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The King of Fighters 2002/Ralf Jones
Movelist
Throws
1. Dynamite Headbutt - b/f+C
- Ralf headbutts the opponent, knocking them back in the direction he was facing
- can be recovery rolled and doesn't give Ralf any chance to mixup
2. Northern Light Bomb - b/f+D
- Ralf supplexes the opponent, knocking them the opposite direction he was facing
- cannot be recovery rolled, but doesn't give much time to set up a useful wakeup game
Special moves
1. Vulcan Punch - mash P
- Ralf rapidly punches at a diagonal angle in front of him
- buttons can be mashed further to make him continue punching
- free cancellable into
- free cancellable out of
- has a deceptively large hitbox in front of him making it hard to jump/sweep punish it, but can be easily punished by rolling
- very little practical usage outside of some impractical max combos
2. Gatling Attack - _b f+P
- Ralf will walk forward with a few punches, the last one being an uppercut
- C version travels further than A version, and does an extra hit on the uppercut at the end
- supercancellable on the second hit
- free cancellable out of on all hits
- comes out fast but not fast enough to be useful as a reversal on wakeup
- useful for punishing whiffed CD counters and in combos off crouch A
- whiffs against some crouching characters like Mature, Vice, K', Joe, Athena, Kensou, Benimaru, Mai, Yuri, Chris, Leona, Choi, Kula, Angel
- doesn't whiff against crouching Yamazaki, Mary, Maxima, Whip, Ryo, Robert, Takuma, Terry, Andy, Chin, Kyo, Daimon, May Lee, Yashiro, Shermie, Ralf, Clark, Kim, Chang, Kusanagi, Vanessa, Seth, Ramon, K9999
3. Kyuukouka Bakudan Punch (Chijou) - _d u+P
4. Kyuukouka Bakudan Punch (Kuuchuu) - qcf+P(air)
5. Galactica Phantom - qcfx2+P
- Ralf winds up slowly, then unleashes a punch that travels full screen length, doing a huge amount of damage
- unblockable
- hard knockdown
- free cancellable out of
- has autoguard throughout the winding part and the punch itself
- counterwire
6. Ralf Kick - hcb+B
- Ralf jumps into the air, doing a horizontal spiraling kick
- his feet have a huge hitbox, making it unwise for the opponent to counter it (the trade will be in Ralf's favor most of the time)
- if done from too close, the move can be punished on block
- B version goes less further than the D version
- has some upper-body invincibility during the startup frames
- if it connects, opponent is knocked away into a juggleable state
- free cancellable out of
7. Ralf Tackle - hcb+D
- Ralf charges across the screen, hitting about 4-5 times in the process
- knocks down but can be recovery rolled
- has autoguard throughout most of the move
- free cancellable into
- free cancellable out of on any hits
- has horrible recovery if blocked and if the opponent gets hit by it in the air, they can recovery roll and punish him before he recovers as well
8. Super Argentine Backbreaker - hcf+K
- instant grab that slams the opponent to the opposite side that he was before getting grabbed
- hard knockdown
- gives enough time to set up a decent wakeup game
DMs
1. Umanori Vulcan Punch - qcb hcf+K
- Ralf runs forward and tackles the opponent. If it hits, he will do a series of punches ending in a hard knockdown
- if it's blocked, he will not perform any of the punches and will take a long time to recover
- the hard knockdown gives Ralf a very long time to position himself however he likes before the opponent gets up
- D version makes him run about full screen length, while B version makes him run about 60% screen length
2. Baribari Vulcan Punch - qcf hcb+P
- Ralf runs forward with a series of many punches, ending with a big uppercut
- Ralf will do the entire move regardless of whether it hits, is blocked or whiffs entirely
- has some problems with the first hit connecting against crouching opponents or opponents that aren't very close, making it difficult to combo into
- hard knockdown on the last hit
SDMs
1. Baribari Vulcan Punch - qcf hcb+AC
- Ralf runs forward with a series of many punches, ending with a big uppercut
- Ralf will do the entire move regardless of whether it hits, is blocked or whiffs entirely
- has some problems with the first hit connecting against crouching opponents or opponents that aren't very close, making it difficult to combo into
- does lots of chip damage, so could be useful to cancel into if opponent has no stock
- hard knockdown on the last hit
HSDM
1. Umanori Galactica Phantom - qcb hcf qcf+AD
- Ralf runs forward about a full screen length, similar to his qcb hcf+K. If it connects, he punches up into the sky, taking the opponent a few seconds before they hit the ground
- very punishable if blocked
- fast enough that it can be comboed into from strong attacks, though the motion is not practical at all
Combos
1. [Jump attack] Close C/Crouch AA, hcf+K - 28%
Probably your best punish combo that doesn't use meter. Close C comes out slow so it is difficult to combo after a jump attack unless it hit deep. The hcf+K sets up a decent wakeup mixup after. You can replace the close C with a crouch A which is easier to combo from a jump attack. If you did do a jumpin right before, then more than one crouch A will likely put you out of range.
2. [Jump attack] Crouch AA, _b f+C - 26%
This is a much easier combo than the above in terms of execution and ease of landing off a jump attack, but it is situational. The combo does not work on crouching Mature, Vice, K', Joe, Athena, Kensou, Benimaru, Mai, Yuri, Chris, Leona, Choi, Kula, Angel.
3. [Jump attack] Crouch AA, _b f+C(2), (S)qcb hcf+K - 50%
Probably his highest damage practical combo, that can be easily set up from a jump attack. It is advisable to supercancel into qcb hcf+K as the other supers, including the qcf hcb+AC SDM, will very likely whiff on the first hit, making the rest of the super not combo.
4. Crouch B, BC, Close C, qcb hcf+K - 40%
Ralf cannot cancel or link his crouch B into anything. The best he can do is cancel to maxmode and immediately close C on the first frame. To do it, you must input the attacks as crouch B, C~B, qcb hcf+K. This combo gives him about 40% damage from a low attack
5. [Jump attack] Crouch AA, BC, _b f+C(3), (C)hcb+D(4), (C)mash P(hold forward) - 46%
A flashy combo with no reason to be used over a simpler combo 3. The beginning part of the combo can be input using the shortcut crouch AA, _b f+BC(3).
6. [Jump attack] Crouch AA, BC, _b f+C(2), (S)qcf hcb+AC - 60%
Fairly damaging combo that requires 4 stocks. Keep in mind that it will almost never work on a crouching opponent, so your best bet at landing this combo is by punishing a move with a jump attack (most likely a fireball).