Dream Cancel Forum

King of Fighters XIII => Character Discussion => Ralf Jones => Topic started by: Rex Dart on December 08, 2011, 03:40:15 AM

Title: Ralf Jones Wiki Thread
Post by: Rex Dart on December 08, 2011, 03:40:15 AM
Welcome to the Ralf Jones Wiki Thread!

http://dreamcancel.com/wiki/index.php?title=Ralf_Jones_%28XIII%29 (http://dreamcancel.com/wiki/index.php?title=Ralf_Jones_%28XIII%29)

This is Ralf's wiki page and, like every characters' wiki page, it's still a work in progress. If you have anything you'd like to contribute to the page (strategies, combos, corrections, or just random tips), please post it here!

And a huge thanks to our contributors so far (from the old character thread):

bigvador
t3h mAsTarOth...!
Diavle
BioBooster
Title: Re: Ralf Jones Wiki Thread
Post by: bigvador on December 08, 2011, 05:36:25 AM
one more thing his gatling attack punishes almost everything on block that is im thinkin about makin a list of what gatling attack can punish
Title: Re: Ralf Jones Wiki Thread
Post by: BioBooster on December 11, 2011, 07:29:55 AM
@Rex, thought I'd add some detail to specials as I was mentioning the other day. Some of the stuff below is minor, but hopefully some useful. Thx

Vulcan Punch:
Can be cancelled from any ground normal including normals that can't normally be cancelled (whiff cancel too). Minimum # of punches~4. No difference btwn wk/st.
{usage: maybe we can adjust to say can be useful for anti air after cancelling a long rang normal. Maybe worth noting: Walking forward with vulcan, it is possible to cancel far C with EX Vulcan into charge galactica in the corner for 519}

Gatling:
{Maybe best meterless option after EX Burning hammer : C burning hammer > C Gatling for 232 ?}

Explosive Punch: EX fast enough to combo of weak attacks. Upper body invincibility.

Blitzkrieg Punch: {dunno if worth mentioning, but can be cancelled from jump A. Doesn't combo}



 
Title: Re: Ralf Jones Wiki Thread
Post by: C 3 on December 12, 2011, 07:56:17 AM
In the corner, he can do:

St.C, d/f A, C vulcan, Cr. C, C gatling, D.C. C dynamite, (delay) A gatling x2, St.C reset (427..?)
 
Title: Re: Ralf Jones Wiki Thread
Post by: Rex Dart on December 12, 2011, 09:09:01 PM
In the corner, he can do:

St.C, d/f A, C vulcan, Cr. C, C gatling, D.C. C dynamite, (delay) A gatling x2, St.C reset (427..?)
 

Damn! Do you happen to have any footage of that? My execution doesn't seem to be good enough to actually reproduce that combo.

How does he cancel C vulcan so quickly? In older KOFs, I thought you could just press ABCD to cancel it, but that doesn't seem to work anymore.

@ BioBooster - Thanks a bunch for the info. I'll be adding it to the Wiki right after I post this.  :)
Title: Re: Ralf Jones Wiki Thread
Post by: BioBooster on December 12, 2011, 11:37:03 PM
Very nice sir.

Maybe one quick tweak. I realize I may not have written it very clearly above.

"Maybe best meterless option after EX Burning hammer : C burning hammer > C Gatling for 232"

Is actually supposed to mean EX Burning > C Burning > C Gatling = 232.

So it's possible to get in a C Burning in between and the whole thing combos without any extra meter use.
Title: Re: Ralf Jones Wiki Thread
Post by: Rex Dart on December 13, 2011, 01:22:54 AM
Wow, I did not realize that worked. Thanks!
Title: Re: Ralf Jones Wiki Thread
Post by: C 3 on December 13, 2011, 04:25:21 AM
Thanks for the respect guys.  I will record it and post it this week.  When you re-post it anywhere, please give me credit for it :) that's all I ask.

So, I took the combo I posted earlier and took it one step further (which does 426 btw). You can cancel the C reset into A dynamite which leaves you completely safe (I did Shen's burst super immediately after the combo and Ralf blocks it!) Adding this give you some meter and the options of cr.B, st.C, etc., tiger knee superman punch, grab, whatever!  I took the video with my phone.  Now, to post it.....

Also, his best option with 1 meter and 1/2 drive is:

st.C, d/f A or cr.B, st.C, C vulcan, cr.C, C gatling, bareback vulcan for 461, instead of the 431 you have posted in the wiki.
Title: Re: Ralf Jones Wiki Thread
Post by: bigvador on December 15, 2011, 03:37:19 AM
In the corner, he can do:

St.C, d/f A, C vulcan, Cr. C, C gatling, D.C. C dynamite, (delay) A gatling x2, St.C reset (427..?)
 

this combo is almost the same as the 1 in his trail number 7 i think u just use a reset instead if his phantom punch
Title: Re: Ralf Jones Wiki Thread
Post by: Rex Dart on December 15, 2011, 11:34:25 PM
Awesome, Mr. Masteroth! Those combos have been added to the wiki.

Personally, I think the combo section of the wiki should give people an idea of what the character can do, rather than just list the ideal combo they should do under various meter requirements. So, until the combo section starts to get clunky to navigate, I don't think we need to delete anything yet.
Title: Re: Ralf Jones Wiki Thread
Post by: C 3 on December 17, 2011, 05:42:27 AM
I'm not sure if anybody else has noticed this, but whenever I do a cross over full jump on an opponent when i'm partially standing on their foot, I consistently get a cross up C.  Do with this info what you will.

Title: Re: Ralf Jones Wiki Thread
Post by: t3h mAsTarOth...! on December 19, 2011, 06:27:51 PM
Ya a reliable way to set up the cross-up is to do "cr.B or cr.A or s.B" right next to the opponent then jump forward... You will get a cross-up j.C every time...

However the opponent can crouch and avoid the j.C if you do it this way... So instead do "cr.B or cr.A or s.B" and step back "just a little bit" then instantly jump forward and j.C... This way you'll hit standing and crouching opponents...

A few other ways of getting a cross-up is "cr.B or cr.A or s.B" then stepping forward "just a little bit" and doing "hop C"... If they are couching still you will cross them up...

Lastly you can do "cr.B, cr.B" then "hop or hyper hop" forward... If the opponent keeps crouching then "hop C will not" cross-up and "hyper hop C will" cross-up...
Title: Re: Ralf Jones Wiki Thread
Post by: t3h mAsTarOth...! on December 19, 2011, 08:09:14 PM
I revised the combo list that I made earlier... I added a bunch of new combos... Found a kill combo in the corner... In summery please never ever use Galactica Phantom in combos... Always combo into Bareback Vulcan... All of the combos are the highest damage I could possibly get in that situation and practical in a real match...


Mid-Screen Combos -


(0 Meters + 0 DC)

(j.C, s.C) or (cr.B, s.C), qcf+C, cr.C, b~f+C = 287/247 dm

(0 Meters + 1 DC)

(j.C, s.C) or (cr.B, s.C), qcf+C, cr.C, b~f+A, DC, qcf+C, b~f+C = 365/325 dm

(1 Meters + 0 DC)

(j.C, s.C) or (cr.B, s.C), qcf+C, cr.C, Bareback Vulcan = 420/380 dmg

(1 Meters + 1 DC)

(j.C, s.C) or (cr.B, s.C), qcf+C, cr.C, b~f+A, DC, qcf+C, Bareback Vulcan = 486/446 dmg

(2 Meters + 1 DC)

(j.C, s.C) or (cr.B, s.C), qcf+C, cr.C, b~f+A, DC, qcf+AC, qcf+C, Bareback Vulcan = 553/513 dmg

(3 Meters + 1 DC)

(j.C, s.C) or (cr.B, s.C), qcf+C, cr.C, b~f+A, DC, qcf+AC, qcb+AC, Bareback Vulcan = 622/582 dmg


Corner Combos -


(0 Meter + 0 DC)

(j.C, s.C, d/f+A) or (cr.B, s.C), qcf+C, cr.C, b~f+C = 334/247 dmg

(0 Meter + 1 DC)

(j.C, s.C, d/f+A) or (cr.B, s.C), qcf+C, cr.C, b~f+C, DC, qcb+C, *delay* b~f+A, b~f+A, s.C = 467/393 dmg

(1 Meter + 0 DC)

(j.C, s.C, d/f+A) or (cr.B, s.C), qcf+C, cr.C, qcf+AC, qcf+C, *slight delay* b~f+A, b~f+A, s.C = 478/402 dmg

(1 Meter + 1 DC)

(j.C, s.C, d/f+A) or (cr.B, s.C), qcf+C, cr.C, qcf+AC, qcf+C, *slight delay* b~f+A, b~f+A, DC, qcb+C, *delay* b~f+A, b~f+A, s.C = 564/488 dmg

(2 Meters + 0 DC)

(j.C, s.C, d/f+A) or (cr.B, s.C), qcf+C, cr.C, qcf+AC, qcf+C, Bareback Vulcan = 555/479 dmg

(2 Meters + 1 DC)

(j.C, s.C, d/f+A) or (cr.B, s.C), qcf+C, cr.C, qcf+AC, qcf+C, *slight delay* b~f+A, b~f+A, DC, qcb+C, Bareback Vulcan = 650/576 dmg

(3 Meters + 1 DC)

(j.C, s.C, d/f+A) or (cr.B, s.C), qcf+C, cr.C, qcf+AC, qcf+C, qcb+AC, *slight delay* b~f+A, b~f+A, DC, qcb+C, Bareback Vulcan = 716/642 dmg


HD Combos -


(0 Meter) *Possible Mid-Screen*

(j.C, s.C, d/f+A) or (cr.B, s.C, d/f+A), qcf+C, far s.D, HD, s.C, qcf+C, (b~f+A, DC, qcf+C) x 5, b~f+C = 572/532 dmg

(1 Meter) *Possible Mid-Screen*

(j.C, s.C, d/f+A) or (cr.B, s.C, d/f+A), qcf+C, far s.D, HD, s.C, qcf+C, (b~f+A, DC, qcf+C) x 5, Bareback Vulcan = 688/648 dmg

(2 Meters) *Possible Mid-Screen*

(j.C, s.C, d/f+A) or (cr.B, s.C, d/f+A), qcf+C, far s.D, HD, s.C, qcf+C, (b~f+A, DC, qcf+C) x 4, b~f+C, DC, Neomax = 830/790 dmg

(4 Meters) *Possible Mid-Screen*

(j.C, s.C, d/f+A) or (cr.B, s.C, d/f+A), qcf+C, far s.D, HD, s.C, qcf+C, (b~f+A, DC, qcf+C) x 3, b~f+C, DC, EX Galactica Phantom *charge lvl 2*, DC, Neomax = 957/917 dmg

(5 Meters) *Corner Only*

(j.C, s.C, d/f+A) or (cr.B, s.C, d/f+A), qcf+C, far s.D, HD, s.C, qcb+AC, qcb+A, DC, qcf+C, DC, qcb+C, qcb+A, DC, qcb+AC, qcb+A, DC, Bareback Vulcan, DC, Neomax = 1044/1004 dmg
Title: Re: Ralf Jones Wiki Thread
Post by: Rex Dart on December 19, 2011, 10:56:14 PM
Thanks a lot, t3h mAsTarOth...!

I've added most of your combos to the wiki. I think there's a mistake at the top of your list, though. The first combo (0 meter + 0 DC) has a DC in it.

Also, you mentioned that D is a better follow-up to HD activation because it won't whiff on crouching opponents. But won't that change the damage values of these combos?

Edit: Never mind. Just figured out that you just meant far D > far C. And they have the same damage value.
Title: Re: Ralf Jones Wiki Thread
Post by: t3h mAsTarOth...! on December 20, 2011, 12:11:42 AM
oh ya... lol... ok i fixed it... and no... far s.C and far s.D both do the same damage...
Title: Re: Ralf Jones Wiki Thread
Post by: foger on January 23, 2012, 04:49:37 PM
so I found out the other day if you antiair with df+a, you can run and hyper hop j.c for a hella ambiguous cross up. I'm trying to integrate this more into my game now that I know it works, but it's really space dependent. Also its really really hard to antiair with df+a, it seems to get stuffed by almost everything. Unless you're predicting them(which is obviously bad), it's tough to antiair hops and stuff with it. If you do land that crossup though you can lay the smack down
Title: Re: Ralf Jones Wiki Thread
Post by: RobocopTwo on January 23, 2012, 08:05:12 PM
df+A is generally speaking not a good anti-air, as you said it gets stuffed by alot of stuff and against hops it's just too slow unless you are predicting, which you have noted is a bad thing to do. In the general scheme of things I wouldn't gamble the df+A hitting just so I might get a good cross-up because if you are successful in hitting with the df+A you might not of got quite the right range for an ambiguous cross-up and even then, the opponent could still block correctly so there are still lots of things that have to go right for you to reach the real pay load. If you get things wrong or simply press df+A too late you are going to eat damage instantly, and maybe a whole combo.

For me the risk doesn't equal the reward as the risk is much greater so I never use df+A as an anti-air.
Title: Re: Ralf Jones Wiki Thread
Post by: foger on January 24, 2012, 06:03:04 PM
Well it depends on the situation, if you have a guy read and you know you can hit the df+a, I would definitely go for it. Even if the spacing is off and you can't go for the setup, it's 65 damage and an untechable knockdown that sends them flying, as opposed to say a s.A which does 25, or s.D which does 70 and just resets them. Considering that if you land it, it means you're relieiving yourself of some pressure and screwing with their momentum, I'll take it. But yeah, its situational, and not a go-to anti-air by any stretch.

Speaking of df+a,  I've only just(like last few days) started to throw that in after s.C for combos, and I noticed that it whiffs a lot. Is this just my spacing, and I have to fix it, or can you legitimately not get it every time? I notice if you're hopping about you dont always land directly on them close enough to be able to use it. Should I a)try to make my jumps deeper in general or b)learn to recognize when I'm too far and just go for the standard s.C xx burning hammer?

Thx!!! (P.s. i love dreamcancel)
Title: Re: Ralf Jones Wiki Thread
Post by: RobocopTwo on January 30, 2012, 05:19:35 AM
It depends on range but yeah, it's an arse command normal with barely any range and isn't active for long enough to hit confirm decently from to make it really good. So arse range (horizontally that is) that can ruin things for you, slowish and doesn't give you enough time for good hit confirms.

It really is only good for block strings/combos I have commited to but in reality that move needs to be taken outside and shot.

I personally would go with B) just learn the range and when it doesn't hit. It's really annoying because it's another one of those things that you need to learn with Ralf that doesnl't make him better, it just makes you whiff less stuff and so to be on the same level as every other character you have to put more time into Ralf.

As far as using d/f+A as an anti-air goes, if you want to do that by all means do it but you are taking your life in your own hands (quite litterally if the opponent has full HD). I always prefer far st.C as a predictive anti-air attempt but I'll give far st.D a whirl to see what it's saying for it's self. Thanks
Title: Re: Ralf Jones Wiki Thread
Post by: bigvador on May 14, 2012, 08:10:08 AM
i just checked out the wiki for ralf and i was wondering when will it be finished?
Title: Re: Ralf Jones Wiki Thread
Post by: desmond_kof on May 14, 2012, 03:21:17 PM
Would you like to help?
Title: Re: Ralf Jones Wiki Thread
Post by: bigvador on May 14, 2012, 08:21:58 PM
i could give it a shot just let me know what to do
Title: Re: Ralf Jones Wiki Thread
Post by: t3h mAsTarOth...! on August 02, 2012, 01:10:14 PM
Ralf wiki needs some work... I picked up Ralf again so i'll be working on it...
Title: Re: Ralf Jones Wiki Thread
Post by: Sir Octopus (Saiki) on December 04, 2012, 04:49:56 AM
Working on some low budget combos for Ralf as well as low budget stun combos.

Been playing him for about 5 days now on the lab, so I'll have something for you during the week.
Title: Re: Ralf Jones Wiki Thread
Post by: Sir Octopus (Saiki) on January 17, 2013, 05:13:30 PM
You can add to wiki the following.

df.A is able to connect after cl.D (real close) but only if delayed until the ending cancelable frames (but not the last frame or it will wiff) this can convert, and as far as I know it is the only starter for a 2 stock kill combo

You can do 3 b~f A after the hcf.AC and the hcf.C string, but only from 3/4 of the screen (to the oponents back) this allows for a 1 stock 1 drive stun combo (leading to 83% or more damage)

You can check them out on "Sir Octopus CMV II" on youtube
Title: Re: Ralf Jones Wiki Thread
Post by: desmond_kof on January 17, 2013, 05:34:18 PM
You can add to wiki the following.

df.A is able to connect after cl.D (real close) but only if delayed until the ending cancelable frames (but not the last frame or it will wiff) this can convert, and as far as I know it is the only starter for a 2 stock kill combo

You can do 3 b~f A after the hcf.AC and the hcf.C string, but only from 3/4 of the screen (to the oponents back) this allows for a 1 stock 1 drive stun combo (leading to 83% or more damage)

You can check them out on "Sir Octopus CMV II" on youtube

I'll add it. Which section? Should the df.A information be added here? : http://dreamcancel.com/wiki/index.php?title=Ralf_Jones_(XIII)#Command_Moves (http://dreamcancel.com/wiki/index.php?title=Ralf_Jones_(XIII)#Command_Moves)

If so, copy and paste what you see there here, with your contribution, and then I will add it.

Also, we can't add "as far as I know" to the wiki pages.

Title: Re: Ralf Jones Wiki Thread
Post by: Sir Octopus (Saiki) on January 19, 2013, 05:43:54 PM
df.A is able to connect after cl.D (real close) but only if delayed until the ending cancelable frames (but not the last frame or it will wiff) this can convert. Starter for a confirmed 2 stock kill combo. See combo section.

By Sir Octopus (Saiki_MX)

EDIT: Followed the link you gave me and it lead me here. I'm on a phone so it'll be a hassle to type it all in. I'll do it at work during the day.

Transcript for 2 stock kill combo.

Confirmed in corner*

J.C, cl.D (delay) df.A, hcf.C, s.C (HD, hold stick BACK) s.C, hcf.C (hold forward) s.C, hcf.C, s.C, bf.A (delay DC) hcf.C, s.C, bf.A (delay DC)(hold forward so you can take a small step) s.C, hcf.C, s.C, bf.A (DC) s.C, bf.A (Noemax on first bf.A hit)