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* '''Easy Blockstring Infinite:''' Rai-On can quite easily press 5A, followed by a dash forward into another single 5A, over and over until either the player drops the infinite or the opponent burns some meter to use Plasma Revenge to escape the pressure. It doesn't work on hit, but on block 5A leaves Rai-On so plus that it will always be his turn after it, thus also allowing for setups. | * '''Easy Blockstring Infinite:''' Rai-On can quite easily press 5A, followed by a dash forward into another single 5A, over and over until either the player drops the infinite or the opponent burns some meter to use Plasma Revenge to escape the pressure. It doesn't work on hit, but on block 5A leaves Rai-On so plus that it will always be his turn after it, thus also allowing for setups. | ||
* '''Blanka Ball:''' Rai-On's unique 236 special is a 3-way Blanka Ball that despite not hitting horizontally, if used right, makes a great combo ender, punish tool, and makes it difficult to punish Rai-On for using it with how fast it is. | * '''Blanka Ball:''' Rai-On's unique 236 special is a 3-way Blanka Ball that despite not hitting horizontally, if used right, makes a great combo ender, punish tool, and makes it difficult to punish Rai-On for using it with how fast it is. | ||
* '''Anti-air confirms:''' Rai-On is a character blessed with fairly stable anti-air and air-to-air confirms, thanks largely to his 5A and j.9A strings. | |||
* '''Fantastic Air Game:''' Rai-On is not only able to instant air dash, but he can also double jump and utilize Akuma-esque divekicks that gives him a ton of room for fighting in the air and keeping his momentum. | * '''Fantastic Air Game:''' Rai-On is not only able to instant air dash, but he can also double jump and utilize Akuma-esque divekicks that gives him a ton of room for fighting in the air and keeping his momentum. | ||
* '''Shout Lockdown:''' Rai-On's Shout is a short range projectile with a difficult to deal with hitbox, and it is so plus on block that the opponent is often forced to block Rai-On's attacks even at tip range afterwards. | * '''Shout Lockdown:''' Rai-On's Shout is a short range projectile with a difficult to deal with hitbox, and it is so plus on block that the opponent is often forced to block Rai-On's attacks even at tip range afterwards. |
Revision as of 17:14, 23 July 2024
Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
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Default VS Mirror
Move List
Vertical Normals
5A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 8 | - | - | - | +4 | +20 | - | Ground | |
Here it is, the reason Rai-On is in the meta. Relatively unimpressive on hit, but on block it is -technically- a blockstring infinite, with several asterisks. As long as the enemy has 50% meter they can parry, Rai-On has to walk to keep the pressure up, and this move whiffs crouchers depending upon the character/distance. It is both your most important tool and a potential crutch that can accidentally make your gameplay linear when used poorly. If you have the life lead and the opponent doesn't have 50% meter, if they are a character that cannot duck this move, the moment you make them block it, you win the round. It is also special cancelable, for some reason. |
5AA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 8 | - | - | - | +4 | +17 | - | Ground | |
Similar in almost every way to 5A, except it has less block stun and pushes out a bit further. Special cancelable. |
5AAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 8 | - | - | - | +12 | +12 | - | Ground | |
Plus enough on hit to link off of, which might seem massive until you realize how far away this pushes out on both block and hit. It also scales all followup combos pretty badly, so while the combo video potential off this is massive, it's generally best to just go for reset/super here. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Horizontal Normals
2B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | i11 | - | - | - | +9 | +8 | - | Ground | |
2Bs tend to be important for most of the cast in Plasma Sword, and Rai-On's is no exception. Decent range, fast speed, low cat crouch... all of this combined makes for a frustrating poke that, while it may not do much damage or score you big combo extensions, nonetheless shuts down many approach options and allows you to check your opponents easily safely. Like with most things Rai-On, the frame data sees unfair until you see his damage. |
Kick Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Gauge Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |