kabelfritz
Master
i dabbled around in training a bit with his non-tournament specials (i gave them my own names if i didnt remember the real one, but youll know which one i mean). impressions:
first of all: charge (db3) does not change any move aside from db4 (low staff). any two moves that have the same input cannot be in the same loadout.
Jo push (bf1): replaces bf1 lightning, 2 slots: this move has mid range and can be amped for a bf3 followup midscreen or a string in the corner. tbh i dont see any reason why you would pick this over storm cell, as storm cell replaces a less useful move, has only one slot and leads to better combos.
rolling thunder (db3) 1 slot: seems very useful, especially for a more rushdown-y raiden. travels slowly on the ground and does unblockable 1% for 10 ticks. AMP enhances range and duration. i think of this as a supplement to combos or blockstrings. also, it could be a lockdown tool in combination with:
fly (d,u) 1 slot: looks flashy as hell. he gets a forward and a diagonal downward lighning as well as an overhead drop and a cancel. he always flies forward but can control the speed with the initial input (slow/very slow). amp does a lighning discharge similar to raijins db3, but downwards. this move sadly does not synergize with:
Staff Placement (db4), 1 Slot: this is actually a good move. raiden places his staff on the screen (close, mid, far) and it can redirect bf1 or df2 to the opponent when you hold the button. the redirection has about sweep range. with certain setups you can get up to 3 hit lightning combos, if the you hit the opponent with the projectile first, the staff will add another hit, and if you amped the first projectile it will be a 3 hit combo. the duration of the placement is only short, you can throw 2 projectiles during it. but the staff placement itself has a hitbox like a normal and does 50 damage, so you can use it as a combo ender to set up some zoning. maybe you can also make blockstrings safe by ending in a lightning attack when the staff is set up, havent tested that yet. the amplified version sets up an electric field that sends out lightning zaps on it own (i hope i remember that correctly). the lightning rod does not redirect the projectiles you have in FLY, which is quite a waste imo.
flying Punch (bf3, 1 slot, replaces electric fly): i have no clue what the point of this is. it works exactly like EF; but has a slightly different and actually maybe worse hitbox. it does less damage on the first hit and also on AMP. it has a krushing blow that is just as hard as EFs (has to hit as a counter from full charge).
i didnt really find any special combination that screams "this is an awesome variation" though. but im quite sure something that has storm cell and charge would be ridiculous, even though there is no third move as perfect addition to it. aside from these two, raidens best specials seem to be sparkport and rolling thunder, staff placement and fly could be good too.
first of all: charge (db3) does not change any move aside from db4 (low staff). any two moves that have the same input cannot be in the same loadout.
Jo push (bf1): replaces bf1 lightning, 2 slots: this move has mid range and can be amped for a bf3 followup midscreen or a string in the corner. tbh i dont see any reason why you would pick this over storm cell, as storm cell replaces a less useful move, has only one slot and leads to better combos.
rolling thunder (db3) 1 slot: seems very useful, especially for a more rushdown-y raiden. travels slowly on the ground and does unblockable 1% for 10 ticks. AMP enhances range and duration. i think of this as a supplement to combos or blockstrings. also, it could be a lockdown tool in combination with:
fly (d,u) 1 slot: looks flashy as hell. he gets a forward and a diagonal downward lighning as well as an overhead drop and a cancel. he always flies forward but can control the speed with the initial input (slow/very slow). amp does a lighning discharge similar to raijins db3, but downwards. this move sadly does not synergize with:
Staff Placement (db4), 1 Slot: this is actually a good move. raiden places his staff on the screen (close, mid, far) and it can redirect bf1 or df2 to the opponent when you hold the button. the redirection has about sweep range. with certain setups you can get up to 3 hit lightning combos, if the you hit the opponent with the projectile first, the staff will add another hit, and if you amped the first projectile it will be a 3 hit combo. the duration of the placement is only short, you can throw 2 projectiles during it. but the staff placement itself has a hitbox like a normal and does 50 damage, so you can use it as a combo ender to set up some zoning. maybe you can also make blockstrings safe by ending in a lightning attack when the staff is set up, havent tested that yet. the amplified version sets up an electric field that sends out lightning zaps on it own (i hope i remember that correctly). the lightning rod does not redirect the projectiles you have in FLY, which is quite a waste imo.
flying Punch (bf3, 1 slot, replaces electric fly): i have no clue what the point of this is. it works exactly like EF; but has a slightly different and actually maybe worse hitbox. it does less damage on the first hit and also on AMP. it has a krushing blow that is just as hard as EFs (has to hit as a counter from full charge).
i didnt really find any special combination that screams "this is an awesome variation" though. but im quite sure something that has storm cell and charge would be ridiculous, even though there is no third move as perfect addition to it. aside from these two, raidens best specials seem to be sparkport and rolling thunder, staff placement and fly could be good too.
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