m (Created Introduction section) |
m (→Introduction: trimmed for length) |
||
(2 intermediate revisions by the same user not shown) | |||
Line 4: | Line 4: | ||
''"In the village of Fengjian, Raiden was known for his kindness and his charity. He was happy to spend his days tending to the fields, as well as to his friends and family. So when he is asked to leave Fengjian and become one of Earthrealm’s champions, Raiden hesitates. But he soon realizes that to best serve his village, he must join them. As threats to Earthrealm mount, Raiden must mature into the great warrior that Liu Kang knows he can be."'' | ''"In the village of Fengjian, Raiden was known for his kindness and his charity. He was happy to spend his days tending to the fields, as well as to his friends and family. So when he is asked to leave Fengjian and become one of Earthrealm’s champions, Raiden hesitates. But he soon realizes that to best serve his village, he must join them. As threats to Earthrealm mount, Raiden must mature into the great warrior that Liu Kang knows he can be."'' | ||
Raiden is a '''Rushdown/Mixup''' monk with '''Counterzoning''' and '''Setplay''' qualities that excels at playing neutral/footsies with close-range and/or forward-advancing buttons (as well as specials that provide '''mobility''' and '''projectiles''') to open up the opponent for various kombo extensions. His tools include safe, gapless and/or confirmable strings that can lead to kombos such as a jab string (242), an advancing Mid string ending in a special-cancellable Low (F224), and a 15f triple-Low string (F434); other safe tools include a 19f Overhead knockdown (B2) and advancing High-Overhead launch (F34). Although many of his staggers lack hit advantage, his DB2 can be meterlessly cancelled into after standing strings to cause a +21 '''reset''' and more easily jail into follow-up attacks. '''Shocker''' (DF2) can be used as a special-cancel and/or anti-air for kombo extension. '''Electromagnetic Storm ''' (DB3) is a 5-hit Mid which pulls in nearby opponents and inflicts '''chip''' (as well as allowing juggle conversions with assists); EX DB3 turns all hits into Lows and removes the pull but allows the last hit to cancel into a Mid projectile launcher. '''Electric Orb''' (DF1) is a projectile that can be charged on startup to create additional orbs that jail the opponent from ducking; the first charge level creates 3 orbs, the second creates 5, and the final creates a 6th orb that knocks down. This charge can also cancel into '''Electric Overcharge''' by tapping Block to store the orbs, which replaces them with a Mid launch ('''Discharge''') that detonates after 4 seconds unless inputted manually (DF1); the launch increases in dmg for each charge stored. '''Electric Fly''' (BF3) is a Mid that quickly flies fullscreen towards the opponent, while '''Lightning Port''' (D,U) instantly teleports behind; this teleport can be Enhanced for 2 bars to launch nearby opponents with a 20f Low, causing a '''jump-cancel''' that '''disables Breaker.''' | |||
{{ProConTable}} | |||
{{Navbox-MK1}} | |||
[[Category: Mortal Kombat 1]] |
Latest revision as of 08:24, 28 April 2025
Introduction
Champion Of Earthrealm
"In the village of Fengjian, Raiden was known for his kindness and his charity. He was happy to spend his days tending to the fields, as well as to his friends and family. So when he is asked to leave Fengjian and become one of Earthrealm’s champions, Raiden hesitates. But he soon realizes that to best serve his village, he must join them. As threats to Earthrealm mount, Raiden must mature into the great warrior that Liu Kang knows he can be."
Raiden is a Rushdown/Mixup monk with Counterzoning and Setplay qualities that excels at playing neutral/footsies with close-range and/or forward-advancing buttons (as well as specials that provide mobility and projectiles) to open up the opponent for various kombo extensions. His tools include safe, gapless and/or confirmable strings that can lead to kombos such as a jab string (242), an advancing Mid string ending in a special-cancellable Low (F224), and a 15f triple-Low string (F434); other safe tools include a 19f Overhead knockdown (B2) and advancing High-Overhead launch (F34). Although many of his staggers lack hit advantage, his DB2 can be meterlessly cancelled into after standing strings to cause a +21 reset and more easily jail into follow-up attacks. Shocker (DF2) can be used as a special-cancel and/or anti-air for kombo extension. Electromagnetic Storm (DB3) is a 5-hit Mid which pulls in nearby opponents and inflicts chip (as well as allowing juggle conversions with assists); EX DB3 turns all hits into Lows and removes the pull but allows the last hit to cancel into a Mid projectile launcher. Electric Orb (DF1) is a projectile that can be charged on startup to create additional orbs that jail the opponent from ducking; the first charge level creates 3 orbs, the second creates 5, and the final creates a 6th orb that knocks down. This charge can also cancel into Electric Overcharge by tapping Block to store the orbs, which replaces them with a Mid launch (Discharge) that detonates after 4 seconds unless inputted manually (DF1); the launch increases in dmg for each charge stored. Electric Fly (BF3) is a Mid that quickly flies fullscreen towards the opponent, while Lightning Port (D,U) instantly teleports behind; this teleport can be Enhanced for 2 bars to launch nearby opponents with a 20f Low, causing a jump-cancel that disables Breaker.
Strengths | Weaknesses |
---|---|
|
|