Ralf (XI)

Strats, combos, technical discussion.
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Ralf (XI)

Post by The Green Herring » Sat Jun 11, 2005 00:01

Talk about the soldier who can make things explode with his bare hands (which would make for a neat party trick) here.

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Post by r3v3n4nT » Sun Jun 12, 2005 10:15

im getting sick of his sprite... why cant SNKP just go for NES Ikari Warriors looks? Like those from his '99 rejected sprites...

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Post by PaGaN 3l3m3nts » Tue Jun 14, 2005 10:26

I really loved all the changes they gave Ralf in 2003. Now, if they'd just give him his Buffalo Ralf from MI, he'd be perfect...

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Post by SonicTempest » Tue Dec 13, 2005 05:25

From the match videos:
- Damage is WTF. stand C, SAB takes off something like 25% of a bar.
- stand C, dp+P, jump QCF+C is a combo (last one hits OTG). Also does wtf damage.
- down C and far C are great pokes. Far C is back to '98 speed.

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Post by Derrace » Sat Dec 31, 2005 20:27

ShadowSonic wrote:From the match videos:
- Damage is WTF. stand C, SAB takes off something like 25% of a bar.
- stand C, dp+P, jump QCF+C is a combo (last one hits OTG). Also does wtf damage.
- down C and far C are great pokes. Far C is back to '98 speed.
Ralf as a leader is very very very strong....... his LDM comes out immediately if dream-canceled. thus Jump C,

1) Stand C, Qcf Hcb Punch DC into QCF x 2 E (2skill stocks, 3power stocks)
2) Down A x 2, charge back forward Punch into QCF x 2 E (1skill stocks, 2power stocks)

really wtf damage on either.

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Post by Tel » Mon Jan 09, 2006 17:54

No kidding about Ralf's damage making you go WTF. I was fighting Shion using Ralf as leader, with Kula as backup, and my first character was already KOed. Shion had about half-life left while Ralf had zero life, so I figured I'd launch a Galactica Phantom and go for broke. The thing did Counter damage, and Shion KO instantly. I was like, WTF?! Not that I was complaining, but if it could KO a sub-boss with 50% health, my guess it's back to KOF97-2000 damage where Counter Hit=Instant KO on a normal character.

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Post by Player 1 » Sat Mar 25, 2006 15:00

what the heck happened to ralf in kof 2003

i cant beleave that they cleaned out his buffalo move right off this was my favorite move of them all >>>> im pissed off ahhhhhhhhhhhhhhh

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Post by ~!T.T!~ » Sat Mar 25, 2006 16:45

mook says that damage on counter is 120.....that's more than 2 kula LDMs


btw does it still wire on counter? because if it does, maybe a QS could be possible......the mook doesnt state it, but it also misses out on a lot of obvious stuff too.....

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Post by Tel » Sat Mar 25, 2006 17:31

~!T.T!~ wrote:mook says that damage on counter is 120.....that's more than 2 kula LDMs


btw does it still wire on counter? because if it does, maybe a QS could be possible......the mook doesnt state it, but it also misses out on a lot of obvious stuff too.....
I believe the LDM does 100% damage on CH again. I've never seen any normal character survive a counter hit.

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Post by Franz Bonaparta » Sun Mar 26, 2006 11:34

Hey I need some Ralf tips...
I dont really know which Ralf's special moves that are considered"quite safe"on block. Here's my rundown:
Down+A/Down+C/Stand C:
bcf+Punch is a big nono heavy lag...
dcu+punch big nono as well, hits overhead but too noticeable...
Dp+punch is safe gives u enough time to block stand C/D combos
hcf+kick only beginners continue combos with this move on block...
hcb+B is ok hits low huge surprise factor only punishable with sweeps, quick far C (Iori u SOB), block+E.
hcb+D DOES THIS ONE HITS OVERHEAD?? If yes imma use this sparingly against crouchers.. can ne1 confirm? Heavly lag though...

Moving on to his LDM on Counter hit... wow 120 points dmg is overkill allrite... 1 kula LDM without combos or damage scalling.. gives more or less 45-50% damage. Twice that is 100% dmg... ~!T.T!~ pointed out that 120 points is more than two Kula LDM... so the Galactica phantom actually gives up to 110/115% dmg?????

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Post by PenPen » Sun Mar 26, 2006 12:01

hcb+D is an overhead for some obscure reason, yeah. Also works very well against jump ins, as indicated by the CPU.

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Post by Franz Bonaparta » Sun Mar 26, 2006 17:05

PenPen wrote:hcb+D is an overhead for some obscure reason, yeah. Also works very well against jump ins, as indicated by the CPU.
Kool, thanks. Hmm ralf has a decent low, overhead game then

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Post by Tel » Mon Mar 27, 2006 02:27

Decent, but not good. Anyone who tries to play repeated high/low Ralf Kicks will get owned very quickly. It's more of an occasional surprise move, while the D version works decent for long distance jump-ins.

As for safe moves, I suppose standing E comes closest. You could always cancel into the SABB if you think opponent is gonna try to rush you after blocking it. Charge d,u+P isn't entirely safe, but it's much less punishable than in previous years.

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Post by Franz Bonaparta » Mon Mar 27, 2006 04:47

Tel wrote:As for safe moves, I suppose standing E comes closest. You could always cancel into the SABB if you think opponent is gonna try to rush you after blocking it. Charge d,u+P isn't entirely safe, but it's much less punishable than in previous years.
E is quite safe but cancelling to SABB isnt entirely safe... its pretty risky imo. Lower body parts arent invincible, punishable w/ sweeps or with turtling then coming in for stand C/D combos... i dun normally cancel to SABB after normal moves (in block) in general.

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Post by PenPen » Sun Apr 02, 2006 07:48

P,P,P is very hard to come out now. Or is it now strictly C,C,C? I couldn't do it with the A version.

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