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.
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro =
| intro =
{{SUBPAGENAME}} is a strike-oriented brawler whose goal is to get in and punch the ever-loving crap out of the opponent. One of the first things many new Ralf players notice is the range and speed of some of his normals, such as f.D and 2D. Ralf must use his oppressive neutral to work his way in, where he can bully the opponent with his simple yet very rewarding combos and tough to punish moves. Combined with an invincible reversal and braindead easy confirms into Max Mode, Ralf is a very effective character that is not to be taken lightly. Ralf can work in any team position, though putting him on anchor will give you the most opportunity to cash out all that meter for big boy damage. Play Ralf if you like big damage, strong neutral, and if you want someone who is very easy to play. He works great for beginners and excels in the hands of veterans.
'''''{{SUBPAGENAME}} is a space-controlling brawler with risky, yet 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.
* '''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.
Line 13:
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* '''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.
* '''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.
* '''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.
* '''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 pre emptive air to airs, and his 214P specials are hyper-active anti airs that are easy to execute.
* '''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 is a tad slow, making it difficult to keep up with more mobile opponents or zoners.
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 space-controlling brawler with risky, yet massive damage output.
Pros
Cons
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.
Good Neutral: Due to good normals like f.C, f.D, and j.CD, Ralf can easily contest neutral against his opponents.
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.
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.
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.
Sluggish: Ralf is a tad slow, making it difficult to keep up with more mobile opponents or zoners.
Minimal Mix-up: Ralf's only dedicated mix-up tool is hop normal > j.214P. Other than that he will have to focus on universal mechanics and frame traps to open his opponent up.
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 high jab at shoulder level.
A great hop check at closer ranges where f.C and f.D would miss.
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 side kick angled downwards.
Neither special cancels nor hits low.
Has slightly longer range than f.A.
Almost no reason to use this over any of his far normals.
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
Uniquely causes a soft knockdown on air counter hit.
Misses against crouching opponents.
Can be canceled into Vulcan Punch.
Ralf performs a swinging backfist with his outer hand. It looks the same as Clark's far C, but strangely has less range. That doesn't mean it's a bad button though. This move has a great hitbox that can beat hops, or even stop opponents from jumping in the first place.
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
Has slightly less range than f.C but works on crouchers.
Easier to counterpoke against due to an extended hurtbox during start-up.
Can be canceled into Vulcan Punch.
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.
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.
Chain cancellable from 2A or 2B.
Combos into 3A to practically anything afterwards.
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.
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
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 downward hammer blow.
Launches slightly faster than cl.D but cancelling into 3A tends to whiff because of pushback.
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.
The highest damage option for close punishes or jump ins due to its ability to combo into 3A.
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, straight jab like his 5A.
Fast, chain cancellable, combos into 3A, special cancellable.
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
A crouching thrust kick that hits low.
Cancellable and chainable but a bit slower than 2A.
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
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. One of the few cr.Cs in the game that aren't command cancelable—but it's not like Ralf would be able to anyways, since his 3A has poor range and the pushback of this move on hit makes it a somewhat unreliable combo starter; Ralf's strongest metered specials, such as EX Ralf Impact (236BD) or EX Ralf Kick (624BD) will whiff if Ralf isn't a tad closer, even if he looks like he's in effective range. Ralf's only good option after landing this move is to use C Gatling Attack (236C) which will provide him with ample time to end the combo with cr.D or cancel into either Galactica Phantom (236236P[P]) on the third hit or Bareback Vulcan Punch (2141236K[K]) on the second, or the third in the corner.
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
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.
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 chop angled downwards.
Does not seem to hit all that low compared to all his other jump normals and thus has very little utility.
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.
Works decently as a cross up, but j.C is even better for this purpose.
Has a tendency to whiff on crouching opponents if used too early during a jump, especially with hops.
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.
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.
Kind of like his j.B, except it reaches lower with less range.
Best used as a long-ranged jump in against fireballs and low attacks.
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 that goes into either his vulcan punch, (MAX) Bareback Vulcan Punch or Climax, depending on meters/last button pressed.
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.
Launches quickly when compared with other CDs while also reaching a bit more than half the screen.
Another excellent long range poke along with f.C and f.D.
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
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.
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
Has good horizontal range and is oppressive to deal with when on the ground.
One of the easier jump CDs to anti-air due to an extended hurtbox briefly during the start-up frames.
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
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
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 standing uppercut.
A strong anti-air but overshadowed by f.C and 214C.
Useful for converting light starters into heavy ones. (e.g. 2B/2A > 3A)
Reliably combos from cl.D for extra damage.
Safe on block, but be wary of this whiffing at a distance.
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
B version is a spinning drop kick that hits overhead.
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.
D version is a feint and can be cancelled into 236A/C/AC in the air.
EX version allows for high damage corner combo extensions with crumple > 236C > 63214BD > 236C.
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
B version is a great combo filler after the EX version in the corner.
D version is hit confirmable into super.
Both versions can also be used as a block pressure / frame trap tool and both allows links into 2C on hit, which then combos into 236C even at max range.
EX version is a great combo starter as hitting the opponent with 236C after the crumple will launch them higher, allowing for more juggles.
Using the EX version on a crumbled opponent (either from a shatter strike or this move) causes a wall bounce. It's usually not worth the meter doing so, especially in the corner.
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 floor and creates a small explosion.
A version has no invincibility and combos from lights. Due to its poor range there's no reason to use it in light confirms over 236A.
Because it launches and recovers relatively quickly, it can be useful for building meter at full screen while also negating fireballs.
C version has upper body invincibility. Ralf cannot get any kind of combo after this hits, even from a super cancel.
This version is a bit slower making it possible for your opponent to land before this hits, leaving Ralf open for punishment.
EX version has full invincibility and much more speed than the C version, but extremely negative on block.
All versions negate fireballs, with EX version negating EX fireballs. This allows you to build meter from your opponent's fireball and while shutting down their meter build - negated fireballs do not build any meter unlike those which are blocked or armoured. This can force your opponent to come closer where Ralf dominates with his f.C and f.D.
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 starts rapid series of punches at about a 30 degree angle upwards.
Causes a hard knockdown, leading to safe jumps when used in combos
Technically combos from lights, though the input makes this difficult to do.
The EX version can allow for juggle extensions, although this often isn't worth the meter or execution.
For the EX version, the chip damage and guard damage is massive and Ralf is left plus on block afterwards, but it must be done close enough to ensure all the hits land, else Ralf will whiff the last hits and be easier to punish.
As a weird quirk, it is able to be cancelled into from f.C and f.D when you are not able to cancel into other special moves this way. This is likely to make inputting the move easier.
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
The go-to special in combos.
A version combos from lights, even from max range 2B.
Unsafe if done at closer ranges.
Super cancellable and combos into anything on the ground.
C version combos from heavies, even from max range 2C.
Can follow up with 2D on in ground combos (not crumple).
Launches higher on crumpled opponents with much greater juggle potential.
Cannot combo into 2141236K(K) after all three hits have landed if used outside of the corner. Therefore, it must be canceled after the second hit in order for the super to connect.
EX version doesn't allow for any juggles afterwards but does high damage.
Generally not useful except for low-execution light confirms, going through projectiles, or chipping out.
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
Values in [] indicate damage when the move OTGs.
Ralf dives fist first at a roughly 45 degree angle and causes a small explosion when he hits the ground.
Can OTG grounded opponents but does less damage if it connects this way.
Hits overhead.
A/C versions deal the same damage but A version has a faster startup, making it the ideal choice for OTG after supers.
Can be cancelled from jump A/C/CD provided he is not too close to the ground for a surprise double overhead.
All versions are unsafe on block but can be tricky to punish if the opponent does not have a fast, long-ranged move.
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]
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.
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.
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.
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.