Okay apart from the system stuff I would like to add a few things about Ralf.
1) Ralf mid-screen is about pressure, he has almost 0 wall push and that's kind of his biggest (damage wise) problem. Mid-screen Ralf's mix up from j.A, j.
+A or j.A, cr.B, st.C is okay but as a basic mix-up tool it doesn't have much bang for it's buck. If you are successful with j.A, j.
+A you bounce really far away and can't get any real pressure off afterwards as the opponent rises too quickly, if Ralf could dash into cr.C range and get that off in time it would be good but the best he can do is roughly CD range. So once you realise that the overhead option isn't THAT threatening you block the low option alot more but even that as a standard tactic is hard to execute due to the tight timing of the link. So changes 1 and 2....
1- make the bounce off from Ralf's Bakudan punch a little less, not only will it make a successful guess more effective but if he guesses wrong the opponent doesn't have to dash so far and they might be able to actually punish with something small.
2 - Ease up the link from cr.B to st.C, currently it feels like 1 frame timing or possibly 2, make it 3 frames or 4 if you are feeling nice (although that seems maybe a bit too easy?).
2) Okay so let's presume Ralf get's in mid-screen but how does he land damage and I mean really macho damage, the type Ralf should be doing. Well to be quite frank he can't. He punishes well with combos into
+K and he can do damage in the corner with only reasonable resources but he doesn't have any wall push and if he is trying to be offensive then he isn't going to land those
+C, cr.C combos because of the jump in moves push back is too much. So if we presume that Ralf is going to do good damage as standard, maybe if some of the EX moves are changed then he might have a chance at getting some decent damage that way. Unfortunately most of Ralf's EX moves are crap, the character feels like he has had alot of shit thrown at him in the hope that something sticks, well not much has. The only good EX move in regards to combos is the EX ground punch, if you hit some one in the corner with that you get free A gettling punches afterwards, if you try to use
+C, EX gattling punch you have no juggle state afterwards. If you try and drive cancel at the end and you get no hits because the opponent is launched too fast, if you try and drive cancel a whiffed A ground punch or A gut punch and then follow-up hoping the recovery is quick enough and you still can't do anything, the move is poor. EX Vulcan punch is a little better but you still have to expend drive meter to effectively do what all other characters can do without it, which isn't good enough. So here are changes 3, 4 and 5.....
3 - decrease the push back from the
+A+C on hit but increase it a little on block so that you could link an A gattling punch mid-screen and so if it was blocked Ralf couldn't keep up the pressure. This would mean that while some one like K' can get big combos anywhere, Ralf would still need to use meter to get his damage but at least he would have a bit of wall push as well.
4 - Change the start-up of the EX gattling punch so that it's a little quicker, not as fast as the A gatling punch but still fast enough to combo
+C, b-f+A+C. Additionally, change the hit effect to be closer to Liz's EX grab so that Ralf can juggle afterwards and slow down the ascent and descent. To balance this out, maybe it should have greater push back so that mid screen you can't really combo off of it apart from
+B/D but at least it would mean his corner combos would be different to his mid-screen ones and his mid-screen combos would actually mean something even if they did require good meter management.
5 - EX vulcan punch and standard Vulcan are just plain wierd, juggles in the corner where Vulcan punch would hit don't allow for the EX version to connect? Now I can understand one or the other having different juggle properties but the move it's self hasn't found much of a use in Ralf's movelist I personally feel it should be more like his 12 verion where on hit it had good frame advantage (enough to link in a st.D). I know that
+C has replaced those properties so I don't think it should be the new combo tool of choice but if you were to reduce recovery it could be something he could use to give his pressure style more variation and stop people jumping away and it could actually be used in juggles.
My system stuff that would need changing is a far bigger list and too large for one website to hold so I think I won't post that one for now :lol:
edit. after playing a few more games I think I need to ammed my list of changes a little.
1 - the risk/reward on the dive punch is not good enough really, it should be safe but on hit he shouldn't bounce away quite so far.
2-5 - fine as is.
6 - The A version of his gattling punch is punishable on block, make it safe as all versions of the move seem quite poor outside of combos and they occassionally mess up the input for
+A+C is too slow, people can tap you, see that you are doing the EX version with armour and stop to block the move. The move is pretty pointless, it wastes meter in it's current form and if you are unlucky enough to be a victim of the cross-up glitch then it can mean that you don't get your nice EX ground punch as an anti-air but a gut punch that does nothing.
Also the C version of the gut punch doesn't quite have enough +frames, it needs 1 or 2 more simply because you aren't in a situation where you have truely good options as all his other buttons are too slow to make use of the frame advantage. If you are playing against Yuri it seems like her cr.B will beat anything you put out and if you hop to go over her cr.B she has more than enough time to do a standing A to beat out any hop attack. You are in effect at frame advantage with NO ADVANTAGE. Alternatively you could just buff his cr.D by making it a frame or 2 faster or some of his other buttons as well.