I've been playing Raidou long enough now to say that you really don't need to do the EWGF or his difficult throws to play him. Yes, it helps with damage, but Raidou is a mix up character that's quite unique and enjoyable once you are good at reading mix ups and doing mix ups.
Remember that old saying, "Never finish your combos"?
Well, that's the perfect definition with Raidou, he's a mixer upper with a lot of distance, and he's good for just that.
Raidou has got some good fast hits, like 9P, 6P, 6K, P+K, K. Use one immediately to get a counter stun, then use either it's follow ups, or a 33T if they block the follow ups. But if they seem faster than you, like Kasumi, her clones, or Christie: Block first, if that doesn't work, use 66T to thwart their speedy initials or follow ups.
If you're opponent is distancing themselves from you, do some 1P+K to blast some attention into them.
To close-in, your best bet is 66P, or 66K. To close-in near a wall, just 236K to wall-splat.
Raidou has a lot of Double Hitters like 6PP, 6KK, 4PP, 4PK, 1KK, 1PP, 3KP, 1KK that have a good for a mix up game, but are also IDEAL if the opponent blocks for the second hit, so you can punish them with a 33T. And 2T or 3T when doing the first hit of 1PP.
Stun set ups examples:
8P > 6P or 4P, (6P is faster, but 4P has a mid kick follow up), or to a 33K for a juggle
9P > 6P is a fast stun combo to either the 6P's P follow up to a 6P+K Critical Burst, or a 1PP for a massive floor bounce into a juggle
Any time after a 1PP, do a 8P to get them back of their feet for another set up
P+K > 4H+K for a back-turned stun into a 33K juggle
214P > 4P for speed, or 4K for a sit-down stun into either a 7P for a Leon-like sit down set up, or 33K for a high juggle
As for wall damage, use your Double Hitters, but all in all, you're gonna want to PP4PP right after your opponent hits the wall to squeeze in that damage. If you start near a wall with a Close Hit 236P, you can do another 236P that will deal 100+ damage.
Launchers are PPP, 8K, 33K, and 4K. Use them with the stun set ups, and wall damage.
That's it for this small tutorial.
"I want your skills. Show me your secrets!"
Remember that old saying, "Never finish your combos"?
Well, that's the perfect definition with Raidou, he's a mixer upper with a lot of distance, and he's good for just that.
Raidou has got some good fast hits, like 9P, 6P, 6K, P+K, K. Use one immediately to get a counter stun, then use either it's follow ups, or a 33T if they block the follow ups. But if they seem faster than you, like Kasumi, her clones, or Christie: Block first, if that doesn't work, use 66T to thwart their speedy initials or follow ups.
If you're opponent is distancing themselves from you, do some 1P+K to blast some attention into them.
To close-in, your best bet is 66P, or 66K. To close-in near a wall, just 236K to wall-splat.
Raidou has a lot of Double Hitters like 6PP, 6KK, 4PP, 4PK, 1KK, 1PP, 3KP, 1KK that have a good for a mix up game, but are also IDEAL if the opponent blocks for the second hit, so you can punish them with a 33T. And 2T or 3T when doing the first hit of 1PP.
Stun set ups examples:
8P > 6P or 4P, (6P is faster, but 4P has a mid kick follow up), or to a 33K for a juggle
9P > 6P is a fast stun combo to either the 6P's P follow up to a 6P+K Critical Burst, or a 1PP for a massive floor bounce into a juggle
Any time after a 1PP, do a 8P to get them back of their feet for another set up
P+K > 4H+K for a back-turned stun into a 33K juggle
214P > 4P for speed, or 4K for a sit-down stun into either a 7P for a Leon-like sit down set up, or 33K for a high juggle
As for wall damage, use your Double Hitters, but all in all, you're gonna want to PP4PP right after your opponent hits the wall to squeeze in that damage. If you start near a wall with a Close Hit 236P, you can do another 236P that will deal 100+ damage.
Launchers are PPP, 8K, 33K, and 4K. Use them with the stun set ups, and wall damage.
That's it for this small tutorial.
"I want your skills. Show me your secrets!"