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, but you'll rarely use that feature. |
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
5BB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | i11 | - | - | - | -5 | -5 | - | Ground | |
Rai-On's only real catch-all in big frame advantage situations has the unfortunate side effect of causing him to completely lose his turn if its blocked, due both to the frame disadvantage and pushout. However, the cancel into super used to punish an opponent trying to sidestep your normal pressure more than makes up for it. If the opponent jumps and you whiff this, however, expect to lose some health. |
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 seems unfair until you see his damage. |
Kick Normals
5K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | - | - | +2 | +2 | - | Ground | |
One of Rai-On's main buttons and fastest attacks. Hits a bit faster up close than the animation might make it seem. |
5KK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | - | - | -11 | -11 | - | Ground | |
This two kick hit cannot be parried and combos into supers. However, it is linear and, perhaps more importantly, this hit tends to whiff crouchers in some matchups, such as the cat mirror. Unlike Byakko, Rai-On has no strings with which to continue from, so he either has to bank on his opponent not punishing the second hit or risking a cancel. |
2K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | - | - | +6 | +5 | - | Ground | |
2K is the key to this character. At i8 and with a easy string confirm into super, it is almost all you need to use to threaten players up close enough to get them to freeze or panic. |
2KK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | - | - | +9 | +8 | - | Ground | |
I know it might seem like the same move as 2K, but this is technically a different move with different data. At this point in the string, you either keep up pressure on block/whiff or confirm into super on hit. Be careful about spacing: the range this pushes at on block requires a walk up to trap with this again, and if you use 2K from further out, this part of the string will whiff and your confirm into super will cause you to die. |
3K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 14 | - | - | - | +9 | +2 (close) | - | Ground | |
Rai-On's slide is a means of which to attempt to get back in after something like 2KK on block. It becomes more advantageous the further out you are, but unless the opponent is blocking it at tip, they can still sidestep or neutral jump to get away from most of your offense. If they do that, you can do things like 5B or 2B to cut them off. |
Divekick
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | ~10 | - | - | - | +22 | +20 | - | Ground | |
Rai-On divekick. Hit/Block advantage is an estimate--data used is for the earliest frame 2K can be entered (frame 11 after jump starts) blocked/hit at the top of a 2p Byakko's head. Becomes more or less plus depending upon how its blocked. Rai-On's divekick is far betterthan his cat counterpart, as he always gets meaningful confirms off of his. However, there is still enough of a gap between repeated divekicks that step or reversals are possible, so you must commit to some sort of anti-movement option after this is blocked to prevent subsequent divekicks from getting interrupted. Practically suffocating for characters without a reversal. |
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
Sound of Thunder Thrust
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 33 | - | - | - | +25 | +25 | - | Ground | |
Rai-On shouts at you. Green energy comes out. And if you block it or get hit by it, you are locked in place for several frames. Both situations push the opponent out, and hit pushes them out particularly far, limiting your follow-ups, usually, to just slide. |
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 |
Strategy
General Gameplan
Matchups
Combos
Plasma Combos
Normal Combos
- 2KKxBlanka Ball - Technically unsafe on hit, but you should still use this in certain matchups where the character might not have great punishes for it, or versus players that don't know how to punish it.
- 5AAAxBlanka Ball = Omitting the Blanka Ball is probably better in the long run, as the +12 on hit 5AAA gives allows you to walk up and mix up 2KK/Throw/Divekick.