=============================================================================
                          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:
http://www.gamefaqs.com


Contact Address : [email protected]

Contents
--------

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
updates.



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
A$$!

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
--------------

Thanks to Joe Palanca and his THE KING OF FIGHTERS GENERAL INFORMATION FAQ
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.


Taunt
-----

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.


KO
--

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
versions.

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
enough:
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
D.
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
style.
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
overall.
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
C)
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
Elbow?!!

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
jump B) BUT HE ACTUALLY FLIPS OVER ONE WHOLE TIME BEFORE THE LEG DROP!!. This
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
----------------

NONE.






















WHAT THE HELL!!!! NONE!!! ALMOST EVERY CHARACTER IN KING OF FIGHTERS '98 HAS
COMMAND ATTACKS, AND RALF HAS NONE!! bUll$HI!!! SOME CHARACTERS EVEN HAVE 3
COMMAND ATTACKS ALREADY!!! DAMMIT KYO AND IORI BOTH HAVE 3, EVEN CHIZURU HAS
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



Throws
-------


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
is...)
--------------------------------------------------------------------------

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
TiMe!!!
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
though.
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
correctly.
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 [****-]


GALACTICA PHANTOM!!!! (GP)  (QCF, QCF + A/C)
---------------------------------------------

DM:  Ralf uses his other arm to hold back his hitting arm. Ralf charges back,
and then delivers a TREMENDOUSLY STRONG FULLY UNBLOCKABLE PUNCH to the
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</pre><pre id="faqspan-2">
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
cheap!


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,
Iori).
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
3. IMMEDIATELY WHEN THEY GET "UNSTUCK" DO THE GP. RALF SHOULD YELL "GALACTICA
PHANTOM" JUST AS YOUR OPPONENT FALLS BACK FROM THE "STUCK" POSITION.
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.


Jump CD (COUNTER), HMVP

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
correctly.


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
charge.


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!


Wake-Up
--------

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
---------------------------------------------------------

Comboers:
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
:)


Kyo
---
'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
matches.

'95 :  Never fought before, but i suggest use long range RK to go over
fireballs. Annoy him with Far, Close, and low C's.

Benimaru
--------
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!!

Goro
----
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...

Leona
-----
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...

Ralf
----
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.

Clark
-----
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
rolls.
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.

Kim
---
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!

Chang
-----
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.

Choi
----
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!

Iori
----
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.

Mature
------
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
delivers.

Vice
----
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.

Terry
-----
'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
instantaneous.

Joe
---
*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.

Andy
----
'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.

Athena
------
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.

Kensou
------
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."

Chin
----
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.

Yashiro
-------
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.

Shermie
-------
*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.

Chris
-----
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.

Heidern
-------
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
close.

Saishu
------
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
him.

Takuma
------
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.

Ryo
---
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.

Robert
------
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.

Yuri
----
*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.

Chizuru
-------
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.

Mai
---
*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.

King
----
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.

Yamazaki
--------
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
kicks.

Mary
----
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.

Billy
-----
*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.

Brian
-----
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.

Lucky
-----
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.

Rugal
-----
*Note: Aren't you happy that you can't use Omega Rugal in the arcade
version?*
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.

Shingo
------
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.
http://mkiv.com

*The King of Fighters International Federation
http://www.multimania.com/virtua/index.html

*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!!!
http://i.am/moonrun

*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