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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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* 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. | * 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 | * Can be used as a burst option, but is risky due to being minus on shield. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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Raph spins around with his sai outward with the ability to hit twice as he changes spinning directions. | 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. | * From frame 19-21, a hitbox goes behind Raph. | ||
* The multiple hits can make it hard to contest from a distance | * The multiple hits can make it hard to contest from a distance. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|description= | |description= | ||
Raph quickly kicks his leg forward. | Raph quickly kicks his leg forward. | ||
* This move being one 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. | * 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. | * It also creates and extends combos, but opponents DI'ing out can make it hard to do anything with at higher percents. | ||
}} | }} | ||
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Raph slashes at the ground in front of, then behind himself. | 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. | * 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 | * 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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|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 as shuriken gets destroyed when hitting the ground or platforms. Grounded shuriken can hit opponents at ledge because of this. | * 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. | ||
EX: Raph throws three shuriken that all have stronger knockback. Each shuriken does 5% for a total of 15% if all of them hit. | 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 | * 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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EX: Raph lunges farther and has a total of 55 frames on the ground and 40 frames in the air. | 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. | *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> |
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 |
---|---|
|
|
Moveset
Ground Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
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.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
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.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
11% | 6 | 6-12 | 40 | -25 | |
Raph does a standing split kick upwards.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
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.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% / 9% | 7 | 7-23 | 39 | -22 to -8 | |
Raph curls up into a ball and flies forward while flipping forward twice.
|
Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
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.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% | 5 | 5-7 | 27 | -1 | |
Raph quickly kicks his leg forward.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 10 | 10-12 | 36 | +1 | |
Raph stabs both sai behind himself.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% / 6% | 10 / 12 | 10-12 / 12-20 | 37 | -9 | |
Raph spins one of his sai above his head.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
3% / 3% / 3% / 5% | 5 / 12 / 19 / 27 | 5-6 / 12-13 / 19 / 27 | 35 | -6 | |
Raph kicks four times below himself.
|
Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
1% / 10% | 13 / 19 | 13-18 / 19-20 | 46 | -19 | |
Raph twirls his sai behind himself before slashing them forward in an X shape.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
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.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% / 13% | 13 / 20 | 13-15 / 19-22 | 42 | -13 / -6 | |
Raph slashes at the ground in front of, then behind himself.
|
Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
17% / 10% | 14 | 14-22 | 54 | -11 | |
Raph does a drop kick.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
17% / 10% | 10 | 10-41 | 82 | -5 | |
Raph spins multiple times while holding out his sai.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
18% / 12% | 19 | 19-21 | 61 | -4 | |
Raph does a downward heel kick.
|
Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
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.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
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.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
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.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
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.
|
Grab/Throws
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | 6 | 6-7 | 35 | N/A | |
Raph grabs the opponent with his outward hand. |
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | 9 | 9-10 | 43 | N/A | |
Raph lunges forward as he grabs with his outward hand.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
2% / 1% | 3 | - | 20 | N/A | |
Raph strikes the opponent with the pommel of his sai.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 15 | - | 40 | N/A | |
Raph chucks the opponent upwards.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
4% | 11 | - | 31 | N/A | |
Raph knees the opponent sending them forward.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
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.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 27 | - | 50 | N/A | |
Raph grabs the opponent with both hands before going on to his back and kicking the opponent behind him.
|
Super
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
40% | 21/30 | 21-37 | 46 | -0 | |
Raph unleashes a barrage of attacks as he yells before a powerful final sendoff attack.
|
Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
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.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | 0 | 0-0 | 88 | N/A | |
Raph tucks his limbs as he spins on the back of his shell before standing back up.
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | 0 | 0-0 | 88 | N/A | |
Raph twirls his sai before pointing them both forward with a toothy grin.
|
Strategy
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Techniques
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Combos
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Matchups
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