Dream Cancel Forum
King of Fighters XIII => Character Discussion => Ralf Jones => Topic started by: nilcam on July 27, 2010, 02:49:21 AM
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(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 Moves
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 *
Dive Strike - ;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.
Yamamoto – 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.
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Technical Reference
http://www.youtube.com/watch?v=pVSOO7o3nZA
Training Mode videos
http://www.youtube.com/watch?v=Ub0GSl-YbMY
Combos
- st. D, df+A, qcf+A
- cr. B, cr. A, b~f+P
- cr. B, cr. A, qcf+A
- cr. B, df+A, b~f+P
- cr. B, df+A, qcf+A
- cr. C, b~f+C
- st. C, df+A, b~f+P, (DC) qcf+A
- st. D, df+A, b~f+P, (DC) qcf+A
- cr. B, cr. A, b~f+P, (DC) qcf+A
- j. CD, st. D, df+A, qcf+C, cr. C, mash A
- j. C, st. C, df+A, qcf+C, st. C [HD], st. C, df+A, qcf+C, b~f+A, ([DC] qcf+C, qcf+A)×3, qcfx2+AC, [MC] hcbx2+AC = 1002 damage
Corner
- st. C, df+A, mash C, cr. B, b~f+C, qcb+C, qcb+A
- st. C, df+A, qcf+C, cr. C, b~f+C, [DC] qcb+C, qcb+A, [DC] qcf+C, qcb+A, mash A
- j. D, st. C, df+A, st. C, df+A, mash C, [b~f+A, qcb+C]x3, b~f+A, [DC] hcbx2+BD
- j. C, st. D [HD], st. C (1), [qcb+A, (DC) qcf+A, (DC) qcb+C]×2, qcb+A, (SC) qcfx2+AC, [MC] hcbx2+AC
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I was just wondering if there's any video floating around that shows the Bareback Vulcan?
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http://www.youtube.com/watch?v=HZrknrLWcFU
here you go AOR!
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Thanks! Aww man, kinda disappointed they don't slide on their faces anymore after the last hit
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so is ralf's explosion punch(hit ;a a lot) as hard as it is to do in xi, also is it just me or is his neomax based off of fist of the north star
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his neomax is definitely based off of One Piece's Gear 2 Luffy jet gum gum gattling
even has the steam effects
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http://www.youtube.com/watch?v=Ub0GSl-YbMY
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his neomax is definitely based off of One Piece's Gear 2 Luffy jet gum gum gattling
even has the steam effects
Yeah i was thanking it was eather FOTNS or One Peace
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that was a good looking combo!
Love ralf you can really feel the power behind each of his moves.
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umm what r his b&b without meter? cause it looks pretty weak just being able to do qcf.A... can he link anything after charge b~f.A???
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- Info moved to first post. Thanks.
EDIT: Moved the rest to the topic, as usual, thanks for your contributions krazykone123 -Kane317
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"st. D, df+A, b~f+P...
How would you charge back during this combo?
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"st. D, df+A, b~f+P...
How would you charge back during this combo?
df+A is a launcher, isn't it? You could probably start charging after inputting it and be able to juggle with b~f+P.
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"st. D, df+A, b~f+P...
How would you charge back during this combo?
df+A is a launcher, isn't it? You could probably start charging after inputting it and be able to juggle with b~f+P.
Nope, not a launcher during a combo. Actually, not a launcher.
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"st. D, df+A, b~f+P...
How would you charge back during this combo?
hey i think to do it practically u would have to do...
hop *hold back* D, *hold back* s.D, d/f.A xx b~f.A
KOFXIII charge system seems to "store" your charge for a while, as long as you held the motion long enough... That's why Ash can do b.D xx d~u.B...
I believe it also let's you do shortcuts such as *hold d/b* > d/f.B > d~u.A... *referring to Leona HD video*
@krazykone123 - Thank you... u just assured Ralf a third spot in my team... that 100% is SICK...
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"st. D, df+A, b~f+P...
How would you charge back during this combo?
hey i think to do it practically u would have to do...
hop *hold back* D, *hold back* s.D, d/f.A xx b~f.A
KOFXIII charge system seems to "store" your charge for a while, as long as you held the motion long enough... That's why Ash can do b.D xx d~u.B...
I believe it also let's you do shortcuts such as *hold d/b* > d/f.B > d~u.A... *referring to Leona HD video*
@krazykone123 - Thank you... u just assured Ralf a third spot in my team... that 100% is SICK...
Hmm, I'll test it out eventually. Heck I'm going to try out Ralf some more today.
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- j. C, st. C, df+A, qcf+C, st. C [HD], st. C, df+A, qcf+C, b~f+A, ([DC] qcf+C, qcf+A)×3, qcfx2+AC, [MC] hcbx2+BD = 1002 damage
Is this not a typo? Ralf DC's from his light Hammer Punch into his strong Hammer punch three times? I thought the same move couldn't be DCed into unless it was an EX version (i.e. Burn Knuckle into EX Burn Knuckle). Is Ralf's Hammer Punch the only exception?
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So I'm trying to determine what is Ralf's general metagame or focus in a matchup.
Due to his somewhat lacking combo potential outside of the corner coupled with drive cancels, I think he'll be somewhat of a spacing char that utilizes his normals.
His and Clark's sweeps have always been good. But in KOF I believe a weaker player can be highlighted easily by his reliance of sweep as a footsies tool. So part of my Ralf training when I get a chance to play this game will be understanding what is his optimal space. It would be very difficult to actually land BnB's playing such a way, but Kula plays on a similar premise, only she possesses stronger tools to do such.
So I will start in saying that cr. ;c is most likely his strongest tool in spacing as it drops his hitbox to better avoid certain aerials, and appears to have a good amount of active frames to stuff out a lot of distant options an enemy may have. Along with infamous far. ;c. His long range fishing poke of choice.
This may be speculation, but this isn't a completely uneducated one.
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So I'm trying to determine what is Ralf's general metagame or focus in a matchup.
Due to his somewhat lacking combo potential outside of the corner coupled with drive cancels, I think he'll be somewhat of a spacing char that utilizes his normals.
His and Clark's sweeps have always been good. But in KOF I believe a weaker player can be highlighted easily by his reliance of sweep as a footsies tool. So part of my Ralf training when I get a chance to play this game will be understanding what is his optimal space. It would be very difficult to actually land BnB's playing such a way, but Kula plays on a similar premise, only she possesses stronger tools to do such.
So I will start in saying that cr. ;c is most likely his strongest tool in spacing as it drops his hitbox to better avoid certain aerials, and appears to have a good amount of active frames to stuff out a lot of distant options an enemy may have. Along with infamous far. ;c. His long range fishing poke of choice.
This may be speculation, but this isn't a completely uneducated one.
Messing around with him myself and watching the local Ralf user Pizzero (Cali-Mexican) play him, his d.Cs and Far Cs has returned to his '97 goodness, and is quite spam-pokable. He has decent mid screen combos that revolve around his: s.C, df.A, qcf+C, d.C --> combo follow ups. His air.qcf+P is near impossible (short of Ex moves) to punish after block, you have to see it to understand (coz it sure looks punishable).
He's actually really fun this year.
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getting them to the corner is hard with ralf... specially with no hcf.K and Unblock... ya his combo game is weak outside of the corner... unless of course u have meter... then u can combo well anywhere... but thing is ralf has never been the combo type... he always had awesome normals that he had to utilize... only good thing now is most of his options have finally become safe... but bad thing is most of his reversals are gone... only time and practice will tell...
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Just wanted to make a small note about an observation: awhile back in one of these threads we were discussing the similarity of Clark and Ralf's normals and I said they were basically the same except the jump attacks. Turns out they have a different s.CD as well and I noticed that some normals have different speeds than their counterpart (in this case, Clark's). Far C seems faster with Ralf but s.D is slower. e.g. Clark can do s.D --> df.A but Ralf cannot. Ralf can only do s.C --> df.A
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so i've seen in the videos Ralf did something like s.C, d/f.A, qcf.C, b~f.A xx qcb~hcf.D...
now that requires a drive cancel... i was wondering can he connect qcf~qcf.A+C after a qcf.A_C???
and is his b~f.A safe on block? also how good are his bombs as anti-air now???
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Ralf had an instant overhead in XI... you had to straight jump C... and it was cancelable into mid-air qcf.A_C... can he still do it???
also for his mid-stage BC combo... can't he just loop s.C, d/f.A xx (b~f.A xx DC xx qcf.C) x 5-6... then finish with w/e???
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I can´t wait to try Ralf in this game, problem is a lot of the moves I used in XI are gone (unblock, upper and lower Ralk Kick & Argentina backbreaker)
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I can´t wait to try Ralf in this game, problem is a lot of the moves I used in XI are gone (unblock, upper and lower Ralk Kick & Argentina backbreaker)
He plays very similar to his XII incarnation.
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so Kane317... did you get a chance to check those out?
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so Kane317... did you get a chance to check those out?
No unfortunately, not with the tourney around the corner. 1 machine, 14+ players, everyone fighting to practice :(
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Testing stuff out with Ralf.
s.C(1 hit),qcf+C, s.C lHDl, (s.C(1)qcf+C, b~f+A, HD cancel qcf+C, s.C) x<as long as HD bar is running> [note: you can also add in vulcan punch cancel into b~f+A] then finish combo with qcfx2+P, NEOMAX.
I'm not sure if this or something similar to this was posted up. Too lazy to read.
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Not to mention that you found out how damn good his Ex qcf P is; it has full autoguard/guardpoint and leaves your opponent in a crumpled state (free DM). It basically acts like a counter, it's pretty sick.
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Not to mention that you found out how damn good his Ex qcf P is; it has full autoguard/guardpoint and leaves your opponent in a crumpled state (free DM). It basically acts like a counter, it's pretty sick.
What can you combo with after EX qcf.P without spending another bar? And how fast is it?
Also how fast is his EX mid-air qcf.P? I know it has invincibility, but can he combo into it from a jump-in? I'm asking this for the possibility of any instant overheads?
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Not to mention that you found out how damn good his Ex qcf P is; it has full autoguard/guardpoint and leaves your opponent in a crumpled state (free DM). It basically acts like a counter, it's pretty sick.
What can you combo with after EX qcf.P without spending another bar? And how fast is it?
Also how fast is his EX mid-air qcf.P? I know it has invincibility, but can he combo into it from a jump-in? I'm asking this for the possibility of any instant overheads?
The Ex qcf+P starts up like his regular version but it just "holds" the first frame longer. Like any crumpled condition, I suppose the only thing you can do is his c.b~f+P (or basically any single special but you can't combo coz they'll fly away).
His air.qcf+P reminds me of Mai's dive punch (except it is an overhead) so it doesn't seem like it'll combo off an air normal (only j.A is cancelable). It probably won't work as an instant overhead for two reasons, it's not fast enough, and he doesn't have the right normals to do an instant overhead.
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Messed around with him today: d.B, df C, qcf C link is a lot easier than s.C, df.C, qcf+C which basically eliminates any accidental overlaps with his Galatic Phantom which I keep getting when I do the latter one.
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Messed around with him today: d.B, df C, qcf C link is a lot easier than s.C, df.C, qcf+C which basically eliminates any accidental overlaps with his Galatic Phantom which I keep getting when I do the latter one.
I was getting that all the time too. It's a really sensitive input.
Kane, do you think you (or someone else) could give me some more general Ralf strategy? I like his normals, and his specials are cool, but I feel like I'm just not grasping his play style.
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Messed around with him today: d.B, df C, qcf C link is a lot easier than s.C, df.C, qcf+C which basically eliminates any accidental overlaps with his Galatic Phantom which I keep getting when I do the latter one.
I was getting that all the time too. It's a really sensitive input.
Kane, do you think you (or someone else) could give me some more general Ralf strategy? I like his normals, and his specials are cool, but I feel like I'm just not grasping his play style.
Give us a couple more days, Reynald's messing around with him and he's always the quickest to pick up new characters so I'll keep you posted (Besides from the obvious '97 Ralf s.C, d.C spams which work oh so well)--and yes, his normals work so well, felt better than Clark's for some reason even though they are identical (perhaps Ralf has better priority/recovery).
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Ralf wiki template is up, add info when you can
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wow awesome ralph combo in kusanagis vid:
;c, ;df ;a, ;dn ;df ;fd ;a or ;c (?) than linked ;dn ;c ;bk ;fd ;a or ;c dc into ;dn ;db ;bk ;c into ;dn ;db ;bk ;db ;dn ;df ;fd ;b or ;d
since his back forward move already launches, it might be possible to do his qcb move without dc'ing. this way youd even be able to do a nm after the dm (but youd have to use galactvica since his other dm probably doesnt cancel into nm.
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Best corner combo so far for him.
2 power bar - 50% drive bar - 55%
j.D, s.C (1hit) -> df+A -> qcb+AC, b~f+A, b~f+A -> (DC) qcf+C, qcb+AC, qcf+C, b~f+A, b~f+A
The last 2 b~f+A misses sometimes so it's good to replace it with b~f+C or qcfx2+AC instead of 2 b~f+A
You can also do another set if you have more power/drive bar and it'll end up doing 70%ish.
Note that his combo actually charges up about 1.5 power stock, so you'll actually be in deficit of half a power stock and less than 50% drive bar after completing the combo.
You can also opt to not do the 2nd qcb+AC and just finish with b~f+P for less damage (40-50% range) if you only have 1 power bar but you should end up charging one whole bar - ending with little change in power stock from where you began the combo.
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I could've sworn one of his attacks resembled one of Heavy D's attacks....
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Haha.. I assume you are talking about. ;dn ;db ;bk ;a/ ;c? I has this response too when I first saw it.
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Been playing with Ralp for a bit and found something really useful with his QCF C, you can acutally connect more than just a crounching C. You can actually connect a tackle super without using a drive cancel. you can also connect his A version of the chargeback move. So this will give you many more options. So you can connect a free of DC super after qcf connects. So now from crouching you can do Crouch C, Qcf P, b~f A, DC Qcf C, then either end with tackle super or another b~f A. have fun!
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I've been messing with Ralf for a bit and I found a decent combo for midscreen punish:
stand C (one hit), df A, qcf C, crouch C, Charge bk ~ fwd C (two hits) (dc) qcb AC, qcb hcf B or D.
It does about 550 (I think 556 or thereabouts) for 2 stock and one drive. In the corner he's got alot of nastier stuff but I usually find myself doing this one as my punish of choice cause it's comparatively easy (the only problem I've had is the accidental galactica phantom once or twice).
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im curious about ralphs corner potential, just how far can he take it? i was thinking of something like this:
jump ;d, ;c, ;df ;a, ;dn ;df ;fd ;a, ;dn ;c, ;bk ;fd ;a, ;dn ;df ;fd ;a, (free cancel move without DC meter) ;dn ;c, now after this you could either end the combo, use meter or go into HD mode (right?). lets say you do EX ;bk ;fd ;a ;c, juggle with EX ;dn ;db ;bk ;a ;c, you could probably add another light ;dn ;db ;bk ;a, if the NM is fast enough finish it with NM. whats the consensus on this? possible and worthwhile? this is just 1 possibility, if you have meter and drive you could still find many different enders for the basic start of the combo. also if anyone is willing to try, any numbers?
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im curious about ralphs corner potential, just how far can he take it? i was thinking of something like this:
jump ;d, ;c, ;df ;a, ;dn ;df ;fd ;a, ;dn ;c, ;bk ;fd ;a, ;dn ;df ;fd ;a, (free cancel move without DC meter) ;dn ;c, now after this you could either end the combo, use meter or go into HD mode (right?). lets say you do EX ;bk ;fd ;a ;c, juggle with EX ;dn ;db ;bk ;a ;c, you could probably add another light ;dn ;db ;bk ;a, if the NM is fast enough finish it with NM. whats the consensus on this? possible and worthwhile? this is just 1 possibility, if you have meter and drive you could still find many different enders for the basic start of the combo. also if anyone is willing to try, any numbers?
After the c.b~f+A it automatically finishes in a qcf+A however, I highly doubt you can continue with a d.C otherwise it'll be a simple infinite.
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i thought they would get pushed too far back afterwards. damn, so you mean to tell me his ;bk ;fd ;a always finishes with the ;dn ;df ;fd finisher instead of the launcher?
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i thought they would get pushed too far back afterwards. damn, so you mean to tell me his ;bk ;fd ;a always finishes with the ;dn ;df ;fd finisher instead of the launcher?
Yeah watch his technical reference. (http://www.youtube.com/watch?v=zk7DH--gkvI&feature=youtube_gdata_player)
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Yeah. If you check the wiki, it shows pics of A,C and EX versions.
I don't believe it's possible to follow qcf+A up with anything unless you DC it.
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so its his ;dn ;df ;fd ;c that can be linked afterwards?
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so its his ;dn ;df ;fd ;c that can be linked afterwards?
I know the C version for sure but it's more about distance. Too far and the d.C misses.
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So got to try out the game yesterday... oh man... Ralf feels awesome... His normals, specials, DMs are ALL worth using... and you can actually pull out decent hit confirmable combos with him... *unlike previous versions of Ralf* ...I managed to get used to doing his regular b&b after a bit of trouble at first... s.C/cr.B, d/f.A, qcf.C, b~f.A, DC, qcf.C, DM... I was mainly having trouble with figuring out when to do b~f.A... I'm in love with his EX Galactica Phantom... You can punish pretty much anything with it from half stage away...
As for his corner combos I've seen the once posted above by Ash... but I was wondering if you could also do this instead... and how much it would do?
j.C, s.C, d/f+A, qcf+C, cr.C, b~f+A, DC, qcb+AC, qcf+C, b~f+A, Galactica Phantom...
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so its his ;dn ;df ;fd ;c that can be linked afterwards?
I know the C version for sure but it's more about distance. Too far and the d.C misses.
yeah but thats only logical, otherwise it would have been an infinite. anyways thanks for the info. are any of the versions comboable from ight btw? also can you go to his ;df ;c or was it ;a from lights? youd have to close anyway, since his upper move seems to go up more than forward, so ittl miss from too far. nice if possible since you could do a ;dn ;b or standing ;a into that ;fd move.
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musolini - it's been mentioned earlier... cr.B, d/f+A is a valid link... and i don't think you can link anything after qcf.A... but you can however do cr.B, d/f+A, qcf.C... then continue with b~f+A or qcb~hcf+B...
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yeah i forgot, difference when you hear about something and playing it and knowing about it.
wassup with u btw, havent seen you in a long ass while. did u get a chance to play 13 already?
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Was wondering, do both versions of dive strike hit crouching people and can hit twice? Also how do you punish it?
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Was wondering, do both versions of dive strike hit crouching people and can hit twice? Also how do you punish it?
Both versions of his dive are overheads so they hit crouching opponents. None them hit twice according to the wiki. Punishing even the regular version is very tough without blowing a meter like a quick Ex or DM.
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For some reason, I block it initially, but when I try to move down, the explosion from when he hits the floor hits me too. Maybe it's just because I like to block low after an attack that I notice it, but it hurts if I move my guard.
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yeah i forgot, difference when you hear about something and playing it and knowing about it.
wassup with u btw, havent seen you in a long ass while. did u get a chance to play 13 already?
ya i actually was quite busy with college till the end of April... and just recently one of the arcades nearby got KOFXIII... so i got to try out the game... i actually just posted about it like a few posts above... guess you didn't notice... lol...
@ Kane - I'm keeping Clark and Ralf in my team for sure... but I do want to change around Maxima if possible... Do you recommend anyone else? The other characters I had in mind were Iori/Leona/Takuma... who would best benefit as a third/anchor character in my team?
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@ Kane - I'm keeping Clark and Ralf in my team for sure... but I do want to change around Maxima if possible... Do you recommend anyone else? The other characters I had in mind were Iori/Leona/Takuma... who would best benefit as a third/anchor character in my team?
Shen's always a fun character. Out of the 3 you listed, Iori and Takuma are good anchor characters as they make use of the meter well, Iori's probably the best choice as he has better defensive options than Takuma. Leona's a toss up, she's good with meter but you're going to need to practice her HD combos to be real effective with her (and hence I dropped her temporarily).
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Alright thanks... I've been wanting to use Takuma since the beginning... So most likely i'll end up picking him for my third...
I do happen to like about 13 *ironic* characters in total... Vice, Iori, Kyo, Andy, Liz, Goro, Maxima, Takuma, Clark, Terry, Leona, Ralf, Raiden... So i'll most likely end up having a second or maybe even a third team in the future when i'm comfortable using my team to it's full potential...
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is the dive strike useful at all
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is the dive strike useful at all
It's very useful in this iteration, in fact, it might be the best version he's had. Even the non-Ex is very difficult to punish. I kinda wish they kept his c.d~u+P version of it but I can't complain because Ralf is still real good in this one.
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is the dive strike useful at all
It's very useful in this iteration, in fact, it might be the best version he's had. Even the non-Ex is very difficult to punish. I kinda wish they kept his c.d~u+P version of it but I can't complain because Ralf is still real good in this one.
hes got a new aa instead, ;dn ;db ;bk ;a or ;c.
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maybe i need to check it out again. i was getting punished nothing to bad tho. is there any frame data for any KOF game
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@ Mousolini - umm those aren't really that wise to use... i mostly spam qcb+A far away to build meter at times... but to actually use them as AA, you have to time them perfectly... or you will just whiff and eat a jump in combo...
@ Bigvador - you can now cancel hop A into air qcb+C... it's quite a good mix-up between that and hop A > cr.B...
@ Kane - in XI Ralf can instant overhead with straight jump C and it's cancel-able with air qcb+C... that's quite safe also...
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well it didnt look like an easy anti air to begin with, that doesn mean it cant be used as one. rb2 rick strowds AA is dificult to aa with as well, but when you know how to use it its quite reliable. it just means you have to time it really well unlike normal dp's, which i usually also try to time at the lowest possible moment. ralphs one is different, dont know where its sweet spot is. it might actually be crap as an aa, but ill see for myself when the game gets released.
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is there any frame data for KOF XIII or XII
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Arcadia posted some frame data in one of their issues. It's not exhaustive, and only covers a few moves for each character.
cr ;a : 4F
cr ;b : 4F
cl ;c : 4F
EX Vulcan Punch (;a + ;c repeatedly) : 5F
Gatling Attack ( ;bk, ;fd + ;a / ;c) : 7F
EX Galactica Phantom ( ;dn ;df ;fd x 2 + ;a ;c) : 9F
Bareback Vulcan Punch ( ;dn ;db ;bk ;db ;dn ;df ;fd + ;k) : 9F
;a / ;c / EX Gatling Attack : -10, -16, -17
;a / EX Burning Hammer ( ;dn ;df ;fd+ ;a / ;c) : -10, -4
;a / ;c Explosive Ralf Punch ( ;dn ;db ;bk+ ;a/ ;c) : -4, -4
Vulcan Punch (1 ~ 3 levels) : -9, -11, -14
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well guess i gotta do with out it
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So, where's Ralf on the Tier List? I really like him. He's got a bit of everything. It seems like the popular way to play him is to space the opponent out, use CD followed by QCF Punch.
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Ralf is low-mid tier... But he has tools to win... He is pretty good at pressuring... He is a lot safer than before and he has very scary counter options with meter... He also has decent combos, but they all require meter... Your pokes are s.C+D, j.C+D, far s.C, cr.C, cr.D and far s.D... Pokes to start combos are j.A (to mix in cr.B/dive), j.B (to cross-up), j.C/D (for comboing), cr.B, d/f+A (for low starter) and s.C, d/f+A...
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Ralf is low-mid tier... But he has tools to win... He is pretty good at pressuring... He is a lot safer than before and he has very scary counter options with meter... He also has decent combos, but they all require meter... Your pokes are s.C+D, j.C+D, far s.C, cr.C, cr.D and far s.D... Pokes to start combos are j.A (to mix in cr.B/dive), j.B (to cross-up), j.C/D (for comboing), cr.B, d/f+A (for low starter) and s.C, d/f+A...
I think he's a pretty solid mid tier.
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oogosho made his seem like A tier.
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Ralf seems like the perfect character to run 2nd or 3rd.
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Ralf is solid set on my team on the second spot now... messing around with Kensou on first and Takuma last... a few questions about him...
can ralf do cr.B/s.C, d/f+A, qcf+C, cr.C after a jump-in mid-screen? i know it works if i run right up to them and do it... but wondering if it works after a hop A or cross-up B... just so i can add some extra damage and not have do a super cancel...
also i'm having problems with trying to use cross-up B... i can only land it from a hop if they are on wake-up or are ducking right? otherwise i have to jump? just seems that the hit box is kind of hard to get to hit perfectly every time...
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Ralf seems like the perfect character to run 2nd or 3rd.
I really like Ralf, i Main him, and 95% of the times i put him 1st, he can do a lot of damage and pressure the opponent without needing the supers or Drive cancel, and he builds meter pretty fast, guard crushes fast most characters, and once you've got one super and/or half of a canceling bar he can do a easy 30%-50% damage combo.
Has high defense and if for the 2nd round you have the canceling meter full, its pretty easy to pull a 50%-65% damage combo.
If you have 3 supers, add the tickles* and its a 70%-80% combo
*Me and my friends in Mexico call Ralf's Neomax "Cosquillas", which means "Tickles", looks to me like he's tickling the opponent, lol
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Ralf seems like the perfect character to run 2nd or 3rd.
I really like Ralf, i Main him, and 95% of the times i put him 1st, he can do a lot of damage and pressure the opponent without needing the supers or Drive cancel, and he builds meter pretty fast, guard crushes fast most characters, and once you've got one super and/or half of a canceling bar he can do a easy 30%-50% damage combo.
Has high defense and if for the 2nd round you have the canceling meter full, its pretty easy to pull a 50%-65% damage combo.
If you have 3 supers, add the tickles* and its a 70%-80% combo
*Me and my friends in Mexico call Ralf's Neomax "Cosquillas", which means "Tickles", looks to me like he's tickling the opponent, lol
Listen to this man's advice, the best Ralf I've seen so far. Also I love how the Mexican community always gives funny name to the moves. My favorite one right now is Raiden's grab super "Pa la Raza! lol. Over here we call Andy's acf+BD "Sarandiado" cause he looks like a fish with that name when he does that lol.
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Lol, we call Raidens Grab super "Pa' la Banda", almost the same, hahah!
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after more play through i stand corrected... Ralf is always on first in my team now... his pokes have very good priority... and damn his specials are amazing... currently he is my best character... and Kula is next... *mostly cause of using them in XI* i tend to use Kula as anchor and stick Iori/Vice/Yuri on second...
just got 2 OCVs with Ralf today... Ralf has amazing corner pressure... EX qcb+P is an insanely good anti cross-up and has has like massive frame trap... he can guard crush most characters pretty easily... and damn with meter he is scary... lately i've been avoiding DC combos with him unless i have them in the corner... cause his HD combos are soo god damn strong... he pretty does a full entire b&b into a HD combo and take off around 70% with just 1 meter mid-screen...
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after playing some older KOF games i just noticed that Ralf dont have his ;bk ;db ;dn ;df ;fd ;d is there any way he can get that back. he may not need it as much but it is a good tool to scare some one with plus he dont need the flashin elbow like cark or the hop :)
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If they give Ralf a command throw again, I hope it's not the SAB. I've fought so many Ralf's who barely used his other old moves, they just played him like a Clark with better jump normals + CD.
This Ralf is so full of tools, I really don't think he needs much, if anything. With autoguard on EX gutpunch, linking after it, and weak gattling attack, an EX Gattling that acts like one of his old DMs, the meter-building from weak groundpound, and the juggle and defense from strong and EX ground pounds, plus 2 solid DMs and overhead, mostly safe ground dive... he just seems so much more like RALF (The one man army who destroys tanks with his fist), but in useful ways.
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i can see him not having the grab but at least the ralf kick was very good as a poke (of course). i havnt seen people use his ;dn ;df ;fd ;a or ;c is it still slow and you can combo in it. i mean it was kinda useless (at least ;a was)
it just seems like from mid screen all he has is the ;bk ;fd ;c witch is good and can have juggle capabilty but i used to push people back with ralf kick
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after playing some older KOF games i just noticed that Ralf dont have his ;bk ;db ;dn ;df ;fd ;d is there any way he can get that back. he may not need it as much but it is a good tool to scare some one with plus he dont need the flashin elbow like cark or the hop :)
Ralf does not need that SAAB back IMO. He's part of the list of revamped and refreshing characters in XIII Ralf, Mai (maybe not movewise, but gameplay direction), Iori, Chin and Maxima. His new moves just works well with him. With his Ex GP being unblockable (tentatively reported at GameCon), Ex qcf+P, and all his variations within each special makes him the most versatile Ralf we've seen.
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after playing some older KOF games i just noticed that Ralf dont have his ;bk ;db ;dn ;df ;fd ;d is there any way he can get that back. he may not need it as much but it is a good tool to scare some one with plus he dont need the flashin elbow like cark or the hop :)
Ralf does not need that SAAB back IMO. He's part of the list of revamped and refreshing characters in XIII Ralf, Mai (maybe not movewise, but gameplay direction), Iori, Chin and Maxima. His new moves just works well with him. With his Ex GP being unblockable (tentatively reported at GameCon), Ex qcf+P, and all his variations within each special makes him the most versatile Ralf we've seen.
i havnt seen how his EX ;dn ;df ;fd ;c works in XIII. In my opinion the only real use full new move that he has is ;dn ;db ;bk ;c but (once again) i havnt seen how the EX work. then to top it off you can really connect st. ;c or ;d to ;dn ;db ;bk ;c unless you was really close in XII. i will admit that those 2 move gave him different options thus making it a different way to play with him at the cost of really being able to give him a tool to push people back such as ralf kick or something eles
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after playing some older KOF games i just noticed that Ralf dont have his ;bk ;db ;dn ;df ;fd ;d is there any way he can get that back. he may not need it as much but it is a good tool to scare some one with plus he dont need the flashin elbow like cark or the hop :)
Ralf does not need that SAAB back IMO. He's part of the list of revamped and refreshing characters in XIII Ralf, Mai (maybe not movewise, but gameplay direction), Iori, Chin and Maxima. His new moves just works well with him. With his Ex GP being unblockable (tentatively reported at GameCon), Ex qcf+P, and all his variations within each special makes him the most versatile Ralf we've seen.
i havnt seen how his EX ;dn ;df ;fd ;c works in XIII. In my opinion the only real use full new move that he has is ;dn ;db ;bk ;c but (once again) i havnt seen how the EX work. then to top it off you can really connect st. ;c or ;d to ;dn ;db ;bk ;c unless you was really close in XII. i will admit that those 2 move gave him different options thus making it a different way to play with him at the cost of really being able to give him a tool to push people back such as ralf kick or something eles
EX ;dn ;df ;fd ;c has full body invincibility and causes crumple, which gives you more time that his normal ;dn ;df ;fd ;c to combo after it. It can be used against very aggressive players, an anti air, people who love to mash out random stuff while trapped in the corner.
I never use his EX ;dn ;db ;bk ;c but I have seen it used to extend some combos when drive canceled into. It allows him to juggle a bit longer than he usually can, but I think Kane or one of the other guys can go into this better than I can, I could be wrong cause all I do with Ralf is mash ;c all day, and it works!
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EX qcf+C doesn't have full body invincibility... It has full body auto-guard... but it's susceptible to throws... As I mentioned earlier, his EX qcb+C is a scary frame trap... Also you can beat cross-ups with it if timed right...
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so with ;dn ;df ;fd ;c for the upper body can it take multiple hits or just 1 and did they speed up the move
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Here's a pretty good Ralf in action (3m47s):
1. 【KOF XIII】 ハラ vs ケンちゃん その3 【GAME41】 (http://www.youtube.com/watch?v=VKGfH4x9lPw#ws)
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Here's a pretty good Ralf in action (3m47s):
1. ?KOF XIII? ?? vs ????????? ?GAME41? (http://www.youtube.com/watch?v=VKGfH4x9lPw#ws)
yea thats some real good action there the second match shows what kind of upgrades he got i did notice his qcf A is alot faster but his EX qcb C does the same as his regular qcb C if any thing it just looks fast but being able to link qcf A into cr C was unexpected
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Here's a pretty good Ralf in action (3m47s):
1. ?KOF XIII? ?? vs ????????? ?GAME41? (http://www.youtube.com/watch?v=VKGfH4x9lPw#ws)
yea thats some real good action there the second match shows what kind of upgrades he got i did notice his qcf A is alot faster but his EX qcb C does the same as his regular qcb C if any thing it just looks fast but being able to link qcf A into cr C was unexpected
AFAIK, those are matches from v1.1 so there shouldn't be any "upgrades".
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AFAIK, those are matches from v1.1 so there shouldn't be any "upgrades".
I believe he's refering to upgrades VS KoF XII Ralf. Not Arcade VS Console.
a-cho KOF13 1on1大会(2010.12.26)part1 (http://www.youtube.com/watch?v=ZfKnE9Uxvww#)
To me, the Ralf all through out this vid shows what he can really do in this game.
Notable times: Beginning, 10:30, 19:54 (OCV!), and onwards.
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Here's a pretty good Ralf in action (3m47s):
1. ?KOF XIII? ?? vs ????????? ?GAME41? (http://www.youtube.com/watch?v=VKGfH4x9lPw#ws)
yea thats some real good action there the second match shows what kind of upgrades he got i did notice his qcf A is alot faster but his EX qcb C does the same as his regular qcb C if any thing it just looks fast but being able to link qcf A into cr C was unexpected
AFAIK, those are matches from v1.1 so there shouldn't be any "upgrades".
i meant from XII to XIII in XII u can only link qcf C into st A. do anybody kno if there is 2 windows open 2 attack ralf like in XII
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AFAIK, those are matches from v1.1 so there shouldn't be any "upgrades".
i meant from XII to XIII in XII u can only link qcf C into st A. do anybody kno if there is 2 windows open 2 attack ralf like in XII
Oops, sorry I misunderstood. I'm not so sure I understand the question.
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when u do qcf C there r only 2 chances 2 attack right when he do it and right when he gets ready 2 strike so is it still like that in XIII
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when u do qcf C there r only 2 chances 2 attack right when he do it and right when he gets ready 2 strike so is it still like that in XIII
If what you're asking is the timing for a follow up after qcf+P then, it's pretty lenient in XIII. You can d.C if you're close enough or do a A Gatling Attack (c.b~f+A).
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no i mean he get hit when he does qcf C
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no i mean he get hit when he does qcf C
Oh I see. I don't know the answer to that as I don't play against that many Ralfs myself.
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its sad that very few people use him hes really good
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do anybody kno if the second hit of his close st C is cancelble
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do anybody kno if the second hit of his close st C is cancelble
s.C two hits is HD cancelable...
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thats not good
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when u do qcf C there r only 2 chances 2 attack right when he do it and right when he gets ready 2 strike so is it still like that in XIII
You're correct. I have fought against a couple of Ralf players at southtown. During the move, he has a projectile shield around him because of the explosion. However, there's a window right as the animation is ending that the explosion is no longer active. You can be hit during that time so it's not safe to spam it, especially if another player knows that.
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i find it ridiculous that he cant do cr B into cr A and yet he can do it the other way around
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i find it ridiculous that he cant do cr B into cr A and yet he can do it the other way around
But he can do cr B into cr A?
I don't know if he can do cr A into cr B, but don't see what the advantage would be.
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Cr. A is a lot faster than crouch B. If that were the case, it'd get really dumb. He'd be able to easily poke people with a chain of cr. B, cr.A, Cr. B, Cr.A while holding down back so he could do his b~f+C move. That'd just be retarded.
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i like startin my combos with cr B because the have 2 block low first then block high plus he can combo his cr A or cr C into qcf A
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i like startin my combos with cr B because the have 2 block low first then block high plus he can combo his cr A or cr C into qcf A
Umm your combo starters are cr.B, d/f+A or s.C, d/f+A... No reason for you to start a b&b in any other way... Unless you are too far... In that case, you can start with cr.C... If you are even further, then you can start with far s.C or far s.D and go straight into an HD combo...
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i like startin my combos with cr B because the have 2 block low first then block high plus he can combo his cr A or cr C into qcf A
Umm your combo starters are cr.B, d/f+A or s.C, d/f+A... No reason for you to start a b&b in any other way... Unless you are too far... In that case, you can start with cr.C... If you are even further, then you can start with far s.C or far s.D and go straight into an HD combo...
i know cr B qcf A and his b&b but your kinda stuck right after. just because your safe dosnt mean he can keep up the pressure like that.
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that's why you stop right after cr.B or cr.A and you can "hop" and play mix-ups from there... you can also mix-up a cross-up if you hop or hyper hop afterwards with j.B... or you can also TK qcf~u/f+A for an overhead... or you can also cr.B or cr.A then walk a little and "throw"... or you can cr.B or cr.A then s.C, d/f+A or cr.C... this works cause of the short opening in the block window... you might score a counter hit... this is general for kof characters...
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i kno the mix ups im just say..... i never seen anybody cross up with jump B and can it be cancelled into qcf A
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i kno the mix ups im just say..... i never seen anybody cross up with jump B and can it be cancelled into qcf A
ya, j.B can't be cancelled into air qcf+A... but it can be used to cross-up... not as good as other cross-ups though...
and Ralf isn't really a constant mix-up character... it's more about controlling space, baiting and punishing... which is how he always has been... but, thanks to his move set in XIII being really safe, he can safely pressure and throw out a lot more specials than before...
his EX moves help him out a lot... air EX qcf+P is invincible... and ground EX qcf+P is safe + has auto-guard... you can use it after a regular string ending in qcf+C to bait retaliations... EX qcb+P is + frames on block and works as an anti-cross-up... and then EX Galactica Phantom will go through anything and punish from half screen... Ralf = punishment... *plus whoring nomals* lol...
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as much as i used him i didnt use none of the EX move i still had to get use to him and trying some new set ups but compared to clark his CD in the air comes out slower and that my main tool in the air from a distance at least
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get used to the EX moves... pretty much all of them are useful in their own ways... and as Ralf, to stop people from jumping in on you, neutral hop or jump and do C+D... besides that far s.C will stop hop attempts...
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im starting to find jump B more useful because it comes out fast and it has great reach
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It's not mentioned either in The DC or SRK Wiki's (maybe because it's added to console?) But EX Galactica Phantom has it's classic "Can't stop a GH!" Autoguard on-approach (and apparently, not on start up) as see at the 5:56 mark on this video:
Robocop Two vs Giga D[ON] Exhibition @ Take All Comers 2011 (http://www.youtube.com/watch?v=Gb-J7giJmiY#ws)
I remember watching Frionel and Co. Trying to see if it had "charging" or startup Autoguard during the elive gamescon stream, which I think was proven to not exist. But at least it has some, so kind of a delayed counter.
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k that's bad actually... instead of auto-guard, i rather have invincibility throughout the entire animation of EX Galactica Phantom... if he didn't have auto-guard, he would've actually punished Mature in this case...
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k that's bad actually... instead of auto-guard, i rather have invincibility throughout the entire animation of EX Galactica Phantom... if he didn't have auto-guard, he would've actually punished Mature in this case...
have to agree with you there
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Not necessairly bad, it just changes the rules a bit, and makes you use your moveset in a different way.
For example, for those same 2 meters, he could have used EX Burning Hammer, and then a normal Galactica Phantom. Or maybe EX Gatling into Bareback Vulcan.
Over-abundant invincibility slows down matches, anyhow. But a tool that gives you a skilled way to counter, that most opponents aren't going to consider you using correctly, that's a nice trick up your sleeve; high risk, high reward. It gives you control, if you really know your character, but some neophyte won't just be able to mash through and win without learning the character.
Pure invincibility is Shen's EX Punch Gimmick, anyway; Ralf's more of an unstoppable meatshield.
I now look forward to the day when my midscreen "roll trap" haoushokoken's are absorbed by Ralf's FACE, while delivering the REAL MAN'S PUNCH! ;) This style might also go through something like Shining Crystal Bit, since the Guardpoint absorbs the impact. Pure invincibility-until-hit would probably trade, however.
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Not necessairly bad, it just changes the rules a bit, and makes you use your moveset in a different way.
For example, for those same 2 meters, he could have used EX Burning Hammer, and then a normal Galactica Phantom. Or maybe EX Gatling into Bareback Vulcan.
Over-abundant invincibility slows down matches, anyhow. But a tool that gives you a skilled way to counter, that most opponents aren't going to consider you using correctly, that's a nice trick up your sleeve; high risk, high reward. It gives you control, if you really know your character, but some neophyte won't just be able to mash through and win without learning the character.
Pure invincibility is Shen's EX Punch Gimmick, anyway; Ralf's more of an unstoppable meatshield.
I now look forward to the day when my midscreen "roll trap" haoushokoken's are absorbed by Ralf's FACE, while delivering the REAL MAN'S PUNCH! ;) This style might also go through something like Shining Crystal Bit, since the Guardpoint absorbs the impact. Pure invincibility-until-hit would probably trade, however.
im not to sure i fully understand
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Not necessairly bad, it just changes the rules a bit, and makes you use your moveset in a different way.
For example, for those same 2 meters, he could have used EX Burning Hammer, and then a normal Galactica Phantom. Or maybe EX Gatling into Bareback Vulcan.
Over-abundant invincibility slows down matches, anyhow. But a tool that gives you a skilled way to counter, that most opponents aren't going to consider you using correctly, that's a nice trick up your sleeve; high risk, high reward. It gives you control, if you really know your character, but some neophyte won't just be able to mash through and win without learning the character.
Pure invincibility is Shen's EX Punch Gimmick, anyway; Ralf's more of an unstoppable meatshield.
I now look forward to the day when my midscreen "roll trap" haoushokoken's are absorbed by Ralf's FACE, while delivering the REAL MAN'S PUNCH! ;) This style might also go through something like Shining Crystal Bit, since the Guardpoint absorbs the impact. Pure invincibility-until-hit would probably trade, however.
hmm... personally for EX GP i would take the invincibility... hopefully for FBs it just goes through them... and for physical attacks it can absorb as many hits as thrown at him... i'll be satisfied with that... cause it already doesn't have as much range as Shen's DM... and even if Shen trades, his wires on counter hit... Ralf's seem inferior in every way...
A good buff on EX GP could be it becoming ultimate juggle...
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:( Bah, you just lack imagination, lol. -ahem-
Rather glad SNKP gives comparable moves different properties. One of the things I like most about how they make characters.
Any Anywhere Juggle Chargeable DM that does 500 damage at Max Charge, and has invulnerability? That'd be even worse than Elisabeth! ;) At least Ralf has 2 lvl 1 DMs. Now, if we were talkin' about Clark...
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:( Bah, you just lack imagination, lol. -ahem-
Rather glad SNKP gives comparable moves different properties. One of the things I like most about how they make characters.
Any Anywhere Juggle Chargeable DM that does 500 damage at Max Charge, and has invulnerability? That'd be even worse than Elisabeth! ;) At least Ralf has 2 lvl 1 DMs. Now, if we were talkin' about Clark...
i dont think it would matter to much i mean just to set it up at max charge would be a challenge itself
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:( Bah, you just lack imagination, lol. -ahem-
Rather glad SNKP gives comparable moves different properties. One of the things I like most about how they make characters.
Any Anywhere Juggle Chargeable DM that does 500 damage at Max Charge, and has invulnerability? That'd be even worse than Elisabeth! ;) At least Ralf has 2 lvl 1 DMs. Now, if we were talkin' about Clark...
no one is going to get hit by a charged Galactica Phantom... and i wasn't talking about the regular version... only EX Galactica Phantom...
anyway, one upside to having an auto-guard move is that it beats invincible moves... so in the instance where Ralf does EX Galactica Phantom vs. Shen does EX Shen Woo Punch... Ralf would just auto-guard Shen and punch him in the FACE!!! lol...
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Avoid double posting please, just edit your posts -Kane317
:( Bah, you just lack imagination, lol. -ahem-
Rather glad SNKP gives comparable moves different properties. One of the things I like most about how they make characters.
Any Anywhere Juggle Chargeable DM that does 500 damage at Max Charge, and has invulnerability? That'd be even worse than Elisabeth! ;) At least Ralf has 2 lvl 1 DMs. Now, if we were talkin' about Clark...
no one is going to get hit by a charged Galactica Phantom... and i wasn't talking about the regular version... only EX Galactica Phantom...
anyway, one upside to having an auto-guard move is that it beats invincible moves... so in the instance where Ralf does EX Galactica Phantom vs. Shen does EX Shen Woo Punch... Ralf would just auto-guard Shen and punch him in the FACE!!! lol...
thats a real big risk but anyways im not to sure about that auto guard only cause they can block it i mean they could have at least let the GP break there guard but i can only really see it as i anti air at least thats my 2 cents
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has anybody seen any videos of ralf using tricks after qcb C cause i was able to catch people off guard after that because he can move while the smoke is still there
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coming from the clark thread
SAB-CA Ralf is a pure puncher in this game. He punches explosions out the ground, he punches people on the ground while mounting them, he has the most powerful punch in existance as a DM, he has a punch autoguard counter, and he can link his Punch special moves together in a way unlike anyone else... a SAB would totally go aganist everything else he has. The only thing that was unique about Ralf's SAB before (the fact it had autoguard) has now been given to Clark too!
If they were to give Ralf a command throw / command unblockable like Robert's in the future, I'd either like to see it be more punching (Like Kevin Ryan's gutpunch grapple), or a return of his old Northern Lights throw.
i didnt know he had auto guard with his SAB in the otha KOFs. if thats the case then i would love to see his northern lights come back to this day that has the smoothest animation i have ever seen in my life hands down.
I get what your sayin about him being a pure puncher and since that really is the case then i think his uppercut should come back. now im fine with the way he is now (even though i havnt heard anything about his console change) and i wouldnt really change anything on him at all....... maybe lol but seeing how he is a punching machine i would rather them give him his uppercut then his SAB. I have more fun comboing his uppercut and doing a follow up with Blitzkrieg Punch.
just as a side note i still find the both ralf kicks usable and yet i never seen that many people use it
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Just a note: In this vid, in the match starting at 4:32, Ralf pulls out a nice HD combo:
のほほんと野試合 KOF XIII編 No.09-③ (http://www.youtube.com/watch?v=GrumOf-BXsA#ws)
Amazing to think that, with Ralf having such a nice ability to link a normal after a special, that I've never seen anyone do it until now. LOTS of explosions. Fun to watch, I'd say.
i didnt know he had auto guard with his SAB in the otha KOFs. if thats the case then i would love to see his northern lights come back to this day that has the smoothest animation i have ever seen in my life hands down.
I get what your sayin about him being a pure puncher and since that really is the case then i think his uppercut should come back. now im fine with the way he is now (even though i havnt heard anything about his console change) and i wouldnt really change anything on him at all....... maybe lol but seeing how he is a punching machine i would rather them give him his uppercut then his SAB. I have more fun comboing his uppercut and doing a follow up with Blitzkrieg Punch.
just as a side note i still find the both ralf kicks usable and yet i never seen that many people use it
I miss his old callout to "Northern Lights-U-Za" or however he pronounced it, lol. KoF has such cool "normal throws", lol.
Actually, I'd love to see his Uppercut come back too. My little brother abused it to no end in XI (Such a STRONG move to combo into from lights, and the whole "SUPER PUNCH OF DOOM!" feel really fit what new Ralf has become).
His air CD is basically a wimpy Ralf Kick, haha. I liked the XI version, where the move could actually hit LOW or high too, which was very weird. But I found it a very unique change.
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Amazing to think that, with Ralf having such a nice ability to link a normal after a special, that I've never seen anyone do it until now. LOTS of explosions. Fun to watch, I'd say.
i didnt know he had auto guard with his SAB in the otha KOFs. if thats the case then i would love to see his northern lights come back to this day that has the smoothest animation i have ever seen in my life hands down.
I get what your sayin about him being a pure puncher and since that really is the case then i think his uppercut should come back. now im fine with the way he is now (even though i havnt heard anything about his console change) and i wouldnt really change anything on him at all....... maybe lol but seeing how he is a punching machine i would rather them give him his uppercut then his SAB. I have more fun comboing his uppercut and doing a follow up with Blitzkrieg Punch.
just as a side note i still find the both ralf kicks usable and yet i never seen that many people use it
I miss his old callout to "Northern Lights-U-Za" or however he pronounced it, lol. KoF has such cool "normal throws", lol.
Actually, I'd love to see his Uppercut come back too. My little brother abused it to no end in XI (Such a STRONG move to combo into from lights, and the whole "SUPER PUNCH OF DOOM!" feel really fit what new Ralf has become).
His air CD is basically a wimpy Ralf Kick, haha. I liked the XI version, where the move could actually hit LOW or high too, which was very weird. But I found it a very unique change.
WOW i never thought of his air CD as his Ralf Kick i cant believe i never noticed that LOL
I can see why his uppercut isnt in the game I mean the way I see it he would have to much juggle potential no matter how they nerfed that move by itself with XIII being a heavy combo game I mean look at goros console buffs (HES A MONSTER).
As much as i want to watch Ralf in HD i cant do it im still testing what he can do in HD but I am very happy to see someone using different characters that ralf and clark was real good
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ya as much as i love that uppercut in XI, i don't wanna see it in XIII... his combos now look more than good enough... the only things that would make him cooler are...
- if his bombs made you fly straight up (mid-screen bomb juggles) instead blowing you away...
- if his Neomax start-up was him doing XI uppercut ...THEN as you were falling he charged up and hit you with the punches... :D
OH... cross your fingers to hope for s.C+D getting upper body invincibility in console version... Hwa got lower body, so why not Ralf!!!
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ya as much as i love that uppercut in XI, i don't wanna see it in XIII... his combos now look more than good enough... the only things that would make him cooler are...
- if his bombs made you fly straight up (mid-screen bomb juggles) instead blowing you away...
- if his Neomax start-up was him doing XI uppercut ...THEN as you were falling he charged up and hit you with the punches... :D
OH... cross your fingers to hope for s.C+D getting upper body invincibility in console version... Hwa got lower body, so why not Ralf!!!
dont really see y he would need it i mean the distance on his CD is really long due to the fact that he takes a full step (and turn) plus i think it can b used as a anti air.
any reason y he would need it??
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ya as much as i love that uppercut in XI, i don't wanna see it in XIII... his combos now look more than good enough... the only things that would make him cooler are...
- if his bombs made you fly straight up (mid-screen bomb juggles) instead blowing you away...
- if his Neomax start-up was him doing XI uppercut ...THEN as you were falling he charged up and hit you with the punches... :D
OH... cross your fingers to hope for s.C+D getting upper body invincibility in console version... Hwa got lower body, so why not Ralf!!!
dont really see y he would need it i mean the distance on his CD is really long due to the fact that he takes a full step (and turn) plus i think it can b used as a anti air.
any reason y he would need it??
I'm also fine without Ralf getting invincibility to make the move an anti-air. Think it makes Ralf more interesting to play as you have to come up with strategy to cover for it.
On the other hand, I wouldn't mind seeing the NM animation changed when he finishes a character with it. Similar to Andy/Mai's NMs (where this looks good), he's frozen in his 'cool-down' pose, but it looks pretty gimpy in his case as if time has stopped. It'd be more impressive if they kept him in that pose, but animate it so that he's breathing heavily when finishing the round with that move.
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@bigdavor: because he had invincibility frames his on s.C+D before...
@biobooster: that is such a cool idea... that would look awesome...
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But he already has a Guardpoint move that noone uses all that much. Plus Galactica Phantom EX was shown to have it at some point. Hwa needed something to make his different from Joe's, but I think Ralf's is already quite different from Clark's! ;)
And I agree that most of the Neomax Victory poses need some animation. Shen's and Andy's also both look like they're frozen in a moment of time. I wouldn't even need for Ralf's to have him breath (though I'd prefer it!), I wish they'd just make him slowly fade back to normal coloring, as the steam leaves his body; rather than it all happening in an instant at the end.
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I'm extremely happy w Ralf in this game. It's great that he got his mount-vulcan back and they take it a step further by making his galactica similar to what it was in the past. With the solid list of specials that he has he's quite fortunate compared to a certain teammate and as SAB mentions, very different from him which is excellent.
I wish that all characters in the game had 2+ supers as a rule.
Although SAB will say it's completely fine (we're just talking pie in the sky anyway), it would be great if Kyo, Mai, Goro, Athena, Maxima, Clark and all the rest could have one other just to make it feel like all the other KOFs. I know that most folks with just one have a lot of utility stuck on their supers such as being able to release in the air, good invincibility, etc. etc. but that was another nail in the coffin for Goro popularity making him somewhat one-dimensional (good thing they cover with the console buffs). Claw Iori would benefit A LOT if he had one more with good utility. Dunno, I've been playing KOF since 94, so through the evolution of it all, these things are hard to let go of!
Now, what do you guys think about Ralf having ;df ;a ?
He's the guy who classically has not had a cmd normal - allergic? or happy about it?
@t3h mAsTarOth...! sure you have an opinion on this :)
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Yeah, I normally like the 1 DM per character, ONLY if they have some kind of EX move that "might as well be a DM anyway" (Like Chin's Counter, or Maxima's EX Vapor Cannon). Normally, everyone has a move that's almost that powerful (and leave an opponent open for combos), but you don't always SEE these things (Who ever see the EX move for Ralf that ends with a pop-up uppercut into the air? Think it's EX Gattling? Though I'd have to use it when I play him, lol.) I'm suprised Athena didn't get the Phoenix Arrow DM as well, but it's probably because it'd be redundant with have an EX version of the normal move anywho...
I guess that's the biggest problem with some characters. Alot of 2nd DMs were just "ex" normal moves in the past!
On Ralf's Jet Upper... I really don't know why he has it, haha. Coming from XII, though, I wanted Ralf to keep it (it's cool, nice AA sometimes, good confirm...), but I wanted clark to get a longer-range kicking command normal, that would let him combo into throws easier. I really like how this Ralf can use special moves in combos, to act like "explosive command normals" now, haha. Similiar to how Kensou's Rekka's might as well be chainable command normals, in a way.
I'd prefer it, now, if Ralf kept the upper, and Clark recieved a new one. I think it's pretty cool that Ralf recieved one, after all these years. He really is almost like a new character...
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Yeah, I normally like the 1 DM per character, ONLY if they have some kind of EX move that "might as well be a DM anyway" (Like Chin's Counter, or Maxima's EX Vapor Cannon). Normally, everyone has a move that's almost that powerful (and leave an opponent open for combos), but you don't always SEE these things (Who ever see the EX move for Ralf that ends with a pop-up uppercut into the air? Think it's EX Gattling? Though I'd have to use it when I play him, lol.) I'm suprised Athena didn't get the Phoenix Arrow DM as well, but it's probably because it'd be redundant with have an EX version of the normal move anywho...
I guess that's the biggest problem with some characters. Alot of 2nd DMs were just "ex" normal moves in the past!
On Ralf's Jet Upper... I really don't know why he has it, haha. Coming from XII, though, I wanted Ralf to keep it (it's cool, nice AA sometimes, good confirm...), but I wanted clark to get a longer-range kicking command normal, that would let him combo into throws easier. I really like how this Ralf can use special moves in combos, to act like "explosive command normals" now, haha. Similiar to how Kensou's Rekka's might as well be chainable command normals, in a way.
I'd prefer it, now, if Ralf kept the upper, and Clark recieved a new one. I think it's pretty cool that Ralf recieved one, after all these years. He really is almost like a new character...
Re: Clark, I'm not sure if he requires a long range attack that's a kick, unless they bring back his ;fd ;b which was a good asset IMO. Although not directly related, I like the fact that his hop can be cancelled from normals to keep things tricky.
What Clark really seems to lack is other throws. Rather than bring back his frankensteiner and running throw, I wouldn't mind some fresh looking throws that could perform similar functions while befitting the style of Clark. So, Goro/Vice have a nice range of throws for different situations just like Shermie/Orochi Yashiro/... will stop here bc I'll end up naming every grappler up till XI. What's great about SNK is despite having such a huge cast of grapplers you never get the 'bleh just another shoto' syndrome as with the SFs.
So, unlike his brother in arms, it feels as if Clark got the short end of the development resources stick. It would've been nice to see him in XIII with running 3 or shining wizard. Or if it didn't look terribly painful, I wouldn't have minded them doing a head-swap on Ralf's mount vulcan and used it with other animations in the Clark sprite set to cobble something together so that he could have at least another throw. Anyways, here is where I stop as this is becoming a Clark post :P
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Im with you guys on that 1 i like having 1 DM but i would like ralf to have the galacita phantom i dont like his mounting DM that much i dont know why i would prefer the other one (i guess i rather launch someone in the air then hit them on the ground :)
i think the jet upper is kinda useless now but i dont mind that he haves it in XII u needed 2 combo into ;dn ;df ;fd ;a (which was sad) now its just a anti air and a extra hit in a combo which is coo but thats just mo work.
some times i wish ralf had stayed the same as much as i like the ralf now i still wouldnt mind if he stayed the same. his old move could have done big damage.
mAsTarOth i think if he had upper body invisibility then it would make to easy for him when people would try to jump in on him
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Yeah, being forced to choose I would go for the galactica as well bc it's more of a signature move than the ground pound. I'm actually ok if Ralf loses his jet upper so as not to clash with Clark. It's not much of an anti-air and B>D has more range and works just fine as a confirm. I can also appreciate the 1 DM model to an extent.
Maybe we are in a decent spot with this in the series. It gives the current game room to grow. Occaisionally I felt things were getting out of hand with the need to add new moves on every iteration. Ralf's unblock was sort of in this category. And RYO - the bottle cut, etc. he had in XI ?? XII-XIII was a great opportunity to see to it that a character's moves don't overlap in functionality and adds balance as well as gameplay merit. Also IMO the NMs are the ideal refinement of the HSDMs in 2002 UM (I recently watched a vid of them all and frankly you cannot go back to those in so many ways after being blown away by NMs).
That said, is anyone here going to vote for taking out any DMs when they are already in the game ??? ;)
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Naw i dont think i would vote on the DMs i would just leave it how it is cause i know i will only use 1 DM anyway same goes for ralfs jet uppa its nice to have but i wont use it.
WAIT now that i think about it where the hell is Ralfs ;dn ;up charge move thats a good anti air for him right there. If they did add that then would they let us use it like the way it was use in XI (combos of course)
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Naw i dont think i would vote on the DMs i would just leave it how it is cause i know i will only use 1 DM anyway same goes for ralfs jet uppa its nice to have but i wont use it.
WAIT now that i think about it where the hell is Ralfs ;dn ;up charge move thats a good anti air for him right there. If they did add that then would they let us use it like the way it was use in XI (combos of course)
Heh heh, yeah think everyone's in the same boat - just wanted to throw that out there. You'll have to twist my arm pretty hard to get me to remove specials or greater.
Had the same thought a while back, was missing it myself. Would not have been too many extra frames of animation to add the rising bit to create the charge version. Wonder if they wanted to make him anti-air impoverished for gameplay reasons.
For KOF XIV I want Ralf's crazed whiskey-yalt victory pose back! Made him all crazed and wild d(^_^)b
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i guess using his ;dn ;db ;bk ;c will substitute the charge even know its kinda slow on the start up but rewarding if it lands
i hope ur talkin about when he claps his hands twice then say rrrwwwwwaaaaaaaa that ma favorite 1 of all time
has any seen anybody use EX ;dn ;df ;fd ;c its slow and i dont think it combos so is it worth it using
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Now, what do you guys think about Ralf having ;df ;a ?
He's the guy who classically has not had a cmd normal - allergic? or happy about it?
@t3h mAsTarOth...! sure you have an opinion on this :)
ya it's awesome... thank god he got it... it makes comboing from lows/normals in general so much easier...
@bigdavor: i use EX qcf+P quite a bit... it's good for anti-air if timed right... and punishing any heavy move... don't use it against lights... or they'll recover and throw you before you can hit them... i also use EX qcb+P... excellent in the corner... if they try to jump out and eat it, they are screwed... never really use EX Gatling... his isn't as good as Clark's...
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(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.
Im only happy with the buffs with his burning hammer and EX burning hammer and of course the galactica phantom the fact that u can moce forward with the burning hammer is great sometimes im outta distance. I cant really say im disappointed besides the fact that i wanted the uppercut but ralf did seem like he didnt need 2 b changed that much from his arcade version
what chall think about his buffs???
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I think his changes make him more interesting and expand on his combo possibilities. Charge galactica is downright cool < (vid) burning hammer - crumple - charge galactica dokkan!! yeeeeeeeeargh!!!!. His strong gatling attack is more relevant now which is nice.
I guess he didn't need to many changes from the arcade, but the ones he got certainly make him cooler to play XD
The only other thing I would have asked for is being able to use galactica after his mount vulcan like he could in the past. I think we'd see more even use between those moves if that were the case and mount vulcan had an EX that would launch super high.
Imagine:
Srong burning hammer > Strong gatling > vulcan punch <SC> EX mount vulcan > Charge galactica ...wait...wait...NOW!! DOKKAN!!! for something like 400-450 Damage since we're using a bunch of meter. Just like the good ol' days, but better XD
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My brother is the big Ralf player, and he's happy with them, lol. So I'm happy with them too! He stomped on me with Ralf at Otakon, with just what we knew at the time. Now, it's been revealed since then that Ralf is even BETTER than we thought, so I look forward to the years of butt-kick I'll recieve (and possibly give) by RALF = POWER!! (What a perfect analogy!)
Oh, and I woulda liked to have seen Blitzkrieg punch regain OTG properties myself, but the fact that it's an overhead kinda makes it wacky already... it's quite a good move.
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OK this has to be posted.
KOF98 Anti-Galactica Combo Video (http://www.youtube.com/watch?v=oaxRP_shkIs#)
Hilarious. Look how bad they punish poor Ralph's galactica!! Look at the number of death combos! Raaaahahahhahaha!!
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And people rage over Guardpoints not taking damage anymore. Guess they learned their lesson from these early trials!
-Starts humming "Maxima Guard Points everything" Music...-
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do anybody know how 2 combo burning hammer into gatling attack and i dont see how you can charge buffer and which burning hammer can you do a link after hammer
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it's really easy... a LOT easier than Takuma's (s.C, f.B xx d/b~f.D) or Clark's (s.D, d/f.A xx b~f.A) charge buffers...
you can only link a move after C burning hammer btw... just input (s.C, d/f.A) or (cr.B, d/f.A) qcf.C... and start charging "d/b" or "b" AS SOON AS you are done your qcf.C input... so you will be charging before Ralf even hits the opponent with the move... after that, learning the timing of connecting Gatling Attack or (cr.C or DM) is just a matter of practicing...
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it's really easy... a LOT easier than Takuma's (s.C, f.B xx d/b~f.D) or Clark's (s.D, d/f.A xx b~f.A) charge buffers...
you can only link a move after C burning hammer btw... just input (s.C, d/f.A) or (cr.B, d/f.A) qcf.C... and start charging "d/b" or "b" AS SOON AS you are done your qcf.C input... so you will be charging before Ralf even hits the opponent with the move... after that, learning the timing of connecting Gatling Attack or (cr.C or DM) is just a matter of practicing...
I thought u was able to do cr A into gatling attack after A gatling attack
can he do anything after A gatling attack??
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it's really easy... a LOT easier than Takuma's (s.C, f.B xx d/b~f.D) or Clark's (s.D, d/f.A xx b~f.A) charge buffers...
Clark cannot do that combo.
In the arcade it was C Burning Hammer (I can't remember if A worked but C for sure), A version Gatling Attack. Depending on distance you can even add a d.C before the A Gatling.
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In the arcade it was C Burning Hammer (I can't remember if A worked but C for sure), A version Gatling Attack. Depending on distance you can even add a d.C before the A Gatling.
in the arcade version i couldnt combo st C, C burning hammer.
The C burning hammer into cr C is easy its just like XII ralf (execpt it was C burning hammer in st A into valcan punch)
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Clark cannot do that combo.
i didn't think so either... but i swear in one of the recent videos i saw a clark player do it... might be a console change... i'll try to find the video...
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First page updated with console changes.
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First page updated with console changes.
i remember somebody posted some console changes and 1 of ralfs was when doing jump ;dn ;df ;fd ;c is more punishable.......... so is that still true
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First page updated with console changes.
i remember somebody posted some console changes and 1 of ralfs was when doing jump ;dn ;df ;fd ;c is more punishable.......... so is that still true
It was posted from the Evo report, but those were not conclusive, and they can be rebalanced again or simply returned back to the arcade form.
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i hope its back 2 its arcade form that move is very useful
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According to frionel's acct of him, it does 2 hits now and can hit low. Think he was also saying it was safe if used correctly.
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What are some easy neomaxes he can pull off?
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Bump. I'm having trouble doing a Neo Max off of a C Burning Hammer. I know you can do it if you link a crC off of burning hammer but the timing is really tight. Surely there has to be an easy set up off of a Gatling attack that can be done anywhere and not just the corner?
*One other thing: What's the point of his Bareback (wait is it really called bareback? What an unfortunate choice of words) QCB, HCF+Kick super? It does slightly more damage than the awesome Galactic Phantom, but the Phantom goes through shit and is amazingly easy to link into.
I think the Bareback super should've been a legit grab super. Would've given him better overall options.
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I barely use the galactica phantom super mainly because the other one does more damage and has a hit at the end that does not seem to scale, plus in hd combos it gives you a really long time to buffer In the neo max
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Bump. I'm having trouble doing a Neo Max off of a C Burning Hammer. I know you can do it if you link a crC off of burning hammer but the timing is really tight. Surely there has to be an easy set up off of a Gatling attack that can be done anywhere and not just the corner?
*One other thing: What's the point of his Bareback (wait is it really called bareback? What an unfortunate choice of words) QCB, HCF+Kick super? It does slightly more damage than the awesome Galactic Phantom, but the Phantom goes through shit and is amazingly easy to link into.
I think the Bareback super should've been a legit grab super. Would've given him better overall options.
1. if you are looking to do his Neomax... just hit confirm into HD mode... he has various easy hit confirms... Ralf has one of the best and easiest HD combos... j.C, s.C, d/f.A, HD, s.C, d/f.A, qcf.C, (b~f.A, DC, qcf.C)x4, b~f.A, Neomax does 80% for 2 meter...
2. Ralf's Bareback Vulcan starts up quicker than Galactica Phantom... so you can actually link it after C Burning Hammer where only EX GP will work in that case... while since Galactica Phantom can be charged, you can combo it mid-screen after b~f.C, DC where the other DM won't work...
3. and no... Ralf doesn't need to have ANY special grab moves... he is unique the way he is now...
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1. if you are looking to do his Neomax... just hit confirm into HD mode... he has various easy hit confirms... Ralf has one of the best and easiest HD combos... j.C, s.C, d/f.A, HD, s.C, d/f.A, qcf.C, (b~f.A, DC, qcf.C)x4, b~f.A, Neomax does 80% for 2 meter...
I'm having trouble with b~f.A, Neomax...do you mean max cancel?
Edit: Nevermind, I didnt realize you could HD cancel into neomax, I thought they had to be max canceled from supers... Do they all work like that? Im not used to the mechanics yet. Can you super cancel into Neomax outside of HD or is that a HD specific property?
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Neomax can be cancelled out of normals at the cost of 2HD and 3Meters.
Neomax can only be cancelled out of specials/supers in HD mode at 2HD and 2Meters.
Therefore, it makes a lot of sense cost-performance-wise to use Neomaxes in HD mode.
Hope this helps!
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2. Ralf's Bareback Vulcan starts up quicker than Galactica Phantom... so you can actually link it after C Burning Hammer where only EX GP will work in that case... while since Galactica Phantom can be charged, you can combo it mid-screen after b~f.C, DC where the other DM won't work...
Here's the the thing though: Bareback Vulcan cannot be EX'd. It's one of the few supers that can't, I don't know why they did that but they did. So it's not going to do a lot of damage, it just isn't. The other thing is that Galactic Phantom can not only be EX'd but also AA's and can be linked off of certain CD's if you hit them the right way. That to me makes Galactic Phantom the more useful super.
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2. Ralf's Bareback Vulcan starts up quicker than Galactica Phantom... so you can actually link it after C Burning Hammer where only EX GP will work in that case... while since Galactica Phantom can be charged, you can combo it mid-screen after b~f.C, DC where the other DM won't work...
Here's the the thing though: Bareback Vulcan cannot be EX'd. It's one of the few supers that can't, I don't know why they did that but they did. So it's not going to do a lot of damage, it just isn't. The other thing is that Galactic Phantom can not only be EX'd but also AA's and can be linked off of certain CD's if you hit them the right way. That to me makes Galactic Phantom the more useful super.
I agree! But I guess both supers have their uses. You don't know them super far away with Bareback Vulcan so you get wake up mixups.
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I don't agree with wakeup supers, just too scrubby and way too risky considering. But I'll look into if Bareback is viable or not, it may be difficult to punish on block, or at least online it is ;) .
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I don't agree with wakeup supers, just too scrubby and way too risky considering. But I'll look into if Bareback is viable or not, it may be difficult to punish on block, or at least online it is ;) .
No, I mean after you hit them with bareback vulcan, you are right on top of them instead of Galactica Phantom which knocks them away. That means you can mess with them while they're rising from being knocked down.
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Ah, you mean a Marn/Daigo moment, right? ;)
I got ya'.
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When using burning hammer, the C version has doesn't push the foe away whilst the A version does i think.
I've managed to do sC, qcf+C, sC, qcf+C mid screen lol. Its ridiculously hard to do so its kinda useless info.
You may need to run or walk in after the first qcf+C though.
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Here's the the thing though: Bareback Vulcan cannot be EX'd. It's one of the few supers that can't, I don't know why they did that but they did. So it's not going to do a lot of damage, it just isn't. The other thing is that Galactic Phantom can not only be EX'd but also AA's and can be linked off of certain CD's if you hit them the right way. That to me makes Galactic Phantom the more useful super.
Believe it or not, the Bareback Vulcan is better for comboing in everyway besides a few occasions (after qcb+AC and after b~f+C, DC)... EX Galactica Phantom scales way too much in most combos... You actually get way better meter usage by using Bareback Vulcan in combos... plus out of counter hit s.C+D or jump C+D, Bareback Vulcan combos just as easily... EX Galactica Phantom's main usage is AA or using it to go through projectiles...
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Tried him out and was very impressed, this guy makes for one hell of a battery. A lot of quick moves so canceling sweeps, CDs etc. into specials works great and keeps building that meter, can also spam from a distance.
Found a nice little option select I think, gotta try it more to see if its reliable. On their wakeup or close range you do c.B into qcb+A. If they didn't block low they will get comboed and knocked down and if blocked then you're safe (I think?). If, however, they roll forward then instead of the qcb+A Ralf will do the qcf+A and hit behind him, hitting the opponent out of the recovery of their roll.
How safe are his moves on block? Back, Forward A/C definitely doesn't seem safe. QCF+A/C and QCB+B do though. How safe is the mashing punch move on block? The air QCF+P also looks very safe, like only maybe EX supers or neomaxes can punish it. Is it?
Whats the purpose of the QCB+P move exactly? Does it make for a decent anti-air? I've been using it when they are in front of me and they usally get hit when they try to attack (like I did QCB+A and an Iori did his sweep, touched Ralf and got knocked back).
Any invincibility on his EX moves? I know QCF+AC has guard point, is it full body or just upper? Air QCF+AC has some invincibility iirc. What about the EX back forward and punch and punch mash moves? Are their ex versions just for more damage? QCB+AC is pretty dang good for combos, sC, df+A, QCB+AC, QCB HCF+K does almost %50 damage for just two power bars and no drive.
What's his fastest reversal move?
The character has a very solid pressure game, gotta work more on block strings and stuff to break that guard meter.
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How safe are his moves on block? Back, Forward A/C definitely doesn't seem safe. QCF+A/C and QCB+B do though. How safe is the mashing punch move on block? The air QCF+P also looks very safe, like only maybe EX supers or neomaxes can punish it. Is it?
Whats the purpose of the QCB+P move exactly? Does it make for a decent anti-air? I've been using it when they are in front of me and they usally get hit when they try to attack (like I did QCB+A and an Iori did his sweep, touched Ralf and got knocked back).
Any invincibility on his EX moves? I know QCF+AC has guard point, is it full body or just upper? Air QCF+AC has some invincibility iirc. What about the EX back forward and punch and punch mash moves? Are their ex versions just for more damage? QCB+AC is pretty dang good for combos, sC, df+A, QCB+AC, QCB HCF+K does almost %50 damage for just two power bars and no drive.
What's his fastest reversal move?
The character has a very solid pressure game, gotta work more on block strings and stuff to break that guard meter.
the only safe moves he has is qcb B, qcf A&C, b~f A at a certain distance and air qcf AC. valcan punch im not sure
qcb P is a anti air (even tho its slow) and it can be used in a combo for example cr.C b~f C cancel qcb C, b~f A into galacita phantom so it has its uses
i dont think he has any invincibility on any of his moves at least i didnt find any
to me the his fastest reversal is b~f A
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the only safe moves he has is qcb B, qcf A&C, b~f A at a certain distance and air qcf AC. valcan punch im not sure
qcb P is a anti air (even tho its slow) and it can be used in a combo for example cr.C b~f C cancel qcb C, b~f A into galacita phantom so it has its uses
i dont think he has any invincibility on any of his moves at least i didnt find any
to me the his fastest reversal is b~f A
Really appreciate the info/answers, thanks man.
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Um, Ralf doesn't have a qcb+B move. I'm guessing you mean qcb+A?
Anyway, I'd like to thank everyone in this thread for all your valuable Ralf insight! I've just finished sprucing up Ralf's Wiki, and this thread was a great help.
http://dreamcancel.com/wiki/index.php?title=Ralf_Jones_%28XIII%29 (http://dreamcancel.com/wiki/index.php?title=Ralf_Jones_%28XIII%29)
I'd really, really love to get some feedback on it. Do you find it helpful? Or do you think someone new to Ralf would find it helpful?
Also, you'll probably notice that it's still pretty bare-bones. There's no strategy section and the combo section has (maybe) ten combos in it. If you have anything you'd like to contribute, please do!
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Looks pretty good Rex. If I have time over the wknd, I can proof the special moves section if you like for sanity checks and additional info where relevant.
Working on the strategy section?
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Working on the strategy section?
Eventually. Right now we're trying to make sure every character has the basics down (i.e. move descriptions and some combos).
If any awesome Ralf players would like to write their own strategy guide, it would be a biiiiiig help. ;)
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Um, Ralf doesn't have a qcb+B move. I'm guessing you mean qcb+A?
Anyway, I'd like to thank everyone in this thread for all your valuable Ralf insight! I've just finished sprucing up Ralf's Wiki, and this thread was a great help.
http://dreamcancel.com/wiki/index.php?title=Ralf_Jones_%28XIII%29 (http://dreamcancel.com/wiki/index.php?title=Ralf_Jones_%28XIII%29)
I'd really, really love to get some feedback on it. Do you find it helpful? Or do you think someone new to Ralf would find it helpful?
Also, you'll probably notice that it's still pretty bare-bones. There's no strategy section and the combo section has (maybe) ten combos in it. If you have anything you'd like to contribute, please do!
whoops i did mean qcb A
as for the the wiki i would add a few tings to it
st. B has more range the st A making it a better poke
st. C can whiff over some crouching characters
j. B I'd say is his best or second best air to air but i do believe j. B comes out faster then j. CD
(EX) = qcf+AC it can combo after st.C and D
Explosive Punch = (qcb+P) before the mushroom clears u are able to do a sneak attack such as gatling attack or jump CD
(EX) = qcb+AC u can follow up with b~f C but u will only get the 1st hit and if cornered then u can follow up with A gatling attack or restart the combo with st.A
Gatling Attack = (b~f+P) at a cretain distance A version is safe
Galactica Phantom = (qcfx2+P) im about 70% sure that he has auto guard when he launches the punch
thats all i can see that i would probably add but im no pro so better wait 4 some one else to take a look at it :)
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If you anti-air with qcb+AC then you can link far s.C or qcb~hcf+B... If you hit them on the ground with qcb+AC then you can link EX Galactica Phantom... Both of these work mid-screen...
Also neutral hop C+D or s.C+D on counter hit gives you enough time to hit confirm into qcb~hcf+B or EX Galactica Phantom anywhere on screen...
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You should probably add to the wiki qcb+P's ability to nullify fireballs, saw a match recently where the guy used QCB+A to take care of em.
If you anti-air with qcb+AC then you can link far s.C or qcb~hcf+B... If you hit them on the ground with qcb+AC then you can link EX Galactica Phantom... Both of these work mid-screen...
You can also get them with qcb~hcf+K after a ground qcb+AC.
sC, df+A, qcb+AC, qcb~hcf+K is one of my bnbs, great damage for 2 bars and no drive and works anywhere on the screen iirc.