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Ranma Chouji Ranbu Hen (afffectionately reffered to as CRH) is considered by players to be the best (Ranma) fighting game ever released.
- F - Forward - Tilt d-pad forward/towards the opponent. (X-axis)
- B - Backward/Back - Tilt d-pad backward/away from the opponent. (X-axis)
- U - Up - Tilt d-pad upwards. (Y-axis)
- D - Down - Tilt d-pad downwards. (Y-axis)
- QCF - Quarter circle forward/Hadouken/Fireball - Tilt d-pad downwards, then to downwards and forward, then forward.
- QCB - Quarter circle backward - Tilt d-pad downwards, then to downwards and backward, then backward.
- HCF - Half circle forward - Tilt d-pad backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- HCB - Half circle backward - Tilt d-pad forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- DP - Dragon punch - Tilt d-pad forwards, then to downward, then to downward and forward.
Five Button Notation
Expressed in the form: Notation - Move - (SNES Default Map) - (PSX Pad Mapping most popular in emulators, faithful to SNES layout)
- LP - Weak/Light/Low/Jab Punch - (Y) - (Square)
- HP - Heavy/Hard/High/Fierce Punch - (X) - (Triangle)
- LK - Weak/Light/Low/short Kick - (B) - (X)
- HK - Heavy/Hard/High/Roundhouse Kick - (A) - (O)
- TT - Provacation/Taunt/Charging - (L) - (L1)
- +: Used between two other pieces of notation to signify that they should be performed at the same time. i.e. "X" + "Y", "X" should be performed at the same time as "Y".
e.g. F + LP
- -> (Sometimes > or ,): Indicates the next part of a sequence. i.e. "X" -> "Y" -> "Z", After "X" is performed, "Y" should follow, then "Z".
e.g. DP -> s.C -> DP
- xx (Sometimes x): Used between two other pieces of notation to signify that the first should be cancelled (Interrupted earlier than it would finish otherwise) into the second. i.e. "X" xx "Y", "X" should be cancelled into "Y".
- ~: Indicates that the preceding action should link (immediately follow with) into the next action. i.e. "X" ~ "Y", "X" should be followed immediately by "Y"
e.g. LK ~ HP
- s. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. s."X", perform "X" whilst standing.
- c. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. c."X", perform "X" whilst crouching.
- j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j."X", perform "X" whilst in the air.
- SP - Short for Super Move.
- Twds/Twd - Towards or forward in the direction in which your character is facing.
- x(Integer) - Number of times - Shows how many times that particular part of a sequence can be repeated.
- xx - Cancelling a move into another,
- Mash - Repeatedly press a button(s).
- Deep/Close - How close a move is performed - When the sprites are overlapping.
- Far - How close a move is performed - When the sprites aren't overlapping.
- Tick - THROW LOL
- Reversal - Executing a move in the exact frame that you are granted the ability to do so.
Get to a (_.*VERY*._) specifc range in relation to your opponent. Press HP and your character will perform a throw move, which is an unblockable and will knock your opponent down.
All characters have identical amounts of vitality in this game.
If you do a certain amount of damage over (a short period of) time, you will dizzy your opponent. When dizzied, mashing buttons and the d-pad rapidly will lessen amount of time spent dizzied. Hitting your opponent during their attack will also cause an instant dizzy.
Taunts are the only way to build super meter in this game. The animation must completely finish for the meter to build. Once you have adequate super meter to preform a super, the lifebar will flash. If you use any special or hit your opponent your meter will go away, and you must taunt again to regain meter.
This tier list is a consensus amongst top CRH players worldwide.
S+ : Kuno, Ranma
s : Herb, Shampoo
A : Mariko, Akane, Ryoga
B+ : Ukyo
B : Genma, Mousse
C : Kodachi
D : Hinako
The mixup / strategy in this game is somewhat unorthodox due to throws being so difficult to preform. I will assume you have played fighting games before and skip straight to strategies specific to this game.
- Know the matchups. Your success in this game is almost exclusively dependent on matchup knowledge. Certain combos and punishes work against specific characters.
- Block. Combos are incredibly damaging in this game and throws are very difficult to perform. Like in any game, block when in doubt. Learning to block ambiguous crossups and 'Early Crossups' CORRECTLY is crucial.
- Far Crossups. Crossing up Far is particularly lethal in this game due to the ambiguity of the jumping hitbox. Most characters have one or two high priority attacks (with strange enough hitboxes) that will prove difficult for your opponent to block correctly on crossup.
- Bait Throws. More often than not, throws will not work and you will get a standing fierce instead. With many characters such as Mousse and Mariko, their standing fierces are punishable on block. Capitalize on this by hovering barely out of throw range and blocking. Punish their move with a combo.