Raphael Combos

Everyone I play against raph with says hes a really "Cheap" and "gay" character. It gets annoying. I obviously don't think he sucks, but hes not OP by anymeans whatsoever.

Heh I wish it was that way for me. I find it a constant struggle playing with Raph, to the point where I almost regret sticking with him as my main for all this time. But then I just tell myself it's 'cause I suck so it doesn't matter who I use. And then I re-affirm my hatred for Amy and all is well.

i love this combo:
66A+B 22_88B(hold)VE B:B

66A+B B 66B
also:
4B(only on hit go to prep ,don't attempt to continue stun combo) prep SEA B(hold) prep BBB:B
AIN666 found this counter RO combo:
66A+B 6B 6B 8A+B


ill focus on juggles because I have already got a few good ones
i love this combo:
66A+B 22_88B(hold)VE B:B(rarely hits)

good one 78 damage 66A+B B 33_99K:B

Make sure you're testing your combos to see if they can be escaped by air control. After the second hit of a launcher, the opponent is able to move in the air. I haven't tested it yet, but I'm certain that 66A+B, BT B, 33_99K:B and 66A+B, BT B, 66B can be ACed in a number of directions. And how do you get 22 and 8A+B to hit right after 66A+B?

Also, 4B is a shakeable stun. 4 -> Prep A/Prep BBB:B is guaranteed damage, anything else is not since the opponent can shake out in time to defend. You might be able to hit someone with it if they don't bother shaking when you always go for the guaranteed combo. Just make sure to note it...
 
sorry i thought air control would be self explanatory

as for 22_88 B, i forgot another input, good catch

as for 4B, know any unshakable stuns? im pretty sure 22_88 K is but im not sure.
 
sorry i thought air control would be self explanatory

as for 22_88 B, i forgot another input, good catch

as for 4B, know any unshakable stuns? im pretty sure 22_88 K is but im not sure.

22K on CH gives the ol' 3 combo. Pretty good to stop 8wring at 2A distance, but it's obviously risky as a high.
 
22K on CH gives the ol' 3 combo. Pretty good to stop 8wring at 2A distance, but it's obviously risky as a high.


im thinking maybe 22k to a VE B:B or VE A or maybe even 33K:B

i thought i was the only one on this early wuht
 
22K is good when I see people walking. The standard 3B combo is good enough for me, and any combo opportunity is sorely needed. If you're using 2A to contain step up close try buffering the 22K sometimes, the reward is good regardless if it's high.
 
people never duck 22K for some reason unless you use it more then once
so i switch to 33_99K:B to 2A+B
 
I'm not a raph user YET, and I'm actually one in the group of people who hold a grudge against him, so I'm learning him... 66A+B, BT K, 22_88AA... 22A_88AA will catch AC depending on which side your on and continue the juggle. If 66A+B hits between mid & far range, 22_88AA can be AC'd in a 7_9 direction. It does about 71 dmg... However I couldn't get 22ABB in unless they AC in a wierd or not-at-all direction...
Thank you Raph forum users... I still hate Raph, lol... @_@
EDIT:
Post edited for corrections...
 
Hey here is a real simple combo. 66A+B-B-66A+B. can be air controled to the sides. You can add another 66A+B if you know they will not block it as a third one can be blocked. Since 66A+B is safe on block it matters little.
Another 66A+B-B-1k does 59 to 64 damage and catches side air control. I forgot to test back air contlol though. Hey how easy is it to shake 4B stun. If it is to easy then 4B-prep-VE-AAmight not work. You can also substitute in VE K as well.
 
I'm not a raph user YET, and I'm actually one in the group of people who hold a grudge against him, so I'm learning him... 66A+B, BT K, 22_88AA... 22A_88AA will catch AC depending on which side your on and continue the juggle. If 66A+B hits between mid & far range, 22_88AA can be AC'd in a 7_9 direction. It does about 71 dmg... However I couldn't get 22ABB in unless they AC in a wierd or not-at-all direction...
Thank you Raph forum users... I still hate Raph, lol... @_@
EDIT:
Post edited for corrections...
Why hate raph, he's a low mid character.
 
Hey guys found a new "combo". Its not 100% guranteed unless your paying attention to where oppenent is air controlling.

66A+B BT B (this lifts them a little)

ok you can follow with
If they stay close - 11K (will ground them and if the angle allows 66A+B or Play Oki. 11K can put them in some wierd places. If you mess with it you'll see what I mean.

Or if they try to get away 3 Prep BB etc or 236B.


Yeah I know Ive been away for a while but honestly Raph just isnt for me in this game. I still play him everyonce in while but you know. Anways Im still alive. Anyone coming to the Colorado regional?
 
66A+B, BT B, 11K is a pretty interesting find. After BT B/delayed BT K (I prefer this 'cause it does more damage and sometimes BT B doesn't come out), depending on which way the opponent air controls, you can get a ring out. It hits all but BL and BR, and it somewhat hits backwards. I think for backwards AC it depends on the distance you made contact with 66A+B or it's simply strict timing, I could hit Amy and Nightmare sometimes so it doesn't look like a hitbox issue.

11K will ring out forward if the opponent ACs F, FR, R, L and FL. They'll probably want AC back in that situation though, so you'll have a good chance of hitting 236B after BT B/K if the opponent's back is to the edge. However, it can also RO to the left and right if they try to AC FR/R/L/FL back into the stage. Of course, if they AC away from the stage, 11K will pull them back in.

I can't seem to get a good position for wakeup though, AC backwards seems to be the only beneficial one as it leaves the opponent right in front of you after 11K. The rest smack 'em too far or leave you in BT and they can tech to safety. Maybe I didn't test this properly...

Also, on BT B it looks somewhat possible to react in time to decide on 236B or 11K. On delayed BT K, not so much.
 
Ive got a great combo for you all.

66A+B 2B WC 3BB (Cannot air control, except for possibly straight back, but I forgot to test that one)

Should they tech straight after the low on WC 3B hits, the mid B is a tech trap and deals some nice damage in addition to the already strong combo.

Also you can sometimes get 66A+B K 236B. Follows most directions and deals nice damage. Not fully guaranteed though.
 
I almost always use 66A+B BT B 236B Hits more often than not, but maybe tonight I'll spend some time actually testing crap out.

Hi Egg...good luck at regionals.
 
I almost always use 66A+B BT B 236B Hits more often than not, but maybe tonight I'll spend some time actually testing crap out.

Hi Egg...good luck at regionals.
BT K does more damage than BT B.

236B is a good ender, but it's AC'able back left and back right. If they start doing that, the best option is then 66A IMO.

If they don't AC backwards at all, there are a lot of different things you can do. A funny one is 66A+B, BT K, 44K. It sends them flying for possible ROs. Very situational though.
 
66A+B, BT B, 11K is a pretty interesting find. After BT B/delayed BT K (I prefer this 'cause it does more damage and sometimes BT B doesn't come out), depending on which way the opponent air controls, you can get a ring out. It hits all but BL and BR, and it somewhat hits backwards. I think for backwards AC it depends on the distance you made contact with 66A+B or it's simply strict timing, I could hit Amy and Nightmare sometimes so it doesn't look like a hitbox issue.

11K will ring out forward if the opponent ACs F, FR, R, L and FL. They'll probably want AC back in that situation though, so you'll have a good chance of hitting 236B after BT B/K if the opponent's back is to the edge. However, it can also RO to the left and right if they try to AC FR/R/L/FL back into the stage. Of course, if they AC away from the stage, 11K will pull them back in.

I can't seem to get a good position for wakeup though, AC backwards seems to be the only beneficial one as it leaves the opponent right in front of you after 11K. The rest smack 'em too far or leave you in BT and they can tech to safety. Maybe I didn't test this properly...

Also, on BT B it looks somewhat possible to react in time to decide on 236B or 11K. On delayed BT K, not so much.

no you did it right. Its weird and situational. If you get it at the right angle you can actually hit them with 11K and they will slide right into you where a 66A+B is guranteed or you can get really good wakes on em.
Usually though what will happen is when the 11K hits they go sliding undrneeth you and since your back turned you can get anything guranteed or wakeups. Best situation is there back is to the wall you hit them with 66 A+B bt B 11K into the wall, this will leave you with back turn mixups. Thats still a lot of work for that though.

The reason I like B is it floats them and it gives you time to decide what to do.

Another thing that catchs really well is 33KB But again its all about the angle.

thx piggy.
 
always happy to help!

I'm curious to test out this 11k excitement...but I've got a tourney coming up so I dunno if I should practice raph, or a real character?!?! (I really wish I could play more than 10 hours / month!)
 
Anyone experiment with 8A+B into combo's?

I understand there's simply no reason for it, but I'm in love with the stylishness of this move and want to embrace it as much as possible.

I'm thinking the

66A+B, 6B, 8A+B works, but I haven't tried it yet and can't till later tonight when my Roommate goes to work.

Again, I'm not debating 8A+B use as a stand alone move(which I'm the only one here who likes it anyway) but simply as a juggle finisher.

Ruiner
 
Actually I like 8A+B. I get it quite often after attacking someone with B+K A. As soon as the two highs hit or they block them, I hit 8A+B and get the high parry off quite a bit.
 
Anyone experiment with 8A+B into combo's?

I understand there's simply no reason for it, but I'm in love with the stylishness of this move and want to embrace it as much as possible.

I

Try 8A+B after successfully hitting the opponant with a 4A, and you expect them to retaliate with a BT 2A or a BT A.

quite a few characters have a i18 BT A, so it'll fit nicely into the GI window of 8A+B when you're at -2.
 
Good Idea Wuht..so what's our knowledge of proper 8A+B use?

After a VE A(though 3b/throw still seems more fun, it can still be thrown out)

and after a 4a. Not too bad....

Wait a minute...your psn id....trolt?

YOU'RE TROLT!?

I've been looking for you....some good gfaq's players speak very highly of you and I'm interested in doing a First to 5 mirror match...whenever you'd be up for it.

I've improved since playing Pendragonsfall...but doubt enough to beat you. Still, would love to see your Raphael in action.

Ruiner
 
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