(→j.214A) |
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(57 intermediate revisions by 4 users not shown) | |||
Line 58: | 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 78: | 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 98: | 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 118: | 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 | |||
}} | }} | ||
}} | }} | ||
Line 154: | 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 174: | 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 194: | 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 214: | 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 | |||
}} | }} | ||
}} | }} | ||
Line 234: | 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 252: | Line 272: | ||
|Active=8 | |Active=8 | ||
|Recovery=Gnd | |Recovery=Gnd | ||
|description=*Good air to air button for when the opponent is above you | |||
}} | }} | ||
}} | }} | ||
Line 270: | 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 288: | Line 311: | ||
|Active=13 | |Active=13 | ||
|Recovery=Gnd | |Recovery=Gnd | ||
|description=*Great jumping attack with decent range | |||
}} | }} | ||
}} | }} | ||
Line 321: | Line 345: | ||
|description= Allows Rai to bounce off the wall, propelling him forward. | |description= Allows Rai to bounce off the wall, propelling him forward. | ||
*Can initiate aerial attacks on 7F from wall. | *Can initiate aerial attacks on 7F from wall. | ||
*Can't be performed while air blocking | |||
}} | }} | ||
}} | }} | ||
Line 401: | Line 426: | ||
|Adv. Guard=-13 | |Adv. Guard=-13 | ||
|description= *Air Unblockable | |description= *Air Unblockable | ||
}} | }} | ||
}} | }} | ||
Line 464: | Line 488: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|description=*Can hit cross-up | |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) | |||
}} | }} | ||
}} | }} | ||
Line 473: | Line 499: | ||
|image=WW7_Rai_Throw_x1_sprite.png | |image=WW7_Rai_Throw_x1_sprite.png | ||
|image2=WW7_Rai_6B_sprite.png | |image2=WW7_Rai_6B_sprite.png | ||
|caption= | |caption= The "get off me" throw | ||
|name= | |name= | ||
|input=Throw | |input=Throw | ||
Line 493: | Line 519: | ||
|image=WW7_Rai_CommandGrab_sprite.png | |image=WW7_Rai_CommandGrab_sprite.png | ||
|image2=WW7_Rai_CommandGrab_x2_sprite.png | |image2=WW7_Rai_CommandGrab_x2_sprite.png | ||
|caption= | |caption= The "Let me guide you to the corner!" throw | ||
|name= | |name= | ||
|input=Command Grab | |input=Command Grab | ||
Line 548: | Line 574: | ||
|Adv. Hit=KND | |Adv. Hit=KND | ||
|Adv. Guard=-45 | |Adv. Guard=-45 | ||
|description= | |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 644: | Line 671: | ||
*Lasts 88F. | *Lasts 88F. | ||
*Will break through other projectiles except for tier 8 and 9 projectiles (ex. Dandy's ES Hissatsu Rope) | *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 694: | Line 722: | ||
|description= *Air Unblockable | |description= *Air Unblockable | ||
*Will break through select projectiles | *Will break through select projectiles | ||
*Can be | *Can be used as an ender after 5B | ||
}} | }} | ||
}} | }} | ||
Line 701: | Line 729: | ||
{{MoveData | {{MoveData | ||
|image=WW7_Rai_623A_B.png | |image=WW7_Rai_623A_B.png | ||
|caption= | |caption=This doesn't work as a reversal, don't use it as one. | ||
|name= Inazuma Upper | |name= Inazuma Upper | ||
|input=623A/B/AB | |input=623A/B/AB | ||
Line 717: | Line 745: | ||
|description= *5~7F: Air Unblockable. | |description= *5~7F: Air Unblockable. | ||
*1~6F: invincible. | *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: | *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. | * [5]: Rai uppercuts the opponent upward into the air. He lands faster than the opponent. | ||
Line 798: | Line 827: | ||
*Hits on 20/20F of superflash. | *Hits on 20/20F of superflash. | ||
*Will break through other projectiles except for tier 8 and 9 projectiles (ex. Dandy's ES Hissatsu Rope) | *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 842: | Line 872: | ||
|description= *Hits on 17/20F of superflash. | |description= *Hits on 17/20F of superflash. | ||
*Will break through select projectiles in the same way as his grounded version | *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 | |||
}} | }} | ||
}} | }} | ||
Line 863: | 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. | *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. | *If guarded, Rai still performs the first 6 ground hits before stopping. The Advantage on Guard shows Rai's disadvantage after that point. | ||
Line 886: | 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. | *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 | |||
}} | }} | ||
}} | }} | ||
Line 896: | Line 928: | ||
{{MoveData | {{MoveData | ||
|image=WW7_Rai_22AB_CD_sprite.png | |image=WW7_Rai_22AB_CD_sprite.png | ||
|caption= | |caption=Beyblade Beyblade let it rip | ||
|name= Bakurai Hurricane | |name= Bakurai Hurricane | ||
|input=22AB/CD | |input=22AB/CD | ||
Line 910: | Line 942: | ||
*Rai moves faster going horizontal (4/6) or at an upward diagonal (7/9) than he goes straight upward (8). | *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. | *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 |