Raphael (TMNTxJL)

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Raphael
Height 6'0"
Weight 205 lbs.
Eyes Black
Age 16
Birthplace McMahon's Pet Emporium, Chesabeake Bay
Weapons Sai
Favorite Activities Ninja
Ultimate Goals To stop the foot clan once and for all.

Introduction

The more hot-headed turtle of the 4, Raphael usually exudes the most teenage tendencies and is prone to both aggression and violence. While his

anger issues usually cause confrontation, his sense of justice is what keeps him focused. He's seen many people harmed by the foot clan and his

vendetta against them is only slightly curtailed when Darkseid shows up.

Character Trailer Intro Quotes Arcade Run Arcade Ending

Character Strengths

Raphael is a bit unorthadox because he has a few charge motions while also having a fireball that is not meant zoning purposes. His offense can

be very strong and his defense, when used properly, can be equally troublesome to face. However, the things that make him good can also screw

him over when used improperly so one must be very aware of the match to stay ahead.

Strengths:

  • Solid pokes
  • Very good fireball
  • Power drill can be used liberally on a blocking opponent.
  • Decent damage, decent stun
  • Has combos that work anywhere on screen consistently.

Weaknesses:

  • Below average stun
  • reversal is very situational
  • any dropped combos can be disastorous

Data Arsenal

Life                                  :  1000 points
Pre-jump Frames                       :  3 frames
Jump Time                             :  39 frames
Stun                                  :  587 points
Forward Dash                          :  29 frames
Backdash                              :  29 frames
Get Up                                :  18 frames

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

Normal Attacks

Standing Light Punch(Far)
TMNTxJL Raphael flp.PNG
Elbow grease
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
33/0 24 link 4 2 9 12 10 8 -2/-4 C/N/S/H

Standard frame 4 light normal. Can usually be crouched. Ok-ish anti-air. more range than usual.

Standing Light Punch(Close)
TMNTxJL Raphael Cllp.PNG
Elbow grease
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
31/0 24 link 4 4 6 9 10 8 +1/-1 C/N/S/H

Standard frame 4 light normal. Can be crouched. Ok-ish anti-air.


Standing Light Kick(Close)
TMNTxJL Raphael Cllk.PNG
decalfinated...
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
37/0 28 link 4 4 8 9 10 8 +1/-1 C/N

Decent meaty if you're diligent. Will obviously hit crouchers and a good way to start pressure.

Standing Light Kick(Far)
TMNTxJL Raphael Flk.PNG
The form
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
36/0 28 link 4 3 9 11 10 8 -1/-3 C/N

Decent meaty if you're diligent. Will obviously hit crouchers and a good way to start pressure.

Standing Heavy Punch(Far)
TMNTxJL Raphael Fhp.PNG
Using the sai in a form for sure.
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
55/0 67 link 8 2 19 20 18 15 -2/-5 C/S/H

His best poke, can be cancelled. Pretty much the start of his bnb

Standing Heavy Punch(Close)
link
link
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
68/0 67 link 6 7 13 19 18 15 -1/-4 C/S/H

A lot of great things in one button.

Standing Heavy Kick(Far)
TMNTxJL Raphael Fhk.PNG
full powered
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
67/0 55 link 6 6 10 16 18 15 2/-1 C

Another solid attack with good range. Damn good anti-air

Standing Heavy Kick(Close)
link
link
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
40+45/0 27+27 link 10 8 10 16 18 15 8/5 C

A meaty, a frame kill. A free link on hit. Go nuts.

Crouching Light Punch
TMNTxJL Raphael Clp.PNG
We do need the blade
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
39/0 24 link 4 3 11 13 10 8 -3/-5 C/N/S/H

Always cancel this normal.

Crouching Light kick
TMNTxJL Raphael Clk.PNG
Dat low other toe
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
37/0 24 link 4 4 8 11 10 8 -1/-3 C/N/S/H

Good way to clip people walking in and out of range, can lead to a solid knock down with hk chest buster

Crouching Heavy Punch
TMNTxJL Raphael Chp.PNG
"THE" anti-air
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
70/0 67 link 6 8 12 19 18 15 -1/-4 C/S/H

The lack of range is made up for in shear terror of how good of an anti air it is.

Crouching Heavy Kick
TMNTxJL Raphael Chk.PNG
sweep
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
67/0 55 link 8 6 12 17 18 15 26 Oki/-8 C

Decent mid range sweep.

Jumping Light Punch
TMNTxJL Raphael Jlp.PNG
it's pretty good actually
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
35/0 27 link 3 Always 0 3 14 14 +11/+11 -

A solid jumping normal for oki or just a fast attack to interrupt an airborne opponent. The advantage is if you hit as low as possible so

mileage may vary.


Body Splash
TMNTXJL Raphael Bs.PNG
All in
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
23/0 27 link 0 Always 0 3 14 14 +11/+11 -

The classic cross up that started it all. The advantage is if you hit as low as possible so mileage may vary.

Neutral Jumping Light Kick
TMNTxJL Raphael Jlk.PNG
The actual ninja move
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
33/0 27 link 4 32 0 3 14 14 +11/+11 -

A solid jumping normal for air to air interactions. The advantage is if you hit as low as possible so mileage may vary.


Jumping Light Kick
TMNTxJL Raphael Jlk2.PNG
All in the knees
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
23/0 27 link 0 Always 0 3 14 14 +11/+11 -

A cross up, a instant overhead, this is a good button but use it improperly and you'll be sliced up thinner than a pepperoni on a new york style

pizza. The advantage is if you hit as low as possible so mileage may vary.


Jumping Heavy Punch
TMNTxJL Raphael Jhp.PNG
Now you're playin with power
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
67/0 71 link 6 12 8 3 14 14 +11/+11 -

Interesting angle of attack, may stuff things that try to beat it if timed right.

Jumping Neutral Heavy Kick
TMNTxJL Raphael Jlk.PNG
Action pose
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
66/0 71 link 6 13 4 3 14 14 +11/+11 -

situational, j.lk probably would work better but since this game has a priority system it works for catching stray jumping light attacks. The

advantage is if you hit as low as possible so mileage may vary.

Jumping Heavy Kick
TMNTxJL Raphael Jhk.PNG
Action pose
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
66/0 71 link 6 12 4 3 14 14 +11/+11 -

Decent cross up. It's the standard heavy cross up. The advantage is if you hit as low as possible so mileage may vary.

Throws

Shoulder Throw
TMNTxJL Raphael Thr.PNG
Wax on wax off
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
76/0 0 link 2 1 0 9 - - 66 Oki N/A

The standard throw with a great amount of frames to set up the next attack.

Suplex
TMNTxJL Raphael Cthr.PNG
Elbow grease
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
77/0 0 link 3 1 0 24 - - 66 Oki N/A

The universal command grab, gives you 26 frames to juggle. The goto is usually endless screw since it consistently juggles.

Special Moves

Jamboree LP
TMNTxJL Raphael Jam.PNG
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
72/13 75 link 22 - 20 19 28 28 9/9 -

advantage is based on hitting point blank, one of raph's signature techniques according to dude trust me.

Jamboree HP
TMNTxJL Raphael Jam.PNG
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
72/13 75 link 20 - 20 19 28 28 9/9 -

advantage is based on hitting point blank, one of raph's signature techniques according to dude trust me.

Jamboree Ω
TMNTxJL Raphael Jam.PNG
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
72/13 75 link 16 - 16 15 28 28 82 Oki/13 -

Very solid projectile, leads to links after. Knocks down, endless options.

Power Drill LP
TMNTxJL Raphael Pwdr.PNG
Spin
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
70/12 71 link 10 24(6[6]12) 7 17 18 15 47 Oki/-2 -

A great block string ender for sure

Power Drill HP
TMNTxJL Raphael Pwdr.PNG
Spin
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
42+42/6+6 71+71 link 12 48(6[6]6[6]6[6]12) 8 18 18 15 69 Oki/-3 -

In addition to the block string property, a good corner carry as well!

Power Drill Ω
link
link
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
65+35/10+10 100 link 10 57(6[6]12[15]18) 34 23 18 18 58 Oki/-8 -

Raph comes back to end the combo in the fashion only he could.

Chest Buster LK
TMNTxJL Raphael Cb1.PNG
Gymnists be like
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
80/12 65 link 11 33 15 17 18 16 60 Oki/-1 -

The best block string ender you can get away with. Also a great juggle combo starter. 8f to juggle as well.

Chest Buster HK
TMNTxJL Raphael Cb1.PNG
Gymnists be like 2
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
80/12 65 link 7 3 20 22 18 16 56 Oki/-6 -

If you hit c.lk in a pinch, this is the combo ender for you. Do not do this on block unless you're like forfeiting or something I guess.

Chest Buster Ω
TMNTxJL Raphael Cb1.PNG
Gymnists be like:The Revenge
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
95/12 112 link 21 3 16 18 18 18 75 Oki/-2 -

The full screen hail mary attack with a lot of invul frames. Also great for combos if you can work it in.

Ultimate Attack

Fire Bomb
TMNTxJL Raphael Super.PNG
Shoulder check? Yes
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
290/37 0 link 7 5 15 42 16 11 60 Oki/-15 -

A quick shoulder check into his notorious fire bomb


Fire Bomb Ω
TMNTxJL Raphael Super.PNG
Danger time
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
380/67 0 link 7 5 15 42 16 11 51 Oki/-8 -

If this attack connects its very difficult to punish at all.

Combos & BnBs

Notation is as follows: Cr = Crouching, St = Standing. Any instance of a light going into a heavy attack is considered a "CPS Chain", which can

be performed by pressing both attack strengths together (i.e. St.LP into St.HP is inputted as St.LP > St.LP+St.HP, but will be simplified into

St.LP > St.HP)

The Classic - J.hp xx c.lk > c.lk > s.lk > CB HK

  • 258 DMG/208 ST

note: the classic combo that's too big to fail

The "BNB" - (cross up)J.hk xx c.lk > c.lp > s.hp > CB LK xx c.lp > CB O > PD LP

  • 486 DMG/431 ST

note: corner carries mid stage, can use j.lk to cross up as well.

More to come....