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=== Tips and Tricks === | === 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. | |||
[['''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. | |||
[[Headcrush/Crossup]] | |||
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. | |||
'''[[Headcrush/Mix Ups]]''' | |||
[[The "fake" crossup]] | |||
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?''']] | |||
'''HP Shoulder Tackle Fake/Headcrush''' | |||
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. | |||
[['''General Tips''']] | |||
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. | |||
Edited By Dae-Han | |||
=== Combos === | === Combos === |
Revision as of 09:47, 3 February 2012


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
Hop: 40
Hop: 40
Hop: 68
Hop: 80
Throw
Special Moves
kof.sp : 80
ex : 120
ex : 70+120
ex : startupinv
ex : 200
kof.sp : 100
ex : 70+100
p : autoguard
- Giant Bomb Feint
Level 2: 150
Level 3: 200
Level 4: 250
Level 3 and 4: anywherejuggle
Desperation Moves
ex : 360
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 (
) -
- Standing Light Kick (
) -
- Standing Heavy Punch (
) -
- Close Heavy Punch (Close
) -
- Standing Heavy Kick (
) -
- Close Heavy Kick (Close
) -
- Crouching Light Punch (
+
) -
- Crouching Light Kick (
+
) -
- Crouching Heavy Punch (
+
) -
- Crouching Heavy Kick (
+
) -
- Blowback Attack (
+
) -
- Jumping Light Punch (Air
) -
- Jumping Light Kick (Air
) -
- Jumping Heavy Punch (Air
) -
- Jumping Heavy Kick (Air
) -
- Jumping Blowback Attack (Air
+
) -
Throw
Special Moves
- Dokugiri (
+
) -
- Raiden Bomb (
+
) -
- Head Crush (
+
) -
- Giant Bomb (
[charge]
+
) -
- Super Dropkick (Hold
or
and release) -
Desperation Moves
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.
After doing Raiden's Headcrush command throw you are given a perfect amount of time and spacing to perform some interesting follow up's.
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.
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
HP Shoulder Tackle Fake/Headcrush
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.
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.
Edited By Dae-Han
Combos
Team Order
1st position
Pros
Cons
2nd position
Pros
Cons
3rd position
Pros
Cons