JuiceboxAbel

MK11 - Raiden Notes

May 17th, 2019
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  1. Raiden
  2. -------------
  3. FATALS
  4.  
  5. 1 - bdb1 (mid)
  6. 2 - dfb3 (close)
  7. ----------------------
  8. V1 - Thunder Wave
  9.  
  10. db2 Amp
  11. - -3 mid attack
  12. - combo ender
  13. - 3 hits, gap before 3rd
  14.  
  15. hit
  16. - big enough to jab through!
  17. - Amp: Kombo extend
  18.  
  19. down,up Amp
  20. - teleport!
  21. - appear behind opponent
  22. - avoids hits on the TENTH frame (not great for close-range offense/defense)
  23. - adjustable: (b/f/d)
  24. - b: stay in front
  25. - d: stay in place
  26. - f: go beyond opponent
  27. - these cost 1 DEF bar
  28. ---
  29. V2 - Raijin
  30.  
  31. df2
  32. - mid/knd
  33.  
  34. db2 Amp
  35. - full-screen antiair!
  36. - Amp: extra dmg, knocks far away
  37. - only works if close enough
  38.  
  39. db3 Amp
  40. - "charge"
  41. - does nothing on its own, grants level 1 charge. lasts 15 seconds then disappears
  42. - when charged, blocking any 3 attacks grants level 2 charge, which lasts another 15 seconds
  43. - on level 2 charge, db3 becomes a 4 frame special move that causes a combo-able restand (!!!!!) in the corner only
  44. - Amp: KND+distance, 134 dmg, pushes away on block
  45.  
  46. db4 Amp
  47. - long range unsafe low
  48. - if Raiden has level 1 charge from db3, a fullscreen low fireball occurs after the staff hits the ground
  49. - Amp: 2nd hit low
  50. ---
  51. generics
  52.  
  53. bf1 Amp
  54. - high fireball
  55. - Amp: 2nd mid hit
  56.  
  57. df2 Amp
  58. - ranged zoning attack
  59. - adjustable (b/f)
  60. - Amp: 2nd hit
  61. - only on hit!
  62.  
  63. bf3 Amp
  64. - BABALAAYYYYY
  65. - air OK
  66. - ground version:
  67. - hold 3 to delay
  68. - press dd while holding 3 to cancel
  69. - Amp: more dmg+distance
  70. ---------
  71. strings
  72. 12 x
  73. 121
  74. b12 x
  75. b12,1+3
  76. b14
  77. f11 x
  78. f112
  79. 21 x
  80. 24 x
  81. 243 x
  82. 32 x
  83. 321
  84. b31 x
  85. b31,2+4
  86. f32
  87.  
  88. lows
  89. - d3/d4/b4
  90. - b3
  91. - f1[1]
  92. - 2[4]
  93. - b31[2+4]
  94. V2
  95. - db4
  96. - db4-Amp
  97.  
  98. overheads
  99. - hops
  100. - b2
  101. - b1[4]
  102.  
  103. Notable normals
  104.  
  105. - f1 H/i16/+8/-3
  106. - good range
  107.  
  108. - f2 H/i21/+18/-3
  109. f4 M/i19/+5/-3
  110. - farthest range pokes
  111. - both safe/jank Johnny?
  112.  
  113. - f3 M/i11/+15/-6
  114. - b1 M/i11/+11/-7
  115. - fastest mids
  116. - b12/f32 options
  117.  
  118. - b2 O/i19/KND/-18
  119. - unsafe overhead
  120.  
  121. - b3 L/i16/+12/-9
  122. - low starter
  123. - b31 hit-confirm [-6]
  124.  
  125. block advantage
  126. - 3 H/+3
  127. - 321 M/+1
  128.  
  129. Frame Trap after d1(+10):
  130. highs <= i10:
  131. - 1 i7
  132. - d2 i9
  133. - 4 i10
  134.  
  135. mids/lows <= i15
  136. - b1 i11
  137. - f3 i11
  138.  
  139. - b3* i16
  140. - [d3 is +12]
  141.  
  142. - d1 i7
  143. - d3 i8
  144. - d4 i14
  145. - b4 i15
  146. ---------
  147. Krushing Blows
  148.  
  149. d2
  150. - Kounter a high
  151. - Punish a high
  152.  
  153. F Throw
  154. - after failed throw escape
  155.  
  156. b2
  157. - two in a row
  158.  
  159. 121
  160. - Punish
  161.  
  162. bf3-Amp
  163. - max distance
  164. ---------
  165. Kombos
  166.  
  167. opener 1
  168. - midscreen meterless
  169.  
  170. - midscreen 1-bar
  171.  
  172. - midscreen 2-bar
  173.  
  174. - corner meterless
  175.  
  176. - corner 1-bar
  177.  
  178. - corner 2-bar
  179.  
  180. opener 2
  181. - midscreen meterless
  182.  
  183. - midscreen 1-bar
  184.  
  185. - midscreen 2-bar
  186.  
  187. - corner meterless
  188.  
  189. - corner 1-bar
  190.  
  191. - corner 2-bar
  192.  
  193. etc.
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