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Follow up with ~2B > D > 623C on wakeup for guard crush and massive gauge recovery. If opponent has Aura they will almost always Guard Cancel here so it is a very easy spot to bait it with a chop! | Follow up with ~2B > D > 623C on wakeup for guard crush and massive gauge recovery. If opponent has Aura they will almost always Guard Cancel here so it is a very easy spot to bait it with a chop! | ||
==Other Important Information== | |||
Revision as of 14:17, 20 January 2013
This page covers Raoh's combos. Before diving right in, be sure to familiarize yourself with Raoh's Special Moves and important Normal Moves.
Glossary of Terms
5-hit Bani
The most basic Banishing Strike combo starter. You can change the normal moves leading into the Banishing Strike, but as the number of hits coming into a Banishing Strike wall combo effects the amount of knockback, you generally do not want to exceed 5 hits.
2Ax2 > 2B > D > CD |
Ura Sai
The first discovered and most commonly used method of switching sides with your opponent while near the corner. The exact recipe is:
2Ax9~10 > 2B > c.C > CD+HSC Ex1~2 > (pass through your opponent) air Sai |
Renda Sai
Used to go from one corner to the other, usually performed after an Ura Sai. The exact recipe is:
2Ax12 > 2B > c.C > CD+Mash E until you run out of Boost > air Sai |
Round Trip Sai
Ura Sai followed by Renda Sai. This itself can be repeated forever, and is in fact quite easy to perform on some characters, but has the disadvantage of not recovering any Boost.
Banishing Strike Combos
Banishing Strike combos are Raoh's forte, and generally speaking you will want to try to link into one from any hit you score. As there are so many different possible routes to take, it is best to think of Raoh's combos as made up of many different parts, which you can mix-and-match to best suit each specific situation.
The basic pattern Raoh's Banishing Strike combos follow is:
2Ax2 > 2B > D > CD > 6 > (First Wall Combo) > (Second Wall Combo) > (Switch Sides) > (Double Grave Strike Combo) > (Final Combo > Finish) |
Depending on the situation, any of these parts can be removed if necessary.
Optimal character-specific 5-hit Banishing Strike combos, which aim for maximum Boost recovery with the least difficulty in performing, are listed below in the Optimal Banishing Strike Combos section.
First Wall Combo
Chop Route
D > 623A > E > c.C > 2C > air dash j.B > air Sai |
Used when at midscreen or closer to the corner. Doesn't take off any stars, but can easily be performed on all characters.
Sai Route
D > Sai > E > c.C > 2C > air dash j.B > air Sai |
Used when at midscreen or closer to the corner. Will not work on Toki, Ken, Jagi, and Heart unless done with a powerup stock. Works better on Shin and Thouther if you change D to 2D.
Air Goushouha Route
D > AC > air 236C > E > c.C > 2C > air dash j.B > air Sai |
Used when at midscreen or closer to the corner. Works on all characters but can be difficult on some, like Shin.
Double Grave Route
6A > E > c.C > 2C > air dash j.B > air Sai |
Used when at midscreen or closer to the corner. Works on all characters.
Heavy Route
AB > E > c.C > 2C > air dash j.B > air Sai |
Used when far from the corner. Works on all characters but can be difficult on some, like Rei and Juda.
6A Route
6A > E > c.C > 2C > air dash j.B > air Sai |
Used when far from the corner. Doesn't take off any stars, but can easily be performed on all characters.
3-Star Route #1
D > Sai > E > AC > air Sai |
Used when at midscreen or closer to the corner. Mostly used against opponents with low health as you won't have an opportunity to take off the stars later in the combo, or to lead into a FKO.
3-Star Route #2
D > AC > air 236C > E > AC > air Sai |
Used when at midscreen or closer to the corner. Mostly used against opponents with low health as you won't have an opportunity to take off the stars later in the combo, or to lead into a FKO.
3-Star Route #3
AB > E > AC > air Sai |
Used when far from the corner. Mostly used against opponents with low health as you won't have an opportunity to take off the stars later in the combo, or to lead into a FKO.
Second Wall Combo
Boost Air Dash B Route
2Axn > 2B > c.C > CD > 6 > 2C > air dash j.B+E > air Sai(+E depending on distance) |
The most commonly used part. Works on all characters but can be difficult on some.
Grave Sai Route
2Axn > 2B > c.C > CD > 6 > AC > air Sai+Mash E |
An alternate wall combo route. Difficulty corresponds to that of Ura Sai, making it very easy on some characters and hard on others.
Switch Sides
Ura Sai
2Ax9~10 > 2B > c.C > CD+HSC Ex1~2 > (pass through your opponent) air Sai |
The first discovered and most commonly used method of switching sides with your opponent while near the corner. Difficulty varies depending on the character. See the combo FAQ for more information.
6B Route
2Ax9~10 > 2B > c.C > CD+HSC E > 6B+HSC E > air Sai |
Mostly used on Juda, but works on most other characters as well. At the time of 6B hitting if the total hits in the combo is above 26, the opponent will be instantly knocked down. For this reason, when using this route it is necessary to cut out the second wall combo part.
Insatsu Route
2Ax8 > 2B > c.C > AC > Insatsu > air dash j.B > c.D(1 hit) > AC > air Sai > 2A > c.D(1 hit) > AC > air Sai |
Requires 1 bar of Aura at the time the Grave Strike hits. Used on characters that are hard to perform Ura Sai on like Shin.
Taashi Route
2C > slight delay 9E > j.A > j.B > j.D > land then jump straight up > j.A (right side only) > air Sai |
This part is done straight from a 5 hit bani, cutting out the first two wall combos. Generally only used on Toki.
Oraora Route
D > 623C(2 hits) > E > forward jump j.A > slight delay j.D > land then jump straight up > j.A (right side only) > air Sai |
This part is done straight from a 5 hit bani, cutting out the first two wall combos. Mostly used on Mamiya.
Alternative to Oraora Route
2C > air dash j.A > j.B > land 9E > j.A > slight delay j.D > land then jump straight up > j.A (right side only) > air Sai |
This part is done straight from a 5 hit bani, cutting out the first two wall combos. Mostly used on Mamiya and Rei.
Double Grave Strike Combo
The double Grave Strike combo, which is done after switching sides and comboing into an air Sai, consists of two parts that can be combined in a number of ways.
First Grave Strike
Basic Route
2Ax10 > 2B > c.C > AC > j.B > air Sai |
Kenshiro-specific Route
2Ax13 > 2B > 2D > AC > j.D(1 hit) > air Sai |
Toki-specific Route
2Ax12 > c.D(1 hit) > AC > j.D(1 hit) > air Sai |
Jagi-specific Route
2Ax13 > c.D(1 hit) > AC > j.D(1 hit) > air Sai |
Rei-specific Route
2Ax12 > 2B > 2D > AC > j.D(1 hit) > air Sai |
Juda-specific Route
2Ax13 > 2B > D > AC > j.D(1 hit) > air Sai |
Insatsu Route
2Ax14 > 2B > D > 623C > Insatsu > j.B > air Sai |
Second Grave Strike
Basic Route
2Axn > c.D(1 hit) > AC > j.A > air Sai |
Toki, Jagi-specific route
2A > 2B > c.C > C > c.D > AC > j.A > air Sai |
Kenshiro, Rei, Shin, Juda-specific Route
2A > 2B > c.C > C > c.D(1 hit) > AC > j.A > air Sai |
Raoh, Heart-specific Route
2A > 2B > c.C > C > AC > j.A > air Sai |
Thouther, Mamiya-specific Route
2A > 2B > c.C > C > AC > air Sai |
Final Combo > Finish
In the years since this game's release, many 100% combo routes have been developed for Raoh. Most however are lacking in their ability to recover gauge in comparison to the more recently-discovered Traveling. For this reason and to avoid confusion, only the most commonly used parts in current competitive play will be listed here.
Traveling Route #1
2Ax14 > 2B > D > Sai+E > 2Ax14 > 2B > 2A+E > 2Ax6 > 2B > D > Sai+E > 2Ax14 > 2B > D > CD > 6~ (Traveling) |
The most basic and commonly used part.
Traveling Route #2
2Ax14 > 2B > D > Sai+E > 2Ax14 > 2B > D > 623C(3 hits) > E > 2Ax3~4 > 2B > c.D(1 hit) > Sai+E > 2Ax10~12 > 2B > c.C > CD > 6~ (Traveling) |
An alternate route, used mostly when the Boost bug occurs.
Banishing Cancel Traveling Finish
(one of the above routes) ~CD > Banishing Cancel Musou Tensei > dash 2B > 2Ax3~5 (Boost fills to 1.2+) > 2A+E > 2Axn~ (Traveling) |
Used when the opponent has very low health near the end of the combo and will die before you have the opportunity to gain meter.
Early Banishing Cancel Finish
~CD > Banishing Cancel Musou Tensei > (dash) Sai or 2D |
As Traveling requires a specific amount of hits to use the above finisher will not work if the opponent has low health very early in a combo. In such cases this combo can be used at any point during any combo to gain a bar of Boost and finish off the opponent
Optimal Banishing Strike Combos
The below are what are generally considered to be the optimal Banishing Strike combos for use on each character. They have been fine-tuned to balance ease of use with Boost recovery. However, as it may not be possible to use them in all situations, an understanding of the fundamentals of Raoh's Banishing Strike combos is essential.
Kenshiro
2Ax2 > 2B > D > CD > 6 > D > 623A > E > c.C > 2C > air dash j.B > air Sai > 2Ax3 > 2B > c.C > CD > 6 > AC > air Sai+Ex2~3 > Ura Sai > Renda Sai > 2Ax10 > 2B > c.C > CD > 6 > (Musou Tensei >) 2B+E > 2Axn~ (Traveling) |
Raoh
2Ax2 > 2B > D > CD > 6 > D > 623A > E > c.C > 2C > air dash j.B > air Sai > 2A > 2B > c.C > CD > 6 > 2C > air dash j.B+E > air Sai(+E depending on distance) > Ura Sai > Renda Sai > 2Ax10 > 2B > c.C > CD > 6 > (Musou Tensei >) 2B+E > 2Axn~ (Traveling) |
Toki
2Ax2 > 2B > D > CD > 6 > 2C > slight delay 9E > j.A > j.B > j.D > land then jump straight up > j.A (right side only) > air Sai > 2Ax12 > c.D(1 hit) > AC > j.C > air Sai > 2Ax5 > c.D(1 hit) > AC > j.A > air Sai > 2Ax15 > 2B > D > Sai+E > 2Ax14 > 2A+E > 2Ax4 > 2B > D > Sai+E > 2Ax10 > 2B > c.C > CD > 6 > 2B > 2Ax5 > 2A+E > 2Ax14 > Axn~ (Traveling) |
Shin
2Ax2 > 2B > D > CD > 6 > 2D > Sai > E > c.C > 2C > air dash j.B > air Sai > 2Ax9 > c.D(1 hit) > AC > Insatsu > air dash j.B > c.D(1 hit) > AC > air Sai > 2A > c.D(1 hit) > AC > j.A > air Sai > 2Ax14 > 2B > D > 623C(3 hits) > E > 2Ax7 > 2B > D > Sai+E > 2Ax14 > 2B > D > CD > 6 > c.B > 2Ax5 > 2A+E > 2Axn~ (Traveling) |
Rei
2Ax2 > 2B > D > CD > 6 > c.B (when opponent is near corner only) > 2C > air dash j.B > E > air dash j.B > air Sai > 2Ax12 > 2B > 2D > AC > j.B > air Sai > 2A > 2B > c.C > C > AC > j.A > air Sai > 2Ax14 > 2B > D > 623C(3 hits) > E > 2Ax7 > 2B > D > Sai+E > 2Ax14 > 2B > D > CD > 6 > 2B > 2Ax5 > 2A+E > 2Axn~ (Traveling) |
Juda
2Ax2 > 2B > D > CD > 6 > AC > E > AC > air Sai > 2Ax10 > 2B > c.C > CD > HSC 6B+E > E > air Sai > 2Ax13 > 2B > D > AC > j.B > air Sai > 2A > 2B > c.C > C > c.D > AC > j.A > air Sai > 2x15 > 2B > D > Sai+E > 2Ax10 > 2B > c.C > CD > 6 > 2B > 2Ax5 > 2A+E > 2Axn~ (Traveling) |
Thouther
2Ax2 > 2B > D > CD > 6 > 623A > E > c.C > 2C > air dash j.B > air Sai > 2A > 2B > c.C > CD > 6 > 2C > air dash j.B+E > air Sai > Ura Sai > Renda Sai > 2Ax11 > 2B > 2D > Musou Tensei > j.B > air Sai > 2A > 2B > c.C > C > AC > air Sai > 2Ax11 > 2B > c.C > c.D > 623C |
Jagi
2Ax2 > 2B > D > CD > 6 > 623A > E > c.C > 2C > air dash j.B > air Sai > 2A > 2B > c.C > CD > 6 > 2C > air dash j.B+E > air Sai > Ura Sai > Renda Sai > Ura Sai > 2Ax10 > 2B > c.C > AC > j.A > air Sai > 2A > 2B > c.C > C > c.D > AC > j.A > air Sai > 2Axn~ |
Mr. Heart
2Ax2 > 2B > D > CD > 6 > D > AC > air 236C+E > 2C > air dash j.B > air Sai > 2Ax11 > 2B > c.C > CD+HSC E > air Sai > [2Ax10 > 2B > c.C > CD+HSC E > air Sai]xn (For gauge recovery chain into a double Grave Strike combo when Heart starts to get low on health) |
Mamiya
2Ax2 > 2B > D > CD > 6 > D > 623C(3 hits) > E > forward jump j.A > delay j.D > land then jump straight up > j.A (right side only) > air Sai > 2Ax10 > 2B > c.D > AC > j.A > air Sai > 2A > 2B > c.C > AC > j.A > air Sai > 2Ax14 > 2B > D > Sai+E > 2Ax14 > 2A+E > 2Ax3 > 2B > D > Sai+E > 2Ax10 > 2B > c.C > CD > 6 > 2B > 2Ax5 > 2A+E > 2Axn~ (Traveling) |
Dribble Combos
Throw Combos
Fatal KO Combos
Other Important Combos
Crouching Rei Infinite
~Sai > [2Axn > c.D(1 hit) > Sai]xn |
Infinite combo that works on Rei when crouching only. If deep in the corner knockback will eventually come into effect so it is necessary to chain into an air combo before this happens.
Chikuseki Setup Combo (For use on Thouther and Mamiya)
2Ax2 > 2B > D > CD > 6 > 2D > Sai > E > AC > air Sai > 2Ax10 > 2B > c.C > CD |
Follow up with ~2B > D > 623C on wakeup for guard crush and massive gauge recovery. If opponent has Aura they will almost always Guard Cancel here so it is a very easy spot to bait it with a chop!