Raph's Top Ten Moves

I don't know whether it has been mentionned but 1B proves very useful when the opponent is near a wall. Just make sure you've accustomed him to B grab so that he crouches and then...wall splat time ! Also it is a good tech trap to the right side and if the opponent rolls away. It does hit.
 
Been playin' the fencer for 3 days now. Here's my initial reaction to him

1)6BB series. I could be wrong, but I'm pretty sure no other i12 move has that kind of range. IMO, this is one of the only things going for him.

2) 22B. Holy jesus I love this move. Only thing I don't like about it is that I can't seem to link anything into it except CE. I need someone to confirm that this is all he gets from 22B.

3) 3B. standard prep starter. Fast, mid, decent range. Good stuff

3) 66A. This move appears to be his longest range move, plus it's a step killer.

4) 236B. A mid poke with a SHIT TON OF RANGE and great damage. I'm in love with this move.

5) 4A. I like it only because it tech steps and it's a step killer in one move.

6) 44B) Very nice back step. Can cause people to whiff

7) 4B. Good range, good combos, TC's, enters prep.

8) AB. I dunno, I just like it.

9) 33B. Nice sneaky low poke with good range.

10) 66K. Good for ringouts.

When I picked him up, I was hoping he would work out for me. I really wanted him to. My main beef with him is the fact that he doesn't have good horizontals, damage overall seems rather low, and his combo's seem quite limited. he also doesn't have a standard 3B launcher like everyone else, yeah he's got 33KB and 66A+B, but those aren't the same.

Also, he seems to rely on 6BB or prep BB for just about everything. It annoys me when a single move fits into so many places so cleanly.

I know I'm gonna get shit for saying this, but IMO he's kinda low tier, or maybe even low-mid at best.
I hate giving up on a character, but I had to kick him to the curb.

Good luck to the people who are loyal to him.
 
1)6BB series. I could be wrong, but I'm pretty sure no other i12 move has that kind of range. IMO, this is one of the only things going for him.
Other than aPat's JFT and certain CEs, you're correct. Plus Raph's 6BB is much easier to punish -12 with than JFT.
2) 22B. Holy jesus I love this move. Only thing I don't like about it is that I can't seem to link anything into it except CE. I need someone to confirm that this is all he gets from 22B.
You get a 2A into a throw/mid mixup, or 3A into a wall combo, or a step into A+BA, which does good damage and has varying consistency depending on the opponent's character.
 
You can get 2A, 3B or 3K after a 22b. 22B into 2a for frame advantage and setups, 22B into 3A for pushback and spacing as for 22B into 3K I haven't found much use with it and still tinkering with it.

Also this is my list in no particular order.

1. 6BB

2. 3B

3. 22B

4. 236B

5. 2A

6. 33B

7. 66A+G

8. 33K BE

9. CE

10. 2K

Also for honorable mention 1K, 1B, 1A, 44K and 3A
 
2) 22B. Holy jesus I love this move. Only thing I don't like about it is that I can't seem to link anything into it except CE. I need someone to confirm that this is all he gets from 22B.
You get a 2A into a throw/mid mixup, or 3A into a wall combo, or a step into A+BA, which does good damage and has varying consistency depending on the opponent's character.
You also usually get 11BB at longer ranges (or pretty much any range against large characters), which is my followup of choice when I lack meter, or can tell that for some reason I'm off axis for landing it. Plain old 2B is also a fair option if you want to go into oki since, afaik, it never misses.
 
My updated list;

1 - SE B

2 - 8A+B

3 - 11K

4 - 22A + 33A

5 - 44K

6 - 66B

7 - 44A+B

8 - 44AB

9 - 4A+B + B+K

10 - 22B

These are in near zero order. I really don't like the 10 move limitation, otherwise I'd have put down gems such as 33KB, 3A+B:5, 11BB, 99B, 236B, Needles etc etc.

I'm not counting moves I would use after hitting anything above on a combo confirm;seeing as I assume the combo potential of the moves speak for themselves. If so, things such as 3B and 33K BE would be there too.

I kinda started writing WHY I like these moves, but then it dawned on me the list would be HUGE and turn into some sort of crappy string guide... I don't think that would be very helpful to anyone but myself - we all have our own reasons for liking moves.
 
As a player who proudly calls raph one of his secondaries here is my list:

6BB/6B(B)
33k BE
22B
2A
WR 3B
Throws
4B
3(B)
33B
SE B
 
I know this is very old, but I want to contribute in Raph forum.
No specific order:
236B: Fast. Good damage, Extremely good range.
66B: Safe. Good range. Allow a decent combo damage.
66A: Good range. Very good horizontal.
SE B: Safe. Good damage. Good range. Best combo starter.
6BB: Fast. Good range. Great punisher.
2A: Fast punisher. Crush higs.
1K: Tracking to one side. Crushes highs. Allow a decent combo in CH.
33B: One of the best lows in the game. Awesome range for a low. Good damage. Stun in CH.
WR 3B: Fast. Good range. Nice damage.
44B: Backstepping. Decent damage.

I'm missing a lot of moves though, like 11K, SE K or 3A.
 
44B is ok, do keep in mind that it leaves you at -billion and in their face. It lacks serious push back so use with caution and try to set it up.
 
I know the move may not be that great, but it useful if you playing against characters that lack range and trend to be very aggressive. However, I will try to use it with more caution.
Side note: I'm impressed that 236B is barely mentioned. For me, this is one of Raph key moves.
 
236B has its place. It has its use. It's incredibly useful for what it is and what it does. It won't float you during tourneys tho cuz it gives them a free 2A (or Natsu a:6 if it's ranged poorly) and is steppable like bananas. But for whiff punish and back dash punishes (and tagging Mitsu for too many 4B's) it's the absolute tits.
 
2a - fast, reliable step kill, safe, decent mix up
3a - fast, basically safe, mid, multi option
Wra - good range, step kill, push back on hit, very safe, plus +8 on hit
B/bb - fast mid poke, decent range, reverse mix up
6bb/6bb BE - fast, good range, good and effective counter hit fisher and good damage and knockdown with BE
66b - great range, TC, plus on block, stun on hit into some passable damage
236b- whiff punisher of choice, great range, knockdown, backstep kill
2k - best reliable low, good range, and CE is viable frame trap after it
33k BE - fuck 22b this is where it's at, + on block and very good damage on hit into one of his better oki situations
66a+b - good guard damage, very safe on block hits grounded as oki
Throws- outside of 6bb BE and 33k BE how else he gonna get damage
 
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