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Raiden (XIII)

2,518 bytes added, 20:09, 15 December 2014
Videos
[[Image:Raidenxiiimoves.png]]
:[http://youtu.be/9u5PGiZ4eKs Raiden's Move List Video]
  =Console Changes= * Weak Poison Breath has less lag. When it hits you can followup with his command throw * Adjustments to Super Drop Kick  * 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 * Giant Bomb (feint) has less recovery * EX Raiden Bomb’s forward travel distance has been reduced. * Raiden Bomber now has complete invincibility. Yamamoto says:  ''"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.'' =Gameplay Overview==
===Gameplay Notes===
Who Raiden is Raiden one of the most complex and damaging characters in KOFXIII. To play him to his fullest potential, you say? Well he's a top tier character need to utilize spacing, frame traps, manage meter wisely and can do virtually everything your favorite character can do but betterconstantly think ahead as you charge different dropkicks. He's the guy that complements your team Based on how much meter he has and pulls which dropkick you a win despite it having two bottom tier characters are charging, his combos and setups keep changing on the frontlinefly. He's the powerhouse Given that runs through a whole team , you can choose to play him in many different ways. You can focus on more of mid-high tiers without breaking a sweatrushdown based gameplay as you only charge lvl1 dropkicks between setups. He's that character that annoys your opponents You can also choose to no end play more passively and go for lvl2/3/4 drop kick charges as soon as the announcer says "GO!"they give you new setups and combo opportunities. I'll skip Almost all the move descriptions his combos (if you want to maximize damage) utilize dropkicks in someway or another. Aside from that, he has decent frame traps and a really good vortex from his command throw (hcf+K). Overall he is a high tier character that keeps getting better depending on how much work you put it plain & simple: in while you play him. If you're are looking for to challenge yourself and play a complex character that can win with lots of options and look good doing it dish out really high amounts of damage then look no furtherRaiden is your character.
===Pros===
- Insane High prioritynormals
- Good defensive game
- Great pokesCan deal with zoning quite well
- Great for any team position, battery/middleman/anchorblock strings along with hit confirms
- Can zone wellFit for any team position (battery/middleman/anchor)
- Extremely powerful Powerful combos that require very little drive/meter
- Good Crazy juggle potential(specially if you charge DKs)
- He can quickly carry the opponent to the cornerlvl3/4 dropkicks have ultimate juggle properties
===Cons===
- To get the most out of him he requires patience High execution barrier - Requires player to constantly think ahead for setups and timing, after you get that down you're good to go.mix-ups
- May have Has trouble against very offensive dealing with strong rushdown characters.without meter
==Normals==
===Standing===
'''j. CD:''' 90 (80) damage, hits mid. The exact same rules apply from his stand CD except you can't whiff cancel it.
'''GCCD:''' 10 damage, hits mid. The best, most useful Guard Cancel blowback in the whole game.
==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.
==Special Attacks==
'''Poison Mist = (qcb+P)''' - Raiden quickly breaths in and then spits out a cloud of green gaseous cloud hitting the opponent in the facegas. Can cancel out projectiles. The A version does not knock down. It also comes out and goes away fairly at a rather fast speed, and recovers pretty quickly so keep your guard when the move is done. Combos can combo from strong normals . On hit it gives Raiden enough frame advantage to link a hcf+B/D or Super Grab but best used after EX tackle in the corneron block is slightly punishable by fast normals and moves. The C version has a slightly slower start-up but it, of course, stays out longer and knocks the opponent down on contact. If you do use so it can't combo from a strong normal you may land a counter normals but grants much greater frame advantage on hit because your opponent might try to retaliate and block. On hit you thinking you'll recover at can link a cr.C into w/e for a slower speedcombo. Overall this The A version of the move will end up being your zoning tool of choice, preferably used Mist is good to keep the opponent at bay when you're charging dropkicks to mow them over with later on. It doesn't combo from much use against fireballs cause of anything but it's a zoning toolfast start up.
'''(EX) = qcb+AC ''' - The green cloud stays out EX version grants a bit long, faster start-up, does two hits instead crumple stun on hit and can combo off of one, upon the second hit it makes strong normals like the opponent slowly fall to the ground leaving them open to get hit againA version. The followonly that will combo after are either fast normals or A/EX tackle version tackle. Only -up attack needs to be something fast 2 on block so it's suggested that you use a crouch normal or something with a very fast start-up otherwise the move you use will whiffpretty safe.
- Hit Detection: HighMid
- Damage: 60/80/120
'''(EX) = dp+AC''' - Very fast start-up and Raiden is also completely invincible during the whole move. It combos into from EX tackle in the corner. This move will more than likely eat away the rest of your opponents health after the dropkick reset + EX tackle corner combos to themcombo.
- Hit Detection: Close/High Air Throw
- Damage: 15+120129/70+120184
- Combos from: if drive cancelled weak/strong tackle works, EX tackle in conercorner.
'''Head Crusher = (hcf+K)''' close - Raiden's 1 frame command grab. Raiden grabs his opponent, turns around, then does what looks like a Crucifix Falling Powerbomb. It had command grab properties and combos from the strong normals. Do not use outside of combos as it has a whiff animation and while it doesn't last too long it still lasts long enough to be punished. Both versions work the same way so don't worry about pressing the wrong button.
'''(EX) = hcf+BD''' - Faster start-up, EX version is also 1 frame. Does more damage, and has more grab range than the normal version, giving it more combo-related opportunities.
- Hit Detection: Close/Throw
- Damage: 150/200
'''(EX) = db~f+AC''' - Significantly faster start-up, the auto-guard is removed and makes him travel a little bit farther compared to the weak and strong versions. It 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 the opponent is hit, they're put in a juggled state. This move can and will be the move you use to quickly carry your opponent to the corner. In the corner, this move is godly, comboes into weak Poison Mist twice, Raiden Bomb/EX, Super Dropkick. If you wait until their body falls to the mid part of the stage, and his Neomax "Raiden Bomber" if you time it correctly, and ,if you use the EX tackle again, it will launch the opponent back into the air to get hit from whatever you want yet again. Never underestimate this move as it may help you turn the tables on your opponent when the match isn't in your favor.It is drive/super cancel-able on the second hit.
- Drive/Super CancellableCancel-able
- Hit Detection: HighMid
- Damage: 70/100/70+10095
- Combos into: The weak/strong versions drive cancel into Raiden Bomb. The EX version combos into just about anything that doesn't require you to grab the opponent while they're standing still. The weak/strong version require more timing because of their start-up so you might want to stick to drive/super canceling them.
'''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. It's 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 may save your butt.It also has a short auto-guard point which may be good for absorbing projectiles and a few predictable incoming attacks, and also builds some meter as well. 
'''Super Dropkick = [B]/[D]''' - Raiden does a dropkick. This move can make or break any match, whether you're winning or losing this move can seal the deal, but that depends on which version of the move you're going to use, how many dropkick kicks your charging at the same time (1 or 2), and how long you charged the move thus far. Now mix this into the equation as well, when you are charging dropkicks you lose the use of that button for X amount time., This literally forces Raiden to switch-up play styles for that said time. When you charge the B Super Dropkick you temporarily lose the use of st./cr./j.B, evasive rolls/safe rolls/GCAB and the ability to activate Hyperdive (BC) mode which is a real hindrance for the time being especially when going for the level 4 dropkick; however, when you charge the D Super Dropkick the handicap isn't as bad as you only lose the ability to st./cr./j.D and CD's, and, if the Raiden player chooses to do so, he can sacrifice his D Dropkick charge for a GCCD and still connect his B Dropkick afterward but this requires some strict timing.
'''Super Dropkick = [B]/[D]NOTE:''' - Raiden does a dropkick. Tthis move can make or break any match, whether you're winning or losing this move can seal the deal, but that depends on which version of the move you're going The Super Drop Kick charge times are referred to use, how many dropkick kicks your charging at the same time (1 or 2)in-game clock ticks, and how long you charged the move thus far. Now mix this into the equation as well, when you are charging dropkicks you lose the use of that button for X amount not real-timeseconds., This literally forces Raiden to switch-up play styles The timer clock for that said time. When you charge the B Super Dropkick you temporarily lose the use of st./cr./j.B, evasive rolls/safe rolls/GCAB and the ability to activate Hyperdive (BC) mode default is 60 ticks which is a around 90 real hindrance for the -time being especially when going for the level 4 dropkick; however, when you charge the D Super Dropkick the handicap isn't as bad as you only lose the ability to stseconds.: [http://cryoutu.be/j.D F5s2kfth_cQ?t=4m40s Timer ticks and CDSeconds Explained]''s, and, if the Raiden player chooses to do so, he can sacrifice his D Dropkick charge for a GCCD and still connect his B Dropkick afterward but this requires some strict timing.
'''Level 1 = [B]/[D] + 8 seconds3 timer ticks''' - The charge time is 8 seconds3 timer ticks. This level of the move comes out at a slow almost turtle-like speed, knocks the opponent down point blank. This level of the move has little-to-no use whatsoever and it has pathetic recovery along with loads of frame disadvantage on block. It doesn't really have any combo chances. In short, try your best not to use it.
- Damage: 100
'''Level 2 = [B]/[D] + 16 seconds9 timer ticks''' - The charge time is 16 seconds9 timer ticks, knocks the opponent down on contact and this level of the move is tad bit more safe as it has less frame disadvantage on block. It still doesn't really have any combo opportunities so I'd suggest you wait the extra for 8 seconds to take it to the next level.
- Damage: 150
'''Level 3 = [B]/[D] + 24 seconds18 timer ticks''' - The charge time is 24 seconds18 timer ticks. This level of the move is pretty fast and has some invincibility within some of the start-up frames, does a good amount of guard crush damage and, when it hits the opponent, they are put into a juggled state which means they can get yet hit again. This move has its uses but only use it if you think it'll finish the opponent off for good; otherwise, I would suggest you to wait yet another 8 seconds and go for the level 4.
- Damage: 150
'''Level 4 = [B]/[D] + 32 seconds24 timer ticks''' - The charge time is 32 seconds24 timer ticks. This level of the move hits like a truck because it's very fast (around 4 frame start-up), very safe, when it hits it takes away 1/4 of the opponents meter, and on block it takes away around 7050% of the opponents guard crush, and he's completely invincible through out the entire move. It puts the opponent into a juggle state as soon as they get hit, combos from just about any that doesn't knock the opponent directly onto the ground. The B version can be comboed into from his GCCD, using it coupled with his st.A and EX tackle guarantees 85-95% reset combos that will carry them all the way to the corner and finish them off. This level of the move is possibly Raiden's second most dangerous in his already deadly arsenal (the first being his EX tackle).
- Damage: 250
- All versions are Drive/Super Cancellable Cancel-able on hit
- Hit Detection: HighMid
- Damage: Refer above, varies depending on level
- Combos from: B version can combo into his GCCD, st./cr.A, anti-airs, etc.
- More info regarding Drop Kick charge times can be found here: http://dreamcancel.com/forum/index.php?topic=1655.msg62374#msg62374 =Desperation Moves==
'''Super Raiden Drop = (hcfx2+P)''' close - Raiden grabs the opponent, does a wrestling pose signifying that he's about to do finishing move, turns around then rolls on the ground carrying the opponent with him, jumps high up into the air, then does a Kinniku Buster slamming the opponent onto the ground. Because of the short whiff animation, the recovery isn't too bad. It combos from light/strong normals up close.
'''Crazy Train = (qcfx2+P)''' - Has invincibility on start-up. Raiden hits the opponent in the stomach 4 times then does a haymaker knocking them onto the ground. The start-up speed is tolerable but it should never be thrown out randomly. if you want to use it, combo into simple as that. Max cancel-able on the 4th hit when in HD mode.
- Max Cancellable
- Combos into: his neomax Raiden Bomber.
==Neomax==
'''Raiden Bomber = (qcfx2+BD)''' - Raiden does a wrestling pose, causing a rainbow of electric to glow on his forearm, then he lariats his opponent with such force that it makes them spin around in the air 4 times before they hit the ground. It has good start-up and recovery, comboing into it takes a bit of getting used to as most of the time the opponent will be airborne at the time. It works well after EX tackle and his dropkick in the corner.
- Combos from: level 3/4 super dropkick, EX tackle, Crazy Train DM
==Combos==
SDK = Super Dropkick Level 3 or 4
Proceed into your combo of choice.
=Console Changes=
'''Frame Traps''' * Weak Poison Breath "(n) frame gap" = The amount of frames that opponent has less lagto counter a frame trap. When it hits you can followup with his command throw 1.) st. B > st. A - 2 frame gap between st. B and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima. 2.) st. B > st. B - 4 frame gap between st. B and st. B. 3.) st. B > cr. B - 3 frame gap between st. B and st. B.  4.) st. B > cl. C - 3 frame gap between st. B and cl. C. 5.) st. B > cr. C - 4 frame gap between st. B and cr. C. ==Character Matchups== '''Andy Bogard''' '''Ash Crimson''' '''Athena Asamiya''' '''Benimaru Nikaido''' '''Billy Kane''' '''Chin Gentsai''' '''Clark Still''' '''Duo Lon''' '''Elisabeth Branctorche''' '''Goro Daimon''' '''Hwa Jai''' '''Iori Yagami (Claw)''' '''Iori Yagami (Flame)''' '''Joe Higashi''' '''K' ''' '''Kim Kaphwan''' '''King''' '''Kula Diamond''' '''Kyo Kusanagi (XIII) ''' '''Kyo Kusanagi (NESTS)''' '''Leona Heidern''' '''Mai Shiranui''' '''Mature'''
* Adjustments to Super Drop Kick (lol)'''Maxima'''
* Charge times have been increased.'''Raiden (mirror match)'''
* Invincibility removed'''Ralf Jones'''
* Guard crush ability has been reduced'''Robert Garcia'''
* Can no longer be connected after a guard cancel attack'''Ryo Sakazaki'''
* Knocks the opponent away.'''Saiki'''
* Jump D’s hitbox has been strengthened to hit downwards. It should whiff less often on short opponents'''Shen Woo'''
* Giant Bomb (feint) has less recovery'''Sie Kensou'''
* EX Raiden Bomb’s forward travel distance has been reduced.'''Takuma Sakazaki'''
* Raiden Bomber now has complete invincibility'''Mr.Karate'''
Yamamoto says: '''Terry Bogard'''
''"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.''Vice'''
'''Yuri Sakazaki'''
= Move Metadata =
{| style="color:#FFFFFF; background-color:#0066CC;" border="9" cellpadding="5" cellspacing="1"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cls.A
| 30 || 3 || 4 || 0 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
| 30 || 3 || 7 || 0 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.far A
| 30 || 3 || 4 || 0 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cls.B
| 35 || 3 || 6 || +2 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
| 35 || 3 || 5 || 0 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.far B
| 35 || 3 || 6 || +2 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cls.C (1st hit)
| 40 || 4 || 5 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cls.C (2nd hit)
| 45 || 8 || - || -3 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
| 70 || 7 || 6 || -5 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.far C
| 80 || 7 || 11 || -4 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cls.D (1st hit)
| 45 || 6 || 10 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cls.D (2nd hit)
| 50 || 4 || - || -2 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
| 80 || 7 || 9 || -8 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.far D
| 80 || 7 || 7 || -7 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
| 80 || 8 || 9 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Normal Throw = b/f+C/D
| 101 || 0 || 1 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
| 4 || 0 || 17 || -15 || 17 Frame startup vs J attacks too
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Head Crusher = hcf+B/D close
| 150 || 0 || 1 || - || 38 on whiff
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Raiden Bomb (1)dp+A/C
| 15 || 0 || 5 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!A Giant Bomb= [db]~f+A
| 70 || 8 || 19 || -6 ||Close
|- style="color:#003366; background-color:#99CCFF;" align="left"
!C Giant Bomb = [db]~f+C
| 100 || 12 || 31 || -7 ||Close, Feint 27
|- style="color:#003366; background-color:#99CCFF;" align="left"
!A Poison Breath= qcb+A
| 60 || 6 || 19 || -6 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!C Poison Breath= qcb+C
| 80 || 8 || 30 || +5 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Super Drop Kick 1[B/D]
| 100 || 6 || 17 || -11 ||3 seconds, Count 2
|- style="color:#003366; background-color:#99CCFF;" align="left"
| 250 || 20 || 11 || -5 || 24 seconds, Count 16
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Head Crusher= hcb+BD close
| 200 || 0 || 1 || - || Whiff 38
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Raiden Bomb 1 = dp+AC
| 70 || 0 || 4 || 0 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
| 120 || 0 || - || -8 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Giant Bomb 1= [db]~f+AC
| 70 || 0 || 14 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
| 100 || 0 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Poison Breath= qcb+AC
| 120 || 0 || 18 || -2 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Super Raiden Drop= hcbx2+AC close
| 240 || 0 || 1 || - || Freeze 29 , Whiff 58
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Crazy Train 1= qcfx2+A/C
| 40 || 0 || 40(11) || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
| 60 || 0 || - || -12 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Super Raiden Drop = hcbx2+AC
| 360 || 0 || 1 || - ||Freeze 29, Whiff 60
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Raiden Bomber= qcfx2+BD
| 480 || 0 || 86(16) || -19 || Freeze 70
|- style="color:#003366; background-color:#99CCFF;" align="left"
|}
 
=Raiden's Jumps=
 
[[File:Kofxiiiraidenjumps.jpg]]
 
This picture demonstrates different jump heights/distances.
 
Grey/White = Neutral Jump
 
Yellow = Neutral Hop
 
Orange = Forward Hop
 
Red = Forward Hyper Hop
 
Blue = Forward Jump
 
Green = Forward Super Jump
 
The forward moving jumps/hops display one image at the apex of the jump and one at the landing point.
=Videos=
'''Raiden Master ClassBeating Like a Crazy Train: A KOF XIII Big Bear's Simple Tutorial. '''
{{#ev:youtube|LfFxPqUEJnUm9vOt-s8kz4}}
 '''Raiden Hit Boxes''' {{#ev:youtube|adsO4Ylpavs}} ==Links & References=Contributors=
[http://dreamcancel.com/forum/index.php?action=profile;u=3887 keykakko] [http://dreamcancel.com/wiki/index.php?title=Raiden_(XIII)#Move_Metadata]
[http://dreamcancel.com/forum/index.php?action=profile;u=4128 machina] [http://dreamcancel.com/wiki/index.php?title=Raiden_(XIII)#Raiden.27s_Jumps] =External Links= [https://docs.google.com/spreadsheet/ccc?key=0AkbHR6iUNvj5dDVHSXBhRjRCRnFaLXJmaFRuQmoyQmc#gid=0 Raiden's Tackle db~f+A/C Punish Guide] =Discussion Threads==
Discuss at [http://dreamcancel.com/forum/index.php?board=100.0 Dream Cancel]
{{Navbox XIII}}
[[Category:The King of Fighters XIII]]
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