Difference between revisions of "XV Broken/Ralf Jones"
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* '''Easy''': Very simple and easy to play. Ralf's combos are not very hard, granting easy access to said high damage. | * '''Easy''': Very simple and easy to play. Ralf's combos are not very hard, granting easy access to said high damage. | ||
* '''Great Neutral''': Due to solid normals like f.C, f.D, and j.CD, Ralf can easily contest neutral against his opponents. | * '''Great Neutral''': Due to solid normals like f.C, f.D, and j.CD, Ralf can easily contest neutral against his opponents. | ||
* '''Big Boy Damage''': Ralf's damage is off the charts. | * '''Big Boy Damage''': Ralf's damage is off the charts. He hits very hard off of basic confirms and builds tons of stun in his combo. Ralf does more damage than most other characters with the same amount of resources, making him a great pick for any part of your team. Whether metered or meterless, Ralf can be a threat based off damage potential alone. | ||
* '''Metered Potential''': Ralf is a fantastic anchor thanks to his suite of meter burn options. He can easily turn any late-match confirm into a near ToD if he has resources to work with, and several of his EX moves allow him to easily convert off of stray hits. | * '''Metered Potential''': Ralf is a fantastic anchor thanks to his suite of meter burn options. He can easily turn any late-match confirm into a near ToD if he has resources to work with, and several of his EX moves allow him to easily convert off of stray hits. | ||
* '''Great Specials''': Pretty much every single one of Ralf's specials are great. He has a decent DP, good combo filler options, and several pressure specials that open the door to a great brawling game. | * '''Great Specials''': Pretty much every single one of Ralf's specials are great. He has a decent DP, good combo filler options, and several pressure specials that open the door to a great brawling game. | ||
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|input=236B/D/BD | |input=236B/D/BD | ||
|description3= | |description3= | ||
*B version is a great combo filler after the EX version in the corner. | * B version is a great combo filler after the EX version in the corner. | ||
*D version is hit confirmable into super. | * D version is hit confirmable into super. | ||
*EX version is a great combo starter as hitting the opponent with 236C after the crumple will launch them higher, allowing for more juggles . | * Both versions can also be used as a block pressure / frame trap tool and both allows links into 2C on hit, which then combos into 236C even at max range. | ||
* EX version is a great combo starter as hitting the opponent with 236C after the crumple will launch them higher, allowing for more juggles. | |||
** Using the EX version on a crumbled opponent (either from a shatter strike or this move) causes a wall bounce. It's usually not worth the meter doing so, especially in the corner. | |||
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* Ralf punches the floor and creates a small explosion. | * Ralf punches the floor and creates a small explosion. | ||
* A version has no invincibility and combos from lights. Due to its poor range there's no reason to use it in light confirms over 236A. | * A version has no invincibility and combos from lights. Due to its poor range there's no reason to use it in light confirms over 236A. | ||
* C version has upper body invincibility and allows for juggles afterwards, usually with f.C or f.D. | ** Because it launches and recovers relatively quickly, it can be useful for building meter at full screen while also negating fireballs. | ||
* C version has upper body invincibility and allows for juggles afterwards, usually with f.C or f.D or 236A. | |||
** Cancelling the first hit of 236A into Bareback Vulcan Punch does a ridiculous amount of damage for an anti air. Add a climax cancel for an utterly ridiculous near-TOD off an anti air. | |||
** If the C version hits the opponent higher, Ralf can follow up with 236C, 236A instead for even more damage. | |||
* AC version has full invincibility but has significant recovery. | * AC version has full invincibility but has significant recovery. | ||
* All normal versions are surprisingly difficult to punish on block due to pushback. | * All normal versions are surprisingly difficult to punish on block due to pushback. | ||
* All versions also negate fireballs, with EX version negating EX fireballs. | * All versions also negate fireballs, with EX version negating EX fireballs. This allows you to build meter from your opponent's fireball and while shutting down their meter build - negated fireballs do not build any meter unlike those which are blocked or armoured. This can force your opponent to come closer where Ralf dominates with his f.C and f.D. | ||
}} | }} | ||
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** Its only practical use is in EX combos starting with 236BD > 236B > 236C > 63214BD > PPPPAC > 236C > 236A. | ** Its only practical use is in EX combos starting with 236BD > 236B > 236C > 63214BD > PPPPAC > 236C > 236A. | ||
*** If you're going to use this many EX moves in a combo, you might as well save the meter and go for a super earlier in the combo to do more damage and/or get better oki instead. | *** If you're going to use this many EX moves in a combo, you might as well save the meter and go for a super earlier in the combo to do more damage and/or get better oki instead. | ||
** As a niche use, it can be used to deal a large amount of chip damage (72) in the corner against an opponent with no meter. | |||
}} | }} | ||
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* Does not lose any damage in juggles and climax cancels as only 1 the first 8 punches do any damage, regardless of how many punches actually hit. | * Does not lose any damage in juggles and climax cancels as only 1 the first 8 punches do any damage, regardless of how many punches actually hit. | ||
* Has full body invincibility. | * Has full body invincibility. | ||
* Has less ability to pick up juggles compared to his other supers and may whiff if used directly in a long corner juggle combo. To avoid this issue, climax cancel into it. | |||
}} | }} | ||
Revision as of 05:20, 29 April 2022
The King of Fighters XV | |
Contents
- 1 Gameplay Overview
- 2 Movelist
- 3 Quick Combo Reference
- 4 Normals
- 5 Throws
- 6 Command Moves
- 7 Special Moves
- 8 Super Special Moves
- 9 Climax Super Special Moves
- 10 Misc
- 11 Videos
- 12 Navigation
Gameplay Overview
Ralf Jones is a strike-oriented brawler whose goal is to get in and punch the ever-loving crap out of the opponent. One of the first things many new Ralf players notice is the range and speed of some of his normals, such as f.D and 2D. Ralf must use his oppressive neutral to work his way in, where he can bully the opponent with his simple yet very rewarding combos and tough to punish moves. Combined with an invincible reversal and braindead easy confirms into Max Mode, Ralf is a very effective character that is not to be taken lightly. Ralf can work in any team position, though putting him on anchor will give you the most opportunity to cash out all that meter for big boy damage. Play Ralf if you like big damage, strong neutral, and if you want someone who is very easy to play. He works great for beginners and excels in the hands of veterans. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Dive Bomber Punch - + / (*) [Midair Only]
Super Special Moves
Galactica Phantom - + / (!) [Hold OK]
Bareback Vulcan Punch - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B > 2B > 3A > 236C, 2D |
( = 276 dmg |
0.5 Meters |
2B > 2B > 2B > 236AC |
( = 232 dmg |
1 Meter |
2B > 2B > 2B > 236A > 2141236B/D, j.236A |
( = 383 dmg |
1.5 Meters |
cl.D > 3A > 63214BD, 236C, 236A > 2141236B/D, j.236A |
( = 566 dmg |
2 Meters |
cl.D > 3A > 236BD, 63214BD, 236C, 236A > 2141236B/D, j.236A |
( = 553 dmg (less than 1.5 bar) |
3 Meters |
f.D > BC, cl.D > 3A > 236A > 2141236B/D > 2141236CD |
( = 708 dmg |
3.5 Meters |
cl.D > 3A > 63214BD, 236C, 236A > 236236A/C > (delay) 2141236BD, j.236A |
( = 746 dmg |
4 Meters |
f.D > BC, cl.D > 3A > 236A > 2141236BD > 2141236CD |
( = 824 dmg |
Normals
Far Standing Normals
far A
far A
f.A
f.A |
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far B
far B
f.B
f.B |
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far C
far C
f.C
f.C |
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far D
far D
f.D
f.D |
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Close Standing Normals
close A
close A
cl.A
cl.A |
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close B
close B
cl.B
cl.B |
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close C
close C
cl.C
cl.C |
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close D
close D
cl.D
cl.D |
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Crouch Normals
crouch A
crouch A
2A
2A |
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crouch B
crouch B
2B
2B |
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crouch C
crouch C
2C
2C |
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crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD |
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ShatterStrike
Shatterstrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
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Throws
Dynamite Head Butt
Dynamite Head Butt
(close) 4/6C
(close) 4/6C |
|
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Head Strike
Head Strike
(close) 4/6D
(close) 4/6D |
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Command Moves
Jet Upper
Jet Upper
3A
3A |
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Special Moves
Ralf Kick
Ralf Kick
63214B/D/BD
63214B/D/BD |
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Ralf Impact
Ralf Impact
236B/D/BD
236B/D/BD |
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Dynamite Ralf Punch
Dynamite Ralf Punch
214A/C/AC
214A/C/AC |
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Vulcan Punch
Vulcan Punch
mash A/C or AC x5
mash A/C or AC x5 |
|
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Gatling Attack
Gatling Attack
236A/C/AC
236A/C/AC |
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Dive Bomber Punch
Dive Bomber Punch
j.236A/C/AC
j.236A/C/AC |
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Super Special Moves
Galactica Phantom
Galactica Phantom
236236A/C/AC can hold
236236A/C/AC can hold |
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Bareback Vulcan Punch
Bareback Vulcan Punch
2141236B/D/BD
2141236B/D/BD |
|
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Climax Super Special Moves
Ralf Super Phalanx
Ralf Super Phalanx
2141236CD
2141236CD |
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Misc
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|