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Line 2: | Line 2: | ||
|name=Rai | |name=Rai | ||
|image=WW7_rai.png | |image=WW7_rai.png | ||
|fdash= | |fdash= 96F to cross stage | ||
|bstep= 28 frames (1~13F: invincible) | |bstep= 28 frames (1~13F: invincible) | ||
|prejump= 4 frames | |prejump= 4 frames | ||
Line 21: | Line 21: | ||
}} | }} | ||
{{TOClimit| | {{TOClimit|3}} | ||
== Standing Normals == | == Move List == | ||
=== Standing Normals === | |||
=====<font style="visibility:hidden; float:right">5A ..</font>===== | =====<font style="visibility:hidden; float:right">5A ..</font>===== | ||
{{MoveData | {{MoveData | ||
|image=WW7 Rai 5A x1 sprite.png | |image=WW7 Rai 5A x1 sprite.png | ||
|image2=WW7_Rai_5A_x2_sprite.png | |||
|caption= | |caption= | ||
|name= | |name= | ||
|input=5A | |input=5A | ||
|data= | |data= | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=x1 | |||
|Damage=11 | |Damage=11 | ||
|Guard=M | |Guard=M | ||
Line 43: | Line 47: | ||
|Adv. Guard=+1 | |Adv. Guard=+1 | ||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=x2 | |||
|Damage=11 | |Damage=11 | ||
|Guard=M | |Guard=M | ||
Line 62: | Line 58: | ||
|Adv. Hit=+8 | |Adv. Hit=+8 | ||
|Adv. Guard=+1 | |Adv. Guard=+1 | ||
|description=*Fast button to snuff out approaches | |||
*Good button to whiff for meter build | |||
}} | }} | ||
}} | }} | ||
Line 82: | Line 80: | ||
|Adv. Hit=-5 | |Adv. Hit=-5 | ||
|Adv. Guard=-15 | |Adv. Guard=-15 | ||
|description=*Okay anti air | |||
*Go-to button to chain into a middle attack or combo into a ES special move | |||
*Can be used along with 2B > Sweep for a high/low mixup on the opponent's wake up | |||
}} | }} | ||
}} | }} | ||
Line 102: | Line 103: | ||
|Adv. Hit=+3 | |Adv. Hit=+3 | ||
|Adv. Guard=-1 | |Adv. Guard=-1 | ||
|description=*Standard poke, not much to this button outside of working well after landing a j.2D | |||
}} | }} | ||
}} | }} | ||
Line 122: | Line 124: | ||
|Adv. Hit=-4 | |Adv. Hit=-4 | ||
|Adv. Guard=-14 | |Adv. Guard=-14 | ||
|description=*Air unblockable | |||
*Has a lingering hitbox at the tip of his shoe, likely to catch people approaching too early | |||
}} | }} | ||
}} | }} | ||
== Crouching Normals == | === Crouching Normals === | ||
=====<font style="visibility:hidden; float:right">2A</font>===== | =====<font style="visibility:hidden; float:right">2A</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_2A_x1_sprite.png | ||
|image2=WW7_Rai_2A_x2_sprite.png | |||
|caption= | |caption= | ||
|name= | |name= | ||
Line 135: | Line 140: | ||
|data= | |data= | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=x1 | |||
|Damage=11 | |Damage=11 | ||
|Guard=Low | |Guard=Low | ||
Line 145: | Line 151: | ||
|Adv. Guard=+1 | |Adv. Guard=+1 | ||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=x2 | |||
|Damage=11 | |Damage=11 | ||
|Guard=Low | |Guard=Low | ||
Line 164: | Line 162: | ||
|Adv. Hit=+8 | |Adv. Hit=+8 | ||
|Adv. Guard=+1 | |Adv. Guard=+1 | ||
|description=*Fast button to snuff out approaches | |||
*Good button to whiff for meter build | |||
}} | }} | ||
}} | }} | ||
Line 169: | Line 169: | ||
=====<font style="visibility:hidden; float:right">2B</font>===== | =====<font style="visibility:hidden; float:right">2B</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_2B_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 184: | Line 184: | ||
|Adv. Hit=+4 | |Adv. Hit=+4 | ||
|Adv. Guard=-6 | |Adv. Guard=-6 | ||
|description=*Your go-to anti air button | |||
*Can chain into sweep | |||
*Can be used along with 5B > Middle attack for a high/low mixup on the opponent's wake up | |||
}} | }} | ||
}} | }} | ||
Line 189: | Line 192: | ||
=====<font style="visibility:hidden; float:right"> 2C</font>===== | =====<font style="visibility:hidden; float:right"> 2C</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_2C_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 204: | Line 207: | ||
|Adv. Hit=+9 | |Adv. Hit=+9 | ||
|Adv. Guard=+1 | |Adv. Guard=+1 | ||
|description=*Fast button to snuff out grab attempts | |||
*Good button to start combos and block pressure | |||
}} | }} | ||
}} | }} | ||
Line 209: | Line 214: | ||
=====<font style="visibility:hidden; float:right">2D</font>===== | =====<font style="visibility:hidden; float:right">2D</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_2D_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 224: | Line 229: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-20 | |Adv. Guard=-20 | ||
|description= *Standard sweep with decent range | |||
*Hard to punish if spaced well | |||
*Good way to end a short combo in a KND | |||
}} | }} | ||
}} | }} | ||
== Jumping Normals == | === Jumping Normals === | ||
=====<font style="visibility:hidden; float:right"> j.A</font>===== | =====<font style="visibility:hidden; float:right"> j.A</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_j.A_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 244: | Line 252: | ||
|Active=4 | |Active=4 | ||
|Recovery=3 | |Recovery=3 | ||
|description= *Short ranged but fast air to air button | |||
*Good for meter build while airborne | |||
}} | }} | ||
}} | }} | ||
Line 249: | Line 259: | ||
=====<font style="visibility:hidden; float:right">j.B</font>===== | =====<font style="visibility:hidden; float:right">j.B</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_j.B_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 262: | Line 272: | ||
|Active=8 | |Active=8 | ||
|Recovery=Gnd | |Recovery=Gnd | ||
|description=*Good air to air button for when the opponent is above you | |||
}} | }} | ||
}} | }} | ||
Line 267: | Line 278: | ||
=====<font style="visibility:hidden; float:right"> j.C</font>===== | =====<font style="visibility:hidden; float:right"> j.C</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_j.C_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 280: | Line 291: | ||
|Active=10 | |Active=10 | ||
|Recovery=Gnd | |Recovery=Gnd | ||
|description=*Standard jumping attack with a very quick start up | |||
*It's an decent button for air to air and for jumping in on the opponent | |||
}} | }} | ||
}} | }} | ||
Line 285: | Line 298: | ||
=====<font style="visibility:hidden; float:right">j.D</font>===== | =====<font style="visibility:hidden; float:right">j.D</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_j.D_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 298: | Line 311: | ||
|Active=13 | |Active=13 | ||
|Recovery=Gnd | |Recovery=Gnd | ||
|description=*Great jumping attack with decent range | |||
}} | }} | ||
}} | }} | ||
== Command Normals == | === Command Normals === | ||
=====<font style="visibility:hidden; float:right">[3]</font>===== | =====<font style="visibility:hidden; float:right">[3]</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_3_x1_sprite.png | ||
|caption= | |image2=WW7_Rai_3_x2_sprite.png | ||
|caption= Guile got more uses out of this | |||
|name= | |name= | ||
|input=[3] | |input=[3] | ||
Line 313: | Line 328: | ||
|Startup=40 | |Startup=40 | ||
|Recovery=4 | |Recovery=4 | ||
|description= Allows Rai to advance while crouching. | |||
*Starts moving after 40F. Takes 4F to recover after [3] is released, but the recovery time can be canceled by jumping or attacking. | |||
}} | }} | ||
}} | }} | ||
Line 318: | Line 336: | ||
=====<font style="visibility:hidden; float:right">7/9 (wall),j9</font>===== | =====<font style="visibility:hidden; float:right">7/9 (wall),j9</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_j.9_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= Wall Jump | ||
|input=7/9 (wall),j9 | |input=7/9 (wall),j9 | ||
|data= | |data= | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|Recovery=6 | |Recovery=6 | ||
|description= Allows Rai to bounce off the wall, propelling him forward. | |||
*Can initiate aerial attacks on 7F from wall. | |||
*Can't be performed while air blocking | |||
}} | }} | ||
}} | }} | ||
Line 330: | Line 351: | ||
=====<font style="visibility:hidden; float:right">CD,7~9</font>===== | =====<font style="visibility:hidden; float:right">CD,7~9</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_CD_7_sprite.png | ||
|image2=WW7_Rai_CD_8_sprite.png | |||
|image3=WW7_Rai_CD_9_sprite.png | |||
|caption= | |caption= | ||
|name= | |name= Super Jump | ||
|input=CD,7~9 | |input=CD,7~9 | ||
|data= | |data= | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|Recovery=32 | |Recovery=32 | ||
|description=An upward direction can be input within 32F. Charge cannot be canceled or interrupted. | |||
*Useful for air approaches as well as jumping away from the opponent | |||
*Can be used alongside wall jumps to extend the distance travelled | |||
}} | }} | ||
}} | }} | ||
Line 342: | Line 368: | ||
=====<font style="visibility:hidden; float:right">Guard, 4/6D</font>===== | =====<font style="visibility:hidden; float:right">Guard, 4/6D</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_6D_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= Guard Cancel | ||
|input=Guard, 4/6D | |input=Guard, 4/6D | ||
|data= | |data= | ||
Line 356: | Line 382: | ||
|Adv. Hit=WSL | |Adv. Hit=WSL | ||
|Adv. Guard=-16 | |Adv. Guard=-16 | ||
|description=1~10F: invincible. | |||
*Has the exact same animation as 6D, except the first 10F are invincible and there is slightly longer recovery. The input seems to be very strict in that the direction used to guard cannot double to perform the attack. [4]/[1] has to be released during guardstun, then input 4/6D to perform it. | |||
*While its usage is to counter blockstrings, it only seems viable against a Light → Heavy chain/link due to how slow it takes for Rai to kick. That 10F invincibility window can easily be bypassed by many attacks, and catch Rai right before he kicks. Don't think of it like a free 'Alpha Counter' because it is anything but that. | |||
}} | }} | ||
}} | }} | ||
Line 361: | Line 390: | ||
=====<font style="visibility:hidden; float:right">6B</font>===== | =====<font style="visibility:hidden; float:right">6B</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_6B_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 375: | Line 404: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-4 | |Adv. Guard=-4 | ||
|description= *Air Unblockable | |||
*Slower of the wall slamming moves Rai has but the one with less risk with some damage and a wall slam as a reward | |||
}} | }} | ||
}} | }} | ||
Line 380: | Line 411: | ||
=====<font style="visibility:hidden; float:right">6D</font>===== | =====<font style="visibility:hidden; float:right">6D</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_6D_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 394: | Line 425: | ||
|Adv. Hit=WSL | |Adv. Hit=WSL | ||
|Adv. Guard=-13 | |Adv. Guard=-13 | ||
|description= *Air Unblockable | |||
}} | }} | ||
}} | }} | ||
Line 399: | Line 431: | ||
=====<font style="visibility:hidden; float:right">6[6]B</font>===== | =====<font style="visibility:hidden; float:right">6[6]B</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_66B_x1_sprite.png | ||
|image2=WW7_Rai_66B_x2_sprite.png | |||
|caption= | |caption= | ||
|name= | |name= | ||
Line 413: | Line 446: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-4 | |Adv. Guard=-4 | ||
|description= *KNOCKDOWN on 2nd hit. | |||
*Air Unblockable. | |||
*1st hit will whiff on crouching opponents | |||
}} | }} | ||
}} | }} | ||
Line 418: | Line 454: | ||
=====<font style="visibility:hidden; float:right">6[6]D</font>===== | =====<font style="visibility:hidden; float:right">6[6]D</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_66D_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input=6[6]D | |input=6[6]D | ||
Line 432: | Line 468: | ||
|Adv. Hit=WSL | |Adv. Hit=WSL | ||
|Adv. Guard=-41 | |Adv. Guard=-41 | ||
|description= *Decent for catching the opponent off guard | |||
*The faster of the wall slamming moves Rai has but also, the one with higher risks attached | |||
}} | }} | ||
}} | }} | ||
Line 437: | Line 475: | ||
=====<font style="visibility:hidden; float:right">j.2D</font>===== | =====<font style="visibility:hidden; float:right">j.2D</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_j.2D_sprite.png | ||
|caption= | |caption=The strongest dive kick known to man, it's not a dive kick. | ||
|name= | |name= | ||
|input=j.2D | |input=j.2D | ||
Line 449: | Line 487: | ||
|Active=Ground | |Active=Ground | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|description=*Can hit cross-up | |||
*Depending on when it hits, it can be followed by one or multiple of Rai's ground normals | |||
*Against the wall and at a lower hit, you are able to follow up with Rai's 623X (All versions) | |||
}} | }} | ||
}} | }} | ||
== Universal Mechanics == | === Universal Mechanics === | ||
=====<font style="visibility:hidden; float:right">Throw</font>===== | =====<font style="visibility:hidden; float:right">Throw</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_Throw_x1_sprite.png | ||
|caption= | |image2=WW7_Rai_6B_sprite.png | ||
|caption= The "get off me" throw | |||
|name= | |name= | ||
|input=Throw | |input=Throw | ||
Line 468: | Line 510: | ||
|Active=1 | |Active=1 | ||
|Adv. Hit=WSL | |Adv. Hit=WSL | ||
|description=*Unblockable. | |||
*Can be throw softened within 24F. | |||
}} | }} | ||
}} | }} | ||
Line 473: | Line 517: | ||
=====<font style="visibility:hidden; float:right">Command Grab</font>===== | =====<font style="visibility:hidden; float:right">Command Grab</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_CommandGrab_sprite.png | ||
|caption= | |image2=WW7_Rai_CommandGrab_x2_sprite.png | ||
|caption= The "Let me guide you to the corner!" throw | |||
|name= | |name= | ||
|input=Command Grab | |input=Command Grab | ||
Line 485: | Line 530: | ||
|Active=1 | |Active=1 | ||
|Adv. Hit=WSL | |Adv. Hit=WSL | ||
|description= *Unblockable. | |||
*Opponent cannot wall recover. | |||
*If executed too far away, you will do a 5D instead. Be mindful of distance | |||
}} | }} | ||
}} | }} | ||
Line 490: | Line 538: | ||
=====<font style="visibility:hidden; float:right">Middle Attack</font>===== | =====<font style="visibility:hidden; float:right">Middle Attack</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_623A_B_2A_B_sprite.png | ||
|image2=WW7_Rai_Overhead_sprite.png | |||
|caption= | |caption= | ||
|name= | |name= | ||
Line 504: | Line 553: | ||
|Adv. Hit=-5 | |Adv. Hit=-5 | ||
|Adv. Guard=-15 | |Adv. Guard=-15 | ||
|description=*Can be chained from a 5B (ex. 5A,5B,A+C) | |||
*No real follow ups on hit. | |||
}} | }} | ||
}} | }} | ||
Line 509: | Line 560: | ||
=====<font style="visibility:hidden; float:right">Pursuit</font>===== | =====<font style="visibility:hidden; float:right">Pursuit</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_Pursuit_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 523: | Line 574: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-45 | |Adv. Guard=-45 | ||
|description= *Universal Pursuit mechanic. | |||
*In general is not very used due to long start up and that your opponent can mash out of knockdown to get up quicker. | |||
}} | }} | ||
}} | }} | ||
Line 528: | Line 581: | ||
=====<font style="visibility:hidden; float:right">Rising Attack</font>===== | =====<font style="visibility:hidden; float:right">Rising Attack</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_RisingAttack_x1_sprite.png | ||
|image2=WW7_Rai_RisingAttack_x2_sprite.png | |||
|caption= | |caption= | ||
|name= | |name= | ||
Line 542: | Line 596: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-23 | |Adv. Guard=-23 | ||
|description= *1~10F: invincible. | |||
}} | }} | ||
}} | }} | ||
Line 547: | Line 602: | ||
=====<font style="visibility:hidden; float:right">Super Mode</font>===== | =====<font style="visibility:hidden; float:right">Super Mode</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_SuperMode_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 561: | Line 616: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-11 | |Adv. Guard=-11 | ||
|description= *1~36F: invincible. | |||
*If the super activation hit is blocked early, Rai will be left at the opponent's mercy while he recovers | |||
}} | }} | ||
}} | }} | ||
== Special Moves == | === Special Moves === | ||
=====<font style="visibility:hidden; float:right">236A</font>===== | =====<font style="visibility:hidden; float:right">236A</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_236A_B_sprite.png | ||
|caption= | |image2=WW7_Rai_236A_B_Energy_sprite.png | ||
|name= | |image3=WW7_Rai_236AB_sprite.png | ||
|input=236A | |image4=WW7_Rai_236AB_Energy_sprite.png | ||
|caption=Power wa- wrong character | |||
|name=Inazuma Cannon | |||
|input=236A/B/AB | |||
|data= | |data= | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=236A | |||
|Damage=23 | |Damage=23 | ||
|Guard=M | |Guard=M | ||
Line 581: | Line 642: | ||
|Adv. Hit=-16 | |Adv. Hit=-16 | ||
|Adv. Guard=-28 | |Adv. Guard=-28 | ||
|description=*Projectile (A: Tier 1). | |||
*Air Unblockable. | |||
*A lasts 39F. | |||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=236B | |||
|Damage=35 | |Damage=35 | ||
|Guard=M | |Guard=M | ||
Line 599: | Line 655: | ||
|Adv. Hit=-23 | |Adv. Hit=-23 | ||
|Adv. Guard=-35 | |Adv. Guard=-35 | ||
|description= *Projectile (B: Tier 2) | |||
*Air unblockable | |||
*B lasts 31F. | |||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=236AB | |||
|Damage=8~9/n | |Damage=8~9/n | ||
|Guard=M | |Guard=M | ||
Line 617: | Line 668: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-18 | |Adv. Guard=-18 | ||
|description=*Projectile (Tier 7). | |||
*Lasts 88F. | |||
*Will break through other projectiles except for tier 8 and 9 projectiles (ex. Dandy's ES Hissatsu Rope) | |||
*Is very likely to break when colliding with heavy attacks | |||
}} | }} | ||
}} | }} | ||
Line 622: | Line 677: | ||
=====<font style="visibility:hidden; float:right">214A</font>===== | =====<font style="visibility:hidden; float:right">214A</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_214A_B_sprite.png | ||
|image2=WW7_Rai_214AB_sprite.png | |||
|caption= | |caption= | ||
|name= | |name= Inazuma Crash | ||
|input=214A | |input=214A/B/AB | ||
|data= | |data= | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=214A | |||
|Damage=47 | |Damage=47 | ||
|Guard=M | |Guard=M | ||
Line 636: | Line 693: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-17 | |Adv. Guard=-17 | ||
|description= *Air Unblockable. | |||
*Can pass through opponent if guarded, depending on positioning. | |||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=214B | |||
|Damage=53 | |Damage=53 | ||
|Guard=M | |Guard=M | ||
Line 655: | Line 706: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-15 | |Adv. Guard=-15 | ||
|description= *Air Unblockable. | |||
*Can pass through opponent if guarded, depending on positioning. | |||
*Will break through select projectiles | |||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=214AB | |||
|Damage=82 | |Damage=82 | ||
|Guard=M | |Guard=M | ||
Line 674: | Line 720: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-23 | |Adv. Guard=-23 | ||
|description= *Air Unblockable | |||
*Will break through select projectiles | |||
*Can be used as an ender after 5B | |||
}} | }} | ||
}} | }} | ||
Line 679: | Line 728: | ||
=====<font style="visibility:hidden; float:right">623A</font>===== | =====<font style="visibility:hidden; float:right">623A</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_623A_B.png | ||
|caption= | |caption=This doesn't work as a reversal, don't use it as one. | ||
|name= | |name= Inazuma Upper | ||
|input=623A | |input=623A/B/AB | ||
|data= | |data= | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=623A | |||
|Damage=32 | |Damage=32 | ||
|Guard=M | |Guard=M | ||
Line 693: | Line 743: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-28 | |Adv. Guard=-28 | ||
|description= *5~7F: Air Unblockable. | |||
*1~6F: invincible. | |||
*Carries momentum from running, allowing the move to gain more distance horizontally | |||
*Rai can end the Inazuma Upper in 3 ways depending how the joystick is held during the final punch: | |||
* [5]: Rai uppercuts the opponent upward into the air. He lands faster than the opponent. | |||
* [6]: Rai punches the opponent across the screen; WALL SLAM. | |||
* [2]: Rai slams the opponent straight down to the ground. The opponent lands | |||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=623B | |||
|Damage=37 | |Damage=37 | ||
|Guard=M | |Guard=M | ||
Line 712: | Line 761: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-32 | |Adv. Guard=-32 | ||
|description= The same as the A version | |||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=623AB | |||
|Damage=29 | |Damage=29 | ||
|Guard=M | |Guard=M | ||
Line 731: | Line 773: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-42 | |Adv. Guard=-42 | ||
|description= *24~27F: Air Unblockable. | |||
*1~26F: invincible. | |||
*Rai can end the WP Inazuma Upper in 3 ways depending how the joystick is held during the final punch: | |||
* [5]: Rai uppercuts the opponent upward into the air. He lands faster than the opponent. | |||
* [6]: Rai punches the opponent across the screen; WALL SLAM. | |||
* [2]: Rai slams the opponent straight down to the ground. The opponent lands | |||
}} | }} | ||
}} | }} | ||
== Air Special Moves == | === Air Special Moves === | ||
=====<font style="visibility:hidden; float:right">j.236A</font>===== | =====<font style="visibility:hidden; float:right">j.236A</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_j.236A_B_sprite.png | ||
|image2=WW7_Rai_j.236A_B_Energy_sprite.png | |||
|image3=WW7_Rai_j.236AB_sprite.png | |||
|image4=WW7_Rai_j.236AB_Energy_sprite.png | |||
|caption= | |caption= | ||
|name= | |name= Kuuchuu Inazuma Cannon | ||
|input=j.236A | |input=j.236A/B/AB | ||
|data= | |data= | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version= j.236A | |||
|Damage=23 | |Damage=23 | ||
|Guard=M | |Guard=M | ||
Line 750: | Line 802: | ||
|Recovery=Gnd | |Recovery=Gnd | ||
|Adv. Hit=KNDa | |Adv. Hit=KNDa | ||
|description= *Projectile (A: Tier 1). | |||
*Duration lasts long enough to hit the ground. | |||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=j.236B | |||
|Damage=35 | |Damage=35 | ||
|Guard=M | |Guard=M | ||
Line 767: | Line 813: | ||
|Recovery=Gnd | |Recovery=Gnd | ||
|Adv. Hit=KNDa | |Adv. Hit=KNDa | ||
|description= *Projectile (B: Tier 2). | |||
*Duration lasts long enough to hit the ground. | |||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=j.236AB | |||
|Damage=8~9/n | |Damage=8~9/n | ||
|Guard=M | |Guard=M | ||
Line 784: | Line 824: | ||
|Recovery=Gnd | |Recovery=Gnd | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|description= Projectile (Tier 7). | |||
*Hits on 20/20F of superflash. | |||
*Will break through other projectiles except for tier 8 and 9 projectiles (ex. Dandy's ES Hissatsu Rope) | |||
*Is unblockable if the opponent is caught within the orb | |||
}} | }} | ||
}} | }} | ||
Line 789: | Line 833: | ||
=====<font style="visibility:hidden; float:right">j.214A</font>===== | =====<font style="visibility:hidden; float:right">j.214A</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_214A_B_sprite.png | ||
|caption= | |image2=WW7_Rai_214AB_sprite.png | ||
|name= | |caption= Only in SuperMode | ||
|input=j.214A | |name= Kuuchuu Inazuma Crash | ||
|input=j.214A/B/AB | |||
|data= | |data= | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=j.214A | |||
|Damage=71 | |Damage=71 | ||
|Guard=M | |Guard=M | ||
Line 802: | Line 848: | ||
|Recovery=Gnd | |Recovery=Gnd | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|description= Can pass through opponent if guarded, depending on positioning. | |||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=j.214B | |||
|Damage=80 | |Damage=80 | ||
|Guard=M | |Guard=M | ||
Line 820: | Line 859: | ||
|Recovery=Gnd | |Recovery=Gnd | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|description= Can pass through opponent if guarded, depending on positioning. | |||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|version=j.214AB | |||
|Damage=123 | |Damage=123 | ||
|Guard=M | |Guard=M | ||
Line 838: | Line 870: | ||
|Recovery=Gnd | |Recovery=Gnd | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|description= *Hits on 17/20F of superflash. | |||
*Will break through select projectiles in the same way as his grounded version | |||
*Don't TK this one at all, you're asking to get punished if you do | |||
}} | }} | ||
}} | }} | ||
== DokiDoki == | === DokiDoki === | ||
=====<font style="visibility:hidden; float:right">641236CD</font>===== | =====<font style="visibility:hidden; float:right">641236CD</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_66B_x1_sprite.png | ||
|caption= | |caption= | ||
|name= | |name= Chouriki Gourai Dengeki Ken | ||
|input=641236CD | |input=641236CD | ||
|data= | |data= | ||
Line 859: | Line 894: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-15 | |Adv. Guard=-15 | ||
|description=*Hits on 43/46F of superflash. | |||
*Air Unblockable, but full super will not catch and causes 0 damage. | |||
*If guarded, Rai still performs the first 6 ground hits before stopping. The Advantage on Guard shows Rai's disadvantage after that point. | |||
}} | }} | ||
}} | }} | ||
Line 864: | Line 902: | ||
=====<font style="visibility:hidden; float:right">463214CD</font>===== | =====<font style="visibility:hidden; float:right">463214CD</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_463214CD_sprite.png | ||
|caption= | |image2=WW7 Rai 463214CD Energy sprite.png | ||
|name= | |caption=This dokidoki kills your opponent's eyes... Along with yours. | ||
|name= Gourai Tempest | |||
|input=463214CD | |input=463214CD | ||
|data= | |data= | ||
Line 878: | Line 917: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-86~-93 | |Adv. Guard=-86~-93 | ||
|description= *Projectile (Tier 11) | |||
*6F after superflash ends is when the first lightning column appears, the attack's first active frame, but it is right in the middle of Rai's sprite. It won't hit an opponent unless they happen to be directly above Rai. It's by the 12F that the lightning column spins around Rai and is able to hit a nearby standing opponent. | |||
*Every other column after the first are air blockable | |||
}} | }} | ||
}} | }} | ||
== HaraHara == | === HaraHara === | ||
=====<font style="visibility:hidden; float:right">22AB/CD</font>===== | =====<font style="visibility:hidden; float:right">22AB/CD</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7_Rai_22AB_CD_sprite.png | ||
|caption= | |caption=Beyblade Beyblade let it rip | ||
|name= | |name= Bakurai Hurricane | ||
|input=22AB/CD | |input=22AB/CD | ||
|data= | |data= | ||
Line 897: | Line 939: | ||
|Recovery=30~ | |Recovery=30~ | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|description= *Unblockable. | |||
*Rai moves faster going horizontal (4/6) or at an upward diagonal (7/9) than he goes straight upward (8). | |||
*The hitboxes at the beginning have gaps in the middle, which can cause the opponent to fall out the attack prematurely. One of the best ways to get the maximum-ish damage is to begin the Bakurai Hurricane about a character's distance away so those early gaps are circumvented. Then move Rai 7/9 to hit and carry the opponent, juggling them with the hits. | |||
*Despite this being unblockable, this move, outside of using it after a Chance! stun sucks. don't do this move raw. | |||
}} | |||
}} | }} | ||
=== Palette options === | |||
{{ColorGallery | filePrefix=WW7_Rai_Color_| colors= | |||
{{ColorGallery/Color|1| text=Color 1 }} | |||
{{ColorGallery/Color|2| text=Color 2 }} | |||
{{ColorGallery/Color|3| text=Color 3 }} | |||
{{ColorGallery/Color|4| text=Color 4 }} | |||
{{ColorGallery/Color|5| text=Color 5 }} | |||
}} | }} | ||
== Notable Players == | |||
{| class="wikitable" style="width:100%" | |||
!width="91"|Name | |||
!width="85"|Color | |||
!width="125"|Location | |||
! Contact | |||
! Status | |||
! Notes | |||
! Example Play | |||
|- | |||
| KevinGuzman | |||
|style="text-align:center;"| [[File:WW7_Rai_Color_1.png|Kevin|100px]] | |||
| '''Mexico''' | |||
| None | |||
|'''active''' | |||
| Really strong Rai player that has been playing since the FC1 days, usually likes to mirror match most people and newer players. | |||
| [https://youtu.be/Fl1EeZC1jYM Link] | |||
|- | |||
| Paul Knives | |||
|style="text-align:center;"| [[File:WW7_Rai_Color_1.png|Paul|100px]] | |||
| '''Argentina''' | |||
| None | |||
|'''active''' | |||
| Considered the strongest player in Fightcade, it has a really good and dominant record against everyone he faces. Plays almost the entire cast at a higher level but is mostly known by his Arina. | |||
| [https://youtu.be/IcI8_i595Wc?t=6517 Link] | |||
|- | |||
| 9090over | |||
|style="text-align:center;"| [[File:WW7_Rai_Color_1.png|Paul|100px]] | |||
| '''U.S''' | |||
| None | |||
|'''active''' | |||
| The lag (Lame) master himself, one of the most "'''lame'''" Rai players or at least that how he sees himself. Besides that 90 has been seeing a lot of success in the tournaments he has entered. | |||
| [https://youtu.be/0LdAkJ3O1-Q Link] | |||
|} | |||
[[Category:Waku Waku 7]] | [[Category:Waku Waku 7]] | ||
{{Waku Waku 7}} | {{Waku Waku 7}} |
Latest revision as of 17:29, 5 June 2024
Introduction
Rai is a junior high school student who loves adventures & the outdoor life. He is very active and uses electrical shocks to attack.
Rai is the undoubted best character in the game, being a pseudo-shoto, Rai has many good normals. Just as Arina is a really easy character to pick up, recomended for beginners, is not hard to get a good amount of damages in combos. Rai main projectile 236A/B is fast but can be destroyed by almost any other projectile in the game, having a somehow short range.
Strengths | Weaknesses |
---|---|
|
|
Rai | |
---|---|
Character Data | |
Forward Run Duration | 96F to cross stage |
Back Step Duration | 28 frames (1~13F: invincible) |
Pre-jump Frames | 4 frames |
Jump Duration | 42 |
Landing Frames | 4 |
Jump Height Apex | 102 |
Forward Jump Distance | 107 |
Backward Jump Distance | 107 |
Back Step Distance | 93 |
Knockdown Recovery | 23 frames |
Chain Series | Full Series |
Super Jump | |
Super Jump Duration | 42 (61) frames |
Super Jump Height Apex | 226 |
Super Jump Forward Distance | 170 |
Super Jump Backward Distance | 170 |
Move List
Standing Normals
5A ..
x1 | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
11 | M | 10 | O | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
3 | 4 | 3 | +8 | +1 | ||
x2 | Damage | Guard | Dizzy | Cancel | ||
11 | M | 10 | O | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
3 | 4 | 3 | +8 | +1 | ||
|
5B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
29 | M | 25 | O | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 9 | 21 | -5 | -15 | |
|
5C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14 | M | 10 | X | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 9 | 5 | +3 | -1 | |
|
5D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
35 | M | 25 | X | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
9 | 13 | 16 | -4 | -14 | |
|
Crouching Normals
2A
x1 | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
11 | Low | 5 | O | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
3 | 4 | 3 | +8 | +1 | ||
x2 | Damage | Guard | Dizzy | Cancel | ||
11 | Low | 5 | O | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
3 | 4 | 3 | +8 | +1 | ||
|
2B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
26 | L | 20 | X | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 8 | 13 | +4 | -6 | |
|
2C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
13 | L | 10 | X | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
3 | 5 | 3 | +9 | +1 | |
|
2D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
32 | L | 0 | X | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 9 | 26 | KND | -20 | |
|
Jumping Normals
j.A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
11 | H | 5 | X | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
3 | 4 | 3 | - | - | |
|
j.B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
29 | H | 15 | X | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 8 | Gnd | - | - | |
|
j.C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14 | H | 5 | X | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
3 | 10 | Gnd | - | - | |
|
j.D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
35 | H | 20 | X | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 13 | Gnd | - | - | |
|
Command Normals
[3]
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
- | - | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
40 | - | 4 | - | - | |
Allows Rai to advance while crouching.
|
7/9 (wall),j9
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
- | - | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | 6 | - | - | |
Allows Rai to bounce off the wall, propelling him forward.
|
CD,7~9
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
- | - | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | 32 | - | - | |
An upward direction can be input within 32F. Charge cannot be canceled or interrupted.
|
Guard, 4/6D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
43 | M | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 6 | 31 | WSL | -16 | |
1~10F: invincible.
|
6B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
35 | M | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 3(15)6 | 13 | KND | -4 | |
|
6D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
43 | M | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 6 | 25 | WSL | -13 | |
|
6[6]B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14+30 | M,H | 60 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 3(15)6 | 13 | KND | -4 | |
|
6[6]D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
43 | M | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 22 | 34 | WSL | -41 | |
|
j.2D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
43 | H | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | Ground | - | KND | - | |
|
Universal Mechanics
Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
41 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | WSL | - | |
|
Command Grab
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
53 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | WSL | - | |
|
Middle Attack
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
29 | H | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
19 | 2 | 28 | -5 | -15 | |
|
Pursuit
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
36 | M | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
47 | 5 | 47 | KND | -45 | |
|
Rising Attack
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
29+30 | H | 400 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 5(13)6 | 32 | KND | -23 | |
|
Super Mode
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
37 | M | 50 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
25 | 12 | 15 | KND | -11 | |
|
Special Moves
236A
236A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
23 | M | 5 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
11 | - | 41 | -16 | -28 | ||
| ||||||
236B | Damage | Guard | Dizzy | Cancel | ||
35 | M | 5 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
11 | - | 48 | -23 | -35 | ||
| ||||||
236AB | Damage | Guard | Dizzy | Cancel | ||
8~9/n | M | 5/n | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
2‼9 | - | 35 | KND | -18 | ||
|
214A
214A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
47 | M | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
25 | 20 | 10 | KND | -17 | ||
| ||||||
214B | Damage | Guard | Dizzy | Cancel | ||
53 | M | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
27 | 20 | 10 | KND | -15 | ||
| ||||||
214AB | Damage | Guard | Dizzy | Cancel | ||
82 | M | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
2‼9 | 28 | 14 | KND | -23 | ||
|
623A
623A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
32 | M | 45 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
5 | 19 | 22 | KND | -28 | ||
| ||||||
623B | Damage | Guard | Dizzy | Cancel | ||
37 | M | 45 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
5 | 21 | 26 | KND | -32 | ||
The same as the A version | ||||||
623AB | Damage | Guard | Dizzy | Cancel | ||
29 | M | 40 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
2‼2 | 24 | 37 | KND | -42 | ||
|
Air Special Moves
j.236A
j.236A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
23 | M | 5 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
9 | - | Gnd | KNDa | - | ||
| ||||||
j.236B | Damage | Guard | Dizzy | Cancel | ||
35 | M | 5 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
9 | - | Gnd | KNDa | - | ||
| ||||||
j.236AB | Damage | Guard | Dizzy | Cancel | ||
8~9/n | M | 5/n | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
2‼0 | - | Gnd | KND | - | ||
Projectile (Tier 7).
|
j.214A
j.214A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
71 | M | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
4 | 20 | Gnd | KND | - | ||
Can pass through opponent if guarded, depending on positioning. | ||||||
j.214B | Damage | Guard | Dizzy | Cancel | ||
80 | M | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
4 | 20 | Gnd | KND | - | ||
Can pass through opponent if guarded, depending on positioning. | ||||||
j.214AB | Damage | Guard | Dizzy | Cancel | ||
123 | M | 20 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
2‼0 | 28 | Gnd | KND | - | ||
|
DokiDoki
641236CD
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
104 | M | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6‼0 | 33 | 19 | KND | -15 | |
|
463214CD
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
86~100 | M | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7‼6~ | 110 | 23 | KND | -86~-93 | |
|
HaraHara
22AB/CD
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
131~164 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
133 | 2(6)2(6)2(4)1 | 30~ | KND | - | |
|
Palette options
Notable Players
Name | Color | Location | Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|
KevinGuzman | ![]() |
Mexico | None | active | Really strong Rai player that has been playing since the FC1 days, usually likes to mirror match most people and newer players. | Link |
Paul Knives | ![]() |
Argentina | None | active | Considered the strongest player in Fightcade, it has a really good and dominant record against everyone he faces. Plays almost the entire cast at a higher level but is mostly known by his Arina. | Link |
9090over | ![]() |
U.S | None | active | The lag (Lame) master himself, one of the most "lame" Rai players or at least that how he sees himself. Besides that 90 has been seeing a lot of success in the tournaments he has entered. | Link |