Difference between revisions of "XV Broken/Ralf Jones"
Coliflowerz (talk | contribs) (→far C) |
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|input=f.D | |input=f.D | ||
|description= | |description= | ||
* | * Has slightly less range than f.C but works on crouchers. | ||
* Easier to counterpoke against due to an extended hurtbox during start-up. | |||
}} | }} | ||
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|description= | |description= | ||
* A quick, straight jab like his 5A. | * A quick, straight jab like his 5A. | ||
* Fast, chain cancellable, combos into 3A, special cancellable | * Fast, chain cancellable, combos into 3A, special cancellable. | ||
}} | }} | ||
===crouch B=== | ===crouch B=== | ||
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|description= | |description= | ||
* A crouching thrust kick that hits low. | * A crouching thrust kick that hits low. | ||
* | * Cancellable and chainable but a bit slower than 2A. | ||
}} | }} | ||
===crouch C=== | ===crouch C=== | ||
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* Ralf leans forward with two-handed fist. | * Ralf leans forward with two-handed fist. | ||
* At max range, only 236C and supers (not climax) combos. | * At max range, only 236C and supers (not climax) combos. | ||
* Has | * Has slightly less range than far D. | ||
}} | }} | ||
===crouch D=== | ===crouch D=== | ||
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|input=j.CD | |input=j.CD | ||
|description2= | |description2= | ||
* | * Has good horizontal range and is oppressive to deal with when on the ground. | ||
* One of the easier jump CDs to anti-air due to an extended hurtbox briefly during the start-up frames. | |||
* Not very useful as an air-to-air. | * Not very useful as an air-to-air. | ||
}} | }} | ||
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|description= | |description= | ||
* A standing uppercut. | * A standing uppercut. | ||
* A strong anti-air | * A strong anti-air but overshadowed by f.C and 214C. | ||
* Useful for converting light starters into heavy ones. (e.g. 2B/2A > 3A) | * Useful for converting light starters into heavy ones. (e.g. 2B/2A > 3A) | ||
* Reliably combos from cl.D for extra damage. | * Reliably combos from cl.D for extra damage. | ||
* | * Safe on block, but be wary of this whiffing at a distance. | ||
}} | }} | ||
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** Because it launches and recovers relatively quickly, it can be useful for building meter at full screen while also negating fireballs. | ** 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. | * C version has upper body invincibility and allows for juggles afterwards, usually with f.C or f.D or 236A. | ||
** | ** This version is a bit slower making it possible for your opponent to land before this hits, leaving Ralf open for punishment. | ||
** | ** Ralf cannot get any kind of combo after this hits, even from a super cancel. | ||
* AC version has full invincibility | * AC version has full invincibility and much more speed than the C version. | ||
* All versions 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. | |||
* All versions | |||
}} | }} | ||
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|description2= | |description2= | ||
* Ralf starts rapid series of punches at about a 30 degree angle upwards. | * Ralf starts rapid series of punches at about a 30 degree angle upwards. | ||
* | * Causes a hard knockdown, leading to safe jumps when used in combos | ||
* | * Technically combos from lights, though the input makes this difficult to do. | ||
* | * The EX version can allow for juggle extensions, although this often isn't worth the meter or execution. | ||
* For the EX version, the chip damage and guard damage is massive and Ralf is left plus on block afterwards, but it must be done close enough to ensure all the hits land, else Ralf will whiff the last hits and be easier to punish. | |||
* | * As a weird quirk, it is able to be cancelled into from f.C and f.D when you are not able to cancel into other special moves this way. This is likely to make inputting the move easier. | ||
}} | }} | ||
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** Super cancelling into 2141236B/D misses outside of corners. | ** Super cancelling into 2141236B/D misses outside of corners. | ||
* EX version doesn't allow for any juggles afterwards but does high damage. | * EX version doesn't allow for any juggles afterwards but does high damage. | ||
** Generally not useful except for low-execution | ** Generally not useful except for low-execution light confirms, going through projectiles, or chipping out. | ||
}} | }} | ||
Revision as of 23:57, 22 May 2022
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 |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Dynamite Head Butt
Dynamite Head Butt
(close) 4/6C
(close) 4/6C |
---|
Head Strike
Head Strike
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Jet Upper
Jet Upper
3A
3A |
---|
Special Moves
Ralf Kick
Ralf Kick
63214B/D/BD
63214B/D/BD |
---|
Ralf Impact
Ralf Impact
236B/D/BD
236B/D/BD |
---|
Dynamite Ralf Punch
Dynamite Ralf Punch
214A/C/AC
214A/C/AC |
---|
Vulcan Punch
Vulcan Punch
mash A/C or AC x5
mash A/C or AC x5 |
---|
Gatling Attack
Gatling Attack
236A/C/AC
236A/C/AC |
---|
Dive Bomber Punch
Dive Bomber Punch
j.236A/C/AC
j.236A/C/AC |
---|
Super Special Moves
Galactica Phantom
Galactica Phantom
236236A/C/AC can hold
236236A/C/AC can hold |
---|
Bareback Vulcan Punch
Bareback Vulcan Punch
2141236B/D/BD
2141236B/D/BD |
---|
Climax Super Special Moves
Ralf Super Phalanx
Ralf Super Phalanx
2141236CD
2141236CD |
---|