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{| style="margin-right:1em;" align="right"
{{CharNavbox XIII}}
| __TOC__
{| class="wikitable" style="float:right; margin-left:10px;"
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|-
[[Image:RalfXIII.jpg]][[Image:spacer.gif]][[Image:Ralf_Sprite.gif]]
|[[File:XIII_Ralf_Profile.png|350px]]
<center><font size="4"><b>Ralf Jones</b></font></center>
|-
|-
| [[File:XIII_Ralf.gif]]
|}
{{TOClimit|3}}


==Movelist==
[[Image:Ralfxiiimoves.png]]
[[Image:Ralfxiiimoves.png]]


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===Gameplay Notes===
===Gameplay Notes===


===Pros===
{{StrengthsAndWeaknesses
 
| pros=
- Great normals for multiple purposes
* Great normals for multiple purposes
 
* Safe block strings and poking game
- Safe block strings and poking game
* Strong b&b combos anywhere on screen
 
* Instant overhead with j.D (safe on block)
- Strong b&b combos anywhere on screen
* s/j.C+D on CH always guarantees DM
 
* Mid-screen DM leads to cross-up mix-up
- Instant overhead with j.D (safe on block)
* Full screen HD combos with high damage
 
* Great EX moves that cover his weaknesses
- s/j.C+D on CH always guarantees DM
| cons=
 
* Weak under pressure or when cornered
- Mid-screen DM leads to cross-up mix-up
* No true reversals under spending 2 meters
 
* Requires player to learn his links to maximize potential
- Full screen HD combos with high damage
* Has trouble getting in on zoning characters
 
}}
- Great EX moves that cover his weaknesses
 
===Cons===
 
- Weak under pressure or when cornered
 
- No true reversals under spending 2 meters
 
- Requires player to learn his links to maximize potential
 
- Has trouble getting in on zoning characters


=Normals=
=Normals=
===Standing===
===Standing===
 
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'''st. A:'''  25 damage, cancel-able, hits mid. Standard punch attack. Fast and stops a lot of short hops.
'''st. A:'''  25 damage, cancel-able, hits mid. Standard punch attack. Fast and stops a lot of short hops.


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===Crouching===
===Crouching===
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'''cr. A:'''  25 damage, cancel-able and chainable, hits mid. Similar in horizontal range to his stand A, good for pressure in close range.
'''cr. A:'''  25 damage, cancel-able and chainable, hits mid. Similar in horizontal range to his stand A, good for pressure in close range.
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===Jumping===
===Jumping===
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'''j. A:'''  45 (40) damage, cancel-able, hits overhead. A quick punch aimed downward. As Ralf's only cancel-able jumping attack, this move is great for hop pressure.  
'''j. A:'''  45 (40) damage, cancel-able, hits overhead. A quick punch aimed downward. As Ralf's only cancel-able jumping attack, this move is great for hop pressure.  
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===Blowback Attack===
===Blowback Attack===
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'''CD:'''  75 damage, (whiff) cancel-able, hits mid. Excellent CD. It has great range and moves Ralf forward. On counter hit, it can combo into either of Ralf's DMs (or NeoMax). More often, it's whiff canceled into Burning Hammer (to keep advancing) or Explosive Punch (to keep Ralf safe).
'''CD:'''  75 damage, (whiff) cancel-able, hits mid. Excellent CD. It has great range and moves Ralf forward. On counter hit, it can combo into either of Ralf's DMs (or NeoMax). More often, it's whiff canceled into Burning Hammer (to keep advancing) or Explosive Punch (to keep Ralf safe).
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=Throw=
=Throw=
 
===== <span class="invisible-header"></span> =====
'''Dynamite Headbutt = (b/f+C/D):''' 100 damage, can be broken. Causes soft knockdown. Pretty standard throw, which leaves the opponent at a neutral distance from Ralf.  
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'''Dynamite Headbutt = (b/f+C/D):''' 100 damage, can be broken. Causes soft knockdown. Pretty standard throw, which leaves the opponent at a neutral distance from Ralf.


=Command Moves=
=Command Moves=
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'''Jet Uppercut = (df+A)''' 65 damage, cancel-able, hits mid. Ralf punches straight up. Good anti-air and useful for hit-confirming combos.
'''Jet Uppercut = (df+A)''' 65 damage, cancel-able, hits mid. Ralf punches straight up. Good anti-air and useful for hit-confirming combos.
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=Neomax=
=Neomax=
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'''Jet Vulcan = (hcbx2+AC)''' - Ralf explodes in a flurry of punches, after which he goes into a "cool down" pose. Outside of combos, this move does 94 hits and 486 damage. Standalone, this move has some utility as an anti-air since it sucks the opponent in and will always do the full number of hits (like Ryo's Zanretsuken). However, it's much more advisable to use this as an ending to HD combos. Since EX GP suffers a lot from damage scaling, this will always be Ralf's best finisher.  
'''Jet Vulcan = (hcbx2+AC)''' - Ralf explodes in a flurry of punches, after which he goes into a "cool down" pose. Outside of combos, this move does 94 hits and 486 damage. Standalone, this move has some utility as an anti-air since it sucks the opponent in and will always do the full number of hits (like Ryo's Zanretsuken). However, it's much more advisable to use this as an ending to HD combos. Since EX GP suffers a lot from damage scaling, this will always be Ralf's best finisher.  

Latest revision as of 13:56, 19 April 2023

The King of Fighters XIII

OverviewStrategyDataCombos

Ralf Jones


Movelist

Ralf's Move List Video

Quick Combo Reference

0 Stock, No Drive Gauge

Low, Anywhere
Corner

d.B, df+A, qcf+C, b~f+C = 216 dmg
j.C, s.C, df+A, qcf+C, cr.C, b~f+C = 336 dmg

1 Stock, No Drive Gauge

Anywhere
Anywhere

cr.B, df+A/s.C, df+A, qcf+AC, qcf+C, b~f+C = 298/308 dmg
s.C, f+A/j.C, s.C, qcf+C, cr.C, qcb~hcf+K = 413/422 dmg

1 Stock, 1 Drive Gauge

Low
Anywhere

cr.B, cr.A, b~f+A (DC), qcf+C, cr.C, qcb~hcf+K = 400 dmg
j.C, s.C, f+A, qcf+C, cr.C, b~f+C, [SC] qcb~hcf+K = 498 dmg


Gameplay Overview

(coming soon)

Gameplay Notes

[ Info Needed ]
Pros Cons
  • Great normals for multiple purposes
  • Safe block strings and poking game
  • Strong b&b combos anywhere on screen
  • Instant overhead with j.D (safe on block)
  • s/j.C+D on CH always guarantees DM
  • Mid-screen DM leads to cross-up mix-up
  • Full screen HD combos with high damage
  • Great EX moves that cover his weaknesses
  • Weak under pressure or when cornered
  • No true reversals under spending 2 meters
  • Requires player to learn his links to maximize potential
  • Has trouble getting in on zoning characters


Normals

Standing

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st. A: 25 damage, cancel-able, hits mid. Standard punch attack. Fast and stops a lot of short hops.

st. B: 30 damage, cancel-able, hits mid. Has more range than st.A.

st. C: 80 damage, hits mid. Great long-range poke. Very useful for zoning, but can whiff on some crouching opponents. Can be whiff cancelled into his Vulcan Punch to increase it's range

st. D: 80 damage, hits mid. Another long-range poke. It's not quite as fast as st.C, but it's still very useful.

cl. C: 40+38 damage, cancel-able on first hit only, hits mid. This is Ralf's primary combo starter. Often followed up with his C Burning Hammer. Alternatively, Jet Uppercut can be used to hit-confirm combos.

cl. D: 70 damage, cancel-able, hits mid. Decent damage, but not quite as fast as cl.C. It also causes more knockback than cl.C, making some follow-ups whiff. Aside from those two (notable) drawbacks, it can be used as a substitute to cl.C in many combos.

Crouching

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cr. A: 25 damage, cancel-able and chainable, hits mid. Similar in horizontal range to his stand A, good for pressure in close range.

cr. B: 30 damage, cancel-able, hits low. A quick attack often used to start combos. At close range, it can be combo-ed into df+A or linked to cl.C.

cr. C: 70 damage, cancel-able, hits mid. Awesome. This is Ralf's only long-range cancel-able move, so it really is the backbone of a lot of his damage. It is often used after Burning Hammer and cancelled into either Gatling Attack or a DM.

cr. D: 80 damage, (whiff) cancel-able, hits low. Causes a soft knockdown. Great range for a sweep. Often used after blocked Burning Hammer or whiffed Explosive Punch

Jumping

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j. A: 45 (40) damage, cancel-able, hits overhead. A quick punch aimed downward. As Ralf's only cancel-able jumping attack, this move is great for hop pressure.

j. B: 45 (40) damage, hits overhead. Faster than his j.CD, very good for air-to-air.

j. C: 72 (70) damage, hits overhead. An elbow drop with a good amount of hitstun. This is a good for jump-ins if Ralf is approaching from above.

j. D: 70(68) damage, hits overhead. A kick aimed downward. This is the preferred jump-in option is Ralf is approaching from further away. This jump kick has a really deep angled hitbox which can used to instant overhead crouching opponents.

Blowback Attack

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CD: 75 damage, (whiff) cancel-able, hits mid. Excellent CD. It has great range and moves Ralf forward. On counter hit, it can combo into either of Ralf's DMs (or NeoMax). More often, it's whiff canceled into Burning Hammer (to keep advancing) or Explosive Punch (to keep Ralf safe).

j. CD: 90(80) damage, cancel-able, hits mid. Drop kicks have a tendency to be awesome in KOFXIII, and Ralf's j.CD is no exception. Great speed and amazing range. It can also be canceled into his Blitzkrieg punch. On counter hit, neutral hop CD can combo into Bareback Vulcan DM or EX Galactica Phantom.

GCCD: 10 damage, hits mid.

Throw

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Dynamite Headbutt = (b/f+C/D): 100 damage, can be broken. Causes soft knockdown. Pretty standard throw, which leaves the opponent at a neutral distance from Ralf.

Command Moves

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Jet Uppercut = (df+A) 65 damage, cancel-able, hits mid. Ralf punches straight up. Good anti-air and useful for hit-confirming combos.

  • This, unlike Clark cannot hit the opponent after a cl.D, that is, unless you delay it until the last couple of cancel-able frames from the cl.D. This, is only useful in HD combos, where the first 6 hits will greatly determine the final result of damage output. By doing this into qcf+C and link s.C HD repeat, only instead of a qcf+C you do b~f+A and start the Drive Cancels from there, you are almost guaranteed a 100% 2 stock kill combo, that is, assuming you don't drop it.

Special Moves

Vulcan Punch = (P repeatedly) - Ralf delivers a volley of explosive punches. Any punch will knock the opponent away, so you're unlikely to ever connect more than one of them at a time. (On counter hit, two.) The minimum number of punches is four, and there is no difference between the A and C versions. New to the console version is the ability to move forward while performing this move. It can be canceled into from any normal. Because of this, it has some use as an anti-air move if canceled into from a long-range normal.

(EX) = (AC repeatedly) - Unlike the normal version, this can hit multiple times (usually three midscreen and four in the corner). In the corner, it can be drive or super canceled into longer combos. Still very few situations where this move is recommended.

  • Drive/Super Cancel-able
  • Hit Detection: Mid
  • Damage: 80xN/70xN


Burning Hammer = (qcf+P) - A quick, explosive punch to the gut. A version is quicker, more damaging and Ralf recovers quicker. The C version stuns the opponent long enough to allow Ralf to follow-up with a normal, Gatling Attack or DM. As such, it forms the heart of most of Ralf's combos.

(EX) = qcf+AC - This version has full-body autoguard, making is work like a counter move. On hit, it puts the opponent in a crumple state. The next hit will knock the opponent down, so the best follow-up is a DM. Best meterless option is C Burning Hammer into C Gatling Attack. This isn't used in combos much, but it can be comboed into from cl.C or D.

  • Drive/Super Cancel-able
  • Hit Detection: Mid
  • Damage: 60/50/100


Explosive Punch = (qcb+P) - Ralf pounds the ground, causing a mushroom cloud explosion around him. A version is fast, but the hitbox is extremely small. Some like to use it for the meter gain. C version is larger, and a decent (if slightly slow) anti-air. Be advised that the hitbox on the C version is still smaller than the explosion itself. Ralf is completely covered during the explosion and you can sneak in an attack before it clears. Often st.C or D are used to make sure opponents can't get in to punish him. C version can also be used in the corner to juggle opponents. Both version can nullify projectiles.

(EX) = qcb+AC - The EX version hits three time for decent damage. Like the C version, this is also sometimes used in corner combos for some powerful combos. It's also fast enough to combo from light attacks and has upper body invincibility. If you anti-air an opponent with the EX version, you can link st.C or Bareback Vulcan anywhere on screen. On the ground, it's possible to link EX Galactica Phantom or Bareback Vulcan.

  • Drive/Super Cancel-able
  • Hit Detection: Mid
  • Damage: 60/80/60x2+80


Gatling Attack = (b~f+P) - Ralf charges forward with a backhand, and follows up with Burning Hammer (A version), Jet Upper (C version) or Vulcan Punch into Jet Upper (EX version). The A version doesn't knock down, so it is useful for DC and HD combos. From a distance, it's also safe on block. The C version is stronger, making it a better choice if you lack meter. In the corner, it can be drive cancelled into Explosive Punch to juggle the opponent.

(EX) = b~f+AC - In addition to being faster and more damaging, the EX version ends in a hard knockdown. While it's not a bad special, it doesn't lead into any bigger damage. Most Ralf players end up saving their meter for other moves.

  • Drive/Super Cancel-able
  • Hit Detection: Mid
  • Damage: 40+35/40+30x2/30x2+20x4+100


Blitzkrieg Punch = (qcf+P) in air - Ralf dive bombs the opponent. This overhead attack is great for pressuring opponents and players have been known to abuse it. After hitting the ground, Ralf bounces far enough back to avoid most punishment. It can be Drive and Super cancelled, and only if the move connects with the opponent's toes is it possible to combo from it. This is nearly impossible to hit-confirm, however. Typically, a successful hit causes a hard knockdown. Can be canceled into from j.A and j.CD, but neither combos.

(EX) = qcf+AC in air - EX version is faster, more damaging and has some invincibility.

  • Drive/Super Cancel-able
  • Hit Detection: Overhead
  • Damage: 120/180

Desperation Moves

Galactica Phantom = (qcfx2+P) - Ralf hits the opponent with an explosive punch. This move can be charged for increased damage. Fully charged (about four seconds), it is also unblockable. Galactica Phantom can travel through projectiles and other attacks, making it a useful punish.

(EX) = qcfx2+AC - The EX version does much more damage and travels a bit further.

- Max Cancel-able

- Hit Detection: Mid

- Damage: Lv1:180 / 300 Lv2: 220 / 340 Lv3: 260 / 380 Lv4: 320 / 500


Bareback Vulcan = (qcb~hcf+K) - Ralf tackles the opponent and punches them repeatedly. This move has faster start-up than regular GP (but slower than EX GP) and good reach (Ralf runs full-screen). The move ends with hard knockdown with the opponent at his feet, which allows Ralf keep pressure going. This is usually Ralf's preferred DM for combos.

- Max Cancel-able on first and last hit

- Hit Detection: Mid

- Damage: 15x9+100

Neomax

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Jet Vulcan = (hcbx2+AC) - Ralf explodes in a flurry of punches, after which he goes into a "cool down" pose. Outside of combos, this move does 94 hits and 486 damage. Standalone, this move has some utility as an anti-air since it sucks the opponent in and will always do the full number of hits (like Ryo's Zanretsuken). However, it's much more advisable to use this as an ending to HD combos. Since EX GP suffers a lot from damage scaling, this will always be Ralf's best finisher.

  • Hit Detection: Mid
  • Damage: (10+0)x11+(8+0)x35+8+80

Combos

0% Gauge

0 Meter

cl.C, df+A, qcf+C, cr.C, b~f+C (280)

cr.B, df+A, qcf+C, b~f+C (216)

1 Meter

cl.C, df+A, qcf+C, cr.C, qcb,hcf+K (413)

(j.C, cl.C) or (cr.B, cl.C), qcf+C, cr.C, qcb,hcf+K (420/380)

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

2 Meter

cl.C, df+A, qcf+C, cr.C, qcfx2+AC (445)

cl.C, df+A, qcb+AC, qcb,hcf+K (469)

(j.C, cl.C, d/f+A) or (cr.B, s.C), qcf+C, cr.C, qcf+AC, qcf+C, qcb,hcf+K (555/479)


50% Gauge

0 Meter

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

cl.C, df+A, qcf+C, b~f+A (DC) qcf+C, b~f+C (310)

(corner) cl.C, df+A, qcf+C, cr.C, b~f+C (DC) qcb+C, qcb+A (371)

1 Meter

cl.C, qcf+C, cr.C, b~f+A (DC) qcf+C, qcb,hcf+K (439)

(corner) cl.C, qcf+C, cr.C, b~f+C (DC) qcb+C, qcb,hcf+K (467)

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

2 Meter

cl.C, qcf+C, cr.C, b~f+C (SC) qcfx2+AC (charged to Lv2) (496)

(corner) (j.C, cl.C, d/f+A) or (cr.B, cl.C), qcf+C, cr.C, qcf+AC, qcf+C, *slight delay* b~f+A, b~f+A (DC) qcf+C, qcb,hcf+K (650/576)

3 Meter

(j.C, cl.C) or (cr.B, cl.C), qcf+C, cr.C, b~f+A (DC) qcf+AC, qcb+AC, qcb,hcf+K (622/582)

(corner) (j.C, cl.C, d/f+A) or (cr.B, cl.C), qcf+C, cr.C, qcf+AC, qcf+C, qcb+AC, *slight delay* b~f+A, b~f+A (DC) qcb+C, qcb,hcf+K (716/642)


HD Combos

0 Meter

cl.C, HD, cl.C, qcf+C, [b~f+A (HDC) qcf+C] x5, b~f+C (453)

(j.C, s.C, d/f+A) or (cr.B, s.C, d/f+A), qcf+C, far s.D, HD, cl.C, qcf+C, [b~f+A (HDC) qcf+C] x 5, b~f+C (572/532)

1 Meter

cl.C, HD, cl.C, qcf+C, [b~f+A (HDC) qcf+C] x5, qcb,hcf+K (569)

(j.C, cl.C, d/f+A) or (cr.B, cl.C, d/f+A), qcf+C, far s.D, HD, cl.C, qcf+C, [b~f+A (HDC) qcf+C] x 5, qcb,hcf+K (688/648)

2 Meter

cl.C, HD, cl.C, qcf+C, [b~f+A (HDC) qcf+C] x4, b~f+A (HDC) hcbx2+AC (706)

(j.C, cl.C, d/f+A) or (cr.B, cl.C, d/f+A), qcf+C, far s.D, HD, cl.C, qcf+C, [b~f+A (HDC) qcf+C] x 4, b~f+C (HDC) hcbx2+AC (830/790)

3 Meter

cl.C, HD, cl.C, qcf+C, [b~f+A (HDC) qcf+C] x3, qcb,hcf+K (MAX) hcbx2+AC (800)

4 Meter

(j.C, cl.C, d/f+A) or (cr.B, cl.C, d/f+A), qcf+C, far s.D, HD, cl.C, qcf+C, [b~f+A (HDC) qcf+C] x 3, b~f+C (HDC) qcfx2+AC *charge lvl 2* (MAX) hcbx2+AC (957/917)

5 Meter

(corner) (j.C, cl.C, d/f+A) or (cr.B, cl.C, d/f+A), qcf+C, far s.D, HD, cl.C, qcb+AC, qcb+A, DC, qcf+C (HDC) qcb+C, qcb+A (HDC) qcb+AC, qcb+A (HDC) qcb,hcf+K (HDC) hcbx2+AC (1044/1004)

Console Changes

  • Strong Burning Hammer has less lag. You can combo it into his C Gatling Attack without needing to cancel.
  • During Vulcan Punch (all versions) Ralf can move forward.
  • EX Burning Hammer has faster startup and can be comboed from strong attacks.
  • 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.

Tips

Frame Traps and Links

  • (L) = Link, can be a frame trap as well.
  • (LO) = Link only, not a frame trap.
  • "(n) frame gap" = The amount of frames that opponent has to counter a frame trap.

1.) st. A > st. B - 2 frame gap between st. A and st. B. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

2.) st. A > cr. B (L) - 1 frame gap between st. A and cr. B. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

3.) st. A > cl. C (L) - 1 frame gap between st. A and cl. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

4.) st. A > cr. C - 4 frame gap between st. A and cr. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

5.) st. A > cl. D - 4 frame gap between st. A and cl. D. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

6.) st. A > cr. D - 3 frame gap between st. A and cr. D. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

7.) cr. A > cl. C - 4 frame gap between cr. A and cl. C.

8.) st. B > st. B - 3 frame gap between st. B and st. B.

9.) st. B > cl. C (L) - 2 frame gap between st. B and cl. C.

10.) st. B > cr. D - 4 frame gap between st. B and cr. D.

11.) cr. B > cr. A (L) - 1 frame gap between cr. B and cr. A.

12.) cr. B > cl. C (L) - 1 frame gap between cr. B and cl. C.

13.) cr. B > cr. C - 4 frame gap between cr. B and cr. C.

14.) cr. B > cl. D - 4 frame gap between cr. B and cl. D.

15.) cr. B > cr. D - 3 frame gap between cr. B and cr. D.

16.) (hit confirmed) qcf+C > far C (LO)

17.) (close hit confirmed) qcf+C > walk forward ,cl. C (LO)

18.) (hit confirmed) qcf+C > cr. C (LO)

19.) (hit confirmed) qcf+C > far D (LO)

20.) qcf+C > cr. D (L) - 4 frame gap between qcf+C and cr. D.

Strategies

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered

With No Meter/No Drive

With 1+ Meter/No Drive

With No Meter/50%-100% Drive

With 1+ Meter/50%-100% Drive

Best Team Position?

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones (mirror match)

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

'Vice

Yuri Sakazaki

Videos

Ralph Jones Quick Combo Guide by Ennohex


Ralf Hit Boxes

Links & References

Discussion Threads

Discuss at Dream Cancel

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The King of Fighters XIII
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