Free Step Dodge

DestructionBomb
DestructionBomb
Raijin feels harder to do, but I feel you are more rewarded for Izuna-Otoshi (or Izuna in general).

I think Raijin is just plain trash. Some fighting games have execution moves that provides little benefits for who knows why, while most with high execution moves have stuff that's actually worth doing and reasonable to do (Mishimas or Akuma in Tekken).
DestructionBomb
DestructionBomb
Another character who's pretty high execution but actually worth doing them because of the reward it gives you is Akira.
illninofan
illninofan
I haven't had a chance to peek at the move details/damage info for the Raijin, but I don't doubt you. Difficult to execute and doesn't do nearly the amount of damage it should for a move that hard to pull off, right?
DestructionBomb
DestructionBomb
Yeah somewhat. Not just the damage, but the safety/risk and how it can be used in a match scenario. Is it worth the risk going for it.

The only time I can see Raijin being useful is in the Lab stage for the extra floor damage.
Brute
Brute
Raijin is much more difficult execution-wise than the Izuna Otoshi. The hold variants of the Izuna (perticularly the Senko) are trickier, but I'd still argue that all versions are easier than the Raijin.

But maybe I'm biased because I play Hayabusa and actually gave a shit enough to practice them, whereas I never did for the Raijin beyond combo challenge.
WAZAAAAA
WAZAAAAA
depends on the Izuna
Raijin Throw is probably harder than Izuna Throw
WAZAAAAA
WAZAAAAA
but Izuna Hold is harder than Izuna Throw because when you do the Throw one YOU KNOW you're going for it and are more ready to input the followups, but for the Hold version you need crazy good presence of mind to realize that your Hold actually connected and then continue it. And Izuna Holds in DOA5 became advanced holds. And the High Punch Izuna Hold window is much tighter compared to Low and Mid
illninofan
illninofan
I feel like anyone who can purposefully pull off any one of the Izuna hold variants in a match is on another level skillwise, the Izuna throws too.

As to the Raijin, now that I've broken it down a bit, the diagonal inputs (91 and 73, facing right) are where I hit the wall (for now).

Thumbs too clumsy at this stage. The corners are the bane of my existence. xD
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Hazard
Hazard
Everything basically has been said. Likewise, I believe Raijin is harder from an execution standpoint as 9173 feels less natural than half circles and 360s. Also, not even worth. Being any degree of "close" to a wall and you can just get a wallsplat with it, and in open space you should just go for something better. At this point, all it's really for is style points.
illninofan
illninofan
I know I'm a little late to the game in saying this, but the developers have to be trollin' just a bit. xD
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Lulu
Lulu
Depending on What Controller You're using you can do the Izuna just by constantly inputting circular motions and Tapping The Throw Button during the Throw Window.

And yep... Raijin (among a few other moves) are just Developers Trolling you.
illninofan
illninofan
I use the D-pad. It's precise and easy to control as opposed to the analog stick. Plus I fashioned a thumb cover to help reduce resistance, thereby getting the precision of the D-pad, with the free-feeling of the analog stick. The cover needs refining, though.
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illninofan
illninofan
That said, I actually try to deliberately practice the inputs on the Izuna variants. Half circles and full circles aren't a problem. The second input on the Senko-Izuna, for example, is a problem for me though, I'm not sure if that's a half-circle or what. And which way on the controller do you perform the half-circle?
illninofan
illninofan
@Brute You sound like you have the Senko-Izuna down, what's up with the second input (the same input is in similar moves)? @_@;
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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