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.)