Ralf FAQ for KOF '98
ver 0.5
Lucifer69
-=== History ===-

This part deals with the insight look at the ARDEOUS task I undertook to 
produce this FAQ.. in other words.. you can pretty much ignore this.. :)

ver          what actually DID in spite of planning..
---          ----------------------------------------
0.1          the actual original work comes out.. took me a night... but what 
             the heck.. i'm nocturnal..

0.2          the second version comes out.. added a bit of stars here and there
             ..

0.3          finally decided to add in the damn D button.. ok ok .. don't hang
             me for that..

0.4          got a mail from Shingo@canada.com pretty cool combo.. confirmed it
             and looks cool.. added in more information on Galactica Phantom 
             by his advice and my own personal experience (trust me.. it don't
             look good.. for my part that is..)

0.5          got another mail from another Yang Sun, told me more on the proper
             ties of DBP, makes some sense as well.. :)

-=== Copyright  ... ===-

This work is by me, Lawrence, aka, LucifeR69, any works that reproduces this
FAQ in any form for the uses for monetary exchange will be condemned by me
and legal action would be seeked. (err... that's all i know.. anyone want to 
add in more? :p) Any other FAQs who wants to quote me would have to seek 
permission from me, Lawrence, in form of writing to BadGuy77@tm.net.my
Anyone who wants to clobber me may also contact me at this address, otherwise,
only girls may email me.. :)

In other words, this FAQ may not be rewritten without the express written
consent of the author. If you want something from here for your use, you must 
get permission from the author before doing so. This FAQ may not be in mags, 
or any other use for profit. Disiplinary action will be taken seriously for 
violating copyright rules. c. 1999

-=== ForeworD ===-

Well this is my first FAQ ever written to another person in the NET. Why? 
Bored, nothing to do, sleepless nights.. too much caffeine.. and in the end my
obsession for the game called King of Fighters. The only game that gives me that
much excitement and hype over the three years period. I've first started out 
on KOF '96, coolest of all the installment I think, KoF'97 was a bit tough, my
school life gives me little time, thus in the end, I started out in the arcade
as one of the worst player ( considering all the others knew all the cheap
combos with Terry and Iori.. :( it didn't help much either). KoF '98 is kind of
a new beginning for me. I was one of the first few that started to play the 
game in my local arcade. My first impression.. cool beyond description. Few of
the old timers got back, and best of all, most of my favourite character 
remain unchanged in terms of moves and gain some new ones.

I hang around a lot in the net looking for decent FAQs to help me in my game. 
But strangely, I found none of it that belongs to Ralf.. strangest things had 
happened, never did I thought, RALF?? Why? No one think much of him? The truth
is, I never think much of him too. Till a scrub came into my local arcade and 
played him. Sure, Ralf is pretty strong in KoF '96 but in '98? Haven't came 
across any that played it's full potential. He only know how to mash the 
buttons and pull the direction joy stick like mad.
Then miracle happened... 'C' the button... THE button... there's only one word
to describe it.. sheer madness ..(opps.. that's two word.. but who's 
counting?)
He punch it like mad.. turning into Vulcan punch, that part didn't make me go 
weird.. it's the part where he first started out on one single punch.. that 
hurts the most.. but it got me back to one of the best character in the game..
(this is written for a Advance mode player..)

-=== That's enough for now.  I can only be forgiving so much... ralf jones '98
===-

I rip these information off 'THE STORY OF THE KING OF FIGHTERS TOURNAMENT' by 
Kailu Lantis, so thanks for all of these information.. :p
but the Ralf i know.. loves beer, fun loving crazy (old?) character we all 
came to love.. :)

Birthdate       :    25/8/1958
Birthplace      :    Brazil
Height          :    1.88 m
Weight          :    100 kg
Favourite food  :    Bubble gum
Favourite sport :    Baseball
Hates most      :    Snakes (he's born in Brazil.. one of the few surviving 
                      rainforest is there.. he trains in the jungle and he 
                      have the nerve of steel, and he's hates
                      snakes.. make perfect sense isn't it..)
Fighting Style  :    Martial arts and Heidern style assasination techniques.

Ralf first came out from the Ikari warrior series by SNK.. since i never played
that one before, so I won't make any comment, BUT the fact I know is that he's
one of the oldest fogeys there are in the KoF series. From KoF '94 till now.. 
talk about faith.. now to get to the serious part.


-=== MovelisT ===-

Here I shall use the method use by MoonRun, since I notice most of the FAQ's 
are written in this form. Not that I can't think of a new one.. just don't 
want to add in to more confusion.. so MoonRun.. the credit goes to you here.

dn/dwn = press down.. that's pushing your joystick thingy towards down..
up     = pretty much self explanatory from now on isn't it?
bk     = back
fw     = forward
s      = store for a few secs..
QCB    = quarter cirlce back joystick motion
QCF    = quarter circle forward joystick motion
HCB    = half circle back joystick motion
HCF    = half circle forward joystick motion
                    * note to old school KoF '97 people.. no more shortcuts for
                      ya.. :p
DP     = uppercut joystick motion
RDP    = reverse uppercut joystick motion
                    * comes from the old school of Capcom, Street Fighters. 
                       Press forward, downward and forward down 
                       simultaneously.. reverse would be... figure this
                       one out yourself..
A      = A button = light punch
B      = B button = light kick
C      = C button = heavy punch
D      = D button = heavy kick
(C)  - corner combos, combos that only work in the corner.
(DM) - DM combos, combos that involve super moves or desperation moves.

(MAX)- must be maxed out or POWered up for this combo to work.
(MID)- opponent must be mid-air for this to work.
(CSP)- combos that are started off a crossup/overlap attack
(2nd)- combos that involve more than 3 stocks of super(Advance mode)
       i.e. 2nd Character onwards in advance mode.


-=== Moves rundowN ===-

For this I would use the method popularized by... err... I don't know really..
so the would that particular person write to me? :p

@@@@@@ Normal moveS @@@@@@


### Standing faR ###

Button       = A
Description  = quick jab to the torso/head area. Pretty much a useless move. 
               Anybody want to add in more on this move?
Usefulness   = *
Rundown      = A button, besides giving access to Vulcan Punch when rapidly 
               done, doesn't give any apparent uses to its move. Does not 
               combo in whatever distance and takes off little damage. Avoid 
               if you want to live.

Button       = B
Description  = quick poking kick to the mid section.
Usefulness   = **
Rundown      = slightly better range than A button, less hassle, does not 
               combo, poke better, but still quite useless all the same.

Button       = C
Description  = turns and swing his arm forward. Backward facing.
Usefulness   = ****
Rundown      = Odd looking move... but incredible in sense of range.. lame 
               look ing but still it can sucker one or two turtler if done in 
               opening game. I can't emphasize more on the range. Since Ralf 
               make a move forward when turning, it gives the move extra
               range. Looks slow but comes out incredibly fast. Do it once in 
               a while, on most occassions, it fools most of the expert 
               players as well. Does not gives out too much room for being
               punish if blocked. Very good move for poking.

Button       = D
Description  = a deep looking kick to the mid section.
Usefulness   = ***
Rundown      = Although it have better range than standing C, it lacks both the
               speed and the surprise element. Slow to come out, and gives out
               too much space for retaliation.

Button       = CD
Description  = Ralf steps one step forward delivers a punch so fast.. that we 
               can barely see
Usefulness   = ***
Rundown      = Surprise move, use this to set up Galactica Phantom, it's a wild
               move, great range little lag time, quite ok time to set up the 
               move itself.

### Standing closE ###

Button       = A
Description  = a quick jab to the torso.
Usefulness   = *
Rundown      = Come to think of it, his A button sucks.. won't combo, won't 
                poke that well, whiff on some ducking character (some don't 
                even need to duck, eg. Choi).. the verdict? try and guess for 
                yourself...

Button       = B
Description  = quick kick to the midsection
Usefulness   = ****
Rundown      = one of your two most valuable thing in close combat. It combos'
               off well into Super Argentine Backbreaker (SAB) and most of the
               other moves. One of your bread and butter moves.

Button       = C
Description  = he twists his torso and hitting upper torso
Usefulness   = *****
Rundown      = THE move for Ralf. Strangely enough it doesn't whiff on the 
               'little ones' for the game. Combos of to other moves as well. 
               It have one strange property though... ANTIAIR! yep.. this move
               would most probably hits your opponent if not trade moves for 
               damage, however be warn that you must do this move quite late
               for this, so use this well and time it so it won't whiff or 
              miss completely.

Button       = D
Description  = Don't use this button in near combat... this is what actually 
               would happen, Ralf would do a somewhat drop kick on the 
               opponent, I guess it would go through sweep move, but since 
               most combo starters comes out from mostly close C's and A's, I
               just don't see the reason for this
Usefulness   = Don't even want to rate this...
Rundown      = what kinda move is this?? to briefly describe this, it have the
               same animation as standing far D, and the same lag, the same 
               come out time, the same... you get the general idea. I guess it
               would go through sweep move, but since most combo starters 
               comes out from mostly close C's and A's, I just don't see the 
               reason for this... So unless you want some good laugh... use 
               this... and don't say I didn't warn you...

Button       = CD
Description  = Ralf steps one step forward delivers a punch so fast.. that we 
               can barely see
Usefulness   = ***
Rundown      = Don't EVER EVER do this close up, not even as a 
               waiting-for-people-to-wake-up-move the first step he takes when
               he does this makes him go a bit over.. so it would whiff on 
               most character.. I haven't tried it on Chang.. so I didn't put 
               all..

### CrouchinG ###
Button       = A
Description  = short jab to the knee area
Usefulness   = **
Rundown      = punch two time for two hit combo, otherwise.. don't

Button       = B
Description  = quick kick to the foot
Usefulness   = *
Rundown      = combos off to low a, but let's not mention the other uses, there
               ain't any.

Button       = C
Description  = Ralf stretches forward for some heavy hittin' action
Usefulness   = *****
Rundown      = Combos to all four hits of Gatling Attack if done close enough,
               Super Argentine Backbreaker too if that matters, but personally
               I prefer Super Argentine Backbreaker since Gatling Attack may 
               whiff..

Button       = D
Description  = Ralf stretches his leg out, hitting low
Usefulness   = ****
Rundown      = Your basic move that hits low. Hit and run kinda thing. Little l
ag time.


### JumpinG ###
Button       = A
Description  = gives out a short jab
Usefulness   = *
Rundown      = in short.. another useless move...

Button       = B
Description  = jumping... short kick..
Usefulness   = look at my enthusiasm.. pretty much explains it...
Rundown      = please don't make me do this..

Button       = C
Description  = Killer move... leans forward and stretching his elbow out.
Usefulness   = *****
Rundown      = THE move for Ralf (again.. :p). It looks like a wrestling move,
               but who cares, it hits deep enough for air to ground, hits high
               enough for air to air, will at least trade move if not hitting 
               cleanly, what more do you ask for? Another thing, it combos 
               well into other normal moves as well.

Button       = D
Description  = a deep kick downward
Usefulness   = ***
Rundown      = combos' out ok, quite fast, but definitely a no no for anti-air.
               Swap with C once in a while for surprise. (I suspect this move 
               have some overhead property.. someone email me for this...)

Button       = CD
Description  = a thrusting kick leaning forward feets first
Usefulness   = ***
Rundown      = Although it hits quite low if it's used for air to air, it's 
               still quite useful.


@@@@@@ Command moveS @@@@@@

Ralf have one of the move interesting moves in the whole game... He have.... 
NONE! Can you believe it?? None at all.. why did SNK forget about this most
important thing in the game? I highly suspect that SNK wanted Ralf to be a 
beginner only character. I can't think of another reason why not...

@@@@@@ Special moveS @@@@@@

Move name    = Vulcan punch
Execution    = Rapid (three times and above) A/C
Description  = Ralf rapidly throwing punches into the air giving out many 
               flares that lighten up your opponent if touched. Does a bit of 
               tick damage.
Usefulness   = ***
Rundown      = ok kinda move, it is suppose to be an anti-air weapon, but since
               it need some to be mashed.. opps I mean execute.. :p, thus I
               don't really recommend it. It does quite well for keeping enemy 
               in the edge. The problem is lag time, most character can 
               retaliate against the C version quite well.. so don't do it
               quite often. The only reason I do it is because of the crazy 
               sound that Ralf makes when doing it.

Move name    = Gatling attack (GA)
Execution    = bk s fw + A/C
Description  = Ralf to a towards punch, turns, follow by another punch, turns a
               gain, and follows by an uppercut. Hits four time. Does a bit of 
               tick damage. A version travels half screen, C version travels 
               two third.
Usefulness   = ****
Rundown      = if first hit connect in the corner, it becomes quite a funny 
               looking antiair... but besides that, don't do it besides in 
               combos. Why? The damn move whiff on small crouching characters,
               and most low hitting move hits him cleanly.. The only reason
               it received this high rating is because it combos so well and 
               hits so.. hurtfully ...

Move name    = Ralf kick
Execution    = bk s fw + B/D
Description  = Ralf leaps into the air, leans feet first towards the enemy, and
               torpedoes himself towards the enemy. B version travels half 
               screen, D travels full.
Usefulness   = ***
Rundown      = opps... someone corrected me on this... it seems that it can 
               combo into a command move, namely, GA, seems weird, but its' 
               true.. and for the most interesting fact of all, it connects to
               HMVP! cool if it connects, tried it once, made hell outta Chin,
               do I need to add more? :) B version is good for poking and
               keeping distance... (wonder why would a decent Ralf player do 
               that?), D version is best kept in the closet. The best thing it
               does is that it will at least trades moves with most jumping 
               moves.

Move name    = Diving Bomb Punch
Execution    = dwn s up + A/C
Description  = Ralf shoots up to the air, dive down again. Hits three time as 
               anti air. Hits only once for ground hit.
Usefulness   = **(*) the last star isn't so willing, it's for the anti roller 
               properties.. but the charge time takes away much of the 
               initiative..
Rundown      = Decent close antiair and waking up move. Other than that.. don't
               do it unless you have nothing better to do because of the lag.
               This one is from Yang Sun, use it as the anti roller move.. make
               some sense anyway, but one thing i like to add.. using it as 
               anti rolling crazy oppenent, it's gonna take much of your 
               initiative away(remember the charge time?), unless you play
               turtle a lot, then don't use as this property that much.. the 
               pros, it hits almost 90% of the time.

Move name    = Aerial Diving Bomb Punch
Execution    = qcf + A/C
Description  = Same as DBP but no anti air properties
Usefulness   = **
Rundown      = Use as surprise move.. you don't know how many suckers falls for
               this. Although there's a lag in the end move, but Ralf move 
               back quite a lot so most character can't retaliate that much.

Move name    = Super Argentine Backbreaker (SAB)
Execution    = hcf + B/D
Description  = Ralf grabs opponent, opponent breaks back on Ralf shoulder, Ralf
               throw opponent down again...
Usefulness   = ****
Rundown      = well as a combo, it would whiff if the combo starter whiff, but
               as an individual move, it's a good wake up move especially if  
               your enemy is near, and its range is quite ok. Use more often 
               than other moves.


@@@@@@ Supers @@@@@@@

DM moves or Desperation Moves.. or whatever..
Move name    = Blazing Vulcan Punch (BVP)
Execution    = qcf, hcb + A/C
Description  = Ralf begins of with the same animation as GA, but ends with a 
               barrage of Vulcan Punch towards the air, ending with two 
               uppercut in SDM version.
Usefulness   = ****
Rundown      = combos off well with crouching C, although SDM doesn't really 
               combos off that well, but then, the gem is here... it have some
               invincibility frames in start up. In both DM and SDM version, 
               between the start-up and the turning towards the first punch, 
               there is the invincibility properties. If timed off well, it 
               goes through most if not all fireball moves and most of the 
               other normal moves and specials.
               Where to use it? As a wake up move. Instead of combo, use it 
               when getting up, or when you anticipate a fireball, it goes 
               right through everything to gives you the whopping damage you 
               are looking for. If not it ticks of damage like mad..
               the bad thing about this move.. it whiff for AB rolling.. :p
               Hits   SDM, 28   DM, 18

Move name    = Horse-Mounted Vulcan Punch (HMVP)
Execution    = qcb, hcf + B/D
Description  = Ralf runs up to the opponent, trips him down, more like running
               him down, and starts to hits a barrage of punches towards the
               opponent.
Usefulness   = ***
Rundown      = never tried the combo version of it, but then, I've seen it done
               before, looks second only to Iori's Maidens Mash SDM. The 
               problem with this move... HUMOUNGOUS lag time when whiffed.. 
               don't even look when you whiff.. you get the idea.. now here's 
               how to make sure that you don't.
               This move is best used as a anti air move. Yep, you see it 
               right, anti air, same as some of the other DM's of other 
               characters. It practically rips you off the air and starts to 
               punch like mad. I've seen my opponent gives off a really 
               devastated look after this move. Hits almost 50% of life away 
               from ya.. it's that bad..
               Another use for this, against low hitter. Strangely enough, most
               low sweep do not stop him at all. Especially against Iori. 
               Since this move have as little startup time as you can believe,
               this would catch those low kicking **** when they want to
               hit low when they're close to you. But stick to SAB or BVP for 
               that purpose...
               This move have a lot of speed and look.. but strictly give it to
               a anti air purpose.
               This has another added combo to it.. deadly... sick... dementing
               ... bwah ha ha ha .... opps... forgive me.. it combos from Ralf
               Kick as said earlier.. Ralf Kick, one of the move I 
               overlooked.. tried it and looks... don't ask.. in short, do
               this when you have the chance.. but only if you caught them off
               the air..
               Hits    SDM, 28   DM, 18

Move name    = Galactica Phantom (GP)
Execution    = qcf, qcf + A/C
Description  = Ralf turns his back, Ralf charge, Ralf hits..
Usefulness   = ?
Rundown      = this is one of the most useless DM I've ever seen.. it's nothing
               like Yashiro's Final Impact, it's slower than Heavy D! 's 
               D.Magnum, in fact people see it coming eaons away before it's 
               IMPACT. I mean why give it to him when it's like that? The end 
               impact time is fast, some invincibility is good (run up to him 
               and kick him, it'll still come out...), the impact is 
               humougous... but why make it so slow???
               The only thing I could figure for it to be used in is for little
               scrubs.. otherwise only use it on far away opponent.. in fact 
               don't.. they might just jump over it... don't underestimate 
               this move though. Email me for more help in this move..
               Another few mails I've receive suggest the usage of max out this
               move and set it up after a successful CD counter or CD move, 
               since it does have a shorter charge time and there's a big gap 
               set up from the counter or CD move, BUT be extra careful in 
               this..
               #1 know your range.. and charge time..
               #2 AB safety recovery roll that they could do at the beginning 
                  of wake up if they're close to you usually means trouble..
                  keep them away..


@@@@@@ ComboS @@@@@@@

To tell you the truth.. he have little of them, most of them quite damaging, 
but little variety makes him pretty dull if compared to Terry or Iori.

low A, low A
low B, low A
close B, SAB
close C, GA
close B, SAB
crouch C, GA
*crouch C, SAB
jump in C, close B, SAB
jump in C, close C, GA
jump in C, close C, SAB
jump in C, crouch C, GA
*jump in C, crouch C, SAB
Ralf Kick, Gatling Attack
Ralf Kick, HMVP
* done close, if not would whiff ;)
** all moves that ends with special moves can be replaced with B version of 
HMVP, or A version of BVP


@@@@@@ OpponentS @@@@@@

That's what all FAQ's comes down to doesn't it? If it can't help you to win 
what is it good for? :p
Anyway, this is the strategy for Ralf.
Ralf is at his best in close and near. Although his standing far C really pokes
deep and surprises a lot, but it is when he's close when he could really stand
out. He don't have any command moves, strangely enough.. but his C's really 
gives him a lot of room to move. Crouching close C's and close C's combos into
SAB or GP really hurts too. Jumping C really dominates the game, what could I 
say more? 
Yep, his moves are based mainly on that C button... don't try to play him if 
you can't touch that third button. Sure people may call you cheap for using 
mostly on that button, but, what other moves does he have? No command moves, 
lousy normal buttons, so-so specials, I mean no one complained about Iori's C 
or Jumping D. What is it about Ralf's C's that bothers them so much?
I concencrate on the opponent that you would meet the most...

--Opponent--

Iori..
Combo crazy, use to like him a lot. But didn't touch much of him in KoF '98. If
done early, your jumping C may trade with his jumping D's. Tough game, if he 
jumps in, wait until quite late, do a close C when he's overhead, hurt's him 
more than it hurts you. Hit him low and run as soon as possible, crouching C 
should do the trick. Hit and run, Hit and run... and once in a blue moon, when
he jumps in.. POW! HVMP, get him every single time... good Iori are mostly
sucker for this..

Yashiro
Evil Yashiro, Good Yashiro, most of the time.. he's dead Yashiro. Actually, 
your early jumping C eats up most of his attacks.. yes.. even his fame and 
dreaded jumping D's. Substitute with doing nothing at all and doing a FAB when
landing. Another guerilla warfare if you want to.

Terry...
Raising Tackle eats your for breakfast, power charge eats you for lunch.. bad 
match.. hit, run SAB whenever you can, pray hard...

Vice
Cs... and keep away.. at all cost..

Mature
AB roll, SAB, AB roll SAB, crouching C... that's all you can do i think.. oh 
yeah... throw in HMVP whenever she jumps in.

Choi
that little ##$$@@.. try not to let him jump (very hard to do I know..), Ralf 
Kick on his flying monkey move... and combo to GA or HMVP

Heidern
AB roll, jump C whatever you don't do get trap in a corner with him... you'll 
cry..

Takuma
Jump C.. he's a sucker at jumping.. that's when he is not stocked.. otherwise 
his DM.... get the idea? Fireball happy people? Look under for '94 Ryo..

'94 Ryo
OK now, I'm really pissed with this character, not because of the overwhelming
properties that they put on his raising dragon move, but also for his fireball
move.. reminds me of old school SF Ryu fighter, fireball, fireball, raising 
dragon.. sheesh.. SCRUBS! nothing else to use is it?
AB roll when you see the fireball coming, AB roll and keep the distance short,
so your crouching C's could do their work after the failed raising dragon..

oh yeah.. Daimon!
Never EVER EVER jump, do crossup once in a millenium, but keep your warfare to
the ground... one more thing, he's a sucker for GA. Do it when he's doing the 
super Tumble, time it well, and it would hit all if not most of the time.

miss anyone out there? Well like I've said, do his C a lot, it's worthwhile the
move... Ralf is basically a one move guy, I enjoy playing him sole because that
he's opportunist, a turtler most of the time, but can be played aggresively if
wanted.


..end..