Raphael (TF)

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Raphael
Height 5'8"
Weight 170 lbs.
Eyes Black
Age 15
Birthplace Shelly's Pet City, New Hampshell
Weapons Sai
Favorite Activities Solitude, sarcastic joking with friends
Ultimate Goals He wants to purchase gifts for all of his friends.

Introduction

Being an M.Bison with a fireball, Raphael is in no doubt one of the better characters in the game and is prevalent in the meta. With a top tier projectile game with Jamboree that is only rivaled by the likes of Armaggon, a swift & deadly Chestbuster that clips through projectiles and a Power Drill that can threaten to trap opponents who lack effective reversals such as Donatello, Wingnut, War & C.dome, Raphael is able to dominate a match in little time! Packed with great normals as well, particularly his cr.LK, Raphael is equipped to turn on the offensive pressure at practically all times and confirm into his game-winning blows. Do keep in mind however, Raphael does have a few minor weaknesses to watchout for, as similar to Michelangelo, he gets dizzied rather easily. He is also rather limited when backed into a corner, as he lacks the options Michelangelo & Leonardo have in their abilities to mixup their reversals. A Chestbuster reversal against a seasoned opponent will be readily blocked and punished with a throw right back in the corner where Raphael doesn't want to be in.


Quirks & Tech

Power Drill tricks

As stated below, Power Drill is a deadly offensive attack that allows you to get safe damage and keep a lot of turns. Here are some ways to really take advantage of it:

  • Power Drill throw

A correctly spaced Drill will net you the ability to swiftly throw most opponents for free afterwards.


Power Drill Charge Oddity

If you do a correctly spaced Power Drill, then hold back immediately, you can do any of Raph's charge moves without pressing forward if you time the button press perfectly. Doing Chest Buster will lead to an unblockable against Shredder, Aska, and Armaggon. It is theorized that this happens because the charge doesn't freeze when the game does. This doesn't seem to happen in the left corner.


Cheap Stuff

Being a character with a lot of top-tier privilege, it is no surprise that Raph has many cheesy tricks up his sleeve. Here are some:

  • Throw Loop

On a downed cornered opponent, throw a Jamboree slightly before they wake-up. It should be done in a way that if they block it, it should appear to collide in the middle or behind them. After this is blocked, it becomes impossible to reverse properly, as you will be throwing them OUT of blockstun. This can only be escaped if you mistime a Jamboree or throw, the opponent does an invincible reversal before the Jamboree hits them, or the opponent takes the hit. The thing that makes this setup nasty, is that Raph will have time to simply sweep the opponent if they try to take the hit because of Jamboree's fantastic recovery, allowing the sequence to start over again. Abuse this to master the timing, as you can easily take rounds from this alone!


  • Power Drill Cross-up

If you're familiar with Dictator in some iterations of SF2, this should be pretty familiar. If Power Drill is timed correctly and causes a side switch before the opponent wakes-up, it will have to be blocked in the opposite direction, otherwise, it will be unblockable. This is much easier to set up in the corner, and can get you some cheap free damage against players who don't know it's coming. From HoopsTheWaffleBurner: I play a lot of experienced players who still forget to look out for this one. On top of that, it's hard to reverse out of properly, and if you don't, Raph is completely safe. It's just plain unfair! Be mindful of its inconsistencies, though. The turtles are immune to this cross-up in the corner and can block it either way, but are vulnerable in neutral. Shredder is vulnerable to this in neutral, and in the right corner, but is immune to it in the left corner. Wing Nut is immune to the cross-up in neutral but is vulnerable in the right corner. Aska is immune to this in neutral and in the left corner but is vulnerable in the right corner. Chrome Dome is vulnerable in neutral and in the right corner but is immune to it in the left corner. War is 100% immune to this cross-up. This is possible in the corner with light Drill, but it is MUCH harder to pull off due to picky timing and the fact that it has to be stored.


"Overheads"

Raph has a handful of useful "overheads" against crouching Askas and Armaggons. These are not to be confused with the unlockables that are possible on Aska, Armaggon, AND Shredder. All of these can be canceled into Chest Buster for deadly dizzy opportunities.

The overheads are: Cr.lp into st.lp, two cr.lps into st.lp, cr.lp into CPS chained cr.hp, and cr.lk into CPS chained cr.hp respectively

The overheads are: Cr.lp into st.lp, close st.lk into st.lp, and cr.lk into CPS chained standing lp respectively.




Data Arsenal

Pre-jump Frames                        :  2 frames (Hi-Speed 1)
Dizzy                                  :   576 points

Movelist

Legend N = Normal chain ok S = Special cancel ok C = CPS Chain ok [] = frames between next active hitbox

  • = After active frame(s) For calculating total move time

Advantage is on hit and block, respectively

Standing Normals

Standing Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 3 12 128 0/+3 S

Identical to Mike's far standing light punch. It's a slow hook with decent priority. Most of its usage comes from the overheads and unblockables it can cause on Shredder, Aska, and Armaggon.


Close standing light punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 1 7 96 0/+3 C//N/S

A quick elbow. This is a mostly forgotten normal, mainly because of its relatively strict proximity. Its quick startup allows this to be a niche non-commital anti-air in some situations, but Raph has better options.


Standing Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 96 -1/+2 C/N

Raph shares this normal with Leo. This a great poke up-close, and a good button to keep aggressive characters at bay in neutral.


Close Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 96 -1/+2 C?N

A chainable low attack that is decent for tick throws. Raph gets more mileage out of this normal than Leo and Don because of his better offense. From HoopsTheWaffleBurner: This is a great sneaky move. After dizzy punishing my opponent, I like to jump with a normal and time it so it LOOKS like it will hit, but doesn't. This can elicit a high-guard from the opponent, preventing them from blocking this normal, and allowing you to start another combo.


Standing Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 8 4 13 224 -2/+1

Raph's best far anti-air. Raph's lowered hurtbox and range allow you to get lucky trades, it also makes this good as a last-second poke. Something to keep note of is that because of this normal, Raph is one of the few characters who has little trouble punishing Chrome Dome's dive with a trade anti-air when zoning.


Close Standing Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 7 8 224 0/+3 N

Your go-to up-close pressure tool. Canceling it into Powerdrill and Jamboree nets you a lot of chances to keep pressure going and harass the opponent. This is also a great anti-air to deal with close jumps. When right next to other turtles, Chrome Dome, and Armaggon facing right, this will grant you a true string when canceled into heavy Power Drill.


Standing Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 13 224 -3/0 N

A working anti-air that every turtle has. Although the priority is average, it is one of Raph's most consistent anti-airs.


Close Standing Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 10 2[1]5 5 192/160/336 +5/+8

A weird two hitting normal. This doesn't see much usage, but you don't get punished for having it blocked. This sets up an unblockable against a crouching Aska and Armaggon when done into cr.hk. Regardless, Raph has better options. The hitstun listed above is the stun of the first hit, second hit, and both hits respectively. Keep in mind that this move only hits once against crouhcers and War, the only exceptions to this are Shredder and Wing Nut, who will always get hit twice no matter how they're standing.


Crouching Normals

Crouching Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 1 11 96 -4/-1 N/S

Disturbingly underrated move. Although this normal isn't a low, has less range, and is slower than cr.lk, it has much better priority (Raph's arm and sai are completely invincible) stun, and has a higher-positioned hitbox. This makes it a better non-commital normal for punishing advances and attacks. It is especially good at calling out Aura Crusher. Although the move doesn't combo into itself on HS1, it can chain into cr.lk, allowing you to rack up high-stun combos from afar if need be. The cr.lk propaganda is easy to get lost in, but DO NOT sleep on this normal!


Crouching Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 64 -1/+2 N/S

Raph's infamous hyper normal. This is an amazing poke in neutral because it allows you to call out moves and button presses and end the combo with a swift Chest Buster. Never be afraid to abuse this move to catch the opponent when they're not blocking. The only lackluster things about this normal are its below-average stun and very mediocre priority. From HoopsTheWaffleBurner: When getting an advantaged airborne hit in the corner, I like to wait at the bottom, start cr.lk'ing as soon the opponent lands, then finish it off with a heavy Chest Buster if they don't block. If done successfully (and without the opponent reversing), it will grant you a nice amount of stun but will put you in the corner, the opponent's knockdown will give you enough time to jump out, but keep that in mind.


Crouching Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 11 224 -1/+2 N

Fantastic anti-air with amazing priority. The priority on this normal is so good that at worst, the opponent will trade after jumping in. This is similar to Ryu's cr.hp in the various versions of Street Fighter 2 in the sense that it's great at controlling vertical space, but not so good at controlling horizontal space. Make sure to always switch this up with other anti-airs depending on where you are, and where the opponent jumps. Since this is special cancelable move, you can bee sneaky and cancel it into Jamboree when need be.


Crouching Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 9 5 12 192 KD/+1 N

A sweep he shares with Leo. Not as much range as you'd like, BUUUT canceling it into Power Drill offers an immense amount of pressure and offensive advantage. Canceling this into Jamboree is also a good option, but the inputs required to pull it off are a bit strict.


Jumping Normals

Jumping Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 Infinite N/A 96 N/A

Universal turtle normal. This move has infinite frames despite the animation implying that it ends.


Belly Flop (Down+LP)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 Infinite N/A 96 N/A

The universal command aerial all turtles have. It's the best lingering aerial they have though its priority can be questioned. Raph gets a lot more usage out of this normal due to his far-reaching cr.lk, but remember to switch it up with his other jumping normals.


Jumping Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 Infinite N/A 64 N/A

A short-range move with low priority that all the turtles have. JHK, JHP, and belly flop should be used instead.


Neutral Jump Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 Infinite N/A 96 N/A

Tons of active frames, but belly flop should be used over this due to its longer range.


Jumping Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 5 N/A 192 N/A

This is a good jump-in for dizzy punishes and stun fishing. It is also a good air-to-air in certain situations, but its priority can definitely be questioned. From HoopsTheWaffleBurner: This normal is a weird one. Its priority is good enough, most of Raph's arm is completely invincible. Despite this, it is a rather picky normal. Because of this, I think it's best to use it as an offensive jump-in as opposed to something you want to just throw out immediately after jumping.


Jumping Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 10 N/A 224 N/A

Great as a crossup move. Because it has higher stun than j.hp, it can be a better combo starter.


Neutral Jump Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 10 N/A 160 N/A

This move's high hitbox makes it a very situational normal, working in situations like beating War's DFA


Special Moves

Chest Buster
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 3 16 384 KD/-1

A swift and deadly move that works great to clip through fireballs, reversal, and end combos. The only difference between light and heavy Chest Buster is the trajectory: heavy has a much farther vertical trajectory than light. Generally, you want to use light Buster for safe strings and when you want to stay out of the corner for dizzy punishes. Heavy Buster is for far combo-enders and reversals. Up close, this is only punishable via a throw, but be careful. Characters like Armaggon and Chrome Dome can end the match after blocking it once. Luckily, they are the only characters who can really punish it hard, but never get too greedy with this move regardless. Blocked Chest Busters can put you in the corner, or BACK in it depending on the situation and where you used it. This is a place Raph doesn't want to be in, as he'll be forced to guess again. Avid Raph's should absolutely make Chest Buster a big part of their game plan, but know when and when not to use it. This is an amazing move, but seasoned players will know when to look out for it, and how and exploit it. Be smart with it. From HoopsTheWaffleBurner: As much as I hate to say it, yes, throwing this move out randomly will work sometimes and will put you in an extremely advantaged state. Do I recommend it? Only in these two situations: When you know for a fact that the opponent is close to being stunned, or when you have a good amount of health left and are in a bad situation. Both of these do not apply when you're facing Armaggon and Chrome Dome, but sometimes risky plays can work out (if you're really, really lucky). As hinted at before, Chest Buster is NOT punishable from all ranges, and this applies even when you're close. I like to string normals into each other and end it off with a Chest Buster positioned just right to the point where it's just outside of my opponent's throw range. After this, I usually throw out a normal to call out their button press as a result of their failed throw attempt. Mastering this requires throw range knowledge; remember that War and Armaggon have above-average throw range, making this strategy a lot riskier and harder to do against them. It is much safer to pull this off with light Chest Buster.


Jamboree
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 19 N/A 16 320 +13/+16

Commonly regarded as one of the best fireballs in the game, and for good reason. It has a great hit advantage and insanely good recovery, making it work great as both a defensive AND offensive fireball. Raph's plan with this fireball is to function as sort of a sniper: stay near fullscreen, chuck them safely, and bait approaches. The fireball is too small for it to carry you to victory alone, so always make sure to abuse your anti-airs in case the opponent jumps in on you. Up close, you want to use this to solidify your pressure. Cancel normals into it, walk forward, and continue the harassment. One of the infamous problems with Jamboree is that it has very slow startup. To work around this, only use it when you're advantaged or far away. Using it mid-screen will be too risky most of the time.


Power Drill (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 16 8[1]*2 10 224 KD/+6

The light Psycho Crusher. This is good as a subtle way to advance across the screen while having a hitbox to back you up. Keep in mind that his doesn't cause a side-switch crossup like heavy Power Drill. From HoopsTheWaffleBurner: In general, this move is outclassed by heavy Power Drill. However, it may work better as a pressure tool in certain situations as it doesn't cross up. I tend to use this after a crouching light kick done close, start stringing with lk again, do PD again, then start more pressure.


Power Drill (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 16 8[1]*4 10 224 KD/+6

The heavy Psycho Crusher. This is your main pressure tool in neutral, and it is great for closing the gap and harassing. Like its light counterpart, the drawback of this move is its lackluster priority. Most normals can beat Raph out of it easily, and because of this, you want to cancel normals into it rather than throw it out. The side switch leaves Raph very advantageous, and when done right, he'll be able to throw for free; allowing you to continue your pressure. From HoopsTheWaffleBurner: As mentioned before, this move's priority isn't the best. When canceled from normals, seasoned players will be able to identify the gap and punish you accordingly. HOWEVER, characters with lackluster reversals (or none at all) will be forced to poke you out with a normal. Most of the time, this will lead to a trade and put you both fullscreen. This allows you to start zoning automatically.


Ultimate Attack

Energy Spray
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 32 42 34 384 for every fireball Dizzy/+9

One of the better supers in the game. Similar to Leo's super in the sense that it's very setup-heavy. Every fireball counts, and you want to position it in a way that you're close enough to allow all or most of the fireballs to hit, but too far for the opponent to punish you when landing. Never throw this out in the opponent's face. Experienced opponents will be able to walk forward, dodge the fireballs, and punish you when you land. Knowledge of the roster's ways to dodge it is required to make this super work best. The turtles are immune to this super from everywhere because they are capable of stringing backflips together, and when positioned just right, Shredder can either reflect the fireballs, then Aura Crusher, or just Aura Crusher right through the fireballs. From HoopsTheWaffleBurner: Because this super is punishable, I recommend holding onto it unless you really need the chip damage (or dizzy if you're playing against a greedy opponent). You want to really use this super when you're in advantaged states like reacting to a bad fireball or when the opponent is knocked over. My favorite thing to do against a downed opponent is throw an early Jamboree to set them up in blockstun, then throw out the super. This will do serious chip damage. Against characters with violent reversals, you can wait after the Jamboree, bait the reversal, then time the super just right so you can punish their recovery. This WILL stun all legal characters no matter what and is even capable of redizzying.


Combos/Punishes

Body Slam (Begin holding back) > 3Xcr.LKs > Chestbuster/Powerdrill (The staple base combo game most can be familiar with. The plan is simple: Abuse Raph's great cr.LKs to create a "buffer" and react to the situation accordingly. If the opponent is being hit by the cr.LKs, confirm into a Chestbuster. If the opponent is blocking, you can most likely chain into a Powerdrill and keep the pressure, even being able to link a Jamboree after the blocked drill.)

J.HK (Begin holding back) > close HP > Chestbuster (This is a staple and very consistent dizzy punish. Redizzies Mike & other Raphs.)

Cross up J.HK (Begin holding forward since you're ending up on other side) > close LK > standing LK > standing LK > cr.LK > Chestbuster ( A very challenging dizzy punish to master, but very rewarding unlike Leo's LK punish due to allowing Raph to redizzy the ENTIRE CAST. You will see many Raphs attempt and fail this punish. Please remember that since this requires a cross up, perform the punish above this one if crossing up the dizzy opponent is not possible.) https://www.twitch.tv/yartarr42/clip/ColdbloodedSullenPeppermintHassaanChop-oBQh3g_xM69PtPub?filter=clips&range=7d&sort=time


Strategies

Know your Strings (And how to build Meter)

Below are optimal safe strings you can use to call out sloppy button presses and build meter. These have variations, but end in cr.hk because it's special-cancelable, allowing you to end most of the strings with a Jamboree, Chest Buster, or Power Drill to gain even more meter depending on the situation:


  • Close st.lk into two far st.lks into CPS chained cr.hk: Worth 10 meter points at 0 health, and it works on everyone (Has to be done as three st.lks into CPS chained sweep VS War)


  • Close st.lk into three far st.lks into CPS chained cr.hk: Worth 12 meter points at 0 health, and it works on Armaggon only


  • Point-blank cr.hp/hk into Power Drill: Worth 13 meter points at 0 health, and it works on the turtles and Wing Nut (Only works Vs CD and Aska in the right corner, and it;'s still fairly inconsistent. It's inconsistent for Aska because it's a crouch unblockable sequence for her in most situations)


  • Cross-up j.hk into close st.lk into two far st.lks into CPS chained cr.hk into heavy Power Drill: Worth 26 meter points at 0 health, and it works on everyone (Has to be done as three far lks VS War) The Power Drill will not string, but if the opponent respects it, it will grant you a huge amount of meter (And a free throw!).



Frame Data Quick List

Raphael Startup Active Recovery Advantage
sLP 7 3 12 -7/-4
clLP 6 1 7 0/+3
sLK 5 1 8 -1/+2
clLK 5 1 8 -1/+2
sHP 8 4 13 -2/+1
clHP 7 7 8 0/+3
sHK 7 5 13 -3/0
clHK 10 2[1]5 5 +5/+8
crLP 6 1 11 -4/-1
crLK 5 1 8 -1/+2
crHP 7 5 11 -1/+2
crHK 9 5 12 KD/+1
jLP 6 infinite N/A N/A
BFlop 3 infinite N/A N/A
jLK 3 infinite N/A N/A
djLK 3 infinite N/A N/A
jHP 5 5 N/A N/A
jHK 5 5 N/A N/A
djHK 5 10 N/A N/A
Jamboree 19 N/A 16 +13/+16
Chest Buster 5 3 16 KD/-1
L Drill 16 8[1]*2 10 KD/+6
H Drill 16 8[1]*4 10 KD/+6
UM 32 42 34 Dizzy/+9


Teenage Mutant Ninja Turtles Tournament Fighters
Aska Chrome Dome Donatello Armaggon
Karai Leonardo Michelangelo Raphael
Rat King Shredder War Wingnut
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