The King of Fighters 2002/Ralf: Difference between revisions

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'''Anywhere:'''<br>
'''Anywhere:'''<br>
1. C, hcf+K/hcb+K - 33%/35%<br>
1. C, hcf+K/hcb+D - 33%/35%<br>
2. Crouch C, _b f+C(2), (S)qcf hcb+P/AC - 45%/60%<br>
2. Crouch C, _b f+C(2), (S)qcf hcb+P/AC - 45%/60%<br>
3. Crouch C, _b f+C(2), (S)qcb hcf+K, qcfx2+P - 90% (if done right, they only have a few frames to roll the qcfx2+P)
3. Crouch C, _b f+C(2), (S)qcb hcf+K, qcfx2+P - 90% (if done right, they only have a few frames to roll the qcfx2+P) <br>
4. c.C/cl.C qcf hcb+P/AC
5. c.C/cl.C qcb hcf+K


'''Move Properties:'''<br>
'''Move Properties:'''<br>
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-CD is cancellable into specials and DMs<br>
-CD is cancellable into specials and DMs<br>
-_b f+P is supercancellable on the second hit<br>
-_b f+P is supercancellable on the second hit<br>
-hcb+D and qcfx2+P has autoguard
-hcb+D and qcfx2+P have autoguard <br>
-hcb+D autoguard changes based on which hit the move is on, the 2nd and last "hit" frames seem to be invincible to rush supers, while other hit frames are not. <br>
- _b f+P has random invincibility frames near the beginning <br>
- hcb+B hops low fireballs and ducks high fireballs.
- CD has invincibility frames on startup.


'''Strategies:'''
'''Strategies:'''
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Ralf is a shitty character. Think of him as a character with 6 different dragon punches. Good damage and priority, but if they whiff or are blocked you're dead.
Ralf is a shitty character. Think of him as a character with 6 different dragon punches. Good damage and priority, but if they whiff or are blocked you're dead.


Ralf's best tool is reversals. This can really scare the crap out of your opponent. all his non throw specials have huge priority and auto guard, cleanly beating all normals and most specials.
Ralf's best tool is reversals. This can really scare the crap out of your opponent. All his non throw specials have huge priority or auto guard, cleanly beating all normals and most specials.


This is the first half of his game, if you're in a position to be defensive (say waking up), you have a 50/50 against an offensive opponent. If they try to do a meaty, reversal anything will beat it (including reversal throw). If they try and bait the reversal by blocking, throw catches that as well.
This is the first half of his game, if you're in a position to be defensive (say waking up), you have a 50/50 against an offensive opponent. If they try to do a meaty, reversal anything will beat it (including reversal throw). If they try and bait the reversal by blocking, throw catches that as well.


hcb+K is the best reversal against grounded attacks, on wakeup the autoguard will beat all grounded meatys, it's auto guard will also beat fireball and energy meaties on reversal. It does however lose to any air based offense. If you're opponent is pressuring from the air, go for a _d u+P.
hcb+D is the best reversal against grounded attacks, on wakeup the autoguard will beat all grounded meatys, it's auto guard will also beat fireball and energy meaties on reversal. It does however lose to any air based offense. If you're opponent is pressuring from the air, go for a _b f+P or hcb+B, as hcb will duck high attacks like RED kick.


This should force your opponent to stop pressuring you in reversal situations, giving you lots of space.
This should force your opponent to stop pressuring you in reversal situations, giving you lots of space.

Revision as of 09:00, 4 July 2006

Anywhere:
1. C, hcf+K/hcb+D - 33%/35%
2. Crouch C, _b f+C(2), (S)qcf hcb+P/AC - 45%/60%
3. Crouch C, _b f+C(2), (S)qcb hcf+K, qcfx2+P - 90% (if done right, they only have a few frames to roll the qcfx2+P)
4. c.C/cl.C qcf hcb+P/AC 5. c.C/cl.C qcb hcf+K

Move Properties:
-cancellable normals are crouch A, close C, crouch C, crouch D, jump C(high, vertical)
-CD is cancellable into specials and DMs
-_b f+P is supercancellable on the second hit
-hcb+D and qcfx2+P have autoguard
-hcb+D autoguard changes based on which hit the move is on, the 2nd and last "hit" frames seem to be invincible to rush supers, while other hit frames are not.
- _b f+P has random invincibility frames near the beginning
- hcb+B hops low fireballs and ducks high fireballs. - CD has invincibility frames on startup.

Strategies:

Ralf is a shitty character. Think of him as a character with 6 different dragon punches. Good damage and priority, but if they whiff or are blocked you're dead.

Ralf's best tool is reversals. This can really scare the crap out of your opponent. All his non throw specials have huge priority or auto guard, cleanly beating all normals and most specials.

This is the first half of his game, if you're in a position to be defensive (say waking up), you have a 50/50 against an offensive opponent. If they try to do a meaty, reversal anything will beat it (including reversal throw). If they try and bait the reversal by blocking, throw catches that as well.

hcb+D is the best reversal against grounded attacks, on wakeup the autoguard will beat all grounded meatys, it's auto guard will also beat fireball and energy meaties on reversal. It does however lose to any air based offense. If you're opponent is pressuring from the air, go for a _b f+P or hcb+B, as hcb will duck high attacks like RED kick.

This should force your opponent to stop pressuring you in reversal situations, giving you lots of space.

The second half of ralf's game comes from poking and throwing. Ralf's pokes are only mediocre, kinda slow, kinda low priority, but are his only other tool.

Mix up his pokes, force your opponent to play footsies with you.

In close combat, the rest of Ralf's tools come sc.C and throw. sc.C will meaty and combo into super or throw. If it's blocked it's safe. Punish with hcf+K throw.