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* (b) f + K (Hitting close to the ground), | * (b) f + K (Hitting close to the ground), | ||
** (S)DM Ground 'n' Pound (qcb hcf + K) (Corner) | ** (S)DM Ground 'n' Pound (qcb hcf + K) (Corner.) | ||
** P rapidly (Corner) | ** (d) u + C (Corner.) | ||
** P rapidly (Corner.) | |||
** (b) f + C (Corner. Will do only two hits.) | ** (b) f + C (Corner. Will do only two hits.) | ||
** cr.C | ** cr.C | ||
Revision as of 06:02, 2 July 2019
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.
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
- hcf + K
See description on Movelist section.
- Vulcan Punch (P rapidly, f to move forward) - Can beat some stuff, especially anti-air, but gets beat 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 ((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 ((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 ((d) u + P) - Not invincible. Really punishable. You can still use it as a very average normal anti-air.
- Air Rocket Punch (air qcf + P) - 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.)
Fastest Attacks
- 0F: C throw; D throw; hcf + K
- 1F: -
- 2F: -
- 3F: cl.A; cl.C; st.A; cr.A
- 4F: cl.B; st.B; cr.B; cr.C
- 5F: (b) f + A
- 6F: -
- 7F: cr.D; (b) f + C; (S)DM hcb qcf + K
- 8F: st.C; C rapidly; (d) u + A
- 9F: st.D; A rapidly
- 10F: (d) u + C
Combos
Yes, Ralf has combos.
- Best jump-ins:
- j.D
- j.C (Can crossup.)
- cr.A / cl.B >
- (S)DM Ground 'n' Pound (qcb hcf + K) (Point blank. Because of the extra push back of cl.B, DM D version and SDM may not combo after cl.B against some thin characters like Yuri.)
- Super Argentine Backbreaker (hcf + K)
- (b) f + C (Standing.)
- P rapidly
- cr.C / cl.C >
- (S)DM Ground 'n' Pound (qcb hcf + K)
- (S)DM qcf hcb + P
- Super Argentine Backbreaker (hcf + K)
- (b) f + C (Standing.)
- P rapidly
- cr.B / cl.A / st.B / st.A, Super Argentine Backbreaker (hcf + K)
Link combo. Normally you will not be in range to link from far attacks, but its is possible if opponent enter in close range after the move started - example if they are rolling next to you.
- Meaty: cl.B, cr.A / cr.C / cl.C
- (S)DM Ground 'n' Pound (qcb hcf + K) (From cr.A only on point blank.)
- Super Argentine Backbreaker (hcf + K)
- (b) f + C (Standing.)
- Standing: cr.A, cr.A > (b) f + C
- (b) f + K (Hitting close to the ground),
- (S)DM Ground 'n' Pound (qcb hcf + K) (Corner.)
- (d) u + C (Corner.)
- P rapidly (Corner.)
- (b) f + C (Corner. Will do only two hits.)
- cr.C
- Simple buffers:
- cl.B / cl.C > (S)DM qcb hcf + K
- qcb + B/C > hcf + K
- cl.C > (S)DM qcf hcb + P
- qcf + C > hcb + P
- cl.B / cl.C > (S)DM qcb hcf + K
The hcf + K does more damage, but (b) f + C has more range. The ((b) f + A will almost always miss last hit so don't use it.
About the Ground'n' Pound (qcb hcf + K): Sets up for a Galactica Phantom (qcf qcf + P). If you use the SDM version this can lead to OHKO if done right.
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 is a link into backbreaker, that's your only way to combo off a low (ie off of empty short hop, etc.) to beat alternate guard.
Strategy Corner
- MAX: cl.C > hcf + K
deals ??? than
- cl.C > qcb hcf + K
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.
Links
< Leona Heidern | Clark Steel >