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 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


Close standing light punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 96 N


Standing Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 96 N


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 12 - N


Close Standing Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 12 224 - N


Standing Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 13 224 -4/-10 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 7 5 13 224 -4/-10 N


Close Standing Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 7 192 +2/+5 S


Crouching Normals

Crouching Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 6 11 N/S


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


Crouching Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 12 5 15 224 -4/-1 N


Crouching Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 10 16 224 KD/-8 N


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

Like Leo's j.lp, 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.


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


Jumping Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 5 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 (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1[9]*5 5 297 -19/-16


Chest Buster (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 1[4]*4 8 412 +3/+6


Jamboree
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 16 N/A 29 320 0/+3


Powerdrill (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 22 2[8]2 15 224 KD/+1


Powerdrill (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 22 2[8]*5+2 15 224 KD/+2


Ultimate Attack

Ryou Hadou
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 28 N/A 72 256 KD/+23/+8*


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