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General/Other - Raiden Raiden General Discussion

I'd be happy lab and help you guys with Raiden LRC
About his LRC, do you release 1 after you press block or do you hold 1 then release it right before you press block? Also after the b14 into LRC do you run immediately after holding 1 or do you give it a little time before you run? I'm asking because if I do it immediately it usually throws the lightninng but waiting a bit might not work also?
 

Aqueous_Echo

Kombatant
About his LRC, do you release 1 after you press block or do you hold 1 then release it right before you press block? Also after the b14 into LRC do you run immediately after holding 1 or do you give it a little time before you run? I'm asking because if I do it immediately it usually throws the lightninng but waiting a bit might not work also?
The way I do his LRC is:

*string* - db1 (hold 1) ff+BL (hitting block with the 2nd forward command)

After b14 it's used the same way (hold 1 ffBL (hitting block with the 2nd forward command)

What you want to do for practice is just raw db1 ff+BL (as described before). The muscle memory for this is just something you'll have to develop over time.

KEY: when cancelling wait to either HEAR the inital *hum* of the lightning or SEE when the bolt forms. Your cancel begins RIGHT when you hear the *hum* or SEE the bolt form. Not before (you'll throw the lightning ball) and not after (youll lose your frames to connect the followup).

If there's anything else you need help on hmu
 
The way I do his LRC is:

*string* - db1 (hold 1) ff+BL (hitting block with the 2nd forward command)

After b14 it's used the same way (hold 1 ffBL (hitting block with the 2nd forward command)

What you want to do for practice is just raw db1 ff+BL (as described before). The muscle memory for this is just something you'll have to develop over time.

KEY: when cancelling wait to either HEAR the inital *hum* of the lightning or SEE when the bolt forms. Your cancel begins RIGHT when you hear the *hum* or SEE the bolt form. Not before (you'll throw the lightning ball) and not after (youll lose your frames to connect the followup).

If there's anything else you need help on hmu
Thanks man! I can run cancel instantly if I start off a raw db1 and the run comes out everytime, however after a string if I try to run cancel most of the time the lightning will come out? Why does it work from raw and not from a string/combo? And if the lighting comes out does that mean that I'm doing the RC too fast?
 

Aqueous_Echo

Kombatant
Thanks man! I can run cancel instantly if I start off a raw db1 and the run comes out everytime, however after a string if I try to run cancel most of the time the lightning will come out? Why does it work from raw and not from a string/combo? And if the lighting comes out does that mean that I'm doing the RC too fast?
If he throws the bolt then you're going too fast i.e. doing the ffBL too quick after db1. Listen for that hum. Also it should be noted that cancel window is slightly different depending on if string before the db1 is on block or on hit.

For practice/lab:

Select Cassie(reversal flipkick) or Lao (s)reversal spin) and make sure they're on block.

On block do: b11 db1 cancel and block the reversal. This will help you understand the timing of cancel on block because after b11 db1 cancel you are +4 or so.

On hit do: b11 db1 cancel 213 f2 f2 * b11 1+3 * or *b11 superman*

This is a good method to understand the difference on hit and the opportunity to continue combos
 
If he throws the bolt then you're going too fast i.e. doing the ffBL too quick after db1. Listen for that hum. Also it should be noted that cancel window is slightly different depending on if string before the db1 is on block or on hit.

For practice/lab:

Select Cassie(reversal flipkick) or Lao (s)reversal spin) and make sure they're on block.

On block do: b11 db1 cancel and block the reversal. This will help you understand the timing of cancel on block because after b11 db1 cancel you are +4 or so.

On hit do: b11 db1 cancel 213 f2 f2 * b11 1+3 * or *b11 superman*

This is a good method to understand the difference on hit and the opportunity to continue combos
Yea thanks I'll do that. What I meant by a raw b14 is not actually hitting the opponent, just standing across the screen and the run cancel comes out everytime but when I actually connect and try it on the AI then the Lightning comes out. I think you're right about me running too soon as everytime I do it fast I gett the lightning instead of the run, I waited a little longer and the run came out perfectly, I just didn't want to believe that you have to actually wait and not run cancel too fast. Guess I felt that didn't feel "fluid" if you know what I mean? Anyways thanks bro.
 

Aqueous_Echo

Kombatant
Yea thanks I'll do that. What I meant by a raw b14 is not actually hitting the opponent, just standing across the screen and the run cancel comes out everytime but when I actually connect and try it on the AI then the Lightning comes out. I think you're right about me running too soon as everytime I do it fast I gett the lightning instead of the run, I waited a little longer and the run came out perfectly, I just didn't want to believe that you have to actually wait and not run cancel too fast. Guess I felt that didn't feel "fluid" if you know what I mean? Anyways thanks bro.
It does feel a bit odd, he actually has the most unique cancel in the game in my opinion. You cant really buffer it like most other characters. His also isnt cancellable until about 12 (could be more cant remember) frames into the animation or something like that so it makes you feel very vulnerable using it in pressure.

Just keep trying to link cancels into another string until you can get it 10/10 times (or close to it) because his cancels really are necessary.

For practice try the following:

midscreen: b11 db1 cancel 214 df2

corner: b32(not held) b14 db1 cancel 214 df2

these are pretty easy, meterless combos that should get you comfortable with his cancels. Obviously ending things in b14 bolt is optimal especially in the corner, but use these and get them 10/10 times. Before you know it you'll have the timing down without even thinking about it as much as you are now
 
It does feel a bit odd, he actually has the most unique cancel in the game in my opinion. You cant really buffer it like most other characters. His also isnt cancellable until about 12 (could be more cant remember) frames into the animation or something like that so it makes you feel very vulnerable using it in pressure.

Just keep trying to link cancels into another string until you can get it 10/10 times (or close to it) because his cancels really are necessary.

For practice try the following:

midscreen: b11 db1 cancel 214 df2

corner: b32(not held) b14 db1 cancel 214 df2

these are pretty easy, meterless combos that should get you comfortable with his cancels. Obviously ending things in b14 bolt is optimal especially in the corner, but use these and get them 10/10 times. Before you know it you'll have the timing down without even thinking about it as much as you are now
Thanks so much for your help bro. Awesome!
 

DDutchguy

Stand 4'ing airplanes out of the sky
Buffs boys! B1 getting a better hitbox is one of the main things we were waiting for so that's quite nice. F4 being + now is awesome, maybe it could jail into F1 if it has enough advantage. MoS having longer orbs sounds pretty good, that was one of the problems I personally had with the variation. F12B2 no longer has a gap which is also quite nivd.

I'd say we got some pretty neat stuff, I'm happy on this end
 

Tokiwartoothxdk

『T R I G G E R E D』
Buffs boys! B1 getting a better hitbox is one of the main things we were waiting for so that's quite nice. F4 being + now is awesome, maybe it could jail into F1 if it has enough advantage. MoS having longer orbs sounds pretty good, that was one of the problems I personally had with the variation. F12B2 no longer has a gap which is also quite nivd.

I'd say we got some pretty neat stuff, I'm happy on this end
all this stuff was in the beta, in case you didnt know
 
Master of storms now has safe orb setups on knockdown, both midscreen and corner. I haven't been on in a long time, is this new?
 
Last edited:
Patch note released :
  • Raiden - Towards+FP, BP is now 0 on block (up from -3)
  • Raiden - Down+FP is now -7 on block (down from -9)
  • Raiden - Away+BK has increased pushback and is now -3 on block (up from -17)
  • Raiden - Towards+BK is now +6 on block (up from -3)
  • Raiden - Increased the cancel advantage of Towards+FP, BP
  • Raiden (Master of Storms) - Static Traps now last 20 seconds (up from 10 seconds)
I'm glad they did something about our d1 (Down+FP), now we can only be punished by 6f. Do not blindly poke a Raiden opponent ;)
Unfortunately, nothing for d3 (Down+FK), so this move is somehow... Useless except if you want to gamble to take a reversal armor after you touch on hit your opponent.

f12 cancel is buffed, let's see if the frame trap with LRC is good this time.

NB: rip LK, his best frame trap is dead