Ralf(KOFXI): Unterschied zwischen den Versionen

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Zeile 4: Zeile 4:
| portrait = [[Image:KOFXI ralf full.png]]
| portrait = [[Image:KOFXI ralf full.png]]
|tier_rank = A
|tier_rank = A
|ratio_rank = 5 Punkte
|ratio_rank = 5 Points
|health = 116
|health = 116
|stun_gauge = 103
|stun_gauge = 103
Zeile 10: Zeile 10:
}}
}}


== Farben ==
== Colors ==
{| cellpadding="0" style="text-align: center;"
{| cellpadding="0" style="text-align: center;"
|[[Datei:KOFXI ralf S.png]]
|[[Datei:KOFXI ralf S.png]]
Zeile 63: Zeile 63:


==Frame Data==
==Frame Data==
''Anm.: Danke an Rock-San für die Short List Data!''
''Note: thanks to Rock for the Short List Data!''
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Short List
|+Short List
|-
|-
! Move !! S!! A!!  Rec!! Hit!! Blk!! Anmerkung
! Move !! S!! A!!  Rec!! Hit!! Blk!! Note
|-
|-
| 5A(c) || 4 || 5|| 3 || +4|| +3||
| 5A(c) || 4 || 5|| 3 || +4|| +3||
Zeile 98: Zeile 98:


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Stehende Angriffe
|+ Standing Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
Zeile 129: Zeile 129:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |4F Startup ist korrekt auch wenn überall sonst 5F steht.
| style="background-color:#F9F9F9;" |Old data erroneously lists 5F.
|-
|-
| style="background-color:#F9F9F9;" |'''5B(f)'''
| style="background-color:#F9F9F9;" |'''5B(f)'''
Zeile 182: Zeile 182:


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Geduckte Angriffe
|+ Crouching Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
Zeile 227: Zeile 227:
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Sprungangriffe
|+ Sprungangriffe
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump A'''
| style="background-color:#F9F9F9;" |'''smalljump A'''
Zeile 237: Zeile 237:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie jump A
| style="background-color:#F9F9F9;" |Same Hitbox as jump A
|-
|-
| style="background-color:#F9F9F9;" |'''j.A'''
| style="background-color:#F9F9F9;" |'''j.A'''
Zeile 243: Zeile 243:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie Smalljump A
| style="background-color:#F9F9F9;" |Same Hitbox as Smalljump A
|-
|-
| style="background-color:#F9F9F9;" |'''jump up A'''
| style="background-color:#F9F9F9;" |'''jump up A'''
Zeile 255: Zeile 255:
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie jump B
| style="background-color:#F9F9F9;" |Same Hitbox as jump B
|-
|-
| style="background-color:#F9F9F9;" |'''j.B'''
| style="background-color:#F9F9F9;" |'''j.B'''
Zeile 261: Zeile 261:
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie Smalljump B
| style="background-color:#F9F9F9;" |Same Hitbox as Smalljump B
|-
|-
| style="background-color:#F9F9F9;" |'''jump up B'''
| style="background-color:#F9F9F9;" |'''jump up B'''
Zeile 273: Zeile 273:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie jump C
| style="background-color:#F9F9F9;" |Same Hitbox as jump C
|-
|-
| style="background-color:#F9F9F9;" |'''j.C'''
| style="background-color:#F9F9F9;" |'''j.C'''
Zeile 279: Zeile 279:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie Smalljump C
| style="background-color:#F9F9F9;" |Same Hitbox as Smalljump C
|-
|-
| style="background-color:#F9F9F9;" |'''jump up C'''
| style="background-color:#F9F9F9;" |'''jump up C'''
Zeile 285: Zeile 285:
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |extrem schnell
| style="background-color:#F9F9F9;" |extremely fast
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump D'''
| style="background-color:#F9F9F9;" |'''smalljump D'''
Zeile 291: Zeile 291:
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie jump D
| style="background-color:#F9F9F9;" |Same Hitbox as jump D
|-
|-
| style="background-color:#F9F9F9;" |'''j.D'''
| style="background-color:#F9F9F9;" |'''j.D'''
Zeile 297: Zeile 297:
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie Smalljump D
| style="background-color:#F9F9F9;" |Same Hitbox as Smalljump D
|-
|-
| style="background-color:#F9F9F9;" |'''jump up D'''
| style="background-color:#F9F9F9;" |'''jump up D'''
Zeile 309: Zeile 309:
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |Alle j.E gleiche Hitbox
| style="background-color:#F9F9F9;" |All j.E Same Hitbox
|-
|-
| style="background-color:#F9F9F9;" |'''j.E'''
| style="background-color:#F9F9F9;" |'''j.E'''
Zeile 315: Zeile 315:
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |Alle j.E gleiche Hitbox
| style="background-color:#F9F9F9;" |All j.E Same Hitbox
|-
|-
|}
|}
Zeile 321: Zeile 321:
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Specials & Supers
|+ Specials & Supers
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''A Mash'''
| style="background-color:#F9F9F9;" |'''A Mash'''
Zeile 333: Zeile 333:
| style="background-color:#F9F9F9;" |2+4x3
| style="background-color:#F9F9F9;" |2+4x3
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |F1-5 Oberkörper unverwundbar. Gleiche Hitboxen wie mash C, aber länger aktiv.
| style="background-color:#F9F9F9;" |F1-5 upper body invul. Same hitboxes as mash C, but active longer.
|-
|-
| style="background-color:#F9F9F9;" |'''C Mash'''
| style="background-color:#F9F9F9;" |'''C Mash'''
Zeile 340: Zeile 340:
| style="background-color:#F9F9F9;" |1+4x2
| style="background-color:#F9F9F9;" |1+4x2
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |F1-4 Oberkörper unverwundbar. Sehr schwer auszuführen. Gleiche Hitboxen wie mash A, aber kürzer aktiv.
| style="background-color:#F9F9F9;" |F1-4 upper body invul. Very hard to execute. Same hitboxes as mash A, but active shorter.
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6A'''
| style="background-color:#F9F9F9;" |'''[4],6A'''
Zeile 347: Zeile 347:
| style="background-color:#F9F9F9;" |4+5+3
| style="background-color:#F9F9F9;" |4+5+3
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |F1-16 auf den Füßen unverwundbar.
| style="background-color:#F9F9F9;" |F1-16 invul on feet.
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6C'''
| style="background-color:#F9F9F9;" |'''[4],6C'''
Zeile 354: Zeile 354:
| style="background-color:#F9F9F9;" |4+5+3+9
| style="background-color:#F9F9F9;" |4+5+3+9
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |F1-19 auf den Füßen unverwundbar.
| style="background-color:#F9F9F9;" |F1-19 invul on feet.
|-
|-
| style="background-color:#F9F9F9;" |'''[2],8A'''
| style="background-color:#F9F9F9;" |'''[2],8A'''
Zeile 368: Zeile 368:
| style="background-color:#F9F9F9;" |15+9
| style="background-color:#F9F9F9;" |15+9
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |F1-4 unverwundbar.
| style="background-color:#F9F9F9;" |F1-4 invul.
|-
|-
| style="background-color:#F9F9F9;" |'''j.236A'''
| style="background-color:#F9F9F9;" |'''j.236A'''
Zeile 375: Zeile 375:
| style="background-color:#F9F9F9;" |X+3
| style="background-color:#F9F9F9;" |X+3
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |OTG. Overhead. Steilerer Winkel als j.236C. X = 0-5F (je nach Höhe)
| style="background-color:#F9F9F9;" |OTG. Overhead. More narrow angle as j.236C. X = 0-5F (depending on height)
|-
|-
| style="background-color:#F9F9F9;" |'''j.236C'''
| style="background-color:#F9F9F9;" |'''j.236C'''
Zeile 382: Zeile 382:
| style="background-color:#F9F9F9;" |X+3
| style="background-color:#F9F9F9;" |X+3
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |OTG. Overhead. Flacherer Winkel als j.236A. X = 0-5F (je nach Höhe)
| style="background-color:#F9F9F9;" |OTG. Overhead. Flatter angle as j.236A. X = 0-5F (depending on height)
|-
|-
| style="background-color:#F9F9F9;" |'''63214B'''
| style="background-color:#F9F9F9;" |'''63214B'''
Zeile 389: Zeile 389:
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |F7-23 unverwundbar. Trifft tief.
| style="background-color:#F9F9F9;" |F7-23 invul. Hits low.
|-
|-
| style="background-color:#F9F9F9;" |'''63214D'''
| style="background-color:#F9F9F9;" |'''63214D'''
Zeile 396: Zeile 396:
| style="background-color:#F9F9F9;" |4+21
| style="background-color:#F9F9F9;" |4+21
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |F9-20 unverwundbar.
| style="background-color:#F9F9F9;" |F9-20 invul.
|-
|-
| style="background-color:#F9F9F9;" |'''623P'''
| style="background-color:#F9F9F9;" |'''623P'''
Zeile 410: Zeile 410:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |Kein Unblockable, dafür schneller. Gleiche Hitbox wie 623P.
| style="background-color:#F9F9F9;" |Not unblockable, but faster. Same hitbox as 623P.
|-
|-


Zeile 432: Zeile 432:
| style="background-color:#F9F9F9;" |4+4+1+2+2+2+4
| style="background-color:#F9F9F9;" |4+4+1+2+2+2+4
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |F1-11 unverwundbar. F12-28 unverwundbar auf den Füßen. Gleiche Hitboxen wie 2363214C.
| style="background-color:#F9F9F9;" |F1-11 invul. F12-28 invul on feet. Same hitboxes as 2363214C.
|-
|-
| style="background-color:#F9F9F9;" |'''2363214C'''
| style="background-color:#F9F9F9;" |'''2363214C'''
Zeile 439: Zeile 439:
| style="background-color:#F9F9F9;" |4+4+1+2+2+2+4
| style="background-color:#F9F9F9;" |4+4+1+2+2+2+4
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |F1-12 unverwundbar. F13-29 unverwundbar auf den Füßen. Gleiche Hitboxen wie 2363214A.
| style="background-color:#F9F9F9;" |F1-12 invul. F13-29 invul on feet. Same hitboxes as 2363214A.
|-
|-
| style="background-color:#F9F9F9;" |'''2141236K'''
| style="background-color:#F9F9F9;" |'''2141236K'''
Zeile 446: Zeile 446:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |Ab F1 bis zum Treffer auf den Beinen unverwundbar.
| style="background-color:#F9F9F9;" |From F1 until hit invul on legs.
|-
|-
| style="background-color:#F9F9F9;" |'''236236E'''
| style="background-color:#F9F9F9;" |'''236236E'''
Zeile 453: Zeile 453:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |F1-58 unverwundbar. ~F24-F58 Guard Point. Unblockable.
| style="background-color:#F9F9F9;" |F1-58 invul. ~F24-F58 Guard Point. Unblockable.
|-
|-
|}
|}
Zeile 460: Zeile 460:


===Shift Combos===
===Shift Combos===
*Elisabeth Uppercut Super QS Ralf j.A whiff, \/, C-Upper, link D Dropkick (OTG), link 2A>623C (kara upper), superjump j.236C (OTG) [https://www.twitch.tv/videos/276188676 Quelle kohatsu, ab 48 minuten]
*Elisabeth Uppercut Super QS Ralf j.A whiff, \/, C-Upper, link D Dropkick (OTG), link 2A>623C (kara upper), superjump j.236C (OTG) [https://www.twitch.tv/videos/276188676 Quelle kohatsu, ~48m]


== Matchups ==
== Matchups ==
=== Gegen Clark ===
=== Vs Clark ===
Der beste Clark-Spieler Rock sieht das Matchup im Vorteil für Clark, als ein 6,5:3,5. Es folgt die Analyse von Rock:<br>
Japan's best Clark player Rock considers this matchup in the advantage of Clark, as a 6.5:3.5. Rock's (translated) analysis:<br>
"Clarks Angriffe in der Luft, vor allem j.D, sind so stark, dass Ralf gezwungen ist, am Boden zu kämpfen, und am Boden dominiert Clarks 2C.<br>
"Clark's attacks in air, particularly j.D, are so strong that Ralf is forced to fight on the ground, where Clark's 2C dominates.<br>
Clark sollte im Neutral die Distanz suchen, wo 2C gerade noch die Pokes von Ralf trifft. Wenn Ralf 5C(f) und 2C im Neutral benutzt, verlieren diese gegen Clarks Max Range.<br>
In neutral, Clark should try keep Ralf at the distance where 2C just hits the pokes of Ralf. If Ralf uses 5C(f) & 2C in neutral, they lose to Clark's 2C in this way.<br>
Clarks 2D ist auch stark gegen Ralf, da Ralfs bevorzugte Angriffe diesen nicht treffen, und 2D lange aktiv ist.<br>
Clark's 2D is also strong against Ralf since it evades many of his attacks, and because 2D has long active time.<br>
Die einzige wirkliche Gefahr für Clark ist Ralfs 5E~Kara Upper. Falls er diesen benutzt, kann Clark 2B machen, um diesen zu stoppen, bevor er überhaupt rauskommt. Nach dem 2B kann Clark direkt einen 2C machen, der durch den Frame Vorteil nicht von Ralf unterbrochen werden kann, und so geht durch die Distanz das Spiel von vorne los."<br>
The only real danger for Clark is Ralf's 5E~Kara Upper. Clark can try to stop it during startup with 2B. After the 2B hits, clark can immediately use a 2C, which cannot be interrupted by Ralf, and which also resets the neutral again."<br>


=== Gegen Gato===
=== Vs Gato===
Sehr schweres Matchup.<br>
Very hard matchup.<br>
Smalljump j.B geht über Gato's wakeup 236236A und combot danach in 5C>Upper.
Smalljump j.B goes over Gato's wakeup 236236A & then still combos into 5C>Upper.
{{KOFXI_Navi}}
{{KOFXI_Navi}}

Version vom 21. Mai 2020, 18:51 Uhr

Ralf Jones
ラルフ・ジョーンズ
KOFXI ralf full.png
Tiers & Ranking
Tier: A
Ratio Cost: 5 Points
Properties
Damage Modifier: 116
Stun Modifier: 103
Crouch height (Tier): C

Colors

KOFXI ralf S.png KOFXI ralf X.png KOFXI ralf T.png KOFXI ralf C.png
X
A B C D
KOFXI ralf R1S.png KOFXI ralf R1X.png KOFXI ralf R1T.png KOFXI ralf R1C.png
R1 +⃞ R1 + X R1 + △ R1 + ⃝
E+A E+B E+C E+D
KOFXI ralf L1S.png KOFXI ralf L1X.png KOFXI ralf L1T.png KOFXI ralf L1C.png
L1 +⃞ L1 + X L1 + △ L1 + ⃝
Start+A Start+B Start+C Start+D

Frame Data

Note: thanks to Rock for the Short List Data!

Short List
Move S A Rec Hit Blk Note
5A(c) 4 5 3 +4 +3
5A(f) 4 5 3 +4 +3
5B(c) 4 5 3 +4 +3
5B(f) 7 6 3 +3 +2
5C(c) 5 4 15 +0 -1
5C(f) 10 5 16 -1 -2
5D(c) 9 4 14 +2 +1
5D(f) 13 7 11 +2 +1
5E 16 5 13 KD +1
2A 5 2 6 +4 +3
2B 5 5 6 +1 +0
2C 8 5 12 +3 +2
2D 8 4 13 KD +2
Standing Attacks
Attack Hitbox Startup Active Adv Cancel Note
5A(c) Kofxi ralf 5A(c).png 4 5? ?
5A(f) Kofxi ralf 5A(f).png 4 5? ?
5B(c) Kofxi ralf 5B(c) 1.pngKofxi ralf 5B(c) 2.png 4 1+4? ? Old data erroneously lists 5F.
5B(f) Kofxi ralf 5B(f).png 7 6? ?
5C(c) Kofxi ralf 5C(c).png 5 4? ?
5C(f) Kofxi ralf 5C(f).png 10 5? ?
5D(c) Kofxi ralf 5D(c).png 9 4? ?
5D(f) Kofxi ralf 5D(f).png 13 7? ?
5E Kofxi ralf 5E 1.pngKofxi ralf 5E 2.png 16 1+4? ?
Crouching Attacks
Attack Hitbox Startup Active Adv Cancel Note
2A Kofxi ralf 2A.png 5 2? ?
2B Kofxi ralf 2B.png 5 5? ?
2C Kofxi ralf 2C.png 8 5? ?
2D Kofxi ralf 2D.png 8 4? ?
Sprungangriffe
Attack Hitbox Startup Active Note
smalljump A Kofxi ralf smalljump A.png 4 8 Same Hitbox as jump A
j.A Kofxi ralf j.A.png 4 12 Same Hitbox as Smalljump A
jump up A Kofxi ralf jump up A.png 7 7
smalljump B Kofxi ralf smalljump B.png 8 8 Same Hitbox as jump B
j.B Kofxi ralf j.B.png 8 3 Same Hitbox as Smalljump B
jump up B Kofxi ralf jump up B.png 6 9
smalljump C Kofxi ralf smalljump C.png 7 4 Same Hitbox as jump C
j.C Kofxi ralf j.C.png 10 6 Same Hitbox as Smalljump C
jump up C Kofxi ralf jump up C.png 3 7 extremely fast
smalljump D Kofxi ralf smalljump D.png 12 4 Same Hitbox as jump D
j.D Kofxi ralf j.D.png 12 4 Same Hitbox as Smalljump D
jump up D Kofxi ralf jump up D.png 10 10
smalljump E Kofxi ralf smalljump E.png 12 5 All j.E Same Hitbox
j.E Kofxi ralf j.E.png 14 5 All j.E Same Hitbox
Specials & Supers
Move Hitbox Startup Active Adv Note
A Mash Kofxi ralf A mash.gif 11 2+4x3 ? F1-5 upper body invul. Same hitboxes as mash C, but active longer.
C Mash Kofxi ralf C mash1.gif 10 1+4x2 ? F1-4 upper body invul. Very hard to execute. Same hitboxes as mash A, but active shorter.
[4],6A Kofxi ralf 46A.gif 7 4+5+3 ? F1-16 invul on feet.
[4],6C Kofxi ralf C mash.gif 9 4+5+3+9 ? F1-19 invul on feet.
[2],8A Kofxi ralf 28A.gif 9 4+4 ? F1-4 unverwundbar.
[2],8C Kofxi ralf 28C.gif 11 15+9 ? F1-4 invul.
j.236A Kofxi ralf j236A.gif 19 X+3 ? OTG. Overhead. More narrow angle as j.236C. X = 0-5F (depending on height)
j.236C Kofxi ralf j236C.gif 22 X+3 ? OTG. Overhead. Flatter angle as j.236A. X = 0-5F (depending on height)
63214B Kofxi ralf 63214B.gif 28 14 ? F7-23 invul. Hits low.
63214D Kofxi ralf 63214D.gif 22 4+21 ? F9-20 invul.
623P Kofxi ralf 623P.png 63 4 ? Unblockable.
623P(cancel) Kofxi ralf 623P(cancel).png 8 4 ? Not unblockable, but faster. Same hitbox as 623P.
41236B Kofxi ralf 41236B.png 1 1 ? F1-13 Counterhit-State.
41236D Kofxi ralf 41236D.gif 12 1 ? F2-11 Guard Point.
2363214A Kofxi ralf 2363214A.gif 12 4+4+1+2+2+2+4 ? F1-11 invul. F12-28 invul on feet. Same hitboxes as 2363214C.
2363214C Kofxi ralf 2363214C.gif 13 4+4+1+2+2+2+4 ? F1-12 invul. F13-29 invul on feet. Same hitboxes as 2363214A.
2141236K Kofxi ralf 2141236K.gif 13 ? ? From F1 until hit invul on legs.
236236E Kofxi ralf 236236E hit.gif 55 4 N/A F1-58 invul. ~F24-F58 Guard Point. Unblockable.

Combos

Shift Combos

  • Elisabeth Uppercut Super QS Ralf j.A whiff, \/, C-Upper, link D Dropkick (OTG), link 2A>623C (kara upper), superjump j.236C (OTG) Quelle kohatsu, ~48m

Matchups

Vs Clark

Japan's best Clark player Rock considers this matchup in the advantage of Clark, as a 6.5:3.5. Rock's (translated) analysis:
"Clark's attacks in air, particularly j.D, are so strong that Ralf is forced to fight on the ground, where Clark's 2C dominates.
In neutral, Clark should try keep Ralf at the distance where 2C just hits the pokes of Ralf. If Ralf uses 5C(f) & 2C in neutral, they lose to Clark's 2C in this way.
Clark's 2D is also strong against Ralf since it evades many of his attacks, and because 2D has long active time.
The only real danger for Clark is Ralf's 5E~Kara Upper. Clark can try to stop it during startup with 2B. After the 2B hits, clark can immediately use a 2C, which cannot be interrupted by Ralf, and which also resets the neutral again."

Vs Gato

Very hard matchup.
Smalljump j.B goes over Gato's wakeup 236236A & then still combos into 5C>Upper.

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