-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XV/Ralf Jones: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Corlist (talk | contribs)
AmedoS310 (talk | contribs)
 
(51 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{CharNavbox_XV}}
{{CharNavbox_XV}}
<section begin="image"/>[[File:KOFXV Ralf Profile.png|thumb|Ralf is one of the mercenaries led by Heidern. His rank is colonel, and he incorporates a combination of Heidern-style assassination moves and martial arts into his unique fighting style.<br/>He is extremely caring and his subordinates trust him deeply. Oftentimes, Clark and Leona accompany him on missions.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV Ralf Profile.png|thumb|Ralf is one of the mercenaries led by Heidern. His rank is colonel, and he incorporates a combination of Heidern-style assassination moves and martial arts into his unique fighting style.<br/>He is extremely caring and his subordinates trust him deeply. Oftentimes, Clark and Leona accompany him on missions.
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<big>'''Jump:''' 41f
<br>'''Hop:''' 33f
<br>'''Backdash:''' 22f
<br>'''Run Speed Ranking:''' 7
</big></div>]]<section end="image"/>
{{TOClimit|3}}
{{TOClimit|3}}


Line 17: Line 23:
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro =  
| intro =  
'''''{{SUBPAGENAME}} is a space-controlling brawler with risky, yet massive damage output.'''''
'''''{{SUBPAGENAME}} is a straight-shooting, explosive brawler with huge normals, great guard pressure and massive damage output.'''''
| pros=
| pros=
* '''Easy''': Very simple and easy to play, with a straightforward gameplan and high reward. Ralf's combos are not very hard either, granting easy access to said high damage.
* '''Great Frame Traps''': Ignoring the more obvious example of 236K, Ralf has the frame data to run a dangerous offense centered around frame trapping the opponent. This, combined with the fact Ralf only needs one good hit confirm to blow up the opponent, makes trying to poke through gaps in Ralf’s pressure an extremely dangerous game. This can even convert an opponent’s crumbling guard meter into a forced mistake once they are forced to take action.
* '''Good Neutral''': Due to good normals like f.C, f.D, and j.CD, Ralf can easily contest neutral against his opponents.  
* '''Outstanding Normals''': On top of having fantastic frame data attached to them, most of them have huge hitboxes. There are very few duds in Ralf’s moveset, allowing you to easily control a large amount of space with the press of a button.
* '''Big Damage''': Ralf's damage is off the charts. He hits very hard off of basic confirms and builds tons of stun in his combos. Ralf does more damage than most other characters with the same amount of resources, making him a great pick for any part of your team. Whether metered or meterless, Ralf can be a threat based off damage potential alone.  
* '''Explosive Damage''': It takes very little for Ralf to drop a nuke on the opponent’s health bar. Ralf does more damage than most other characters with some of the simplest confirms and combos in the game, making opponents fear even the smallest touch from Ralf. Whether metered or meterless, Ralf can be a threat for his damage potential alone.  
* '''Metered Potential''': Ralf is a fantastic anchor thanks to his suite of meter burn options. He can easily turn any late-match confirm into a near ToD if he has resources to work with, and several of his EX moves allow him to easily convert off of stray hits. His supers in particular deal incredible amounts of damage regardless of scaling.
* '''Big Spender, High Return On Investment''': Spending meter on Ralf is rarely ever a wrong decision. Arguably the best shatter strike in the game, high punish potential on a Guard Cancel Roll, great normals for Quick MAX confirms and massive damage on meter dumps all give Ralf plenty of reason to spend for explosive returns when the time is right.
* '''Great Specials''': Pretty much every single one of Ralf's specials are great. He has a great standing DP, good combo filler options, and several pressure specials that open the door to a great brawling game.
* '''Fantastic Anti-Air Game''': Ralf's far D and far C catches hops as well as preemptive air to airs, and his 214P specials are hyper-active anti airs that are easy to execute.
| cons=
| cons=
* '''Sluggish''': Ralf is a tad slow, making it difficult to keep up with more mobile opponents or zoners.
* '''Sluggish''': Ralf’s overall movement speed is not terrible (in fact, it is fairly standard), but he lacks any non-standard movement options. He must use standard, universal movement options to get around, and he’s not doing it any faster than your average fighter. This can give him trouble when fighting opponents who have the high mobility that he lacks, or when fighting zoners.
* '''Minimal Mix-up''': Ralf's only dedicated mix-up tool is hop normal > j.236P. Other than that he will have to focus on universal mechanics and frame traps to open his opponent up.  
* '''Minimal Mix-up''': Much like his movement, Ralf’s mixup game will be exactly the standard, not including his excellent frametraps. Ralf's only dedicated mix-up tool is a double overhead with any hop normal > j.236P. Aside from this, Ralf is stuck using normal strike/throw offense and frame traps to open up his opponent.
}}
}}


Line 145: Line 149:
==Normals==
==Normals==
===Far Standing Normals===
===Far Standing Normals===
===far A===
====far A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_fa
|moveId=ralf_fa
|name=far A
|name=far A
|input=f.A
|input=f.A
|description=
|description= A quick jab at shoulder level.
* A quick high jab at shoulder level.
 
* A great hop check at closer ranges where f.C and f.D would miss.
* A standard hop checker. Does what a jab does and not a whole lot more or less.
}}
}}
===far B===
====far B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_fb
|moveId=ralf_fb
|name=far B
|name=far B
|input=f.B
|input=f.B
|description=
|description= A quick, downward-angled side kick.
* A side kick angled downwards.
 
* Neither special cancels nor hits low.
* Not a low.
* Has slightly longer range than f.A.
* Has slightly longer range than f.A.
* Almost no reason to use this over any of his far normals.
* Unspectacular range, a lack of cancel options and overall low reward compared to other, similar options at Ralf’s disposal are all factors that add up to a simple conclusion: there is no reason to use this.
}}
}}
===far C===
====far C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_fc
|moveId=ralf_fc
|name=far C
|name=far C
|input=f.C
|input=f.C
|description=
|description= Ralf performs a swinging backfist with his outer hand.
* Uniquely causes a soft knockdown on air counter hit.
 
* Uniquely causes a soft knockdown on a counter hit.
* Great at stopping hops from mid-range
* The go-to option to fish for a Quick MAX combo
* Misses against crouching opponents.
* Misses against crouching opponents.
* Can be canceled into Vulcan Punch.
* Despite not being special cancelable, this can be canceled into Vulcan Punch (rapid press A/C 5 times).
 
Ralf performs a swinging backfist with his outer hand. While it looks the same as Clark's, it has less range while being faster and doing more damage. This move has a great hitbox that can beat hops, or even stop opponents from jumping in the first place.
}}
}}


===far D===
====far D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_fd
|moveId=ralf_fd
|name=far D
|name=far D
|input=f.D
|input=f.D
|captions= Former god-tier button.
|captions=
|description=
|description= Ralf turns around and performs a kick with his back leg.
* Has slightly less range than f.C but works on crouchers.
 
* Easier to counterpoke against due to an extended hurtbox during start-up.
* Has slightly less range than f.C but will hit a crouching opponent.
* Can be canceled into Vulcan Punch.
* Easier to counterpoke against due to its slow startup and extended hurtbox during start-up.
* Can be canceled into Vulcan Punch (rapidly press A/C 5 times).


Ralf performs a kick with his outer leg. Ralf's far D has always been one of his most effective poking buttons, even if it's not as fast as it used to be in the early days of KoF XV.
}}
}}


===Close Standing Normals===
===Close Standing Normals===
===close A===
====Close A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_cla
|moveId=ralf_cla
|name=close A
|name=close A
|input=cl.A
|input=cl.A
|description=
|description= A high elbow at head height.
* A high elbow at head height.
 
* Much like Far A, this is a standard option for stopping a hop
* Chain cancellable from 2A or 2B.
* Chain cancellable from 2A or 2B.
* Combos into 3A to practically anything afterwards.
* Combos into 3A
* 2B does everything this normal can do while having better range and hitting low makes this normal have very utility outside of doing rush combos.
}}
}}
===close B===
 
====Close B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_clb
|moveId=ralf_clb
|name=close B
|name=close B
|input=cl.B
|input=cl.B
|description=
|description= A knee to the midsection.
* A knee to the midsection.
 
* See cl.A.
* A solid option for going into 3A due to its low pushback on block
}}
}}
===close C===
====Close C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_clc
|moveId=ralf_clc
|name=close C
|name=close C
|input=cl.C
|input=cl.C
|description=
|description= A fast, downward fist
* A downward hammer blow.
 
* Launches slightly faster than cl.D but cancelling into 3A tends to whiff because of pushback.
* Launches slightly faster than Close D but rarely ever combos into 3A because of this move’s high pushback.
* For starting a combo, you are usually better off using Close D
}}
}}


===close D===
====Close D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_cld
|moveId=ralf_cld
|name=close D
|name=close D
|input=cl.D
|input=cl.D
|description=
|description= Another knee to the midsection, this time with his outside leg.
* Another knee to the midsection, this time with his outside leg.
 
* The highest damage option for close punishes or jump ins due to its ability to combo into 3A.
* Slightly slower on startup than Close C, but more rewarding on hit and leads to better blockstrings.
* The highest damage option for close punishes or jump ins due to its consistent ability to combo into 3A.
}}
}}


===Crouch Normals===
===Crouch Normals===
===crouch A===
====Crouch A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_2a
|moveId=ralf_2a
|name=crouch A
|name=crouch A
|input=2A
|input=2A
|description=
|description= A quick, crouching jab with incredible frame data.
* A quick, straight jab like his 5A.
 
* Fast, chain cancellable, combos into 3A, special cancellable.
* Links into cl.C on hit. If 2A hits meaty, it will link into 2C.
* +3 on block makes 2A > 2C a very good frame trap due to 2C’s 6-frame startup.
* Can combo into 3A at short range, converting a light hit into big damage specials that would normally only be accessible from a close heavy starter.
}}
}}
===crouch B===
 
====Crouch B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_2b
|moveId=ralf_2b
Line 250: Line 261:
|description=
|description=
* Unlike many other cr.Bs, Ralf's can chain into cl.B.
* Unlike many other cr.Bs, Ralf's can chain into cl.B.
* Command cancellable, making running out of space to perform a cr.A less of a worry.
* Combos into 3A. See the relevant note in the Crouch A entry above.
* Special cancelable, but 236A is likely your only option to convert a 2B hit into a combo in most scenarios.
}}
}}


===crouch C===
====Crouch C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_2c
|moveId=ralf_2c
Line 259: Line 271:
|input=2C
|input=2C
|description=
|description=
* At max range, only 236C and supers (not climax) combos.
* Has slightly less range than far D.


Ralf leans forward and performs a double punch. On the faster end of horizontal cr.Cs, and has some decent range, making it a good punisher. Has somewhat lower pushback than his other heavy normals. Command cancelable, but doesn't connect into 3A unless Ralf is very close. Ralf's options from this move are relatively limited overall at a distance because of pushback; the only move that will always connect is 236C.
God-tier normal that does just about everything you'd want a normal to do. It's fast, command-cancelable, even on block, and has excellent reach. The only thing it doesn't have going for it, arguably, is its pushback; while this makes it safer to throw out in neutral, this also makes it difficult to confirm into his strongest conversions, such as 236BD or 624BD. This limits its punish capabilities slightly, but nonetheless, Ralf's 2C is a low-risk normal with exceptionally high reward. Abuse it.
}}
}}


===crouch D===
====Crouch D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_2d
|moveId=ralf_2d
|name=crouch D
|name=crouch D
|input=2D
|input=2D
|description=
|description= Ralf quickly sticks his leg out against the ground. Another very good normal.
* Safe on block because of huge pushback. If cancelled into practically anything, it's probably no longer safe.
 
Possibly one of the greatest sweeps in the King of Fighters series, Ralf's cr.D is the exact same as Clark's in terms of appearance, but the frame data is a bit different. Its slower startup and longer active frames are only by a miniscule amount, but it does have significantly lower recovery and better frame advantage. Ralf will be just as safe from using this move on its own than Clark would be if Clark were to cancel.


As you may have guessed, Ralf's better recovery comes from a lack of good moves to cancel into on block. Many of his possible follow-ups are both predictable and very unsafe on block and whiff.
* Good range and amazing frame data for a sweep.
* Cancel options out of this sweep are limited, but being -1 on block with huge pushback is not a bad place to be.
}}
}}


Line 284: Line 292:
|name=jump A
|name=jump A
|input=j.A
|input=j.A
|description2=
|captions= Hop Version (Hitbox), Jump Version
* A chop angled downwards.
|description2= A quick, downward chop with Ralf’s front hand.
* Does not seem to hit all that low compared to all his other jump normals and thus has very little utility.
 
* Decent choice for hitting an opponent underneath Ralf, especially in air-to-air situations
* Can be canceled into j.236P for a double overhead, and is usually the best aerial normal to cancel into it
}}
}}
====Jump B====
====Jump B====
Line 293: Line 303:
|name=jump B
|name=jump B
|input=j.B
|input=j.B
|description2=
|captions= Hop Version (Hitbox), Jump Version
* A horizontal kick.
|description2= A horizontal kick.
 
* Has the most reach out of all his jump normals, even his j.CD.
* Has the most reach out of all his jump normals, even his j.CD.
* Works decently as a cross up, but j.C is even better for this purpose.
* Can cross up
* Has a tendency to whiff on crouching opponents if used too early during a jump, especially with hops.
* Not very good at hitting opponents under Ralf, but a great choice for air-to-air situations.
}}
}}
====Jump C====
====Jump C====
Line 304: Line 315:
|name=jump C
|name=jump C
|input=j.C
|input=j.C
|description2=
|captions= Hop Version (Hitbox), Jump Version
* A jumping elbow drop.
|description2= A jumping elbow drop.
 
* Has the shortest horizontal range out of all his air normals, but not by much.
* Has the shortest horizontal range out of all his air normals, but not by much.
* Excellent cross up hitbox.
* Can cross up
* Can be canceled into j.236P, but j.A and j.CD are better options for this.
}}
}}
====Jump D====
====Jump D====
Line 314: Line 327:
|name=jump D
|name=jump D
|input=j.D
|input=j.D
|description2=
|description2= A backwards drop kick.
* A backwards drop kick.
 
* Kind of like his j.B, except it reaches lower with less range.
* Can hit as an instant overhead if performed immediately after jumping.
* Best used as a long-ranged jump in against fireballs and low attacks.
* Great for hitting an opponent below Ralf.
}}
}}
===Rush===
===Rush===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 324: Line 338:
|name=rush
|name=rush
|input=cl.AA/cl.AAX
|input=cl.AA/cl.AAX
|description2=
|description2= 3-hit jab combo followed by a Rush ender.
* 3-hit jab combo that goes into either his vulcan punch, (MAX) Bareback Vulcan Punch or Climax, depending on meters/last button pressed.
 
* Meterless ender: Vulcan Punch
* Super ender: Bareback Vulcan Punch
}}
}}


Line 332: Line 348:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_cd
|moveId=ralf_cd
|description=
|description= Ralf takes a step forward and delivers a haymaker with his outside fist.
* Ralf takes a step forward and delivers a haymaker with his outside fist.
 
* Launches quickly when compared with other CDs while also reaching a bit more than half the screen.
* Great mid-range poke.
* Another excellent long range poke along with f.C and f.D.
* 0 on block with high guard damage makes this a staple in Ralf’s guard pressure
}}
}}


Line 341: Line 357:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=ralf_236cd
|moveId=ralf_236cd
|description= A contender for best shatter strike in the game due to its range and reward.
* Regardless of whether this hits on a grounded or airborne enemy, this can be followed up on hit with '''236C > 236A > 236236P > 214236BD > j.236P''' for up to 662 damage at the cost of 3.5 bars.
* [[The_King_of_Fighters_XV/Meters_and_Gauges#Shatter_Strike|Read more about the Shatter Strike here.]]
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=ralf_214cd
|description=
|description=
* On a standalone crumple, you can follow up with 236C or 63214BD for a juggle combo, even if the shatter strike hits at max range.
*Same animation and range as his CD.
 
* The throw counter is at the feet.
 
}}
}}


Line 350: Line 378:
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|description2=
|captions= Hop Version (Hitbox), Jump Version
* Has good horizontal range and is oppressive to deal with when on the ground.
|description2= A slow, horizontal kick with both legs. Like any other j.CD, forcing your opponent to block this will usually lock them in a hefty amount of blockstun, allowing you to start a blockstring or attempt a frame trap.
* One of the easier jump CDs to anti-air due to an extended hurtbox briefly during the start-up frames.
 
* Not very useful as an air-to-air.
* Good horizontal range
* One of the easier jump CDs to anti-air due to a briefly extended hurtbox during the start-up frames.
}}
}}


Line 362: Line 391:
|name=Dynamite Head Butt
|name=Dynamite Head Butt
|input=(close) 4/6C
|input=(close) 4/6C
|description=* Placeholder
|description= A headbutt.
 
*Safejump: If the opponent is in the corner, hold forward jump during the animation.
}}
}}
===Head Strike===
===Head Strike===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 369: Line 401:
|name=Head Strike
|name=Head Strike
|input=(close) 4/6D
|input=(close) 4/6D
|description=* Placeholder
|description= Ralf drops the opponent on their head behind him.
 
*Does not provide enough frame advantage for a safejump.
}}
}}


Line 378: Line 412:
|name=Jet Upper
|name=Jet Upper
|input=3A
|input=3A
|description=
|description= A fast, straight upward punch, used for anti-airing and to convert light attacks into specials with 15-20 frames of startup.
* A strong anti-air but overshadowed by f.C and 214C.
* Almost nonexistent horizontal range; infamously whiffs after cl.C.
* Useful for converting light starters into heavy ones. (e.g. 2B/2A > 3A)
 
* Safe on block, but has terrible horizontal range.
Mediocre move for anti-airing and converting lights, and not much else. It's really hard to use this move for much else because of a lack of horizontal range.
 


Ralf steps forward and performs an uppercut with his inner fist. Used to convert from light normals (Ralf's heavy/EX specials otherwise won't combo) and extend from heavy normals. Also serves as a main anti-air because Ralf doesn't have a vertical cr.C. Keep in mind that if you use this as a converter/extender, make sure you stay close enough to the opponent so that it will connect, as it has terrible horizontal range.
}}
}}


Line 392: Line 426:
|name=Ralf Kick
|name=Ralf Kick
|input=63214B/D/BD
|input=63214B/D/BD
|description3=
|captions= B Version (Hitbox),, D Version,, EX Version
* B version is a spinning drop kick that hits overhead.
|description3= After a short delay, Ralf leaps forward with a spinning dropkick.
** Has excellent range, reaching about 2/3 of the screen.
 
** If spaced properly, is plus on block and can lead to a juggle combo in corners.
* B version hits overhead
* D version is a feint and can be cancelled into 236A/C/AC in the air.
** Has excellent range, reaching a bit further than half-screen distance.
* EX version allows for high damage corner combo extensions with crumple > 236C > 63214BD > 236C.
** If spaced properly, can become safe on block or start a juggle in the corner on hit.
* D version is a feint with no hitbox and can be cancelled into j.236P in the air. Not very useful either way, and Ralf is in counterhit state the entire time.
* EX version is much faster and has hitboxes on the way up and can be followed up, usually with 236C. However, it is not an overhead.
* EX version allows for high damage corner combo extensions with 236BD > 236B > 236C > 63214BD > 236B > 236A.
}}
}}


Line 405: Line 442:
|name=Ralf Impact
|name=Ralf Impact
|input=236B/D/BD
|input=236B/D/BD
|description3=
|captions= Normal Version (Hitbox), EX Version
Ralf rears back and performs a massive punch. Both the '''B''' and '''D''' versions are very plus on both hit and block, but don't connect from heavies and are relatively telegraphed. Mostly used as combo filler in the corner after 236BD.
|description3= Ralf rears back and performs a massive straight punch that causes a small explosion.


The '''EX version''' is his standard metered combo starter. Sends the opponent into a higher juggle state from 236C. If you try to input it again directly afterwards or after a Shatter Strike, it will cause a wallbounce instead. Typically not worth it as it sacrifices a lot of damage for nothing, though.
* Generally used as a frame-trap tool, but 236B can become combo filler in a few specific situations (such as '''236BD > 236B > 236C > 624BD > 236B > 236A''' in the corner)
* Plus on block. 236B can combo into 2C on hit (if in range) and 236D can combo into 236A on hit.
* 236D is slower, but grants more advantage frames on both block and hit.
* 236D also wallbounces on counterhit. Follow this up with an immediate 236C > 236A.
* Both light and heavy versions are too slow for anything to combo into it on a grounded opponent without a crumple.
* EX version starts up much faster (allowing Ralf to reliably combo into it from close heavies or 3A) and crumples on hit. If opponent is already crumpled or airborne, wallbounces instead.
* EX version is still safe on block, but no longer plus and starts up too fast to be used as a frame trap.
* '''Close B/D > 3A > 236K''' is a solid option for using this move in blockstrings or combos. Hit-confirm the starter and 3A, then go into 236BD if they hit. If not, use the other two versions.
}}
}}


Line 416: Line 460:
|name=Dynamite Ralf Punch
|name=Dynamite Ralf Punch
|input=214A/C/AC
|input=214A/C/AC
|description3=
|captions= A Version (Hitbox), C Version, EX Version
Ralf punches the ground, generating an explosion that surrounds his figure. Dynamite Ralf Punch serves as Ralf's DP and is an excellent way to build meter as well as negating fireballs and anti-airing.
|description3= Ralf punches the ground below him, causing a huge explosion on his location. Basically, this is Ralf’s anti-air and/or reversal. All versions destroy projectiles that touch it, and doing so will dramatically shorten its recovery frames.


----
----
'''A version:''' Combos from lights, but its extremely small horizontal hitbox makes it practically worthless for small combos; 236A is a better option. Mostly used to build meter.
'''A version:''' Nearly worthless. Still destroys projectiles and recovers very fast, which is about the extent of its usefulness. It has no use in combos, fishing for stray hits with this is both extremely difficult and unrewarding, and this move does not work well as an anti-air due to a lack of any sort of invulnerability.
----
----
'''C version:''' Has full body invincibility against physical aerials on startup, but is very slow for an anti-air with extremely long recovery. Has an attack follow-up window of 0, so unless the move counterhits, it will not combo into anything, even supers.
'''C version:''' Better, but not amazing. Very slow anti-air, but it is invulnerable to aerial attacks. Technically super cancelable, but nothing will hit after 214C unless this move counterhits. Extremely punishable on whiff or block.
----
----
'''EX version:''' Full-body invincibility on the first 9 frames of its 11-frame startup, but leaves Ralf wide open on both block and whiff.
'''EX version:''' Grants full invulnerability, deals much more damage and starts up a bit faster. Still not amazing due to its 11F startup, but it is a functional anti-air and can work as a reversal. Still comes with lengthy recovery.
}}
}}


Line 432: Line 476:
|name=Vulcan Punch
|name=Vulcan Punch
|input=mash A/C or AC x5
|input=mash A/C or AC x5
|description2=
|captions= Ralf's iconic rapid punch. / Normal Version (Hitbox),, EX Version
* Ralf's only meterless hard knockdown. Can cancel from f.C and f.D.
|description2= Ralf performs a rapid series of punches at an upward angle. Complete with micro-explosions, of course. As a move, offers next to nothing with an overwhelming amount of drawbacks; this move is very bad and should be avoided in any serious scenario. Most of what it does is better accomplished with other moves, and usually with far less risk attached. Thankfully, the input for it makes this move practically impossible to perform on accident.
* Can be mashed to extend the move's active frames.


Ralf's mash special is the only mash special that wasn't reworked into a motion input. Great for ending combos after high juggles (such as after 236BD or 624BD). You can mash the punch buttons to extend Vulcan Punch's active frames, but the move will always only hit a single time on opponents that aren't blocking and grant a hard knockdown afterwards. '''EX''' version can hit up to four times, and is +4 on block, but causes a soft knockdown.
* The exact input for the move is hitting A and/or C 5 times in a 60-frame window. If the fifth input is AC, the EX version is activated. This input can be frustrating to perform on command, limiting this move's application in most situations.
* Keep pressing punch buttons to extend the duration of the attack. Ralf can also slowly move forward during the non-EX version. The EX version has a fixed duration.
* Uniquely, can be canceled into from any ground normal, even ones that are not special cancelable. Even the kicks. If performed after Far C, this move will retain the forward movement similar to Quick MAXing after Far C.
* The normal version only hits once, despite the animation. The EX version hits 4 times and, if very close to an opponent in the corner, combos into 2D. This is very situational, and likely won't come up in a live match.
* Ralf's only meterless hard knockdown, allowing Ralf to follow it up with j.236A in the corner.
* Extremely unsafe on block. EX version is +4, but getting every hit to land on a blocking opponent is very unlikely and 236K offers the same plus-on-block utility for free.
* Deceptively small hitbox makes using this as a wall a less than viable tactic
}}
}}


Line 444: Line 493:
|name=Gatling Attack
|name=Gatling Attack
|input=236A/C/AC
|input=236A/C/AC
|description3=
|captions= A Version (Hitbox),, C Version,,, EX Version
Standard Ikari Warrior combo filler. A backfist followed by a jab (236A) or an uppercut (236C). Good for low execution confirms, going through projectiles, or chipping out. Very unsafe on block.  
|description3= A backfist followed by a jab (236A) or an uppercut (236C).
----
----
'''A version:''' Cancels from lights. Easily cancels into all of Ralf's supers.
'''A version:''' Combos from lights. Easily cancels into all of Ralf's supers. Can be made a bit more safe on block with proper spacing. You’re never truly safe, but good spacing will at least minimize the damage you take or make it very difficult to punish.
----
----
'''C version:''' Launches the opponent upward slightly. Followup options depend on if the opponent has been juggled or not (i.e. cr.D is the only followup if 236BD or 63214BD haven't been used). If the opponent has been juggled, you can follow up into 236A, Vulcan Punch and 63214BD. Regular versions of Bareback Vulcan Punch (2141236K) will not connect from this move outside of the corner if all three hits connect.
'''C version:''' Combos from 3A and heavies. On a grounded opponent, your followup options are a slightly charged 236236P or sweep. If the opponent is airborne or crumpled, this move launches high enough for 236C > 236A to combo.
----
----
'''EX version:''' Resembles one of Ralf's old supers. Leads to a hard knockdown on the last hit. Cannot juggle the opponent.
'''EX version:''' Has projectile invulnerability, making it a decent anti-fireball tool if Ralf is close enough to the opponent. Aside from that, the last hit is a hard knockdown but this move does not work well against an airborne opponent and may drop before the last hit, allowing the opponent to recover from a soft knockdown and immediately punish Ralf.
 
Against grounded opponents EX version can be followed up by j.236P for extra damage.
}}
}}


Line 459: Line 510:
|name=Dive Bomber Punch
|name=Dive Bomber Punch
|input=j.236A/C/AC
|input=j.236A/C/AC
|captions= '''BANDIT BRINGER'''
|captions= Normal Version (Hitbox), EX Version
|description3=
|description3= Ralf pauses for a moment before launching a dive-punch at a 45-degree angle toward the ground. This attack can only be performed in the air (including after 624D), and can hit an opponent that has been knocked down (referred to as “OTG”)
* Values in [] indicate damage when the move OTGs.
 
* Ralf’s only dedicated mixup tool, allowing him to perform a double overhead by canceling into it from an aerial normal
* Heavy version pauses for a bit longer, but deals more damage
* EX version does even more damage and has invulnerability during the pause
* Aiming for the bottom of an opponent’s hurtbox will make this move safer. Aiming for the top of their hurtbox will make it more unsafe. Either way, this move is very punishable on block.
* Values in [] indicate damage when the move OTGs. This damage is still subject to combo scaling.
* Hit this after any super attack (or other hard knockdown, even the move that sucks) for free additional damage. Do not be afraid to use the EX version if it might be the difference between ending the round and the opponent surviving.
* Briefly halts Ralf's aerial momentum.
* Briefly halts Ralf's aerial momentum.
* Cancels from Ralf's j.A, j.C, and j.CD.
* Cancels from Ralf's j.A, j.C, and j.CD.


Ralf briefly pauses in the air before diving at a 45 degree angle downwards with a straight punch, causing an explosion that hits overhead upon landing. Causes a hard knockdown, but the frame advantage is dependent on how high Ralf was in the air (highest frame advantage on hit and lowest frame disadvantage on block from lowest height, and vice versa for highest height). Ralf is left very open after using the move, but he hops a certain distance away at the end of the animation, making it hard for the opponent to punish him if they don't have the proper move to do so.


Very good for tacking on extra damage after supers. 236C has longer startup, but causes more OTG damage.
}}
}}


Line 476: Line 531:
|name=Galactica Phantom
|name=Galactica Phantom
|input=236236A/C/AC can hold
|input=236236A/C/AC can hold
|description2=
|captions= Normal Version Charge (Hitbox), Normal Version Attack, Max Version Charge, Max Version Attack
|description2= Ralf rears back and charges up for as long as the punch button is held. Once fully charged, or the button is released, Ralf unleashes a powerful lariat that explodes in contact and travels forward about 3/4 of the screen (fullscreen for the 2-bar MAX version)
 
* Can be charged to increase damage dealt (or to make sure it doesn’t whiff after 236C).
* Charging will not increase distance traveled
* Values in [] indicate when move is held
* Values in [] indicate when move is held
* A/C versions have full projectile invincibility during the punch all the way until the punch lands, making it a great fireball punish.
* A/C versions have full projectile invincibility during the punch all the way until the punch lands, making it a great fireball punish.
Line 487: Line 546:
|name=Bareback Vulcan Punch
|name=Bareback Vulcan Punch
|input=2141236B/D/BD
|input=2141236B/D/BD
|description2=
|captions= Normal Version (Hitbox),, Max Version
* Ralf dashes and tackles his opponent to the ground. If not blocked, he rapidly punches them on the ground with both fists and ends with a final exploding blow.
|description2= Ralf dashes and tackles his opponent to the ground. If not blocked, he rapidly punches them on the ground with both fists and ends with a final exploding blow that leaves the opponent next to Ralf.
* B/D versions have a slower startup and will whiff when super cancelled from grounded 236C unless very near or in the corner.
* B/D versions have a slower startup and will whiff when super cancelled from grounded 236C unless very near or in the corner.
* MAX version has full invincibility for a brief moment and launches faster. Unlike normal versions, it will combo from a grounded 236C super cancel.
* MAX version has full invincibility up to this move’s active frames and launches faster. Its hitbox is also taller, allowing it to combo from other moves (such as 236C or 236236P) easier.
* Both versions can always be followed by an OTG j.236P
 
Go-to combo ender as long as the opponent isn't juggled too high. Combined with a j.236P OTG, you can get a lot of damage off of this super.
}}
}}
==Climax Super Special Moves==
==Climax Super Special Moves==
===Ralf Super Phalanx===
===Ralf Super Phalanx===
Line 497: Line 560:
|moveId=ralf_2141236cd
|moveId=ralf_2141236cd
|input=2141236CD
|input=2141236CD
|description=
|description= Ralf does 8 rapid punches like his vulcan punch, straight forwards instead of upwards. If any of these punches connect, his opponent staggers backwards while Ralf rears back to deliver a single devastating punch, setting the ground ablaze. Ralf then slowly treads forwards with his back turned to the inferno.
* Ralf does 8 rapid punches like his vulcan punch, straight forwards instead of upwards. If any of these punches connect, his opponent staggers backwards while Ralf rears back to deliver a single devastating punch, setting the ground ablaze. Ralf then slowly treads forwards with his back turned to the inferno.
 
* Does not lose any damage in juggles and climax cancels as only 1 the first 8 punches do any damage, regardless of how many punches actually hit.
* Does not lose any damage in juggles and climax cancels as only 1 the first 8 punches do any damage, regardless of how many punches actually hit.
* Has full body invincibility.
* Has full body invincibility.

Latest revision as of 03:32, 5 July 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Ralf is one of the mercenaries led by Heidern. His rank is colonel, and he incorporates a combination of Heidern-style assassination moves and martial arts into his unique fighting style.
He is extremely caring and his subordinates trust him deeply. Oftentimes, Clark and Leona accompany him on missions.
Jump: 41f
Hop: 33f
Backdash: 22f
Run Speed Ranking: 7

Gameplay Overview

Devastating damage output and big normals are what define Ralf Jones. In terms of movelists, Ralf is one of the most dynamically altered characters in the series; once a charge-based semiclone of Clark, since XIII Ralf has been significantly reworked into a more unique character.

In XV, Ralf is a fully motion-input brawler with an explosive flair that emphasizes his damage potential, which skyrockets as he builds meter. EX Ralf Impact (236BD) crumples the opponent on hit, leaving them wide open enough for Ralf to follow up with a Gatling Attack (236P) combo, or spend even more meter and use EX Ralf Kick (624BD), a multi-hit attack that sends the opponent into a juggle.

With options like Gatling Attack and EX Ralf Kick that move Ralf and the opponent a great distance on hit, Ralf can easily send the opponent into the corner, where they'll be trapped by Ralf's beefy normals. Ralf's st.C, st.D, st.CD, and cr.D have huge range, with the former two easily catching hops. If the opponent tries to get a little too close for comfort, Ralf can use Dynamite Ralf Punch (214P), a standing DP-style move that Ralf can even use to build meter quickly from afar. These options alone give Ralf a very strong neutral game.

Ralf's aerial options might seem lackluster at first glance, but don't be fooled. His j.C is a designated crossup button, and his j.B and j.CD have great range, the former noticeably so for a j.B. Ralf also has an air-only special, Dive Bomber Punch (j.236P) that leads to a hard knockdown, and can also be used to tack on extra damage after using one of his supers, such as Bareback Vulcan Punch (2141236K[K]).

Ralf's main weaknesses stem from his speed. A slugger to a fault, Ralf can struggle to keep up with faster characters and zoners. While his only command normal, Jet Upper (3A) might be very fast for one, it has a very stubby hitbox and Ralf players who aren't careful enough may accidentally push the opponent out of range before they can use it. While Ralf's limited mixup options such as Ralf Kick Feint (624D) or j.X xx 236P can have great reward on hit, their noticeable startup makes them easy to punish, forcing Ralf to rely on universal mechanics and frame traps to open up opponents.

Overall, if you're willing to trade speed for a more destructive offense, then Ralf might be your character. While he can work in any team position, placing him on mid or anchor will allow him to instantly capitalize on meter for massive damage.

Ralf Jones is a straight-shooting, explosive brawler with huge normals, great guard pressure and massive damage output.
Pros Cons
  • Great Frame Traps: Ignoring the more obvious example of 236K, Ralf has the frame data to run a dangerous offense centered around frame trapping the opponent. This, combined with the fact Ralf only needs one good hit confirm to blow up the opponent, makes trying to poke through gaps in Ralf’s pressure an extremely dangerous game. This can even convert an opponent’s crumbling guard meter into a forced mistake once they are forced to take action.
  • Outstanding Normals: On top of having fantastic frame data attached to them, most of them have huge hitboxes. There are very few duds in Ralf’s moveset, allowing you to easily control a large amount of space with the press of a button.
  • Explosive Damage: It takes very little for Ralf to drop a nuke on the opponent’s health bar. Ralf does more damage than most other characters with some of the simplest confirms and combos in the game, making opponents fear even the smallest touch from Ralf. Whether metered or meterless, Ralf can be a threat for his damage potential alone.
  • Big Spender, High Return On Investment: Spending meter on Ralf is rarely ever a wrong decision. Arguably the best shatter strike in the game, high punish potential on a Guard Cancel Roll, great normals for Quick MAX confirms and massive damage on meter dumps all give Ralf plenty of reason to spend for explosive returns when the time is right.
  • Sluggish: Ralf’s overall movement speed is not terrible (in fact, it is fairly standard), but he lacks any non-standard movement options. He must use standard, universal movement options to get around, and he’s not doing it any faster than your average fighter. This can give him trouble when fighting opponents who have the high mobility that he lacks, or when fighting zoners.
  • Minimal Mix-up: Much like his movement, Ralf’s mixup game will be exactly the standard, not including his excellent frametraps. Ralf's only dedicated mix-up tool is a double overhead with any hop normal > j.236P. Aside from this, Ralf is stuck using normal strike/throw offense and frame traps to open up his opponent.


Movelist

(*) = EX OK

(!) = MAX OK

Throws

Dynamite Head Butt - / +

Head Strike - / +

Command Normals

Jet Upper - +

Special Moves

Ralf Kick - + (*)

Ralf Kick (Feint) - +

Ralf Impact - + / (*)

Dynamite Ralf Punch - + / (*)

Vulcan Punch - Mash / (*)

Gatling Punch - + / (*)

Dive Bomber Punch - + / (*) [Midair Only]

Super Special Moves

Galactica Phantom - + / (!) [Hold OK]

Bareback Vulcan Punch - + / (!)

Climax Super Special Moves

Ralf Super Phalanx - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

2B > 2B > 3A > 236C, 2D
2B > 2B > 2B > 236A

247 dmg
135 dmg

0.5 Meters

2B > 2B > 2B > 236AC
2B > 2B > 3A > 63214BD, 236C, 236A
(corner) cl.D > 3A > 236BD, 236B, 236C, 236A

173 dmg
341 dmg
431 dmg

1 Meter

2B > 2B > 2B > 236A > 2141236B/D, j.236C
cl.D > 3A > 236BD, 63214BD, 236C, 236A
(corner) cl.D > 3A > 236BD, 236B, 236C, 63214BD, 236B, A/C x5, j.236A

355 dmg
436 dmg
516 dmg

1.5 Meters

cl.D > 3A > 63214BD, 236C, 236A > 2141236B/D, j.236C

577 dmg

2 Meters

cl.D > 3A > 236BD, 63214BD, 236C, 236A > 2141236B/D, j.236C
(corner) cl.D > 3A > 236BD, 236B, 236C, 63214BD, 236B, A/C x5 > 2141236B/D, j.236C

560 dmg (less than 1.5 bar)
614 dmg

3 Meters

f.D > BC, cl.D > 3A > 236A > 2141236B/D > 2141236CD

708 dmg

3.5 Meters

cl.D > 3A > 63214BD, 236C, 236A > 236236A/C > (delay) 2141236BD, j.236C

756 dmg

4 Meters

f.D > BC, cl.D > 3A > 236A > 2141236BD > 2141236CD
BC, cl.D > 236A > 236236A/C > 2141236BD > 2141236CD

824 dmg
1051 dmg

Normals

Far Standing Normals

far A

far A
f.A
f.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 3 7 +5 +3 - 30 60

A quick jab at shoulder level.

  • A standard hop checker. Does what a jab does and not a whole lot more or less.

far B

far B
f.B
f.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 6 4 10 +1 -1 - 30 60

A quick, downward-angled side kick.

  • Not a low.
  • Has slightly longer range than f.A.
  • Unspectacular range, a lack of cancel options and overall low reward compared to other, similar options at Ralf’s disposal are all factors that add up to a simple conclusion: there is no reason to use this.

far C

far C
f.C
f.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
90 Mid super 9 4 20 -3 -5 - 70 120

Ralf performs a swinging backfist with his outer hand.

  • Uniquely causes a soft knockdown on a counter hit.
  • Great at stopping hops from mid-range
  • The go-to option to fish for a Quick MAX combo
  • Misses against crouching opponents.
  • Despite not being special cancelable, this can be canceled into Vulcan Punch (rapid press A/C 5 times).

far D

far D
f.D
f.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 11 6 18 -3 -5 - 70 120

Ralf turns around and performs a kick with his back leg.

  • Has slightly less range than f.C but will hit a crouching opponent.
  • Easier to counterpoke against due to its slow startup and extended hurtbox during start-up.
  • Can be canceled into Vulcan Punch (rapidly press A/C 5 times).

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +4 +2 - 30 60

A high elbow at head height.

  • Much like Far A, this is a standard option for stopping a hop
  • Chain cancellable from 2A or 2B.
  • Combos into 3A

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 3 8 +4 +2 - 30 60

A knee to the midsection.

  • A solid option for going into 3A due to its low pushback on block

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 5 18 -2 -4 - 70 120

A fast, downward fist

  • Launches slightly faster than Close D but rarely ever combos into 3A because of this move’s high pushback.
  • For starting a combo, you are usually better off using Close D

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 7 6 14 +1 -1 - 70 120

Another knee to the midsection, this time with his outside leg.

  • Slightly slower on startup than Close C, but more rewarding on hit and leads to better blockstrings.
  • The highest damage option for close punishes or jump ins due to its consistent ability to combo into 3A.

Crouch Normals

Crouch A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 4 6 +5 +3 - 30 60

A quick, crouching jab with incredible frame data.

  • Links into cl.C on hit. If 2A hits meaty, it will link into 2C.
  • +3 on block makes 2A > 2C a very good frame trap due to 2C’s 6-frame startup.
  • Can combo into 3A at short range, converting a light hit into big damage specials that would normally only be accessible from a close heavy starter.

Crouch B

crouch B
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low command 5 4 10 +1 -1 - 15 30
  • Unlike many other cr.Bs, Ralf's can chain into cl.B.
  • Combos into 3A. See the relevant note in the Crouch A entry above.
  • Special cancelable, but 236A is likely your only option to convert a 2B hit into a combo in most scenarios.

Crouch C

crouch C
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 6 5 16 +2 0 - 70 120

God-tier normal that does just about everything you'd want a normal to do. It's fast, command-cancelable, even on block, and has excellent reach. The only thing it doesn't have going for it, arguably, is its pushback; while this makes it safer to throw out in neutral, this also makes it difficult to confirm into his strongest conversions, such as 236BD or 624BD. This limits its punish capabilities slightly, but nonetheless, Ralf's 2C is a low-risk normal with exceptionally high reward. Abuse it.

Crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 7 5 15 SKD (29: Tech / 56: Non-tech) -1 - 70 120

Ralf quickly sticks his leg out against the ground. Another very good normal.

  • Good range and amazing frame data for a sweep.
  • Cancel options out of this sweep are limited, but being -1 on block with huge pushback is not a bad place to be.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High special 6 8 1 on ground - - - 30 50

jump jump

45 High special 6 12 1 on ground - - - 30 60

A quick, downward chop with Ralf’s front hand.

  • Decent choice for hitting an opponent underneath Ralf, especially in air-to-air situations
  • Can be canceled into j.236P for a double overhead, and is usually the best aerial normal to cancel into it

Jump B

jump B
j.B
j.B

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 7 1 on ground - - - 30 50

jump jump

45 High - 6 9 1 on ground - - - 30 60

A horizontal kick.

  • Has the most reach out of all his jump normals, even his j.CD.
  • Can cross up
  • Not very good at hitting opponents under Ralf, but a great choice for air-to-air situations.

Jump C

jump C
j.C
j.C

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High special 9 5 1 on ground - - - 70 100

jump jump

70 High special 9 6 1 on ground - - - 70 120

A jumping elbow drop.

  • Has the shortest horizontal range out of all his air normals, but not by much.
  • Can cross up
  • Can be canceled into j.236P, but j.A and j.CD are better options for this.

Jump D

jump D
j.D
j.D

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 8 5 1 on ground - - - 70 100

jump jump

70 High - 8 6 1 on ground - - - 70 120

A backwards drop kick.

  • Can hit as an instant overhead if performed immediately after jumping.
  • Great for hitting an opponent below Ralf.

Rush

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid - 5 - - -4 -6 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid - 10 - - -4 -6 - 30 180 (60+60+60)

3-hit jab combo followed by a Rush ender.

  • Meterless ender: Vulcan Punch
  • Super ender: Bareback Vulcan Punch

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 15 5 18 Splat (+77~+92) 0 - 100 160

Ralf takes a step forward and delivers a haymaker with his outside fist.

  • Great mid-range poke.
  • 0 on block with high guard damage makes this a staple in Ralf’s guard pressure

ShatterStrike

Shatterstrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 5 28 Crumple (+93) -10 Armor: 4 to 14 (11 frames) 0 200

A contender for best shatter strike in the game due to its range and reward.

  • Regardless of whether this hits on a grounded or airborne enemy, this can be followed up on hit with 236C > 236A > 236236P > 214236BD > j.236P for up to 662 damage at the cost of 3.5 bars.
  • Read more about the Shatter Strike here.

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as his CD.
  • The throw counter is at the feet.

jump CD

jump CD
j.CD
j.CD

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid special 13 7 1 on ground SKD - - 80 120

jump jump

90 Mid special 13 8 1 on ground SKD - - 80 140

A slow, horizontal kick with both legs. Like any other j.CD, forcing your opponent to block this will usually lock them in a hefty amount of blockstun, allowing you to start a blockstring or attempt a frame trap.

  • Good horizontal range
  • One of the easier jump CDs to anti-air due to a briefly extended hurtbox during the start-up frames.

Throws

Dynamite Head Butt

Dynamite Head Butt
(close) 4/6C
(close) 4/6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (38) Unblockable - - -

A headbutt.

  • Safejump: If the opponent is in the corner, hold forward jump during the animation.

Head Strike

Head Strike
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (26) Unblockable - - -

Ralf drops the opponent on their head behind him.

  • Does not provide enough frame advantage for a safejump.

Command Moves

Jet Upper

Jet Upper
3A
3A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
65 Mid special 6 5 17 -1 -3 - 80 120

A fast, straight upward punch, used for anti-airing and to convert light attacks into specials with 15-20 frames of startup.

  • Almost nonexistent horizontal range; infamously whiffs after cl.C.

Mediocre move for anti-airing and converting lights, and not much else. It's really hard to use this move for much else because of a lack of horizontal range.

Special Moves

Ralf Kick

Ralf Kick
63214B/D/BD
63214B/D/BD

B Version (Hitbox)

B Version (Hitbox)
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

120 High super 27 10 19 Juggle - SKD (34: Tech* / 74: Non-tech) -10 (Close Range) to -1 (Max Range) - 80 120

D D

N/A N/A - - - 43 (3 on ground) - - - - -

BD BD

130 (10+10+10+120) Mid - 9 2 (1) 2 (1) 2 (12) 6 19 SKD (44: Tech / 84: Non-tech) -6 (Close Range) to -1 (Max Range) Lower Body: Frame 1-34 (34 frames) 0 150 total

After a short delay, Ralf leaps forward with a spinning dropkick.

  • B version hits overhead
    • Has excellent range, reaching a bit further than half-screen distance.
    • If spaced properly, can become safe on block or start a juggle in the corner on hit.
  • D version is a feint with no hitbox and can be cancelled into j.236P in the air. Not very useful either way, and Ralf is in counterhit state the entire time.
  • EX version is much faster and has hitboxes on the way up and can be followed up, usually with 236C. However, it is not an overhead.
  • EX version allows for high damage corner combo extensions with 236BD > 236B > 236C > 63214BD > 236B > 236A.

Ralf Impact

Ralf Impact
236B/D/BD
236B/D/BD

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

70 Mid super 21 2 19 +6 +2 - 80 100

D D

70 Mid super 28 2 16 +9 +5 - 80 120

BD BD

100 Mid - 19 2 23 Crumple (+101) -2 - 100 160

Ralf rears back and performs a massive straight punch that causes a small explosion.

  • Generally used as a frame-trap tool, but 236B can become combo filler in a few specific situations (such as 236BD > 236B > 236C > 624BD > 236B > 236A in the corner)
  • Plus on block. 236B can combo into 2C on hit (if in range) and 236D can combo into 236A on hit.
  • 236D is slower, but grants more advantage frames on both block and hit.
  • 236D also wallbounces on counterhit. Follow this up with an immediate 236C > 236A.
  • Both light and heavy versions are too slow for anything to combo into it on a grounded opponent without a crumple.
  • EX version starts up much faster (allowing Ralf to reliably combo into it from close heavies or 3A) and crumples on hit. If opponent is already crumpled or airborne, wallbounces instead.
  • EX version is still safe on block, but no longer plus and starts up too fast to be used as a frame trap.
  • Close B/D > 3A > 236K is a solid option for using this move in blockstrings or combos. Hit-confirm the starter and 3A, then go into 236BD if they hit. If not, use the other two versions.

Dynamite Ralf Punch

Dynamite Ralf Punch
214A/C/AC
214A/C/AC

A Version (Hitbox)

A Version (Hitbox)
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 Mid super 10 5 10 SKD (44: Tech / 71: Non-tech) -4 - 60 80

C C

100 Mid super 13 7 47 SKD (25: Tech / 52: Non-tech) -23 Full body against non-projectile air moves: 1 to 16 (16 frames) 80 100

AC AC

160 Mid - 11 9 49 SKD (26: Tech / 53: Non-tech) -34 Full Body: 1 to 12 (12 Frames) 0 210 total

Ralf punches the ground below him, causing a huge explosion on his location. Basically, this is Ralf’s anti-air and/or reversal. All versions destroy projectiles that touch it, and doing so will dramatically shorten its recovery frames.


A version: Nearly worthless. Still destroys projectiles and recovers very fast, which is about the extent of its usefulness. It has no use in combos, fishing for stray hits with this is both extremely difficult and unrewarding, and this move does not work well as an anti-air due to a lack of any sort of invulnerability.


C version: Better, but not amazing. Very slow anti-air, but it is invulnerable to aerial attacks. Technically super cancelable, but nothing will hit after 214C unless this move counterhits. Extremely punishable on whiff or block.


EX version: Grants full invulnerability, deals much more damage and starts up a bit faster. Still not amazing due to its 11F startup, but it is a functional anti-air and can work as a reversal. Still comes with lengthy recovery.

Vulcan Punch

Vulcan Punch
mash A/C or AC x5
mash A/C or AC x5

Ralf's iconic rapid punch. / Normal Version (Hitbox)

Ralf's iconic rapid punch. / Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

regular regular

100 Mid super 8 [(2 (6) 2 (6) 2 (6) 1) x up to 4 times] 1 20 HKD(+53) -32~-24 - 80 60

EX EX

202 (55+55+55+55) Mid - 14 2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2 13 SKD (+3) +4 - 0 30 per

Ralf performs a rapid series of punches at an upward angle. Complete with micro-explosions, of course. As a move, offers next to nothing with an overwhelming amount of drawbacks; this move is very bad and should be avoided in any serious scenario. Most of what it does is better accomplished with other moves, and usually with far less risk attached. Thankfully, the input for it makes this move practically impossible to perform on accident.

  • The exact input for the move is hitting A and/or C 5 times in a 60-frame window. If the fifth input is AC, the EX version is activated. This input can be frustrating to perform on command, limiting this move's application in most situations.
  • Keep pressing punch buttons to extend the duration of the attack. Ralf can also slowly move forward during the non-EX version. The EX version has a fixed duration.
  • Uniquely, can be canceled into from any ground normal, even ones that are not special cancelable. Even the kicks. If performed after Far C, this move will retain the forward movement similar to Quick MAXing after Far C.
  • The normal version only hits once, despite the animation. The EX version hits 4 times and, if very close to an opponent in the corner, combos into 2D. This is very situational, and likely won't come up in a live match.
  • Ralf's only meterless hard knockdown, allowing Ralf to follow it up with j.236A in the corner.
  • Extremely unsafe on block. EX version is +4, but getting every hit to land on a blocking opponent is very unlikely and 236K offers the same plus-on-block utility for free.
  • Deceptively small hitbox makes using this as a wall a less than viable tactic

Gatling Attack

Gatling Attack
236A/C/AC
236A/C/AC

A Version (Hitbox)

A Version (Hitbox)
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

110 (30+80) Mid super 8 4 (10) 3 24 SKD (27: Tech / 54: Non-tech) -8 - 40,60 60,60

C C

118 (40+40+40) Mid super 15 4 (11) 10 25 SKD (34: Tech / 61: Non-tech) -11 - 60,40,20 40,40,40

AC AC

153 (30+40)+(10+10+10+10+50) Mid - 9 3 (11) 3 (13) 2 (4) 2 (4) 2 (4) 2 (12) 6 23 HKD (65) -12 Projectile Invincibility: 1 to 22 (22 frames) 0 160 total

A backfist followed by a jab (236A) or an uppercut (236C).


A version: Combos from lights. Easily cancels into all of Ralf's supers. Can be made a bit more safe on block with proper spacing. You’re never truly safe, but good spacing will at least minimize the damage you take or make it very difficult to punish.


C version: Combos from 3A and heavies. On a grounded opponent, your followup options are a slightly charged 236236P or sweep. If the opponent is airborne or crumpled, this move launches high enough for 236C > 236A to combo.


EX version: Has projectile invulnerability, making it a decent anti-fireball tool if Ralf is close enough to the opponent. Aside from that, the last hit is a hard knockdown but this move does not work well against an airborne opponent and may drop before the last hit, allowing the opponent to recover from a soft knockdown and immediately punish Ralf.

Against grounded opponents EX version can be followed up by j.236P for extra damage.

Dive Bomber Punch

Dive Bomber Punch
j.236A/C/AC
j.236A/C/AC

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

120 [60] High - 15 Active until on ground 43 (5 on ground) HKD (20 (Lowest height) to 16 (Highest height)) -25 (Lowest height) to -30 (Highest height) - 80 120

C C

140 [80] High - 23 Active until on ground 43 (5 on ground) HKD (20 (Lowest height) to 16 (Highest height)) -25 (Lowest height) to -30 (Highest height) - 80 120

AC AC

165 [100] High - 24 Active until on ground 46 (6 on ground) HKD (33 (Lowest height) to 23 (Highest height)) -28 (Lowest height) to -32 (Highest height) Full Strike: 1 to 23 (23 Frames) 0 160

Ralf pauses for a moment before launching a dive-punch at a 45-degree angle toward the ground. This attack can only be performed in the air (including after 624D), and can hit an opponent that has been knocked down (referred to as “OTG”)

  • Ralf’s only dedicated mixup tool, allowing him to perform a double overhead by canceling into it from an aerial normal
  • Heavy version pauses for a bit longer, but deals more damage
  • EX version does even more damage and has invulnerability during the pause
  • Aiming for the bottom of an opponent’s hurtbox will make this move safer. Aiming for the top of their hurtbox will make it more unsafe. Either way, this move is very punishable on block.
  • Values in [] indicate damage when the move OTGs. This damage is still subject to combo scaling.
  • Hit this after any super attack (or other hard knockdown, even the move that sucks) for free additional damage. Do not be afraid to use the EX version if it might be the difference between ending the round and the opponent surviving.
  • Briefly halts Ralf's aerial momentum.
  • Cancels from Ralf's j.A, j.C, and j.CD.

Super Special Moves

Galactica Phantom

Galactica Phantom
236236A/C/AC can hold
236236A/C/AC can hold

Normal Version Charge (Hitbox)

Normal Version Charge (Hitbox)
Normal Version Attack
Max Version Charge
Max Version Attack

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

180 [220/260/320] Mid advanced, climax 19 [101] 5 31 HKD (+62) -17 [-19] Full Body: 1 to 3 (3 Frames) / Projectile Invincibility: 1 to 21 (21 frames) 0 150 [0]

AC AC

300 (150+150) [340/380/500 (150+190/230/350)] Mid climax 10 [105] 2 (7) 5 35 HKD (+62) -21 Full Body: 1 to 11 (11 Frames) / Full Body Armor: 5 to 11 (7 frames) 0 300 [0]

Ralf rears back and charges up for as long as the punch button is held. Once fully charged, or the button is released, Ralf unleashes a powerful lariat that explodes in contact and travels forward about 3/4 of the screen (fullscreen for the 2-bar MAX version)

  • Can be charged to increase damage dealt (or to make sure it doesn’t whiff after 236C).
  • Charging will not increase distance traveled
  • Values in [] indicate when move is held
  • A/C versions have full projectile invincibility during the punch all the way until the punch lands, making it a great fireball punish.
  • MAX version has armor against high and mid physical attacks while charging and full armor during the punch.

Bareback Vulcan Punch

Bareback Vulcan Punch
2141236B/D/BD
2141236B/D/BD

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

200 (15*8+80) Mid advanced, climax 12 20 32 HKD (+63) -31 Full Body: 1 to 8 (8 Frames) 0 0

BD BD

360 (40+40+30*6+100) Mid climax 9 20 41 HKD (+69) -32 Full Body: 1 to 10 (10 Frames) 0 0

Ralf dashes and tackles his opponent to the ground. If not blocked, he rapidly punches them on the ground with both fists and ends with a final exploding blow that leaves the opponent next to Ralf.

  • B/D versions have a slower startup and will whiff when super cancelled from grounded 236C unless very near or in the corner.
  • MAX version has full invincibility up to this move’s active frames and launches faster. Its hitbox is also taller, allowing it to combo from other moves (such as 236C or 236236P) easier.
  • Both versions can always be followed by an OTG j.236P

Go-to combo ender as long as the opponent isn't juggled too high. Combined with a j.236P OTG, you can get a lot of damage off of this super.

Climax Super Special Moves

Ralf Super Phalanx

Ralf Super Phalanx
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
450 (60+389+1) Min:281 Mid - 11 2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2 44 HKD (+60) -27 Full Body: 1 to 18 (18 Frames) 0 0

Ralf does 8 rapid punches like his vulcan punch, straight forwards instead of upwards. If any of these punches connect, his opponent staggers backwards while Ralf rears back to deliver a single devastating punch, setting the ground ablaze. Ralf then slowly treads forwards with his back turned to the inferno.

  • Does not lose any damage in juggles and climax cancels as only 1 the first 8 punches do any damage, regardless of how many punches actually hit.
  • Has full body invincibility.
  • Has less ability to pick up juggles compared to his other supers and may whiff if used directly in a long corner juggle combo. To avoid this issue, climax cancel into it.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

Ralf Jones and Clark Still Reveal Trailer
The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters