m (→Movelist) |
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|'''Super Argentine Backbreaker (hcf+K)''' | |'''Super Argentine Backbreaker (hcf+K)''' | ||
* FINALLY A GOOD MOVE! You don't have to use any special other than this one, really. instant command grab that does a nice chunk, what more could you want? Good to use off a f,f dash buffer or empty short hop or as a reversal vs sloppy players that for some reason are right next to you on the ground when you get up. | * FINALLY A GOOD MOVE! You don't have to use any special other than this one, really. instant command grab that does a nice chunk, what more could you want? Good to use off a f,f dash buffer or empty short hop or as a reversal vs sloppy players that for some reason are right next to you on the ground when you get up. | ||
|- | |||
|colspan="9" align="center"| '''Special Moves''' | |||
|- | |||
! mash [[image:snka.gif]] | |||
|align="center"| 9/{3(6)3(6)3(6)3(6)3(6)}x1~2,3(6)3(6)3(6)3(6)3/22 | |||
|align="center"| KD/-34 | |||
|align="center"| Fi, Fo | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Ralf02_mashP1.png|center]] | |||
|valign="bottom" style="border-right:0px; border-left:0px; border-bottom:0px;"| [[image:Ralf02_mashP2.png|center]] | |||
|valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Ralf02_mashP3.png|center]] | |||
|rowspan="2"| '''Vulcan Punch - mash P''' | |||
* Ralf rapidly punches at a diagonal angle in front of him | |||
* buttons can be mashed further to make him continue punching | |||
* free cancellable into | |||
* free cancellable out of | |||
* has a deceptively large hitbox in front of him making it hard to jump/sweep punish it, but can be easily punished by rolling | |||
* very little practical usage outside of some impractical max combos | |||
|- | |||
! mash [[image:snkc.gif]] | |||
|align="center"| 8/{2(4)2(4)2(4)2(4)2(4)}x1~2, 2(4)2(4)2(4)2(4)2/23 | |||
|align="center"| KD/-25 | |||
|align="center"| Fi, Fo | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Ralf02_mashP4.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Ralf02_mashP5.png|center]] | |||
|- | |||
! _b,f+[[image:snka.gif]] | |||
|align="center"| 5/4(7+4)5(8)3/40 | |||
|align="center"| KD/-22 | |||
|align="center"| S (2nd hit), Fo | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Ralf02_bfA1.png|center]] | |||
|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Ralf02_bfA2.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Ralf02_bfA3.png|center]] | |||
|rowspan="3"| '''Gatling Attack - _b,f+P''' | |||
* Ralf will walk forward with a few punches, the last one being an uppercut | |||
* C version travels further than A version, and does an extra hit on the uppercut at the end | |||
* supercancellable on the second hit | |||
* free cancellable out of on all hits | |||
* comes out fast but not fast enough to be useful as a reversal on wakeup | |||
* useful for punishing whiffed CD counters and in combos off crouch A. | |||
* Lower-body Invincibility: Startup first active period, and 7 frames following. | |||
* whiffs against some crouching characters like Mature, Vice, K', Joe, Athena, Kensou, Benimaru, Mai, Yuri, Chris, Leona, Choi, Kula, Angel | |||
* doesn't whiff against crouching Yamazaki, Mary, Maxima, Whip, Ryo, Robert, Takuma, Terry, Andy, Chin, Kyo, Daimon, May Lee, Yashiro, Shermie, Ralf, Clark, Kim, Chang, Kusanagi, Vanessa, Seth, Ramon, K9999 | |||
|- | |||
!rowspan="2"| _b,f+[[image:snkc.gif]] | |||
|rowspan="2" align="center"| 7/4(7+4)4(8)3*10/33 | |||
|rowspan="2" align="center"| KD/-25 | |||
|rowspan="2" align="center"| S (2nd hit), Fo | |||
|rowspan="2" align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Ralf02_bfA1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Ralf02_bfA2.png|center]] | |||
|- | |||
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Ralf02_bfA3.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Ralf02_bfC4.png|center]] | |||
|- | |||
! <br>_d,u+[[image:snka.gif]]<br><br> | |||
|align="center"| 8/12[17]3*3/41 | |||
|align="center"| KD/-57 (second hit: -26) | |||
|align="center"| | |||
|align="center"| HL, H | |||
|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Ralf02_duP1.png|center]] | |||
|rowspan="2" colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ralf02_duP2.png|center]] | |||
|rowspan="2"| '''Kyuukouka Bakudan Punch (Chijou) - _d,u+P''' | |||
*Second hit doesn't connect if the first hit connects | |||
*Invincibilty: A: 1-3f. | |||
|- | |||
! _d,u+[[image:snkc.gif]] | |||
|align="center"| 10/16[20]5*3/41 | |||
|align="center"| KD/-67 (second hit: -26) | |||
|align="center"| | |||
|align="center"| HL, H, HL | |||
|- | |||
! <br>j.qcf+[[image:snka.gif]]<br><br> | |||
|align="center"| 17/until land*3/41 | |||
|align="center"| KD/- | |||
|align="center"| | |||
|align="center"| H, HL | |||
|rowspan="2" colspan="3"| [[image:Ralf02_duP2.png|center]] | |||
|rowspan="2"| '''Kyuukouka Bakudan Punch (Kuuchuu) - qcf+P(air)''' | |||
|- | |||
! j.qcf+[[image:snkc.gif]] | |||
|align="center"| 20/until land*3/41 | |||
|align="center"| KD/- | |||
|align="center"| | |||
|align="center"| H, HL | |||
|- | |||
! <br>qcfx2+[[image:snka.gif]]<br><br> | |||
|align="center"| 52+25+7+2/4/33 | |||
|align="center"| KD | |||
|align="center"| Fo | |||
|align="center"| - | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Ralf02_qcfx2P1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Ralf02_qcfx2P2.png|center]] | |||
|rowspan="2"| '''Galactica Phantom - qcfx2+P''' | |||
* Ralf winds up slowly, then unleashes a punch that travels full screen length, doing a huge amount of damage | |||
* unblockable | |||
* hard knockdown | |||
* Autoguard: Startup after first 52 frames (notice the 25 following frames are still hittable at the feet) and complete active period. | |||
* counterwire | |||
|- | |||
! <br>qcfx2+[[image:snkc.gif]]<br><br> | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| - | |||
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Ralf02_qcfx2P3.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Ralf02_qcfx2P4.png|center]] | |||
| '''Ralf Kick - hcb+B''' | |||
* Ralf jumps into the air, doing a horizontal spiraling kick | |||
* his feet have a huge hitbox, making it unwise for the opponent to counter it (the trade will be in Ralf's favor most of the time) | |||
* if done from too close, the move can be punished on block | |||
* B version goes less further than the D version | |||
* has some upper-body invincibility during the startup frames | |||
* if it connects, opponent is knocked away into a juggleable state | |||
* Invincibility: 10-21. | |||
|- | |||
! b charge f+[[image:snkb.gif]] | |||
|align="center"| 3+9/2(2)3(6)3(9)3(10)2/13+23 | |||
|align="center"| KD/-20 | |||
|align="center"| Fi, Fo | |||
|align="center"| HL | |||
|- | |||
|colspan="9" align="center"|'''DMs''' | |||
|- | |||
! <br>qcb,hcf+[[image:snkb.gif]]<br><br> | |||
|align="center"| 7/16/14 (Attack: 2/5/57) | |||
|align="center"| KD/-29 | |||
|align="center"| | |||
|align="center"| HL | |||
|rowspan="2" colspan="3"| [[image:Ralf02_qcbhcfK.png|center]] | |||
|rowspan="2"| '''Umanori Vulcan Punch - qcb hcf+K''' | |||
* Ralf runs forward and tackles the opponent. If it hits, he will do a series of punches ending in a hard knockdown | |||
* if it's blocked, he will not perform any of the punches and will take a long time to recover | |||
* the hard knockdown gives Ralf a very long time to position himself however he likes before the opponent gets up | |||
* D version makes him run about full screen length, while B version makes him run about 60% screen length | |||
* Invincibility: Complete startup of run. Lower budy invincible during complete active period of run. | |||
|- | |||
! qcb,hcf+[[image:snkd.gif]] | |||
|align="center"| 7/24/18 (Attack: 2/5/61) | |||
|align="center"| KD/-33 | |||
|align="center"| | |||
|align="center"| HL | |||
|- | |||
! qcf,hcb+[[image:snka.gif]] | |||
|align="center"| 12/4(6)4(4+1)[2(4)]x11,2(16)4/36 | |||
|align="center"| KD/-22 | |||
| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Ralf02_qcfhcbP1.png|center]] | |||
|valign="bottom" style="border-right:0px; border-left:0px; border-bottom:0px;"| [[image:Ralf02_qcfhcbP2.png|center]] | |||
|valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Ralf02_qcfhcbP3.png|center]] | |||
|rowspan="2"| '''Baribari Vulcan Punch - qcf,hcb+P''' | |||
* Ralf runs forward with a series of many punches, ending with a big uppercut | |||
* Ralf will do the entire move regardless of whether it hits, is blocked or whiffs entirely | |||
* has some problems with the first hit connecting against crouching opponents or opponents that aren't very close, making it difficult to combo into | |||
* hard knockdown on the last hit | |||
* Invincibility: Complete Startup. Lower body invincibility: First 18 frames of active period. | |||
|- | |||
! qcf,hcb+[[image:snkc.gif]] | |||
|align="center"| 12/4(6)4(4+1)[2(4)]x11,2(16)4/42 | |||
|align="center"| KD/-28 | |||
| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Ralf02_qcfhcbP4.png|center]] | |||
|valign="bottom" style="border-right:0px; border-left:0px; border-top:0px;"| [[image:Ralf02_qcfhcbP5.png|center]] | |||
|valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Ralf02_qcfhcbP6.png|center]] | |||
|- | |||
|} | |} | ||
Revision as of 10:20, 8 September 2017
Introduction
Ralf is an alcoholic who is drunk all the time and that's why he should only be played by drunk ppl because then you are double-drunk and therefore very powerful.
Colors
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Gameplay Overview
Ralf is a very powerful character who is just under the top tier. He is a tank/counter-hit/poke/fundamental mixup type character. He's some of the most infamous 'pokes' (I say pokes but some of them are more like sledgehammers) in KOF, and an instant command throw to boot. For that reason, he should almost always be in MAX mode to accentuate his huge per-hit damage. He is a fantastic choice for a beginner, as he requires the least amount of execution skill of any character in KOF98.
Combos
Yes, Ralf has combos.
- cr.A/cr.C/cl.B/cl.C xx Super Argentine Backbreaker (hcf+K)
- cr.C xx Ground 'n' Pound (qcb,hcf+K) (sets up for a Galactica Phantom (qcf,qcf+P))
If you use the SDM version of Ground 'n' Pound. This combo can lead to OHKO if done right.
- cl.B/cr.A/cr.B, Super Argentine Backbreaker (hcf+K)
- meaty cl.B, cr.A/cr.C/cl.C xx Super Argentine Backbreaker (hcf+K)
Yeah, pretty much anything into backbreaker. The meaty one is good for hit-checking and then continuing pressure if it's blocked. The 3rd combo are attacks that link into backbreaker. The cr.B is best, since that's your only way to combo off a low (ie off of empty short hop, etc.) to beat alternate guard.
In-depth Analysis
Movelist
Normal Throws
b or f+C - Breakable, forward knockdown, face forward, rollable.
b or f+D - Breakable, reverse knockdown, back turned, un-rollable.
C throw preferred, since D has no wakeups at all. But come on, just use the command throw.
Special Moves
Vulcan Punch (tap P rapidly, f to move forward) - Can beat some stuff, especially anti-air, but gets best by so much stuff on reaction because he can't cancel it once he starts. Hits twice on a counter-hit, like all moves of this type.
Gatling Attack (charge b,f+P) - I guess you can use it to punish some things? Why? Just hit C. It's punishable.
Ralf Kick aka Radio Kick (charge b,f+K) - Light version is safe. Does a good chunk of damage and can cross up and do other annoying stuff. Seems like such a shitty move, but it's not bad either. Throw it out if you are dying to know what'll happen.
Rocket Punch (charge d,u+P) - Not invincible. Really punishable. You can still use it as a very average normal anti-air.
Air Rocket Punch (qcf+P in air) - You can cancel into this from jumping C and it'll hit every once in awhile. Slow to execute so it's hard to use on reaction to punish things by jumping back. Punishable.
Desperation Moves
Super Vulcan Punch (qcf,hcb+P) - This actually has invincibility at startup (you can use to cancel though CD counters), but it won't hit fully and probably get you killed if it hits your opponent in the air. Still, good to know. MAX version does more damage.
Ground 'n' Pound (qcb,hcf+K) - Sets up for Galactica Phantom. Perform the Galatica Phantom on the same frame where the opponent's legs fall to the ground. If it catches someone in the air, it will hit fully. MAX version does more damage.
Galatica Phantom (qcf,qcf+P) - Slow unblockable punch. MAX version has super armor and does more damage. See above for setups! (Setup. There's one setup.)