Fuzzymic14
FC Bound
How do block infinite?
Take this mortal : http://testyourmight.com/forum/showthread.php?8321-Raiden-Block-Infinite
How do block infinite?
Ex Superman i wouldn't be wasting too much meter on simply because most of the time you can react to strings or projectiles with tele. Also ex shocker seems to rarely work for me considering slow start-up and very punishable on block. For me most of my meter seems to go to Ex Vicinity or Ex Bolts with possibly one X-ray every 2-3 games.It can be worth it, especially if it's a close match or someone's really close to death and you need to keep the pressure in your favor. I wouldn't go overboard with it, though. I'll occasionally throw one out, but mostly if I think it'll help me in the match (maybe my opponent is hyper aggressive and I need to keep him in place) and I already have full meter (so that using one will still leave me with breaker). With Raiden, I find that the best usage of meter (aside from breaker) is as follows:
Very useful: ex superman to plow through stuff and get damage and corner.
Useful: ex lightning bolt for keeping pressure and/or surprising an opponent (with the second hit).
Somewhat useful: ex shocker for armored anti-air/anti-pressure into 30% combo.
Occasionally useful: ex vicinity blast for keeping advantage in close matches against those that regular VB doesn't work on.
Rarely useful: ex teleport as mostly a parlor trick, but occasionally to keep an opponent honest about trying to punish regular teleport.
And of course there's x-ray, but that's just for the obvious extra damage boost if it'll win the final round or turn the tide of the match.
The point of the ex superman is that you can blow through things. Yes, you can teleport, but it's not guaranteed anything except maybe an escape. With ex superman you get guaranteed damage AND probably corner your opponent. And yeah, ex shocker is slow, but you use it when your opponent is pressuring you and you turn their advantage into 30% damage for yourself. Stuff like this is obviously situational, but in those situations, they're very useful.Ex Superman i wouldn't be wasting too much meter on simply because most of the time you can react to strings or projectiles with tele. Also ex shocker seems to rarely work for me considering slow start-up and very punishable on block. For me most of my meter seems to go to Ex Vicinity or Ex Bolts with possibly one X-ray every 2-3 games.
After the teleport do a neutral jump punch to check them into a combo, this will make them think twice about trying to crossup after tele.i have trouble raiden who do : teleport jump cross pucnh combo over and over
the combo :3,3,4 then flying or teleport again then jump punch 3,3,4
any advice?
Ex Superman i wouldn't be wasting too much meter on simply because most of the time you can react to strings or projectiles with tele. Also ex shocker seems to rarely work for me considering slow start-up and very punishable on block. For me most of my meter seems to go to Ex Vicinity or Ex Bolts with possibly one X-ray every 2-3 games.
Part of what makes Raiden so good is that meter can be used in so many situations with him.The point of the ex superman is that you can blow through things. Yes, you can teleport, but it's not guaranteed anything except maybe an escape. With ex superman you get guaranteed damage AND probably corner your opponent. And yeah, ex shocker is slow, but you use it when your opponent is pressuring you and you turn their advantage into 30% damage for yourself. Stuff like this is obviously situational, but in those situations, they're very useful.
I may not be the most qualified to answer this however, I personally like to mix it up with a VB trap now and again or Tele mid string into f2,4 or grab. Ex Bolt seems to work occasionally tho i wouldn't rely on it completely.So my question is, what do you Raiden masters do to keep the opponent pressured?
Pressuring with Raiden for more than maybe 6 total seconds per match is playing Raiden sub-optimally. He's a mindgame and counter-pressure character. Fighting Raiden should be like handling the soap in the shower. You grab it, it slips out of your hand. You grab it again, it plops out onto the floor of the tub. You reach for it, but now the water's made it even more slippery, and it's even harder to grab. Now the shampoo's starting to run in your eyes, making them sting and making you grab even more frantically. Finally, you curse and give up on the damned soap, stand up, and wash your burning eyes out. Sighing in relief, you step back out of the water... right onto the soap.I picked up Raiden about a week ago and I'm doing great so far using some of the tech on this forum. One of my main problems however is that I can't seem to consistently pressure my opponent as Raiden. If I try to do mid-string teleport mixups, I find that my opponent can just continuously poke me out of them. It also seems like pressuring with his strings isn't too good since most seem to be rather slow on startup (except F2,4.) So my question is, what do you Raiden masters do to keep the opponent pressured?
My Raiden just improved 10 fold thanks to that brilliant analogy LMFAO! Next time I play as Raiden, I shall be one with the soap! LMAO!Pressuring with Raiden for more than maybe 6 total seconds per match is playing Raiden sub-optimally. He's a mindgame and counter-pressure character. Fighting Raiden should be like handling the soap in the shower. You grab it, it slips out of your hand. You grab it again, it plops out onto the floor or the tub. You reach for it, but now the water's made it even more slippery, and it's even harder to grab. Now the shampoo's starting to run in your eyes, making them sting and making you grab even more frantically. Finally, you curse and give up on the damned soap, stand up, and wash your burning eyes out. Sighing in relief, you step back out of the water... right onto the soap.
Glad to help, chief. Just wait for my analogy of the properly played "rematch" with Raiden, wherein I compare it to another battle with soap acquisition, this time in the all-male showers of a federal penitentiary. :wow:My Raiden just improved 10 fold thanks to that brilliant analogy LMFAO! Next time I play as Raiden, I shall be one with the soap! LMAO!
But seriously dude, thanks for answering my question. I'll try to contribute some of my Raiden videos to the Raiden vids thread in these forums for analysis.
I have to disagree with this statement. It really depends on what character you are playing against. Raiden's up close pressure game revolves around mind games along with using pokes at the right times to fill holes in your offense. As far as I'm concerned playing nothing but hit and run is essentially playing Raiden sub-optimally. But it really depends on what character your fighting. It's all about being able to switch from defensive to offensive situationally.Pressuring with Raiden for more than maybe 6 total seconds per match is playing Raiden sub-optimally.
I'm the one who made that statement, and although you say you disagree, I actually agree with your "disagreement." I think the difference is a matter of terminology. To me, "mind games along with using pokes at the right times" isn't pressure, it's mind games, which is one of the things that my original post talked about as central to good Raiden play. Putting mental pressure on your opponent is, IMO, not the same as the word "pressure" as used in typical fighting game lingo such as "pressuring the opponent" and "XYZ has a good pressure game." That, to me at least, refers to the ability to keep offensive momentum through frame advantage and safe attacks. Mind games can be offensive or defensive or neither, pressuring or retreating or both, but they are their own category, independent of "pressure games." But that's just my $0.02.I have to disagree with this statement. It really depends on what character you are playing against. Raiden's up close pressure game revolves around mind games along with using pokes at the right times to fill holes in your offense. As far as I'm concerned playing nothing but hit and run is essentially playing Raiden sub-optimally. But it really depends on what character your fighting. It's all about being able to switch from defensive to offensive situationally.
1212 can be surprisingly good, but it's not foolproof. I prefer teleport and superman since they're super fast and, since my opponent has committed to the air, pretty hard to punish. Also, if you READ a jump, a quick back dash into b312 can work for a nice juggle. And if you want to spend the meter, an armored ex shocker leads to 30% damage.What do you guys use for anti-air? I've been trying to smack jumpers with standing 4 since it guarantees a superman vs an airborne opponent... to varying degrees of success.
Uppercut is a good anti air since if hit high enough he can follow up with superman. Standing 1 or 2 into a vicinity blast (or shocker) followed up with a shocker combo can be good too. If they are close trying to cross you up you can do an ex shocker (input the command as they cross to the other side of the screen in the air). Ex shocker works for both jump ins and crossups. Also teleport is useful to escape jump in attempts if you can't react fast enough with other aa options or don't have meter for ex shocker.What do you guys use for anti-air? I've been trying to smack jumpers with standing 4 since it guarantees a superman vs an airborne opponent... to varying degrees of success.
121 is an ok anti air sometimes but he has better options imo. I agree with everything else.1212 can be surprisingly good, but it's not foolproof. I prefer teleport and superman since they're super fast and, since my opponent has committed to the air, pretty hard to punish. Also, if you READ a jump, a quick back dash into b312 can work for a nice juggle. And if you want to spend the meter, an armored ex shocker leads to 30% damage.
Yeah Raiden can cancel his B312 into a vicinity blast, and it comes out somewhat delayed and it can throw people off who try jumping after the string is blocked. He could have followed up with a combo instead of just an uppercut. That tactic is kind of tricky because the last hit of B312 has to be blocked high or you get launched, and the vicinity blast is guaranteed if you try jumping out. The vicinity blast can be ducked/punished, or punished by an armored move or very fast special like reptiles dash as it's coming out.Well, I guy did this to me last night...
He would do whatever string... I believe it was B3, 1, 2 ... then I would try to jump and cross over... well, after the blocked B3, 1, 2 he did vicinity blast and it caught me every time into an uppercut (that's what he followed with), but I'm sure you could get a combo of it.
I usually just try jump kicking into superman myself.
Generally aa combos net you about 30% or so damage, with or without the use of meter. 30% is probably the best damage your gonna get. 1 VB dash shocker, F2 VB dash 33 superman does 30% as well. I'd say the best way to improve on it is to make sure you are consistent with whatever combo you are using.i've been using 1, VB, B312 shocker B31 superman recently as an anti crossup for 30% and am curious if i can manage more damage anyone got anyway to improve on this?