Move list:
Special moves
Notes : Close standing (second hit) is an over head.
Doku Giri (毒霧) + punch
- EX possible (stuns enemy), normal version most likely works like in XII.
Giant Bomb (ジャイアントボム) charge + punch
- Breaking it is still possible. EX possible (does two tackles, and juggles the enemy).
Giant Bomb Feint (ジャイアントボムフェイント) + During Giant bomb
- Input this before the tackle; you can't cancel the EX tackle. In XII, Canceling the tacke still kept some autoguard, it's unknown if that applies for XIII.
Raiden Bomb (ライデンボム) + punch
- Seems to work the same as XII. EX possible.
Head Crush (ヘッドクラッシュ) + kick (throw)
- Good old Garou 1 throw EX possible.
Super Drop Kick (スーパードロップキック ) Charge/Hold or for about 4 seconds or more
- It looks like his standing CD, but lunging forward.
The longer the charge, the better the damage (In Garou Special the cap was 20 second charge for something like 60% damage)
Stage 1: Charge time 4 seconds. Time before attack comes out: Slow. Invincibility: None. On block frame disadvantage: HUGE. 100 damage.
Stage 2: Charge time 8 seconds. Time before attack comes out: Slow. Invincibility: slight, before attack comes out. On block frame disadvantage: Medium. 150 damage.
Stage 3: Charge time 12 seconds. Time before attack comes out: Normal. Invincibility: Until right after kick comes out. On block frame disadvantage: slight. Has all juggle property. 200 damage.
Stage 4: Charge time 16 seconds. Time before attack comes out: Fast. Invincibility: All throughout move. On block frame disadvantage: slight. Has all juggle property. 250 damage.
DMs
Super Raiden Drop (スーパーライデンドロップ) + punch (throw)
- EX possible
Crazy Train (クレイジートレイン) + + punch
- Short punching DM, can be comboed form weak attacks.
Neo MAX DM
Raiden Bomber (ライデンボンバー) + +
- It's a Big Lariat... A la Big Budo / Neptune Man with fluffy colors & special effects.
Notes : Close standing (second hit) is an over head.
Doku Giri (毒霧) + punch
- EX possible (stuns enemy), normal version most likely works like in XII.
Giant Bomb (ジャイアントボム) charge + punch
- Breaking it is still possible. EX possible (does two tackles, and juggles the enemy).
Giant Bomb Feint (ジャイアントボムフェイント) + During Giant bomb
- Input this before the tackle; you can't cancel the EX tackle. In XII, Canceling the tacke still kept some autoguard, it's unknown if that applies for XIII.
Raiden Bomb (ライデンボム) + punch
- Seems to work the same as XII. EX possible.
Head Crush (ヘッドクラッシュ) + kick (throw)
- Good old Garou 1 throw EX possible.
Super Drop Kick (スーパードロップキック ) Charge/Hold or for about 4 seconds or more
- It looks like his standing CD, but lunging forward.
The longer the charge, the better the damage (In Garou Special the cap was 20 second charge for something like 60% damage)
Stage 1: Charge time 4 seconds. Time before attack comes out: Slow. Invincibility: None. On block frame disadvantage: HUGE. 100 damage.
Stage 2: Charge time 8 seconds. Time before attack comes out: Slow. Invincibility: slight, before attack comes out. On block frame disadvantage: Medium. 150 damage.
Stage 3: Charge time 12 seconds. Time before attack comes out: Normal. Invincibility: Until right after kick comes out. On block frame disadvantage: slight. Has all juggle property. 200 damage.
Stage 4: Charge time 16 seconds. Time before attack comes out: Fast. Invincibility: All throughout move. On block frame disadvantage: slight. Has all juggle property. 250 damage.
DMs
Super Raiden Drop (スーパーライデンドロップ) + punch (throw)
- EX possible
Crazy Train (クレイジートレイン) + + punch
- Short punching DM, can be comboed form weak attacks.
Neo MAX DM
Raiden Bomber (ライデンボンバー) + +
- It's a Big Lariat... A la Big Budo / Neptune Man with fluffy colors & special effects.
- (shown in video) Weak Poison Breath has less lag. When it hits you can followup with his command throw
- Adjustments to Super Drop Kick (lol)
* Charge times have been increased.
* Invincibility removed
* Guard crush ability has been reduced
* Can no longer be connected after a guard cancel attack
* Knocks the opponent away.
- Jump D’s hitbox has been strengthened to hit downwards. It should whiff less often on short opponents
- (shown in video) Giant Bomb (feint) has less recovery
- EX Raiden Bomb’s forward travel distance has been reduced.
- (shown in video) Raiden Bomber now has complete invincibility.
Producer Yamamoto says: Although Super Dropkick has been weakened, shorter recovery on Giant Bomb Feint allows him to be played more trickily. With the improvement to his jump HK {j.D}, he has reliable attacks from the air leading to greater attack possibilities. Worthy of special mention, complete invincibility on Raiden Bomber means no more awkward looking trades.
- Adjustments to Super Drop Kick (lol)
* Charge times have been increased.
* Invincibility removed
* Guard crush ability has been reduced
* Can no longer be connected after a guard cancel attack
* Knocks the opponent away.
- Jump D’s hitbox has been strengthened to hit downwards. It should whiff less often on short opponents
- (shown in video) Giant Bomb (feint) has less recovery
- EX Raiden Bomb’s forward travel distance has been reduced.
- (shown in video) Raiden Bomber now has complete invincibility.
Producer Yamamoto says: Although Super Dropkick has been weakened, shorter recovery on Giant Bomb Feint allows him to be played more trickily. With the improvement to his jump HK {j.D}, he has reliable attacks from the air leading to greater attack possibilities. Worthy of special mention, complete invincibility on Raiden Bomber means no more awkward looking trades.
- If you select Raiden as first on the order select screen, you can start holding down K, and this will count towards his drop kick charge time.
- to stop anticipated jump ins (won't work as anti air)
- EX is your ultimate anti air
- CD counter into Drop Kick combo for ultimate damage skank
- Crossup with j
- Because opponents are waiting for the drop kick, they won't expect a throw, but of course that means you lose the charge on your drop kick...
- to stop anticipated jump ins (won't work as anti air)
- EX is your ultimate anti air
- CD counter into Drop Kick combo for ultimate damage skank
- Crossup with j
- Because opponents are waiting for the drop kick, they won't expect a throw, but of course that means you lose the charge on your drop kick...
Raiden Is a grappling Character with many more tools at his disposal than just grappling. Although on the console version of KOF 13 his Dropkick has been "nerfed" it hasn't limited the characters ability to completely dominate space, and be able to turn around a match at any point. Here are some tricks that are Essential to becoming a good Raiden Player.
Headcrush/Follow Up's
After doing Raiden's Headcrush command throw you are given a perfect amount of time and spacing to perform some interesting follow up's.
Headcrush/Crossup
After doing Headcrush, wait for a fraction of a second then perform a super jump in the direction of the opposing character. By doing this you will land behind them, an ambiguous move, as in his air trajectory you appear as if you are going to land in front. By pressing (Air D) you will land a hit regardless of if they are standing or crouching, as long as they are blocking in the regular direction. The beauty of this cross up is that you can't guard against it either way if you are crouching, therefore I have designed an array of mix ups for when your opponent gets wise to what you are doing.
Headcrush/Mix Ups
The "fake" crossup
After performing Headcrush immediately perform a super jump, please note that the jump must be executed in the first active frames after Headcrush. If you do this properly, Raiden will appear to be crossing over the opposing character, but will actually drop down in front as they wakeup. This move is too early to hit them with (Air D) however I would reccomend ''Crouching Light Kick, Standing Light Punch, Headcrush'' as the opponant will be expecting you to hit them high, and wont guard against the low attack, and also, the combo ends with a headcrush, leaving you with another possible set up.
Crossup to Crouching Light Kick
After doing Headcrush, wait for a fraction of a second then perform a super jump in the direction of the opposing character. Wait untill you land then perform ''Crouching Light Kick, Standing Light Punch, Headcrush'' this mix up is for if you think they suspect you to hit them high with an (Air D) so they have to block high.
The other things you can do after Headcrush is wait for a second then do a regular high jump and either land and do another headcrush, do Air D which hits high, or go for crouching LK. After doing the other mix ups people tend to sit and block so I find they are less likely to try to on wakeup, and therefore a basic "clarke" style jump in and grab works nicely
What If they block?
HP Shoulder Tackle Fake/Headcrush
After any of the jump in's that I have mentioned above you can perform Crouching Light Kick, HP Shoulder Tackle (fake, Headcrush)
The HP Shoulder Tackle Fake gives you enough frames for the Headcrush to come out. If you do two crouching LK's the EX Headcrush will work.
General Tips
Raidens standing LP is a great anti air, is perfect if you are playing against people who jump a lot
I recommend the use of his LP Poison Spray against fireball spammers, as it is quick and stays active for a decent amount of time. It is also a good and fast anti air.
'''Dropkicks''' are essential for corner combo's, they link after his shoulder tackle without the use of HD bar and only take 4 seconds to generate. Also I have found that if you are pressuring someone with his shoulder tackle, if you have buffered the dropkick, executing it immediately after his shoulder tackle usually connects, as people usually try to jump or press buttons after blocking the shoulder tackle.