Difference between revisions of "The King of Fighters XIII/Ralf"

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{{MoveListRow | Standing Light Punch | kof.lp | 25 | cancel}}
 
{{MoveListRow | Standing Light Punch | kof.lp | 25 | cancel}}
 
{{MoveListRow | Standing Light Kick | kof.lk | 30 | cancel}}
 
{{MoveListRow | Standing Light Kick | kof.lk | 30 | cancel}}
{{MoveListRow | Standing Heavy Punch | kof.sp | 80 |}}
+
{{MoveListRow | Standing Heavy Punch | kof.sp | 80 | Cancelable into Vulcan Punch}}  
 
{{MoveListRow | Close Heavy Punch | kof.sp | 40×2 | 1st hit: cancel}}
 
{{MoveListRow | Close Heavy Punch | kof.sp | 40×2 | 1st hit: cancel}}
 
{{MoveListRow | Standing Heavy Kick | kof.sk | 80 |}}
 
{{MoveListRow | Standing Heavy Kick | kof.sk | 80 |}}
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{{MoveListRow | Crouching Heavy Kick | d + kof.sk | 80 | low softknockdown cancel}}
 
{{MoveListRow | Crouching Heavy Kick | d + kof.sk | 80 | low softknockdown cancel}}
 
{{MoveListRow | Blowback Attack | kof.sp + kof.sk | 75 | softknockdown specialcancel}}
 
{{MoveListRow | Blowback Attack | kof.sp + kof.sk | 75 | softknockdown specialcancel}}
{{MoveListRow | Jumping Light Punch | air kof.lp | Jump: 45<br>Hop: 40 | high cancel}}
+
{{MoveListRow | Jumping Light Punch | Air kof.lp | Jump: 45<br>Hop: 40 | high cancel}}
{{MoveListRow | Jumping Light Kick | air kof.lk | Jump: 45<br>Hop: 40 | high}}
+
{{MoveListRow | Jumping Light Kick | Air kof.lk | Jump: 45<br>Hop: 40 | high}}
{{MoveListRow | Jumping Heavy Punch | air kof.sp | Jump: 72<br>Hop: 70 | high}}
+
{{MoveListRow | Jumping Heavy Punch | Air kof.sp | Jump: 72<br>Hop: 70 | high}}
{{MoveListRow | Jumping Heavy Kick | air kof.sk | Jump: 70<br>Hop: 68 | high}}
+
{{MoveListRow | Jumping Heavy Kick | Air kof.sk | Jump: 70<br>Hop: 68 | high}}
{{MoveListRow | Jumping Blowback Attack | air kof.sp + kof.sk | Jump: 90<br>Hop: 80 | softknockdown cancel}}
+
{{MoveListRow | Jumping Blowback Attack | Air kof.sp + kof.sk | Jump: 90<br>Hop: 80 | softknockdown cancel}}
 
{{MoveListFooter}}
 
{{MoveListFooter}}
  
Line 48: Line 48:
  
 
{{KOFXIIIMoveListHeader}}
 
{{KOFXIIIMoveListHeader}}
{{MoveListRow | Vulcan Punch | press p repeatedly | p : 20&times;12<br> ex : 45&times;8 | drivecancel}}
+
{{MoveListRow | Vulcan Punch | Press p repeatedly (Hold f to move forward) | p : 20&times;12<br> ex : 45&times;8 | drivecancel}}
{{MoveListRow | Burning Hammer | qcf + p | kof.lp : 60<br> kof.sp : 50<br> ex : 100 | drivecancel <br> ex : crumple}}
+
{{MoveListRow | Burning Hammer | qcf + p | kof.lp : 60<br> kof.sp : 50<br> ex : 100 | drivecancel <br> ex : crumple autoguard}}
 
{{MoveListRow | Explosive Punch | qcb + p | kof.lp : 65<br> kof.sp : 80<br> ex : 60&times;2+80 | softknockdown drivecancel}}
 
{{MoveListRow | Explosive Punch | qcb + p | kof.lp : 65<br> kof.sp : 80<br> ex : 60&times;2+80 | softknockdown drivecancel}}
 
{{MoveListRow | Gatling Attack | {{nowrap| b (charge) f + p }} | kof.lp : 40+35<br> kof.sp : 40+30&times;2<br> ex : 30&times;2+20&times;4+100 | drivecancel <br> kof.sp : softknockdown <br> ex : hardknockdown}}
 
{{MoveListRow | Gatling Attack | {{nowrap| b (charge) f + p }} | kof.lp : 40+35<br> kof.sp : 40+30&times;2<br> ex : 30&times;2+20&times;4+100 | drivecancel <br> kof.sp : softknockdown <br> ex : hardknockdown}}
Line 58: Line 58:
  
 
{{KOFXIIIMoveListHeader}}
 
{{KOFXIIIMoveListHeader}}
{{MoveListRow | Galactica Phantom | qcf qcf + p | p : 220<br> ex : <nowiki>360</nowiki> | softknockdown maxcancel}}
+
{{MoveListRow | Galactica Phantom | qcf qcf + p (Hold p to charge) | p Uncharged: 180<br> p Charged Lv.1: 220<br> p Charged Lv.2: 260<br> p Charged Lv.3: 320<br> ex Uncharged: 300<br> ex Charged Lv.1: 340<br> ex Charged Lv.2: 380<br> ex Charged Lv.3: 500 | softknockdown maxcancel <br> Charged Lv.3: unblockable}}
 
{{MoveListRow | Bareback Vulcan | qcb hcf + k | 15&times;9+100 | hardknockdown maxcancel}}
 
{{MoveListRow | Bareback Vulcan | qcb hcf + k | 15&times;9+100 | hardknockdown maxcancel}}
 
{{MoveListRow | Jet Vulcan | hcb hcb + kof.lp + kof.sp | (10+0)&times;11+(8+0)&times;35+8+80 | hardknockdown | level3}}
 
{{MoveListRow | Jet Vulcan | hcb hcb + kof.lp + kof.sp | (10+0)&times;11+(8+0)&times;35+8+80 | hardknockdown | level3}}
Line 64: Line 64:
  
 
== Console Changes ==
 
== Console Changes ==
*Heavy Burning Hammer (qcf+C) has less recovery. It can combo into heavy Gatling Attack (b~f+C) without needing to cancel.
+
*Crouching D has faster recovery.
 +
*Heavy Burning Hammer (qcf+C) has faster recovery. It can combo into heavy Gatling Attack (b~f+C) without needing to cancel.
 
*During Vulcan Punch (P*) (all versions), Ralf can move forward.
 
*During Vulcan Punch (P*) (all versions), Ralf can move forward.
 
*EX Burning Hammer (qcf+AC) has faster startup and can be comboed from heavy attacks.
 
*EX Burning Hammer (qcf+AC) has faster startup and can be comboed from heavy attacks.
*Both versions of Galactica Phantom (qcf qcf+P) can be charged.
+
*Both versions of Galactica Phantom (qcf qcf+P) can be charged (previously 220 for normal version, 360 for EX version).
*Crouching D has less recovery.
+
*Far standing C can be canceled into Vulcan Punch.
  
 
== Strategy ==
 
== Strategy ==
Line 134: Line 135:
  
 
=== Tips and Tricks ===
 
=== Tips and Tricks ===
*Ralf's cr.B links into cl.C. Whilst his cr.B is cancelable, it doesn't lead into quite as much damage as cl.C will. Fortunately, Ralf's cr.B to cl.C link is pretty lenient, so it's recommended you learn it to get the most out of him.
+
*Ralf's cr.B links into cl.C. Whilst his cr.B is cancelable, it's good to use this as its a great blockstring/frametrap tool, and can autohitconfirm if your cr.b wasn't blocked.
*Starting from cr.B in general for any of these links will reduce the damage of your combo by about 30, as you need to avoid using df.A.
+
*Starting from cr.B in general for any of these links will reduce the damage of your combo by about 30, as you'll need to opt out of either df.A or cr.C link.
 
*Ralf's EX Gatling Attacking (charge b~f+AC) is his only comboable hard knockdown. If you feel the need to do some more sustained pressure on your opponent, you could substitute it for any DM here at the cost of a lot of damage.
 
*Ralf's EX Gatling Attacking (charge b~f+AC) is his only comboable hard knockdown. If you feel the need to do some more sustained pressure on your opponent, you could substitute it for any DM here at the cost of a lot of damage.
 
*Any instance of a combo from qcf+C into cr.C xx special/super, could be ended in cr.D sweep instead if you don't want to push your opponent a long way away for whatever reason (fireball character, etc). Again this costs you damage.
 
*Any instance of a combo from qcf+C into cr.C xx special/super, could be ended in cr.D sweep instead if you don't want to push your opponent a long way away for whatever reason (fireball character, etc). Again this costs you damage.
Line 144: Line 145:
 
*''cr.B cr.B xx charge b~f+C'' - (143, 14)
 
*''cr.B cr.B xx charge b~f+C'' - (143, 14)
 
A pretty weak combo from a low. It does lead to a knockdown however, which may be more favourable in some situations.
 
A pretty weak combo from a low. It does lead to a knockdown however, which may be more favourable in some situations.
*''cr.B df.A xx qcf+C, charge b~f+A'' - (198, 39)
+
*''cr.B df.A xx qcf+C, charge b~f+C'' - (216, 27)
Ralf's basic combo from a low. It leaves the opponent standing next to you, so be wary of reversal attempts or command grabs. df.A may not connect from a more distanced cr.B.  
+
Ralf's basic combo from a low. df.A may not connect from a more distanced cr.B.  
 
*''(cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C'' - (280, 39)
 
*''(cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C'' - (280, 39)
Ralf's basic meterless combo. If starting from cr.B, you have to omit the df.A, and you may need to skip the df.A from distanced jumpins or just a longer ranged cl.C hit. Does great damage for a meterless combo.  
+
Ralf's basic meterless combo. If starting from cr.B, you have to omit the df.A, and you may need to skip the df.A from distanced jumpins or just a longer ranged cl.C hit. Does great damage for a meterless combo. If from a jumpin or distanced confirm from cl.C into df.A, can go straight into charge b~f+C instead and omit cr.C.
*''cr.C xx qcf+C, charge b~f+A'' - (182, 25)
+
*''cr.C xx qcf+C, charge b~f+C'' - (202, 23)
For confirming from cr.C pokes when you're fairly close. Again, leaves you close to the opponent.
+
For confirming from cr.C pokes when you're fairly close.
 
*''cr.C xx charge b~f+C'' - (160, 15)
 
*''cr.C xx charge b~f+C'' - (160, 15)
 
Combo to use when confirming from a very long range cr.C poke. If you're closer, use the combo above.
 
Combo to use when confirming from a very long range cr.C poke. If you're closer, use the combo above.
  
 
'''1 Bar'''
 
'''1 Bar'''
*''(cr.B) cl.C df.A xx qcf+C, cr.C xx qcbhcf+K'' - (413, 31)
+
*''(cr.B) cl.C df.A xx qcf+C, cr.C xx qcbhcf+K'' - (416, 31)
 
Ralf's extremely powerful basic DM combo. As before, omit the df.A if starting from cr.B, or from a distanced confirm.
 
Ralf's extremely powerful basic DM combo. As before, omit the df.A if starting from cr.B, or from a distanced confirm.
 
*''cr.B df.A xx qcf+C, qcbhcf+K'' - (344, 19)
 
*''cr.B df.A xx qcf+C, qcbhcf+K'' - (344, 19)
Line 161: Line 162:
 
*''cr.C xx qcbhcf+K'' - (296, 7)
 
*''cr.C xx qcbhcf+K'' - (296, 7)
 
DM combos for cr.C pokes from distance.
 
DM combos for cr.C pokes from distance.
 +
 +
*''qcf+AC, air qcf+A'' - (214, 8)
 +
Max 1 bar damage off of a qcf+AC reversal/counterpoke.
 +
 +
*''Counterhit st.CD/j.CD, qcbhcf+K'' - (320+, 10)
 +
Works anywhere on the screen. Make people pay for not respecting your CD pressure.
  
 
'''2 Bar'''
 
'''2 Bar'''
*''(cr.B) cl.C df.A xx qcf+C, cr.C xx qcfqcf+AC'' - (493, 32)
+
*''(cr.B) cl.C df.A xx qcf+C, cr.C xx qcfqcf+AC'' - (445, 31)
*''cr.B df.A xx qcf+C, qcfqcf+AC'' - (442, 19)
+
*''cr.B df.A xx qcf+C, qcfqcf+AC'' - (391, 19)
*''cr.C xx qcf+C qcfqcf+AC'' - (441, 15)
+
*''cr.C xx qcf+C qcfqcf+AC'' - (387, 15)
*''cr.C xx qcfqcf+AC'' - (412, 7)
+
*''cr.C xx qcfqcf+AC'' - (355, 7)
 
Ralf's qcfqcf+AC DM does not really add that much damage for the extra bar compared to qcbhcf+K. Considering he's mostly used as a battery, you may not always want to do these combos.
 
Ralf's qcfqcf+AC DM does not really add that much damage for the extra bar compared to qcbhcf+K. Considering he's mostly used as a battery, you may not always want to do these combos.
 +
 +
*''qcf+AC, qcbhcf+K'' - (326, 0)
 +
*''qcf+AC, A+C rapidly'' - (344, 0)
 +
 +
 +
'''3 Bar'''
 +
*''(any combo starter, or raw reversal)qcf+AC, delay, charge qcfqcf+AC max duration (hold AC)'' - (600, 0)
 +
Not really a combo, but qcf+AC gives you enough time to meaty the unblockable fully charged Galactica Phantom. This CAN be reversal rolled or wakeup reversal with invul'd through, so its not legit.
  
 
==== 50% Drive  ====
 
==== 50% Drive  ====
 
'''0 Bar'''
 
'''0 Bar'''
*''cl.C xx qcf+C charge b~f+A (DC) qcf+C cr.C xx charge b~f+C'' - (309 49)
+
*''(cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C (DC 1st hit) qcf+C, charge b~f+C'' - (339, 51)
*''cr.B df.A xx qcf+C charge b~f+A (DC) qcf+C charge b~f+A'' - (285, 47)
+
*''cr.B df.A xx qcf+C, charge b~f+A (DC 2nd hit) qcf+C, charge b~f+C'' - (300, 45)
Not terribly worth the drive, but can be useful nonetheless.
+
 
 +
*''(corner) (cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C (DC 3rd hit) qcb+C, charge b~f+A, P rapidly'' - (415, 60)
 +
*''(corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, A rapidly'' - (363, 48)
 +
 
 +
High stun combos. Can be useful if you don't have any meter for damage.
  
 
'''1 Bar'''
 
'''1 Bar'''
*''cl.C xx qcf+C charge b~f+A (DC) qcf+C cr.C xx qcbhcf+K'' - (434, 41)
+
*''(cr.B) cl.C df.A qcf+C, cr.C charge b~f+C (DC 1st hit) qcf+C, qcbhcf+K'' - (464, 43)
You can do df.A after cl.C here and omit the cr.C to get 1 extra damage, but 9 less stun. It's better to not start from cr.B link for this combo because it actually does less than just doing the cr.B df.A combo.
+
*''cr.B df.A qcf+C, charge b~f+A (DC) qcf+C, qcbhcf+K'' - (425, 37)
*''cr.B df.A xx qcf+C charge b~f+A (DC) qcf+C qcbhcf+K'' - (425, 37)
+
 
 +
*''(corner) (cr.B) cl.C df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, P rapidly'' - (502, 45)
 +
*''(corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, P rapidly'' - (492, 40)
 +
**Need to move forward during the A+C Rapid move a bit to get qcb+C to hit.
 +
Can reset with st.A/st.B after the charge b~f+A for a mixup instead if you wish.
 +
 
 +
 
 
'''2 Bar'''
 
'''2 Bar'''
*''cl.C xx qcf+C charge b~f+A (DC) qcf+C cr.C xx qcfqcf+AC'' - (496, 41)
+
*''(cr.B) cl.C xx qcf+C charge b~f+C (DC 1st hit) qcf+C cr.C xx qcfqcf+AC'' - (484, 43)
Same applies for this combo, you can use df.A but avoid cr.B
+
*''cr.B df.A xx qcf+C charge b~f+A (DC) qcf+C qcfqcf+AC'' - (445, 37)
*''cr.B df.A xx qcf+C charge b~f+A (DC) qcf+C qcfqcf+AC'' - (487, 37)
+
As you can see, again these combos are not really worth the extra bar.
 +
 
 +
*''(corner) (cr.B) cl.C df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, qcbhcf+K'' - (600, 32)
 +
*''(corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, qcbhcf+K'' - (590, 27)
 +
**Need to move forward during the A+C Rapid move a bit to get qcb+C to hit.
  
 
==== 100% Drive  ====
 
==== 100% Drive  ====
Due to Ralf's somewhat low damage in HD combos and the fact he's usually placed as first, none of these combos are really recommended to be used in a match unless you're dominating or you're playing Ralf in second or third.
+
The 2 bar NeoMax is a blessing for Ralf, his HD combos now do pretty good damage for lower cost. Possible to start HD combos from cr.B df.A. Also possible to start HD combos with cl.C/cr.B df.A xx qcf+C st.C (HD) ... for more damage.
 
<br><br>
 
<br><br>
 
'''1 Bar'''
 
'''1 Bar'''
 
*''(cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x5 qcbhcf+K'' - (626, 24)
 
*''(cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x5 qcbhcf+K'' - (626, 24)
 
'''2 Bar'''
 
'''2 Bar'''
*''(cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x5 qcbqcf+AC'' - (670, 24)
 
'''3 Bar'''
 
 
*''(cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x4 charge b~f+A HDC hcbhcb+AC'' - (763, 16)
 
*''(cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x4 charge b~f+A HDC hcbhcb+AC'' - (763, 16)
These combos will work half screen to the corner. Doing it past this will result in your Gatling Attack whiffing after a few reps. May also not work on all crouching chars. Try to do cl.C df.A after the HD activation as late as possible to make sure you're point blank and have pushed the opponent as far in as possible. Also possible to start HD combos with cl.C df.A xx qcf+C cr.C (HD) ...
+
'''3 Bar'''
<br>[http://www.youtube.com/watch?v=YjxQ1C1HbGA Video for all listed Ralf HD combos]
+
*''(cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x3, qcfhcb+K (last hit) HDC hcbhcb+AC'' - (854, 16)
 +
Thanks to arcade buffs, these now should work corner to corner. May not work on all crouching chars though. Try to do cl.C df.A after the HD activation as late as possible to make sure you're point blank and have pushed the opponent as far in as possible.  
 +
 
 +
'''5 Bar'''
 +
*''(corner only)(full jump) j.C cl.C df.A qcf+C, st.C (HD) cl.C df.A qcf+C charge b~f+A HDC qcb+AC HDC qcf+C, qcb+AC HDC qcf+C, qcfhcb+K (last hit) HDC hcbhcb+AC'' - (1008-100%)
 +
 
 +
Gimmick combo, you'll probably never land this but hey.
 +
 
 +
=== Team Order ===
 +
==== 1st position ====
 +
'''Pros'''
 +
*
 +
'''Cons'''
 +
*
 +
 
 +
==== 2nd position ====
 +
'''Pros'''
 +
*
 +
'''Cons'''
 +
*
 +
 
 +
==== 3rd position ====
 +
'''Pros'''
 +
*
 +
'''Cons'''
 +
*
  
 
=== Basic Strategy ===
 
=== Basic Strategy ===
 +
  
 
=== Advanced Strategy ===
 
=== Advanced Strategy ===
  
 
=== Frame Data ===
 
=== Frame Data ===
 +
 +
[[Category:The King of Fighters XIII]]

Latest revision as of 04:06, 11 February 2012

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Ralf Jones

KOFXIII-Ralf Face.png

In a nutshell

Ralf "Rambo" Jones is rather different than how you may remember him. Although he is still primarily based around mid range zoning, abusing his powerful far normals like st.C and st.D, and his amazing st.CD, Ralf has also lost the use of his command grab. To make up for this, he's been given a cancelable cr.B, along with some extremely powerful basic combos that do a lot of stun and damage, making him a powerful first character. Unlike many a lot of other chars in XIII, Ralf's combos do not really involve quick inputs or juggles, but he has more of an emphasis on links. His execution requirements are fairly low (unless you are extremely bad at loose links!), and most of his game is space control with normals, so you may feel more comfortable with Ralf's slower, more basic combos and easy to grasp zoning game coming from a Street Fighter background.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
Kof.lp.png
25
Cancel.png
Standing Light Kick
Kof.lk.png
30
Cancel.png
Standing Heavy Punch
Kof.sp.png
80
Cancelable into Vulcan Punch
Close Heavy Punch
Kof.sp.png
40×2
1st hit: Cancel.png
Standing Heavy Kick
Kof.sk.png
80
Close Heavy Kick
Kof.sk.png
70
Cancel.png
Crouching Light Punch
D.png + Kof.lp.png
25
Chaincancel.png Cancel.png
Crouching Light Kick
D.png + Kof.lk.png
30
Low.png Cancel.png
Crouching Heavy Punch
D.png + Kof.sp.png
70
Cancel.png
Crouching Heavy Kick
D.png + Kof.sk.png
80
Low.png Softknockdown.png Cancel.png
Blowback Attack
Kof.sp.png + Kof.sk.png
75
Softknockdown.png Specialcancel.png
Jumping Light Punch
Air Kof.lp.png
Jump: 45
Hop: 40
High.png Cancel.png
Jumping Light Kick
Air Kof.lk.png
Jump: 45
Hop: 40
High.png
Jumping Heavy Punch
Air Kof.sp.png
Jump: 72
Hop: 70
High.png
Jumping Heavy Kick
Air Kof.sk.png
Jump: 70
Hop: 68
High.png
Jumping Blowback Attack
Air Kof.sp.png + Kof.sk.png
Jump: 90
Hop: 80
Softknockdown.png Cancel.png

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Jet Upper
Df.png + Kof.lp.png
65
Specialcancel.png

Throw

Name
Command
Damage
Special Properties (glossary)
Dynamite Headbutt
F.png or B.png + Kof.sp.png or Kof.sk.png (while close)
100
Throw.png Softknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Vulcan Punch
Press P.png repeatedly (Hold F.png to move forward)
P.png : 20×12
Ex.png : 45×8
Drivecancel.png
Burning Hammer
Qcf.png + P.png
Kof.lp.png : 60
Kof.sp.png : 50
Ex.png : 100
Drivecancel.png
Ex.png : Crumple.png Autoguard.png
Explosive Punch
Qcb.png + P.png
Kof.lp.png : 65
Kof.sp.png : 80
Ex.png : 60×2+80
Softknockdown.png Drivecancel.png
Gatling Attack
B.png (charge) F.png + P.png
Kof.lp.png : 40+35
Kof.sp.png : 40+30×2
Ex.png : 30×2+20×4+100
Drivecancel.png
Kof.sp.png : Softknockdown.png
Ex.png : Hardknockdown.png
Blitzkrieg Punch
Qcf.png + P.png
P.png : 120
Ex.png : 180
Aironly.png High.png Hardknockdown.png Drivecancel.png

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Galactica Phantom
Qcf.png Qcf.png + P.png (Hold P.png to charge)
P.png Uncharged: 180
P.png Charged Lv.1: 220
P.png Charged Lv.2: 260
P.png Charged Lv.3: 320
Ex.png Uncharged: 300
Ex.png Charged Lv.1: 340
Ex.png Charged Lv.2: 380
Ex.png Charged Lv.3: 500
Softknockdown.png Maxcancel.png
Charged Lv.3: Unblockable.png
Bareback Vulcan
Qcb.png Hcf.png + K.png
15×9+100
Hardknockdown.png Maxcancel.png
Jet Vulcan
Hcb.png Hcb.png + Kof.lp.png + Kof.sp.png
(10+0)×11+(8+0)×35+8+80
Hardknockdown.png

Console Changes

  • Crouching D has faster recovery.
  • Heavy Burning Hammer (qcf+C) has faster recovery. It can combo into heavy Gatling Attack (b~f+C) without needing to cancel.
  • During Vulcan Punch (P*) (all versions), Ralf can move forward.
  • EX Burning Hammer (qcf+AC) has faster startup and can be comboed from heavy attacks.
  • Both versions of Galactica Phantom (qcf qcf+P) can be charged (previously 220 for normal version, 360 for EX version).
  • Far standing C can be canceled into Vulcan Punch.

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) -
  • Standing Light Kick (Snkb.gif) -
  • Standing Heavy Punch (Snkc.gif) -
  • Close Heavy Punch (Close Snkc.gif) -
  • Standing Heavy Kick (Snkd.gif) -
  • Close Heavy Kick (Close Snkd.gif) -
  • Crouching Light Punch (Down.gif + Snka.gif) -
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

  • Jet Upper (Downright.gif + Snka.gif) -

Throw

  • Dynamite Headbutt (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -

Special Moves

  • Vulcan Punch (press Punch.gif repeatedly) -
    • Ex.png Vulcan Punch (press Snka.gif + Snkc.gif repeatedly) -
  • Burning Hammer (Qcf.gif + Punch.gif) -
    • Ex.png Burning Hammer (Qcf.gif + Snka.gif + Snkc.gif) -
  • Explosive Punch (Qcb.gif + Punch.gif) -
    • Ex.png Explosive Punch (Qcb.gif + Snka.gif + Snkc.gif) -
  • Gatling Attack (Left.gif [charge] Right.gif + Punch.gif) -
    • Ex.png Gatling Attack (Left.gif [charge] Right.gif + Snka.gif + Snkc.gif) -
  • Blitzkrieg Punch (Air Qcf.gif + Punch.gif) -
    • Ex.png Blitzkrieg Punch (Air Qcf.gif + Snka.gif + Snkc.gif) -

Desperation Moves

  • Galactica Phantom (Qcf.gifQcf.gif + Punch.gif) -
    • Ex.png Galactica Phantom (Qcf.gifQcf.gif + Snka.gif + Snkc.gif) -
  • Bareback Vulcan (Down.gifDownleft.gifHcf.gif + Kick.gif) -
  • Jet Vulcan (Hcb.gifHcb.gif + Snka.gif + Snkc.gif) -

Tips and Tricks

  • Ralf's cr.B links into cl.C. Whilst his cr.B is cancelable, it's good to use this as its a great blockstring/frametrap tool, and can autohitconfirm if your cr.b wasn't blocked.
  • Starting from cr.B in general for any of these links will reduce the damage of your combo by about 30, as you'll need to opt out of either df.A or cr.C link.
  • Ralf's EX Gatling Attacking (charge b~f+AC) is his only comboable hard knockdown. If you feel the need to do some more sustained pressure on your opponent, you could substitute it for any DM here at the cost of a lot of damage.
  • Any instance of a combo from qcf+C into cr.C xx special/super, could be ended in cr.D sweep instead if you don't want to push your opponent a long way away for whatever reason (fireball character, etc). Again this costs you damage.

Combos

0% Drive

0 Bar

  • cr.B cr.B xx charge b~f+C - (143, 14)

A pretty weak combo from a low. It does lead to a knockdown however, which may be more favourable in some situations.

  • cr.B df.A xx qcf+C, charge b~f+C - (216, 27)

Ralf's basic combo from a low. df.A may not connect from a more distanced cr.B.

  • (cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C - (280, 39)

Ralf's basic meterless combo. If starting from cr.B, you have to omit the df.A, and you may need to skip the df.A from distanced jumpins or just a longer ranged cl.C hit. Does great damage for a meterless combo. If from a jumpin or distanced confirm from cl.C into df.A, can go straight into charge b~f+C instead and omit cr.C.

  • cr.C xx qcf+C, charge b~f+C - (202, 23)

For confirming from cr.C pokes when you're fairly close.

  • cr.C xx charge b~f+C - (160, 15)

Combo to use when confirming from a very long range cr.C poke. If you're closer, use the combo above.

1 Bar

  • (cr.B) cl.C df.A xx qcf+C, cr.C xx qcbhcf+K - (416, 31)

Ralf's extremely powerful basic DM combo. As before, omit the df.A if starting from cr.B, or from a distanced confirm.

  • cr.B df.A xx qcf+C, qcbhcf+K - (344, 19)

The easier low confirm into DM for ralf.

  • cr.C xx qcf+C, qcbhcf+K - (334, 15)
  • cr.C xx qcbhcf+K - (296, 7)

DM combos for cr.C pokes from distance.

  • qcf+AC, air qcf+A - (214, 8)

Max 1 bar damage off of a qcf+AC reversal/counterpoke.

  • Counterhit st.CD/j.CD, qcbhcf+K - (320+, 10)

Works anywhere on the screen. Make people pay for not respecting your CD pressure.

2 Bar

  • (cr.B) cl.C df.A xx qcf+C, cr.C xx qcfqcf+AC - (445, 31)
  • cr.B df.A xx qcf+C, qcfqcf+AC - (391, 19)
  • cr.C xx qcf+C qcfqcf+AC - (387, 15)
  • cr.C xx qcfqcf+AC - (355, 7)

Ralf's qcfqcf+AC DM does not really add that much damage for the extra bar compared to qcbhcf+K. Considering he's mostly used as a battery, you may not always want to do these combos.

  • qcf+AC, qcbhcf+K - (326, 0)
  • qcf+AC, A+C rapidly - (344, 0)


3 Bar

  • (any combo starter, or raw reversal)qcf+AC, delay, charge qcfqcf+AC max duration (hold AC) - (600, 0)

Not really a combo, but qcf+AC gives you enough time to meaty the unblockable fully charged Galactica Phantom. This CAN be reversal rolled or wakeup reversal with invul'd through, so its not legit.

50% Drive

0 Bar

  • (cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C (DC 1st hit) qcf+C, charge b~f+C - (339, 51)
  • cr.B df.A xx qcf+C, charge b~f+A (DC 2nd hit) qcf+C, charge b~f+C - (300, 45)
  • (corner) (cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C (DC 3rd hit) qcb+C, charge b~f+A, P rapidly - (415, 60)
  • (corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, A rapidly - (363, 48)

High stun combos. Can be useful if you don't have any meter for damage.

1 Bar

  • (cr.B) cl.C df.A qcf+C, cr.C charge b~f+C (DC 1st hit) qcf+C, qcbhcf+K - (464, 43)
  • cr.B df.A qcf+C, charge b~f+A (DC) qcf+C, qcbhcf+K - (425, 37)
  • (corner) (cr.B) cl.C df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, P rapidly - (502, 45)
  • (corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, P rapidly - (492, 40)
    • Need to move forward during the A+C Rapid move a bit to get qcb+C to hit.

Can reset with st.A/st.B after the charge b~f+A for a mixup instead if you wish.


2 Bar

  • (cr.B) cl.C xx qcf+C charge b~f+C (DC 1st hit) qcf+C cr.C xx qcfqcf+AC - (484, 43)
  • cr.B df.A xx qcf+C charge b~f+A (DC) qcf+C qcfqcf+AC - (445, 37)

As you can see, again these combos are not really worth the extra bar.

  • (corner) (cr.B) cl.C df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, qcbhcf+K - (600, 32)
  • (corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, qcbhcf+K - (590, 27)
    • Need to move forward during the A+C Rapid move a bit to get qcb+C to hit.

100% Drive

The 2 bar NeoMax is a blessing for Ralf, his HD combos now do pretty good damage for lower cost. Possible to start HD combos from cr.B df.A. Also possible to start HD combos with cl.C/cr.B df.A xx qcf+C st.C (HD) ... for more damage.

1 Bar

  • (cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x5 qcbhcf+K - (626, 24)

2 Bar

  • (cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x4 charge b~f+A HDC hcbhcb+AC - (763, 16)

3 Bar

  • (cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x3, qcfhcb+K (last hit) HDC hcbhcb+AC - (854, 16)

Thanks to arcade buffs, these now should work corner to corner. May not work on all crouching chars though. Try to do cl.C df.A after the HD activation as late as possible to make sure you're point blank and have pushed the opponent as far in as possible.

5 Bar

  • (corner only)(full jump) j.C cl.C df.A qcf+C, st.C (HD) cl.C df.A qcf+C charge b~f+A HDC qcb+AC HDC qcf+C, qcb+AC HDC qcf+C, qcfhcb+K (last hit) HDC hcbhcb+AC - (1008-100%)

Gimmick combo, you'll probably never land this but hey.

Team Order

1st position

Pros

Cons

2nd position

Pros

Cons

3rd position

Pros

Cons

Basic Strategy

Advanced Strategy

Frame Data