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The King of Fighters XIV/Ralf Jones
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Dynamite Head Butt - close / +
Command Normals
Special Moves
Dive Bomber Punch - in air, + / *
Super Special Moves
Galactica Phantom - + / (Hold OK) !
Climax Desperation Move
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Powerful, quite literally explosive, simple yet effective, and a force to be reckoned with when in the correct hands. These are all words which typically describe Ralf Jones of The Ikari Warriors, and they still hold true to the depiction of the character present within XIV. Ralf is a flexible character, as his uses for meter can vary greatly depending on how he is utilized making him an effective character for a multitude of playstyles. As a seasoned KOF player may have come to expect, Ralf excels at establishing pressure via the use of his notable pokes, these pokes referring to st.C, st.D, and Ralf's Standing CD in particular. Once Ralf has successfully broken his opponent's defense, his fast normals coupled with his at times incredibly high damage output allow for massive amounts of threatening pressure to be applied with little down-side. No matter the skill level, Ralf's ease of use and true effectiveness at higher levels make it so that any player can comfortably utilize THE RAAALF!
-LEbrosaber
Normals
Standing
- st. A - A quick jab. Useful for preventing hop ins, useful for Ralf’s neutral game. Can be linked to another st. A or even into Vulcan Punch(careful with auto combo). At certain ranges it can be used to max mode into but timing is crucial and Ralf has better options into going into max mode than this normal.
- st. B - A short kick. Not a very useful tool for neutral. It’s around the same length as st. A, a frame slower than st.A, can’t be linked into another normals and specials. Use st. A more than st. B
- st. C - A far ranging arm swing that whiffs crouchers. Even though this normal whiffs crouchers it is still a great tool to use for Ralf’s neutral game can be used as to Anti-air opponents as well. It is pretty fast and it can be Quick Maxed into
- st. D - A far kick one legged kick. One of Ralf’s best normal a lot of characters in this game have a hard time punishing it. Can be Quick maxed into, can be used as an Anti-Air. A neat trick with this normal is buffering qcf+D and once it connects with the opponent do qcf+A/C and you will get a Galactica Phantom that will connect
Close
- cl. A - A quick elbow. Can be used to confirm into Quick Max better to link Jet Upper for more damage and a better tool to Quick Max into and bring crouchers standing up
- cl. B - A quick knee. Can be used to confirm into Quick Max better to link Jet Upper. Pretty similar to cl. A a bit more slower in the speed department.
- cl. C - An arcing punch. Unlike Clark and previous versions of Ralf this normal is only 1 hit. Special cancellable.
- cl. D - A hard knee to the stomach. This will be your main method of max mode confirms that lead to big damage. Always go for a Jet Upper when you hit your opponent with cl.D Special cancellable.
Crouching
- cr. A - A quick jab. Special cancellable. 0 on block.
- cr. B - A mid range crouching kick, A very good tool to get into Quick Max combos using jet upper(DF A) to connect. Special cancellable. Can be chain cancelled. +3 on block.
- cr. C - A long range horizontal ground poke. What differentiates this with st. D is that it lowers Ralf’s hurtbox vertically. Special cancellable.
- cr. D - One legged sweep. A very far reaching sweep. It is -1 on block one of the few sweeps in the game that is very quick on recovery.
Jumping
- j. A - Can be used as an instant overhead but not able to connect dive bomber punch off of it. Viable as an air to air even a jump in.
- j. B - This is a great air to air tool use. Could be used as a pretty okay jump in tool to cr. B, df.A. Can crossup standing and crouching opponents.
- j. C - Great jump in tool as Ralf goes pretty low in the air
- j. D - Can also be used as an instant overhead, very far reaching jump ins can work with this as well but j.C has a lower reach than j.D
Blowback
- st. CD: A decent range horizontal punch that wallsplats grounded opponents.
- j. CD: Long range kicks that has good diagonal hitbox. Good on pressuring opponents.
Throws
- (Throw description)
- (Throw description)
Command Moves
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Frame Data
Videos
KoF XIV: Ralf Beginner Breakdown
Ralf Slow Motion Hitboxes
External Links
Discussion Threads
Discuss at Dream Cancel