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The King of Fighters XIII/Ralf Jones
Normals
Standing
st. A - A simple punch attack, fast, nice range, good for stopping jump-ins if timed right, doesn't have much combo use but you could probably get away with using it as a quick fake-out by whiff canceling it before they run up on you.
- Chain/Cancel-able, Far and Close
- Hit Detection: High
- Damage: 25
- Combos from: Crouch light normals, and anything else that can chain into light normals
- Combos into: EX/Eins Trigger+Second Shoot/Shell, EX Minutes Spike
st. B - Low kick, actually despite looking like a low kick it's actually aimed high, has good range for a far normal, not too bad start-up, possibly good for pokes and other strategies/tactics to annoy your opponent.
- Hit Detection: High
- Damage: 30
- Combos from: Crouch light normals, and anything else that can chain into light normals.
st. C - A right hook aimed at the opponents face, okay reach, not so bad recovery, for a Far strong normal it seems rather promising, good for that extra boost as soon as you get them into the corner.
- Cancel-able
- Hit Detection: High
- Damage: 80
- Combos into: EX/Eins Trigger+Second Shoot/Shell, EX Minutes Spike+Narrow Spike, EX Crow Bites+Plus, Heat Drive, EX/Chain Drive
- Combos from: Jump-ins that yield copious amounts of hit-stun.
st. D - A high kick, a really high kick, runs the same properties as his Far C except it goes high meaning it can be used as an anti-air when timed correctly, it isn't cancel-able (except in HD mode)
- Hit Detection: High
- Damage: 80
- Combos into: EX/Eins Trigger+Second Shoot/Shell, EX Minutes Spike+Narrow Spike, EX Crow Bites, in HD mode
- Combos from: Jump-ins + Hit-stun
cl. C - A punch aimed at the gut, does two hits, comes out fast, good recovery, the combo starter of choice as it combos into just about everything if not everything, if you got a move you want to do this normal will tie it together with it.
- Cancel-able
- Hit Detection: High
- Damage: 40+30
- Combos into: EX/Eins Trigger+Second Shoot/Shell/Blackout, EX Minutes Spike+Narrow Spike, EX/Crow Bites+Plus, Blackout, Heat Drive, EX/Chain Drive
- Combos from: Jump-ins + Hit-stun
cl. D - Take everything I said about his close C, give it more range, make it a tad bit slower, then make it hit low, besides that eveything else applies here, trying using to catch your opponent off-guard from time to time, K' is good at that kinda stuff.
- Cancel-able
- Hit Detection: Low
- Damage: 70
Crouching
cr. A -
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cr. B -
- Chain/Cancel-able
- Hit Detection: Low
- Damage: 30
cr. C -
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D -
- Whiff/Cancel-able
- Hit Detection: Low
- Damage: 80
Jumping
j. A -
- Cancel-able
- Hit Detection: Mid
- Damage: 45(40)
j. B -
- Hit Detection: Mid
- Damage: 45(40)
j. C -
- Cancel-able
- Hit Detection: Mid
- Damage: 72(70)
j. D -
- Cancel-able
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD -
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD -
- Cancel-able
- Hit Detection: High
- Damage: 90(80)
GCCD -
- Hit Detection: High
- Damage: 10
Throw
b/f + C/D = Dynamite Headbutt
Command Moves
df + A = Jet Uppercut
Special Moves
A/C (repeatedly) = Vulcan Punch (EX)
qcf + A/C = Burning Hammer (EX)
qcb + A/C = Explosive Punch (EX)
(charge) b, f + A/C = Gatling Attack (EX)
qcf + A/C (in air) = Dive Strike (EX)
Desperation Moves
qcf x2 + A/C = Galactica Phantom (EX)
qcb, hcf + B/D = Bareback Vulcan
Neomax
hcb x2 + AC = Jet Vulcan