|
Frames
|
Advantage
|
Cancel
|
Block
|
Hitbox
|
Notes
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Standing Close
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3/4/5
|
+3/+1
|
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HL
|
|
|
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4/4/5
|
+3/+1
|
|
HL
|
|
Nice as a meaty, since you can link stuff of of it. Good as a combo filler after a crossup, too.
|
|
3/3/22
|
-5/-7
|
|
HL
|
|
Most damaging fast move to combo into backbreaker. Some characters can crouch under it, though.
|
|
11/4/17
|
-1/-3
|
|
HL
|
|
Looks stupid, but hops over lows/throws, so be aware of that.
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Standing Far
|
|
3/4/5
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+3/+1
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|
HL
|
|
Short range, but weirdly high priority. I've seen it beat quite a lot of shit because it stays out for longer than most standing As. Anti-air vs short hop.
|
|
4/4/6
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+2/0
|
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HL
|
|
Not bad, fast, hits most characters crouching, unlike standing A.
|
|
8/5/17
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-2/-4
|
|
HL
|
|
Bam. Use this 100000x a match. Some characters can crouch under it, so use crouching C instead.
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|
9/7/21
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-8/-10
|
|
HL
|
|
Can't be crouched under, so it's got that going for it. Slower and shorter-ranged than standing C, so don't use this if you can use that.
|
+
|
19/4/21
|
KD/-3
|
|
HL
|
|
Nice range. Cancel into backbreaker for free on block in most situations. Some characters can crouch under it. Also note that as a CD counter, it will make him go far forward, which makes it miss against jump-ins a lot, but is very good against fireballs because of the forward range.
|
Crouching
|
|
3/4/5
|
+3/+1
|
|
HL
|
|
Cancelable, combo filler of choice along with cr.C for characters that can crouch under his close C.
|
|
4/5/6
|
+1/-1
|
|
L
|
|
It's low. Can link into backbreaker too.
|
|
4/8/9
|
+3/+1
|
|
HL
|
|
Awesome high-priority move, much like standing C but lower to the ground. Cancelable, and Ralf's most meaty attack. It's super meaty (ie stays out for a long time).
|
|
7/9/16
|
-5/-7
|
|
L
|
|
A sweep. Not bad at all, but there's probably something better to use. It's useful vs Chin/Choi, though, along with cr.C.
|
Jump
|
|
3/7/-
|
-/-
|
|
H
|
|
|
|
6/6/-
|
-/-
|
|
H
|
|
Good, fast air-to-air or air-to-ground at range.
|
|
6/9/-
|
-/-
|
|
H
|
|
Crosses up, good downward reach, cancelable.
|
|
8/5/-
|
-/-
|
|
H
|
|
Best jump-in combo starter along with jumping C.
|
+
|
14/4/-
|
KD/-
|
|
HL
|
|
One of the better jumping CD attacks in the game. A little slow, but great huge priority and blockstun.
|
Neutral Jump
|
|
8/-/-
|
-/-
|
|
H
|
|
The unbeatable wall of drunk elbow. Relatively fast, stays out for the entire jump. Beats basically everything, you have to run under/past Ralf to really beat it. Abuse, abuse, abuse along with your other pokes to turtle and keep your opponent out when you have the life advantage.
|
|
4/6/-
|
-/-
|
|
H
|
|
|
|
6/13/-
|
-/-
|
|
H
|
|
Notable as his most damaging jump attack. Use for dizzy combos. MAX mode straight jump C, close C xx hcf+K does over 50%.
|
|
12/3/-
|
-/-
|
|
H
|
|
|
Special Moves
|
hcf+
|
0/1/30
|
|
|
Grab
|
|
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.
|
Special Moves
|
mash
|
9/{3(6)3(6)3(6)3(6)3(6)}x1~2,3(6)3(6)3(6)3(6)3/22
|
KD/-34
|
Fi, Fo
|
HL
|
|
|
|
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
|
8/{2(4)2(4)2(4)2(4)2(4)}x1~2, 2(4)2(4)2(4)2(4)2/23
|
KD/-25
|
Fi, Fo
|
HL
|
|
|
_b,f+
|
5/4(7+4)5(8)3/40
|
KD/-22
|
S (2nd hit), Fo
|
HL
|
|
|
|
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
|
_b,f+
|
7/4(7+4)4(8)3*10/33
|
KD/-25
|
S (2nd hit), Fo
|
HL
|
|
|
|
|
_d,u+
|
8/12[17]3*3/41
|
KD/-57 (second hit: -26)
|
|
HL, H
|
|
|
Kyuukouka Bakudan Punch (Chijou) - _d,u+P
- Second hit doesn't connect if the first hit connects
- Invincibilty: A: 1-3f.
|
_d,u+
|
10/16[20]5*3/41
|
KD/-67 (second hit: -26)
|
|
HL, H, HL
|
j.qcf+
|
17/until land*3/41
|
KD/-
|
|
H, HL
|
|
Kyuukouka Bakudan Punch (Kuuchuu) - qcf+P(air)
|
j.qcf+
|
20/until land*3/41
|
KD/-
|
|
H, HL
|
qcfx2+
|
52+25+7+2/4/33
|
KD
|
Fo
|
-
|
|
|
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
|
qcfx2+
|
|
|
|
-
|
|
|
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+
|
3+9/2(2)3(6)3(9)3(10)2/13+23
|
KD/-20
|
Fi, Fo
|
HL
|
DMs
|
qcb,hcf+
|
7/16/14 (Attack: 2/5/57)
|
KD/-29
|
|
HL
|
|
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+
|
7/24/18 (Attack: 2/5/61)
|
KD/-33
|
|
HL
|
qcf,hcb+
|
12/4(6)4(4+1)[2(4)]x11,2(16)4/36
|
KD/-22
|
|
HL
|
|
|
|
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+
|
12/4(6)4(4+1)[2(4)]x11,2(16)4/42
|
KD/-28
|
|
HL
|
|
|
|