 2 > (b) f + C | ||
This is a much easier combo than the above in terms of execution and ease of landing off a jump attack, but it is situational. The combo does not work on crouching Mature, Vice, K', Joe, Athena, Kensou, Benimaru, Mai, Yuri, Chris, Leona, Choi, Kula, Angel. | This is a much easier combo than the above in terms of execution and ease of landing off a jump attack, but it is situational. The combo does not work on crouching Mature, Vice, K', Joe, Athena, Kensou, Benimaru, Mai, Yuri, Chris, Leona, Choi, Kula, Angel. | ||
* cr.A x 2 > (b) f + C (2) >> DM qcb hcf + K | |||
Probably his highest damage practical combo, that can be easily set up from a jump attack. It is advisable to supercancel into qcb hcf + K as the other supers, including the qcf hcb + AC | Probably his highest damage practical combo, that can be easily set up from a jump attack. It is advisable to supercancel into qcb hcf + K as the other supers, including the SDM qcf hcb + AC, will very likely whiff on the first hit, making the rest of the super not combo. | ||
* Point blank: cr.B >> BC, cl.C > DM qcb hcf + K {40%} | |||
Ralf cannot cancel or link his crouch B into anything. The best he can do is cancel to maxmode and immediately close C on the first frame. To do it, you must input the attacks as crouch B, C~B, qcb hcf + K. This combo gives him about 40% damage from a low attack | Ralf cannot cancel or link his crouch B into anything. The best he can do is cancel to maxmode and immediately close C on the first frame. To do it, you must input the attacks as crouch B, C~B, qcb hcf + K. This combo gives him about 40% damage from a low attack | ||
* cr.A x 2 >> BC, (b) f + C (3) >> hcb + D (4) >> mash P (hold f) {46%} | |||
A flashy combo with no reason to be used over | A flashy combo with no reason to be used over the simpler super cancel combo above. The beginning part of the combo can be input using the shortcut cr.A >> (b) f + BC. | ||
* cr.A x 2 >> BC, (b) f + C (2) >> SDM qcf hcb + AC {60%} | |||
Fairly damaging combo that requires 4 stocks. Keep in mind that it will almost never work on a crouching opponent, so your best bet at landing this combo is by punishing a move with a jump attack (most likely a fireball). | Fairly damaging combo that requires 4 stocks. Keep in mind that it will almost never work on a crouching opponent, so your best bet at landing this combo is by punishing a move with a jump attack (most likely a fireball). | ||
==Strategies== | ==Strategies== | ||
One of the best rushdown mid tiers in the game, Galactica Phantom (qcf qcf + P) its a Special Move but there is a lot of setups for it , also had a lot of decent tools for any distance. | |||
Main objective can be about knock down an opponent for a Galactica Setup or get near with the Ralf Tackle (hcb + D) or alternate charge for Gattling Attack ((b) f + P) and Ralf Kick (hcb + B). | |||
He doesn't had a good S.A.B. (hcf + K) but can be a nice trap to a hit the floor jumping opponent | |||
==Matchup Information== | ==Matchup Information== |
Latest revision as of 01:06, 24 July 2020
General Info
Ralf likes to drink beer and punch people. Sometimes he'll punch people and then drink beer. One time he tried to drink beer and punch people at the same time but it ended up making a pretty big mess.
Crouch height: Medium
Jump: 4/34/1
Hop: 4/25/1
Dash: 3/10~∞/3
Backdash: 4/18/4
Wakeup: 13 frames
Recovery roll: 24 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- (b) f + P
- (d) u + P
- Mash P (Use f to move.)
- air qcf + P
- qcf qcf + P (Unblockable. Counterwire.)
- hcf + K (Throw. 0 frame startup.)
- hcb + B
- hcb + D
- DM qcb hcf + K
- DM qcf hcb + P
- SDM qcf hcb + AC
- HSDM qcb hcf qcf + AD
Notes
Cancellable moves
- Close: C
- Far: -
- Crouch: A, C, D
- Jump: C (Vertical jump only.)
Super cancellable moves
- (b) f + P (2)
Free cancellable into moves
??
Free cancellable out-of moves
??
Moves with Invincibility
??
Moves with autoguard
- qcf qcf + P (Upper: startup (middle). Full: startup (last part, just after upper autoguard ends) & active.)
- hcb + D (startup (last part) & active & recovery (1st part).)
Other Notes
- D throw is a hard knockdown
Combos
Basic Combos
- cl.C / cr.C >
- (S)DM qcf hcb + P/AC (Standing.) [31.1%/53.7%] {1 stock/Max Mode + 1 stock}
- DM qcb hcf + K [37.5%] {1 stock}
- hcb + D [32.0%]
- hcf + K [29.9%]
- (b) f + C (Standing.) [27.2%]
- (b) f + C (2) >>
- DM qcb hcf + K (Standing.) [47.6%] {2 stocks}
- (S)DM qcb hcb + P/AC {2 stocks/Max Mode + 2 stocks}
- HSDM qcb hcf qcf + AD, qcf qcf + P (Timing required.) [??%] {Max Mode + 1 stock}
- cr.A x 2:
- hcf + K
- (b) f + C (Standing.) ...
Max Mode
- Point blank: cr.B >> BC, cl.C > DM qcb hcf + K {40%} {2 stocks}
- cr.A x 2 >> BC, (b) f + C (3) >> hcb + D (4) >> mash P (hold f) {46%} {2 stocks}
- cr.A x 2 >> BC, (b) f + C (2) >> SDM qcf hcb + AC {60%} {4 stocks}
Combos Notes
- cl.C / cr.C / (cr.A x 2) > hcf + K
Probably your best punish combo that doesn't use meter. Close C comes out slow so it is difficult to combo after a jump attack unless it hit deep. The hcf + K sets up a decent wakeup mixup after. You can replace the close C with a crouch A which is easier to combo from a jump attack. If you did do a jumpin right before, then more than one crouch A will likely put you out of range.
- Standing: cl.C / cr.C / cr.A x 2 > (b) f + C
This is a much easier combo than the above in terms of execution and ease of landing off a jump attack, but it is situational. The combo does not work on crouching Mature, Vice, K', Joe, Athena, Kensou, Benimaru, Mai, Yuri, Chris, Leona, Choi, Kula, Angel.
- cr.A x 2 > (b) f + C (2) >> DM qcb hcf + K
Probably his highest damage practical combo, that can be easily set up from a jump attack. It is advisable to supercancel into qcb hcf + K as the other supers, including the SDM qcf hcb + AC, will very likely whiff on the first hit, making the rest of the super not combo.
- Point blank: cr.B >> BC, cl.C > DM qcb hcf + K {40%}
Ralf cannot cancel or link his crouch B into anything. The best he can do is cancel to maxmode and immediately close C on the first frame. To do it, you must input the attacks as crouch B, C~B, qcb hcf + K. This combo gives him about 40% damage from a low attack
- cr.A x 2 >> BC, (b) f + C (3) >> hcb + D (4) >> mash P (hold f) {46%}
A flashy combo with no reason to be used over the simpler super cancel combo above. The beginning part of the combo can be input using the shortcut cr.A >> (b) f + BC.
- cr.A x 2 >> BC, (b) f + C (2) >> SDM qcf hcb + AC {60%}
Fairly damaging combo that requires 4 stocks. Keep in mind that it will almost never work on a crouching opponent, so your best bet at landing this combo is by punishing a move with a jump attack (most likely a fireball).
Strategies
One of the best rushdown mid tiers in the game, Galactica Phantom (qcf qcf + P) its a Special Move but there is a lot of setups for it , also had a lot of decent tools for any distance.
Main objective can be about knock down an opponent for a Galactica Setup or get near with the Ralf Tackle (hcb + D) or alternate charge for Gattling Attack ((b) f + P) and Ralf Kick (hcb + B).
He doesn't had a good S.A.B. (hcf + K) but can be a nice trap to a hit the floor jumping opponent
Matchup Information
Kula
- hit by dp + C while on the ground
If Ralf is hit with her dp + C while he is on the ground, he can recovery roll and punish her before she can recover, with hcf + K
- blocking qcb + B from relatively close
From many distances (though not all), you can do a reversal hcf + K after blocking her qcb + B, and it will grab her whether she decides to followup with f + B/f + D or do no followup at all