Raidou gameplay discussion

TRI Mike

Well-Known Member
I'm putting one of me playing Raidou in the Media Section in a bit. I'm not a pro player though but I think it'll be helpful.

EDIT:



Reminder that I'm not a high-level player, we do the best we can with the little we have. Hope it's helpful. I'll upload more.
 
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Akumasama

Active Member
I sure apreciated them, thanks! ;)
I'm not a high level player either, but played with Raidou quite a bit over the last few days and really enjoying the character.
Some random comments, maybe someone will want to correct me or add something.

  • I'm having issues with players who play a lot on the attack side with high speed characters or with stun games. It's hard to create crushes or to out-prioritize them. P+K is 12frames, one of the fastest attacks by Raidou but the range is absymal. 2+P is really nice, but range isn't too great here either. 7+K is not too bad and avoids lows.
  • Raidou has a plethora of mid attacks, a LOT. It can get a bit predictable.
  • He could really benefit from some additional mixups. I'd love if they were to add a combo ending with a low attack, I feel he really needs it. Something like P,P,2+P/K, or P,P,4+P,2+P/K or P,P,6+P,2+P/K
  • Of the following two attacks 3+K,P - 3,3+K,P - 236+K. At least one of them should be guard break, imho.
  • 236+K is fast and nice, avoids lows, sends enemy far away
  • 214+K is useful, opens up for juggles on counter, hits people on the ground, has a good range, avoids lows and guard breaks. Sadly the problem is in its clunkyness. It has a partial tracking but it doens't work too well. Also I feel like it enters really really late into active frames, it gets stopped/crushed easily by any high attack, even slow ones, and by many mid attacks as well.
  • 2+F+K has a bigger range than it looks, many times you're gonna hit people who feel they're at safe distance
  • His holds seem to deal more damage than average? (didn't check in training mode, going by hunch). Overall he seems to be dealing big damage, which is in line with the fact he's not particularly fast.
  • Is 6,1,2,3,4+T an offensive hold? It's slow and the command isn't particularly comfortable to input fast, but if it really has OH properties I feel it could be more useful than I originally thought.
  • His 6,6,T Offensive Hold is fast, shit damage though.
  • 6,6+P has a big range and if you hit in counter it deals just enough damage to open up for a critical blow. I think it avoids highs for a couple of frames?
  • I have been unable to find solid use for 1+P and 8+P, but they look potentially useful. Do they open up to any guaranteed launcher/combo when they hit in counter?
  • 6,6+K may be a bit slow to start, but it has a good range and it can easily surprise/hit/crush players who feel they're at safe distance. Not sure what's guaranteed (in counter) after it, if anything.
  • Oboro (3,3+T) is awesome to punish players guarding or holding
  • While his complex (input-wise) combo extender is high level and very useful, I feel Raidou can produce good results even without that. Saying this if someone is scared by the fact they won't be able to reliably pull that off online with a PS4 gamepad.
  • He really really really need a bit more variation, way too many mid attacks. Hope they're gonna give us 1 or 2 more options with the first balancement patch.

I still feel very uncomfortable with him compared to my main, and I'm gonna lose whenever I find good players, especially those playing very offensively and putting pressure on me.
Regardless, I'm really enjoying Raidou's straightforwardness, it seems like a simple character to play, leading to potentially better results than I was initially givng him credit for.
 

TRI Mike

Well-Known Member
Note that if you block fast characters, they're usually at negative frames. That should be your chance to regain offensive. I do it a lot with Rachel and Tina and works fine.
 

UncleKitchener

Well-Known Member
Standard Donor
I've been playing with the character for a little while and honestly his execution isn't an issue. It's more the case of playing range games and abusing his good moves.

2P is abusable and his range is very good. His safety on his pokes are pretty decent too. Overall, he's very simple and needs a handful of moves to actually be successful.
 

His Reverence

Papa Reverence, the Ayane Enthusiast.
Premium Donor
Did some tests @SilverForte @Nereus

CB > > :3::3::K: > 3x EWGF > :3::3::K::P: does delicious damage (LW-MW)

CB 33K 3x EWGF PP6PK for lightweights is the highest damage from what I gather. (132 nh)
CB 214K 2X EWGF 33K 7K is the highest for mediums. (131 nh)
CB 214K 2X EWGF 7K is the highest for super heavies. (120 nh)

(Using a 66K 3KP 6P+K CB setup)
 
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DestructionBomb

Well-Known Member
Standard Donor
CB 33K 3x EWGF PP6PK for lightweights is the highest damage from what I gather. (132 nh)
CB 214K 2X EWGF 33K 7K is the highest for mediums. (131 nh)
CB 214K 2X EWGF 7K is the highest for super heavies. (120 nh)

(Using a 66K 3KP 6P+K CB setup)

The setup I posted is for breakable floors for delish damage. I'll edit the post to avoid confusion since I did not mention it was for breakable floors and I mentioned it to SilverForte via the chatbox in DOA5LR lobby.
 

DestructionBomb

Well-Known Member
Standard Donor
Ahhhh got it.

Try this one with a breakable floor for home at beginning portion, it's bery delish.

CB/Max threshold launch > 3x EWGF > :2::3::6::P: > *Wall break* > :2::1::4::K: *Stage floor crack one*> :3::3::K::P:. (MW) (If you get the side extra way to close the distance, you can score 1 EWGF before 33KP as well. on LW you can throw in PP6KP instead of 214P. *However* I don't recommend PP6KP on a lightweight for that wall because Raidou recovers far too slow to perform 214K. The opponent may have already staggered at that point..Which is one of my few gripes with Raidou is that he has quite a number of moves that he takes so long to recover out of. )
 
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Akumasama

Active Member
Which attacks produce guard break?

214+K (+4 on block)
P,P,4+P, K (+2 on block)
6+P, P (-2 on block?)
4+P, K (-4 on block?)
sidestep+K (-4 on block?)
P, P, 6+P, P (+8 on block at full charge)

Anything else? Well we have 1+P+K of course, but it's harder to use it effectively at close range.


Also, which attacks can tech? 2+P cannot. I think 4+K can tech but it's kinda slow, I think 1+P as well but that's not the fastest either. Also 214+K but, again, pretty slow. Something else?
 

UncleKitchener

Well-Known Member
Standard Donor
Which attacks produce guard break?

214+K (+4 on block)
P,P,4+P, K (+2 on block)
6+P, P (-2 on block?)
4+P, K (-4 on block?)
sidestep+K (-4 on block?)
P, P, 6+P, P (+8 on block at full charge)

Anything else? Well we have 1+P+K of course, but it's harder to use it effectively at close range.


Also, which attacks can tech? 2+P cannot. I think 4+K can tech but it's kinda slow, I think 1+P as well but that's not the fastest either. Also 214+K but, again, pretty slow. Something else?
1pp with (-5)

Mostly, they're there for him to not be horribly unsafe like back in doad.

4K and 8P I've found to be his best force teching tools. Obviously, 4k into 4k are recommended. 3h+p into 8p is a pretty good one.
 

Akumasama

Active Member
I never played DoA Dimensions. Did Raidou have a very similar moveset there?

Yep, he pretty much had the same moveset


Makes me wish in the future they'll add more "classic" costumes to Raidou without the cyborg crap.
 

iHajinShinobi

Well-Known Member
Standard Donor
Any Raidou mains/players on West Coast or Central/Mid West want to spar on PSN? I'm looking into getting more of this match up down.

PSN is iHajin
 

Akumasama

Active Member
I found some uses for two moves I initially judged completely useless:
1) 1+P+K (charged or not)
2) P, P, 6+P, (P)

1) Can't spam this move of course, unless you're fighting against noobs. But there can be a moderate use for it even against advanced players. To surprise them of course (doesn't work more than few times of course) and in the following situations:
  • Someone is running/dashing towards you from far away
  • Someone is doing a combo/move at distance
  • If you're at the right distance, can time it against a wake up attack
  • Can be used for some mind games against far opponents for spacing. Even if they sidestep, they will often try to follow with a fast approach/attack, which you can then crush with moves like 9+K or others
They all need correct positioning/timing and it's not a very reliable strategy, but it can be useful to surprise your opponents throughout a long series of fights.


2) I found that if you stop the punch a few frames before full charge (which is not always easy to do) it's very effective agaisnt turtlers. When they see you're charging the move more often than not they will try to counter you with an attack instead of a hold, and that's how the slightly faster frame release will get them instead. If they keep on turtling instead it will give you 6+ frames of advantage, which you can then use to your content to land any kind of attack/throw (unless they manage to guess you and hold of course)


Neither of these techniques can be spammed, but they're still not as useless as I initially judged them to be.
 

DestructionBomb

Well-Known Member
Standard Donor
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?
 

Kronin

Well-Known 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?

Could it be tied to this matter? Or is it a different problem that happens in all the stages?

Q8: There are some differences between moves on different platforms. For example, when Zack starts a fight with a low kick hold in the Lab stage, the damage is different depending on the platform. The same goes for whether or not Nyotengu's Nowaki (←P+KP) lands after the Special Danger Zone is triggered on the lower level of Scramble. All

A8: A few moves have been found to behave differently on different platforms. These are planned to be fixed in future patches.

http://teamninja-studio.com/doa5/lastround/us/info_faq.html
(very bottom of the page)
 
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UncleKitchener

Well-Known Member
Standard Donor
Different lows have different damage output and frame properties on different when an opponent is doing a standing block.

The issue with different surfaces other than ice/water is new to me though.

Was This only on normal hit or is it also the case on CH and HCH?
 

SilverForte

Well-Known Member
Some more tech.

236p and 6kk lead to an interesting knockdown that if they don't tech immediately will guarantee 214k teching them up if you do it immediately following those moves. If they do tech they have to contend with the move heading towards them, which isn't difficult to be honest, pretty much anything will knock Raidou out of the sky.

But you can condition them with this, if they do start teching, rush them down, if not, you get +15 guaranteed.

Something else, if you finish your combos with pp6pk it sets up a perfect setup for the super OH if they tech, have hit a lot of people with this.

Last thing for the day. I've talked about 1pp giving you a guaranteed +1 if you do 2p afterwards, but if they back tech you're at +6 instead, just throwing that out there.
 
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