Post by Desslok on May 28, 2010 13:44:28 GMT -6
(Originally compiled by Claxus)
A Attacks
A: A very quick little stab.
AA: Very quick second hit.
AAA: Raphael does some lightning fast cutting up action. A rapid slash move that can be held by pressing A rapidly.
3A: Our fellow leans forward to do a low blow double stab. Causes stun.
2A/3A Smash: Raphael swipes in front of him, then behind. Good to catch a rolling enemy, causes staggering. DMG: 60
6A Smash: Raphael does a quick slice with a Sai, and turns the enemy around. DMG: 60
8A/9A: Raphael elbow smashes the enemy diagonally up and far away. DMG: 80
8A/9A Smash: Raphael yells, jumps, and stabs down with both Sais. A very rage-filled move.
7A Tilt: Raphael does a cool, fast backflip kick with good range on the ground, launching the enemy.
B Attacks
B: Raphael whacks the enemy with his Sais. Causes minor stun on counterattack
2B/3B Smash: Raphael stabs the ground on both sides of him. DMG: 60
6B: Raphael lunges forward with a Sai stab. Nice range boost, causes stun or stagger. (Random?) DMG: 80
6B Smash: After a little startup, Raph spins with Sais extended. Causes stun, then stagger. DMG: 40-70+
8B: Cool. He clashes his Sais over himself like an X. Good way to let enemies know they're dead. DMG: 100
8B/9B Smash: Raphael jumps up spiral style, slashing all around him. Strange knockback, does three hits... Usually does around DMG: 70
7B Tilt: Nice move, Raphael slashes around himself (actually only hits above and in front) with both Sais with long range (longer than it looks) and good damage. Also launches.
Jab Variants & Aerials
AB: Unblockable second hit if you string it fast enough. Raphael stabs an uppercut with both of his Sais and launches the enemy, very nice setup move.
AAB: Similar to his 8A, Raphael shoulder rams the enemy diagonally up and away with a powerful blow.
N-Air: Raphy slashes down with two Sais. Short range, but very fast.
U-Air: An unique aerial. Raphael literally thrusts upward a distance with Sais above him.
D-Air: Stabs down to the ground with both Sais to cause stun.
Grapple Attacks
Side Throw: Raphael quickly spins the enemy around and tosses them far.DMG: 100
Up Throw: Awesome. Raphy gut punches them twice, then flings them into the air. DMG: 90
Wall Throw: The enraged turtle slams the enemy into the wall and does a takedown. Leaves them in a very vulnerable position. DMG: 120
Strategies, Combos, & Tips
WARNING: Huge insight of Raphael's moves... don't bother if you don't want to read a wall of text describing almost every move. More of a rant describing possible uses for moves and their effectiveness.
A ATTACKS
----AAA, it's very weak and mainly used to keep the enemy on their toes, more on this a bit later.
----His AB is amazing as it has short lag and comes out very fast, and it lauches the enemy in a way they can't recover until they're about on your head level. A great followup to this is 8A or simply N-Airs. Probably your most used jab combo, since it's safe and effective.
----AAA... It can be outranged or outprioritized, even grabbed out of. Your worst fear is getting grabbed out of it if you hold it too long, but this attack creates pressure and the enemy is usually too busy trying to not get hit that they'll roll away. Use it in its short bursts for mindgames, and hold it when you corner them with it until they flash jump away, then follow up with something like Rising Saiclone or N-Airs.
----Use AAA lot, use it in tiny bursts, occasionally hold it to keep them guessing, but make sure to not get countered from it. Try chasing them with a grab after they roll away, or 6B.
----AAB is your way to create some space when you needa little breathing room, even Raphael needs a breather now and then after all.
----Raphael, unlike most characters, is actually effective if you use his jabs a lot, mainly AAA and AB, even if they block, to create pressure. You want to pressure the enemy so you can stay ahead of them and get them with moves that really count. Try to use his 3A every now and then, if it hits, it's a quick sudden stun that'll pressure them a lot more.
----6A Smash isn't too good, but the turnaround can cause a little confusion, so go for it maybe once or twice per match.
----2A Smash is a good sweep moves to catch rolling enemies, and causes staggering. A little slow, so don't use it too much.
----3A stuns... Raphael generally doesn't stun, so pulling this off will catch them off guard and pressure them a lot. It's decent to space with, but use it mainly for the stun.
----8A is a 'GET OUT OF MY WAY' move. Good after you block someone's wall attack. Not very easy to hit with by itself, but more on this later.
----7A Tilt, I love this move. It's very fast. good range, and launches basically the same as AB, but it does more damage, and juggling after it does more damage then after AB.
GRABS
----Grabbing is a big part for Raphael. A lot of times, enemies will use rolls to avoid you, that's when you use Raphael's lightning speed to run to them and catch them with a grab. Throw them to a wall and then you can try to trap them with AAA, or cancel AA into a grab.
----If you manage to wall throw them, roll to the left and guard, you're now in a very good position to regrab when they get up, you only have to chase them if they roll towards the wall (for another wall throw).
----Raphael's jabs are all extremely fast, and you can cancel them into sudden grabs. Just don't be too obvious with them, because people can tech them.
----Up Throw doesn't seem too special, but try it near a wall, and then wall attack, they'll air tech and you'll most likely hit them since they either just jumped or used their airdodge, so you hit them right after the airdodge.
SPECIALS
----Now let's look at Raphael's 'special' attacks. First, his 6B is a very fast attack with good range that does 80 damage and stuns/staggers the enemy. Don't spam it, but use it a few times a match unpredictably and it becomes golden for its damage and effects. If you spam it, it's easily blockable and very punishable.
----SAICLONE! 6B Smash is a great move to use unpredictably, or when the enemy is running towards you. It has good range, attacks both sides, and you're a little mobile while using it. It staggers the enemy, which is a very good thing for Raphael, it can easily stagger them right next to a wall. Make it count or you'll get punished for its long end lag.
----RISING SAICLONE! 8B Smash is a good move to use after the enemy flash jumps out of your AAA from a corner, but it's also very unexpected with decent priority and range, so use it randomly against jumpy enemies and they might stay on the ground for a bit.
----8B is hard to hit with... But remember, it does 100 damage. Also use it to let the enemy know they're dead. X.
---Don't use 2B Smash much... It's weak and slow, not much range, but it does knock the enemy away. 2A Smash is preferable.
----7B Tilt is another sweet move. By itself it does decent damage, but it seems to have very nice priority and range, it's fast too, and it launches just like AB as well.
That's my insight on his moves... Now, finally...
Combos
AB > 8A. Launch them and send them flying, but be careful against good techers who will wall attack right after.
7A Tilt > 7B Tilt. After the 7A, walk under them and use 7B, this does about 120 damage, and launches them higher into the air, they can recover easily after that though, but try chasing them with N-Airs.
8A. This actually has potential by itself as a well combo. Use it to slam someone into a wall, and keep doing it to sweep them up and slam them back into it. It's easy to tech, but if it's unexpected you can get it 2-3 times, 60 damage each + small wall damage.
Side Throw to Wall > AAA. If you're close to a wall and throw someone to it, but not a wall throw, the enemy won't bounce or tech off the wall. You can follow up with AAA to do some quick jabs to hit them and stall their drop a bit.
AB, 7A, 7B. These attacks all launch the enemy in a way that they can only air recover when they're about on level with your head. There's tons of moves you can do during this, most result in about 65 damage, so experiment and mix for different combos. Remember you have time to walk under them and attack above yourself, both Saiclones are suitable followups.
A Attacks
A: A very quick little stab.
AA: Very quick second hit.
AAA: Raphael does some lightning fast cutting up action. A rapid slash move that can be held by pressing A rapidly.
3A: Our fellow leans forward to do a low blow double stab. Causes stun.
2A/3A Smash: Raphael swipes in front of him, then behind. Good to catch a rolling enemy, causes staggering. DMG: 60
6A Smash: Raphael does a quick slice with a Sai, and turns the enemy around. DMG: 60
8A/9A: Raphael elbow smashes the enemy diagonally up and far away. DMG: 80
8A/9A Smash: Raphael yells, jumps, and stabs down with both Sais. A very rage-filled move.
7A Tilt: Raphael does a cool, fast backflip kick with good range on the ground, launching the enemy.
B Attacks
B: Raphael whacks the enemy with his Sais. Causes minor stun on counterattack
2B/3B Smash: Raphael stabs the ground on both sides of him. DMG: 60
6B: Raphael lunges forward with a Sai stab. Nice range boost, causes stun or stagger. (Random?) DMG: 80
6B Smash: After a little startup, Raph spins with Sais extended. Causes stun, then stagger. DMG: 40-70+
8B: Cool. He clashes his Sais over himself like an X. Good way to let enemies know they're dead. DMG: 100
8B/9B Smash: Raphael jumps up spiral style, slashing all around him. Strange knockback, does three hits... Usually does around DMG: 70
7B Tilt: Nice move, Raphael slashes around himself (actually only hits above and in front) with both Sais with long range (longer than it looks) and good damage. Also launches.
Jab Variants & Aerials
AB: Unblockable second hit if you string it fast enough. Raphael stabs an uppercut with both of his Sais and launches the enemy, very nice setup move.
AAB: Similar to his 8A, Raphael shoulder rams the enemy diagonally up and away with a powerful blow.
N-Air: Raphy slashes down with two Sais. Short range, but very fast.
U-Air: An unique aerial. Raphael literally thrusts upward a distance with Sais above him.
D-Air: Stabs down to the ground with both Sais to cause stun.
Grapple Attacks
Side Throw: Raphael quickly spins the enemy around and tosses them far.DMG: 100
Up Throw: Awesome. Raphy gut punches them twice, then flings them into the air. DMG: 90
Wall Throw: The enraged turtle slams the enemy into the wall and does a takedown. Leaves them in a very vulnerable position. DMG: 120
Strategies, Combos, & Tips
WARNING: Huge insight of Raphael's moves... don't bother if you don't want to read a wall of text describing almost every move. More of a rant describing possible uses for moves and their effectiveness.
A ATTACKS
----AAA, it's very weak and mainly used to keep the enemy on their toes, more on this a bit later.
----His AB is amazing as it has short lag and comes out very fast, and it lauches the enemy in a way they can't recover until they're about on your head level. A great followup to this is 8A or simply N-Airs. Probably your most used jab combo, since it's safe and effective.
----AAA... It can be outranged or outprioritized, even grabbed out of. Your worst fear is getting grabbed out of it if you hold it too long, but this attack creates pressure and the enemy is usually too busy trying to not get hit that they'll roll away. Use it in its short bursts for mindgames, and hold it when you corner them with it until they flash jump away, then follow up with something like Rising Saiclone or N-Airs.
----Use AAA lot, use it in tiny bursts, occasionally hold it to keep them guessing, but make sure to not get countered from it. Try chasing them with a grab after they roll away, or 6B.
----AAB is your way to create some space when you needa little breathing room, even Raphael needs a breather now and then after all.
----Raphael, unlike most characters, is actually effective if you use his jabs a lot, mainly AAA and AB, even if they block, to create pressure. You want to pressure the enemy so you can stay ahead of them and get them with moves that really count. Try to use his 3A every now and then, if it hits, it's a quick sudden stun that'll pressure them a lot more.
----6A Smash isn't too good, but the turnaround can cause a little confusion, so go for it maybe once or twice per match.
----2A Smash is a good sweep moves to catch rolling enemies, and causes staggering. A little slow, so don't use it too much.
----3A stuns... Raphael generally doesn't stun, so pulling this off will catch them off guard and pressure them a lot. It's decent to space with, but use it mainly for the stun.
----8A is a 'GET OUT OF MY WAY' move. Good after you block someone's wall attack. Not very easy to hit with by itself, but more on this later.
----7A Tilt, I love this move. It's very fast. good range, and launches basically the same as AB, but it does more damage, and juggling after it does more damage then after AB.
GRABS
----Grabbing is a big part for Raphael. A lot of times, enemies will use rolls to avoid you, that's when you use Raphael's lightning speed to run to them and catch them with a grab. Throw them to a wall and then you can try to trap them with AAA, or cancel AA into a grab.
----If you manage to wall throw them, roll to the left and guard, you're now in a very good position to regrab when they get up, you only have to chase them if they roll towards the wall (for another wall throw).
----Raphael's jabs are all extremely fast, and you can cancel them into sudden grabs. Just don't be too obvious with them, because people can tech them.
----Up Throw doesn't seem too special, but try it near a wall, and then wall attack, they'll air tech and you'll most likely hit them since they either just jumped or used their airdodge, so you hit them right after the airdodge.
SPECIALS
----Now let's look at Raphael's 'special' attacks. First, his 6B is a very fast attack with good range that does 80 damage and stuns/staggers the enemy. Don't spam it, but use it a few times a match unpredictably and it becomes golden for its damage and effects. If you spam it, it's easily blockable and very punishable.
----SAICLONE! 6B Smash is a great move to use unpredictably, or when the enemy is running towards you. It has good range, attacks both sides, and you're a little mobile while using it. It staggers the enemy, which is a very good thing for Raphael, it can easily stagger them right next to a wall. Make it count or you'll get punished for its long end lag.
----RISING SAICLONE! 8B Smash is a good move to use after the enemy flash jumps out of your AAA from a corner, but it's also very unexpected with decent priority and range, so use it randomly against jumpy enemies and they might stay on the ground for a bit.
----8B is hard to hit with... But remember, it does 100 damage. Also use it to let the enemy know they're dead. X.
---Don't use 2B Smash much... It's weak and slow, not much range, but it does knock the enemy away. 2A Smash is preferable.
----7B Tilt is another sweet move. By itself it does decent damage, but it seems to have very nice priority and range, it's fast too, and it launches just like AB as well.
That's my insight on his moves... Now, finally...
Combos
AB > 8A. Launch them and send them flying, but be careful against good techers who will wall attack right after.
7A Tilt > 7B Tilt. After the 7A, walk under them and use 7B, this does about 120 damage, and launches them higher into the air, they can recover easily after that though, but try chasing them with N-Airs.
8A. This actually has potential by itself as a well combo. Use it to slam someone into a wall, and keep doing it to sweep them up and slam them back into it. It's easy to tech, but if it's unexpected you can get it 2-3 times, 60 damage each + small wall damage.
Side Throw to Wall > AAA. If you're close to a wall and throw someone to it, but not a wall throw, the enemy won't bounce or tech off the wall. You can follow up with AAA to do some quick jabs to hit them and stall their drop a bit.
AB, 7A, 7B. These attacks all launch the enemy in a way that they can only air recover when they're about on level with your head. There's tons of moves you can do during this, most result in about 65 damage, so experiment and mix for different combos. Remember you have time to walk under them and attack above yourself, both Saiclones are suitable followups.