KOF XII - Ralf thread

Ralf’s unreal in this game. I’ve never used him before though, so it’s kind of nice to have a clean slate. Clark and Ralf are both excellent at playing the hopping game. one thing I’ve always loved about KoF is that jumping takes on a whole new strategic level, as it factors greatly into your mix-up game. Ralf’s a champ at it – you can pull off a series of midjump air CD’s and pile on the hurt before an unsuspecting player even realizes what’s going on. He might have upped the roid injections, but damn. Who cares when he can move so quick!

yes very true , I didnt event attempt to learn KOF games in the past but ralf was always soo appealing to me, now in XII i love playing with him, Ive yet to Face a better Ralf than mine (besides Reynald) NOT even Mr. KOF’s could stp mine hehe but he’s a great player lol, and it all comes with playing with the guys from Arcade Infinity

just wish he still had his

ppp > D

ralf with vp > D link would be freaken broken… god help players in the arcades… right now he is already my strongest character… he for some reason tops my clark & goro who i’ve been playing since 97… i do however feel more comfortable with goro as he is pretty much the same minus counters but hcf+C sort of is like a counter… but as soon as it’s CC time ralf is a killer… and now that i’m getting more used to him i understand how small and big bomb kills hops & jumps if timed right… in addition to his awesome normals… and if he still had that link u could DM out of nowhere cause vp connects so often that it’s not even funny… i always liked him in other versions but aside from xi his style wasn’t really working out for me… thanks to snk for new ralf… can’t say the same for clark sadly…

i just found out a MORE damaging corner CC combo without DM…

CC, 3A xx qcb+C, qcb+C, qcb+C, slight pause C+D xx qcb+C, C+D xx qcb+C, 6C = 574 damage

and doing the CC combo until 6C gives u near 75% of DM bar… so if u happen to have a DM available u can substitute 6C for it for 655 damage…

and i don’t know if anyone of u noticed but u DO NOT have to have a FULL BAR to be able to DM… i just found this out today… at about when 95% of ur bar is full u can use ur DM… it doesn’t have to be flashing max

oh and didn’t see this combo posted… if u land a fully charged C+D near the corner u can do …2C, C+D xx qcb+C, DM for 374 damage…

So how exactly is Ralf supposed to ‘get in’ to his opponent? Or is he supposed to wait for his opponent to come to him?

rush down… run up and either 2C or 6C and hyper hop A or D or C+D… super jump if it’s a fireball opponent unless it’s kyo… not to be reckless though… switching up pace with turtle and baiting with different bombs… and once u r in either pressure with volcan punches to keep momentum or the regular hop pressure or knockdown and rush in after… that’s my idea anyway…

Gotta get that moving wall mentality :tup:

I’ll normally inch my way forward with f+C, c.C~C+D xx whatever. I also do a lot of spaced qcb+C, to build meter and also control the space above me. Hitting with almost any of his moves gives you the chance to advance forward through a lot of the screen, pushing them even closer to the corner. Once you’re there, keep poking away until you hit either that c.C or shorthop/hyper hop A/D. I personally like D for the angle. Good luck!

@t3h- Thanks mate :tup:

I’ve noticed that there’s a corner CC that I’ve only gotten to work on Chin Gentsai:

CC, 214C, DM, 3Axx214C, C+Dxx214C, C+Dxx214C, C+Dxx214C, 6C. Does more damage than Elizabeth’s corner cc. On other characters you’ll have to do one less C+Dxx214C rep. Still does 700-something on them.

maybe cause of character weight? 2 reps or C+D xx 214C works on anyone for 705 iirc… so maybe since chin is freaken small and light maybe he gets bounched off higher? i’ll try and see if it’s possible on other characters too… maybe it will work on athena and kensou as well…

i like mashing out fireballs with ralphs low HP and then canceling directly into super if im close enough.
Ralph has many combos that chains into super.
J.HP,C.HP,CD - Super is probably the most usable one for me. not to difficult and it does good damage.

but im wondering … sometimes i like poking with C.HP at my opponent and i try to buffer the super motion most of the time while doing this …so that i can hit-confirm and just release the super.

anyone got any good follow up tips when your opponent blocks the super and you guard break your opponent ?

I never do the super with any intention of not hitting my opponent. So I couldn’t really say. Most of my practice goes to correctly hit confirming and punishing my opponent.

I can tell you that 2b, 3c, is a great way to hit confirm into super so long as you’re at about point blank range.

im not really sure about the notiations but i assume your reffering to crouching b and down forward c.

naturally i try to hit confirm every opportunity to land a super, but in the heat of the moment i’ve sometimes accidentally pulled it off.
Going directly into a parry after you’ve guard breaked your opponent from the super could be a surprise. I’ve landed this a bunch of times , but one could argue that landing a parry and creating a knockdown situation isn’t worth wasting a super meter over.

the chain that mr.bbh posted earlier is also very good I’ve landed that chain several times against people , but usually my opponent mashes out after the HK , CD , qcb+hp , HK , CD (fully charged) …opponent breaks out and stuffs my charging cd :frowning: