Raoh/Special Moves

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


Hokuto Goushouha

(Land or Air) 236C

Hokuto Donryuu Kohou

214A
A powerup move. Allows for storing of up to three powerup charges, which appear as globes above the Boost gauge. These powerups are used to strengthen several of Raoh's normal and special moves. Having powerup charges available opens up many combo options, and also forces your opponent to have to adjust their play as well, as they have to worry about the devastating powerup chop. As it has fairly long startup and recovery, Kohou should only be used at a distance. Even then, it is almost never safe to powerup when your opponent has Boost.

Hokuto Tenshou Raigeki

623A

Hokuto Raretsuken

623C

Sai

(Land or Air) 214D

Musou Insatsu

41236D (Uses 1 Bar Aura)
A unique move that allows Raoh to cancel the recovery of almost any move into a powerful kick, at the cost of one bar of Aura. With a very quick startup at only 3 frames and Super Armor, Musou Insatsu is extremely useful and causes your opponent to have to approach you very cautiously when you have meter. This can allow you to get away with a lot - for example Kohou is usually unsafe to use in most situations, but fear of an Insatsu will often keep your opponent from taking advantage of this and attacking you.

Musou Insatsu can be jump canceled on guard or hit. It is also possible to Boost both the startup and recovery of it. On normal hit the opponent is launched into the air, and you will want to follow up with a normal forward jump. A counter hit will cause wall bounce and is best followed up with an air dash B.

Hikou Shinkesshuu

214214A (Uses 1 Bar Aura)
An anti-air super. Raoh throws his cape into the air, catching any opponent within range. This move is completely unblockable - if your opponent is in the air and in range they will be caught. Can be extremely useful to get out of pressure, but will likely result in your death if you miss.

Musou Tensei

214214B (Uses 1 Bar Aura)
A 'charge' super, that after executing(left picture) grants the ability to use the special defensive maneuver Musou Tensei(middle and right pictures) up to 7 times. While active pressing 6(for mid/high attacks) or 2(for low attacks) in time with his opponent's attack hitting will cause Raoh to teleport behind the opponent. Specifically, the time frame for Musou activating is 5 frames within inputing the forward or downward direction. However, if the lever is returned to neutral within 5 frames of the input, the total time is extended to 11 frames. There is a roughly 15 frame window after attempting to Musou in which it is not possible to try again, which prevents continuous Musou attempts.

Musou charges carry over rounds so it is advantageous to try to get off the super as soon as possible.

Tenshou Honretsu

214214C (Uses 1 Bar Aura)
An invincible charging super. Takes two stars on normal hit, three on counter. Its slow startup makes it pretty much useless as a reversal and it is not really suited for combos either. It does have some rare uses, which are covered in the Matchups section.

Hokuto Mettenha

236CD (Fatal KO)
A deadly punch to the skull, from the final fight between Raoh and Kenshiro. A very good FKO, as it locks on the opponent on hit and connects OTG. Also possesses Super Armor, although it is mostly useless except as a gimmick.