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The King of Fighters XIII/Raiden
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A -
- Chain/Cancel-able
- Hit Detection: High
- Damage: 30
st. B -
- Hit Detection: High
- Damage: 35
st. C - Strong punch aimed at the mid-section, comes out at a good speed making it a good poke when timed well, sadly it's only a poke because it isn't cancel-able, level 3 or 4 dropkick is best used after this move especially in the corner to keep the pressure on your opponent.
- Hit Detection: High
- Damage: 80
- Combos into: Level 3/4 Super Dropkick when timed correctly
st. D -
- Hit Detection: High
- Damage: 70
cl. C -
- Cancel-able
- Hit Detection: High
- Damage: 40+45
cl. D -
- Hit Detection: High
- Damage: 45+50
Crouching
cr. A -
- Chain/Cancel-able
- Hit Detection: High
- Damage: 30
cr. B -
- Chain-able
- Hit Detection: Low
- Damage: 35
cr. C -
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D -
- Cancel-able
- Hit Detection: Low
- Damage: 80
Jumping
j. A -
- Hit Detection: Mid
- Damage: 45(40)
j. B -
- Hit Detection: Mid
- Damage: 45(40)
j. C -
- Hit Detection: Mid
- Damage: 72
j. D -
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD -
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD:
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throws
Neck Hanging = (b/f + C/D) - Raiden lifts the opponent into the air and chokes them for about a second and a half, it does a little bit more damage than most neutral throws in game.
- Can be broken
- Hit Detection: Close
- Damage: 15x6+35
Command Moves
Filler Picture
Raiden doesn't need any command moves, he's not incompetent like the rest of the cast.
Special Attacks
Poison Mist = (qcb+P) - Raiden quickly breaths in, then spits out a green gaseous cloud hitting the opponent in the face, the weak version comes out and goes away fairly at a rather fast speed, doesn't knock down either and they recover pretty quickly so keep your guard when the move is done, combos from strong normals but best used after EX tackle in the corner, the strong version has a slightly slower start-up but it of course stays out longer if you do use it from a strong normal you may land a counter hit because your opponent may try to hit you thinking you'll recover at a slower speed, this move will end up being your zoning tool of choice, preferably used to keep the opponent at bay when you're charging your dropkicks to mow them over, doesn't combo from much of anything but yeah zoning tool.
(EX) = qcb+AC - The green cloud stays out a bit long, faster start-up, does two hits instead of one, upon the second hit it makes the opponent slowly fall to the ground leaving them open to get hit again, the follow-up attack needs to be something fast so it's suggested that you use a crouch normal or something with a very fast start-up otherwise the move you use will whiff.
- Hit Detection: High
- Damage: 60/80/120
- Combos from: Strong normals, EX tackle in corner
Raiden Bomb = (dp+P) -
(EX) = dp+AC -
- Hit Detection: Close/High
- Damage: 15+120/70+120
Head Crusher = (hcf+K) -
(EX) = hcf+BD -
- Hit Detection: Close
- Damage: 150/200
Giant Bomb = (db~f+P) - Raiden crouches like a quarterback then yells "Ready!? GO!!!" as he proceeds to do a shoulder tackle knocking the opponent onto the ground, the charge time is about half a second, the weak version has a pretty short start-up and makes Raiden travel halfway across the screen, it's also quite safe, the strong version has a slightly longer start-up but it makes him travel farther across the screen, this move does pretty good chip damage on block, the strong version also has a good chunk of auto-guard at start-up making it somewhat safe but very convenient if you use it along with his feint, the weak version combos from strong normals but you'll have to think up your own set-ups for the strong version, drive/super cancel-able as soon as it makes contact with the opponent.
(EX) = db~f+AC - Significantly faster start-up, the auto-guard is removed, makes him travel a little bit farther compared to the weak and strong versions, does two hits instead of one, on the second hit it launches the opponent into the air whether they were in a juggled state or not, as soon they're hit they're a juggled state which means you can continue whatever you want as soon as you recover, this move can and will be the move you use to quickly carry your opponent to the corner, in the corner this move combo's into weak Poison Mist twice, Raiden Bomb/EX, Super Dropkick if you wait until they're body falls to the mid part of the stage, and his neomax "Raiden Bomber" if you time it correctly.
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 70/100/70+100
-
Giant Bomb Feint = (db~f+P, AB) - Raiden crouches like a quarterback then yells "Ready!?" but if you press AB afterward it makes him stop and then go back to his neutral fighting stance, very useful for faking people out, but this move will probably get most of it's use when you accidentally put in the input for strong tackle instead of weak which is okay because this move will save your butt.
Super Dropkick = [B]/D] -
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 100, 150, 200, 250
Desperation Moves
Super Raiden Drop = (hcfx2+P) -
(EX) = hcbx2+AC -
- Hit Detection: Close
- Damage: 240/360
Crazy Train = (qcfx2+P) -
- Max Cancel-able
- Hit Detection: High
- Damage: 40x4+60
Neomax
Raiden Bomber = (qcfx2+BD) -
- Hit Detection: High
- Damage: 480
Combos
Tips
Miscellaneous
Character Sprite
Colors
Big Bear
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Links & References
Technical Reference