Raidou gameplay discussion

DrDam

Member
So I think there's an issue with Raidou regarding :1::P:.

:1::P: on NH does 26 points of raw damage. However when you do :1::P: on a "Standing" guard opponent, he's only getting 20 points of raw damage. Why is that?
Because damage is scaled when you do a low on a standing guard opponent.
 

UncleKitchener

Well-Known Member
Standard Donor
Seems like there won't be any patches for the game any time soon, so I suppose the high damage output is going to stay in the game for now. We might not see a patch in the future ever if this is the Super Turbo edition of the game, so it would be good for everyone not wanting to play Sonic recolors to have a pocket Raidou.
 

Dark-truth

Well-Known Member
i main raidou and he's not really hard its just his electric uppercut and 2 throws his slowness u gotta get used with but hes pretty good
 

UncleKitchener

Well-Known Member
Standard Donor
Right now it's not the case that he actually has any tricky moves because they're fairly lenient, but my main concern was TN simply changing things without thought of the long term.
 

SilverForte

Well-Known Member
So has anyone found out anything new?

I'm trying to find out some way to space well with him, 66T is a great spacing tool but leaves him - if they tech. All his other moves recovery too slowly on whiff to be useful for me.
 

SilverForte

Well-Known Member
Another good thing about 66T is that if they tech, even though you're at -4 the distance is great enough that if you backdash they will whiff most forms of retaliation, of course this varies from character to character.
 

UncleKitchener

Well-Known Member
Standard Donor
Do they have to do they wake up kick immediately though or is the second kick active enough to catch it if it's slightly delayed? My console's busted, so I can't test it. I would guess it might lose unless you start doing other moves to force a get up before you start conditioning them to press buttons on the ground.
 

coffeedad

I <3 Jesus...and coffee.
Premium Donor
Another good thing about 66T is that if they tech, even though you're at -4 the distance is great enough that if you backdash they will whiff most forms of retaliation, of course this varies from character to character.
Nice find! Only works on mid wake up kick yeah?
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
It has to be immediate, if they delay it the trick won't work. If they stay on the ground though you can tech them.

Could you walk us through what you did to verify it? Tested it on a recording, a player, or just had the AI set to react with mid kick?

If the AI, then it won't work on a normal player due to timing differences between AI wake-up responses and player responses.
 

KING JAIMY

Well-Known Member
I have recently found a bunch of force tech setups for Raidou. Note that all of these setups are based on no-timing:

:4::K: > :4::K: (+22 if successful force tech, -6 if they tech)

:4::K: > :9::K: (+16 if successful force tech, -5 if they tech)

:4::K: > :6::6::K: (+12 if successful force tech, -16 if they tech)

:4::K: > :P::K: (+12 if successful force tech, -23 if they tech)

:4::K: > :1::P: (+12 if successful force tech, -13 if they tech)

:4::K: > :8::P: (+15 if successful force tech, -4 if they tech)

:4::K: > :2::H+K: (+16 if successful force tech, -11 if they tech)

:4::K: > :4::K: (+22 on successful force tech, +0 if they tech)

:4::K: > :6::6::K: (+12 if successful force tech, -11 if they tech)

:4::K: > :1::P: (+12 if successful force tech, -8 if they tech)

:4::K: > :2::H+K: (+16 if successful force tech, -6 if they tech)

:2::3::6::P: > :P: (whiff) > :9::K: (+16 if successful force tech, don't use this setup if they tech!)

:2::3::6::P: > :P: (whiff) > :8::P: (+15 if successful force tech, don't use this setup if they tech!)

:3::H+P: > :8::P: (+15 if successful force tech, -3 if they tech)

:P::P::P: (Juggle ender) > :6::6::K: (+12 if successful force tech, unholdable if they tech!)
 
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Kronin

Well-Known Member
I tried the force techs setup of Jaimy (very nice work) but I'm not able to get the same frame datas for some strings:

:4::K: > :P::K: (+12 if successful force tech, -23 if they tech)

I got a +10 if the force tech is succesfull.

:4::K: > :4::K: (+22 on successful force tech, +0 if they tech)

I got a -1 if the force tech is unsuccesfull (sometimes a -6 but I believe that this depends from Raidou's distance).

:3::H+P: > :8::P: (+15 if successful force tech, -3 if they tech)

I got a + 16 if the force tech is succesfull.

Very likly I'm doing something wrong in the training, but I can't really say what. Some other people could give a confirmation that the infos of Jaimy are actually the correct ones (as I think)?

------------------------

Finally someone could give me some explanations about how to make use of these strings?

:2::3::6::P: > :P: (whiff) > :9::K: (+16 if successful force tech, don't use this setup if they tech!)

:2::3::6::P: > :P: (whiff) > :8::P: (+15 if successful force tech, don't use this setup if they tech!)

I'm not able to understand how to put in practice the whiff concept: do I need to start the move placed in a long range from the opponent?
 

SilverForte

Well-Known Member
So folks, a new patch is coming out on the 11th, and if team ninjas track record is consistent we can expect changes to Raidou.

Hopes?
Expectations?
 

KING JAIMY

Well-Known Member
I tried the force techs setup of Jaimy (very nice work) but I'm not able to get the same frame datas for some strings:



I got a +10 if the force tech is succesfull.



I got a -1 if the force tech is unsuccesfull (sometimes a -6 but I believe that this depends from Raidou's distance).



I got a + 16 if the force tech is succesfull.

Very likly I'm doing something wrong in the training, but I can't really say what. Some other people could give a confirmation that the infos of Jaimy are actually the correct ones (as I think)?

------------------------

Finally someone could give me some explanations about how to make use of these strings?



I'm not able to understand how to put in practice the whiff concept: do I need to start the move placed in a long range from the opponent?
I think the advantage granted may vary depending on which kind of tech roll your opponent does. The numbers provide a rough indication of how much advantage you're expected to get on the basis of repeated testing.

About the whiffing part, that is to make the force tech a no-timing force tech. You have to input the sequence as quick as possible on a non-tech rolling opponent. i also said you shouldn't use this setup because if the opponent tech rolls, you'll be at too much disadvantage to make it really worth it. But in the end it's up to you of course, whether you should use it or not. You should also set the CPU to record 'nothing', otherwise the ground game is very weird. Hope this helps.

So folks, a new patch is coming out on the 11th, and if team ninjas track record is consistent we can expect changes to Raidou.
Hopes?
Expectations?
I hope they change his EWGF from -6 to -5 on block. (from semi-safe to safe on block). I also hope his 9K will be useful as a launcher just like in Dimensions where it would launch on deep stun levels. A damage buff to his Underworld Drop would be appreciated as well to balance the risk-reward ratio, same for his i30 OH.

I honestly have no idea what they will change though. Let's hope for buffs since he most definitely deserves them.
 
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SilverForte

Well-Known Member
9k should be changed back yeah, it just knocks down now when it used to act like kasumis and give a good launch.
I think underworld drop is fine, 85 damage throw is pretty good when it did 80 in dimensions, I do agree that the i30 OH damage should be be changed back to what it was in dimensions though.

It'd also be nice if he got all his doad guard breaks back, but I dunno if thats too much. I guess we'll see.
 
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