WARUI_NE
Prettier than you
Raphael guide!
A)interrupts
standing interrupts:
BB,6BB/6B(B),3K,6K
FC interupts:
2A,WR B, WR K
Anti step:
3A, WR A, 66A, 22AA, AA
B)mix ups
close range:
1K,throw,3K,BB,6K,1B
mid range:
1A,3B,BB,A+B/A+BA
long range:
LOL I was pushing it with those previous ones you think raph has long range mix ups?HA!
POST GI:
fast: 33K:B
Slow: 66A+B
C)whiff punish
distance whiff punish:
236B,66B>prep K:K> 11B
sidestep whiff punish:
33K:B
22B VE B:B
FC punish:
WR B, WR K
D)pokes
3B,AB,A,B,6B,22B,6K,WR B,
E)Frame traps
on hit:
3K,A,6A,WR K
on CH:
A,AA,6K
on block:
VE A
Attack use detail:
A)lows- raphs lows are lacking in alot of aspects, to use his lows well you must pick your
spots wisely his lows are by no means good in any way,shape,or form
lows:
2K:standard 2K with more then average range
1K: -2 on hit and raphs only oki option that tracks both sides, as far as standing lows go its
pretty slow but does decent dmg
1B/1BB: not recomended heres why: 1B is -6 on hit which is awful even for a low and 1BB isnt
NC and -16 on block. its pretty fast at i17 so maybe you might find some use for it
1A: if raph had a decent low this would be it. good range and -4 on hit compared to raphs
other lows is a god send
FC 3B: another of raphs decent lows good spacing on hit and FC 3BB disaudes your opponet from
capitalizing on his frame advantage. FC 3BB/FC 3B can be a good mix up but if FC 3BB is blocked your going to get hurt.
33B:this low whiffs to much to be useful
2A+B: not much use for this move its painfully obvious and can be seen a mile away. It does
soul crush quite well so can be used on a flashing opponet. They have 2 options at this point
eat the dmg this lows gives which is pretty good and get knocked down or get closer to being soul crushed(asuming they dont start jumping).
prep K:K : outside of combos this low should barely be used. Hell it shouldnt even be used as
a low. ill talk about it later in the prep section in its use outside of combos.
B)mids-raphs mids are generaly pokes and have good range
mids:
3B/3(B): raphs staple mid, -14 on block but has knock back to make it %100 safe. when going
into prep 3(B) is 0 block. the threat of prep makes this a scarey ranged poke. good spacing on
block means it can be used to gain space. it isnt fool proof though this poke is linear and
cant be hit checked going into prep.
B/BB:another staple poke 0 on hit. BB has good range but is -2 on hit. a good strat for BB is
after it hits at tip range step or VE.
WR B: good spacing on block and hit does good SG dmg. is a good mid in general. iWR B can be
an effective tactic at mid range provided you dont abuse it.
A+B/A+BA: probally one of the few moves raph has with good anti step abillitys to both sides
although the final hit can be GId after blocking the first 2 so watch out. The final hit
tracks both sides well. good move due to its risk reward ratio.
236B: a power mid that does a lot of dmg and has a good TC period. also mildly safe but you
will be left in a mix up afterwords so always a risk involved
11B: GREAT move. safe tech jump that soul crushes in 8 i like to use it occasionaly using it
only once in a match can make your SG pressure so much more effective.
22B- GREAT move. pro tip learn the VE B:B JF if you already havent. 22B also is good for SG
game crushing in 10. on hit its 60 dmg if you can JF
6K: fast TJ and good spacing
3K:good for mid ranged pressure
44A(B): Best prep transition because they cant step it seeing as how it forces crouch also is 0 going into a fast stance on block. does a fuckton of dmg on CH
66A+B: nothing special on hit aside from being the WORST launcher in terms of dmg in SC4. when
they block it the move shines with the push back and -2 on GRD. an effective mix up is 3B/44B
after words.
highs-mostly fast pokes
highs:
A/AA/AB: i will break these down individually
A: a solid ranged poke aside from being high and the draw backs of AA's tracking (ill get into
that later) it has no disadvantages. Its -2 on block making it pure sex
AA: each hit tracks a diffrent side making it important to raphs anti step game
AB: another good move. safe and +2 on hit
6B: solid ranged poke very good range for an i13
6BB: just use 6B(B)
6B(B): enters prep. enters prep with a fair advantage on hit so your opponet MIGHT not want to
step it.
4Branged poke. it has a weird hitbox so you can poke at long range
STANCES
A) Vourlock envloupment: A mind game stance more so then an evade...... VE's strenth comes from raphs huge throw range(out side of 2A range) and having a mid high with excellent frames.
VE's fast option VE B can be used as a ranged poke, and use VE K to throw off GI timing.
VE A+G/B+G: this is it, the bread and butter, the juice, ect...., this and VE B should be your primary attack out of VE. your objective with this move is to get people to duck to force a mix up between VE A/VE throw. Mashing give you health back I mash all my binds and face buttons it really makes a diffrence in the health i get back.
VE B/VEB:B : VE B:B should only be used in combos, now with that said lets move onto VE B.
VE is is a midly fast ranged poke. Once people realize this is high they will duck it to avoid it making VE A open for use.
VE A: a mid high with +2 on block frames and +10 on hit. on hit this forces a mix up between a few options... they are:
A+BA- they arent stepping this mix up
33K:B- fast mid
back throw-shoulda ducked sucka!
****IMPORTANT**** after VE A hits 2B+K will hit some characters which will allow the combo 2B+K 3B prep A 3B prep BBB:B.
**************************************
VE K: I can only find one use for this move..... to throw off GI timing plus its a mid but mildly unsafe but can be safe at range. on hit it ROs and allows TP gimmicks to be used (wont work more then once)
B) PREPARATION- the general opinion of raph mainers is that prep is garbage but it has its uses. whoring prep is an easy to lose due to this stances huge flaws but intelligent use of this stance can be effective.
Prep A: this move is a perfect example of what ALL RAPH STANCES are about: GUESSING. If you guess right you are rewarded with a combo. guess wrong and you get NH and -6 or worse it gets blocked and you get punished. ok lets talk about the actual logistics of this move, on CH it is an unakeable stun. on NH it is -6 on hit and -16 on block. This move is a mind game move, the threat of this move will keep people from attacking while you stance transition to other stances(VE SEA). The primary use of this move is making people freeze up to alow mind games....
****important**** on prep A CH there is a great mix up you can apply instead of the standard 3B combo. it is: Prep A CH> 2A> throw/33K:B
**************************************
PREP BB/BBB/BBB:B series- once again a guessing move the first 2 hits are high but the 3rd and 4th are mid this string can be effective by just playing the "where does my string end" game. Meaning use prep BB the entire match until you decide to use prep BBB ECT. prep B(B) is a gamble because your going back into prep but an empty prep after this is a viable strat.
Prep K/K:K : once again guess right and you are rewarded. this move serves 1 function outside of combos: jumping 2A's. if you guess right you are rewarded with a nice little ground stun. this basicly ups the ante from prep A, a higher risk/reward gamble if you will.
prepA+B: once again guess right and get rewared greatly(see a trend here?) this is another higher risk/reward version of prep A. more risky then prep K but more reward. the evasiveness of this move will backstep a 2A and TC a high. it has great soul crush abillity but if this gets blocked prepare to get hurt.
SHADOW EVADE ALPHA-
this stance has great frames but is difficult to enter without getting nailed but there is a counter for this i ill eplain later
SEA B:primary move that should be used in this stance. has an option to lead back into prep, the rest of the moves in this stance should be a support for this move to make up where this move lacks.
SEA A: tracking high that is +10 on hit and 0 on guard use this when they step your SEA transition.
SEA K: fast stun that is unsafe this is basicly SEA's version of prep A if they start intrupting your SEA B use this it's much faster.
SHADOW EVADE BETA- if you can actually reach this stance safely it is BETTER then mitsu's relic. good luck reaching it consistantly though.You really cant go wrong with SEB A OR B
SEB B: god like unshakeable stun. leads to 80 dmg combo -2 on block soul crushes in 8 has huge knock back. tracks both sides slighty
SEB A: GOD LIKE mid tracking hori. +10 on hit +2 on block
SEB K: why use this move at all when the other 2 options are so damn good...... i guess use it like SEA K.
A)oki game:
raphs oki is god awful so either back up or 1K. i usualy opt for backing up
B)ring out game:
raphs RO game is god awful his ring out attacks are as follows:
33K:B(front)
B+G(front)
A+G(right)
66K(front)
WR B CH(front)
C)wall game:
Raphs wall game is god awful, if you by the grace of god manage to land a wallsplat do this combo:3B prep A 3B prep BBB:B
COMBOS:
66B prep K:K 11B
4(B) prep A 3(B) prep BBB:B
22B CH 3B prep A 3B prep BBB:B
3(B) prep BB
tech traps
236B (opponent hits ground) 3B prep BB
WR B CH 44B
random ish:
raphs 4A+B is re-giable
each hit of AA tracks different sides so it is situational as a step killer
why does raph 4B+K exist?
Tiamats format
A)interrupts
standing interrupts:
BB,6BB/6B(B),3K,6K
FC interupts:
2A,WR B, WR K
Anti step:
3A, WR A, 66A, 22AA, AA
B)mix ups
close range:
1K,throw,3K,BB,6K,1B
mid range:
1A,3B,BB,A+B/A+BA
long range:
LOL I was pushing it with those previous ones you think raph has long range mix ups?HA!
POST GI:
fast: 33K:B
Slow: 66A+B
C)whiff punish
distance whiff punish:
236B,66B>prep K:K> 11B
sidestep whiff punish:
33K:B
22B VE B:B
FC punish:
WR B, WR K
D)pokes
3B,AB,A,B,6B,22B,6K,WR B,
E)Frame traps
on hit:
3K,A,6A,WR K
on CH:
A,AA,6K
on block:
VE A
Attack use detail:
A)lows- raphs lows are lacking in alot of aspects, to use his lows well you must pick your
spots wisely his lows are by no means good in any way,shape,or form
lows:
2K:standard 2K with more then average range
1K: -2 on hit and raphs only oki option that tracks both sides, as far as standing lows go its
pretty slow but does decent dmg
1B/1BB: not recomended heres why: 1B is -6 on hit which is awful even for a low and 1BB isnt
NC and -16 on block. its pretty fast at i17 so maybe you might find some use for it
1A: if raph had a decent low this would be it. good range and -4 on hit compared to raphs
other lows is a god send
FC 3B: another of raphs decent lows good spacing on hit and FC 3BB disaudes your opponet from
capitalizing on his frame advantage. FC 3BB/FC 3B can be a good mix up but if FC 3BB is blocked your going to get hurt.
33B:this low whiffs to much to be useful
2A+B: not much use for this move its painfully obvious and can be seen a mile away. It does
soul crush quite well so can be used on a flashing opponet. They have 2 options at this point
eat the dmg this lows gives which is pretty good and get knocked down or get closer to being soul crushed(asuming they dont start jumping).
prep K:K : outside of combos this low should barely be used. Hell it shouldnt even be used as
a low. ill talk about it later in the prep section in its use outside of combos.
B)mids-raphs mids are generaly pokes and have good range
mids:
3B/3(B): raphs staple mid, -14 on block but has knock back to make it %100 safe. when going
into prep 3(B) is 0 block. the threat of prep makes this a scarey ranged poke. good spacing on
block means it can be used to gain space. it isnt fool proof though this poke is linear and
cant be hit checked going into prep.
B/BB:another staple poke 0 on hit. BB has good range but is -2 on hit. a good strat for BB is
after it hits at tip range step or VE.
WR B: good spacing on block and hit does good SG dmg. is a good mid in general. iWR B can be
an effective tactic at mid range provided you dont abuse it.
A+B/A+BA: probally one of the few moves raph has with good anti step abillitys to both sides
although the final hit can be GId after blocking the first 2 so watch out. The final hit
tracks both sides well. good move due to its risk reward ratio.
236B: a power mid that does a lot of dmg and has a good TC period. also mildly safe but you
will be left in a mix up afterwords so always a risk involved
11B: GREAT move. safe tech jump that soul crushes in 8 i like to use it occasionaly using it
only once in a match can make your SG pressure so much more effective.
22B- GREAT move. pro tip learn the VE B:B JF if you already havent. 22B also is good for SG
game crushing in 10. on hit its 60 dmg if you can JF
6K: fast TJ and good spacing
3K:good for mid ranged pressure
44A(B): Best prep transition because they cant step it seeing as how it forces crouch also is 0 going into a fast stance on block. does a fuckton of dmg on CH
66A+B: nothing special on hit aside from being the WORST launcher in terms of dmg in SC4. when
they block it the move shines with the push back and -2 on GRD. an effective mix up is 3B/44B
after words.
highs-mostly fast pokes
highs:
A/AA/AB: i will break these down individually
A: a solid ranged poke aside from being high and the draw backs of AA's tracking (ill get into
that later) it has no disadvantages. Its -2 on block making it pure sex
AA: each hit tracks a diffrent side making it important to raphs anti step game
AB: another good move. safe and +2 on hit
6B: solid ranged poke very good range for an i13
6BB: just use 6B(B)
6B(B): enters prep. enters prep with a fair advantage on hit so your opponet MIGHT not want to
step it.
4Branged poke. it has a weird hitbox so you can poke at long range
STANCES
A) Vourlock envloupment: A mind game stance more so then an evade...... VE's strenth comes from raphs huge throw range(out side of 2A range) and having a mid high with excellent frames.
VE's fast option VE B can be used as a ranged poke, and use VE K to throw off GI timing.
VE A+G/B+G: this is it, the bread and butter, the juice, ect...., this and VE B should be your primary attack out of VE. your objective with this move is to get people to duck to force a mix up between VE A/VE throw. Mashing give you health back I mash all my binds and face buttons it really makes a diffrence in the health i get back.
VE B/VEB:B : VE B:B should only be used in combos, now with that said lets move onto VE B.
VE is is a midly fast ranged poke. Once people realize this is high they will duck it to avoid it making VE A open for use.
VE A: a mid high with +2 on block frames and +10 on hit. on hit this forces a mix up between a few options... they are:
A+BA- they arent stepping this mix up
33K:B- fast mid
back throw-shoulda ducked sucka!
****IMPORTANT**** after VE A hits 2B+K will hit some characters which will allow the combo 2B+K 3B prep A 3B prep BBB:B.
**************************************
VE K: I can only find one use for this move..... to throw off GI timing plus its a mid but mildly unsafe but can be safe at range. on hit it ROs and allows TP gimmicks to be used (wont work more then once)
B) PREPARATION- the general opinion of raph mainers is that prep is garbage but it has its uses. whoring prep is an easy to lose due to this stances huge flaws but intelligent use of this stance can be effective.
Prep A: this move is a perfect example of what ALL RAPH STANCES are about: GUESSING. If you guess right you are rewarded with a combo. guess wrong and you get NH and -6 or worse it gets blocked and you get punished. ok lets talk about the actual logistics of this move, on CH it is an unakeable stun. on NH it is -6 on hit and -16 on block. This move is a mind game move, the threat of this move will keep people from attacking while you stance transition to other stances(VE SEA). The primary use of this move is making people freeze up to alow mind games....
****important**** on prep A CH there is a great mix up you can apply instead of the standard 3B combo. it is: Prep A CH> 2A> throw/33K:B
**************************************
PREP BB/BBB/BBB:B series- once again a guessing move the first 2 hits are high but the 3rd and 4th are mid this string can be effective by just playing the "where does my string end" game. Meaning use prep BB the entire match until you decide to use prep BBB ECT. prep B(B) is a gamble because your going back into prep but an empty prep after this is a viable strat.
Prep K/K:K : once again guess right and you are rewarded. this move serves 1 function outside of combos: jumping 2A's. if you guess right you are rewarded with a nice little ground stun. this basicly ups the ante from prep A, a higher risk/reward gamble if you will.
prepA+B: once again guess right and get rewared greatly(see a trend here?) this is another higher risk/reward version of prep A. more risky then prep K but more reward. the evasiveness of this move will backstep a 2A and TC a high. it has great soul crush abillity but if this gets blocked prepare to get hurt.
SHADOW EVADE ALPHA-
this stance has great frames but is difficult to enter without getting nailed but there is a counter for this i ill eplain later
SEA B:primary move that should be used in this stance. has an option to lead back into prep, the rest of the moves in this stance should be a support for this move to make up where this move lacks.
SEA A: tracking high that is +10 on hit and 0 on guard use this when they step your SEA transition.
SEA K: fast stun that is unsafe this is basicly SEA's version of prep A if they start intrupting your SEA B use this it's much faster.
SHADOW EVADE BETA- if you can actually reach this stance safely it is BETTER then mitsu's relic. good luck reaching it consistantly though.You really cant go wrong with SEB A OR B
SEB B: god like unshakeable stun. leads to 80 dmg combo -2 on block soul crushes in 8 has huge knock back. tracks both sides slighty
SEB A: GOD LIKE mid tracking hori. +10 on hit +2 on block
SEB K: why use this move at all when the other 2 options are so damn good...... i guess use it like SEA K.
A)oki game:
raphs oki is god awful so either back up or 1K. i usualy opt for backing up
B)ring out game:
raphs RO game is god awful his ring out attacks are as follows:
33K:B(front)
B+G(front)
A+G(right)
66K(front)
WR B CH(front)
C)wall game:
Raphs wall game is god awful, if you by the grace of god manage to land a wallsplat do this combo:3B prep A 3B prep BBB:B
COMBOS:
66B prep K:K 11B
4(B) prep A 3(B) prep BBB:B
22B CH 3B prep A 3B prep BBB:B
3(B) prep BB
tech traps
236B (opponent hits ground) 3B prep BB
WR B CH 44B
random ish:
raphs 4A+B is re-giable
each hit of AA tracks different sides so it is situational as a step killer
why does raph 4B+K exist?
Tiamats format