|Birthplace||Shelly's Pet City, New Hampshell|
|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 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.
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.
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.
Pre-jump Frames : 2 frames (Hi-Speed 1) Dizzy : 576 points
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 Light Punch|
|Close standing light punch|
|Standing Light Kick|
|Close Light Kick|
|Standing Heavy Punch|
|Close Standing Heavy Punch|
|Standing Heavy Kick|
|Close Standing Heavy Kick|
|Crouching Light Punch|
|Crouching Light Kick|
|Crouching Heavy Punch|
|Crouching Heavy Kick|
|Jumping Light Punch|
|Belly Flop (Down+LP)|
|Jumping Light Kick|
|Neutral Jump Light Kick|
|Jumping Heavy Punch|
|Jumping Heavy Kick|
|Neutral Jump Heavy Kick|
|Power Drill (Light)|
|Power Drill (Heavy)|
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
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!).
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