Ralf jumps toward the opponent and spins performing a mid-air dropkick.A/C version dictate how long ralf will to punch. While in motion ralf can move towards or away from the opponent. Ralf throws a barrage of punches and when a punch connects a explosion is created.If blocked, some characters may be able to punish Ralf while he is flipping backward with a quick and long ranged special move or DM.TIP: when trying to follow up perform a Tiger Knee motion (2369+A/C) and when attempting a OTG. It has OTG properties and can easily cause guard crush. When already airbourne Blitzkrieg punch has more uses. When buffering d~u it can be used as an anti-air and not really used for anything else. Ralf jumps in the air and then dive towards the opponent creating a small explosion with his fist.(SAB) is a standard command grab and there isn't much difference between B and D.Ä«litzkrieg Punch - (charge d~u + A/C) or in air (qcf + A/C) Unlike Clark, Ralf cannot follow up with a elbow smash. Ralf grabs the opponent and launches them in the air and falls on his shoulders then he slams them to the ground.
![jugar the king of fighters 2002 plus jugar the king of fighters 2002 plus](https://www.masgamers.com/wp-content/uploads/2018/02/kof20021.jpg)
Super Argentine Backbreaker - (hcf + B/D)
![jugar the king of fighters 2002 plus jugar the king of fighters 2002 plus](https://res.9appsinstall.com/group3/M00/47/A9/4ZMEAFue1NKAfIouAAB79PJ6Nek482.png)
Gatling attack is unsafe on block and can be beaten by almost any crouching attack. But there are some negatives that limits this special move. Gatling attack comes out very fast and it is super cancel-able. Ralf performs a spinning backhand and then uppercuts the opponent.Ralf grabs and lift the opponent in the air then slaming them on the floor and then raises his fist briefly.Ralf grabs the opponent and headbutts them causing a small explosion.CD is best used as air-to-ground attack to start to apply pressure Has long range, good damage, safe on block, poking tool, cancel-able and comes out swiftly.D can be a bit difficult to use as an air-to ground attack because of it's slow start up. C can be used as a air-to ground jump-in attack and has a fairly low hitbox Risky if used as a jump-in attack because it can be easily low profiled. B is a jumping side kick that can be also used as an air-to-air attack. A is a jumping jab that has a downward angle that can be used as an air-to-air attack B and can be used as an air-to-air attack C is an aerial karate chop that can hit most crouching opponents if performed while decending B can be also used as an air-to-air but can be low profiled easily A can be used as an air-to-air against jumps and super-jumps cr.D is a cancel-able sweep that has good horizontal range.cr.C is a crouching horizontal double punch that has great range which can be used as a poke and can be cancel-able into special moves.B is a short crouching kick that is not cancel-able but can be chained from cr. cr.A is a crouching jab that is cancel-able and can be chained into st.
![jugar the king of fighters 2002 plus jugar the king of fighters 2002 plus](http://i.ytimg.com/vi/DJIYqije4wQ/hqdefault.jpg)
st.D has long reach, good recovery, great poking tool, and good when spacing.st.C has long reach, deals good damage, and solid poking tool but whiffs on crouching opponents.st.B has decent reach and perfect for interrupting short hops.cl.D is a damaging and fast spin kick that isn't cancel-able.cl.C is cancel-able, best used to combo into hcf+K.