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Raiden (Arcade Version)

Started by nilcam, July 27, 2010, 03:49:38 AM

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nilcam



Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Special Moves
Poison Mist - ;qcb + ;a / ;c *

Raiden Bomb - ;dp + ;a / ;c

Head Crusher - ;hcf + ;b / ;d (Close) *

Giant Bomb - (charge) ;db, ;fd + ;a / ;c
   ∟ ;a ;b (for feint)

DropKick - (charge) ;b / ;d ,release

Desperation Moves
Super Raiden Drop - ;hcb x2 + ;a / ;c (close)

Crazy Train Lariatoooo - ;qcf ;qcf + ;a / ;c

Neomax
Raiden Bomber - ;qcf ;qcf + ;b ;d


Raiden's Wiki entry.

Console changes:
- (shown in video) Weak Poison Breath has less lag. When it hits you can followup with his command throw
- Adjustments to Super Drop Kick (lol)
* Charge times have been increased.
* Invincibility removed
* Guard crush ability has been reduced
* Can no longer be connected after a guard cancel attack
* Knocks the opponent away.
- Jump D’s hitbox has been strengthened to hit downwards. It should whiff less often on short opponents
- (shown in video) Giant Bomb (feint) has less recovery
- EX Raiden Bomb’s forward travel distance has been reduced.
- (shown in video) Raiden Bomber now has complete invincibility.

Yamamoto â€" Although Super Dropkick has been weakened, shorter recovery on Giant Bomb Feint allows him to be played more trickily. With the improvement to his jump HK {j.D}, he has reliable attacks from the air leading to greater attack possibilities. Worthy of special mention, complete invincibility on Raiden Bomber means no more awkward looking trades.

MUSOLINI

#1
could somebody try this combo for me.

jump in hard attack, crouching hard or light pynch (whichever is cancelable), ex shoulder tackle, drop kick, standing A, drop kick, dp. instead of the dp, if you got more meter would it be possible to do another ex shoulder and juggle on? this should do HUGE damage. after the last drop kick instead of doing a dp do another ex shoulder, after that normal light shoulder if possible into nm, otherwise just go straight for the nm. dude does huge damage, this should be doing HARD damage.

somebody, anybody.

edit: raiden doesnt even have 1 ex dm?
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

4leaf

His EX DM is a throw. I was thinking do ex tackle instead of jab after the drop kicks. I'll be going in a bit to test it out.

MUSOLINI

let me know what other possibilities you find out. he could be doing very easy beyond 100% combos if hes got some meter and drop kicks stored.
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

t3h mAsTarOth...!

this drop kick stuff is cool and all... but i hope it doesn't turn into SC4 Hilde x10... cause i saw 1 of them doing 30%... and what's the time for charging them? cause NO meter double drop kick doing 70% is pretty OP...

practically thinking i would only charge 1 of them with D... so that i can have access to B which would allow me to cr.B and to cancel tackle and hcf.B...
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

Rex Dart

#5
His drop kick has four different levels.

Level 1: 4 seconds (slow)
Level 2: 8 seconds (slow)
Level 3: 12 seconds (medium)
Level 4: 16 seconds (fast)

There are other differences between the different versions, but I can't read the Japanese info on it.

Combo:

jCD -> LV3 or LV4 drop kick -> EX Giant Bomb -> Strong Giant Bomb -> Raiden Bomb (air grab)

Remxi

According to the mook, the damage for the diff levels is as follows:

Level 1: 100
Level 2: 150
Level 3: 200
Level 4: 250

Perhaps there are also differences on guard? Like final level will allow a guard crush + followup?

Kane317

#7
Don't know if this helps, here's a translate.google.com version of his levels:

Level 1: 4 sec Entertainment, occurred late, not invincible, after guard against substantial
Level 2: Entertainment 08 seconds, occurred late, a bit invincible, then guard against
Level 3: Entertainment 12s usually occur invincible determination to attack occurred, then guard against fine, whatever decision
Level 4: 16 sec Entertainment, early experience, offensive invincible determination to disappear, then guard against fine, whatever decision

---
Entertainment = charge

t3h mAsTarOth...!

ok so that seems A LOT more fair... a minimum of 12 second charge to get decent damage + invincibility + combo ability + be safe... and so yes in a real match it only seems viable to charge 1 button... otherwise you lack half your tools...

@Kane317 - LOL at that translation... what's even funnier is i actually understood what they meant...
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

4leaf

Got to try Raiden yesterday but forgot to write down the damage for the combo I did.
Jump C, down C, ex tackle, down A, drop kick, down A, drop kick. ex poison or another ex tackle might work before the 2nd down A.

MUSOLINI

you didnt try finishing with his nm? i wish you tried to do those ex tackles after the last dropkick, or at least his nm after it. if another ex tackle is possible, dayumn for posibilities. this would still hold the door open for his nm, cause youd still have 3 stocks after it and a full hd meter. the 12 second one might hurt a LOT.
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

Kane317

#11
Quote from: MUSOLINI on August 15, 2010, 10:52:52 PM
you didnt try finishing with his nm? i wish you tried to do those ex tackles after the last dropkick, or at least his nm after it. if another ex tackle is possible, dayumn for posibilities. this would still hold the door open for his nm, cause youd still have 3 stocks after it and a full hd meter. the 12 second one might hurt a LOT.

Well of course you can do the standard: s.A (as an anti air possibility as well), Max D Dropkick,  s.A, Max B Dropkick, NM.

To add to it, you want to charge to level 4 (Max) since it has much more range and better recovery, although level 3 does work.  In the meantime, you'll lose the ability to j.CD, crossup D, d.B combos, GCCDs, GCABs, AB roll, AB tech roll...

FYI: The Dune vids had a short training mode session with Raiden, seen here.

SHwoKing

#12
Two french people living in Japan gave us some combos and info about Raiden :

Lvl 4 DropKick -> st. A -> Lvl 4 DropKick -> EX Giant Bomb -> Strong Poison Mist -> DC EX Giant Bomb -> Poison Mist -> Poison Mist -> Raiden Bomb

Damage should be around 950 and you need 1 Super meter (you'll gain another one while doing the combo) and 1/2 HD meter.

Also as Lvl 4 DropKick has free juggle properties, st. A / cr. A as anti-air can be followed by a DropKick even on normal hit.

And the best thing : Break CD can be chained with a B DropKick and follow-up, which is kinda scary.

Also some General info that i will probably post une the General discussion as well :
- If Joe is the Low Tier of this game, then, you don't have to worry about game's balance as he is still very dangerous.
- They talked about an Autoguard stuff : when your opponent cross-up you but sometimes still land in front of you (Kof XII player must know what i mean), if you guard the initial cross-up attempt then even if you guard on the wrong side while your opponent is attacking you with his ground attack, you will stay in guard.
- The Japanese KOF community seems to like KOF XIII and involved on the game.
In example, Ogosho said before that i didn't want to attend Kof XIII's Tougeki Qualification but they saw him attend few days after :D

Fixed some typos -Kane317

MUSOLINI

#13
Lvl 4 DropKick -> st. A -> Lvl 4 DropKick -> EX Giant Bomb -> Strong Poison Mist -> DC EX Giant Bomb -> Poison Mist -> Poison Mist -> Raiden Bomb

this somewhat looks like the combo i mentioned but not quite.

jump in C -> cr. C -> EX giant bomb -> lvl 4 dropkick -> st. A -> lvl 4 dropkick -> EX giant bomb -> strong poison mist -> max cancel into neo max.

who knows, maybe instead of the strong poison mist its possible to do another no ex giant bomb, then poison mist into nm or just go straight to the nm from the giant bomb.

any of the ai folks wanna try this. i also asked at that kelvindj dude from yt to try it. gonna look now to see if theres anything new.

edit: it could be that theres a more damaging one if you start with the4 drop kick.

something like:

jump in C -> cr. C -> lvl 4 dropkick -> st. A -> lvl 4 dropkick -> EX giant bomb -> strong poison mist -> EX gaint bomb -> strong poison mist or non ex giant tackle max cancel into neo max.

since both combos have around the same length, the nm would probably do the same damage. but the damage on the drop kicks could mean extra damge if done earlier on. also if somebody's willing to try, finish the same combo without NM (for those instances without bar) and keep hd canceling with specials till you finish the combo with raiden bomb.

something else i thought of that might be interresting. after the first drop kick, since kick isnt used during the combos it might be possible to load another drop kick or 2 before finishing the combo. if the before mentioned combo is done, after the last ex giant bomb into strong poison mist it could be possible to do another drop kick and combo on into who knows what.

i wish i had this game, the combo possibilities are soo fucking wild in this game. more people need to hit up training mode, i know its hard for the ai folks cause theres only 1 machine. the owner must be happy with 13, i think its making good money for him.
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

Kane317

Quote from: SHwoKing on August 18, 2010, 02:47:52 PM
And the best thing : Break CD can be chained with a B DropKick and follow-up, which is kinda scary.

Lol tried the GCCD last night into drop, failed miserably.  Prolly shouldn't try it against the good players until I learned the timing here (last match).

(I also chose to test out the GP bug against K''s j.C, which in retrospect makes me think it's Kyo's s.C instead--all in the same match, big mistake lol.  Ate a long combo).

j.CD into drop kick is pretty juicy too.  It's tricky to choose which drop kick to store for (if you're only going for one) since d.B combos, AB rolling and tech rolling are pretty essential, whereas crossup D, GCCDs and j.CDs are equally useful.  I'm thinking storing the B is still the lesser of two evils.