Difference between revisions of "Raphael (TF)"

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'''All Credit to ~Kaz'''
 
'''All Credit to ~Kaz'''
 
{{Teenage Mutant Ninja Turtles: Tournament Fighters (SNES)}}
 
{{Teenage Mutant Ninja Turtles: Tournament Fighters (SNES)}}
[[Category:Teenage Mutant Ninja Turtles: Tournament Fighters (SNES) characters|Raphael (TF)]]
 

Revision as of 18:14, 2 June 2009

Introduction

The angriest of the turtles, at least outwardly, is clad in a crimson mask. Raph is perhaps one of, or the MOST cheapest character in the game. The closest video game analogy I can think of: A cross between Vega/M.Bison and Guile from Street Fighter. This would exemplify him as a "charge" character, or a person who is constantly hold down-back in preparation to execute a [B],F or [D],U move.

Raphael has a very different set of normal attacks compared to his brothers, and even though he has the shortest ranged weapon, these normal attacks are usually high priority and have INSANE combo ability.

Much like Leo, Raph's speed and priority give him a great offensive and defensive game. He does have his quirks, and don't be afraid to cheap!

Moves List

Normal Moves

Weak Punch

Jumping Weak Punch

  • This is a fairly high priority move; it can stop a few ground attacks and some air-attacks. Raph takes a quick, high swipe with his blade and does not retract his elbow. Not bad as an anti-air; it has more range than you'd expect. For Raph, if you're going to have a mid-air collision, may as well as use WP.

Standing Weak Punch

  • From afar, the s.WP is a slow forearm. It's too slow and short ranged to be used in combos, or in general, but strangely has the priority to stop long reaching moves like C.Shredder's s.FK if you do it before he attacks. Up close, it's the standard turtle "fast & really high elbow".

Crouching Weak Punch

  • A crouching jab. The sai he's holding gives him a bit more range than Donnie, and it barely slows the attack down. It is fast enough in short combos, but you can use better moves. It can stop mid-level charging attacks, such as Raph's Power Drill or Rat King's flying Axe-Kick safely.

Fierce Punch

Jumping Fierce Punch

  • A downward punch. For a combo-starter, it can get you a deep hit, but isn't as good as the other turtles' j.FP. It is not a swing, so as an anti-air, it's not so great.

Standing Fierce Punch

  • When far away, this is a fairly short-ranged swipe with his Sai. Up close, it's an uppercut which is decent at stopping jump-ins, but is even more effective in combos.

Crouching Fierce Punch

  • A skyward stab with his sai. This is one of the easiest and best anti-air attacks in the game. This has less horizontal anti-air range compared to his brothers, but its' great for anyone about to jump on top of you. Because it hits high, do not use this on close crouching opponents.

Weak Kick

Jumping Weak Kick

  • A diving knee. It has low priority compared to Raph's other moves. If you jump straight up, Raph will do an extended high kick. The range is also very limited, but it comes out faster than his j.FP. The horizontal j.WK hits deeper than j.WP.

Standing Weak Kick

  • If you're not next to your opponent, Raph does a zippy straight kick. Best move for him ever. It's fast enough to keep an opponent blocking and has a surprisingly long range. It can be used to snuff close attacks with it's speed, or be part of Raph's pressure games since you can rifle off three or so before an opponent gets pushed away. When next to your opponent, it's a low-attack kick to the shins. Opponents must block LOW to stop this. Raph's speed lets him follow this shin kick with a s.WK (far)!

Crouching Weak Kick

  • A very fast, long ranged low-attack to the ankles. One of the best in the game, this move is fast and long ranged, giving it a high priority. After a few s.WKs, do a few c.WK or c.FK to drive your opponent farther. And like the s.WK, it can still combo!

Fierce Kick

Jumping Fierce Kick

  • A deep-angled jumping kick that can cross-up. This is a great move for Raph as his j.FP can't cross-up.

Standing Fierce Kick

  • The standard turtle s.FK from long-range, the angle he kicks is great for knocking people out of the air. Up close, it's a weird 2-hit, short-ranged hopping kick. The first hit is high (which works as a weird anti-air), the second is mid-level. Larger opponents can't duck the first hit.

Crouching Fierce Kick

  • A sweeping low attack that knocks people off their feet. Good range & excellent speed; very hard to avoid.

Throws

Shoulder Toss

  • Forward or Back + FP
    • A "seoi-nage" throw.

German Suplex

  • Forward or Back + FK
    • A German Back Suplex.

Command Moves

Backflip

  • Back, Back
    • All turtles have this. It's a quick evade move that provides complete invincibility as you move backwards. You are vulnerable the moment feet land however, but should have enough time to block.
      • Pros
        • Complete Invincibility
      • Cons
        • You're moving backwards

Body Press

  • (In Air)Down + WP
    • An easy, but weak cross-up move.
      • Pros
        • Easy cross-up move
      • Cons
        • Weak

Special Moves

Jamboree

  • Half Circle Forward + Punch
    • An energy disk forms in Raph's hands before he lobs it. The energy disk takes a long while to form, even the FP version, but Raph has NO lag time after throwing it. This move is almost uneccessary for Raph, but handy to have.
      • Pros
        • No lag time
        • FP moves quickly
      • Cons
        • WP takes too long to create
        • It can go through someone if they're right next to you

Power Drill

  • Charge Back, Forward + Punch
    • Raph flies forward, spinning sai-first, knocking people down in one hit, or if blocked, scores multiple hits. This can be a very cheap way to get close or chip at someone's life.
      • Pros
        • FP is very fast, and can go the whole stage
        • WP hits multiple times if blocked as well
        • Very quick start up
        • Very little lag at the end of the move if blocked
      • Cons
        • WP has a short range
        • Beware of mid-level attacks like c.WP or jump-ins

Chest Buster

  • Charge Back, Forward + Kick
    • Raph somorsaults forward with a high kick to the chest. This is a very quick attack with very little lag or start-up. Easy to combo and follow up with more attacks. The WK version goes about 1/3 of the screen, the FK about 2/3.
      • 'Pros
        • Very fast
        • Almost no start-up delay and little lag time
        • Invincibility window at the start and quick forward motion lets you pass through ALL projectiles and ALL attacks (FK & WK)
        • High priority kick; you at least trade hits and remain standing
      • Cons
        • This is a [Hold Back 2 sec.] move
        • Armaggon's WP Aqua Shock requires expert timing to pass through w/SK
        • This has more lag time than the Power Drill, so beware of throws

Ultimate Attack

Energy Spray

  • Raph will fly.. err.. slowly hover into the air and rain down a volley of fireballs from the sky across the floor. During this time, he is completely invincible until he lands.
    • Pros
      • Wide-angle of attack
      • Scores multiple hits, even if blocked
      • Will RE-dizzy someone if all the hits connect
    • Cons
      • Wingnut can float in mid-air and avoid most of this attack from afar
      • Anyone, if close enough, can run under Raph as he jumps
      • If someone jumps up, this only hits once and does little damage


Strategy

Combos

Two-in-Ones

  • FP Jamboree, s.FP
    • You have to be pretty close for the s.FP to hit. Don't hit the FP too soon or the uppercut comes out.

Long Combos

  • j.FK, c.WK, FK Chest Buster
  • j.FP, s.FP, FP Power Drill
  • j.FP, s.WK, s.WK, c.WK, c.WK, FK Chest Buster

Corner Combos

  • FP Jamboree, s.FP, Chest Buster
    • A "behind the head" combo that doesn't have to start off with "hit them behind the head"! In fact, you should be fairly close to them so you can connect with the close s.FP, but far enough so that the Jamboree doesn't pass through them.
  • WP Jamboree, j.FP, s.FP, Chest Buster
    • From 2/3 to even all the way across the screen, use a WP Jamboree and immediately follow it in.

Traps

  • WK Chest Buster, s.WK, s.WK, s.WK, c.WK, Repeat
    • Best used on a cornered opponent; keep the pressure on! They can avoid this by learning to throw you after the Chest Buster.
  • FP Power Drill, c.WK, c.WK, c.WK, Repeat
    • You can constantly cross them up and drain life. They can avoid this by learning to reverse throw you.

Cheaps

  • Power Drill, Throw
    • Best done if the opponent isn't cornered or you bounce too far after the last blocked hit. If the opponent is cornered, switch to the c.WK trap. Be careful, the opponent also has a chance to throw you! Against the CPU, if you cross them up with this, you have an almost perfect chance to throw them.
  • Chest Buster, Throw
    • The Chest Buster ends much faster than the Power Drill, so it won't chip off as much life, but it's more unexpected, the opponent may forget they have a (better) chance to throw you. The Chest Buster doesn't bounce you back too far if blocked, so you can do this even if the opponent is cornered. You don't even have to HIT with the Chest Buster, you can miss and still have time to surprise someone with a throw. Careful! The CPU does NOT forget! Use the Power Drill instead.
  • Jamboree, Throw
    • On a cornered opponent, use a WP Jamboree or BotH Jamboree and follow it in to throw them!
  • j.FP, throw
    • Try to cross-up with j.FP and let your fist draw back before you land; opponents may instinctively block allowing you to throw them!
  • s.WK, s.WK, c.WK, WK Chest Buster, repeat
    • You can have your opponent anywhere on the screen, and put the pressure ON! This is both a trap and a cheap.

Match-ups

Vs. Armaggon:

  • Beware of that Fin Slicer! It can counter your Power Drills
  • Beware, Armaggon's c.WK may have more priority than your own, and his c.FK comes out just as fast
  • Armaggon's jumps are too low and quick, your c.FP may miss him
  • Don't worry too much about Armaggon using jump attacks (unless you stick out an anti-air); just Chest Buster him out of the sky
  • If you get hit or block his Diving Swim, you can throw him. Just hold away as you throw or else you may use a special move
  • Feel free to pressure Armaggon in the corner with fireballs & throws
  • You can FK Chest Buster through Armaggon's FP Aqua shock easily, but only do if you can hit him; Armaggon recovers quickly

Vs. Aska:

  • After a jump-in, Aska will usually slide. Block and throw her
  • If Aska slides up-close, you can block and throw her, otherwise a Chest Buster should reach
  • Stick to the ground and don't overuse your special attacks to avoid her Spinning Uppercut
  • The worst Aska can do is Kunai Spin repeatedly to charge her bar
  • You can backflip or even try to Chest Buster through her Kikoken
  • Beware of her jump attacks, they can knock you out of a Power Drill and may stop a s.FK, so use c.FP or Chest Buster
  • In fact, you can use c.FP almost endlessly as Aska tries to jump in
  • If you manage to block her WP Spinning Uppercut, you can walk in and throw her
  • Aska will likely follow her Kunai Spin attack with a WP and another Kunai Spin. Block and wait for a break, or Chest Buster before she can stick out her WP
  • If Aska jumps-in and doesn't slide, keep blocking
  • Always throw holding AWAY after blocking. Or always throw with FP after blocking. Going from block to toward may result in a special attack which Aska will block and throw

Vs. Chrome Dome:

  • It's so unfair that Raph faces off against C.D. (the hardest fight Raph may have in the game) right after Leo
  • The Power Drill is a safe opening move
  • Don't try to throw Chrome Dome unless after a Power Drill, he'll EPD you almost every time; also use your FP throw, if you miss the close s.FP comes out faster than the close s.FK
  • You will need to lure C.D. into the middle of the stage to use Power Drill cross-up throws
  • Chrome Dome has almost total air-superiority with his s.WP and j.FK
  • Use your jumping body press or j.WP for priority; if you hit early, quickly jump back before C.D. uses his EPD
  • Don't think you can use Chest Buster as an anti-air often unless you catch C.D. just starting a jump; if he gets to his apex, C.D. will j.WK you out of the Chest Buster
  • You can use Power Drills as anti-airs; C.D.'s counters usually fail
  • You can also use c.FP (close) and s.FP (far) early (before C.D. starts to drop) to cleanly hit him, or late to trade hits
  • If you're lucky and can hit C.D. out of the air, walk forward a few steps; when he gets up, he'll jump at you again so get ready your c.FP/s.FP/s.FK!
  • Wait for C.D. to use C.Sparks; jump over it and move in closer
  • Be careful of playing foot poke-games with C.D., if you come up short trying to psych the CPU out, they will hit you with c.FK
  • If you can anticipate it, you can use a Power Drill to go over the Chrome Spark
  • Chrome Dome's favorite combo is to jump in and use c.WK a lot
  • If you block C.D.'s jump-in, he uses an EPD
  • If C.D. jumps in short, he walks in and throws you
  • To take a good chunk of C.D.'s life, connect with a Drill/Throw at the start; this puts C.D. in the corner; use a BotH Jamboree and follow with a quick j.FP and s.FP to dizzy him!

Vs. Donatello:

  • The Power Drill is great to open; you can toss Don into the corner
  • Be careful of jumping in against Don, his FP is a great anti-air
  • Don may also use c.FK as an anti-air, so jump in with j.FK instead!
  • With timing, an early j.FP can stop Don's s.FP
  • When Don starts doing s.FP for no apparent reason, he's going to use a Bo Thrust soon
  • If Don does a Bo Thrust up close, block and Chest Buster
  • Don is smart enough not to fall for BotH fireballs
  • To make things easier, use your Jamboree to keep Don at bay
  • Per hit, Don does more damage than Raph; don't trade hits too much

Vs. Karai:

  • Karai's sliding attacks all have priority over your c.WK
  • Be careful of using Power Drills, Karai can s.FK you out of it
  • You barely have enough range to use a Power Drill at the start, but Karai is so thin you may not be able to throw her afterward
  • You have to be very close to Karai (she's thinner than she looks) to throw or combo her
  • To avoid Karai's Rocket Punches, either jump up to get hit only once, or use a Special to go through and hit her as she lands, or try your luck at a jumping FP
  • Karai is a sucker for BotH fireballs
  • When Karai is knocked down, time a j.FP that will hit when she gets up; Karai may not block allowing you to combo
  • Beware! Karai gets out of being dizzy very quickly
  • If Karai is dizzy, you may not have enough time to do a deep jump-in attack, but a regular j.FK, c.WK, Chest Buster combo works
  • The best cheap against Karai is if you manage to throw her into the corner (off a Power Drill cross-up at the start is nice): throw a BotH Jamboree at 1/3-1/2 screen away and Karai will take the hit; c.FK and immediately WP Jamboree, Karai will block this; You have enough time to throw Karai back into the corner; Repeat! (you can get 29000+ points with the Timer On)

Vs. Leonardo:

  • Raph vs Leo is speed vs strength. It's such a close match, I've had my share of double-dizzies
  • You can use a Jamboree to stop Leo's Shining Cutter from half a screen away and still have time to walk up and s.FP him from afar as he's trying to use another fireball
  • Use your FK Chest Buster to bust through any Shining Cutter pressure Leo may dish out
  • All fights with Leo tend to be long and drawn out, so feel free to cheese at any time possible
  • Leo is fireball happy; anticipate when Leo will throw his fireball
  • If Leo fireballs from full screen, you can jump straight up and inch your way forward
  • Leo likes using the Shining Cutter at the end of combos; have a Chest Buster waiting while Leo's still lagging
  • Leo also likes using the Shining Cutter when you're cornered; have a Chest Buster waiting to blow through it
  • You can actually win a fireball fight if you use a WP Jamboree followed by an FP Jamboree. The CPU will try to Shining Cutter both and fail
  • You can also use your own fireball trap with FP Jamboree followed by a c.FP if Leo jumps toward you

Vs. Michaelangelo:

  • Mikey likes to slide a lot; use your Chest Buster to stop him before he recovers from one of them or if does one close-up, block and throw
  • You could Chest Buster through Mikey's fireballs, but if you're far away it may be safer to block them or jump straight up
  • If Mikey throws out Dynamite Bombers, counter with Chest Buster
  • Don't jump on Mike when he's down, he can Rising Thunder or throw as a wake-up
  • Use your c.WK to ward Mike away from his ol' walk-in-and-throw
  • Mikey likes to backflip and jump back; take advantage by learning to tag him at the end of these moves
  • Mikey is fast enough to counter many of your cheap-throw attempts!
  • To avoid his jump-ins, use a c.FP or Chest Buster as a wake-up

Vs. Raphael (self):

  • If the CPU jumps, try a c.FP to stop him
  • Don't rashly jump in, the CPU can also use c.FP to stop you
  • Don't randomly use Power Drills, the CPU can Jamboree you out
  • Use a Power Drill after a normal move, such as a c.FK or when the CPU wanders too close
  • The CPU is quick enough to try and walk up and throw you; have c.WK or c.FK ready and follow it up with a special
  • The CPU can fire off Jamborees; either backflip, jump straight up, or use a last-second Chest Buster to go through them
  • The CPU likes to jump in with j.FK->c.FK; block and Chest Buster!
  • You can exploit a bug in the CPU: perform a BotH Jabboree while they're cornered that just overshoots them and the CPU will likely do a Jamboree after waking up (instead of a Chest Buster to avoid the BotH); now as they're charging, (or are standing, confused) walk up to them and throw them

Vs. Rat King:

  • Not a hard match considering Rat King is a boss
  • Regular throws have more priority compared to FK's Ratbomber; you can do a high/deep j.FP and have time to land and FP throw
  • Don't worry if Ratking gets too close when you're down; wake-up with a throw
  • Ratking pretty much wins if he dizzies you for a Rat Bomber
  • Your s.FP (close) can be a good anti-air if Rat King tries to Super Dropkick to get close or cross-up
  • Beware of R.K's flying axe-kick; he usually follows it up with c.FK
  • One trap you can use it to s.WK while holding back, Ratking'll either do a jump attack or the flying axe-kick; Chest Buster!

Vs. Shredder:

  • Shredder likes to open with a j.WK; you can almost always use an early j.FP at the start to stop him (you jump faster) or wait and use a c.FP
  • You can use a well-timed c.FP to stop all of the CPU's jump-ins
  • Be careful of using flying moves indiscrimanantely, the CPU can use a Knee Crusher to stop you or trade hits
  • Take advantage of the forward momentum of your Chest Buster to avoid being pinned down
  • If you get to use your UA, the CPU won't try to block it, but rather try to counter it (unsuccessfully)
  • The CPU doesn't use wake-up moves, so feel free to jump on him when he's down with a combo-starter such as j.FP
  • After blocking anything Shredder throws at you (c.FK, Aura Crusher, etc.) he may try to jump in again; if you anticipate this, you can do a Chest Buster to stop him before he jumps

Vs. War:

  • Power Drill! Power Drill! Power Drill!
  • You can cheap him to death, or start pouncing on him with j.FP; War's anti-air's are few and far between
  • Just beware of War's strength, his poking range, and that he can stop a Power Drill with his Turn Uppercut from afar

Vs. Wingnut:

  • You can constantly cheap Wingnut with Power Drills and throws.
  • You can follow a missed j.FP with a throw
  • Wingnut's Moonbuster can stop a Power Drill, but Wingnut can't throw any if he starts falling
  • Wingnut is prone to BotH fireball combos
  • Wingnut's standing close Punch is a good anti-air, but his s.FK has a small window where you can land and throw him
  • Wingnut's c.WK has more priority than yours, and his s.FP can go over your c.WK
  • Your Chest Buster works as an anti-air to most of Wingnut's moves

All Credit to ~Kaz