Raoh/Normal Moves: Difference between revisions

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===Far D===
===Far D===
A sidekick. Its long range makes it good for beating out your opponents attacks, however it has very long recovery. Can chain into a Banishing Strike as well by Kara canceling from 2D(input D > 2CDCD or D > delay 2CD), making it a key move in combos.


==Crouching==
==Crouching==

Revision as of 13:24, 31 March 2012

This page covers Raoh's normal moves. His special and super moves are explained here.


Standing

Close A

A short elbow jab. Very poor reach, but still can be used as an anti-air sometimes.

Far A

A quick jab while advancing forward. Mostly used in traveling/basuke combos. Can be used as an anti-air sometimes.

Close B

A kick to the shin. Can cancel into itself. Mostly used as a combo part.

Far B

A light kick. Fairly fast execution and good range. Good for zoning and as an anti-air.

Close C

A strong overhead punch. Doesn't hit crouching opponents. Used mostly in combos to connect to a Banishing Strike. Holding C with a powerup stock available grants Super Armor and makes it an unblockable.

Far C

A two-handed punch. Identical to Kenshiro's far C, but due to Raoh's tall height it does not hit crouching opponents and is much less useful. Holding C with a powerup stock available grants Super Armor and makes it an unblockable.

Close D

A knee followed by a drop kick. Both hits are cancelable, and the second hit is a low. Canceling the first hit into 6B can very hard to see as the startup animation looks the same as the second hit.

Far D

A sidekick. Its long range makes it good for beating out your opponents attacks, however it has very long recovery. Can chain into a Banishing Strike as well by Kara canceling from 2D(input D > 2CDCD or D > delay 2CD), making it a key move in combos.

Crouching

A

B

C

D

Air

A

B

C

D

Other

6A

6B