Ralf Jones Quick Combo Guide - The King of Fighters XIV (KOFXIV)
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v1.12
Guide for Ralf's basic tools and combos to get you started playing The King of Fighters XIV. These combos may not be optimized, but range from beginner to intermediate in difficulty and should give you a head start in learning this character. Feedback and questions are welcome!
Please refrain from character requests. I will create a guide for the entire cast, but I will go at my own pace. Please understand.
Additional notes:
I hate this character lmao
Ralf has the potential to do an insane amount of damage, but getting there takes a lot of precision and timing. Thankfully, his basic combos still do a decent amount of damage, but it's a bit disappointing. I usually avoid impractical combos, but Ralf's higher damaging combos ride the line between bread-and-butter and CMV-only, so I included both them, and less damaging, but much more practical combos.
I touched upon the two precise timings required for his advanced combos in the video briefly, but I wanted to really touch on the second one. The developers decided to make the landing frames of hcb BD cancelable into Px4 or ACx4, which is unusual for an EX move. If you cancel it as soon as possible, you'll get a measly three hits and be unable to follow up with anything. If you don't cancel and just juggle after the hcb BD fully recovers, then you'll get 4 hits, but only enough room to juggle with a cl. A. You want to be able to cancel in between those two times, which is way harder than it sounds. Practice vigorously, and you'll be rewarded with one of the most damaging combos in the game. Note that you can juggle even if you only have four hits; you just need the last portion of the attack to hit twice.
Comboing into Ralf's Climax is stupid. It's easy to not realize that half of the damage comes from the inital 8 rapid punches Ralf throws out. There are a lot of ways to make your opponent just fall into the punches, like after his qcb~hcf K super, but you're losing a ton of damage that way. For Ralf's 5 bar combos, since juggling into qcb~hcf BD is much easier than qcfx2 AC, we use those, and when we Climax cancel, we delay it as much as possible to land as many hits from the inital 8 as possible. I find that right before the camera zooms back out is the ideal time. You can land 2-4 hits depending on your delay, each hit adding about 20 damage.
Transcript: http://pastebin.com/k7Ke1r6q
Notation:
P = Punch
K = Kick
A = Light Punch (Square)
B = Light Kick (X)
C = Heavy Punch (Triangle)
D = Heavy Kick (Circle)
st. = standing
cl. = close
cr. = crouching
j. = jumping
b, d, f = back, down, forward respectively
[n] = hold n direction for at least half a second
qcf = quarter circle forward (d, df, f)
qcb = quarter circle back (d, db, b)
hcf = half circle forward (b, db, d, df, f)
hcb = half circle back (f, df, d, db, b)
dp = dragon punch (f, d, df)
rdp = reverse dragon punch (b, d, db)
xx = cancel
arrow = do immediately after unless specified
- = follow up
(n) = cancel after nth hit of the move
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