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    Ralf by BTears

    Version: 1.0 | Updated: 05/07/99 | Search Guide | Bookmark Guide

                               RALFFFFFFFFFFF FAQQQQQQQQQQQQQQQQ!!!!
                              King of Fighters '98 Complete Ralf Guide
                              Version 1.0 EX A+ (heheh) by Bloody Tears
    v1.0 EX A+   05/07/99  First released version.
    The latest version of this guide can be found at:
    Contact Address : vinz8@hotmail.com
    1.      Introduction
      1.1     Purpose of this document
      1.2     Why Ralf is cool
      1.3     Changes from '97
    2.      Background Stuff
      2.1     Biography
      2.2     Colours
      2.3     Intros, Quotes, etc
    3.      Moves
      3.1     Normals
      3.2     Command attacks & throws
      3.3     Specials
      3.4     DMs
    4.      Strategy
      4.1     Combos
      4.2     Advanced vs. Extra
      4.3     Elements of gameplay
      4.4     Matchups
    5.      Acknowledgements/Credits
    1. Introduction
    First of all, I would like to say that is my first FAQ that I have ever 
    written, and it will  have some "bugs" in it that will be fixed up in later 
    1.1  Purpose of this document
    The purpose of this document is to share my knowledge on how to use the 
    character in the game King of Fighters '98 named Ralf. This is the second 
    Ralf FAQ (as far as I have seen). I finally found a Ralf faq on the net today 
    (May 24, 99) and i have to say that only half of the infomation is correct. 
    The person (who will remain unnamed DOES NOT USE RALF AT ALL!) ha. HA.HA!!
    The rest of the info is just crap that most novice players will believe :p
    So I decided to finally write one for one of my favorite characters, Ralf.
    He is one of my best characters, and i know that he can keep up with the best 
    of the characters, and it seems that he has become even more powerful :)
    1.2  Why Ralf is cool
    I started using Ralf consistently since KOF 96. My friend, Iori Kusunagi 
    showed me how to use him in 96. Ralf (along with his best bud and partner 
    Clark) have been in every single KOF tournament. Ralf is a good beginner 
    character, because his moves are simple, and that he is very strong. His 
    moves hiT REALLY HARD (unlike the weak, annoying hits of Kyo...) and he is
    blessed with the "CRITICAL HIT!" that not many characters have. Ralf himself 
    is a fun guy. He jokes around with his good friend and partner Clark a lot. 
    Clark is the calm one, while Ralf is the wild guy. Ohh and he drinks! KiCk 
    I used him once in 94, and i sucked with him (actually at the whole game...i 
    made it to Rugal once!). Ralf was EXTREMELY STRONG (as far as i remember) in 
    this version. His Vulcan punch took off at least 30% with 2 hits!
    In KOF95 (which i have...heheh), Ralf gained a new move, the "Bomb Punch" 
    (more on this l8r), and....well that was it. In KOF96 (which i also 
    have..hehehheh) Ralf seemed more like a complete character.
    He gained his infamous "Ralf KICK!" and a new DM. Ralf was ranked near the 
    top on this game (but no where as high as Iori, Clark, or Choi), because his 
    DM where really strong and good for ticking, and his CD was extremely long 
    ranged, fast, and had high priority. Ohhh and he had "RALF KICK"!!!! This is 
    the second strongest version of Ralf (98 being the best)
    In 97, Ralf gained a new DM, the infamous Galactica Phantom!
    Not many ppl knew how to use this correctly (But i did!...more on this move 
    l8r) and overall Ralf became even stronger. You could hit the opponent after 
    a hit Ralf kick, and he had many more combos. His Bomb punch was calmed down 
    in tick damage though.
    Not many players used him much from 94-97. Poor Ralf players use him in 98 
    just to be scrubby and turtle. Good players can use him either offensely or 
    defensively and add in a bit of cheap to keep the opponent on guard. I still 
    rarely see ppl use him well, though.
    1.3  Changes from '97
    When a 97 player uses Ralf in 98, they will notice that his attacks (esp. his 
    C) comes out much quicker than in 97. So much faster, that Ralf has once 
    again risen in the ranks of KOF again! Ralf can be used VERY VERY cheaply in 
    98 (More on this l8r). His Hard Punch has EXTREMELY high priority in 98. It 
    will knock out most attacks (or at worst trade). Ppl have called him one of 
    the cheapest characters in 98, because he is very dangerous when constantly 
    attacking, or on the other hand, turtling. His power is among the highest of 
    all the characters. I have tried this MANY times, and it takes only 8 hits 
    from a powered up Ralf to kill a player with a full bar (not kidding) His 
    Ralf kick is slightly weakened since 97. it does not really affect his game 
    play too much though. His Super Argentine Backbreaker has changed for the 
    better now. His range is the same as Clark now, and it takes off much more 
    damage (in 97, it was his weakest special move). Even though it can whiff 
    (same as everyone else), it can be used exactly as Clarks to "vacuum" the 
    opponent in when they do a move. There are many ways to use this move well. 
    His Gatling Attack has not changed much at all, but it seems a bit weaker. 
    Not much change in speed though. His Bomb punch stayed the same. There are a 
    few good ways to use this move, most of the time to surprise ppl.
    Ralf lost his 100% combo :( ...in case you are wondering what it was it was 
    this: Requires 2 stock (Advanced only) First you break one stock, then you do
    this combo:
    Jump C, Stand C (or crouch C)into Gatling Attack. All 4 hits MUST hit. ALWAYS 
    dizzy! Then go into SDM Galactica Phantom.....100% (!)
    Overall, Ralf is a LOT stronger this year. A lower/middle tier character in
    '97, he can now hold his own among the upper echelons of '98's rankings.
    I will go more in depth on each move l8r, along with his DM's.
    2. Background Stuff
    2.1  Biography
    v5.0 for the information and background on Ralf.
                           ------    RALF!!!   -------
    Full name       :    Ralf Jones
    Original Game   :    Ikari Warriors
    Other Games     :    Ikari Warriors series, KoF series
    Place of Birth  :    Brazil or Argentina
    Heritage        :    Brazilian or Argentinian
    Fighting Style  :    Armed Forces Training & Native American Wrestling
    (I have also read his fighting style is Martial arts and Heidern style 
    assasination techniques.)
    Birthdate       :    25/8/1958
    Height          :    188 cm (6'1")
    Weight          :    110 kg
    Blood type      :     A
    Favourite food  :    Bubble gum
    Favourite sport :    Baseball
    Most valuable   :    Badge of Honor
    Hates most      :    Snakes
    Hobby           :    Collecting knives
    Background Info :
    Ralf and Clark had been on a mission in Brazil, when their
    helicopter when down (their stage in '94).  While they were working their way
    out of the jungle (and after a brief incident with Clark revealing Ralf's
    distaste for snakes), a leopard attacked them, but was stopped by Heidern.
    He gave them an invitation to join him in the KoF tournament.  The Brazilian
    soldier of fortune agreed to join up with  Heidern and his partner Clark on
    their toughest mission yet.  He has learned to focus his chi into fists of
    flame.  Unlike Clark who prefers guns, Ralf likes to use knives to take care 
    of the enemy. Ralf is older than Clark, and of higher rank, but it makes no 
    difference to either of them because they are such good friends. He owes 
    allegiance to no country, but rather works as a mercenary for hire.
    2.1 EX A+
    There are 3 Ikari Warrior games. They were Ikari Warriors, Ikari Warriors 2: 
    Victory Road, and Ikari Warriors 3: The Rescue. They were all made by SNK. It 
    has been said that to fight against Ralf and Clark in war is to fight against 
    Death himself, but if they were on your side, they are said to be saviours. I 
    think "Ikari" translated from japanese is "Lightning". Anyways.. Ralf was 
    known as "Vince" in Ikari Warriors. "Vince" was the first player, who sported 
    a red headband. Clark was known as "Paul", who was the second player.
    "Paul" had the blue headband...... weird!
    2.2  Colours
    A - His original colours. Red bandana w/ green streaks. Blue jeans w/ white 
    shirt, and his trademark (along w/ Clark) blackish brown army jacket w/ 
    bullets strapped to him.
        One hand has a glove, while the other just had a wrist thingie. (This, as 
    in all fighting games, changes as Ralf switches side....and the weird thing 
    is that Ralf only seems to hit with his UN-GLOVED HAND ....weird)
        My third favorite colour scheme.
    B - Orange bandana. Black jeans/ dark grey shirt w/ a dark purple jacket.
        This was one of his Extra colours in 97.
        My second favorite colour scheme
    C - Green bandana w/ lighter green streaks. Dark green jeans w/ dark green 
    shirt. Black jacket. The best colour scheme imo.
    D - Green bandana. Green, yellowish (?!!!?) jeans w/ yellowish green shirt. 
    Greenish black jacket. Changed from the even stranger colour of him in 97 
    (Extra)  The worst (imo). It lo_oks really gross.
    2.3  Intros, Quotes, etc
    Generic Intro
    Ralf stands there with a cocky smile on his face with a bottle of beer in one 
    hand and his bandana in the other. He takes a drink while twirling his 
    bandana. He then throws the bottle in the direction of the oppenent, then he 
    puts on his bandana. He then cracks his knuckles then says something in 
    japanese..... which means something like "Prepare yourself"
    Vs. Clark
    The hilarious spoof of the Power Rangers dance. Ralf and Clark both stand 
    there in a form. The first 4 forms are the same, then the last form Ralf is 
    standing up while Clark in on the ground. In the last form, a DM spark is 
    shown (!).
    Ralf says something in japanese..... and it means "Are you ready Clark?"
    Clark replies "Yes!" They both yell "CROSS CHANGER!"
    This intro must be seen! It's one of the most original and funny intros.
    Vs. Leona
    Ralf does his generic intro, while Leona does that weird stance where she 
    holds her arm w/ the other arm, and she mutters something in japanese..... 
    which means "I never thought i would fight you...". This is a weird intro. 
    She says this because Ralf stopped Leona from killing herself in '97, when 
    after she realized she had the Riot of Blood curse in her. Weird.
    Vs. Heidern
    Ralf stands there in a really strange way, and then salutes Heidern. Heidern 
    points at Ralf with his "pointing stick" then throws it away. Thats it. (?)
    Victory Poses
    A - His original (I think..) win stance. Ralf does his weird 96 win stance w/ 
    his arms in a bent and straight(?) manner while kneeling on the ground. He 
    says "Ninmou kanryou" which can be translated into "Mission accomplished". I 
    usually use this win stance when i win against either Ralf, Clark Leona, or 
    Heidern. heheh.
    B - A new win stance in 97. The startup is the same, but the end is 
    different. Ralf clutches his arm with the other arm while standing on his 
    toes. He then returns to normal then points at the opponents body. This is a 
    really strange win stance. I rarely use it at all.
        I don't know what Ralf says.
    C - His A win stance in 97. Ralf looks at you, pounds his fists together, 
    then puts his head back and yells "Raaaa!!!" This is my favorite win stance. 
    It enforces the power and fearlessness of Ralf!
        I use this stance when it was a really close match, or either when i 
    pounded the crap out of the opponent :)
    D - His new 98 win stance!. Ralf clutches his hands together and cracks his 
    knuckles and smirks at the opponent with disgust. This is my second favorite 
    win stance.  Use this when you beat a scrub. It enforces your disgust with 
    them. And you still managed to beat them! ;)
    Winning quote
    -=== That's enough for now.  I can only be forgiving so much.  ===-
    This is one of the better quotes in 98. The worst quotes are from Chizuru, 
    Chris, and Yamazaki. Imo the best are Clark's, Iori's and Yashiro's.
    Ralf stands upright with his arms at his side, his head lo_oking down, and a 
    cocky smirk on his face. He then puts one arm in the air, and says something 
    is japanese...... which means "Let's get this over with!". I don't really use 
    this much, unless i feel really cocky...or when time is about to run out.
    It is a rather long taunt, and you can cancel out of it.
    Background animation
    Before he fights: Ralf stands in an army-like manner with his hands behind 
    his back and his legs apart. I think this is called "At attention". He stands 
    in the exact same manner as Clark. When your team member hits the opponent, 
    Ralf puts his hands together and smiles. When you win, he does the same pose. 
    If you lose, i think he bends forward in shame.
    After he loses: Ralf is slumped on the ground facing towards you. It's 
    exactly the same thing with Clark, but Clark has his back turned away from 
    you. When you win, Ralf raises his left arm, with his bandana on his face, 
    and smiles.
    As he flies backward to hit the ground for the final time, Ralf screams "Ouu-
    ahhhhh!!!". Nothing special.
    Time-out loss
    Ralf takes off his bandana, then he lo_oks down at the ground with a frown. 
    :( Damn turtlers!
    Finally the part everyone has been waiting for........  :)
    3. Moves
    When describing Ralf's moves I'll rate each one's usefulness on a scale
    of one to five "stars," a technique pioneered by Andrew Park and Greg
    Kasavin in their excellent '97 Kim and Yashiro guides respectively (both
    are available at http://www.gamefaqs.com ).
    3.1  Normals
    Standing A
    I can't really see any point distinguishing between the far and close 
    They both look identical (a short, standing jab) and the close one is 
    interruptable. I don't use this much. I usually use it if i want to mess 
    around with the opponents mind by standing there and jabbing, or just by 
    accidently pressing it. It is pretty fast, but the range is quite poor. It 
    would be okay if Ralf didn't have better attacks, but he does, so i find very 
    little, if no use for this move. Players can easily duck under it, and it's 
    too short to be a useful poke. I don't think it can chain with any other 
    normal attacks. oh well.
    Usefulness: Nigh useless [*.5----]
    Far B
    This is a high kick. It comes out relatively quick, and can be easily wiffed
    if the opponent ducks. It has longer range than the A. The bad part is that 
    it is not combo-able in any way. The damage is low, once again. Again, this 
    is only useful if you want to mess round with the opponents mind to sucker 
    punch them with the C punch. Do not use this move much if you want to win.
    Usefulness: Very useless [*----]
    Close B
    This is a sort of low kick, except it can be blocked high. Ralf hits you in 
    the mid section. This move does not whiff, and it is combo-able. This is much 
    better than the far B, and much more useful than the close A. The damage is 
    relatively low, but it comes out quick. The range on this move is not so 
    great though. This move is useful if you want to annoy the opponent, and 
    combo with the Super Argentine Backbreaker after. This is one of
    Ralf's better attacks. Good but weak.
    Usefulness: Quite useful [****--]
    Far C
    YESSSS!!!! This is THE POKE!!! Ralf turns around and does some sort of 
    strange, but long ranged (Full extention of the arm) backfist. This move is 
    one of Ralf's greatest assets, and it is EXTREMELY STRONG!!! When powered up, 
    8(!!!) hits kill the opponent! When powered up, this move takes off more than 
    a non-powered up Backbreaker. Ralf can use this move to retaliate against ANY 
    missed attack eg. Kyo's uppercut. This is the move that can easily turn the 
    match in you favor. It is strong, and it has very high priority. In fact, if 
    you do this move all day, the only thing most characters can do to retaliate 
    is to sweep you. The move works like a dream for turtlers, because of its 
    speed and strength. Most (if not all) normal moves will not be able to beat 
    it. Also there is no(!) recovery time for this move. I cannot stress this 
    ABUSE THIS MOVE! It is totally cheap! This is one of the best safe pokes in 
    the game, along with Goro's stand D and B, and Terry's stand B. The only bad 
    point that i can find with this move is that it is not combo-able. Ohh well. 
    You can't have everything.
    Usefulness: Too good [*****]**
    Close C
    YEAH! NINMOU KANRYOU!!! ANOTHER CHEAP Move for Ralf!!! Ralf does a strange 
    lo_oking punch with the opposite hand while twisting his body. This is a very 
    damaging move (but not as damaging as the far C). This is Ralf's main combo 
    starter. You can combo into any of his special moves and DM's. This move 
    lo_oks like it hits high, but it does not whiff on the short characters.
    Another strange thing about this move is that it can be used as ANTI-AIR. It 
    will knock attackers out of the air, or at the worst trade hits with them. 
    This is a strong, fast and dependable move used by good, normal Ralf players 
    and scrubs alike. Yes, Ralf is truly the epitome of the one button 
    character...if you don't believe me, you will see l8r.
    Usefulness: Very useful [*****]
    Far D
    Ralf delivers a strong mid kick to the stomach. It really reminds me of 
    Iori's far D, but it does not come out as fast. It is a good, meaty attack, 
    but slow to start up. You can use it as a poke and as a keep away, but his 
    far C is better. It will not whiff, but is is not combo-able. It has a pretty 
    bad recover time, and can be punished. I don't really use this move too much,  
    but it's not too bad. Just don't expect to win too much by abusing this
    move. Relatively strong and long ranged, and with an acceptable speed.
    Usefulness: Marginally useful [***--]
    Close D
    Wow. That's all i can say about this move. Wow as in "Wow. This move is a 
    total piece of crap!" This move helps Ralf to re-enforce his one button game. 
    Ralf does some sort of strange lo_oking drop kick on the opponent. It is slow 
    to start, and it has horrible recovery time. He kind of jumps, so it will go 
    above sweeps but it is not useful at all. It is not combo-able at all. The 
    start-up animation of the move is the same as far D, so it might trick you 
    into using this crappy move. Avoid at all costs if you want to live.
    Usefulness:  Why did they put this move in the game? [0]
    Stand CD
    A punch with long wind-up animation and Ralf lunges and punches while aiming 
    low. The animation of this move changed from '96 to '97. In 96, Ralf punches 
    so fast that you can't see, but in 97 and 98, you can see it. This move is 
    very slow to start up, and can be punished very badly, and the lag time is 
    equally horrible. The good aspect of this move is combo-able....but what 
    would you combo into? (More on this l8r..) If you move this move while
    close to the opponent, it will totally miss. The priority of this move is 
    acceptable, but is still think that this move should not be used.
    Usefulness: Fairly useless [**---]
    Stand CD EX A+ (CD Counter)
    The same lo_oking move as the standing CD, only a bit faster. This is no 
    doubt the worst CD counter in the entire game. It is EXTREMELY slow  (Almost 
    as slow as the norma stand CD), and Ralf still takes the step forwards. 
    Because of this, Ralf often goes THROUGH the opponent! The actual punch 
    misses, and it goes right through, just like a Counter Roll. This has
    happened to me a quite a few times, resulting in the loss of my round. So 
    far, i have only hit my opponent once with this counter, and that is because 
    they were in the air. DO NOT USE! Waste of stock!!
    Usefulness:  Why did they put this move in the game? [0]
    Stand CD EX A++ (CD counter)
    I was recently informed by SOyuncastor that there actually IS a use for 
    Ralf's CD counter! I found it pretty amazing. After you do the CD counter and 
    go through your opponent, you are close to them, therefore you SAB them! I 
    have not tried this out yet, but i assume that it works. I suggest to do this 
    only in close matches though, because if not, it turns to be
    a waste of stock.
    Usefulness: Marginally useful [***--]
    Low A
    A short ranged jab to the knee area. This move is acceptable to mess around 
    and poke with when close to the opponent.....but you have better low pokes, 
    such as the low C and D. This move is combo-able into another low A, or into 
    special moves. The lag time on this move is low, but the damage is also low. 
    I don't use this too much, not even for style points.
    Usefulness: Nigh useless [*.5----]
    Low B
    A quick low hitting quick kick to the foot. The only good reason to use this 
    move is because this is one of Ralf's two moves that hit low. It is a poor 
    ranged move, but quick to start and to recover. The priority of this move is 
    poor when compared to Ralf's other moves. It can be used like the computer to 
    annoy your opponent. It can be comboed into a low A, but it's really not 
    worth it. I really don't use this much, because it is better to use the low 
    Usefulness: Nigh useless [*.5----]
    Low C
    MR. C! That's Ralf's new name! Yes, this is yet another kick a$$ move with 
    the C button.
    Ralf does a low, long ranged punch with both arms. The startup speed is 
    absolutely nothing, and there is no recovery time also. This is one of Ralf's 
    main moves in his keep-away cheap. The move is quite high in damage, and it's 
    priority is also high. The only ground attacks that will knock this attack 
    out are low hitting sweeps. It will trade with the high hitting sweeps.
    Another good point about this move is that it is combo-able. You can combo 
    into every one of Ralf's special moves (except Ralf Kick). A great way to 
    stop the opponent from running at you is by using this move. Just do it twice 
    and they will stop rushing at you. Another good way to use this move is when 
    the opponent rolls at you. Just do use this and you will knock them out of
    their roll, and follow up with a stand C, in case they attack. Most of the 
    time i use to combo into Gatling attack. You can also combo into Backbreaker, 
    but it is more difficult. This is yet another good move to abuse, and yet 
    again makes Ralf the one button character.
    Usefulness: Very useful [*****]
    Low D
    A low hitting sweep kick. It lo_oks as if Ralf is sticking his foot out, and 
    it is the same animation of Clark's low D, but a bit slower. This is the 
    second of Ralf's two attacks that hit low, and the more useful of the two. It 
    seems a bit slow to come out, but the recovery time is good. The damage is 
    pretty high. This move has pretty good range and priority, though most of the 
    time it will trade. It is not combo-able, but it catches many players off 
    guard because they usually are not prepared to block a low sweep when 
    fighting Ralf. If you use this move infrequently, chances are that you will 
    get a clean hit, and you in a good position to be on the offensive.
    Usefulness: Quite useful [****--]
    A preliminary note on jumping attacks:
    In '98 Ralf's jumping attacks are the not the same whether they are done from
    a vertical jump or a diagonal jump. This is also true with 97. I will
    go over each jumping attack together.
    Jumping A
    Ralf does a small sort of elbow drop on the opponent. The damage is weak, and 
    it is not very useful. Ralf has much better defensive moves. This move is 
    combo-able, into other attacks, but there is not much reason to use this 
    move. His body stays in the same position, he just moves his elbow into 
    position to hit the guy on the head. Do not use this move at all, even for 
    Usefulness: Very useless [*----]
    Jumping Towards A
    Ralf does a jump punch at the opponent, directed at the head. This attack is 
    quick, but once again weak, so it is not too useful. It is comboable, like 
    his other jump attacks, but still no go_od. Once again, no reason to use this 
    move, not good offensive nor defensive. It is an ugly lo_oking attack, but 
    not as ugly as his jump kicks. Don't use it.
    Usefulness: Very useless [*----]
    Jumping B
    A very VERY strange lo_oking attack. Ralf SITS on the opponent. It really 
    lo_oks like a wrestling-style leg drop. The damage is weak, and this move is 
    very hard to time correctly. It comes out quickly, but it is useless. The 
    move is also comboable, but Ralf has better air attacks. Once again, do not 
    use if you want to live.
    Usefulness: Very useless [*----]
    Jumping Towards B
    Ralf does a jump kick at the opponents head. One of Ralf's better air 
    attacks, and actually go_od at annoying the opponent. I use this attack in a 
    similar fashion to Iori's jumping towards B: to poke in the air. The move is 
    quick, low damage and combo-able. The best way to use this move is to hop 
    into it, then hop into it again, or hop C. It is not great, but not bad 
    Usefulness: Marginally useful [***--]
    Jumping C
    Yet another go_od Ralf move with the C button. Ralf does a very fast and 
    strong jump chop straight down. This move is great for keeping away, and with 
    it's high priority, it knocks most attacks away. It should be strictly used 
    for defensive measures only, because the range on this attack is rather poor. 
    I think it is combo-able, but i really suggest that you don't use it as one. 
    Use it as a good keep away when to opponent goes hop crazy (as well as stand 
    Usefulness: Quite useful [****-]
    Jumping Towards C
    Of course, YET ANOTHER great attack by Ralf's C button.... Truly Mr. C....
    Ralf does a wrestling style elbow drop on the opponent. It comes out quickly, 
    and it quite strong. This move is Ralf's main combo starter from the air. 
    Amazingly, this can be cancelled into a Mid-air Bomb punch before Ralf lands 
    (more on this technique l8r..) The priority is good, but if you want to win 
    in a jump-kick war, make sure Ralf jumps higher than your opponent. It will 
    at least trade with the opponent, and is great for Guard Crushes on the 
    opponent; just keep on abusing it with quick air hops into it, then hop 
    fake...they will block = Free backbreaker!
    Usefulness: Very useful [*****]
    Jumping Towards C EX A+
    Is it just me, or does the jumping towards C lo_ok exactly like Clark's Flash 
    Jumping D
    Possibly the strangest lo_oking move in all of Ralf's reportoire. If you 
    lo_ok fast enough, you will notice that Ralf is doing his leg drop (as in 
    is a very difficult to use move. You must actually time it correctly, or the 
    move will completely whiff the opponent. It actually took me some time to
    learn how to time and hit a standing opponent. It is better used if your 
    opponent is in the air. It takes off more damage than the jump C, but the 
    timing is difficult, and often tricky. The priority is good, but i really 
    suggest NOT to combo this move, even though you can. Do not use, nor abuse.
    Usefulness: Fairly useless [**---]
    Jumping Towards D
    An odd l0_0king reverse hook kick. Ralf seems to turn his whole body around, 
    while his foot points downward. A strong and quick move; good combo starter. 
    It has good priority, but i don't think it is great as anti-air wars. I only 
    use this move to mix it up with the jump C to get the opponent off guard, not 
    really to attack. For mind games. It will usually trade with other jump 
    kicks, but don't expect too much from this move.
    Usefulness: Marginally useful [***--]
    Jumping/ Jumping Towards CD
    A rather NORMAL lo_oking jump kick! The start up speed is slow, but the move 
    itself is relatively useful when compared to most of Ralf's air attacks. When 
    you use it, make SURE that your opponent is on the ground!! NEVER ENGAGE IN 
    AIR JUMP KICK WARS WITH THIS ATTACK!! The lag time on the startup will 
    certainly get Ralf knocked out of the air. The move has good priority, and 
    usually won't trade because it knocks out most stand attacks. It is difficult
    to go hop crazy with this move. Most of the time I use it in Guard crushes. 
    You air-cancel this move into the Mid-air Bomb punch! Very useful. Most ppl 
    won't block if it is the first time they see this strange chain. It does not 
    combo, but it cancels. More info later...
    Usefulness: Marginally useful [***--]
    3.2  Command Attacks and Throws
    Command attacks
    ONE!!! HOLY $HIT....I really think that Ralf is the ONLY character that does 
    not have any command moves!!. If i am wrong, please correct me.
    Command attacks EX A+
    If i was to make a command attack for Ralf... it would be Yashiro's Hammer 
    command attack (Forward + A) That would show the true power of Ralf... it 
    wouldn't be able to combo though... IT JUST KNOCKS EM DOWN!!! hehe
    Dynamite Headbutt (Fwd/Back + C [close])
    Ralf grabs the opponent, and delivers a REALLY painful lo_oking headbutt. One 
    of my favorite throws in the whole game. The really kewl part is the startup 
    animation, when Ralf prepares to headbutt the opponent. The damage of this 
    throw has decreased significantly from 97 (a powered up headbutt took off 
    more than a backbreaker!). It still is very useful when the opponent turtles, 
    just to keep them on alert. It sends the opponent quite far from you. 
    Hopefully you are not playing against ppl who l0_ok down on throws....screw 
    them! I think you can land from this throw.
    Usefulness: Very useful [*****]
    Power Bomb Drop (Fwd/Back + D [close]) (I don't know what the real name 
    Ralf grabs the opponent, lifts them upside down, and literally PLANTS them 
    into the ground! It reminds me of a mix of a backdrop and a piledriver... 
    anyways, after Ralf crouches, lo_oks at you and raises his arm! Definitely 
    kewl. The damage is still high, but i'm not sure which throw is stronger. The 
    pose after reminds of Clark's frankensteiner pose...kind a...but nevertheless
    kewl. The opponent cannot land from this throw.
    Usefulness: Very useful [*****]
    3.3  Specials
    Gatling Attack (GA) (Charge Back, Towards +A/C)
    Ralf spins, punches, spins, punches, and spins into a double hitting 
    uppercut. A total of 4 hits. First of all: NEVER use this move unless you 
    combo it. The startup time is nothing, but the lag time is HORRIBLE. If the 
    opponent blocks this move, prepare yourself for BIG_TIME pain... The A 
    version does not go as far, but the lag time is much less. The C version
    goes about a third of the screen. The move is partially anti-air but I REALLY 
    don't suggest it, because it may trade poorly. This is my least used special 
    move, because it leaves Ralf way too open. The damage is high when all 4 hits 
    connect, but if not, it is weak compared to Ralf's other Special moves. 
    Another bad point about this move is that it will whiff on the short 
    characters, leaving Ralf open for a big combo, or at least a DM. Most smart 
    ppl will simply roll through this move, but if you use it RARELY (and i 
    really stress that) you may catch them off guard and hit them. Not a move to 
    abuse, nor a move to use (unless comboed).
    Usefulness: Fairly useless [**---]
    Ralf Kick (RK) (Charge Back, Towards +B/D)
    Ralf ducks down, then launches himself, feet first, spinning in a torpedo-
    like manner horizontally at the opponent.
    A total of 1 REALLY painful hit. (This is Ralf's CRITICAL HIT move)
    The B button goes half the screen, while the D version goes across the entire 
    screen. This is a very good anti-air move...as long as the opponent doesn't 
    jump higher than you.. if you knock most ppl out of the air with this move, 
    they will smarten up...but i insist that you do NOT use this on Benimaru.... 
    This move has very high priority when Ralf is in the air (even though it went 
    down in '98) but quite slow to start up. This move CANNOT be comboed, BUT you 
    can combo AFTER it. When you combo after it, (depending on what you did)
    it knocks th $hiT out of the opponent. (MUCH more on this l8r). The B version 
    is your best friend. Use it to keep away and poke. It will at least trade 
    with air moves, and knock out almost all ground attacks. An excellent all 
    around move.... ohh and it goes over almost all fireballs!!! YESSS!! CoMbO 
    The D button one is still good, but do not abuse it like the B button 
    version. This move is great for long range fireball throwers, but timing is 
    CRITICAL, or Ralf will get knocked out before he jumps into the air. Only use 
    this move when the opponent is across the screen from you, NEVER when they 
    are close. Repeat after me "I WILL NEVER USE THE D BUTTON RALF KICK WHEN 
    FIGHTING GRAPPLERS!!!!!" This is instant death. There is lag time after a
    Blocked Ralf Kick, and the opponent will grab yer sorry @$$ out.
    This is a very good move to keep away and abuse, just time it correctly so 
    you won't get knocked out b4 you jump into the air. If blocked, go into a 
    crouch C, then stand C. Another strange thing about the D version is that it 
    may sometimes cross-up the opponent, when they are ducking down. This is 
    good, and tricky, but do not rely on it. Also the damage is decreased, and 
    more difficult to follow up with another hit.
    B version: Usefulness: Quite useful [****-]
    D version: Usefulness: Marginally useful [***--]
    Vulcan Punch (VP) (A/C Rapidly)
    Ralf starts throwing punches in the air, arms turning red with gunfire, and 
    when hits sets the opponent on fire. Maximum of 2 hits (when counter... HIGH 
    damage) Usually 1 hit. This is a total scrub move. It is the ultimate in 
    scrub defensive measures, because if you miss ANYTHING, the scrub will go 
    into either:
    1. Crouch C, into 1 hit VP
    2. Stand C, into 1 hit VP
    3. COUNTER, and 2 hit VP...ouch
    It knocks almost anything out of the air, and it a least trades. I really 
    don't use this move much..it's really cheap, and only poor players can time 
    it correctly (i am not kidding!).
    I only use this move against the computer. The priority is amazingly high, 
    fast startup, and Ralf is vunerable only to low hits. When the counter is on, 
    it hits twice, resulting in more damage than a Ralf kick, or Backbreaker. 
    Very cheap. Hard to use properly, because ppl will see you mashing on the 
    buttons, but when a scrub uses this move, they ALWAYs mash, and the move 
    comes out and kicks yer @$$. It has very bad lag time though.... but it 
    scares the crap out of most opponents...most. Don't use it much unless you 
    are a scrub, or want to be branded as one. Does tick damage, and sounds kewl 
    Usefulness: Fairly useless [**---]
    Diving Bomb Punch (DBP) (Charge down, up + A/C)
    Ralf rockets almost straight up in the air, hitting with his knee, then he 
    dives down, at the opponent fist-first with his hand on fire. When knee hits, 
    no fire though. Knee hits for 3 hits, diving punch only 1 hit.
    I really don't use this version of the move much. It is good as a get up 
    move, but if it is blocked, you are in big trouble (Ralf does bounce back 
    though). The computer uses this move very similarly to Guile's Flash Kick (no 
    charge...for the computer ONLY). It is difficult to time this move correctly 
    to hit ground opponents, but it is possible. The move has no startup time
    and if used correctly, it really rocks...but i just can't use it correctly. 
    If you dare use this move, and use it correctly, Ralf becomes an even more 
    deadly force, because the opponent will be too scared to jump at Ralf...and 
    when they are on the ground, Ralf has the advantage. The best way that i can 
    use it is to dash into it! You ask how is this possible? Well, its strange. 
    Here goes: You dash at the opponent. When running at the opponent, move the 
    joystick from towards to down-toward and hold it for 2 seconds to charge. 
    Then, when your opponent does any move, do the DVP, and you will knock them 
    out of it. I know this works, but when your opponent smartens up, DO NOT do 
    it. Duh. This is an overall good move, but it takes instinct and guts to use 
    it correctly. Don't use it much if you don't know how to.
    Usefulness: Fairly useless [**---] (If you don't know how to use)
    Usefulness: Marginally useful [***--] (If you do know how to use)
    Mid-air Bomb Punch (MBP) (In air, QCF +A/C)
    Ralf just does the diving part of his DBP.
    Only one hit, but does tick damage and sets opponent on fire when connected.
    This is one of Ralf's best moves. Almost EVERYONE falls for it, and it knocks 
    down, so Ralf is save afterwards. This move is MUCH better than the DBP imo, 
    because ppl don't know when its coming, so it surprise them. If you use this 
    move frequently (Which i suggest you do) ppl will have a hard time trying to 
    counter, BUT never use this move when the opponent is in the air. They will 
    pound you silly. Also, when blocked, most ppl rush in for the attack. That is 
    why i usually do a backbreaker right after, or with stock Super Vulcan
    Punch :P
    The move is very good for Guard crush, and i usually cancel this move from a 
    jump CD, or jump C. (Note: Jump D, does NOT cancel into it.) Use this move 
    with caution when fighting "frenzy jumpers" and characters with high priority 
    standing attacks (eg. Daimon's D, and Ralf's C). Another good way to use the 
    move is to be real tricky with it. The best way to do this is to backbreaker 
    the opponent into the corner. Super jump back, then go into MBP.
    This usually works well, because most will try to counter your jump, and get 
    hit by the Bomb punch. Another good way to use this is by hopping towards 
    into it, Super jump back into it, then jump towards w/ B (intentionally miss) 
    then backbreaker.
    (Note to EXTRA players: You can cancel the hop into this....but i don't think 
    it's too useful, but i think it hits)
    Usefulness: Quite useful [****-]
    Super Argentine Backbreaker (SAB) (Close, HCF +B/D)
    Ralf grabs the opponent, throws them up into the air. They land on his back, 
    then Ralf throws them onto the ground. Two hits, unblockable (duhh..) Will 
    whiff when too far. This is one of Ralf's best moves. The range has increased 
    significantly since '97, and the damage has also increased. It has increase 
    so much that sometimes it takes off more than Clark's backbreaker!! (not 
    including the Flash Elbow). Ralf can now use this move in the same manner as 
    Clark. It has very high priority, and will suck out all normal attacks, and
    some special attacks. The range is very good, but kinda tricky, cuz sometimes 
    Ralf whiffs, leaving you open for a combo. My suggestion is to use the move 
    when you are sure that you will cancel out the opponents attack. One good way 
    to use this move is the same way as the computer: Dash into SAB. The timing 
    is tricky and you must do it quickly, but when perfected your opponent will 
    get very annoyed, becuz, they won't be able to do anything. BUT do not do 
    this tactic on other grapplers... The SAB is also comboable, and it results 
    in a lot of damage. DO NOT use this move when the opponent is hop-crazy; 
    instead knock them out of the air with the stand C. With this move, Ralf 
    becomes much more offensive and defensive. Since you cannot land from the 
    throw part, you can now set up another attack, or plan. Another way to use 
    this is as a counter when you opponent fakes a jump combo. Block the jump 
    attack, do the motion, and when the opponent lands, you will backbreaker 
    them. Just make sure it is not a deep hit... You can also take the hit, and 
    the backbreaker will suck them in also, but it also must not be a deep hit. 
    This is one of Ralf's most used and useful moves. Use it when you can, but do 
    not always aim for this move. If you use it often, but not tooo often the 
    opponent will not know what hit them. Do not abuse though... cuz whiff! 
    Usefulness: Quite useful [****-]
    3.4  DMs
    Super Vulcan Punch (SVP) (QCF, HCB + A/C)
    DM:  Ralf starts up as the same way as GA, then goes into a Vulcan punch 
    (facing at you), then at the last hit, he does an uppercut which sets the 
    opponent on fire and knocks them into the air. Total 15 hits.
    SDM: Ralf does the GA, but spins twice, then goes into the Vulcan punch, 
    hitting many more times, then does a sort of ShinShoryuken (4 hits), in which 
    the last hit sets the opponent on fire and knocks them up into the air. Total 
    28 hits.
    Ralf yells "FIRE!!" then charges at the opponent. At the last hit, he yells 
    out.... which can be translated into "DESTRUCTION!!"
    This is Ralf's most used, and most useful DM. The only thing that changed 
    since '97 about this DM is the damage. This now is Ralf's weakest (!) DM. It 
    still has the invincible frames at the beginning of the move, but it seems 
    that there are more in the SDM version. The startup time is none, and this is 
    possibly the best wakeup move in the entire game. This will catch many ppl 
    off guard, and especially ppl who dash in. The lag time is very bad, and once 
    again, leaves Ralf open for a big combo. The tick damage is INCREDIBLE 
    though. In 97, the SDM was the 2nd highest tick damage move (First was 
    Athena's SDM Phoenix Bomb...which ticked off almost 1/3 of the entire 
    bar!!!!!!! NO joke!). Do not rely on tick damage though, because almost 
    everyone uses CD counters in 98... and the worst are the players who can
    do CD counter combos!!....like me :P. This DM can be comboed, and the DM 
    version is a part of one of Ralf's 60% comboes!!. (More on this in the combo 
    section). Do NOT use this as an air counter; it will not work. Ralf will hit 
    the opponent only 3 times, and he is left open for a combo. Another good way 
    to ensure a hit is to use it after a blocked DBP. Most ppl will rush in, and
    get hit. Yet another way to hit the opponent with this move is by doing a RK 
    (preferably B one, but D will work), and make sure they block it. RIGHT after 
    they block it,do the SVP, cuz most players will try to counter after the RK, 
    leaving them open. An overall very go_od DM, just make sure you time it 
    Usefulness: Quite useful [****-]
    Horse-Mounted Vulcan Punch (HMVP)  (QCB,HCF + B/D)
    DM:  Ralf raises his arm in the air, rushes at the opponent with a 
    clothesline, and knocks them     down. He sits on top of them, and starts 
    punching very rapidly (Vulcan punch) at the opponents face....ouch. After, he 
    yells, and raises his fist for one last, high damaging hit. Total 14 hits.
    SDM: Same as the DM, but Ralf punches many more times, but with 4 high 
    damaging hits. The last hit is the highest damaging. Total 24 hits.
    When Ralf raises his arm, he says...... which means..... When Ralf yells for 
    the last hit, he says "Moichou!!!!" which can be translated into "ONE 
    MORE!!!". This is Ralf's second highest damaging DM, and equally useful as 
    the SVP. The damage is also decreased from '97, but it is still stronger than 
    the SVP. One of the most useful aspects about this move is that it can be 
    used as ANTI-AIR. It will knock most jump attacks out of the air, if timed 
    correctly. In order to time it correctly, you must wait for the last second 
    to pull off the move. This will then suck your opponent out of the air, and 
    is extremely good for hyper jumper attackers, such as Iori. The worst aspect 
    about this DM, is that if it is blocked, it has EXTREMELY BAD lag time. Ralf 
    will be close to the opponent, and vunerable for around 1 whole second, 
    leaving him open to ANY combo...bad. The move is comboable off all comboable
    attacks, and the best aspect about this move is that it can be comboed from 
    Ralf Kick!!!!.
    This makes this move extremely useful, and the move is great for the COUNTER 
    messages. (I will go over this l8r) When comboed from RK, this adds a LOT to 
    the damage, probably ending the round! The opponent will fear you!!! 
    hahahahahh!! . And even better, the SDM version can be used for the new 100% 
    "combo" for Ralf in '98!!!!. YEA!!! NINMOU KANRYOU!!!!. I will go over this 
    combo l8r. The B version makes Ralf rush half of the screen, while the D 
    version makes Ralf rush the whole screen. An overall good DM, just be careful 
    to connect it.
    Usefulness: Quite useful [****-]
    DM:  Ralf uses his other arm to hold back his hitting arm. Ralf charges back, 
    opponents face! Total of 1 super damaging hit!
    SDM: Ralf does the same thing, but the punch from the hit sets the opponent 
    on fire!! ohh and yeah... This is the strongest SDM in the ENTIRE GAME!!!!. 
    Also it has FULL Autoguard!!!!! only grapples and fireballs will knock Ralf 
    out of it!. And also... if it is a COUNTER.... it cleans out you opponents 
    FULL life bar...no joke... i've done it. Total of one super damaging hit!
    The usage of this DM determines whether you are a Ralf expert, or just a Ralf 
    player. Unlike another faq writer (who will remain unnamed), this is NOT the 
    worst DM in the game!!! In fact, it is actually a good and useful DM!!! Hmmm, 
    it seems that the other faq writer is NOT a Ralf expert!! oh well... :p
    When Ralf charges back he yells "GALACTICA PHANTOM!!", and when he hits the 
    opponent, he yells "DOKAN!!" which can be translated into "BANG!!". Mwaa 
    hahahaha! I use both versions of this DM, but mostly the DM version, because 
    it can be commboed!!! WHAT you say?? COMBO GALACTICA PHANTOM??!?!!? yess, it 
    can be done!, and oddly enough, it adds up to his 2 60% combos, and his 100% 
    combo!! I will go over all 3 combos l8r in the combo section. I really like 
    this DM, but apart from the combos, i rarely hit with either. They are both
    difficult to use, and they cannot be tricky because of the forced lag time. 
    Unlike the computer, DO NOT do the GP DM after the SAB... Players are simply 
    good enough to roll through and open a can of whupass. The SDM version may 
    work, but don't bet on it. The SDM version is useful because of its 
    autoguard. If ppl don't know it, i am almost 100% sure that you will hit 
    them. Also, the SDM version takes off 100% when it is COUNTER... this is 
    especially good with players with multiple hit DM that miss...such as Heavy 
    D!, and Yashiro. You will literally kill them. I only use the DM version in 
    combos. You can only do the combo when you have 2 stock. I sometimes use the 
    SDM version. A really good way to hit the opponent with the SDM GP is by 
    hitting them with a jump CD, then "combo" into the GP just when you land. If
    timed correctly you will hit them just when they get up. They can roll, but 
    it really requires expert timing. I'm really sure that they won't. This 
    tactic will NOT work when the opponent is in the corner! DO not do it is the 
    corner!. You can also do the same tactic with the standing version CD,
    but this is more difficult to hit with. This is an overall very good DM, even 
    though the damage has slightly decreased since '97. The usage of this move 
    separates the wannabe Ralf players, and the real Ralf players.
    DM version: Usefulness: Quite useful [****-]
    SDM version: Usefulness: Marginally useful [***--]
    4.  Strategy
    Keep on mashing the C button all day.
    Heh heh. I'll go over the strategies with Ralf in 4.3
    4.1  Combos
    What?!! Ralf has combos?!!?? No way! He's just a one button character!!!
    Well here are all of Ralf's kick @$$ combos, like i promised.
    They are not fancy like Iori's or Kyo's, but they do a LOT of damage!
    Basic combos
    Jump towards C/D, Stand C, SAB  Basic strong combo, use as often as you can. 
    Jump towards C/D, Stand C, GA (C version)  The A version of GA may whiff, so 
    be careful. Jump towards C/D, Stand C, VP Scrub combo.
    *Note* The Stand C can be substituted with the Crouch C. This is more 
    difficult, but more fancy.
    Crouch A, crouch A                         Useless combo
    Crouch A, crouch B                         Another useless combo
    Close B, SAB                               Fancy, but less damaging combo
    Stand/Crouch C, SAB                        My most used combo
    Stand/Crouch C, GA                         Be carefull..... whiff!
    Advanced Combos
    Ralf Kick (preferable B version, but D will work), GA (C version)
    A high damaging, useful combo. You must do the GA very quickly, or the GA 
    will whiff. The most damage comes when the opponent is in the corner, or when 
    the RK hits deep. This will make you opponent think twice before trying to 
    counter the Ralf Kick.
    Ralf Kick (once again, same as above), Stand/Crouch C
    Another higher damaging, useful combo. Use this combo if you are scared that 
    the GA will whiff. This is less damaging, but much safer. If the C misses, 
    prepare to follow up.
    Guard crush "combos"
    These combos do NOT actually work, but they are meant to crush your opponents 
    guard. These are still very useful, and will scare most turtles into finally 
    attacking. And also, they are very annoying :)
    Jump C/ CD, MBP
    A favorite of mine. This is annoying, and you can follow up if blocked 
    relatively well. This is great for Guard crush because the DBP ticks twice 
    for damage. This combo also cannot be airblocked! The Jump C/CD can be, but 
    the DBP will knock them out. More useful in the corner though. To follow up, 
    use a stand C, or crouch C. If you see an opening, use the SVP.
    Jump C, Crouch C, Stand (far) C
    Very, very annoying combo. The only moves that i can think of that can knock 
    you out of this is Kyo's Demon Scorcher (the uppercut), and Terry's Rising 
    Tackle. I personally know that Iori's uppercut will trade. This combo crushes 
    guard very quickly, and leaves Ralf relatively safe. But this combo is really 
    Ralf Kick (B version), crouch C, Stand C
    Another very annoying and cheap combo. If you are not aiming for a Guard 
    Crush, after the Crouch C, wait half a second. 90% of the time, your opponent 
    will try to counter attack, then use the Stand C, to knock them out of it. 
    Annoying, good keep away, and strong. With the high priority of the Far C, 
    most moves will get knocked out. Use this combo only if the
    guy is a scrub... cuz this is a super cheap tactic.
    DM combos!!!!!! (finally!)
    I personally have done all of these combos, and i know that they ALL work.... 
    you just need timing. They are all VERY high damaging (duh), and included in 
    them are the 2 ~60% combos, and the 100% "combo".
    Basic DM combos
    Jump C/D, Crouch/Stand C, SVP                Strong, useful, DM combo
    Jump C/D, Crouch/Stand C, MHVP               Fancier, useful DM combo
    Advanced DM combos (yesssss!!!!)
    *Note* All of these combos require at least one stock (duhh), and the 100% 
    combo requires 3 stock (ADVANCED) or flashing bar fully charged (EXTRA)
    Ralf Kick (B button preferred), MHVP
    A combo that existed since '97. Not many ppl knew of it, and they first time 
    I saw it, I was amazed. This is a very high damaging combo, and it will leave 
    ppl who have never seen it before really scared. This combo works the best in 
    the corner, with the B button, but I have done it in mid-screen. Just make 
    sure that the Ralf Kick hits deep, to "pop" your opponent up, and the MHVP 
    will take them out of the air. This is an especially useful combo against low 
    to mid ranged fireball characters (eg. Kensou, Athena, Iori, RB2 Terry, 
    This combo also makes TOTAL mincemeat out of Billy (both versions), when they 
    do the corner "keep away" pattern with the low A and C. The RK will hit him 
    really deep, and ALWAYS give enough time for the HMVP.
    SVP (DM version ONLY!), GP (60% combo)
    HAHAHAAHA!!! You don't think this works?!! well it DOES, and it works 
    wonders!! This is one of the 60% combos. In order to do this combo correctly, 
    you need to cancel the last punch of the SVP (the punch that knocks the 
    opponent into the air). To cancel it, right after the "knock up punch", do 
    the motion for GP. Ralf will IMMEDIATELY cancel into the GP while the 
    opponent is still in the air. Ralf will start charging for the GP even before 
    the opponent lands on the ground. Just when the opponent gets up, they will 
    get hit by the GP!!! There is no avoiding it. You do not need much timing, 
    just cancel the last punch. It has ALWAYS worked, and i still use this combo 
    very much today... but there is a catch to it... THIS COMBO WILL NOT WORK 
    WHEN THE OPPONENT IS IN THE CORNER!!!!!!. It will only work if you are mid-
    screen, or if you are in the corner. If done in the corner, the opponent will 
    have enough time to get out and the GP WILL MISS!. A good and stronger 
    variation of this combo is by using Jump towards C, stand C, SVP, then go 
    into GP. Just make sure that the opponent is not in the corner. Note that the 
    SDM version of the SVP WILL NOT work because in the last 2 punches, Ralf 
    leaps into the air, so there is not enough time to charge for the GP. Also
    note that the SDM version of the GP will NOT work, because there will not be 
    enough time to charge. Many, many ppl have not seen this combo before, and it 
    actually was found by my friend Iori Kusunagi. In 97, he canceled a blocked 
    SVP into another SVP. It worked, so he tried to cancel a connected SVP into 
    the GP. Needless to say, it made mincemeat out of Orochi! Only a few 
    characters (computer) could reverse this, and i seriously think that
    no human player is fast enough... except for maybe some chinese players out 
    there ;)
    This is a kick @$$ high damage combo when connected. Use when you can and 
    impress your friends! They will soon be hearing "Ninmou Kanryou!"
    HMVP (DM version), GP  (60% combo)
    Break Stock. Stand close C, HMVP (SDM version, GP (!!!!100%!!!! combo!!!)
    Yup. The first is the 60% combo and the second is the 100% combo. Both of 
    these are much more difficult to do than the SVP+GP version, but they both do 
    much more damage. Precise timing is CRUCIAL when doing both, because if the 
    GP is timed incorrectly, you will either punch before the opponent gets up, 
    or punch too late, leaving time to roll. Both situations leave Ralf open for 
    a combo. In order to both combos correctly, once again your opponent must NOT 
    be in the corner, because the GP will miss. These combos must be done mid-
    screen or Ralf in the corner. OK? OK! Heres the full explanation on how to do 
    the combo:
    1. Hit the opponent with HMVP (making sure they are NOT in the corner)
    2. They will be momentarily "STUCK" in the ground when Ralf delivers his last 
    punch from the MHVP
    4. The GP will smoke your opponent in the face.
    You must time this correctly, or what i said will happen. If this is done 
    correctly, the opponent WILL NOT BE ABLE TO DO ANYTHING AND WILL GET HIT BY 
    THE GP!!!. If you timed INCORRECTLY, the opponent WILL be able to roll 
    through them GP.
    *NOTE: The only character known to be able to jump the GP is CHOI. Everyone 
    else will get hit on the feet. Be careful when fighting him*
    Suprisingly, many of the players that i fight know about these 2 combos. Just 
    practice these 2 combos on the computer, and when you get the timing right, 
    it's a good as gold. As for the 100% version... well it takes off 100%!. Once 
    again timing and position play a very important part. The 100% works, and may 
    actually be easier because the stand C actually combos to the MHVP.
    Use this combo when you can.
    Impress your friends.
    Kick @$$....Ralf style!
    CD COUNTER! combos
    *Note* These are true combos, as in if you get hit by the first hit, you will 
    get hit by the rest. These work from anywhere on the screen (unlike the 
    Advanced DM combos).
    *Note* This is the FIRST CD counter! combos section of it's kind. I have 
    never seen anyone even mention CD counter combos before. If i am wrong, 
    please inform me, and I will correct my error.
    Jump CD (COUNTER), Stand C
    This is a good quick, relatively high damaging counter combo. It knocks your 
    opponent back and gives you time to prepare. Use this as often as you can, 
    because it is not cheap. Learn to "see" counters, and when you do, you can 
    put out big-time damage.
    Jump CD (COUNTER), Super Jump C/D/CD
    Funny lo_oking cocky combo. This works, but it is easier to do with fast 
    jumpers (eg. Chris) Use it only if you want to annoy your opponent, or as a 
    last hit.
    Jump CD (COUNTER), GA (C version)
    This is much more difficult, but more damaging. This works best in the 
    corners, and will leave Ralf safe afterwards.
    GREAT counter combo. Ralf will take the opponent out of the air, and the good 
    thing is that this combo works everywhere and anywhere on the screen. If you 
    get used to the timing, this combo will greatly help you kick @$$. This combo 
    is ESPECIALLY good against the infamous "Scum Spider" characters (Blue Mary, 
    Orochi Yashiro, Chris). When you are in the air, they cannot grab you, and 
    since they stay relatively long in the air, it is rather easy to hit them 
    with a jump CD. If you are REALLY good (position-wise), and have another 
    stock, you can pull a GA after!. Just make sure that you hit them and time it 
    Stand CD (COUNTER), MHVP
    This version is much more difficult to do (Because Ralf's CD counter is THE 
    WORST in the ENTIRE game!), but it still works. Just make sure you pull out 
    the MHVP fast enough. Once again, if you have stock and room, you can pull a 
    timed GP to hit the opponent on the way up.
    4.2  Advanced vs. Extra
    I used to play entirely in EXTRA mode, but now i play 100% in ADVANCED mode. 
    Unless you are a TOTAL turtle scrub, i suggest that you play in ADVANCED 
    mode. Ralf is best played offensively and ADVANCED mode help Ralf do what he 
    does best. The ability to dash makes Ralf much more offensive and versatile, 
    especially to fake out and punish his opponents. Also the 25% extra
    damage along with the more offensive nature of ADVANCED make it easier to
    connect with hits. Even if you are not the most offensive player, it is 
    relatively easy to gain stocks with Ralf. To gain stocks quickly, just do the 
    B version RK, crouch C, stand C. This is cheap, but you gain quite a bit to 
    your bar. Also when maxed out, Ralf depletes the opponents full bar with just 
    8 hits from his far C. Also, with ADVANCED, you can do the throw escapes,
    but they are more difficult to do this year. Ralf's MAX is one of the more 
    useful ones in the game, because his speed and priority of his attacks make 
    for easy high damage. I suggest that you keep one stock handy for any DM, and 
    wait till you get another stock and break it. If you don't get the chance to 
    pull of a SDM, it's ok, just wait till you get another stock. The roll helps 
    Ralf quite a bit to gain ground on his "keep away" opponents, but just don't
    keep on rolling mindlessly. Mixing up super hops and rolls will keep the 
    opponent guessing, and leave them open for attack. EXTRA mode makes Ralf a 
    total defensive scrub player. The extra 50% damage is INCREDIBLE. If you keep 
    on walking up and mixing up your C attacks, chances are that your opponent 
    will miss a block, or get Guard crushed, and you can deliver GREAT damage. 
    His sidestep attack is quite poor, but it can be comboed into his GA or SAB. 
    Also, the DBP can be done from the hop, but its not too useful. As for the 
    unlimited DMs, it is not as good as it was in 97, because most players will 
    CD counter you out of them. I personally think that thhe sidestep are not too 
    useful, and EXTRA mode lacks the throw escaped that ADVANCED mode has. A good 
    point about EXTRA, is that you don't have to worry about the "faces"   :)      
    In summary, I clearly recommend ADVANCED mode over EXTRA mode. Unless you are 
    a honorless scrub :P
    4.3  Elements of gameplay
    Your most used moves will be: Far C, Close C, Crouch C, Jump towards C (Mr. 
    C!), along with the B button RK, SAB, and the MBP. I personally think that 
    Ralf plays the best against opponents just out of grapple range (The range of 
    his Far C, and low D). This will keep the opponent at a controllable 
    distance, and let you deliver the most damage. Ralf can also be played as a 
    close range grappler, (with his great close C to knock out attacks) but this 
    is more risky. To reduce the risk, super hop A LOT with his jump C and mix it 
    up with the jump D and B and fake jumps for a Backbreaker. I also INSIST that 
    you play a ground/ super hop based game (even though his super jump C rocks). 
    This is much better than an air based game because many characters have much
    nastier jump attacks than Ralf. I also insist that you try you best at 
    KEEPING YOUR OPPONENT ON THE GROUND. Most characters cannot keep up with Ralf 
    on the ground, and that is where your advantage lies. Keep them to the ground 
    (as difficult as it is), and your matches will be much easier.
    Poking with Far C
    This is a very good tactic, but it is also VERY cheap. If you do it too 
    often, your opponent will either smarten and sweep you, or start playing 
    cheap themselves. Because of the speed and priority of the Far C, it will 
    knock out most attacks. It is also a good way to keep the opponent grounded. 
    Players may CD counter it, but it would be a waste of stock (unless they
    are trying to corner you). Spend most of the time walking up and dashing up 
    into the Far C. This move is great if they make mistakes, because of the 
    range of the C, you can punish them easily. This tactic is more difficult 
    against autoguard and uppercut characters, so be careful. Also, be careful 
    against fireballs, because you will lose or trade at best. This tactic is
    best when mixed up with low C's, D's, and hop C's. Also, DO NOT try to hit 
    players when they get up with the Far C, because they will use wake-up 
    attacks (usually a DM). Another thing to be careful of are characters with 
    ranged crouch attacks (eg. Kyo, Chris). Overall though, an excellent, yet 
    scrubby tactic.
    Poking with Crouch C and Crouch D
    Poking with the Crouch C is just as good as with the Far C. This move will 
    take out the crazy frantic rollers, and knock all characters out of their 
    dash. A good tactic to keep away is to use 2 consecutive crouch C's. The 
    Crouch D is also good, but timed rolls will be able to pass through. It used 
    sparingly though, the Crouch C is almost as good as the Crouch C. Mix up
    crouch C's and Far C's for great keep away and Guard Crush. Don't abuse this 
    too much, because players will start sweeping you, or worse use uppercuts or 
    autoguards. Whenever the opponent is on the ground and too close for comfort, 
    stick out a crouch C. Another really good tactic which i often employ is 
    charging when using the crouch C, so whenever my opponent makes a
    mistake, i can let loose a GA. If they don't make a mistake, or just run 
    away, i use a B version Ralf kick. Don't mash, but mix up your crouch C's 
    with hop C's. If you mash, the Vulcan punch may come out when you don't wan't 
    it to. The best situation is if they flinch and miss a move, you combo your 
    crouch C. As for mind games, mix up a Crouch B's with Crouch D's (like the
    computer) along with your crouch C.
    Poking with B version Ralf Kick
    Good tactic. Use it as much as you can along with your high and low C's. Like 
    i mentioned earlier, a very good tactic to cheap is to do a B version RK, 
    Crouch C IMMEDIATELY, pause half second, then use the Far C to knock out the 
    opponent's counter attack. In fact, i woulduse this tactic all day if the 
    opponent didn't jump! unfortunatly, most do :P 
    The RK will also Crush their guard every so often, so put it to use. Yet 
    another good tactic with poking with RK, is to do a SVP IMMEDIATELY after the 
    blocked RK connects. This MAY catch the opponent off guard (because they were 
    thinking that you would do a crouch C), and go through their attack and 
    punish them accordingly. Once again, only when use the RK when the opponent 
    is closeto the ground, or on the ground, because they could jump kick you out 
    of the RK if they are higher. If you are really good, you can keep the 
    opponent on the ground with the RK. Just like what i mentioned before, always 
    Guard Crushing with Jump C/CD, into MBP
    Use this tactic often, but not as often as the first 2 tactics. Use it often 
    enough to trick the opponent. Be careful when using this tactic against 
    players with good anti-air, because you will give them a free hit. Just 
    remember to be even more careful against grapplers, because they could dash 
    in a open a can of whup ass. Also be careful against characters with instant 
    attacks (eg. Chris's slide). Mess around with the DVP, and sometimes just 
    super hop, then SAB. This works incredibly well. Be careful, because you 
    opponent may catch on quicker than you think....
    Guard Crushing with mindless super hopping C's
    Really cheap tactic, especially against characters with bad anti-air. Just 
    act like a scrub and mash on the C while hopping. Mostly, this tactic is to 
    throw your opponents concentration off, and help you stay unpredictable. Use 
    this tactic well, and the opponent will stay grounded. Then stick out a 
    crouch D. You want your opponent to stick to the defensive side, and that is
    where Ralf delivers most damage. They will make a mistake, and BAM! a Far C! 
    Be careful of characters who have good anti-air normal attacks (it is 
    difficult to pull off uppercuts in times like this). Also be careful when the 
    opponent rolls. The only thing that can possibly ruin this tactic is if the 
    opponent CD counters you. Once in a while, just roll through them, and
    SAB them. They will be expecting a hop C!
    Dashing into Super Argentine Backbreaker
    An EXTREMELY good, but difficult technique. If you have seen the computer 
    Ralf in action, this is what i mean. He counters normal (and some specials!) 
    with a SAB. You must dash in, and do the SAB very quickly. Most ppl will not 
    expect it, and it will suck them in. Mix it up. Dash in, stop. Dash in, hop, 
    SAB. Dash in, stop, Crouch D. Dash in, Stop, far C. You get the picture.... 
    The SAB will suck in even some sweeps. Just make sure that you do not whiff, 
    because you are out of range. Practice this technique as much as you can. 
    Once you get it down cold, ppl you play against will get really screwed up. 
    They won't know what to do, except to jump. That's when you knock them out of 
    the air with your Stand C. This is one of Ralf's best tactics. A must learn 
    for all Ralf players.... plus you get to learn Clark at the same time!
    Ralf has a very good wake-up: The SVP. BUT there is a catch. If the opponent 
    knows that you are going to do the SVP, you are really screwed. This wake-up 
    is only worthwhile if the opponent is on the ground (duh!). Use this move 
    carefully, especially against grapplers. If they are in the air, it takes 
    gutz and skillz, but you can pull a HMVP. Apart from these 2 moves, Ralf 
    doesn't have too great of wake-up moves. If you don't got stock, you can use 
    the GA (A version), but this is if you are really desparate, and you know it 
    will hit. Try not to get knocked down :)
    Air Defense
    Ralf has relatively average air defense when compared to most characters. His 
    2 only air defense moves are the Close C, and the HMVP. Use the Close C when 
    you can, but be careful because there are moves that will still knock out 
    Ralf from it. At worst, the C will trade with the high end jump kicks (eg. 
    Iori, Yashiro, Clark). The C will knock out most other jump kicks. Once 
    again, a well timed HMVP will keep the opponent scared from jumping in. But 
    it is much better if you keep the opponent on the ground.
    Mixing it Up
    For every character, the goal is to attack while staying as unpredictable as 
    possible. Every once in a while use a jump (not hop) B. This is an annoying 
    attack, and i have even knocked out Iori's uppercut with it!. Jump around 
    with that to stay unpredictable, and then use hop C's. When you can, do a 
    crouch D, then a stand C. Most likely they will jump back after a sweep, and 
    you will knock them out of it. Do not become to reliant on one tactic (esp.
    the Jump C/CD into DBP) because your opponent will catch on. If your opponent 
    starts to become cheap, start abusing your C (as if you already don't!). 
    Also, a "vacuum" SAB will really throw your opponent off course, and will 
    frustrate them. If you keep on knocking out most of their attacks, they will 
    be too scared to do anything, and leave them even more open.
     Mix up all these attacks, and you will be able to keep up with most players.
    4.3 EX A+   Fighting against certain types of characters
    Possibly the most dangerous type of player. Usually does constant quick hop 
    kicks, and starts combos low. Very difficult to stop if they are on you, 
    unless you use Ralf's pathetic CD COUNTER. My suggestion is to use the Stand 
    C to keep away. Most used characters: Iori, Kyo, Yashiro (both), Chris, RB2 
    Terry, Shingo, Kim, Heavy D!
    Cheap style (grapplers):
    Will do anything to grapple you. Plays similarly to Comboers, but uses 
    grapples instead. Use Stand C to keep at bay. 
    Most used characters: Goro, Vice, Clark, Shingo
    Cheap style (Keep away turtles):
    Bases on running away and keeping you away. Usually a beginner, and plays 
    relatively poorly. A much easier to beat fighter. Use RK often to kill them.
    Most used characters: 95 Ryo, Takuma, Ralf(!), Iori, Chang, Choi, Lucky
    These basically categorize all the types of players that i have fought so 
    far. If i find more, i will add them, and add techniques on defeating them.
    4.4  Matchups
    I'm going to try my best to describe the best techniques to defeat each 
    character in the game, but please not that matches untimely depend on your 
    own skill up against the opponents skill. I will provide the most useful 
    tactics (these are the ones that work for me). If your opponent uses 
    different tactics, my tactics may not be as effective. Well here they are
    '98 :  One of the most difficult characters to fight against. Usually very 
    offensive, starts combo slow, and kicks yer @$$. Autoguard can be a problem. 
    Usually keepson hopping. Keep down on ground with Standing C's. Punish missed 
    uppercuts with a Far C. Keep rolls away with low C's. Beat fire-fists with 
    your rolls, and SAB. Missed R.E.D. kick with SAB. Main goal is to keep him 
    not too close, or his normal attacks will punish you since they are almost 
    all combo-able. He will use his jumping slam (jump + down + C) and his double
    sweep to keep you away. Your best weapon is the SAB, but do not abuse, 
    because he can easily counter. Be careful when using DVP, and RK. MAX out 
    asap, because his combos are really strong. One of the most difficult 
    '95 :  Never fought before, but i suggest use long range RK to go over 
    fireballs. Annoy him with Far, Close, and low C's.
    Keep on the attack, because his only cheap move now is the Lightning Kick. 
    Roll through that and punish. Avoid using D version RK, because his jump D 
    easily knocks Ralf out. Watch for cross-ups. When you have stock, best advice 
    is to break or use HMVP. Other 2 DM are not as useful. When blocked or missed 
    Shinkuu Katategoma, use RK into GA. Avoid using MBP, but you can use DBP to 
    use as a pseudo- shoryuken. If you are constantly attacking him, he will not 
    be able to tick damage you too much. Keep close to him, and keep on using the 
    C..... But be careful of his EXTREMELY KICK @$$ ELECTRIGGER this year.... 
    beat my Clark's Ultra Argentine Backbreaker!!
    What can i say? Imo, he is the CHEAPEST character this year.... and we all 
    know the reasons. Keep away with low C. This is really important!. Avoid 
    using RK with D, but use the RK with B. DO NOT use DVP (unless you are 
    playing against a newbie) cuz he will grab your @$$ out of the air. Beat his 
    stand B and stand D with your low C. Keep low, and if he useshop D, roll.
    I really don't know what else works on him...
    Unless you are playing a scrub Leona (crazy jump D's all day, mashing crouch 
    B, and throws) she should not be too big of a problem. Punish Boomerang with 
    RK into GA. Keep away with C's. Be aware of her new combo though...
    Ahh the mirror match.... This will determine who is the REAL RALF!!
    I suggest that you use RK to knock away his C's, and use DBP accordingly, but 
    be careful of his own C's. Punish missed RK with SAB. If it is a grappler 
    Ralf, keep away with low C's. Since he is using the same character as you... 
    make sure you know Ralf better than him.
    Ahh your "brother" Clark.... Damn tough... damn tough Your main goal is to 
    keep on attacking him, while not letting him get into grappling range.
    This is much easier to day than do, because his air attacks (jump D/CD) are 
    awesome, and his stand D is almost as good as your stand C. Avoid using MBP 
    on him, because if he blocked, most likely he will dash in and Ultra 
    Argentine Backbreak yer @$$. When you are knocked down (which happens quite a 
    lot against Clark), my best suggestion is to jump straight up and AIR-BLOCK. 
    He won't be able to Napalm Stretch (uppercut grapple thingie) or 
    Frankensteiner you. If he whiffs, you can then either combo him of SAB him. 
    If you SAB him often, you may even scare him and keep him away!. If he tries 
    to fake jump kick you, just block, and SAB him. His Rolling Cradle, and his 
    Arabian Backbreaker (the "Ass-breaker") can be used really tricky so be 
    careful. Make him keep his distance with your C's, and be careful with your 
    Watch for jump ins and SAB. Also avoid using the D version RK, but the B 
    version should be okay in keeping him away. The GA should be useless against 
    him. If you have stock, i suggest that you break it, because it is more 
    worthwhile. Try not to go into a jump kick war against Clark. The best tactic 
    is to use hops, because he won't be able to grapple you. One of the most
    difficult matches.
    The new combo king in '98. I suggest that you use the RK (B button) as often 
    as you can, because he has only one move that can knock it out (the blade 
    kick thingie). It does pretty low damage, and if it trades with RK, Kim will 
    take more damage. Your SAB will suck out his slide kick special though!
    Usually a very cheap player. Will abuse the jump C/D/CD. AVOID using RK 
    unless he is on the ground. Best suggestion is to smother him with C's. If 
    you play defensively, you will lose. Get close, and stay close.
    Some Choi players will try and abuse their drill claw move. They'll use the 
    old in-in-in-out at every opportunity, hoping to catch you in then air. My 
    best tactic is to stand C them after the last hit. If your timing is good, 
    you can beat the $hiT out of them if you time a RK into a GA. The RK will go 
    over the drill claw, and "pop" them up for the GA. MAXing out is
    the best tactic, because your DM will miss him, leaving you open. DO NOT use 
    the RK from across the screen because his high jump attacks will knock you 
    out. Stay grounded. Ohh a well timed RK will knock out his Tornado Ripper 
    special move AND the DM version... just make sure that you hit him on the way 
    down. Ohh and another thing... do not use high risk moves eg. GA, because
    they will whiff the short bastard. Also, Choi is the ONLY CHARACTER that can 
    duck the GALACTICA PHANTOM, so be REALLY CAREFUL!!! Keep close and abuse your 
    C, because this is gonna be a cheap fight!
    Ouch. Iori is still a very high ranked character that can be used in every 
    way possible. When Iori players fight Ralf, they always either 1) Keep Ralf 
    away or 2) Smother Ralf with jump attacks and his Cross-up Kick. The keep 
    away kind is MUCH easier to defeat. Just get close with RK, abuse the C, and 
    use the SAB to vacuum in almost any of his specials. The more offensive
    type is much more difficult to fight, because if you play defensively, he 
    will Scum Gale you. If you play offensively, he will either uppercut you, or 
    worse, start a low hitting combo. The best tactic is to keep him away with 
    your C's at all cost. His damage this year is much lower, but he is still 
    very tricky. Sweep him once in a while, because most Iori players will not be 
    expecting a sweep from Ralf. The MBP usually works well against him, but be 
    careful of his uppercut and blocked returns. Most Iori players will not use 
    his fireball too much, and that is good, but when they do, go over it with a 
    RK, but once again, be wary of his uppercut. When you have stock, the best 
    thing to do is to either break it, of use it for HMVP when Iori jumps at you. 
    Time it well and he will think twice before jumping at you. Keep him at a 
    distance and your attacks should be able to defeat him. MAX out when you can. 
    One of the most difficult matches.
    Tick damage. Keep on constantly attacking up close, and the match should be 
    yours. Your C attacks should be faster and stronger than the damage she 
    Very brutal fight on both sides. The winner will have very little energy 
    left. Do not jump at her, because her Outrage and Rage Fest will make 
    mincemeat out of you. Keep close, but again, out of grapple range. I 
    personally suggest to only use the Far C, low C, RK (B version), and
    MBP against her. She will most likely grab you before you can SAB her. Do not 
    stay too close, or her Negative Gain will suck you in for big damage. I 
    personnally like to MAX myself when fighting her, because the damage you gain 
    eventually adds up.
    '98:   Definitely toned down from 97, but still a good character. Not used 
    too often, but still good. Be careful of his Rising Tackle, but thats about 
    it. Most of the time, he will try to keep you away. Use RK, and low C's.
    RB2:   The more popular version, and the more cheap version. Will constantly 
    attack you, and try to hit you with his combo which everyone knows. Treat him 
    similarly to the normal Terry, but be more careful, because his combo is 
    *I would mention RB2 Joe, but i have never even seen anyone use him, let 
    alone fight him!* A good Joe player will not let you get close to him. If you 
    are playing against a good Joe player, i really cannot help you, because i 
    still have trouble. The only way I can get close is with RK. If you are 
    playing against a poor Joe player, it is an easy battle. One of the most
    difficult matches.
    '98:    Probably the most improved chararacter. If he tries to cheap you out 
    with his Air  Zan-Ei-Ken, jump over him at the last second, and SAB him, or 
    roll through and SAB him. RK works well against him, but watch for air 
    attacks. Be careful of his Dam Breaker combo that can really put a hurt on 
    you. Watch for his C's and counter with your own.
    RB2:    Scrub boy. If you get close to him, the match is yours. Use the D 
    version RK to go over his fireball. The only thing to now watch out for is 
    his uppercut.
    Ralf is an ANTI-ATHENA. Go over her fireballs with RK, and combo. Watch out 
    for her tricky teleport, but if you have problems, just stick out any C, and 
    she will be knocked out. Apart from that, avoid jumping, because her uppercut 
    still has very high priority. Do not miss your RK, or you will be in big 
    trouble. Keep her grounded and trapped, and the fight is yours.
    Ralf is an ANTI-KENSOU. Same tactics as Athena, but much easier. Kensou is 
    really toned down from '97, and your attacks should be able to keep him at 
    the right distance. The only thing to really Lo_ok out for is his 2 
    uppercuts, and his "punch dance thingie." 
    Imo the most difficult of all three. Chin has so much priority, that he will 
    keep you grounded! Some of his attacks hit twice, and he's got that autoguard 
    rolling thing. Do not use RK, but use SAB instead. SAB seems to be the only 
    special move that works well against him. I suggest that you use a LOT of low 
    C's, and when he's in the corner, combo RK into HMVP. MAX yourself as soon as 
    you can, and use your priority to your advantage.
    Ouch. Another difficult fight. Imo both versions of Yash improved this year, 
    but the normal version improved the most. A very difficult fight on both 
    versions. One of the most difficult matches.
    '98:  Imo the more dangerous version. His combos and mind games can finish 
    you very quickly if you don't know them. His most used tactics is to jump in 
    and combo you to death. Keep him away with your low C and stand C. MAX 
    yourself as soon as you can, because his damage is also very high. Almost all 
    of his normal moves can link into a BIG combo, so keep him on the ground and 
    away. Use your stand close C to knock out (or trade) with his jump D. Both of 
    his DM kick serious @$$, so be careful not to get hit or trapped by them. SAB       
    works well against him, and use RK to keep him away. DO not get too 
    offensive, or his autoguard Upper-Dual will destroy you. Ohh, and sweep him 
    with your crouch D. He won't expect it.
    Orochi: Toned down is some ways, and improved in other ways. DO NOT try to 
    SAB him (unless you are 100% that you will get him!) because his HCF + punch 
    (i dunno what it's called) throw will beat yours. The only way to beat this 
    character is to fight him many times.  Then you know when the Scum Spider is 
    coming, and will be able to avoid it. Watch out for the combo that every O. 
    Yash. player knows. The most dangerous situation is after being thrown by the 
    HCF + punch throw, because Yash gets to pick which side he wants to hit you. 
    Treat him similarly to Clark, but with longer range attacks (sort of a mix of
    Clark and normal Yashiro). Keep him away once again, and the MBP seems to 
    work well against him. If you got skillz, counter combo his Scum Spider with 
    jump CD into HMVP.
    *Note: I would put the Orochi version, but i have never fought her. Advice: 
    RK over her Lightning Kiss, and keep grounded because of her Air Lightning 
    Kick. Use your RK as much as you can to get close to her.*
    Amazingly, Ralf is actually pretty good against Shermie. She has good air 
    attacks (jump C/CD) and she will keep you grounded with her 2 anti-air moves. 
    That’s alright though, because you want to stay grounded. MAX out when you 
    can, because her C's are strong and combo-able. Keep her away with mostly 
    your crouch C (She can Shermie Shot through your stand C). Keep out her
    jump attacks with your stand close C. The B version RK does a good job of 
    keeping her away. Do not use the DBP nor the MBP because she can punish you 
    after. Abuse your C, and the match
    should be yours.
    Ouch. Another tough battle. Raw power of Ralf against the mind games and 
    sheer speed of Chris. Corny heh?. Chris is another combo king this year, and 
    both versions are dangerous and cheap, but the most used version is the 
    normal version. MAX out as soon as you can, because his combos take off more 
    than your hits. Watch out for his mind games. THE most improved character 
    (normal) and one of the most difficult matches.
    '98:   Stay on the ground, because Chris's jump CD will beat any and ALL of 
    your air attacks. The only time Ralf should jump is when Chris uses his Scum 
    Spider. Use similar techniques when fighting B. Mary and O. Yash. RK should 
    be used sparingly when Chris is not all over you, because his slide will 
    knock you out before you even take off. Your special move is going to be the 
    SAB, because the DBP will be knocked out by his uppercut and Twister       
    Drive DM. When Chris abuses his teleport, stick out a low C. I don't have any 
    100% working tactics on Chris, because he can easily mix up any of his moves
    into the Scum Spider to open you up for a combo. Like as i said earlier, MAX 
    asap, because his attacks will chain and add up for big pain, esp. his DM 
    combos. Keep him away from you, because that is where his mind games take 
    place. Also, his uppercut will knock out your C attacks, so be careful when 
    sticking them out. One of the toughest matches.
    Orochi: I have only fought him a few times, but i know of at least one combo 
    that takes off 60%. Treat him like a hybrid of Kyo and Chris, with a grapple. 
    Do not let him come to close, or he will do that "flaming punch dance" 
    thingie. MAX asap, and keep to the ground. He does not have as many mind 
    games and normal Chris, but his combos are just as bad. You can stick out C's 
    more freely though, because most ppl don't use his uppercut unless they combo 
    it. Also use the SAB, but the RK still sparingly. Easier than normal Chris, 
    but still a tough fight.
    Most good Heidern players will try to keep you away, while sucking yer blood. 
    They will not use that Neck Roller too much. The only move to really lo_ok 
    out for is his Moon Slasher. Use your C's to knock out his attacks, and RK 
    over his Cross Cutter. Not as tough as other characters as long as you keep 
    Treat him as a mix of Kyo and Iori, but easier. The only thing you really 
    need to worry about when fighting him is his uppercut and combos. If you keep 
    close at him, while using your SAB and RK, you should be able to keep up with 
    The toughest and cheapest of all three. Almost all Takuma players try to keep 
    away. When you jump in, they do Zan-Res-Ken (multi-punch thingie), or the 
    Soyryu-kyaku (dash kick grapple thing). Do not play jump kick wars against 
    him, because his jump D/CD both rock. Try to time a RK to soar over his 
    fireballs, and when you get close, stay close. DO NOT dash in and roll,
    because he will Soyryu-kyaku yer @$$. When you finally get close, ABUSE your 
    C, because that will be the only time you can hurt him!. It works pretty damn 
    well too, because it knocks out most of his moves..... just be careful of his 
    counter. When close, your SAB works well against him, and abuse it if you 
    can, but i find the Far C, low C mixture more effective. MAX out asap, and be 
    really cheap. Ohh and another reason NOT to jump at him: He can use his 
    rushing DM same as Iori did in '97.
    Dammit. Ryo keeps on getting better and better. This is a difficult fight 
    because of his power and his priority. Once again, MAX out asap, because this 
    may be the only edge you gain against him.
    '98: I cannot stress this enough. Watch out for his uppercut. It will knock 
    out any and all of your special moves. The only real advice that i can give 
    is to use RK to get close, and use your low C's and stand C's. Abuse your SAB 
    if you can. Hell, abuse anything if you can!
    '95: The keep-away turtle. Use RK over his fireball, and combo if you can. 
    His uppercut is also kick @$$, so be wary of it. Abuse your C. Watch out for 
    double uppercuts. His air Ha-Oh-Ken will knock out you RK. Abuse anything and 
    everything, cuz '95 Ryo was made to be cheap.
    Suprisingly, Robert has been toned down, and Robert players are generally not 
    as cheap as Ryo players. Don't jump at him, and stay grounded. His air 
    attacks in general will keep you grounded. What out for the combo that every 
    good Robert player knows.
    '98: The most used version, and imo, the better version. He can't tick damage 
    hell you like in '97, but he can big time combo yer @$$. Your C's do an 
    amazing job on him though. The speed and priority will keep him grounded, and 
    kick his @$$. Mix up your specials, and play tricky against him. Mix up 
    SAB's, with DBP's. This is not a too brutal fight, so just keep non-cheap, 
    and you should be able to outlast him.
    '95: The cheaper version. This is easier than '95 Ryo imo. Just treat him 
    that way and you will be able to beat him.
    *Note: I would put '95 Yuri, but i have never seen anyone use her. Hell i 
    rarely see anyone pick Yuri! The only time i fight her is when the opponent 
    does Roulette!* One of the least used characters, but she can still be a 
    cheap ticking turtle. The only move you really need to lo_ok out for is her 
    Yuri Upper. Your C's, SAB's and RK's willl do the job well.
    Ralf is an ANTI-CHIZURU. Your RK will DECIMATE almost EVERY one of her 
    attacks! You definitly have the advantage in this fight. The only thing to 
    worry about is her shadow-uppercut. If you stop her from using that special 
    move, and keep her grounded, the match is totally yours. Your attacks have 
    higher priority and are stronger. Waste her.
    *Note: I would put RB2 Mai, but i have never fought her. She fights the same 
    way though* Difficult fight. Mai has a wicked high/low game this year, and to 
    block incorrectly means very annoying damage on your side. You must use RK to 
    go over her Kachosens and Ryo-en-bu. Do not jump at her or she will DM you or 
    uppercut you. You must stay close to will, but be careful because a lot of 
    your special moves will whiff her when she ducks down. Use your SAB when she 
    is close, but a lot of her specials will keep you out of SAB range. The MBP
    works well, but be careful of her uppercut. Your C's will trade with her 
    attacks, but this is still a difficult fight. MAX out asap. Do NOT 
    underestimate her, or you will lose.
    If used correctly, King is a tough opponent that can keep up with the best. 
    That's the same with every character i guess!  Her jump CD will keep you 
    grounded. Just what out for her corner traps and mind games. Her Tornado Kick 
    has autoguard, so be wary of that. Her stand CD kicks @$$, and her Trap Shot 
    has improved. Your C's and SAB's work well, but be careful when using the RK.
    This is usually another brutal fight. Your RK will waste his Snake Arms, but 
    watch out for his tricky Sado-Maso, in which he can kick your @$$. Treat his 
    as a mix of a keep-away with grappler tendancies. Missed or blocked RK will 
    result in an Exploding Headbutt, or worse the Yodan Drill DM. SAB works well 
    on him, but be careful of combos that start low. Most good Yamasaki players 
    will not use the Snake Arm when fighting Ralf, so punish him if he does. The
    MBP also works well against him, but once again be careful of his Sado-Maso. 
    A really funny (but bad) thing is that he can Sado-Maso your Galactica 
    Phantom!!! Your C's work well against him, but be careful of his long range 
    Weakened from '97, but still an annoying EVERYTHING character. Punish her 
    Mary Spider with a counter combo. Always block low because her Mary Snatcher 
    will get you. Watch for her Backdrop Real, and her Mary Splash Rose DM, 
    because both of these are annoying and painful. Once again, do not jump at 
    her, because her Vertical Arrow will get you. Stay low with crouch C's and 
    the D, and SAB her when you can. It is good to MAX out when you can because 
    her combos really hurt.
    *Note: I would mention RB2 Billy, but i have never fought him. Anyways he 
    fights way though*
    Ralf is an ANTI-BILLY. RK will knock out almost all of Billy's special moves 
    (except his uppercut), and enable Ralf to easily combo him. As for his 
    annoying pokes, roll back, and RK over it. MAKE SURE he does NOT hit you when 
    you start to do the RK. That is the only time that you are vulnerable to him. 
    The SAB works really well too, just have to get close. Your C's will out-
    prioritize most of his attacks, just make sure that he stops poking you.
    He will put the BIG hurt on ANYONE if he gets off his 60% combo. Make sure he 
    does NOT cross-up you, and use your DBP as a pseudo-ShoRyuKen. A lot of his 
    moves have autoguard, and are just as strong as your attacks, so MAX asap. 
    SAB works well, but i suggest NOT to use high risk moves. You really have to 
    play cheap to win this fight. Annoy him with pokes, and the odd throw
    every once in a while.
    Mr. Cheap Keep Away Mind Game. A very dangerous and tricky fight for any 
    character. As difficult as it may be try to keep close and cheap him out. 
    Your Crouch C may knock out his teleport. Use RK to go over his Death Ball, 
    but use EXTREME caution, because he may use the DM Death Beam instead. This 
    will result in BIG damage. Your C's should work against him, but his attacks
    are just as quick as your own. The MBP works well, but i think you should 
    stay grounded. A tough, cheap, annoying fight.
    Heavy D!
    A mind game/combo king. He is faster than you, but your power should give you 
    an edge when fighting against him. MAX asap, and abuse your C's. This will 
    knock out almost all of his special attacks. Almost all of your special moves 
    work well against him. Just keep constantly attacking, basically smothering 
    him, so he will flinch, and you will hit him. You can play any way you want 
    against him, and it should work well. Keep offensive.
    *Note: Aren't you happy that you can't use Omega Rugal in the arcade 
    This fight is not too difficult. Just keep him close, and abuse your C. The 
    only think you really need to lo_ok out for is his Gigantic Presser, and his 
    Genocide Cutter. So don't jump at him. All your specials work well against 
    him, and the High/Low/Hop C's work even better.
    A difficult and dangerous fight. Every Shingo player (And i mean EVERY!!) 
    will try to do the Shingo "Grapple Upper" on you, and combo you. His A 
    version Shingo Fist is awesome, and his uppercut is just as good. Treat him 
    as a stronger Kyo with a grapple. Be careful when poking him because of his 
    counter and his uppercut. RK whenever you can, just make sure he is far
    from you. MAX when you can, because his CRITICAL HIT! is just as good as 
    yours, and enables him to further punish you. You must keep close, and SAB 
    him. Abuse anything you can.
    5.  Acknowledgements/Credits
    If you think you should be here and you're not, put your name
    here: _______________________________________
    *SNK - For making and improving upon this KICK @$$ game!
    *Toyota of Japan - For simply making the best car in the world,
    which is of course, the 4th generation Supra Twin Turbo.
    *The King of Fighters International Federation
    *KOF International Federation members - U know who you R
    *Iori Kusunagi - Main competitor/Ralf user/Tranlations/Jap friend
    *SOyuncastor - For another use for the "useless CD COUNTER!" and some
     strange but useful information against Choi. Ohh, and for corrections!
    *mOOnrun - For his INSANE KIM comboz!!!
    *GReeTz to all of my friendz- Lo_ok, Saint 7, Chippendale, Iori Kusunagi,
     Geofreak, MANofSTEEL, and everyone else. FAR EAST SIDE!!!!    @:)
    QUOTES: "My second Favorite passtime is picking up
    women, driving them to the fancy restaurant in the fast car
    wearing the slick suite to impress them enough to get them into
    bed, My FAVORITE passtime is going to bed with them.."
    Jacky Estacado
                         Mafia Hitman/ Wielder of the Darkness

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