Raphael (TF): Difference between revisions
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|hitadvan=-1/+2 | |hitadvan=-1/+2 | ||
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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 | ||
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|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= | |cancelable= | ||
|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 | |hitadvan=N/A | ||
|cancelable= | |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
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
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| Close standing light punch
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Standing Light Kick
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Close Light Kick
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Standing Heavy Punch
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Close Standing Heavy Punch
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Standing Heavy Kick
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Close Standing Heavy Kick
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Crouching Normals
Crouching Light Punch
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Crouching Light Kick
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Crouching Heavy Punch
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Crouching Heavy Kick
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Jumping Normals
Jumping Light Punch
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| Belly Flop (Down+LP)
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Jumping Light Kick
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Neutral Jump Light Kick
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Jumping Heavy Punch
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Jumping Heavy Kick
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Neutral Jump Heavy Kick
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Special Moves
Chest Buster
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Jamboree
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Powerdrill (Light)
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Powerdrill (Heavy)
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Ultimate Attack
Energy Spray
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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 |






















