Raidou gameplay discussion

Matt Ponton

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Set their Reaction to mid punch hold. you don't need them to fastest hold speed unless you're testing stun holding.
 

Kronin

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I think that you already know this, but I just realized now how his Tenho-Gorai-Sho input string :236::6::4::F: can be realized also through the simplest :236::236::F:

(Maybe it's so since DoA:D but I never played it).
 

Jefffcore

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I was saying it worked.

I thought k worked to for some reason. There was something else that put him at 64, but I don't remember.

236p, 6kk is 108 damage on nh, and 120 on CH lol
 
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Nereus

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Found a FT setup with the use of 4K. 9P > 4K > 4K. If they tech, you're -3. If they don't tech, you get a FT with +22 frame advantage.

Another one is 9P > 3P > 9K > 9K. If they tech, you're -4. If they don't, you're +16

 
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Nightpup

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I've found the answer, ladies and gentlemen.
Raidou can manage 10 EWGFs on Alpha-152 before she falls in tag mode.
Hi Counter 8K -> Spam EWGF.

Yes, you heard me. 10. One-oh. :raidou:
 

Russian-chiropractic19

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id like to apologize for the knee jerk reaction i had to his commands. while im still against overcomplicated super air throws i didn't realize that one of them was an inescapable, Offenive Hold, that does 120 damage on hi-counter. obviously some care must be taken to limit its use... although ironically i find it the easier to use then his air throw.

speaking of which i could really use some help with as id like to actually get out of command training sometime this year and actually try him out.
 

DrDam

Member
id like to apologize for the knee jerk reaction i had to his commands. while im still against overcomplicated super air throws i didn't realize that one of them was an inescapable, Offenive Hold, that does 120 damage on hi-counter. obviously some care must be taken to limit its use... although ironically i find it the easier to use then his air throw.

speaking of which i could really use some help with as id like to actually get out of command training sometime this year and actually try him out.
I assume you mean his underworld drop by air throw.
Simplifying the input makes it a whole lot easier :
23646T.21423698T.720° motion T becomes 2646T.2429T.720° motion T

You can just spin the joystick like crazy and focus on the throw timing for the last part. I have also heard that you can do the first part of the throw by doing a double quarter circle forward motion. Also, remember to only practice it on the side you are most confortable with because after the first part, the computer mirrors your notations.
 

Kronin

Well-Known Member
@Russian-chiropractic19

I assume you mean his underworld drop by air throw.
Simplifying the input makes it a whole lot easier :
23646T.21423698T.720° motion T becomes 2646T.2429T.720° motion T

You can just spin the joystick like crazy and focus on the throw timing for the last part. I have also heard that you can do the first part of the throw by doing a double quarter circle forward motion. Also, remember to only practice it on the side you are most confortable with because after the first part, the computer mirrors your notations.

Thanks so much for your advice! From my experience, at least on 360 seems that apparently you can mutate 23646T in 2626T (so not only 2646T).

Also, about his EWGF, @DestructionBomb gave some suggestions on his profile:

Here's a way to jot down the timing (Via on block for memory). Do 6P and Immediately after confirm [3P] at the very same time. Basically hitting 3 and P together right after 6P. At that rate, keep it on a constant rate via a blocking opponent. Same flux as Jacky for memory.
 

SilverForte

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Just tried, after the 5th ewgf they are too low to the ground for anything. In the corner after PL Ewgf x4- pp6pk is a thing though.

Oh I take back what I said about the 33k being the best launcher post CB. It's actually 214K damage wise. 214k- ewgf x3- 236P does like 3 more damage.

Oh and on Danger zone, if you hit 33kp at a certain height in a juggle, 8p becomes an option select where if they tech you are at +5 and if they don't tech you tech them up for +16 or so. To test this do ewgf on nh and followup with 33kp, then do 8p.
 

SilverForte

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Nothing will connect after 1pp unless it hits at max threshold. But you can use 2p afterwards for some guaranteed advantage, if they stay on the ground 2p hits them, if they tech you"re +1.
 

TRI Mike

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That's lame, at least 6PP should connect, but oh well. I'm having a blast experimenting with :6::2:(:3::P:) in juggles. He's really a cool character.
 

UncleKitchener

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Nothing will connect after 1pp unless it hits at max threshold. But you can use 2p afterwards for some guaranteed advantage, if they stay on the ground 2p hits them, if they tech you"re +1.

Honestly, I don't think 1PP should be used as a string. 1P is enough to set up momentum. It's a really good move that people are underestimating.

You can use it setup throws, OH, launchers, etc. There's really no point of using it for combos starters or stun extenders and use it more as a reset tool.

edit:
 
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Matt Ponton

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Anyone up to making a few new topics in this board so it's easier for people to find information? Stuff like juggles, unholdables, stun combos, etc. as separate threads help new players find information they need quicker instead of reading through a long general discussion thread.
 
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