Just a couple notes on the big guy. Ralf can juggle after a successful Ralf Kick. If you're fast and you connect the kick properly (preferably the B version just as it's landing), you can follow up with an A-button Gatling Attack... maybe the Blitzkrieg Punch (charge down, up). I suspected he could also combo his qcb, hcf + K Mounting Varivari Vulcan Punch after a Ralf Kick, and a usenet posting confirms this. Reason is, this super actually hits high and has a good tendency to pull people out of the air. This is damn cool. My last tip is to corner the opponent (or nearly so), then buffer a low A (blocked) into an A-button Galactica Phantom. He'll try to back up (can't), then he'll try and get past you... and _whammo_, he eats it. Also try buffering the Phantom from a blocked (or not) standing CD. It's not a bad move if you're tricky with it. Oh, and at SDM level, it inflicts like 80% damage if not more!! Worth a gamble, wouldn't you say? Greg Kasavin shrike@slip.net > > Are you sure this works great?... Cuz when ever people do the Galactica > Phantom near me, I either hit them or throw them out of it. H. Iori ********** When Ralf is doing the galactica phantom, I either quick jump pass him or try to execute a projectile, well most of the time, I quick jump and attack him at his back. J. Ebuenga From: Onaje Umeme Everett cc: King of Fighters Mailing List Subject: Re: Why Ralf Doesn't Suck In-Reply-To: <3403B714.4759@pacific.net.sg> On Wed, 27 Aug 1997, The Hitman wrote: > Greg Kasavin wrote: > > > > I thought at first that Ralf was a real stinker in '97, with very > > little new to help bring up to speed his underpowered '96 self. But he's > > gotten some very subtle tweaks which make him a lot more competitive and fun > > to use. Don't get me wrong, he could've been a lot better... he could use an > > overhead or some sort of command move just to vary him up. His Gatling Punch > > could be less laggy. But in any case, let's go over what's new about the > > second oldest King of Fighters competitor (and between you and me, I think > > he holds his drink a lot better than the other). > > > > * Ralf Kick. Sure, it looks the same, but Ralf Kick actually has pretty much > > invincible air-to-air priority from my experience. So if they jump (and in > > '97, they will jump often), just leave it to the Ralf Kick to sit them down > > real good. > > But u have to store for two to three seconds before Ralf kick, am I > right? If the player runs and jumps are u sure this would work? I > believe he would be vulnerable to a combo....... I agree with Greg. It worked as good air defense in '96 and it hasn't changed in '97 at all. Contrary to what I said about it in '96, it has it's uses. As for the charging issue...ever heard of Guile? Did charging his Flash Kick stop him? I don't think so. > > * Galactica Phantom. Unless you're dealing with above average players, the > > unblockable Galactica Phantom can be used to good effect if you pull it off > > from about half a screen away from the enemy. I find that often the opponent > > will choke, not knowing whether he should try and get in to hit him out of > > the move, or back up. Frequently, they end up eating the hit for a meaty 50% > > damage. > > I wouldn't say so. Players who seen this move a few times know that this > move stuns him for a while b4 unleashing it. I would say it's better to > wait until your opponent is dizzy or floored. Otherwise if someone gives > u a 100% combo that is the end. I agree with the Hitman on this one. It's not too hard to avoid this super, as fast as it is...but then again, Greg DID say "unless you're dealing with above average players"...and I consider myself to BARELY be one. :) > > * Improved Varivari Vulcan Punch. Okay, so maybe not. Ralf's open to > > big-time punishment if this thing is blocked, unlike in '96 where it was > > safe to use over and over. I don't think it's comboable, which is > > disappointing. But he's got a sweet, new elbow uppercut finisher on this > > sucker, and at SDM he flat-out pulls a Shin Shoryuken on the guy, no joke > > (any Ralf fans know enough about SF3 to know what I'm talking about?). Can > > anyone confirm if this move can be comboed, either at DM or SDM levels? > > Otherwise, it's not so useful, though it does a decent chunk of block damage > > and looks great. > > I don't think it's comboable, as u have ample time to block when he > begins unleashing the move. You had that same exact time to block that move in '94, '95, and '96 as well....but it's not enough time to get out of hit stun if you were hit with a standing C. To translate: It DOES combo. > And what is a shin shoryuken? Sorry I don't > play SF3. Ryu's TRUE Dragon Punch. An awesome, yet overpowered and TOD inducing (if you do the right combo leading up to it), sight to behold. > I would say this move is most useful when the opponent has > little stamina left. Oh...it's GREAT for block damage. :( So great...that it reminds me of a lot of rushing supers that you can't counter after blocking them...of which the VariVari is one. Wishing you peace, love, and righteousness... +---------------------------------------------------------------------------+ | Onaje Everett oeverett@mail.sdsu.edu for mail | | oeverett@rohan.sdsu.edu for FAQ's, and data files |