KH StarCharger
Kombatant
I've always said that if there is any aspect of this game that Raiden excells in it's in Respect. Respect of his footsies, Teleport, Armor, and his speed. However, when all of these aspects are coupled in trying to slow your opponent down when they are on the ground, things such as the 12 frames of invincibility on wake up as well as armor can impare your game when you want to go for some Oki game. As such, I was spending time in the lab asking how I could use raidens elusive options to my advantage on a downed opponent intending to use the above mentioned wake up invincibility against me and possibly blow me up when such opporitunities arise. While using Raidens B+3, Standing 3, and his standing 2, I had no consistent luck in trying to counter my opponent. However, with the quick F+2, empty buffered into either the teleport, enhanced shocker, or the enhanced electric fly (superman), I was in business.
http://www.twitch.tv/kombathouston/b/354437953
In watching the stream link after the insomnia tournament, move to 3:27:40 to get to the beginning where I use the above mentioned options on Seraph who was using sonya to exclusively prove the use of this tech against armored wake up attacks or elusive wake up attacks. From the F+2 empty buffer, you can buffer any option, and depending on the matchup and the properties of every character's wake up attack, you can use which ever option suits you the best in that situation. In spite of how useful this is, there are risks associated with this:
Teleport)
Pros: Safe, quick start up that will evade most wake ups in the game when delayed or when buffered directly, Can open up SERIOUS whiff punishing on wake ups that completely miss.
Cons: Can land you in trouble if you get too obvious with your approach.
Enhanced Shocker)
Pros: Will beat out ANY armored option in the game that advances toward Raiden on Wake up, you can follow it up and set your opponent up for another setup of your choice (oki, enhanced lightning, etc.), some attacks (certain wake up teleports), will hit the armor and Raiden won't go into hitstun.
Cons: -23 when blocked and even worse when whiffed, takes up a bar of meter that may come in handy down the road if wasted on a bad guess. Some wake up specials can evade this move and really leave Raiden open for some punishment.
Enhanced Superman)
Pros: Fast start up that will force raiden through certain attacks such as evasion teleports (can be autocorrected) and Ice Clones,
Cons: if it goes against another armored move, raiden will either get beat out or get cannonball recovery and be wide open for ALOT of punishment, Not useful againt other armored attacks on wake up.
Your best options will vary depending on the match up, however, with the rare ability to stuff and potentially eliminate people's wake up game in matches, Raiden's respect levels will soon be on the rise when these options from his F+2 are taken to the next level in competitive play. Feel free to explore this option and to comment and let me know what you think.
http://www.twitch.tv/kombathouston/b/354437953
In watching the stream link after the insomnia tournament, move to 3:27:40 to get to the beginning where I use the above mentioned options on Seraph who was using sonya to exclusively prove the use of this tech against armored wake up attacks or elusive wake up attacks. From the F+2 empty buffer, you can buffer any option, and depending on the matchup and the properties of every character's wake up attack, you can use which ever option suits you the best in that situation. In spite of how useful this is, there are risks associated with this:
Teleport)
Pros: Safe, quick start up that will evade most wake ups in the game when delayed or when buffered directly, Can open up SERIOUS whiff punishing on wake ups that completely miss.
Cons: Can land you in trouble if you get too obvious with your approach.
Enhanced Shocker)
Pros: Will beat out ANY armored option in the game that advances toward Raiden on Wake up, you can follow it up and set your opponent up for another setup of your choice (oki, enhanced lightning, etc.), some attacks (certain wake up teleports), will hit the armor and Raiden won't go into hitstun.
Cons: -23 when blocked and even worse when whiffed, takes up a bar of meter that may come in handy down the road if wasted on a bad guess. Some wake up specials can evade this move and really leave Raiden open for some punishment.
Enhanced Superman)
Pros: Fast start up that will force raiden through certain attacks such as evasion teleports (can be autocorrected) and Ice Clones,
Cons: if it goes against another armored move, raiden will either get beat out or get cannonball recovery and be wide open for ALOT of punishment, Not useful againt other armored attacks on wake up.
Your best options will vary depending on the match up, however, with the rare ability to stuff and potentially eliminate people's wake up game in matches, Raiden's respect levels will soon be on the rise when these options from his F+2 are taken to the next level in competitive play. Feel free to explore this option and to comment and let me know what you think.