(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/ralf.gif)
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick
* = EX version possible
Throws
Dynamite Headbutt - ;bk / ;fd+ ;c / ;d
Command Normals
Jet Uppercut - ;df + ;a
Special Moves
Vulcan Punch - ;a / ;c (repeatedly) *
Burning Hammer - ;qcf + ;a / ;c *
Explosive Punch - ;qcb + ;a / ;c *
Gatling Attack - (charge) ;bk, ;fd + ;a / ;c *
Blitzkrieg Punch - ;qcf + ;a / ;c (in air) *
Desperation Moves
Galactica Phantom - ;qcf ;qcf + ;a / ;c *
Bareback Vulcan - ;qcb ;hcf + ;b / ;d
Neomax
Jet Vulcan - ;hcb x2 + ;a ;c
Ralf's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Ralf_Jones_(XIII)).
Console changes:
- (shown in video)Strong Burning Hammer has less lag. You can combo it into his C Gatling Attack without needing to cancel.
- (shown in video) During Vulcan Punch (all versions) Ralf can move forward.
- (shown in video) EX Burning Hammer has faster startup and can be comboed from strong attacks.
- (shown in video) Both versions of Galactica Phantom can be charged.
- crouch D has less lag.
Producer Yamamoto says: Ralph=power is the simple equation we used here. The centerpiece being his chargeable Galactica Phantom. Damage increases as charge levels go up, release it earlier to improve damage with a super cancel. It’s nostalgic that he can move again during his Vulcan Punch.
Reserved
Reserved
this is a combo a made for ralf.. it's 90% with 5 stocks (neomax included).. maybe not really fancy but it works lol
Ralf KOF 13 combo 90% (http://www.youtube.com/watch?v=fI-m8HEREMk#)
i cant get a 1000 combo :(
Which moves of Ralf's cause a hard knock down?
I wanna do some 98 unblockable GP shenanigans.
Only his EX Gatling Attack and Bareback Vulcan DM cause a hard knockdown.
(Also his Blitzkrieg Punch and his NeoMax, but the recovery on those is too long for a GP setup.)
Quote from: fiol on December 07, 2011, 02:49:25 AM
i cant get a 1000 combo :(
I'm 100% sure Ralf has a 100% Combo with 100% Drive and 3 Ex Stocks. For a 100% charismatic Combo. 100%.
I forgot it btw, I'm just remembering it's ending in Bareback Vulcan > Neomax
Since all characters can super cancel on block, Ralf gets a gimmicky but fun Phantom setup on a blocked C Gatling.
It leaves him far enough to not get thrown and close enough to still scare the hell out of most players.
But try to use EX if you're gonna gimmick the win out cause you wanna hold the phantom so they don't know what action to take but you wanna have the guard point so if they press buttons you don't trade or worse yet get stuffed.
GP still has guard point like back in the olden days? Yessssssss.
Quote from: Running Wild on December 09, 2011, 04:41:33 AM
GP still has guard point like back in the olden days? Yessssssss.
Not completely like the old days, guard point only on ex version and (I think) only during the moving frames.
You can charge GP to make it an unblockable 320 (ex 500) damage hit or let it go early to do 180 to 260 (ex 340 to 380) damage or 25% to 33% (ex 30% to 50%) guard crush (on a standard guard bar).
edit to avoid double post: Bad news for fellow Ralf players, his A version gatling attack is unsafe on hit.
Been keeping this to myself since arcade hoping it would change but seeing as it's still punishable on hit might as well warn any other Ralfs out there. Not sure how much advantage but if you don't cancel the advantage is the opponents.
Aside from El Rosa, who else has a killer Ralf to watch?
I got a somewhat basic question for you guys. How do you like to play Ralf? Do you rushdown with him, or do you prefer to hang back a bit and zone with him?
Personally, I have a lot more fun playing him when I'm at mid-range. A lot of players just don't know what to do at that point. Some try to run back and fireball (dive bomb punch). Others try to rush in (explosion, or just df+A). Occasionally they try to DO something at mid-range, which Ralf's normals (far C or D usually) can beat.
Anyway, I feel like that's Ralf's sweet spot. But what do you guys think?
Ralf for me fits my comfortable play style: zone, punish foolish choices, scare them into reversals or sit there and then rush em. I play him fairly aggressive, push them to the corner and mixup with cr.B, short hop C/D, the superman overhead punch and grab. I usually try to frame trap with st.B and C vulcan and read their reactions.
I like Ralf's mid-range game too as he's pretty good there. That said, I spend most of the time I'm in mid-range trying to get in for some devastation - lol
Gotta love his normals. I think he's got great balance overall too. On console everything he has (incl specials) makes sense - esp. with the changes to galactica.
Quote from: C 3 on December 13, 2011, 03:37:03 AM
Ralf for me fits my comfortable play style: zone, punish foolish choices, scare them into reversals or sit there and then rush em. I play him fairly aggressive, push them to the corner and mixup with cr.B, short hop C/D, the superman overhead punch and grab. I usually try to frame trap with st.B and C vulcan and read their reactions.
Hey C 3... I think you mean C Burning Hammer... I've seen you posting on the wiki section and mention the same thing... But ya I think you wanna say C Burning Hammer instead of C Vulcan...
On another note... Ralf should generally NEVER Drive Cancel besides 2 occasions...
- If he caught someone with a raw b~f+A or b~f+C...
- If he wants to DC from b~f+C into EX Galactica Phantom *charge lvl 2*
Every one of his combos are better off finishing either meter less or with Bareback Vulcan... You NEVER want to do an uncharged EX Galactica Phantom in a combo... Because Bareback Vulcan will give you the SAME damage with 1 less meter... Ralf has such easy ass hit confirms that if he were to spend drive meter he should just rather do an HD combo...
Quote from: C 3 on December 12, 2011, 07:42:05 AM
Aside from El Rosa, who else has a killer Ralf to watch?
Oogoosho, best ralph in the world probably (he uses ralph and rapes like arcade top k players).
For anyone needing help with Ralf trial
King of Fighters XIII - Trial Mode : Ralf Jones (http://www.youtube.com/watch?v=1ciKjmGxozQ#ws)
thanks Musolini.
I cant seem to find any videos of him, can somebody send a link or two to his vids please?
Quote from: t3h mAsTarOth...! on December 15, 2011, 06:00:28 PM
On another note... Ralf should generally NEVER Drive Cancel besides 2 occasions...
- If he caught someone with a raw b~f+A or b~f+C...
- If he wants to DC from b~f+C into EX Galactica Phantom *charge lvl 2*
Every one of his combos are better off finishing either meter less or with Bareback Vulcan... You NEVER want to do an uncharged EX Galactica Phantom in a combo... Because Bareback Vulcan will give you the SAME damage with 1 less meter... Ralf has such easy ass hit confirms that if he were to spend drive meter he should just rather do an HD combo...
I completely agree with you, although hitting with a raw b~f C is kinda rare, only done for far punishes, I wouldn't drive cancel that unless you got the opponent in the corner. He builds meter strongly, so I find his most effective position being battery. I like doing his HD combos though since they are so easy once you get the timing down and so flashy to boot
Combos for one drive, one meter. Whattya got?
;c, ;df ;a xx ;c Hammer, ;a Gatling [dc] EX Hammer, ;c Hammer, ;c Gattling.
I've taken to this combo because it's almost meter positive, ending up with ~75% for a little more damage than just canceling into a super after the ;a Gatling, iirc (I'm at work trying to remember the testing I did earlier).
Thanks for posting that. Was looking for other uses for EX Hammer other than for it's priority. Good to know that you can generate this much meter.
Whats the point of being able to DC Blitzkrieg Punch into ex Blitzkrieg Punch if it doesn't connect :/
Any way or setup to maximize damage off the ex galactica phantom?
Hope you guys are abusing his HD bypass.
Quote from: konkrete on December 23, 2011, 05:19:17 PM
Combos for one drive, one meter. Whattya got?
;c, ;df ;a xx ;c Hammer, ;a Gatling [dc] EX Hammer, ;c Hammer, ;c Gattling.
I've taken to this combo because it's almost meter positive, ending up with ~75% for a little more damage than just canceling into a super after the ;a Gatling, iirc (I'm at work trying to remember the testing I did earlier).
Thanks, will try.
EDIT: Tried it, loved it, stole it.
Did anyone notice that Ralf runs faster than Clark? Clark takes 5-6 steps to cover the whole stage... Ralf does it in 3 steps... Ralf's far s.C is also faster than Clark's...
@Diavle -
- Ralf doesn't need HD bypass... He can easily hit confirm every time into his HD combo...
- Ralf should never really use EX Galactica Phantom in combos... It's only good for punishing... One cool trick is the "start-up" is "invincible" and "then" he has "auto-guard"... He is invincible for a short period of time even if you "hold" the EX DM... You can use this to charge the EX DM up to level 2 where it gives you "380 dmg"... You'll be able to punish moves that have a long lag with this method...
Thanks for the ex phantom tip, will use.
As for HD bypass, why wouldn't I use it? Fish for it with close standing C, cancel on the second hit into the kick super and then neomax. Piss easy and almost 75% damage. Can also be done off of a far standing C and D.
Why would you ever do that when you can just do s.C *1 hit*, qcf+C... Then just hit confirm that into cr.C, HD... Off of far s.C or far s.D you only wanna activate HD if you are certain that it'll connect... Ralf isn't a grappler so he can't do tick HD grab combos... Piss easy HD combos are only for beginners... Ralf can do 70% HD combos with just 1 meter... So that should be your goal...
Yeah you do that expert stuff of yours, I'll stick to my piss easy, low risk, high reward combo. Thx.
Also, there is a lot stuff that can be punished by a far standing C or D so hit confirming is not an issue.
Anyway, after a quite few matches yesterday I can safely say that Ralf is a beast of a character in this game. Builds meter like a mofo, hit confirms up the wazoo, great damage off minimal meter. He also pretty much laughs in the face of fireball whores. But most of all, he's fun as heck to play as.
Quote from: Diavle on December 27, 2011, 06:14:20 AM
Thanks for the ex phantom tip, will use.
As for HD bypass, why wouldn't I use it? Fish for it with close standing C, cancel on the second hit into the kick super and then neomax. Piss easy and almost 75% damage. Can also be done off of a far standing C and D.
i use the HD bypass cause of the online st D df A HD bypass qcf C........ makes things alot easier when u play some one with a bad connection
Quote from: Diavle on December 27, 2011, 08:39:51 PM
Yeah you do that expert stuff of yours, I'll stick to my piss easy, low risk, high reward combo. Thx.
Also, there is a lot stuff that can be punished by a far standing C or D so hit confirming is not an issue.
Anyway, after a quite few matches yesterday I can safely say that Ralf is a beast of a character in this game. Builds meter like a mofo, hit confirms up the wazoo, great damage off minimal meter. He also pretty much laughs in the face of fireball whores. But most of all, he's fun as heck to play as.
I wasn't trying to sound rude... Ralf is mostly used as a battery... So blowing all your meter isn't usually my way of playing him... I'll usually only spend up to 1 (2 if it will kill) meter and 1 drive most in the 1st round for 1 combo... Only go for HD combos in the 2nd round onward which I'll try to spend no more than 2 meters...
Quote from: t3h mAsTarOth...! on December 28, 2011, 09:13:29 PM
Quote from: Diavle on December 27, 2011, 08:39:51 PM
Yeah you do that expert stuff of yours, I'll stick to my piss easy, low risk, high reward combo. Thx.
Also, there is a lot stuff that can be punished by a far standing C or D so hit confirming is not an issue.
Anyway, after a quite few matches yesterday I can safely say that Ralf is a beast of a character in this game. Builds meter like a mofo, hit confirms up the wazoo, great damage off minimal meter. He also pretty much laughs in the face of fireball whores. But most of all, he's fun as heck to play as.
I wasn't trying to sound rude... Ralf is mostly used as a battery... So blowing all your meter isn't usually my way of playing him... I'll usually only spend up to 1 (2 if it will kill) meter and 1 drive most in the 1st round for 1 combo... Only go for HD combos in the 2nd round onward which I'll try to spend no more than 2 meters...
man u sure do know ur ralf i would like 2 play you if you dont mind
any hoo what would u recommend for a combo out of the corner with 2 stocks and half a bar
Air qcf+P seems to be very useful, pretty safe and has a deceptively long range. Gonna try the EX version more, want to see how useful its invincibility is.
Quote from: t3h mAsTarOth...! on December 28, 2011, 09:13:29 PM
I wasn't trying to sound rude... Ralf is mostly used as a battery... So blowing all your meter isn't usually my way of playing him... I'll usually only spend up to 1 (2 if it will kill) meter and 1 drive most in the 1st round for 1 combo... Only go for HD combos in the 2nd round onward which I'll try to spend no more than 2 meters...
Yeah, sorry, I know what you mean but I don't think easy 75% damage is anything to scoff at just because you can get more for less meter but for a lot more effort and room for error.
I also don't believe in using the first character strictly as a battery, especially Ralf who can dish out very good damage. Prefer to have a team and style of play where each character can play and survive fine with or without meter.
Man I must be a real scrub because I find Ralf kind of hard to use. My main problem is his hit confirms. What should I be hit confirming from or in to?
He has lots of hit confirms.
The most basic is probably sC (1-hit) into df+A. You can cancel that into qcf+C, which is another hit confirm since you can link moves after it. So you can do sC (1-hit) into df+A into qcf+C into whatever you want (another normal, super, b f+P etc). In the alternative, sD into qcf+C works too.
Another hit confirm is cr.B into sC.
The 2 hit s.C can also be used for hit confirming into HD or Vulcan.
You can also hit confirm via cr.B x2.
^ did not know he could link cr.B into s.C, thx will hell add that to my game.
Quote from: bigvador on December 29, 2011, 12:13:10 AM
man u sure do know ur ralf i would like 2 play you if you dont mind
any hoo what would u recommend for a combo out of the corner with 2 stocks and half a bar
j.D, s.C, qcf+C, cr.C, b~f+A, DC, qcf+AC, qcf+C, qcb~hcf+B... Does over 50%
Quote from: BioBooster on December 30, 2011, 02:23:45 AM
^ did not know he could link cr.B into s.C, thx will hell add that to my game.
Np, can't remember where I read it but its good stuff.
Quote from: t3h mAsTarOth...! on January 01, 2012, 03:01:07 AM
j.D, s.C, qcf+C, cr.C, b~f+A, DC, qcf+AC, qcf+C, qcb~hcf+B... Does over 50%
Sounds like way too much work when sC, df+A, qcb+AC, qcb~hcf+K does 469 damage anywhere on the screen, and saves you a drive bar.
That guy asked me what's the best option mid-screen... The combo i posted does 551 dmg... It's not even a hard combo actually... And remember, the more work you put into your combos, the more meter you build back...
Edit: If you wanna save a drive bar then you can just do j.D, s.C, d/f+A, qcf+AC, qcf+C, qcb~hcf+B for 488 dmg...
Quote from: t3h mAsTarOth...! on January 02, 2012, 05:40:16 PM
Edit: If you wanna save a drive bar then you can just do j.D, s.C, d/f+A, qcf+AC, qcf+C, qcb~hcf+B for 488 dmg...
Cool, thanks.
hmmm k imma ask this coz recently i started having this problem every now and then, when i do s.C> df.A xx C Hammer sometimes the df.A input is read as the first qcf of galactica and instead of hammer i'll get the DM.. sometimes the df.A will come out as A Hammer =/
Am i the only one having this problem? any ideas on how to avoid/fix this problem?
I had it with King a while ago after her df.D xx venom strike where i'd get the DM, but with her i have time to delay the special or go back to neutral before input the rest, but with Ralf if i delay the C hammer it doesnt combo >.<
Playing on pad? Yeah, I'm having this problem too, which is why I've using sC or sD into Hammer more often now.
I do get some consistency by trying to tap the angle as accurately as possible and returning the analog stick to neutral before going into the Hammer but I don't won't to risk a phantom super in an opponents face if I'm in the midst of a block string.
Ya... I'm playing on a pad so I get the same thing happening sometime... s.C, qcf+C solves this problem and is just better... You are always close enough to link cr.C afterwards...
Ralf is crazy at building meter during combos in the corner...
1 Meter + 0 Drive
- j.C, s.C, d/f+A, qcf+C, cr.C, qcf+AC, qcf+C, *slight delay* b~f+A, b~f+A, s.C = 478 dmg
This builds 28% Drive and 83% Meter...
2 Meter + 1 Drive
- j.C, s.C, d/f+A, qcf+C, cr.C, qcf+AC, qcf+C, qcb+AC, *slight delay* b~f+A, b~f+A, DC, qcb+C, *delay* b~f+A, b~f+A, s.C = 620 dmg
This builds 29% Drive and 130% Meter...
You can take out the qcb+AC in the second combo for 564 dmg instead of 620 dmg and gain the same meter...
Seeing as I'm new to this place I thought I'd post up a video
KoF13, Ralf, Corner, Jump in, HD mode, 3 supers.avi (http://www.youtube.com/watch?v=RVYafIQh0Gk#ws)
Enjoy
Wow epic. Does it still work in console version ? I doubt it wouldn't but ...
It does a touch more damage now, but only around a percent or 2 more. The thing is because they increased the amount of hit stun off the qcf+C, the link to far st.C is now 2~3 frames instead of 1~2 so I think some one that takes Ralf all the way could make this their consistent HD combo. It would be tough but definately achievable.
You know what's very ironic? The fact that Vulcan Punch is Ralf's signature move yet people don't use it in combos while people do use Clark's Vulcan Punch in HIS combos.
Is it not that good of a move for Ralf in this game?
I feel as if there's less you can do with it now that it doesn't do a bunch of hits. His other options are way better for combos. I use it as a surprise tactic sometimes as the move allows you to cancel normally uncancellable normals.
For example, far s.C (which brings you closer to the opponent during the attack) can be cancelled and comboed into vulcan. Can't juggle after even though you can DC out. EX though gives you the multiple juggle and let's you follow up after and if you do s.C, EX vulcan, [SC]mount vulcan super in the corner. That's 523 dmg which isn't too shabby, but the downside is 2 stk 1 drv and most important, no confirm.
Honestly I can't find a ton of utility for the move.
most people go for more damage when it comes 2 ralf and normal valcan only does 1 hit and they can do a quick get up. so just like lookin at the move by itself its really not a useful not even as a anti air its sad really
I don't see any US Ralf doing it (seeing NKO now) so just in case I'm saying it here use and abuse of instant overhead hop D. Seriously this move is awful, especially against charge characters. The hop comes out too fast it's like a free 70Dmg once in a while. and then your opponent is trying to guard it you have a free mixup on your lows.
It's just awful for your opponent.
Plus it's near unpunishable (since your opponent is guarding low for a d.B, the reaction time is really short to hit you while jumping)
^That is some good info. Ralf's an occasional sub for me and was looking for more tech - very nice, very nice.
Quote from: Sharnt on April 23, 2012, 11:08:55 AM
I don't see any US Ralf doing it (seeing NKO now) so just in case I'm saying it here use and abuse of instant overhead hop D. Seriously this move is awful, especially against charge characters. The hop comes out too fast it's like a free 70Dmg once in a while. and then your opponent is trying to guard it you have a free mixup on your lows.
It's just awful for your opponent.
Plus it's near unpunishable (since your opponent is guarding low for a d.B, the reaction time is really short to hit you while jumping)
Felix/Fixel does this a lot actually. He'll actually do it after doing st.C, df+A, qcf+C a bit more than just a naked hop D to keep you stuck in blockstun. As an instant overhead, it's not bad, but if you want to do that off a knockdown, you might as well meaty a j.A into his Dynamite Drop. You can beat the above tactic by doing an invulnerable DP though.
Couple of Ralf corner combos. (http://www.youtube.com/watch?v=xqBVIELC_FE#ws)
[1 meter, 1 drive] j.C st.D qcf+C st.C (AC)x4 dc qcb+C qcb+A b~f+A b~f+A st.C (611dmg,73stun)
[2 meter, 1 drive] j.C st.D qcf+C st.C (AC)x4 dc qcb+C qcb+A qcbhcf+K (699dmg,45stun)
More likely to start off with a different jump in and cr.B st.C or st.C df.A etc. in a match but I still think they're worth it.
Hey Xan, excellent mileage on that 1|1 combo.
Would you like to post those and any others that fit the bill on the 50% thread?
http://dreamcancel.com/forum/index.php?topic=2019.0 (http://dreamcancel.com/forum/index.php?topic=2019.0)
Good stuff...
Quote from: Xan on May 20, 2012, 11:36:06 PM
[1 meter, 1 drive] j.C st.D qcf+C st.C (AC)x4 dc qcb+C qcb+A b~f+A b~f+A st.C (611dmg,73stun)
[2 meter, 1 drive] j.C st.D qcf+C st.C (AC)x4 dc qcb+C qcb+A qcbhcf+K (699dmg,45stun)
More likely to start off with a different jump in and cr.B st.C or st.C df.A etc. in a match but I still think they're worth it.
i did alot of experimenting with his ex valcan punch and was only successful a few times online. i kinda wish i only had to mash 3x instead of 4x that really bothers me.
good combos
K i dropped Karate... Fuck top-tiers... Using Mai and Billy as usual... Picking up Ryo and Ralf (again)... For Ralf i only wish that he had his anti-air d~u+A from XI... It's really annoying dealing with Kyo's stupid d+C pressure with no anti-air...
Quote from: t3h mAsTarOth...! on June 01, 2012, 11:04:11 PM
K i dropped Karate... Fuck top-tiers... Using Mai and Billy as usual... Picking up Ryo and Ralf (again)... For Ralf i only wish that he had his anti-air d~u+A from XI... It's really annoying dealing with Kyo's stupid d+C pressure with no anti-air...
lol you shouldnt have never left him in the first place. i found the best another way to deal with nagis ;dn ;c im starting to use ;dn ;db ;bk ;a its really risky but it do work seeing how is hurt box is a little lower but like i said its really risky
-------
wait wait wait the best way to deal wit nagis ;dn ;c is with valcan punch or ex volcano im not sure but i do think ex volcano has upper invincibility....
No... The only way u can deal with it safely is s.A... Thats only when he is close... When he is far i'll just far s.C/D... EX Hammer is a no no on Kyo's d+C... He can get auto-guarded and still block... Only thing you can do is be patient...
im just throwin out stuff i done that work EX ;dn ;db ;bk ;a ;c does work for sure and i never said ex hammer i hate that his jet upper is dam near useless since the start up frames is slow
jet upper should be upper body invincible... that would be awesome... oh well... he is still decent minus the anti-air...
with the start up being kinda slow i dont know if it would matter as much..... in all honesty i can only say hes decent because he has huge combo ability but personally i prefer the old ralf he had it all..... dam near unstoppable
so umm.. is there any use for EX slide punch (b~ f+ AC) and EX rapidpunch (mash AC)?
Are they at all invincible? or fast? or.. something lol.
Seems theyre just there just because they had to add an EX version for the moves -_-
Hmm don't think there's much use for EX Gatling. Would be different if it had especially good dmg, invincibility, follow ups after (would be great if you could juggle on the way down as there's plenty of time or do air fb+P when they hit the ground), but it is none of that. Top players out here also don't recommend the move.
EX Vulcan has quite a bit more potential, it's pretty damaging too. So for example if you want something easy to pull off, you could casually do j.C, s.C, df.A, EX vulcan, [DC]mount vulcan for like 565 dmg.
Xan also posted some really interesting high dmg combos here:
http://dreamcancel.com/forum/index.php?topic=2019.msg53959#msg53959 (http://dreamcancel.com/forum/index.php?topic=2019.msg53959#msg53959)
taking advantage of vulcan's ability to cancel normally uncancellable normals.
Quote from: Eternal Blaze on June 07, 2012, 02:38:23 PM
so umm.. is there any use for EX slide punch (b~ f+ AC) and EX rapidpunch (mash AC)?
Are they at all invincible? or fast? or.. something lol.
Seems theyre just there just because they had to add an EX version for the moves -_-
with his EX gatling attack u can use it as a combo finisher (at least that is what use it for) even tho doing his barback galatica phantom is more powerful..... but to me his EX gatling remind me of his other DM (i forgot the name)
his EX valcan punch is only useful in the corner sadly enough.... and biobooster explained it enough
Clark vortex? How about Ralf vortex? Land Bareback Vulcan mid-screen then walk back a little and roll forward... Depending on your distance, you end up on either side... Extremely hard to tell to the point where i was confusing myself... After the roll do cr.B, s.C, qcf+C, cr.C, Bareback Vulcan...
If you guess right twice in a row then the round is over... You will most likely be comboing into the DM anyway... So the third time, a meterless ender should be more than enough...
Corner s.C+D is godlike... Range is huge... If you score a counter hit then ohhh man... You can get the same combos from j.C+D as well but depending on the opponent's height and your height you will have to adjust your timing...
CH s.C+D (hit confirm)
qcf+C, *delay*, b~f+A, b~f+A, s.C = 291 dmg (0 meter)
qcf+C, qcb+A, DC, qcf+C, *delay* qcb+A, *delay* b~f+A, b~f+A, s.C = 415 dmg (0 meter + 1 drive)
qcf+C, qcb+AC, *delay* b~f+A, b~f+A, s.C = 432 dmg (1 meter + 0 drive)
qcf+C, qcb+AC, qcb+A, DC, qcf+C, qcb+A, *delay* b~f+A, b~f+A, s.C = 528 (1 meter + 1 drive)
qcf+C, qcb+AC, DM = 508 dmg (2 meter + 0 drive)
qcf+C, qcb+AC, qcb+A, DC, qcf+C, qcb+A, DM = 615 dmg (2 meter + 1 drive)
qcf+C, qcb+AC, qcb+AC, DM = 629 dmg (3 meter + 0 drive)
qcf+C, qcb+AC, qcb+AC, qcb+A, DC, qcf+C, qcb+A, DM = 700 dmg (3 meter + 1 drive)
Did some experimentation with Ralf last night. I couldn't find these HD combos mentioned anywhere, found something similar on Bala's YouTube channel but these are full screen and will score a little more damage.
The King of Fighters XIII: Ralf HD Combos (http://www.youtube.com/watch?v=sGYOqIbq60Q#ws)
Omfg the damage... Pretty hard though... You have link 7 s.C... They are all 2 frame links...
Managed to do 485 damage out of one stock and no drive, will upload in a moment in this same comment.
Quote from: Saiki_TJ_MX on October 20, 2012, 12:04:05 PM
Managed to do 485 damage out of one stock and no drive, will upload in a moment in this same comment.
Am eager to see it, the most I've got (without CH) is 480 in the corner.
494 actually xD
Posting this instead of video thread because I think it follows more of tech then combo video.
Ralf 494 (http://www.youtube.com/watch?v=UX50X1De-34#)
I saw this on your channel earlier, this is a really good use of meter.
i was always wonderin how many frames u have 2 do cl.C after C burning hammer???
Feels like a 2 frame link... The combo above is kind of hard... You have to do 2 tough links... For the corner I rather do j.C, cl.C, d/f+A, qcf+C, cr.C, qcf+AC, qcf+C, *slight delay* b~f+A, b~f+A, s.C = 478 dmg... It only requires 1 link that's rather easy and find it to be more consistent...
Indeed, that's a little less damage than what I offer on top. But just keep in mind that this is a non drive combo with almost 50% DMG
EDIT: And I think this is something more along the lines of what you reffer to, also a 1 link combo, driveless.
Ralf 455 (http://www.youtube.com/watch?v=hDeHwVR_1tY#)
IDK getting in a small step 2 do his cl.C is rough.... looks more like a 1 frame with a walk in cl.C
This one is actually a run motion into cl.C, you can allow for that combo since cl.C is way faster than s.C, this allows for a run in with cl.C, takes practice though, a lot if you also want to put in the ;df ;a
didnt kno u could cancel the run animation
Im new at Ralf, interest with his gameplay and his DM
Why Std D to df A alaways whiff ?
can he do combo J C std D df A ?
Clark can do easily combo after std df a, is he different with clark ?
Thanks
;a ;df for Ralf has a smaller hitbox then Clarks, hence why Clark can hit after his cl. ;d and Ralf can't.
Besides, his damage output is still high enough as it is, just look at the videos below this couple of coments.
dont kno if this is possible but i kno his valcan punch can b used as a anti air yet i still get combo'd do anybody use it as a anti air or yal jus dont touch cause mashing it out iz very annoying
Quote from: bigvador on December 02, 2012, 08:52:22 PM
dont kno if this is possible but i kno his valcan punch can b used as a anti air yet i still get combo'd do anybody use it as a anti air or yal jus dont touch cause mashing it out iz very annoying
Rephrase please o.o
is his valcan punch the best anti air option 4 him since it comes out faster
Standing ;a
EX Hammer ;dn ;df ;fd ;a ;c
;df ;a
Or even ;dn ;db ;bk ;a, ;c or ;a ;c
;bk ;fd ;a given the right situation and you can even cancel for a DM and it will always hit
EX Galactica phantom
As for Vulcan punch. You're better off trowing a far ;c and cancelling it for Vulcan in case you wiff it, that'll give you anti air + ground protection.
i was jus curious about the valcan punch but the ;df ;a does no justice its way 2 slow and the ;dn ;db ;bk ;a ;c only have upper invincibility and the start up iz a lil slow...
i was just seein if anybody us the valcan punch as a anti air... the fact that st.C whiff over crouching opponents just seems like it takes to long for valcan punch 2 come out even when u whiff st.C
Here's the advantage of vulcan after wiff.
If you were to cancel and move forward:
After canceling, vulcan punch will not come out where you stand, the active frames act as a shield that is about a characters distance from his body. Furthermore, if you cancel this way it will transport Ralf about a characters distance from his original position. This means a rough 3 characters distance forward, well, more like 2 and 1/3, still good enough.
Considering that thid acts as a shield for his whole body (it will even punish Kensuos sweep if not too far) and since the active frames will be in your oponents face this will act as an anti air, anti hop, anti non invincible specials and punish most mormals and lows.
Keep in mind, Ralf does not have many reversals, but he does have 20% more guarde bar.
i have noticed that but i thought his CD had more distance then his st.C and do u kno if his EX valcan punch have any type if invincibility???
Quote from: bigvador on December 08, 2012, 06:40:04 AM
i have noticed that but i thought his CD had more distance then his st.C and do u kno if his EX valcan punch have any type if invincibility???
Indeed, CD has a greater hit box, but the advantage of s.C is that it allows space for a wiff and if you cancel that wiff you can get in your oponen's face. On the other hand, if you do a s.CD and your oponent blocks then vulcan punch will activate way back.
EX has no invincibility, but if you manage to hit your oponent in the corner, it'll do a minimum of 4 hits, resulting in really high damage.
Ralf can do close to 800 damage with 20% drive and 1 stock.
101.0% damage with 2 stocks and 2 drives.
the fact that st.C he takes a step forward and it whiffs on crouching opponents hes still able 2 get hit low even if u do cancel when u whiff u still gotta start up the valcan punch
i use CD into valcan punch because of the distance he puts himself in after they block CD they wont b able 2 jump in or above and most of the time they cant sweep u.....
im tryin 2 find combos 2 do if u trade hits when u do his EX valcan punch like u do if u use ;dn ;db ;bk ;a ;c while they r in the air
Quote from: bigvador on December 10, 2012, 08:24:36 AM
the fact that st.C he takes a step forward and it whiffs on crouching opponents hes still able 2 get hit low even if u do cancel when u whiff u still gotta start up the valcan punch
i use CD into valcan punch because of the distance he puts himself in after they block CD they wont b able 2 jump in or above and most of the time they cant sweep u.....
im tryin 2 find combos 2 do if u trade hits when u do his EX valcan punch like u do if u use ;dn ;db ;bk ;a ;c while they r in the air
The only way to capitalize out of that trade is if you are near the corner o don't mind spending an extra bar or two. bf.A is a good choice if near the corner.
But I would recomend not to try and use it as a trade, since it deals a good amount of damage, it's best invested on a sure thing.
i rather spend a few stocks then half my drive.... i hate timing bf A then using half my drive
Anyone find any uses for his regular Galactica Phantom?
Its his only move that I pretty much never use. The EX version is excellent and the Bareback Vulcan is way better for combos and has better range. The regular Galactica Phantom seems like Shen's super with half the range and no invincibility.
So is there anything good about it or is it okay to continue ignoring it?
It's useless... Never use the 1bar version... EX version is tricky to use... It doesn't have that much range... Only good for mid range anti air and going through some FBs...
In all honesty I have not tried to use it, seeing as it has no special properties, but, I haven't actually given it the time to have a good look at it.
PS: 20% drive and 60% of a stock leads to 800 DMG and stun
no good but i think it has guard point like his EX
Experimented some more with it yesterday and yeah, there doesn't seem to be a single thing useful about it. No guard point, no invincibility and short range. His only useless move imo.
Quote from: t3h mAsTarOth...! on December 20, 2012, 08:02:56 PM
It's useless... Never use the 1bar version... EX version is tricky to use... It doesn't have that much range... Only good for mid range anti air and going through some FBs...
Nothing tricky about it. Its fast and it has invincbility/guard point, such a move is always a blessing. The fact that you can delay it is a nice bonus.
Quote from: bigvador on December 21, 2012, 04:42:03 AM
no good but i think it has guard point like his EX
I saw it in a vid and tried to replicate it to no success, checked back on the vid and the guy was using the PC dump for his vid. The guard point was there but taken out in the console version it seems. No big loss though, EX Hammer does the same thing and also costs one bar.
using his valcan punches as a anti air really pays off
To whoever asked one day if Ralf's df.A connected after his cl.D. Yes, it does connect. Just delay your df.A a bit so it comes out at the ending cancelable frames (not the last frame or it will wiff). This allows for more damaging combos and serves as a late confirm as well as an antiair in case your cl.D is jumped over.
Hope this information helps. For an example, you can look up "Sir octopus CMV II" and have a loot at a couple of Ralf combos.
sounds like 2 much work... but then u wont b able 2 link cr.C after burning hammer... am i correct
I'm assuming it will not. But the again, this to optimize HD combo damage, any cl.C will scale damage quite a lot, hence why cl.D into df.A is your best option and just s.C into hammer after it, no cl.C is the key in high damage combos, again, only in HD, outside of that, cl.C into hammer into cl.C, df.A, in EX hammer is by far your best omtion on driveless or 1 drive combos.
i do see where ur comin from when using it 2 go into HD but i believe cl.D comes out slower then cl.C making it harder 2 pull of also be as close as possible iz another factor
This "good" to know info, not "need" to know. Just there when you think you can use it but not making it a priority.
Tried it out... Honestly i like keeping things simple... Focusing more on gameplay... As long as i'm doing solid combos that are efficient and practical with consistency, i'm happy... Combos that are too complicated tend to be dropped more often...
a good discovery non the less
So what are the current best 1 bar 1 drive corner combos?
Pretty sure that mine are really outdated..
3/4 of the screen, almost half. Watch Sir Octopus cmv II on youtube. You'll get to see 1D1S and 2D2S new combos there. about 83% with 1stock and 25% drive.
GREAT combo video man... OMG those Ralf combos... Specially the 1 bar 1 drive one... Looks like it might actually be a viable combo in match just like the Joe stun combo... and the 2 bar HD kill combo is pretty freaking awesome as well...
my hardest match up was ralf vs doulon but now i understand using CD or st.C or st.D into valcan punch really shutdown doulon
il leave this here
KOF XIII Ralph Jones Quick Combo Guide by Ennohex (http://www.youtube.com/watch?v=owr_und-MRc#ws)
nice lil basic combo video.... its a lil hard 2 read at some points
You guys think this is practical at all?
Ralf 3 Meter Kill HD (http://www.youtube.com/watch?v=iKipbqagXGo#)
KOF XIII - RALF 816 HD COMBO! 1 METER! (http://www.youtube.com/watch?v=aN0x1rfcGrk#ws)
that last combo was really good... lets c a full screen combo
I would think that if you are willing to do the links, the 2 stock kill combo should be not problem for you. When you activate HD, don't let it outo slide, instead hold back and C so you get s.C and not cl.C, the cl.C will greatly scale your damage in long combos, good only for 1 meter 1 drive combos, nothing more.
kupô
any setup for safe-jump or cross-up ?
thx
the only cross up i kno with ralf is 1 hit (block or hit standing up) j.A j.C j.B if there crouching on block my set up is cr.B 3x sj.C or cr. B 2x super hop C
Safe jump: after tackle super, whiff crouch A, neutral jump D. Works on 3f moves.
Crossup: after tackle super, slight step back, normal jump forward C.
This video was somewhat left unnoticed but here's a quick/simple tutorial of Ralf Jones from Dirty Sanchez (Follow him on @MechaMacGyver) https://www.youtube.com/watch?v=RCIAPZdvppM (https://www.youtube.com/watch?v=RCIAPZdvppM)
that was a good simple video and i do think he was right when he said juice iz gonna mess up the ralf video lol
Ok guyz so I'm kinda new to KOF, and to fighting games as I'm a melee player :)
I started some months ago, and now I need some stuff :
- Can someone give me name of players using Ralf I can watch on youtube ? I already know about Fixel and Combofiend (he made me pick Ralf as anchor, even if I know he's supposedly better as battery XD)
- What are the basic things I should do ? I know about the ;c, ;df ;a, ;dn ;df ;fd ;c, ;dn ;c, ;c gatling, ( Bareback Vulcan ), but I'm more interested in what I can do with say, 1/2 stocks and 50% drive. I read the whole topic ;) but I'm sure a lot of these combos are outdated, so if someone can help me, that would be nice :)
Thank you
Quote from: BSeeD on September 25, 2013, 10:47:18 AM
- What are the basic things I should do ? I know about the ;c, ;df ;a, ;dn ;df ;fd ;c, ;dn ;c, ;c gatling, ( Bareback Vulcan ), but I'm more interested in what I can do with say, 1/2 stocks and 50% drive. I read the whole topic ;) but I'm sure a lot of these combos are outdated, so if someone can help me, that would be nice :)
Check out this thread ( http://dreamcancel.com/forum/index.php?topic=2019.msg45387#msg45387 (http://dreamcancel.com/forum/index.php?topic=2019.msg45387#msg45387) ) and look for Ralf in the list for some good 1 bar 1 stock combos. Also, just because something may be outdated doesn't mean it doesn't work (unless it is incorrect or has a typo). Have you checked out all the videos posted in this thread for Ralf?
I you want some ralf's players to look for you have Himojoe and myu from japan, you can see some footage of them on the account youtube of gatoray and imbgold.
Quote from: baikdizz on September 25, 2013, 04:23:18 PM
I you want some ralf's players to look for you have Himojoe and myu from japan, you can see some footage of them on the account youtube of gatoray and imbgold.
them is sum of the great ones that i saw so far but i would look at myu over himojoe
Thank you for your answers !
Quote from: Desmond Delaghetto on September 25, 2013, 04:06:19 PM
Also, just because something may be outdated doesn't mean it doesn't work (unless it is incorrect or has a typo). Have you checked out all the videos posted in this thread for Ralf?
No, I mean that when a game is new, it takes time to find the more efficient/useful combos, so I suppose a large part of the combos listed in 2011 are not the best I can use right ? :)
KoF XIII : Ralf Stun Combo (Myu) (http://www.youtube.com/watch?v=Sm2SmIwtSgw#ws)
My god them combos
Tiny tweak for the 2nd last combo in that video: If you cancel the standing C that causes the stun into light explosion, then do another light explosion before the opponent gets up, you will get exactly enough stock to do a super at the end of the post-stun combo. Nets you 898 damage.
Is there any use for his EX Gatling Attack? I don't see people using that move at all... which is a damn shame since that move is basically an Easter egg.
Another Ralf combo by Myu:
KoF XIII : Ralf Combo (by Myu) (http://www.youtube.com/watch?v=dR1cJ71YftE#ws)
Anybody else ever consider playing Ralf to guard crush? I typically anchor him so I can go with this style.
I found a string that does 64% of guard bar on standard characters for one meter and is GCAB safe. cl C (1 hit), qcb + AC, cl C (1 hit), df +A, qcf + C.
If you start with a j CD it becomes 78%. I say J CD specifically because I haven't been able to make it a true block string off of hop CD, also hop CD guard bar damage is only 12%.
Another thing to note is qcb + AC is plus 5, cl C is 4 frame start up, making it a 1 frame ... link (I can't think of a more appropriate term) if the opponent does not block the cl C at this point the df + A will not connect. You can connect with a qcf + C into cr C into combo of choice if you aren't confident in your timing and just use it as a frame trap instead.
If you guys have suggestions on this style of Ralf I'm all ears. I'd love to hear another Ralf players thought on this and ways to make him scarier.
Quote from: ottomatic on August 01, 2015, 03:13:19 AM
I only play ralf at times when i wanna have some fun with his relentless playstyle lol
I came across someone who completely wrecked me with him (SenX or Flibiz, cant remember which one).
https://www.youtube.com/watch?v=8cvpiY0FOks (https://www.youtube.com/watch?v=8cvpiY0FOks)
If what you see is what you're searching for i can ask around who it was for advice.
Not quite what I was looking for, but solid bait and punish there. That Ralf was also patient, going for a poke here or there til the big punish.
Not bad, but I'm looking to be a more aggressive Ralf. But then again that was only one round of one match. I'd need to see more of their playstyle to determine if it's something I want to mix with mine.
Quote from: ottomatic on August 02, 2015, 08:37:33 PM
Not bad, but I'm looking to be a more aggressive Ralf. But then again that was only one round of one match. I'd need to see more of their playstyle to determine if it's something I want to mix with mine.
You can't be dumb with Ralf and spam J.CD all day, else ya ass is just asking to get anti-aired. Ralf excels in having great pokes that annoy the shit out of people and are hard to counter and whiff punish. Almost all his air normals are good deep jump-in moves that do not let him have to worry much about being Cr.B AA'ed. You need to create a solid ground game that forces them to try and jump/hop. Now this is actually Ralf's big flaw in a sense that he doesn't have as great normals for air to ground situations and can't make people fear his arsenal of normals and the space around him. He has J.CD as a purpose of trying to combat that, but more than not if you follow under a pattern of Going for blockstrings into J.CD, they'll be more than happy to DP Your shit for that. Ralf wants you to stay grounded so that he can apply pressure with his high priority normals and QCF+C pressure and block strings. What he lacks however is having a viable option besides maybe EX Multi Fist and J.CD to keep opponents out of the air. DF. A is really slow and covers a bad angle, St.A whiffs on crouchers, and if you read wrong, they'll punish you.
I agree about the j CDs. it isn't something to just throw out haphazardly but follow up with the best string possible after one gets blocked. And I'm not opposed to poking completely. I suppose I should say I'm attempting to get to his pressure and guard string phase faster, and then guard crush and followup combo sooner.
People are far more willing to block when their gauge is still a good bit above 50% and I'm trying to get them into a panic and demoralize the opponent by crushing that gauge early. And since those are my goals I try to apply pressure sooner, after the opponent sees I'm willing to go after the guard bar early, guard strings add more danger forcing them to take more risks to not fall to those strings. Then I can hang back a little more and punish unsafe reversals. This is of course theory but I intend to put into practice next chance I get (probably at the end of this month). Is there a way to get to the pressure phase earlier without upping the hop/jump offense? Or should I go back and stick to a more poke based offense til I can start pressure games?
On the anti air point, while not great his qcb + P makes a decent anti hop. The hurt box is pretty low and will avoid alot of the smaller hop hitboxes that would still hit if they did a full jump like Shen's hop CD. typically they have enough time to block after failing to hit and landing but since I'm trying to make the opponent block more frequently anyway that suits my needs just fine. It will however still get beat by really low hitboxes like Iori's hop C.
Quote from: ottomatic on August 05, 2015, 03:43:19 AM
I agree about the j CDs. it isn't something to just throw out haphazardly but follow up with the best string possible after one gets blocked. And I'm not opposed to poking completely. I suppose I should say I'm attempting to get to his pressure and guard string phase faster, and then guard crush and followup combo sooner.
People are far more willing to block when their gauge is still a good bit above 50% and I'm trying to get them into a panic and demoralize the opponent by crushing that gauge early. And since those are my goals I try to apply pressure sooner, after the opponent sees I'm willing to go after the guard bar early, guard strings add more danger forcing them to take more risks to not fall to those strings. Then I can hang back a little more and punish unsafe reversals. This is of course theory but I intend to put into practice next chance I get (probably at the end of this month). Is there a way to get to the pressure phase earlier without upping the hop/jump offense? Or should I go back and stick to a more poke based offense til I can start pressure games?
On the anti air point, while not great his qcb + P makes a decent anti hop. The hurt box is pretty low and will avoid alot of the smaller hop hitboxes that would still hit if they did a full jump like Shen's hop CD. typically they have enough time to block after failing to hit and landing but since I'm trying to make the opponent block more frequently anyway that suits my needs just fine. It will however still get beat by really low hitboxes like Iori's hop C.
Stay with a more poke based offense, let them be conditioned to think that you'll annoy them with Ralf's high priority ground pokes and get the guard gauge down that way and they will panic and do something risky. After they do panic reversal or whiff a normal from your annoying pokes, punish them hard for it. After that, there are 3 ways it can go down.
1. They'll try to throw out a fast move like Cr.B or Cl.C, aka mashing a lot of buttons on wake up.
2. They're real ballsy and will go for a reversal DP or super
3. They'll block
how to beat this:
1. Throw meaties on their wakeup, Cr.B is your best choice since you can link it fairly easy into CL.C already, and the later frames will just basically let you hit the easiest link ever and Cr.B can chain to itself
2. Throw a fake meaty to recover quicker than their reversal and block, then punish them for it.
3. Go for Guard String Pressure, and keep them under control with Frame Trap and run pressure strings.
If 3 happens, keep em eating those buttons until they crack and will DP/reversal, and rinse and repeat
How you get to the pressure phase how well you are in the neutral. You gotta practice footsies first before you get what you want.