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* if it connects, opponent is knocked away into a juggleable state | * if it connects, opponent is knocked away into a juggleable state | ||
* free cancellable out of | * free cancellable out of | ||
| | |- | ||
! hcb+[[image:snkd.gif]] | |||
|align="center"| | |||
=== | |align="center"| | ||
|align="center"| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Ralf02_hcbD1.png|center]] | |||
|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Ralf02_hcbD2.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Ralf02_hcbD3.png|center]] | |||
| '''Ralf Tackle - hcb+D''' | |||
* Ralf charges across the screen, hitting about 4-5 times in the process | * Ralf charges across the screen, hitting about 4-5 times in the process | ||
* knocks down but can be recovery rolled | * knocks down but can be recovery rolled | ||
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* free cancellable out of on any hits | * 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 | * 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 | ||
|} | |||
===Special moves=== | |||
8. Super Argentine Backbreaker - hcf+K | 8. Super Argentine Backbreaker - hcf+K |
Revision as of 14:23, 7 October 2013
General Info
Crouch height: Medium
Colors
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Movelist
Special moves
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
Notes
- D throw is a hard knockdown
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).
Strategies
Matchup Information
Kula
- hit by dp+C while on the ground
If Ralf is hit with her dp+C while he is on the ground, he can recovery roll and punish her before she can recover, with hcf+K
- blocking qcb+B from relatively close
From many distances (though not all), you can do a reversal hcf+K after blocking her qcb+B, and it will grab her whether she decides to followup with f+B/f+D or do no followup at all