DOA5LR Raidou 623P Guide 6[3P] Method (For Pad Players)

Tulkas

Well-Known Member
Premium Donor
'M still having trouble to consistently get 33 motion with DS4 (e.g. Rig's 33k launcher) :( So, imagine my trouble for Raidou's/Eliot's input... No problem at all with the arcade stick although.
 

xOmniCloudx

Active Member
First of all, I apologize for this getting so off topic so I'll let this die here.

funny considering im watching the tekken championships and im rarely seeing anyone juggle with it.


If you want the tl;dr or proof so as to avoid reading most of this then look at my links below but I explain the whys and situations in full to further clarify things hence the length.

While I commend you for actually bothering to research a video, please always compare and contrast as opposed to use a stand alone video or person because there's always several reasons why players do things differently from others or what is seen as the best thing to do. Fact of the matter is that most Mishima players don't go for the most damaging stuff consistently due to the execution barrier being insane and not that reliant for them.

In tournaments, especially high stakes, that's a big no no for most of them unless they want to style or just feel hot. Mishimas also tend to drop more than others at high level which is just accepted as the life of a Mishima player even if they go for the simpler stuff due to the required execution. If Mishimas for example knew they could hit ch d/f+2 PEWGF nearly every time, they would never fail to go for it because that damage is ridiculous. That's what is most important to note because just because it's not done doesn't mean it's not the most damaging option. Even Raidou doesn't need his electric but it's obvious he's better with it and you maximize it the more you use it in his follow ups.

T7 has also changed some of the EWGF dependency making it as of now the least needed it's ever been outside an initial launch due to system change as they tend to mess up max damage combos now due to tail spin. It might change in the T7 update but no one outside Japan and Korea can play the game right now outside promotional releases anyway. Watch TTT2 or even (lol) Tekken Revolution vids insead where they're still as needed as ever and you'll see at least two in the highest damaging combos.

If you're talking about the past global championship, then yes Knee played DJ and that is his third best character. Bryan his number one and in T7 Shaheen became his number 2 or maybe even his new number 1. Despite being arguably the best at Tekken with Bryan over the past decade, he has never been a Mishima specialist and was rarely ever a terror playing Kazuya or DJ which has almost always gotten him blown up against people he blows blown up when he uses his true main.

Knee getting into global championship grand finals with his at best 3rd strongest character is ridiculously telling just like the other times when he plays one of his subs in tourney and places top 8 or grand finals. Knee is just that that good overall but it's sad when he gets blown up doing that when you know he could have just picked his main and very possibly won. According to him, he just likes to test different characters at times.

Anyway, his DJ was sloppy as hell in the global championships with all of the dropped electrics (and other combos) and you see him give up doing the more advanced combos due to dropping even the first launcher too much. He wouldn't even do a WS+2 EWGF follow up despite that being DJ bnb as he opted for the simpler lower damaging combo follow up instead most the time. Even the commentators (Mark Man and Aris) questioned what he was doing a lot or what was wrong.

It was hard to watch given the Mishima specialist like one of his biggest rivals, JDCR, rarely ever drop like that even when they do the advanced stuff. It's also worth noting that DJ despite also getting his biggest damage from EWGF (pre T7 anyway) is not as dependent on it as Heihachi and especially Kazuya is since has has far more tools than both. Kazuya needs it the most by far since he has way less tools than both and less ways to follow up from launchers too.

This post is big enough already so I didn't want to go out of my way and give even more huge amounts of info and links to make it two or three times as long so I'll just leave the ones below. I really just wanted to explain the situation brought up which had a lot of areas to cover hence the length. If you're interested further then inbox me and I'll follow up there.

Most of this has been done in actual matches by various players so it's not just for show.

Here's some of Kaz's max damaging juggles in TTT2:

Here's some of Heihachi's:

Here's some of Devil Jin's:
 
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Barrogh

New Member
Here's my cool story.
When I first entered command training mode for Raidou, I was given the task to perform 623P. I thought, it's DP motion, what could possibly go wrong?

I was doing it again and again, unable to understand what was wrong. I was getting a move that was definitely not P, 2P, 3P, 6P or whatever (I had no idea if he even had all or any of those at the time). That move looked cool, with lightning and stuff. But the game refused to register it.

I moved on and after a month decided to go back to this challenge. I somehow cleared it... And was tasked with 62[3P]!
Slowly, I started to realize what was going on...

I was so used to the idea that DP is something you must perform real fast (habit from 2D FGs) and not delay the last input of it as well, that every time I tried, I was getting 62[3P]. And I wasn't stubborn enough to attempt it until I drop it last time.

...I cannot do Eliot's 4[6P] with any stability at all though, especially in strings. This habit has its own story, but that's one for another time and another thread...

I do this with Ramlethal on Guilty Gear, bomba
I have a feeling that Ram-chan's green Dauro has much tighter window though, am I wrong?
 
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DestructionBomb

Well-Known Member
Standard Donor
Here's my cool story.
When I first entered command training mode for Raidou, I was given the task to perform 623P. I thought, it's DP motion, what could possibly go wrong?

I was doing it again and again, unable to understand what was wrong. I was getting a move that was definitely not P, 2P, 3P, 6P or whatever (I had no idea if he even had all or any of those at the time). That move looked cool, with lightning and stuff. But the game refused to register it.

I moved on and after a month decided to go back to this challenge. I somehow cleared it... And was tasked with 62[3P]!
Slowly, I started to realize what was going on...

I was so used to the idea that DP is something you must perform real fast (habit from 2D FGs) and not delay the last input of it as well, that every time I tried, I was getting 62[3P]. And I wasn't stubborn enough to attempt it until I drop it last time.

...I cannot do Eliot's 4[6P] with any stability at all though, especially in strings. This habit has its own story, but that's one for another time and another thread...


I have a feeling that Ram-chan's green Dauro has much tighter window though, am I wrong?

Yeah it is not a DP motion whatsoever. It's the exact same timing as Eliot's string with the difference is that they placed this in a corner input and a harder buffer situation which is basically 6 and then 2, and then proceeding to 3 along with same timing for P. So people from the forums are calling it an EWGF because the input is placed there by coincidence, except that this version is not advantage.

If people wanted to get technical for simplicity, you might as well call it SFS. But since the move by coincidence is a 62[3P] input in a similar fashion to Tekken, people call it EWGF.
 

UncleKitchener

Well-Known Member
Standard Donor
At this point, there is no reason to invent new words for something which is a blatant EWGF rip-off. Only difference is the frames on block and you can buffer the move in any situation.

It's a pretty safe and useful Abare move especially coming out of stun to beat throw attempts.

What people need to get down is timing and trying to do the motion semi-properly.
 

petopia

Active Member
Its an electric wind god fist just frame move so just stick with it being called EWGF. Unless they changed the frames on that move its also 14f like the mishimas EWGF (even though mishima electrics on start up is 11f)
 

DestructionBomb

Well-Known Member
Standard Donor
What I am saying is that you don't have to enable it as a DP motion If you are on pad. Why are players doing DP motion on pad is beyond me, if you are on stick it is understandable because you have to manually input 6 > 2 > 3 / 6 > :236::P:. You are more than likely to get directional unneeded errors with pad because of unrestrained pressed motions.

But if it works for you as a DP motion, keep doing it. Not sure why you need to do a motion to begin with though in terms of DOA.
 

Barrogh

New Member
@DestructionBomb

Well, like I said, there are no "motions" per se on a controller I use. It seems I confused everyone else because I called a sequence of directional inputs "a motion" and referred to 6, 2, 3 as "DP". That wasn't the point, and to be honest, that was just a "cool story" post without any intention to provoke an involved terminological (or any, for that matter) discussion.

If that was confusing and/or simply off-topic, my apologies.
 

Hold_Junkie93

Well-Known Member
Here's my cool story.
When I first entered command training mode for Raidou, I was given the task to perform 623P. I thought, it's DP motion, what could possibly go wrong?

I was doing it again and again, unable to understand what was wrong. I was getting a move that was definitely not P, 2P, 3P, 6P or whatever (I had no idea if he even had all or any of those at the time). That move looked cool, with lightning and stuff. But the game refused to register it.

I moved on and after a month decided to go back to this challenge. I somehow cleared it... And was tasked with 62[3P]!
Slowly, I started to realize what was going on...

I was so used to the idea that DP is something you must perform real fast (habit from 2D FGs) and not delay the last input of it as well, that every time I tried, I was getting 62[3P]. And I wasn't stubborn enough to attempt it until I drop it last time.

...I cannot do Eliot's 4[6P] with any stability at all though, especially in strings. This habit has its own story, but that's one for another time and another thread...


I have a feeling that Ram-chan's green Dauro has much tighter window though, am I wrong?
I get it whenever I truly want it. In DoA, it kinda different story. BC DOA is so lenient, you have to force yourself to lower your execution in a sense. Same thing when I played SF4, I had to remove DP motion from the brain and go for 33P shortcut. Otherwise, stupid things happen, especially walk forward, hadoken, get dp. Like wtf no matter how slow you do DF. Same concept with Raidou here. I don't like the idea of lower your execution. Not use to that. I can still do it, I just think Rai is kinda boring...
 

petopia

Active Member



NOTE: This is specifically for players who play on Dualshock/Pad/Fight pad etc. You don't need to do this if you play on stick.
Thats cause arcade stick is master race. Also Raidou has no move from wave dash even though almost every DOA character can wave dash if you do the motion correctly.
 
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