SvC Chaos: SNK Vs Capcom/Red Arremer

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レッドアリーマー, Red Arremer
"G-gyaaaa. (Delish! Fresh meat always tastes best!)"
Difficulty Mostly Easy
Max Mode Needed? Almost Useless
Tier Placement Top Tier (S)
Standing Hitbox ?
Crouching Hitbox Tall

Introduction

RedArremerfacesvc.png

Red Arremer, or RA for short. is a common enemy from the Ghosts 'n Goblins game series, along with starring a couple of his own games. He's incredibly frustrating to deal with in those games with his sporadic and fast movement, and here he's limited in his movement somewhat due to the nature of fighting game design, but makes up for it with perhaps the most infamous of special moves in SVC: his minions. When used correctly, RA can essentially turn SVC into a mini bullet hell with the amount of projectiles thrown at his foes, so much so that an RA mirror matchup goes as far as to cause slowdown. He has plenty of other great tools that make him a nightmare to deal with as a zoner, however, giving him his top tier placement. He is still very much beatable, however, so don't pick him and shrug it off expecting instant results as experienced players will be able to get in. Which by that point, RA is left with basically nothing.

How to select Red Arremer (Outside of Super Plus)

  • You wish to use him? It isn't possible to select him on the Arcade version without cheats, but you can use him in the console versions (PS2 and XBOX). Just select Survival Mode, and beat him, or Athena in it on the 36th fight, and you'll unlock him along with Athena.
Strengths Weaknesses
  • Good movement: Slide, flights, fast movement speed and long jumps give Red Arremer a lot of easy movement he can utilize.
  • Amazing fireball: One of the strongest fireballs in the whole game. RA can pierce through everything with his fireball, giving him amazing zoning to fight back with and with a generous hitbox, too. The fact that it even goes through super projectiles makes it particularly powerful.
  • Great air game: Minions and huge pillars of fire that reach the top of the screen, plus flight attacks, RA handles the air game exceptionally well, setting aside his bad aerial buttons.
  • Unblockable Exceed: In the few cases you can reliably use his exceed, it's unblockable giving RA free damage that also results in pushing the opponent back and away from him. One of the few unblockable exceeds in the game.
  • Unblockable fly setups: Careful minion manipulation and fireball spacing allows RA to position the opponent as a sitting duck, further allowing him to set up unblockable attacks with his flight attacks. Handy to have and a reliable source of damage, though they take a moment to start up and can be countered before he begins moving.
  • Will always have meter for Blowback: Red Arremer never has to spend any of his meter, not even for GCFS, as nothing he has uses it. For the moments where the opponent does close the gap and get close to him, it's very rare he wouldn't have meter to use blowback to shake them off.
  • Screen control god when done right: This reason alone is what propels him to the top of the tier list, and his minions are only one reason why. It doesn't take long at all for Red Arremer to flood the screen with so many projectiles to gain a suffocatingly strong control of screen real estate. Anywhere you look, RA can probably attack there. The only other character that matches his level of screen control is Zero, and maybe Mars People.
  • Forces defensive turtles into playing aggressively: Characters like Guile and Mars People cannot handle the relentless pressure of Red Arremer's minions and fireballs. Even if the player manages to somehow still be a sitting duck, RA can throw out unblockable flights. Thus, he forces them to approach him instead, leaving them without their comfort zones.
  • Obliterates players who don't know better: Red Arremer's summons alone will gatekeep new players hard. Not knowing the knowledge checks, let alone RA's matchups, will immediately make him feel like an impossible matchup, and may even lead them to picking RA the next match. Only to get blown up for it, again.
  • Cannot crouch: A seemingly inconsequential downside means he has a harder time avoiding some attacks. More notably, in some matchups like Athena, he cannot avoid her arrows leading to unavoidable chip damage, which quickly adds up. Note that though he does not crouch, his pushbox lowers when holding down, but in practice this hardly changes anything.
  • Slide is his only good button: Red Arremer has very few buttons for one, but the buttons he does have are all awful and provide nothing for him except chicken scratches. Slide is his only meaningful button as it lets him run away if it knocks down. Everything else, you're probably only using it out of desperation.
  • Can only forward throw: If for whatever reason Red Arremer needs to throw the opponent to the opposite side, he can only do that after switching sides with the opponent first. Not having a back throw can limit his flexibility for the few times he actually does throw.
  • Super situational Exceed: Using his Exceed midscreen is a complete waste, unless he can maybe punish a teleport attempt. Because RA flies backwards to the edge of the screen first, this makes throwing it out midscreen a waste as it drags the camera with him. Even if he's in the corner as well, the height at which he hangs onto the wall is not 100% consistent as it depends on where he started. He flies backwards at a diagonal angle.
  • All of his summons are punishable one way or another: Red Arremer's impenetrable wall of minions can crumble fairly quickly if the opponent pays close attention to knowledge checks and how each minion behaves. RA can also be punished during the summon animations themselves, made easier depending on the matchup and situation. Because he's a sitting duck for two of the three summons, he's left vulnerable to punishes.
  • No good, reliable combos: Red Arremer is a pure blooded zoner and has nothing for fighting up close. Though if you were expecting the screen flooding character with the main goal of being as obnoxious as possible to have combos, you should go play someone else, instead.
  • Struggles against most other boss characters: Red Arremer, despite being top tier and a major pain for several characters to deal with, actually suffers losing matchups against almost all other boss characters. With the exception of Dan, Mars People and maybe Serious Mr. Karate, Red Arremer doesn't have good answers for fighting the other bosses. In some cases, like fighting Demitri, it drastically changes how both characters approach the fight like turning the stage into a bullet hell, yet still favoring the other character. Even Athena is a major pain for RA to deal with.
  • RA mirrors are a nightmare: RA mirrors cause the greatest amount of slowdown in the game once both players start summoning minions or throwing out any kinds of attacks with effects. It doesn't take long for the slowdown to kick in, either, or can even potentially crash the game. They're not fun to either play or watch, please do not ever engage in RA mirrors. They're wars of attrition at best and a waste of time and frustratingly slow at worst.
  • You will lose friends: Picking RA can make people rage quit the game because of how daunting his minions are, especially newer players.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Since Red Arremer has no standing proximity normals, he only has 4 standing normals. Regardless if you're far or close to the opponent, the attack for the corresponding button doesn't change.

Far/Close Normals

st.A/cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 3 11 18 -2 -4 -
  • A stab with his claws. Can't chain into itself, and the other Light Attacks, but can be normal canceled.
  • st.A is identical to cr.A, so st.A notes apply to cr.A as well.

st.B/D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4, (5), 4 7 27 +2 +0 -
  • A two-hit kick. Can't chain into itself, and the other Light Attacks, but any hit can be normal canceled.
  • st.D is identical to st.B, but deals more damage.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 3, 6 15 32 1st= -4 ; 2nd= -1 1st= -6 ; 2nd= -3 -
  • A two-hit slash. Good for combos, and any hit can be normal canceled.

Crouch Normals

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 5 2 6 13 +4 +2 -
  • A low-hitting kick. Can chain into itself, and into the other Light Attacks as his only light chain starter. Can be normal canceled too.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 3, 6 15 32 1st= -4 ; 2nd= +11 1st= -1 ; 2nd= -3 -
  • Same animation as his st.C, but with one more property: It will reset your opponent on hit. Probably the easiest reset setup in the game. Try using this move when you're more familiar with RA, you can setup pressure and some unblockables with his minions using this button.
  • Keep in mind this is still not good for defending RA up-close, as cr.D should be used instead.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 9 16 12 37 SKD -10 -
  • A slide, it can pass under some projectiles, and you can cancel any normal into this move. You can't cancel it afterwards.
  • Essential for RA's survival up close as it's his only consistently reliable normal. Any other button barely poses a threat to any character given how bad his buttons are. The knockdown and fast startup of this attack, on top of hitting low, makes this a must use for any time the opponent gets close - just be wary the opponent doesn't block it.

Jumping Normals

Like his standing normals, Red Arremer has no differentiation between neutral and diagonal jumping normals, so again, the attack only matters based on what button is pressed.

(n)j.X
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 11 - - - - -
  • Neutral/Diagonal Jumping Attack
  • All of RA's jump buttons do the exact same attack but with very slight differences
  • Just a dinky kick. Nothing special since you can't crossup with it. Hardly anything worth noting in his move list.
  • The button pressed changes the amount of damage dealt. Lights will do less damage, whereas heavies will do more damage, so pressing the light buttons is pointless.

Throws

Kof.lp.pngKof.lk.png/Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Note about the minions: You can have all three types of minions on the screen, but while a minion is on the screen, you can't call another minion of the same type. For example: you call a Zombie. While the zombie is still active and viewable on stage (even if he's offscreen due to player positioning), you can't resummon Zombie until he goes away completely. And technically, yes, you can combo after the 3 types of minions, but it's so inconsistent to setup and unrealistic to pull off consistently in a real match because of countless potential factors, don't expect it to happen. If you were to get a combo, tghe best order for that is: QCF+B - Wait a moment after this one, QCF+K in the air, QCF+D. After they hit, you can do any combo afterwards.

Fireball
(Jump) qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Like a normal projectile, but it does two hits(The animation of it seems like Dhalsim's Yoga Fire), and will knock your opponent down. It can defeat other projectiles, probably for the two-hit feature(It can defeat some Super Projectiles too. If the projectile was blocked, the first hit will hit your opponent, but the projectile still will be active(Waiting for the second hit, where it vanishes), which is nice for pressuring. When used in the air, it will change RA's jump arc, still will do two hits(And your opponent will get a knockdown), but it can hit low if you have a good aim(Which is a interesting feature).

Woody Pig
qcf B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • RA summons a monster(Sorry, two monsters) from the Ghosts 'n Goblins game. They will fly until they hits(On tall opponents, it can hit early, on small opponents, it maybe won't hit). Very nice for pressuring(That's how those monsters work in that game, just spam them, and you lose). It almost doesn't have recovery frames, so it's safe from a certain distance. You can combo after any minion too.

Zombie
qcf D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This one is nice. This Zombie will appear in front of RA, and will begin walking forward. It counts as a projectile too, and that means, it's mainly a shield. You can combo after it hits too, but that's a little hard. RA is safe to call him at a certain distance.

Puchi Devil
j.qcf K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This one is probably the best for pressuring games. RA lauches 3 (Kind of) bats, and they will run forward, but almost touching the ground, and when they are in that position, they will hit low(Oh, and the bats will combo too). RA is safe to call the bats depending of the distance(And it will change his jump arc too).

Hell Hunter (Kuuchuu)
qcb K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A move for his air game. You'll need to know the patterns in this move(Consider the below too), because it's unblockable. On the B version, RA will fly and stop behind the Health bars. After that, he'll fly from a full screen length, but making an U arc. On the D version, he'll stop behind the Health bars again, but he'll make this arc -> \, and then he'll go back to this initial position(Kind of a hit & run move).

Hell Hunter (Chijou)
dp K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Learn the arc for this move too. RA will fly, but near from the ground this time. After some time, he'll make an arc like this -> __ and will stop after he reaches full screen length.

Demon Pillar
dp P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is mainly for pressuring. RA will launch his air fireball, but it can only hit when it touches the ground, making a pillar. Can be useful as an anti-air, but you'll need to predict your opponent's jump. It does incredible guard damage too(Can be useful as an cheap finisher).

Death Cannon
f~hcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This move has the same animation as Zero's QCF(2x)+P Super. RA will charge, and launch a Super projectile. It does nice damage, but you can't use it on combos(Maybe after the Minions combo?).

Exceed

Suppertime
Qcf.pngQcf.pngK.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
108? 108? Unblockable 0 0 0 X - - - - - - -
  • RA will do an unblockable wall leap, and when it hits, RA will begin biting his opponent before throwing him/her on the ground. It does nice damage, but it won't do full screen length. The B version will make him fly further too(But not full screen). You can use it as a meaty, but depends of where your opponent is.

Strategy

Basic Strategy

RA's gameplan

RA's just a great keepaway character. His minions and projectiles are his gameplan, and you can spam them from far away(You can have all of the 3 minions on the screen, and RA almost doesn't have any recovery frames if he calls them, so...). If a minion hits(Especially the bats), run to do a combo, you'll need it to do damage(You won't win only by chipping). His minions won't let your opponent jump, GCF, or things like that, because you're only thing that takes damage in the middle of that "bullet hell". Oh, but there are things that can break you minions barrage, like EQ with his Fat Guilty, Parries(From Ryo and Hugo), Teleports in general, and Super Projectiles(You can negate it, but it still will stop the minions). He doesn't have Supers, so he has to rely on his Unblockable Exceed(Make sure you hit with it), and the Unblockable Hell Hunter(Remember the patterns) to do real damage(You can make RA charge the Hell Ride while you're spamming minions too, which is nice). Good luck on your matches.

Some Combos (Without Max Mode)

Advanced Strategy

Resets with the cr.C

Resets are important, that's what is on almost every section. You can do reset combos with RA, and they aren't that hard to perform. It's just this:

[Jump Attack (If you want more damage)] cr.C, (After the reset)

  • (You can empty jump/dash here if you're not on the corner) cr.B(2x), cr.D/d+D(Still dunno) - low starter with a knockdown after it;
  • Jump, j.D/C(Are the same thing), any combo - High Starter into a (Maybe, depends of the combo) knockdown;
  • Cancel the second hit into Exceed(If RA is with his back to the corner)/Hell Hunter - Reset into unblockable; You can make one of your minions hit your opponent after the reset, to help on the Hell Hunter charge.

Learn those above, you'll need.

Match-Ups

Athena

It doesn't look like it, but this matchup is actually in Athena's favor. There are three main reasons: First, Athena can always exploit the fact that RA cannot crouch with arrows. While he can still low block, it doesn't change the fact that he will always be hit by arrows on the ground and can only truly avoid them if he jumps. Even then, he's wide open during his summons so eating an arrow is not that difficult. Second, Athena's Exceed can effectively shut out RA from ever summoning bats at the risk of getting half his life bar deleted. Third, RA can's approach all that safely since Athena's Wave attack will anti-air him if he tries to jump in, on top of completely bypassing his minions. Her lion summon will be nullified by RA's zombie minion, making the lion significantly less useful, though. RA can also still force trades with smartly timed summons, and if all else fails he has his fireballs. Though with Athena still being quite effective even from fullscreen away, RA has practically zero chance of setting up a combo on Athena unless the planets align. The RA player will have to force Athena into opening herself up, either by forcing Athena to approach or approaching Athena himself. But unlike RA, Athena has at least a couple more useful normals, so RA still has to try and fight from a distance, or wait very patiently for poking opportunities.

Orochi Iori

Red Arremer has better aerial control than Orochi Iori does, thus he can still keep O. Iori out with bat summons and pig summons from jump in attempts. However, it only takes one poorly timed summon for O. Iori to barge right in, and if patient enough, O. Iori can jump/superjump across all of RA's minions and start pressuring him. And since RA only has his slide and Exceed to defend himself up close, shaking off O. Iori will be very difficult if he doesn't have Blowback readily available. RA's bat summons also don't pose that big of a threat when O. Iori can casually walk past them as they're being summoned due to his walking speed. If O. Iori fails to close the gap and RA manages to set up his minions, he can still retaliate by using his projectile super which will screen nuke all all minions and projectiles on the screen, and potentially even catch RA, forcing RA to restart. RA has to play very patiently to ensure that O. Iori doesn't trap him, and be selective about his summons. O. Iori only needs some patience to wait for the right window to rush in and barrage RA, but preferably conserve his meter in case he needs the emergency screen nuke.

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

RA's combos basically don't exist, but he can do something with his claws, mouth, minions and feet. But if you're trying to play RA for combo potential and such, don't play RA. Combos are the lowest of RA's priorities in a match, especially when his buttons all suck.

BnB Combos
Combo Position Damage Stun Difficulty Notes
(Minions combo, j.X) cl.C/D(1), qcf P, (meaty Exceed (if bites and the throw hit) / qcb K or dp K, if in reach) TBA TBA TBA TBA Probably his BnB. Nothing special about it, but you can use the two hits of the cl.D if on the corner.
(Corner Far) qcf A, dp K / f~hcf P TBA TBA TBA TBA Dunno how this combo works, it just was here.
(Use both qcf K minions then jump over your opponent) (j.X - no crossup,) cl.C/D(2), (qcf B hits here), cl.C/D(2), (qcf D), cl.C/D(1), qcf P, (meaty) TBA TBA TBA TBA Damaging combo, but very hard to land on a real match. Jumping over your opponent with the minions on the screen can be easy, but... This combo? Dunno, didn't do many RA matches. But it's possible anyway.

Game Navigation

General
FAQ
Controls
Notation
HUD
Mechanics
Glossary
SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken