|description=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.
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Revision as of 10:30, 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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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. 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 pull off against them.
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.
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