Raphael (TF): Difference between revisions

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  |hitadvan=-1/+2
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  |cancelable=N
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  |description=
  |description=Fantasitc 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.
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  |hitadvan=KD/+1
  |hitadvan=KD/+1
  |cancelable=N
  |cancelable=N
  |description=
  |description=A sweep he shares with Leo. Not as much range as you'd like, BUUUT canceling it into Powerdrill 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.
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  |hitadvan=N/A
  |hitadvan=N/A
  |cancelable=
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  |description=The universal command aerial all turtles have. It's the best lingering aerial they have though its priority can be questioned.
  |description=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.
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  |hitadvan=N/A
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  |cancelable=
  |description=
  |description=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. 
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Revision as of 09:43, 23 November 2022

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 Powerdrill 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

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 priority allows this to be a quick 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 is 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 N

A chainable low attack that is decent for tick throws


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 net you a lot of chances to keep pressure going and harass the opponent.


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.


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 blocking.


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

Fantasitc 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.


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 Powerdrill 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


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


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


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


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


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

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