Ralf 02

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drinkin beer givin no fucks

General Info

Ralf likes to drink beer and punch people. Sometimes he'll punch people and then drink beer. One time he tried to drink beer and punch people at the same time but it ended up making a pretty big mess.

Crouch height: Medium

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Ralf02 colorA.png Ralf02 colorB.png Ralf02 colorC.png Ralf02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 2/3/8 +1/-1 HL
Ralf02 clA.png
Snkb.gif 2/2+4/5 +1/-1 HL
Ralf02 clB1.png
Ralf02 clB2.png
Snkc.gif 6/4/18 -2/-4 S,Su HL
Ralf02 clC.png
Snkd.gif 7/4/16 0/-2 HL
Ralf02 clD.png
Goes over lows
Standing Far
Snka.gif 2/3/8 +1/-1 HL
Ralf02 stA.png
Snkb.gif 4/4+3/5 0/-2 HL
Ralf02 stB1.png
Ralf02 stB2.png
Snkc.gif 11/5/21 -6/-8 HL
Ralf02 stC.png
Snkd.gif 10/7/14 -1/-3 HL
Ralf02 stD.png
Snkc.gif+Snkd.gif 16/2+4/12 KD/+4 S,Su HL
Ralf02 stCD1.png
Ralf02 stCD2.png
Crouching
Snka.gif 2/3/8 +1/-1 R,S,Su HL
Ralf02 crA.png
Snkb.gif 3/4/10 -2/-4 L
Ralf02 crB.png
Snkc.gif 8/5/10 +5/+3 S,Su HL
Ralf02 crC.png
Snkd.gif 8/4/14 KD/0 S,Su L
Ralf02 crD.png
Jump
Snka.gif 2/8/- -/- H
Ralf02 jA.png
Snkb.gif 5/3/- -/- H
Ralf02 jB.png
Snkc.gif 8/9/- -/- H
Ralf02 jC.png
Snkd.gif 10/4/- -/- H
Ralf02 jD.png
Snkc.gif+Snkd.gif 14/5/- KD/- S HL
Ralf02 jCD.png
Neutral Jump
Snka.gif 5/7/- -/- H
Ralf02 juA.png
Snkb.gif 3/8/- -/- H
Ralf02 juB.png
Snkc.gif 8/10/- -/- S H
Ralf02 juC.png
Snkd.gif 6/3+4/- -/- H
Ralf02 juD1.png
Ralf02 juD2.png
Hop
Snka.gif 2/8/- -/- H
Ralf02 hA.png
Snkb.gif 5/8/- -/- H
Ralf02 hB.png
Snkc.gif 8/9/- -/- H
Ralf02 hC.png
Snkd.gif 11/7/- -/- H
Ralf02 hD.png
Special Moves
mash Snka.gif 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
Ralf02 mashP1.png
Ralf02 mashP2.png
Ralf02 mashP3.png
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 Snkc.gif 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
Ralf02 mashP4.png
Ralf02 mashP5.png
_b,f+Snka.gif 5/4(7+4)5(8)3/40 KD/-22 S (2nd hit), Fo HL
Ralf02 bfA1.png
Ralf02 bfA2.png
Ralf02 bfA3.png
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+Snkc.gif 7/4(7+4)4(8)3*10/33 KD/-25 S (2nd hit), Fo HL
Ralf02 bfA1.png
Ralf02 bfA2.png
Ralf02 bfA3.png
Ralf02 bfC4.png

_d,u+Snka.gif

8/12[17]3*3/41 KD/-57 (second hit: -26) HL, H
Ralf02 duP1.png
Ralf02 duP2.png
Kyuukouka Bakudan Punch (Chijou) - _d,u+P
  • Second hit doesn't connect if the first hit connects
  • Invincibilty: A: 1-3f.
_d,u+Snkc.gif 10/16[20]5*3/41 KD/-67 (second hit: -26) HL, H, HL

j.qcf+Snka.gif

17/until land*3/41 KD/- H, HL
Ralf02 duP2.png
Kyuukouka Bakudan Punch (Kuuchuu) - qcf+P(air)
j.qcf+Snkc.gif 20/until land*3/41 KD/- H, HL

qcfx2+Snka.gif

-
Ralf02 qcfx2P1.png
Ralf02 qcfx2P2.png
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
  • free cancellable out of
  • has autoguard once Ralf is fully wound up and during the punch itself
  • counterwire

qcfx2+Snkc.gif

-
Ralf02 qcfx2P3.png
Ralf02 qcfx2P4.png
hcb+Snkb.gif HL
Ralf02 hcbB.png
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
  • free cancellable out of
hcb+Snkd.gif HL
Ralf02 hcbD1.png
Ralf02 hcbD2.png
Ralf02 hcbD3.png
Ralf Tackle - hcb+D
  • Ralf charges across the screen, hitting about 4-5 times in the process
  • knocks down but can be recovery rolled
  • has autoguard throughout most of the move
  • free cancellable into
  • free cancellable out of on any hits
  • has horrible recovery if blocked and if the opponent gets hit by it in the air, they can recovery roll and punish him before he recovers as well
hcf+Kick.gif Grab
Ralf02 hcfK.png
Super Argentine Backbreaker - hcf+K
  • instant grab that slams the opponent to the opposite side that he was before getting grabbed
  • hard knockdown
  • gives enough time to set up a decent wakeup game
DMs

qcb,hcf+Snkb.gif

HL
Ralf02 qcbhcfK.png
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
qcb,hcf+Snkd.gif HL
qcf,hcb+Snka.gif HL
Ralf02 qcfhcbP1.png
Ralf02 qcfhcbP2.png
Ralf02 qcfhcbP3.png
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
qcf,hcb+Snkc.gif HL
Ralf02 qcfhcbP4.png
Ralf02 qcfhcbP5.png
Ralf02 qcfhcbP6.png
SDM
qcf,hcb+Snka.gif+Snkc.gif HL
Ralf02 qcfhcbAC1.png
Ralf02 qcfhcbP2.png
Ralf02 qcfhcbAC3.png
Baribari Vulcan Punch - qcf,hcb+AC
  • 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
  • does lots of chip damage, so could be useful to cancel into if opponent has no stock
  • hard knockdown on the last hit
Ralf02 qcfhcbAC4.png
Ralf02 qcfhcbAC5.png
Ralf02 qcfhcbAC6.png
Ralf02 qcfhcbP5.png
Ralf02 qcfhcbAC8.png
Ralf02 qcfhcbAC9.png
Ralf02 qcfhcbAC10.png
Ralf02 qcfhcbAC11.png
HSDM
qcb,hcf,qcf+Snka.gif+Snkd.gif HL
Ralf02 qcbhcfK.png
Umanori Galactica Phantom - qcb hcf qcf+AD
  • Ralf runs forward about a full screen length, similar to his qcb hcf+K. If it connects, he punches up into the sky, taking the opponent a few seconds before they hit the ground
  • very punishable if blocked
  • fast enough that it can be comboed into from strong attacks, though the motion is not practical at all

Notes

  • D throw is a hard knockdown

Combos

1. [Jump attack] Close C/Crouch AA, hcf+K - 28%

Probably your best punish combo that doesn't use meter. Close C comes out slow so it is difficult to combo after a jump attack unless it hit deep. The hcf+K sets up a decent wakeup mixup after. You can replace the close C with a crouch A which is easier to combo from a jump attack. If you did do a jumpin right before, then more than one crouch A will likely put you out of range.


2. [Jump attack] Crouch AA, _b f+C - 26%

This is a much easier combo than the above in terms of execution and ease of landing off a jump attack, but it is situational. The combo does not work on crouching Mature, Vice, K', Joe, Athena, Kensou, Benimaru, Mai, Yuri, Chris, Leona, Choi, Kula, Angel.


3. [Jump attack] Crouch AA, _b f+C(2), (S)qcb hcf+K - 50%

Probably his highest damage practical combo, that can be easily set up from a jump attack. It is advisable to supercancel into qcb hcf+K as the other supers, including the qcf hcb+AC SDM, will very likely whiff on the first hit, making the rest of the super not combo.


4. Crouch B, BC, Close C, qcb hcf+K - 40%

Ralf cannot cancel or link his crouch B into anything. The best he can do is cancel to maxmode and immediately close C on the first frame. To do it, you must input the attacks as crouch B, C~B, qcb hcf+K. This combo gives him about 40% damage from a low attack


5. [Jump attack] Crouch AA, BC, _b f+C(3), (C)hcb+D(4), (C)mash P(hold forward) - 46%

A flashy combo with no reason to be used over a simpler combo 3. The beginning part of the combo can be input using the shortcut crouch AA, _b f+BC(3).


6. [Jump attack] Crouch AA, BC, _b f+C(2), (S)qcf hcb+AC - 60%

Fairly damaging combo that requires 4 stocks. Keep in mind that it will almost never work on a crouching opponent, so your best bet at landing this combo is by punishing a move with a jump attack (most likely a fireball).

Strategies

Matchup Information

Kula

  • hit by dp+C while on the ground

If Ralf is hit with her dp+C while he is on the ground, he can recovery roll and punish her before she can recover, with hcf+K


  • blocking qcb+B from relatively close

From many distances (though not all), you can do a reversal hcf+K after blocking her qcb+B, and it will grab her whether she decides to followup with f+B/f+D or do no followup at all