Tom Brady
Champion
RAIDEN:
BEST NORMALS:
*HIT LEVEL:H,M,M(overhead) - 3 hit string that launches. last hit is an overhead so it must be blocked standing. safe on block and can be canceled with teleport after any hit in the string.
*+HIT LEVEL:M,M,M(overhead) - 3 hit mid string that launches. is +1 advantage on block. can be can canceled with teleport after any hit. last hit is an overhead so it must be blocked standing.
*HIT LEVEL:H,H,H - 3 hit high string mainly used as a fast punisher. safe on block. if crouched, punished buy fulll combo. can be canceled by teleport after any hit unless the opponent crouches the jabs.
*+HIT LEVEL:M,M - 2 hit string that knocks back. you cannot link ANYTHING after this string but the knock back guarantees a free superman attack. on block is +1 advantage.
*+HIT LEVEL:M(overhead) - safe overhead that gives a launch on hit.
SPECIALS:
*Teleportd)HIT LEVEL:N/A - light speed teleport that has Raiden appear behind his opponent. when the opponent is cornered Raiden can only teleport in front of them. if anticipated the teleport can be punished by fast uppercut or fast special but you have to be a Jedi to do it.
*Electric Flyl+)HIT LEVEL:M - is the fastest non :en special in the game. how it is punished varies on the range it is done at. from close or far it gets punished by full combos but there is a sweet spot in between close and far where Raiden bounces back a little farther and can only be punished by fast advancing attacks.
*Shockerd+)HIT LEVEL:H - Raiden shocks you and as you drop he can juggle. punished by full combo on block or wiff.
*Lightning Balld+)HIT LEVEL:H - standard projectile. unsafe at very close range.
*Vicinity Blastd+)HIT LEVEL:H - anti air lightning that will juggle vs an air borne opponent. not a very consistent anti air
:en MOVES:
*:en Teleportd+)HIT LEVEL:N/A - same speed as normal teleport. Raiden teleports behind the opponent then quickly teleports again to the front of them. if you are a Jedi you can be punished by fast uppercut or fast advancing special.
*:en Electric Flyl++)HIT LEVEL:M - this is the fastest move in the entire game. besides being the fastest move, it also has super armor so there is now way to hit him out o this with anything besides an xray. it goes through every move in the game unless the move also has armor, super armor or armor breaks.
*:en Shockerd++)HIT LEVEL:H - does the same thing as the standard shocker only now it has 1 hit of armor.
*:en Lightning Balld+)HIT LEVEL:H,H - shoots 2 lightning balls, 1 in front of the opponent and 1 in back. if the back lightning ball hits, you can combo after it. when the second hit is blocked raiden has advantage.
*:en Vicinity Blastd++)HIT LEVEL:H - more damaging version of the standard move and it wont juggle. totally worthless.
STRATEGY:
Frame Advantage:
after any of the moves that give Raiden advantage are blocked the opponent can still jump the next attack. however, if you do an electric fly the opponent will not be able to duck, jump, or strike at disadvantage unless they have a fast uppercut or very fast specials. this allows you to continue pressure or throw or even teleport.
using +:
when this string is blocked you can electric fly and the opponent cannot interrupt unless they have a fast uppercut or very fast special it as mentioned above in frame advantage. if the opponent respects the electric fly option then you can repeat the + set up, throw, go into a string, sweep, + overhead.
After Electric Fly Hits:
off of this knockdown you can teleport then go into the + trap. after this knockdon if you notice the opponent teching back right away then this is a free set up because after rolling back you cannot wake up attack the opposite direction. if the opponent stays grounded for a second then rolls back and you teleport right after electric fly hits then they can roll the opposite direction and invincible wake up attack facing you. what you do in this situation is wait and let them stay grounded for about 1.5 seconds then teleport. if someone stays grounded for too long then, while they can still roll back and wake up attack or get up with an attack, the attack will not have the invincible frames anymore and you knowing this can pressure without fear of getting beat out by any attacks outside of :en moves with armor or an .
String MiX Ups:
any string that can be canceled with a special presents a mix up of either finish the string or cancel at different points with a teleport and continue to pressure. in order to punish the teleport the opponent must read it and if they make the wrong read it will cause the rest of the string to connect. you can also use the shocker at the end of strings to check the opponent. take the + string.. after finishing the string you can link in the shocker special on block and if the opponent does anything but block they will be hit and Raiden will get a juggle. if they continue to block then you can teleport, throw, or repeat the string.
Anti Air:
besides uppercut, Raidens most consistent anti air is :en shocker. by doing this special when the opponent jump attacks the armor will absorb 1 hit and catch the opponent in the shocker and Raiden will get a juggle. this is the best way to anti air a cross up jump in.
Random Electric Fly Attacks:
sounds silly but this is what makes naked teleport possible. if the opponent is blocking as you teleport then you will have the advantage because they cannot turn around and come out of block in time. if the opponent reads teleport then they wont be blocking and you can check them with an electric fly.
COMBOS
STANDARD COMBOS:
1. ~shocker, +~ electric fly
2. ~teleport, shocker, +~ electric fly
3. +, dash shocker, +~ electric fly
4. +, dash shocker, +~ electric fly
5. (opponents back in corner) +, shocker, +, electric fly
6. (opponents back in corner) ~shocker, +, electric fly
7. (opponents back in corner), shocker, +, electric fly
5. (opponents back in corner)+, shocker, +, electric fly
6. (opponents back in corner)+, +~shocker, +, +~electric fly
7. (opponents back in corner)~vicinity blast, . ~shocker, ~
8. AA standard vicinity blast, +~shocker, +~ electric fly
COMBOS:
1. +, shocker, +~
2. ~shocker, +~
3. ~teleport, shocker, +~
4. +, dash shocker, +~
5. (opponents back in corner) +, shocker, +, +~
6. (opponents back in corner)~shocker, +, +~
7. (opponents back in corner), shocker, +, +~
8. (opponents back in corner)+, shocker, +, +~
9. (opponents back in corner)~vicinity blast, . ~shocker, ~
10. (opponents back in corner)+, +~shocker, +, +~
11. AA standard vicinity blast, +~
BEST NORMALS:
*HIT LEVEL:H,M,M(overhead) - 3 hit string that launches. last hit is an overhead so it must be blocked standing. safe on block and can be canceled with teleport after any hit in the string.
*+HIT LEVEL:M,M,M(overhead) - 3 hit mid string that launches. is +1 advantage on block. can be can canceled with teleport after any hit. last hit is an overhead so it must be blocked standing.
*HIT LEVEL:H,H,H - 3 hit high string mainly used as a fast punisher. safe on block. if crouched, punished buy fulll combo. can be canceled by teleport after any hit unless the opponent crouches the jabs.
*+HIT LEVEL:M,M - 2 hit string that knocks back. you cannot link ANYTHING after this string but the knock back guarantees a free superman attack. on block is +1 advantage.
*+HIT LEVEL:M(overhead) - safe overhead that gives a launch on hit.
SPECIALS:
*Teleportd)HIT LEVEL:N/A - light speed teleport that has Raiden appear behind his opponent. when the opponent is cornered Raiden can only teleport in front of them. if anticipated the teleport can be punished by fast uppercut or fast special but you have to be a Jedi to do it.
*Electric Flyl+)HIT LEVEL:M - is the fastest non :en special in the game. how it is punished varies on the range it is done at. from close or far it gets punished by full combos but there is a sweet spot in between close and far where Raiden bounces back a little farther and can only be punished by fast advancing attacks.
*Shockerd+)HIT LEVEL:H - Raiden shocks you and as you drop he can juggle. punished by full combo on block or wiff.
*Lightning Balld+)HIT LEVEL:H - standard projectile. unsafe at very close range.
*Vicinity Blastd+)HIT LEVEL:H - anti air lightning that will juggle vs an air borne opponent. not a very consistent anti air
:en MOVES:
*:en Teleportd+)HIT LEVEL:N/A - same speed as normal teleport. Raiden teleports behind the opponent then quickly teleports again to the front of them. if you are a Jedi you can be punished by fast uppercut or fast advancing special.
*:en Electric Flyl++)HIT LEVEL:M - this is the fastest move in the entire game. besides being the fastest move, it also has super armor so there is now way to hit him out o this with anything besides an xray. it goes through every move in the game unless the move also has armor, super armor or armor breaks.
*:en Shockerd++)HIT LEVEL:H - does the same thing as the standard shocker only now it has 1 hit of armor.
*:en Lightning Balld+)HIT LEVEL:H,H - shoots 2 lightning balls, 1 in front of the opponent and 1 in back. if the back lightning ball hits, you can combo after it. when the second hit is blocked raiden has advantage.
*:en Vicinity Blastd++)HIT LEVEL:H - more damaging version of the standard move and it wont juggle. totally worthless.
STRATEGY:
Frame Advantage:
after any of the moves that give Raiden advantage are blocked the opponent can still jump the next attack. however, if you do an electric fly the opponent will not be able to duck, jump, or strike at disadvantage unless they have a fast uppercut or very fast specials. this allows you to continue pressure or throw or even teleport.
using +:
when this string is blocked you can electric fly and the opponent cannot interrupt unless they have a fast uppercut or very fast special it as mentioned above in frame advantage. if the opponent respects the electric fly option then you can repeat the + set up, throw, go into a string, sweep, + overhead.
After Electric Fly Hits:
off of this knockdown you can teleport then go into the + trap. after this knockdon if you notice the opponent teching back right away then this is a free set up because after rolling back you cannot wake up attack the opposite direction. if the opponent stays grounded for a second then rolls back and you teleport right after electric fly hits then they can roll the opposite direction and invincible wake up attack facing you. what you do in this situation is wait and let them stay grounded for about 1.5 seconds then teleport. if someone stays grounded for too long then, while they can still roll back and wake up attack or get up with an attack, the attack will not have the invincible frames anymore and you knowing this can pressure without fear of getting beat out by any attacks outside of :en moves with armor or an .
String MiX Ups:
any string that can be canceled with a special presents a mix up of either finish the string or cancel at different points with a teleport and continue to pressure. in order to punish the teleport the opponent must read it and if they make the wrong read it will cause the rest of the string to connect. you can also use the shocker at the end of strings to check the opponent. take the + string.. after finishing the string you can link in the shocker special on block and if the opponent does anything but block they will be hit and Raiden will get a juggle. if they continue to block then you can teleport, throw, or repeat the string.
Anti Air:
besides uppercut, Raidens most consistent anti air is :en shocker. by doing this special when the opponent jump attacks the armor will absorb 1 hit and catch the opponent in the shocker and Raiden will get a juggle. this is the best way to anti air a cross up jump in.
Random Electric Fly Attacks:
sounds silly but this is what makes naked teleport possible. if the opponent is blocking as you teleport then you will have the advantage because they cannot turn around and come out of block in time. if the opponent reads teleport then they wont be blocking and you can check them with an electric fly.
COMBOS
STANDARD COMBOS:
1. ~shocker, +~ electric fly
2. ~teleport, shocker, +~ electric fly
3. +, dash shocker, +~ electric fly
4. +, dash shocker, +~ electric fly
5. (opponents back in corner) +, shocker, +, electric fly
6. (opponents back in corner) ~shocker, +, electric fly
7. (opponents back in corner), shocker, +, electric fly
5. (opponents back in corner)+, shocker, +, electric fly
6. (opponents back in corner)+, +~shocker, +, +~electric fly
7. (opponents back in corner)~vicinity blast, . ~shocker, ~
8. AA standard vicinity blast, +~shocker, +~ electric fly
COMBOS:
1. +, shocker, +~
2. ~shocker, +~
3. ~teleport, shocker, +~
4. +, dash shocker, +~
5. (opponents back in corner) +, shocker, +, +~
6. (opponents back in corner)~shocker, +, +~
7. (opponents back in corner), shocker, +, +~
8. (opponents back in corner)+, shocker, +, +~
9. (opponents back in corner)~vicinity blast, . ~shocker, ~
10. (opponents back in corner)+, +~shocker, +, +~
11. AA standard vicinity blast, +~