Burn To Ashes Official Raidou Gameplay Thread.

Onryoki

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Heya! Onryoki here with another Raidou thread. This thread serves as purpose to discuss anything related to Raidou's gameplay.
So, a little about Raidou. Just as in DOA5 Raidou is a heavyweight character mixed with some fast deep stun moves on neutral hit. Raidou is a very strong character that does a ton of damage in his combo's and throws. Here are the changes that Raidou has undergone during the transition from DOA5LR to DOA6.

- Raidou now has a new :214::P:, it no longer leaves Raidou backturned and is also his highest launcher.
- :4::P+K: and :3::P+K: are removed, in DOA6 he no longer has these moves.
- :8:/:2::s::s: this is his new sidestep attack, it's fast and knocks back, but is very unsafe.
- :s::s::s::s: this is fatal rush, it's a slow powerful string that causes a fatal stun. the first hit tracks and guarantees a back turned combo.
:6::s: this is his breakblow, it's a powerful mid punch attack that is + on block. even though this move is on + on block it can be sidestepped, thrown and held by regular and breakholds.
-:6::K::K: no longer knock back but causes a stun.
- he has a new :P::P::P::P: and :6::P::K: string.
- :6::1::2::3::4::T: Serves as an air throw and offensive hold now.

These are the changes that i've found. If i made some mistakes please tell me so that I can edit my post, with that being said. Let's discuss!
 

DestructionBomb

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Unsure why the other thread was locked but posting this here. Behold, final boss Raidou / Super Raidou / Raidou Unlimited!


Notes that the stuff Boss Raidou has are actually much better+stable than what regular Raidou has in the default roster. Some of this I'd like regular Raidou to have (except the teleport for obvious reasons) is:

1) 8P causes a fatal sitdown stun on NH/CH crouching
2) The last hit of PPK (the kick) has a raw input from the teleport that's +4 on block. I'd like to see this as a raw move outside of the teleport, similar to how Bayman does it.
3) Fireball that's +16 mid range which near the wall can give you something like 6PK for a wallsplat. Makes the fireball much more useful.
4) Boss Raidou apparently has two electrics, the regular one, and another one that's i13 and less recovery. Because of that, his combo potential is a bit better here. Still light disadvantage so TN's balancing is straight up weird like usual for an input like that. I'd rather have it plus over combo improvements when he does big damage as it is lol. Overall, this was probably my favorite one seeing as it can link combos that normally whiff on middleweights that use to land in DOA5. Basically, Raidou did more damage in DOA5 somewhat in combo potential, but he is more viable in DOA6 so it's like a weird trade in a paradox.

Stuff that i'm neutral about or can't comment on:

1) Boss Raidou's Underworld Hell Drop and Super OH throws for Super Raidou do more damage than when regular Raidou does them. On HiC property they literally take over half your health. I am neutral on this because the throw inputs for them are not exactly a walk in the park, so figured that'd be his reward for making them hard to begin with (Big throw inputs for big huge damage). Heck, Hayabusa has very similar damage with his Izuna Drop vs regular Raidou's Underworld Hell drop, but Hayabusa's throw is hardly difficult at all, if not plain simple or easy.

2) Dragon kick i'm not sure, that move isn't too ultra useful (except when it lands) but I don't mind it.

Stuff that I noticed which I didn't show:

1) Raidou has zero bound combos. Don't ask me why lol.

2) 4P combos are not available for him, unsure why.
 
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Onryoki

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I agree with most of the stuff you said, but there is one little thing I disagree with you about regarding the teleports. I think Raidou should get the teleport moves, but not in a cheap way with creating a black screen. Maybe something like a teleport stance similar to Hayabusa’s. Overall I am very happy with Raidou and the air throw he got in 6 (Just not the input for it), but I do think Raidou should get some fixes, like faster moment speed and 8P becoming a fatal stun. Raidou is very underrated and I definitely hope more people will see the potential he possesses instead of calling him shit tier because they can’t play him.
 

Kuga

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I play him and the only thing that i actually would like and is kinda realistic request is better mobility / movement speed and making ewgf a move actually useful in neutral fight.

I think that he will become retro-character-design like Ein who didnt really changed that much from doa2 in terms of new moves etc.
 

DestructionBomb

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I agree with most of the stuff you said, but there is one little thing I disagree with you about regarding the teleports. I think Raidou should get the teleport moves, but not in a cheap way with creating a black screen. Maybe something like a teleport stance similar to Hayabusa’s. Overall I am very happy with Raidou and the air throw he got in 6 (Just not the input for it), but I do think Raidou should get some fixes, like faster moment speed and 8P becoming a fatal stun. Raidou is very underrated and I definitely hope more people will see the potential he possesses instead of calling him shit tier because they can’t play him.

Raidou doesn't need a teleport. He needs better emphasis getting in while playing neutral, on top that he doesn't have very powerful keep out game aside from 236P (which is unsafe). For start, his electric isn't plus. It's an electric input with a screen shake on block which is suppose to be plus but yet ironically TN chooses not to. Most of the Raidou players agree that this move in particular has to be plus because the way it's designed.

Raidou is basically the chunk of the chunks where he obtains big damage. Big damage for big rewards, the problem with DOA is the speed factor and huge disadvantage situations for landing hits in. Basically Raidou gets most of his shenanigans when he lands on hit on CH, but then it relies on your opponent late timing their trades while you beat theirs.

Yes, he needs better movement. He is certainly better than 5 that's for sure, but it's still not a milestone of huge impressions due to how DOA is played out. Basically, TN improved him, however still not warranted enough to where he doesn't have cast issues and hitbox problems.
 

Onryoki

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Raidou doesn't need a teleport.
He’s a ninja... and I gave my opinion of what I wanna see. I also agree that 263*P should be + on block, it’s stupid that that move is - on block. I think his block breaks should at least leave him + since he doesn’t have fast pokes.
 

Kuga

Active Member
Ok lets go dream mode.

*Ewgf - +3 on block to be +1 aganist i9.

*Some sort of good and dependable high crush.

*Decent movement speed.

*Chargable 66p with + on block.

*Low option out od 4p.

*Ability to g-cancel his 1p+k.

*Ground throw.

*Last hit from ppk as standalone with the same data.

*Some fatal stun, say, out of 7p/8p.

Well, dreaming dont cost anything.
 

Kuga

Active Member
Good stuff for Raidou newbies. About kamehameha i would sugest being very carefull with it aganist characters with teleports. Especially Kasumi since she will rape Raidous ass (literaly) after teleport parry.
 

WAZAAAAA

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Raidou 7K active hitboxes visualized (shoutouts to @AlexXsWx for the experimental hitbox viewer)
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