Ralf is one of the mercenaries led by Heidern. His rank is colonel, and he incorporates a combination of Heidern-style assassination moves and martial arts into his unique fighting style.
He is extremely caring and his subordinates trust him deeply. Oftentimes, Clark and Leona accompany him on missions.
Jump: 41f
Hop: 33f
Backdash: 22f
Run Speed Ranking: 7
Gameplay Overview
Devastating damage output and big normals are what define Ralf Jones. In terms of movelists, Ralf is one of the most dynamically altered characters in the series; once a charge-based semiclone of Clark, since XIII Ralf has been significantly reworked into a more unique character.
In XV, Ralf is a fully motion-input brawler with an explosive flair that emphasizes his damage potential, which skyrockets as he builds meter. EX Ralf Impact (236BD) crumples the opponent on hit, leaving them wide open enough for Ralf to follow up with a Gatling Attack (236P) combo, or spend even more meter and use EX Ralf Kick (624BD), a multi-hit attack that sends the opponent into a juggle.
With options like Gatling Attack and EX Ralf Kick that move Ralf and the opponent a great distance on hit, Ralf can easily send the opponent into the corner, where they'll be trapped by Ralf's beefy normals. Ralf's st.C, st.D, st.CD, and cr.D have huge range, with the former two easily catching hops. If the opponent tries to get a little too close for comfort, Ralf can use Dynamite Ralf Punch (214P), a standing DP-style move that Ralf can even use to build meter quickly from afar. These options alone give Ralf a very strong neutral game.
Ralf's aerial options might seem lackluster at first glance, but don't be fooled. His j.C is a designated crossup button, and his j.B and j.CD have great range, the former noticeably so for a j.B. Ralf also has an air-only special, Dive Bomber Punch (j.236P) that leads to a hard knockdown, and can also be used to tack on extra damage after using one of his supers, such as Bareback Vulcan Punch (2141236K[K]).
Ralf's main weaknesses stem from his speed. A slugger to a fault, Ralf can struggle to keep up with faster characters and zoners. While his only command normal, Jet Upper (3A) might be very fast for one, it has a very stubby hitbox and Ralf players who aren't careful enough may accidentally push the opponent out of range before they can use it. While Ralf's limited mixup options such as Ralf Kick Feint (624D) or j.X xx 236P can have great reward on hit, their noticeable startup makes them easy to punish, forcing Ralf to rely on universal mechanics and frame traps to open up opponents.
Overall, if you're willing to trade speed for a more destructive offense, then Ralf might be your character. While he can work in any team position, placing him on mid or anchor will allow him to instantly capitalize on meter for massive damage.
Ralf Jones is a space-controlling brawler with risky, yet massive damage output. |
Pros |
Cons |
- Easy: Very simple and easy to play, with a straightforward gameplan and high reward. Ralf's combos are not very hard either, granting easy access to said high damage.
- Good Neutral: Due to good normals like f.C, f.D, and j.CD, Ralf can easily contest neutral against his opponents.
- Big Damage: Ralf's damage is off the charts. He hits very hard off of basic confirms and builds tons of stun in his combos. 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. His supers in particular deal incredible amounts of damage regardless of scaling.
- Great Specials: Pretty much every single one of Ralf's specials are great. He has a great standing DP, good combo filler options, and several pressure specials that open the door to a great brawling game.
- Fantastic Anti-Air Game: Ralf's far D and far C catches hops as well as preemptive air to airs, and his 214P specials are hyper-active anti airs that are easy to execute.
|
- Sluggish: Ralf is a tad slow, making it difficult to keep up with more mobile opponents or zoners.
- Minimal Mix-up: Ralf's only dedicated mix-up tool is hop normal > j.236P. Other than that he will have to focus on universal mechanics and frame traps to open his opponent up.
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Dynamite Head Butt -
/
+
Head Strike -
/
+
Command Normals
Jet Upper -
+
Special Moves
Ralf Kick -
+
(*)
Ralf Kick (Feint) -
+
Ralf Impact -
+
/
(*)
Dynamite Ralf Punch -
+
/
(*)
Vulcan Punch - Mash
/
(*)
Gatling Punch -
+
/
(*)
Dive Bomber Punch -
+
/
(*) [Midair Only]
Super Special Moves
Galactica Phantom - 
+
/
(!) [Hold OK]
Bareback Vulcan Punch - 
+
/
(!)
Climax Super Special Moves
Ralf Super Phalanx - 
+ 
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
|
2B > 2B > 3A > 236C, 2D
2B > 2B > 2B > 236A
|
247 dmg
135 dmg
|
0.5 Meters
|
2B > 2B > 2B > 236AC
2B > 2B > 3A > 63214BD, 236C, 236A
(corner) cl.D > 3A > 236BD, 236B, 236C, 236A
|
173 dmg
341 dmg
431 dmg
|
1 Meter
|
2B > 2B > 2B > 236A > 2141236B/D, j.236C
cl.D > 3A > 236BD, 63214BD, 236C, 236A
(corner) cl.D > 3A > 236BD, 236B, 236C, 63214BD, 236B, A/C x5, j.236A
|
355 dmg
436 dmg
516 dmg
|
1.5 Meters
|
cl.D > 3A > 63214BD, 236C, 236A > 2141236B/D, j.236C
|
577 dmg
|
2 Meters
|
cl.D > 3A > 236BD, 63214BD, 236C, 236A > 2141236B/D, j.236C
(corner) cl.D > 3A > 236BD, 236B, 236C, 63214BD, 236B, A/C x5 > 2141236B/D, j.236C
|
560 dmg (less than 1.5 bar)
614 dmg
|
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.236C
|
756 dmg
|
4 Meters
|
f.D > BC, cl.D > 3A > 236A > 2141236BD > 2141236CD
BC, cl.D > 236A > 236236A/C > 2141236BD > 2141236CD
|
824 dmg
1051 dmg
|
Normals
Far Standing Normals
far A
far A
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
command
|
5
|
3
|
7
|
+5
|
+3
|
-
|
30
|
60
|
- A quick high jab at shoulder level.
- A great hop check at closer ranges where f.C and f.D would miss.
|
|
far B
far B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
30
|
Mid
|
super
|
6
|
4
|
10
|
+1
|
-1
|
-
|
30
|
60
|
- A side kick angled downwards.
- Neither special cancels nor hits low.
- Has slightly longer range than f.A.
- Almost no reason to use this over any of his far normals.
|
|
far C
far C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
90
|
Mid
|
super
|
9
|
4
|
20
|
-3
|
-5
|
-
|
70
|
120
|
- Uniquely causes a soft knockdown on air counter hit.
- Misses against crouching opponents.
- Can be canceled into Vulcan Punch.
Ralf performs a swinging backfist with his outer hand. While it looks the same as Clark's, it has less range while being faster and doing more damage. This move has a great hitbox that can beat hops, or even stop opponents from jumping in the first place.
|
|
far D
far D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Mid
|
super
|
11
|
6
|
18
|
-3
|
-5
|
-
|
70
|
120
|
- Has slightly less range than f.C but works on crouchers.
- Easier to counterpoke against due to an extended hurtbox during start-up.
- Can be canceled into Vulcan Punch.
Ralf performs a kick with his outer leg. Excellent range, and good for contesting space. A bit slower than it's usually been, and can lose to hops.
|
|
Close Standing Normals
Close A
close A
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
command
|
4
|
3
|
8
|
+4
|
+2
|
-
|
30
|
60
|
- A high elbow at head height.
- Chain cancellable from 2A or 2B.
- Combos into 3A to practically anything afterwards.
- 2B does everything this normal can do while having better range and hitting low makes this normal have very utility outside of doing rush combos.
|
|
Close B
close B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
30
|
Mid
|
command
|
5
|
3
|
8
|
+4
|
+2
|
-
|
30
|
60
|
- A knee to the midsection.
- See cl.A.
|
|
Close C
close C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70
|
Mid
|
command
|
5
|
5
|
18
|
-2
|
-4
|
-
|
70
|
120
|
- A downward hammer blow.
- Launches slightly faster than cl.D but cancelling into 3A tends to whiff because of pushback.
|
|
Close D
close D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Mid
|
command
|
7
|
6
|
14
|
+1
|
-1
|
-
|
70
|
120
|
- Another knee to the midsection, this time with his outside leg.
- The highest damage option for close punishes or jump ins due to its ability to combo into 3A.
|
|
Crouch Normals
Crouch A
crouch A
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
command
|
4
|
4
|
6
|
+5
|
+3
|
-
|
30
|
60
|
A fast and very plus cr.A. At +3 on block, it's a quite difficult button to challenge as it'll stuff most other buttons due to the advantage.
|
|
Crouch B
crouch B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
15
|
Low
|
command
|
5
|
4
|
10
|
+1
|
-1
|
-
|
15
|
30
|
- Unlike many other cr.Bs, Ralf's can chain into cl.B.
- Command cancellable, making running out of space to perform a cr.A less of a worry.
|
|
Crouch C
crouch C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70
|
Mid
|
command
|
6
|
5
|
16
|
+2
|
0
|
-
|
70
|
120
|
- At max range, only 236C and supers (not climax) combos.
- Has slightly less range than far D.
Ralf leans forward and performs a double punch. On the faster end of horizontal cr.Cs, and has some decent range, making it a good punisher. Has somewhat lower pushback than his other heavy normals. Command cancelable, but doesn't connect into 3A unless Ralf is very close. Ralf's options from this move are relatively limited overall at a distance because of pushback; the only move that will always connect is 236C.
|
|
Crouch D
crouch D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Low
|
special
|
7
|
5
|
15
|
SKD (29: Tech / 56: Non-tech)
|
-1
|
-
|
70
|
120
|
- Safe on block because of huge pushback. If cancelled into practically anything, it's probably no longer safe.
Possibly one of the greatest sweeps in the King of Fighters series, Ralf's cr.D is the exact same as Clark's in terms of appearance, but the frame data is a bit different. Its slower startup and longer active frames are only by a miniscule amount, but it does have significantly lower recovery and better frame advantage.
This is also one of the few sweeps that's typically not worth cancelling into anything. It's already only slightly minus and very safe on block, and Ralf's cancel options that are safer are few to none; Ralf Impact will only connect at point blank range due to the massive pushback.
|
|
Jump Normals
Jump A
jump A
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
40
|
High
|
special
|
6
|
8
|
1 on ground
|
-
|
-
|
-
|
30
|
50
|
jump
jump
|
45
|
High
|
special
|
6
|
12
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
- A chop angled downwards.
- Does not seem to hit all that low compared to all his other jump normals and thus has very little utility.
|
|
Jump B
jump B
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
40
|
High
|
-
|
6
|
7
|
1 on ground
|
-
|
-
|
-
|
30
|
50
|
jump
jump
|
45
|
High
|
-
|
6
|
9
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
- A horizontal kick.
- Has the most reach out of all his jump normals, even his j.CD.
- Works decently as a cross up, but j.C is even better for this purpose.
- Has a tendency to whiff on crouching opponents if used too early during a jump, especially with hops.
|
|
Jump C
jump C
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
70
|
High
|
special
|
9
|
5
|
1 on ground
|
-
|
-
|
-
|
70
|
100
|
jump
jump
|
70
|
High
|
special
|
9
|
6
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
- A jumping elbow drop.
- Has the shortest horizontal range out of all his air normals, but not by much.
- Excellent cross up hitbox.
|
|
Jump D
jump D
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
70
|
High
|
-
|
8
|
5
|
1 on ground
|
-
|
-
|
-
|
70
|
100
|
jump
jump
|
70
|
High
|
-
|
8
|
6
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
- A backwards drop kick.
- Kind of like his j.B, except it reaches lower with less range.
- Best used as a long-ranged jump in against fireballs and low attacks.
|
|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
cl.AA
cl.AA
|
48 (25+25)
|
Mid
|
-
|
5
|
-
|
-
|
-4
|
-6
|
-
|
30
|
120 (60+60)
|
cl.AAX
cl.AAX
|
70 (25+25+25)
|
Mid
|
-
|
10
|
-
|
-
|
-4
|
-6
|
-
|
30
|
180 (60+60+60)
|
- 3-hit jab combo that goes into either his vulcan punch, (MAX) Bareback Vulcan Punch or Climax, depending on meters/last button pressed.
|
|
Blowback
Blowback
Blowback
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75
|
Mid
|
special
|
15
|
5
|
18
|
Splat (+77~+92)
|
0
|
-
|
100
|
160
|
- Ralf takes a step forward and delivers a haymaker with his outside fist.
- Launches quickly when compared with other CDs while also reaching a bit more than half the screen.
- Another excellent long range poke along with f.C and f.D.
|
|
ShatterStrike
Shatterstrike
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75
|
Mid
|
-
|
15
|
5
|
28
|
Crumple (+93)
|
-10
|
Armor: 4 to 14 (11 frames)
|
0
|
200
|
- On a standalone crumple, you can follow up with 236C or 63214BD for a juggle combo, even if the shatter strike hits at max range.
|
|
jump CD
jump CD
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
80
|
Mid
|
special
|
13
|
7
|
1 on ground
|
SKD
|
-
|
-
|
80
|
120
|
jump
jump
|
90
|
Mid
|
special
|
13
|
8
|
1 on ground
|
SKD
|
-
|
-
|
80
|
140
|
- 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.
|
|
Throws
Dynamite Head Butt
Dynamite Head Butt
(close) 4/6C
(close) 4/6C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
100
|
N/A
|
-
|
1
|
1
|
0
|
HKD (38)
|
Unblockable
|
-
|
-
|
-
|
|
|
Head Strike
Head Strike
(close) 4/6D
(close) 4/6D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
100
|
N/A
|
-
|
1
|
1
|
0
|
HKD (26)
|
Unblockable
|
-
|
-
|
-
|
|
|
Command Moves
Jet Upper
Jet Upper
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
65
|
Mid
|
special
|
6
|
5
|
17
|
-1
|
-3
|
-
|
80
|
120
|
- A strong anti-air but overshadowed by f.C and 214C.
- Useful for converting light starters into heavy ones. (e.g. 2B/2A > 3A)
- Safe on block, but has terrible horizontal range.
Ralf steps forward and performs an uppercut with his inner fist. Used to convert from light normals (Ralf's heavy/EX specials otherwise won't combo) and extend from heavy normals. Also serves as a main anti-air because Ralf doesn't have a vertical cr.C. Keep in mind that if you use this as a converter/extender, make sure you stay close enough to the opponent so that it will connect, as it has terrible horizontal range.
|
|
Special Moves
Ralf Kick
Ralf Kick
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
120
|
High
|
super
|
27
|
10
|
19
|
Juggle - SKD (34: Tech* / 74: Non-tech)
|
-10 (Close Range) to -1 (Max Range)
|
-
|
80
|
120
|
D
D
|
N/A
|
N/A
|
-
|
-
|
-
|
43 (3 on ground)
|
-
|
-
|
-
|
-
|
-
|
BD
BD
|
130 (10+10+10+120)
|
Mid
|
-
|
9
|
2 (1) 2 (1) 2 (12) 6
|
19
|
SKD (44: Tech / 84: Non-tech)
|
-6 (Close Range) to -1 (Max Range)
|
-
|
0
|
150 total
|
- B version is a spinning drop kick that hits overhead.
- Has excellent range, reaching about 2/3 of the screen.
- If spaced properly, is plus on block and can lead to a juggle combo in corners.
- D version is a feint and can be cancelled into 236A/C/AC in the air.
- EX version allows for high damage corner combo extensions with crumple > 236C > 63214BD > 236B > 236A.
|
|
Ralf Impact
Ralf Impact
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
70
|
Mid
|
super
|
21
|
2
|
19
|
+6
|
+2
|
-
|
80
|
100
|
D
D
|
70
|
Mid
|
super
|
28
|
2
|
16
|
+9
|
+5
|
-
|
80
|
120
|
BD
BD
|
100
|
Mid
|
-
|
19
|
2
|
23
|
Crumple (+101)
|
-2
|
-
|
100
|
160
|
Ralf rears back and performs a massive punch. Both the B and D versions are very plus on both hit and block, but don't connect from heavies and are relatively telegraphed. Mostly used as combo filler in the corner after 236BD.
The EX version is his standard metered combo starter. Sends the opponent into a higher juggle state from 236C. If you try to input it again directly afterwards or after a Shatter Strike, it will cause a wallbounce instead. Typically not worth it as it sacrifices a lot of damage for nothing, though.
|
|
Dynamite Ralf Punch
Dynamite Ralf Punch
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
80
|
Mid
|
super
|
10
|
5
|
10
|
SKD (44: Tech / 71: Non-tech)
|
-4
|
-
|
60
|
80
|
C
C
|
100
|
Mid
|
super
|
13
|
7
|
47
|
SKD (25: Tech / 52: Non-tech)
|
-23
|
Full body against non-projectile air moves: 1 to 16 (16 frames)
|
80
|
100
|
AC
AC
|
160
|
Mid
|
-
|
11
|
9
|
49
|
SKD (26: Tech / 53: Non-tech)
|
-34
|
Full Body: 1 to 12 (12 Frames)
|
0
|
210 total
|
Ralf punches the ground, generating an explosion that surrounds his figure. Dynamite Ralf Punch serves as Ralf's DP and is an excellent way to build meter as well as negating fireballs and anti-airing.
A version: Combos from lights, but its extremely small horizontal hitbox makes it practically worthless for small combos; 236A is a better option. Mostly used to build meter.
C version: Has full body invincibility against physical aerials on startup, but is very slow for an anti-air with extremely long recovery. Has an attack follow-up window of 0, so unless the move counterhits, it will not combo into anything, even supers.
EX version: Full-body invincibility on the first 9 frames of its 11-frame startup, but leaves Ralf wide open on both block and whiff.
|
|
Vulcan Punch
Vulcan Punch
mash A/C or AC x5
mash A/C or AC x5
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
regular
regular
|
100
|
Mid
|
super
|
8
|
[(2 (6) 2 (6) 2 (6) 1) x up to 4 times] 1
|
20
|
HKD(+53)
|
-32~-24
|
-
|
80
|
60
|
EX
EX
|
202 (55+55+55+55)
|
Mid
|
-
|
14
|
2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2
|
13
|
SKD (+3)
|
+4
|
-
|
0
|
30 per
|
- Ralf's only meterless hard knockdown. Can cancel from f.C and f.D.
- Can be mashed to extend the move's active frames.
Ralf's mash special is the only mash special that wasn't reworked into a motion input. Great for ending combos after high juggles (such as after 236BD or 624BD). You can mash the punch buttons to extend Vulcan Punch's active frames, but the move will always only hit a single time on opponents that aren't blocking and grant a hard knockdown afterwards. EX version can hit up to four times, and is +4 on block, but causes a soft knockdown.
|
|
Gatling Attack
Gatling Attack
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
110 (30+80)
|
Mid
|
super
|
8
|
4 (10) 3
|
24
|
SKD (27: Tech / 54: Non-tech)
|
-8
|
-
|
40,60
|
60,60
|
C
C
|
118 (40+40+40)
|
Mid
|
super
|
15
|
4 (11) 10
|
25
|
SKD (34: Tech / 61: Non-tech)
|
-11
|
-
|
60,40,20
|
40,40,40
|
AC
AC
|
173 (30+40+15+15+15+15+50)
|
Mid
|
-
|
9
|
3 (11) 3 (13) 2 (4) 2 (4) 2 (4) 2 (12) 6
|
23
|
HKD (65)
|
-12
|
Projectile Invincibility: 1 to 22 (22 frames)
|
0
|
160 total
|
Standard Ikari Warrior combo filler. A backfist followed by a jab (236A) or an uppercut (236C). Good for low execution confirms, going through projectiles, or chipping out. Very unsafe on block.
A version: Cancels from lights. Easily cancels into all of Ralf's supers.
C version: Launches the opponent upward slightly. Followup options depend on if the opponent has been juggled or not (i.e. cr.D is the only followup if 236BD or 63214BD haven't been used). If the opponent has been juggled, you can follow up into 236A, Vulcan Punch and 63214BD. Regular versions of Bareback Vulcan Punch (2141236K) will not connect from this move outside of the corner if all three hits connect.
EX version: Resembles one of Ralf's old supers. Leads to a hard knockdown on the last hit. Cannot juggle the opponent.
|
|
Dive Bomber Punch
Dive Bomber Punch
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
120 [60]
|
High
|
-
|
15
|
Active until on ground
|
43 (5 on ground)
|
HKD (20 (Lowest height) to 16 (Highest height))
|
-25 (Lowest height) to -30 (Highest height)
|
-
|
80
|
120
|
C
C
|
140 [80]
|
High
|
-
|
23
|
Active until on ground
|
43 (5 on ground)
|
HKD (20 (Lowest height) to 16 (Highest height))
|
-25 (Lowest height) to -30 (Highest height)
|
-
|
80
|
120
|
AC
AC
|
165 [100]
|
High
|
-
|
24
|
Active until on ground
|
46 (6 on ground)
|
HKD (33 (Lowest height) to 23 (Highest height))
|
-28 (Lowest height) to -32 (Highest height)
|
Full Strike: 1 to 10 (10 Frames)
|
0
|
160
|
- Values in [] indicate damage when the move OTGs.
- Briefly halts Ralf's aerial momentum.
- Cancels from Ralf's j.A, j.C, and j.CD.
Ralf briefly pauses in the air before diving at a 45 degree angle downwards with a straight punch, causing an explosion that hits overhead upon landing. Causes a hard knockdown, but the frame advantage is dependent on how high Ralf was in the air (highest frame advantage on hit and lowest frame disadvantage on block from lowest height, and vice versa for highest height). Ralf is left very open after using the move, but he hops a certain distance away at the end of the animation, making it hard for the opponent to punish him if they don't have the proper move to do so.
Very good for tacking on extra damage after supers. 236C has longer startup, but causes more OTG damage.
|
|
Super Special Moves
Galactica Phantom
Galactica Phantom
236236A/C/AC can hold
236236A/C/AC can hold
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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A or C
A or C
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180 [220/260/320]
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Mid
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advanced, climax
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19 [101]
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5
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31
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HKD (+62)
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-17 [-19]
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Full Body: 1 to 3 (3 Frames) / Projectile Invincibility: 1 to 21 (21 frames)
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0
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150 [0]
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AC
AC
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300 (150+150) [340/380/500 (150+190/230/350)]
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Mid
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climax
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10 [105]
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2 (7) 5
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35
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HKD (+62)
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-21
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Full Body: 1 to 11 (11 Frames) / Full Body Armor: 5 to 11 (7 frames)
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0
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300 [0]
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- Values in [] indicate when move is held
- A/C versions have full projectile invincibility during the punch all the way until the punch lands, making it a great fireball punish.
- MAX version has armor against high and mid physical attacks while charging and full armor during the punch.
An exploding lariat that travels very far (3/4 the screen A/C, fullscreen MAX). The A/C version has enough projectile invincibility to punish fireballs from very far.
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Bareback Vulcan Punch
Bareback Vulcan Punch
2141236B/D/BD
2141236B/D/BD
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Version
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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B or D
B or D
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200 (15*8+80)
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Mid
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advanced, climax
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12
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20
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32
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HKD (+63)
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-31
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Full Body: 1 to 8 (8 Frames)
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0
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0
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BD
BD
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360 (40+40+30*6+100)
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Mid
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climax
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9
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20
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41
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HKD (+69)
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-32
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Full Body: 1 to 10 (10 Frames)
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0
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0
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- Ralf dashes and tackles his opponent to the ground. If not blocked, he rapidly punches them on the ground with both fists and ends with a final exploding blow.
- B/D versions have a slower startup and will whiff when super cancelled from grounded 236C unless very near or in the corner.
- MAX version has full invincibility for a brief moment and launches faster. Unlike normal versions, it will combo from a grounded 236C super cancel.
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Climax Super Special Moves
Ralf Super Phalanx
Ralf Super Phalanx
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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450 (60+389+1) Min:281
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Mid
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-
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11
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2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2 (4) 2
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44
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HKD (+60)
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-27
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Full Body: 1 to 18 (18 Frames)
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0
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0
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- Ralf does 8 rapid punches like his vulcan punch, straight forwards instead of upwards. If any of these punches connect, his opponent staggers backwards while Ralf rears back to deliver a single devastating punch, setting the ground ablaze. Ralf then slowly treads forwards with his back turned to the inferno.
- 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 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.
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Misc
Alternate Colors
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Color 1
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Color 2
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Color 3
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Color 4
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Color 5
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Color 6
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Color 7
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Color 8
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Videos
Ralf Jones and Clark Still Reveal Trailer
Navigation