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The other things you can do after Headcrush is wait for a second then do a regular high jump and either land and do another headcrush, do Air D which hits high, or go for crouching LK. After doing the other mix ups people tend to sit and block so I find they are less likely to try to DP on wakeup, and therefore a basic "clarke" style jump in and grab works nicely
The other things you can do after Headcrush is wait for a second then do a regular high jump and either land and do another headcrush, do Air D which hits high, or go for crouching LK. After doing the other mix ups people tend to sit and block so I find they are less likely to try to DP on wakeup, and therefore a basic "clarke" style jump in and grab works nicely


====What If they block?====
====What If they block?====

Revision as of 12:05, 18 February 2012

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Raiden

KOFXIII-Raiden Face.png

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

Name
Command
Damage
Special Properties (glossary)
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
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
72
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Throw

Name
Command
Damage
Special Properties (glossary)
Neck Hanging
f or b + kof.sp or kof.sk (while close)
15×6+35
throw hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Dokugiri
qcb + p
kof.lp : 60
kof.sp : 80
ex : 120
ex : crumple
Raiden Bomb
dp + p
p : 15+120
ex : 70+120
hardknockdown
ex : startupinv
Head Crush
hcf + k
k : 150
ex : 200
throw hardknockdown
Giant Bomb
db (charge) f + p
kof.lp : 70
kof.sp : 100
ex : 70+100
softknockdown drivecancel
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
softknockdown drivecancel
Level 3 and 4: anywherejuggle

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Super Raiden Drop
hcb hcb + p
p : 240
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

  • Standing Light Punch (Snka.gif) -
  • Standing Light Kick (Snkb.gif) -
  • Standing Heavy Punch (Snkc.gif) -
  • Close Heavy Punch (Close Snkc.gif) -
  • Standing Heavy Kick (Snkd.gif) -
  • Close Heavy Kick (Close Snkd.gif) -
  • Crouching Light Punch (Down.gif + Snka.gif) -
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Throw

  • Neck Hanging (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -

Special Moves

  • Dokugiri (Qcb.gif + Punch.gif) -
    • Ex.png Dokugiri (Qcb.gif + Snka.gif + Snkc.gif) -
  • Raiden Bomb (Dp.gif + Punch.gif) -
    • Ex.png Raiden Bomb (Dp.gif + Snka.gif + Snkc.gif) -
  • Head Crush (Hcf.gif + Kick.gif) -
    • Ex.png Head Crush (Hcf.gif + Snkb.gif + Snkd.gif) -
  • Giant Bomb (Downleft.gif [charge] Right.gif + Punch.gif) -
    • Ex.png Giant Bomb (Downleft.gif [charge] Right.gif + Snka.gif + Snkc.gif) -
    • Giant Bomb Feint (Punch.gif Giant Bomb, then Snka.gif + Snkb.gif) -
  • Super Dropkick (Hold Snkb.gif or Snkd.gif and release) -

Desperation Moves

  • Super Raiden Drop (Hcb.gif×2 + Punch.gif) -
    • Ex.png Super Raiden Drop (Hcb.gif×2 + Snka.gif + Snkc.gif) -
  • Crazy Train (Qcf.gif×2 + Punch.gif) -
  • Raiden Bomber (Qcf.gif×2 + Snkb.gif + Snkd.gif) -

Tips and Tricks

Raiden is a grappling Character with many more tools at his disposal than just grappling. Although on the console version of KOF 13 his Dropkick has been "nerfed" it hasn't limited the characters ability to completely dominate space, and be able to turn around a match at any point. Here are some tricks that are Essential to becoming a good Raiden Player.

  • Raidens standing LP is a great anti air, is perfect if you are playing against people who jump a lot
  • I recommend the use of his LP Poison Spray against fireball spammers, as it is quick and stays active for a decent amount of time. It is also a good and fast anti air.
  • Dropkicks are essential for corner combo's, they link after his shoulder tackle without the use of HD bar and only take 4 seconds to generate. Also I have found that if you are pressuring someone with his shoulder tackle, if you have buffered the dropkick, executing it immediately after his shoulder tackle usually connects, as people usually try to jump or press buttons after blocking the shoulder tackle.

Headcrush Follow Up's

After doing Raiden's Headcrush command throw you are given a perfect amount of time and spacing to perform some interesting follow up's.

Cross Ups

After doing Headcrush, wait for a fraction of a second then perform a super jump in the direction of the opposing character. By doing this you will land behind them, an ambiguous move, as in his air trajectory you appear as if you are going to land in front. By pressing (Air D) you will land a hit regardless of if they are standing or crouching, as long as they are blocking in the regular direction. The beauty of this cross up is that you can't guard against it either way if you are crouching, therefore I have designed an array of mix ups for when your opponent gets wise to what you are doing.

Fake Cross Ups

After performing Headcrush immediately perform a super jump, please note that the jump must be executed in the first active frames after Headcrush. If you do this properly, Raiden will appear to be crossing over the opposing character, but will actually drop down in front as they wakeup. This move is too early to hit them with (Air D) however I would reccomend Crouching Light Kick, Standing Light Punch, Headcrush as the opponant will be expecting you to hit them high, and wont guard against the low attack, and also, the combo ends with a headcrush, leaving you with another possible set up.

Crossup to Crouching Light Kick

After doing Headcrush, wait for a fraction of a second then perform a super jump in the direction of the opposing character. Wait untill you land then perform Crouching Light Kick, Standing Light Punch, Headcrush this mix up is for if you think they suspect you to hit them high with an (Air D) so they have to block high.

The other things you can do after Headcrush is wait for a second then do a regular high jump and either land and do another headcrush, do Air D which hits high, or go for crouching LK. After doing the other mix ups people tend to sit and block so I find they are less likely to try to DP on wakeup, and therefore a basic "clarke" style jump in and grab works nicely

What If they block?

After any of the jump in's that I have mentioned above you can perform Crouching Light Kick, HP Shoulder Tackle (fake, Headcrush. The HP Shoulder Tackle Fake gives you enough frames for the Headcrush to come out. If you do two crouching LK's the EX Headcrush will work.

Combos

Team Order

1st position

Pros

Cons

2nd position

Pros

Cons

3rd position

Pros

Cons

Basic Strategy

Advanced Strategy

Frame Data