+ - Jet Upper
+ or - Burning Hammer - EX
+ or - Ralf Punch - EX
or repeatedly - Vulcan punch - EX
or (In air) - Dive Bomb - EX
X2 or - Galactica Phantom - EX
or - Bareback Vulcan Punch
- (shown in video) During Vulcan Punch (all versions) Ralf can move forward.
- (shown in video) EX Burning Hammer has faster startup and can be comboed from strong attacks.
- (shown in video) Both versions of Galactica Phantom can be charged.
- crouch D has less lag.
Producer Yamamoto says: Ralph=power is the simple equation we used here. The centerpiece being his chargeable Galactica Phantom. Damage increases as charge levels go up, release it earlier to improve damage with a super cancel. It’s nostalgic that he can move again during his Vulcan Punch.
KOF XIII Ralf's EX Move and Cancel Timing Guide Tutorial
Combo Guide by Robocop Two
Okay, so I'm tempted to say that Ralf has no basic combos, only intermediate and advanced but I think I can put some of these here. Alot of Ralf's combos are very range sepcific which will become more aparent in the intermediate section but if we're going to stick to the basics I would say this firstly.....
cr.B, +A, +C, b~f+A
So the first thing you might have trouble with here is the cr.B into +A which at first miay seem hard but in all honesty it is very easy when I give you two simple tips, 1 you can perform cr.B by doing +B and you will still get a cr.B to come out so during cr.B, +A you can hold during the whole thing. 2 press the buttons fast, consider it a chain like MvC3 or Vampire Saviour and not a link like the SF series. Once you have that bit down there is one tricky part in it and that is linking +C into b~f+A.
You may think that the charge is impossible but you must remember that this is KoF and in the game, charge times are minimal so as so as you input the +C go straight to back and you will always have enough charge time. You will need to practice the link here but once you do, you'll find it comes alot more naturally and quite quickly.
The next combo is the 'basic' jump in combo, very similar to the one above.....
j.C, st.C (1hit), +A, +C, b~f+A
This combo works in the same way it's just that you need to you standing C (1hit) and cancel from that instead of cr.B and so it is essentially a bit easier I find but if you are having problems by all means post something up here and I'll try and help you out.
Another very easy thing to get you head around is Ralf's dive which is performed with +Punch in the air. The A version is quicker than the C version and both have their uses but the C version only becomes REALLY useful in high level play when things like fuzzy guard come into play.
But for now I will show you this....
Now this isn't a combo as such but it's a good mix-up that I think everyone that uses Ralf needs to be aware of, and everyone that plays against Ralf should know of. Both j.A and j.CD can be cancelled into the +A or C, and +A or C in the air is an overhead. If you jump in with j.A you are hitting with an overhead so the opponent is forced to block standing, if you then land and go with the first combo I have shown you then the opponent needs to crouching block the second attack but if you cancel the j.A into +A or C then the opponent needs to block standing twice. It's not a complicated mix-up but it is important and gives Ralf a few more liberties when jumping in.
well this is where things get a bit more interesting for Ralf, I know the previous stuff was possibly a bit hard but if you can do that consistently then you can definately get this one down.
cr.B, +A, +C, .+B
j.C, st.C (1hit), +A, +C, .+B
So what you're attempting to do here is replace the b~f+A with the super, if you have the link timing from the previous combo down then this is inputting the super so that it ends at the same time. You'll have to learn how to get the motion consistently but if you already know the link timing then knowing when to end the super should be easy it's just a case of learning when to start it so that you end at the right time. Give it a go and remember, you are linking +C into .+B, not cancelling so take your time and if you find you are leaving too much space inbetween the +C and the super then just try to start doing the super a tiny bit earlier until it links.
Now the next combo here is for times when you don't have meter but still need to combo....
st.C (1hit), +A, +C, cr.C, b~f+C
The reason why I leave this combo last is because it is a better natural segway to the next section. If you have followed me this far then you have already learnt to combo +C into b~f+A or .+B and with this combo you will learn how to combo +C into cr.C, to do this all you really need to do is try and remember you +C, b~f+A timing but press cr.C instead of f+A, once you see the cr.C connect then just cancel it into b~f+C and you are good to go. With all these tools at your disposal now, the next section should be nice and easy for you....
Okay, so this is where we maximise your damage output.....
C (1hit), +A, +C, cr.C, .+B
This combo is like a collection of all the other ones you have done so far so you do your basic combo into +C and you input cr.C, .+B.
This combo is tricky at first and I do mess it up from time to time but I can give you at least 2 ways of making this combo easier. The first way is to perform the combo as if you were doing +C, .+B but instead of just going straight for the super, you delay it so that when you start the the super at d you press C, then you proceed to do the whole super and it will combo together. If you can do the cr.C, b~f+C combo then this should be manageable for you so just keep trying.
If you are finding that method hard then you can do it as the stadard super motion so once you connect with +C roll and then as you are moving through the motion hit C when you are at down back, down or down forward, complete the motion to forward and press B. This method is a little hard as well as you need to re-adjust to find your link timing but all are managable and you can make them consistent.
The really hard thing about Ralf is not so much the links, but getting every last bit of damage that you can from each combo so you must have a well trained eye for ranges. Once you can tell the range and if a cr.C will hit or not you will know what sort of timing you will need for you ending to the combo which makes life a heck of alot easier.
So you may well be wondering if Ralf has anything he can do with Drive Cancels and he does, in my oppinion (and this is just me) his mid screen Drivecancel combos are terrible and aren't worth the meter (however this looks like it may change in the console version) but in the corner he definately has some bang for his buck so here it is.....
j.C, st.C(1hit), +A, +AC, b~f+A, b~f+A, DC +C, .+B
Now this combo does around 61% damage for 1 DC and 2 supers and is litterally the only corner combo you will see me do if I have the meter for it. It does over 50% and give hard knockdown which leads to another mix-up (as shown in the beginner section) which could then lead to another combo that would kill the opponent.
The basic idea of j.C, st.C (1hit), +A continues but instead of going for the gut punch (qcf+C), you are going to do the EX ground punch (qcb+AC). This lifts the opponent high enough and while mid-screen it would knock the opponent away, in the corner that isn't a problem and so as soon as you hit with this move you need to charge the Gattling Punch. Hitting the gattling punch is a bit wierd, you would expect a big move like the +AC to have a large amount of recovery but infact the opposite is true, the recovery is very quick so you can link in a Gattling punch as soon as Ralf recovers from the explosion (I actually believe there is still a bit of the explosion on the screen at that time).
So you've hit one Gattling punch and as soon as that has happened, start charging the second one, once you have recovered from the first Gattling Punch the opponent should already be around the right height for the second one although you may have to wait a split second just so that they drop to the right height. Once you connect with the second Gattling Punch you need to drive cancel into the +C, the timing on this isn't too hard all you need to do is start performing the motion when Ralf hits with his elbow of second gattling punch and by the time he has hit with the punch you should have finished your motion so press C and see that explosion come out. At this point it is just a case of buffering the .+B into the ground punch so that when you come out of the explosion you go straight into the super, it's not hard but may require some toying with although, as I remember the console version made this combo a little more tricky to perform so it may be a little harder than I am currently making it out to be.
There are currently some missing combos in this list, one has been removed due to vulcan punch changes and so it no longer works on the console version and the other is a Hyper Drive combo which I don't think has ever been performed before anywhere. I will be doing an Orochinagi.com live stream pod cast thingy hopefully on Monday but this will depend on Gunsmith's timetable as well as my own so I will keep you updated but I will be showing these combos and trying to explain the whole Ikari team as well as HD mode combos.