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{{KOFXIIIMoveListHeader}} | {{KOFXIIIMoveListHeader}} | ||
{{MoveListRow | Dokugiri | qcb + p | kof.lp : 60<br> kof.sp : 80<br> ex : 120 | ex : crumple}} | {{MoveListRow | Dokugiri | qcb + p | kof.lp : 60<br> kof.sp : 80<br> ex : 120 | ex : crumple}} | ||
{{MoveListRow | Raiden Bomb | dp + p | p : 15+120<br> ex : 70+120 | hardknockdown}} | {{MoveListRow | Raiden Bomb | dp + p | p : 15+120<br> ex : 70+120 | hardknockdown <br> ex : startupinv}} | ||
{{MoveListRow | Head Crush | hcf + k | k : 150<br> ex : 200 | throw hardknockdown}} | {{MoveListRow | Head Crush | hcf + k | k : 150<br> ex : 200 | throw hardknockdown}} | ||
{{MoveListRow | Giant Bomb | db (charge) f + p | kof.lp : 70<br> kof.sp : 100<br> ex : 70+100 | softknockdown drivecancel <br> p : autoguard}} | {{MoveListRow | Giant Bomb | db (charge) f + p | kof.lp : 70<br> kof.sp : 100<br> ex : 70+100 | softknockdown drivecancel <br> p : autoguard}} |
Revision as of 08:42, 17 December 2011


Raiden
In a nutshell
Raiden became instantly infamous in the arcade version of KOF XIII due to his invulnerable drop kicks leading to simple 100% combos. In this newer version, his drop kicks have been toned down and so Raiden players must now use his lesser-explored grappling tools to use him effectively. Raiden can set up ambiguous cross ups after his command grab, hitconfirm back into his grabs quite easily, and the recovery time on his other special moves has been reduced so don't write him off as a nerf victim.
Video Walkthrough
Move List
Normal Moves
Standing Light Punch
kof.lp
30
chaincancel cancel
Standing Light Kick
kof.lk
35
Standing Heavy Punch
kof.sp
80
Close Heavy Punch
kof.sp
40+45
1st hit: cancel
Standing Heavy Kick
kof.sk
70
Close Heavy Kick
kof.sk
45+50
high Cancelable into Super Dropkick
Crouching Light Punch
d + kof.lp
30
chaincancel cancel
Crouching Light Kick
d + kof.lk
35
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
Hop: 40
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
72
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
Hop: 80
softknockdown
Throw
Neck Hanging
f or b + kof.sp or kof.sk (while close)
15×6+35
throw hardknockdown
Special Moves
Dokugiri
qcb + p
kof.lp : 60
kof.sp : 80
ex : 120
kof.sp : 80
ex : 120
ex : crumple
Raiden Bomb
dp + p
p : 15+120
ex : 70+120
ex : 70+120
hardknockdown
ex : startupinv
ex : startupinv
Head Crush
hcf + k
k : 150
ex : 200
ex : 200
throw hardknockdown
Giant Bomb
db (charge) f + p
kof.lp : 70
kof.sp : 100
ex : 70+100
kof.sp : 100
ex : 70+100
softknockdown drivecancel
p : autoguard
p : autoguard
- Giant Bomb Feint
p Giant Bomb, then kof.lp + kof.lk
Super Dropkick
Hold kof.lk or kof.sk and Release
Level 1: 100
Level 2: 150
Level 3: 200
Level 4: 250
Level 2: 150
Level 3: 200
Level 4: 250
softknockdown drivecancel
Level 3 and 4: anywherejuggle
Level 3 and 4: anywherejuggle
Desperation Moves
Super Raiden Drop
hcb hcb + p
p : 240
ex : 360
ex : 360
throw hardknockdown
Crazy Train
qcf qcf + p
40×4+60
hardknockdown maxcancel
Raiden Bomber
qcf qcf + kof.lk + kof.sk
480
startupinv hardknockdown
Console Changes
- Jump D's hitbox has been improved to hit downwards. It should whiff less often on short opponents.
- Light Dokugiri (qcb+A) has faster recovery. When it hits, you can follow up with Head Crush (hcf+K).
- Adjustments to Super Dropkick:
- Charge times have been increased. Previously, the charge times were 4 seconds for level 1, 8 seconds for level 2, 12 seconds for level 3, and 16 seconds for level 4.
- Invincibility has been removed.
- Guard crush damage has been reduced.
- Can no longer be connected after a guard cancel attack.
- Knocks the opponent away, preventing mid-screen follow-ups.
- Giant Bomb Feint (db~f+P > AB) has faster recovery.
- EX Raiden Bomb's (dp+AC) forward movement has been reduced.
- Raiden Bomber (qcf qcf+BD) now has complete invincibility.
Strategy
Move Analysis
Normal Moves
Throw
Special Moves
Desperation Moves
Tips and Tricks
Combos
Basic Strategy
- Hold D as soon as the match starts