The King of Fighters XIII/Ralf: Difference between revisions

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=== Tips and Tricks ===
=== Tips and Tricks ===
*Ralf's cr.B links into cl.C. Whilst his cr.B is cancelable, it's good to use this as its a great blockstring/frametrap tool, and can autohitconfirm if your cr.b wasn't blocked.
*Ralf's cr.B links into cl.C. Whilst his cr.B is cancelable, it's good to use this as its a great blockstring/frametrap tool, and can autohitconfirm if your cr.b wasn't blocked.
*Starting from cr.B in general for any of these links will reduce the damage of your combo by about 30, as you need to avoid using df.A.
*Starting from cr.B in general for any of these links will reduce the damage of your combo by about 30, as you'll need to opt out of either df.A or cr.C link.
*Ralf's EX Gatling Attacking (charge b~f+AC) is his only comboable hard knockdown. If you feel the need to do some more sustained pressure on your opponent, you could substitute it for any DM here at the cost of a lot of damage.
*Ralf's EX Gatling Attacking (charge b~f+AC) is his only comboable hard knockdown. If you feel the need to do some more sustained pressure on your opponent, you could substitute it for any DM here at the cost of a lot of damage.
*Any instance of a combo from qcf+C into cr.C xx special/super, could be ended in cr.D sweep instead if you don't want to push your opponent a long way away for whatever reason (fireball character, etc). Again this costs you damage.
*Any instance of a combo from qcf+C into cr.C xx special/super, could be ended in cr.D sweep instead if you don't want to push your opponent a long way away for whatever reason (fireball character, etc). Again this costs you damage.

Revision as of 15:20, 17 December 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Ralf Jones

KOFXIII-Ralf Face.png

In a nutshell

Ralf "Rambo" Jones is rather different than how you may remember him. Although he is still primarily based around mid range zoning, abusing his powerful far normals like st.C and st.D, and his amazing st.CD, Ralf has also lost the use of his command grab. To make up for this, he's been given a cancelable cr.B, along with some extremely powerful basic combos that do a lot of stun and damage, making him a powerful first character. Unlike many a lot of other chars in XIII, Ralf's combos do not really involve quick inputs or juggles, but he has more of an emphasis on links. His execution requirements are fairly low (unless you are extremely bad at loose links!), and most of his game is space control with normals, so you may feel more comfortable with Ralf's slower, more basic combos and easy to grasp zoning game coming from a Street Fighter background.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
cancel
Standing Light Kick
kof.lk
30
cancel
Standing Heavy Punch
kof.sp
80
Cancelable into Vulcan Punch
Close Heavy Punch
kof.sp
40×2
1st hit: cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low cancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high cancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown cancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Jet Upper
df + kof.lp
65
specialcancel

Throw

Name
Command
Damage
Special Properties (glossary)
Dynamite Headbutt
f or b + kof.sp or kof.sk (while close)
100
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Vulcan Punch
Press p repeatedly (Hold f to move forward)
p : 20×12
ex : 45×8
drivecancel
Burning Hammer
qcf + p
kof.lp : 60
kof.sp : 50
ex : 100
drivecancel
ex : crumple autoguard
Explosive Punch
qcb + p
kof.lp : 65
kof.sp : 80
ex : 60×2+80
softknockdown drivecancel
Gatling Attack
b (charge) f + p
kof.lp : 40+35
kof.sp : 40+30×2
ex : 30×2+20×4+100
drivecancel
kof.sp : softknockdown
ex : hardknockdown
Blitzkrieg Punch
qcf + p
p : 120
ex : 180
aironly high hardknockdown drivecancel

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Galactica Phantom
qcf qcf + p (Hold p to charge)
p Uncharged: 180
p Charged Lv.1: 220
p Charged Lv.2: 260
p Charged Lv.3: 320
ex Uncharged: 300
ex Charged Lv.1: 340
ex Charged Lv.2: 380
ex Charged Lv.3: 500
softknockdown maxcancel
Charged Lv.3: unblockable
Bareback Vulcan
qcb hcf + k
15×9+100
hardknockdown maxcancel
Jet Vulcan
hcb hcb + kof.lp + kof.sp
(10+0)×11+(8+0)×35+8+80
hardknockdown

Console Changes

  • Crouching D has faster recovery.
  • Heavy Burning Hammer (qcf+C) has faster recovery. It can combo into heavy Gatling Attack (b~f+C) without needing to cancel.
  • During Vulcan Punch (P*) (all versions), Ralf can move forward.
  • EX Burning Hammer (qcf+AC) has faster startup and can be comboed from heavy attacks.
  • Both versions of Galactica Phantom (qcf qcf+P) can be charged (previously 220 for normal version, 360 for EX version).
  • Far standing C can be canceled into Vulcan Punch.

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) -
  • Standing Light Kick (Snkb.gif) -
  • Standing Heavy Punch (Snkc.gif) -
  • Close Heavy Punch (Close Snkc.gif) -
  • Standing Heavy Kick (Snkd.gif) -
  • Close Heavy Kick (Close Snkd.gif) -
  • Crouching Light Punch (Down.gif + Snka.gif) -
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

  • Jet Upper (Downright.gif + Snka.gif) -

Throw

  • Dynamite Headbutt (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -

Special Moves

  • Vulcan Punch (press Punch.gif repeatedly) -
    • Ex.png Vulcan Punch (press Snka.gif + Snkc.gif repeatedly) -
  • Burning Hammer (Qcf.gif + Punch.gif) -
    • Ex.png Burning Hammer (Qcf.gif + Snka.gif + Snkc.gif) -
  • Explosive Punch (Qcb.gif + Punch.gif) -
    • Ex.png Explosive Punch (Qcb.gif + Snka.gif + Snkc.gif) -
  • Gatling Attack (Left.gif [charge] Right.gif + Punch.gif) -
    • Ex.png Gatling Attack (Left.gif [charge] Right.gif + Snka.gif + Snkc.gif) -
  • Blitzkrieg Punch (Air Qcf.gif + Punch.gif) -
    • Ex.png Blitzkrieg Punch (Air Qcf.gif + Snka.gif + Snkc.gif) -

Desperation Moves

  • Galactica Phantom (Qcf.gifQcf.gif + Punch.gif) -
    • Ex.png Galactica Phantom (Qcf.gifQcf.gif + Snka.gif + Snkc.gif) -
  • Bareback Vulcan (Down.gifDownleft.gifHcf.gif + Kick.gif) -
  • Jet Vulcan (Hcb.gifHcb.gif + Snka.gif + Snkc.gif) -

Tips and Tricks

  • Ralf's cr.B links into cl.C. Whilst his cr.B is cancelable, it's good to use this as its a great blockstring/frametrap tool, and can autohitconfirm if your cr.b wasn't blocked.
  • Starting from cr.B in general for any of these links will reduce the damage of your combo by about 30, as you'll need to opt out of either df.A or cr.C link.
  • Ralf's EX Gatling Attacking (charge b~f+AC) is his only comboable hard knockdown. If you feel the need to do some more sustained pressure on your opponent, you could substitute it for any DM here at the cost of a lot of damage.
  • Any instance of a combo from qcf+C into cr.C xx special/super, could be ended in cr.D sweep instead if you don't want to push your opponent a long way away for whatever reason (fireball character, etc). Again this costs you damage.

Combos

0% Drive

0 Bar

  • cr.B cr.B xx charge b~f+C - (143, 14)

A pretty weak combo from a low. It does lead to a knockdown however, which may be more favourable in some situations.

  • cr.B df.A xx qcf+C, charge b~f+C - (216, 27)

Ralf's basic combo from a low. df.A may not connect from a more distanced cr.B.

  • (cr.B) cl.C df.A xx qcf+C, cr.C xx charge b~f+C - (280, 39)

Ralf's basic meterless combo. If starting from cr.B, you have to omit the df.A, and you may need to skip the df.A from distanced jumpins or just a longer ranged cl.C hit. Does great damage for a meterless combo. If from a jumpin or distanced confirm from cl.C into df.A, can go straight into charge b~f+C instead and omit cr.C.

  • cr.C xx qcf+C, charge b~f+C - (202, 23)

For confirming from cr.C pokes when you're fairly close.

  • cr.C xx charge b~f+C - (160, 15)

Combo to use when confirming from a very long range cr.C poke. If you're closer, use the combo above.

1 Bar

  • (cr.B) cl.C df.A xx qcf+C, cr.C xx qcbhcf+K - (416, 31)

Ralf's extremely powerful basic DM combo. As before, omit the df.A if starting from cr.B, or from a distanced confirm.

  • cr.B df.A xx qcf+C, qcbhcf+K - (344, 19)

The easier low confirm into DM for ralf.

  • cr.C xx qcf+C, qcbhcf+K - (334, 15)
  • cr.C xx qcbhcf+K - (296, 7)

DM combos for cr.C pokes from distance.

2 Bar

  • (cr.B) cl.C df.A xx qcf+C, cr.C xx qcfqcf+AC - (445, 31)
  • cr.B df.A xx qcf+C, qcfqcf+AC - (391, 19)
  • cr.C xx qcf+C qcfqcf+AC - (387, 15)
  • cr.C xx qcfqcf+AC - (355, 7)

Ralf's qcfqcf+AC DM does not really add that much damage for the extra bar compared to qcbhcf+K. Considering he's mostly used as a battery, you may not always want to do these combos.


3 Bar

  • (any combo starter, or raw reversal)qcf+AC, delay, charge qcfqcf+AC max duration (hold AC) - (600, 0)

Not really a combo, but qcf+AC gives you enough time to meaty the unblockable fully charged Galactica Phantom. This CAN be reversal rolled or wakeup reversal with invul'd through, so its not legit.

50% Drive

0 Bar

  • cl.C df.A xx qcf+C, cr.C xx charge b~f+C (DC 1st hit) qcf+C, charge b~f+C - (339, 51)
  • cr.B df.A xx qcf+C, charge b~f+A (DC 2nd hit) qcf+C, charge b~f+C - (300, 45)

High stun combos. Can be useful if you don't have any meter for damage.

1 Bar

  • cl.C df.A qcf+C, cr.C charge b~f+C (DC 1st hit) qcf+C, qcbhcf+K - (464, 43)
  • cr.B df.A qcf+C, charge b~f+A (DC) qcf+C, qcbhcf+K - (425, 37)
  • (corner) (cr.B) cl.C df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, A rapidly - (502, 45)
  • (corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, charge b~f+A, A rapidly - (492, 40)
    • Need to move forward during the A+C Rapid move a bit to get qcb+C to hit.

Can reset with st.A/st.B after the charge b~f+A for a mixup instead if you wish.


2 Bar

  • cl.C xx qcf+C charge b~f+C (DC 1st hit) qcf+C cr.C xx qcfqcf+AC - (484, 43)
  • cr.B df.A xx qcf+C charge b~f+A (DC) qcf+C qcfqcf+AC - (445, 37)

As you can see, again these combos are not really worth the extra bar.

  • (corner) (cr.B) cl.C df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, qcbhcf+K - (600, 32)
  • (corner) cr.B df.A xx A+C Rapidly, (DC 4th hit) qcb+C, qcf+C, qcbhcf+K - (590, 27)
    • Need to move forward during the A+C Rapid move a bit to get qcb+C to hit.

100% Drive

The 2 bar NeoMax is a blessing for Ralf, his HD combos now do pretty good damage for lower cost. Possible to start HD combos from cr.B df.A. Also possible to start HD combos with cl.C/cr.B df.A xx qcf+C st.C (HD) ... for more damage.

1 Bar

  • (cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x5 qcbhcf+K - (626, 24)

2 Bar

  • (cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x4 charge b~f+A HDC hcbhcb+AC - (763, 16)

3 Bar

  • (cr.B) cl.C df.A (HD) cl.C df.A qcf+C [charge b~f+A HDC qcf+C] x3, qcfhcb+K (last hit) HDC hcbhcb+AC - (854, 16)

Thanks to arcade buffs, these now should work corner to corner. May not work on all crouching chars though. Try to do cl.C df.A after the HD activation as late as possible to make sure you're point blank and have pushed the opponent as far in as possible.

5 Bar

  • (corner only)(full jump) j.C cl.C df.A qcf+C, st.C (HD) cl.C df.A qcf+C charge b~f+A HDC qcb+AC HDC qcf+C, qcb+AC HDC qcf+C, qcfhcb+K (last hit) HDC hcbhcb+AC - (1008-100%)

Gimmick combo, you'll probably never land this but hey.

Basic Strategy

  • Do Galactica Phantom

Advanced Strategy

Frame Data