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The King of Fighters XIII/Raiden

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File:Raiden.png


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 -

- Hit Detection: High

- Damage: 80


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) -

(EX) = qcb+AC -

- Hit Detection: High

- Damage: 60/80/120


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, 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 screen, and his neomax Raiden Bomber if you time is 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

File:Raiden sprite.gif

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

http://www.youtube.com/watch?v=5bUwnGP_HGQ#t=4m26s