Raphael General Discussion / Q&A

Just a quick one. Has anyone found any real use for the (prep) → K → BE ? It's a cool move that does good damage but I can't seem to find a time that makes sense to use it.

One other thing -- I'm finding that raphael seems to me at least a very one dimensional character. His whole game revolves around getting his stabbing brave edge off. Besides that he just takes advantage of openings and stabs for some decent damage. Which is fine really -- I've been playing this character exclusively and enjoy the play style...however! I feel that over time this character is going to be figured out and we won't be able to stand the test of time in the tourneys as this game gets older. any thoughts on that? It's just my feeling that I've begun to have recently
 
Just a quick one. Has anyone found any real use for the (prep) → K → BE ? It's a cool move that does good damage but I can't seem to find a time that makes sense to use it.
If you're over 75% sure they're stepping, then go ahead and throw it out after a prep entry move. If you're lucky, you will be near an open ledge or score a juicy wall splat for 110ish damage combo..

Alternatively, the move is guaranteed after a successful prep4 aGI, and you have LOTS of time to confirm to do the BE version (there are some situations where you can prep4 (aGI), into SEA guarnateed, so you have a lotta frames to execute).

Lastly, the move is very lacking if you use prep4 to evade a short ranged move, because prepK doesn't seem that much have that much range.

One other thing -- I'm finding that raphael seems to me at least a very one dimensional character. His whole game revolves around getting his stabbing brave edge off.
Lol yep. i12 CH hit confirmable for 70 damage and knockdown! Whats not to like ?

Besides that he just takes advantage of openings and stabs for some decent damage. Which is fine really -- I've been playing this character exclusively and enjoy the play style...however! I feel that over time this character is going to be figured out and we won't be able to stand the test of time in the tourneys as this game gets older. any thoughts on that? It's just my feeling that I've begun to have recently
I don't understand, as what you're describing isn't gimmicky (relying on pokes and whiff punishing as you described).
If anything, relying on a gimmicky prep (obvious and forced prep/SE mixups for example) is going to get outdated fast. As soon as 22B's crumple alignment is fixed, raph will always have a move to help him compete.
 
If you're over 75% sure they're stepping, then go ahead and throw it out after a prep entry move. If you're lucky, you will be near an open ledge or score a juicy wall splat for 110ish damage combo..

Alternatively, the move is guaranteed after a successful prep4 aGI, and you have LOTS of time to confirm to do the BE version (there are some situations where you can prep4 (aGI), into SEA guarnateed, so you have a lotta frames to execute).

Lastly, the move is very lacking if you use prep4 to evade a short ranged move, because prepK doesn't seem that much have that much range.


Lol yep. i12 CH hit confirmable for 70 damage and knockdown! Whats not to like ?


I don't understand, as what you're describing isn't gimmicky (relying on pokes and whiff punishing as you described).
If anything, relying on a gimmicky prep (obvious and forced prep/SE mixups for example) is going to get outdated fast. As soon as 22B's crumple alignment is fixed, raph will always have a move to help him compete.

good stuff man. I'm definitely gonna try using it in those spots. much appreciated.
 
As soon as 22B's crumple alignment is fixed, raph will always have a move to help him compete.
I missed so much shit in tournament tonight. I don't mind the amount of work I gotta do to get damage, but please at least make it consistent.
 
need help against another problematic move >.>
what to do against tira's 66(6) B,BE spam?
it seems it tracks both side, its i17 mid and +6 on block >____>

JG? when? GI? what else?
now that i think of it i didn t try 4A .-. but i doubt it would work
 
need help against another problematic move >.>
what to do against tira's 66(6) B,BE spam?
it seems it tracks both side, its i17 mid and +6 on block >____>

JG? when? GI? what else?
now that i think of it i didn t try 4A .-. but i doubt it would work

I mean, the fact that it's a BE already means she can't do it infinitely. She needs SOME good moves lol, she's kind of booty imo aside from her GS damage. Know your punishes against her, it helps a lot. But as for that move, I mean it's a good move. She wants to burn the meter on that, that's not the end of the world. Just know you're at a disadvantage and play patient for a second.

I always felt they should give her two viable play styles in either JS or GS, like make one faster and the other more about slower heavy hitting stuff. But they kinda just made JS ass, and put all her good shit in GS. If people wanna stick with that character more power to em lol, but not me.
 
If you're over 75% sure they're stepping, then go ahead and throw it out after a prep entry move. If you're lucky, you will be near an open ledge or score a juicy wall splat for 110ish damage combo.

Just a footnote, Prep K doesn't track much and is fairly steppable unless you enter Prep from advantage.
 
Just a footnote, Prep K doesn't track much and is fairly steppable unless you enter Prep from advantage.

yeah lol. Hence the "75%", since you have to account for range and the direction they're stepping it appears.
 
I mean, the fact that it's a BE already means she can't do it infinitely. She needs SOME good moves lol, she's kind of booty imo aside from her GS damage. Know your punishes against her, it helps a lot. But as for that move, I mean it's a good move. She wants to burn the meter on that, that's not the end of the world. Just know you're at a disadvantage and play patient for a second.

I always felt they should give her two viable play styles in either JS or GS, like make one faster and the other more about slower heavy hitting stuff. But they kinda just made JS ass, and put all her good shit in GS. If people wanna stick with that character more power to em lol, but not me.
hell of a move....hits grounded, unsteppable and does damage to guard AND gains time/position.....against raph that continuosly recharge opponent CE bar its a problem.

moreover tira has a lot of good stuff >.>
 
If you get a guard burst, what are the best options? At the moment, I'm just 22B into 3(B) and that kind of thing.
 
LG if you are in prep then SEB is optimal. if you are not in prep then 22K is amazing, does a like 5 less dmg then 22b but is way more consistent. Between these two options you are usually doing 75-94 dmg
 
LG if you are in prep then SEB is optimal. if you are not in prep then 22K is amazing, does a like 5 less dmg then 22b but is way more consistent. Between these two options you are usually doing 75-94 dmg

Hadn't thought of 22K after Burst, only problem I could see is if you broke their guard from further out, where it might whiff. But with the 22B combo issues, I can definitely see a use for both.
 
kowtow the range on 22k isnt too bad and its literally 1 frame slower than 22b. hell i use it at mid range with some solid success. also its safe and i havnt found myself in a situation post GB where it could whiff. the downside it that its too slow after bb BE and maybe 236b
 
Ok the time of sorrow has arrived....
What to do against stepG? -.-
it seems supereffective against raph

CHOPPE!!!

...duh
honestly...if you play a variable game Raph is hard to step. Choppe some more. Also contrary to what many people may think, he is one of the faster characters in the game in movement and attack speed
 
i mean >_>
StepG/stepA+B+K etc prevent good reads to connect:
It means correct reads on opponent step won t be rewarded...

So antistep tools result in being blocked (all except fast ones like 2A and AA).
The problem is not that he is hard to step, the problem is that you cannot play your zoning game if you get blocked after a QS because you will be at disadvantage.

This applies to raph because QS evades all his stuff whereas it do not evade other character stuff that only full QS evades.

It basicaly changes opponent QS unsafe windows from 25 to 13 or something like that.
 
if you know they are going to abuse stepG then throws are a really gd counter. raphs command throw is quarter health and his b throw nets around 53 after tacking on a 2k. ive seen people just constantly do stepg followed by step g to get me to whiff and ive had success with 22k. its safe on block and leads to 75 dmg on run counter, also 11k and 33b are nice. the 33b being if you input it in the direction you expect them to step. Also if you wanna be sneaky sometimes from mid range i do 44a+b G into delayed se B or se K
 
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