HNK/Raoh: Difference between revisions

From Dustloop Wiki
< HNK
m (→‎Overview: wording in the first sentence)
m (→‎Overview: Updating the pros to reflect dustloop quality standards)
Line 9: Line 9:
|summary=is a one shot character with a high skill floor that can convert almost any hit to a kill.
|summary=is a one shot character with a high skill floor that can convert almost any hit to a kill.
|pros=
|pros=
*No gauge 100% combos possible from almost any hit
*'''You are Already Dead''': Raoh can, in theory, deal 100% damage off of any hit without meter.
*Traveling combos recover a large amount of Boost and Aura while granting very little to his opponent
*'''Meter Advantage''': Traveling combos recover a large amount of Boost and Aura while granting very little to his opponent.
*Decent star reducing ability and easy 3 star combos
*'''Star Reducer''': Raoh has decent star reduction ability, and has easy 3 star combos.
*Good matchups against the lower tiers
|cons=
|cons=
*Bad matchups against {{Character Label|HNK|Toki}} and {{Character Label|HNK|Rei}}
*Bad matchups against {{Character Label|HNK|Toki}} and {{Character Label|HNK|Rei}}

Revision as of 00:47, 15 May 2022


Overview
Overview

Raoh is slow, powerful, and more than anything else, a combo character. He is likely the most difficult character to learn; he has no 'basic' combos—his BnB A staple combo that is simple yet effective.s all being ToDs. Theoretically he could perhaps be the strongest character in the game, as he is capable of doing 100% combos from any hit with no meter. However, realistically, getting a 100% off of every hit is simply not possible, and due to the length and difficulty of his combos even top Raoh users will often make mistakes.

Also, while he is fairly good at applying pressure, his mixup is lacking due to his slow speed. This, along with his very poor defense(no backstep, no reliable reversal, guard lag), is why he is considered to be in the bottom end of the 'top tier.' All in all, Raoh is still a very strong character despite his weaknesses, but is not one that can be recommended to beginners.

 Raoh  Raoh is a one shot character with a high skill floor that can convert almost any hit to a kill.

Pros
Cons
  • You are Already Dead: Raoh can, in theory, deal 100% damage off of any hit without meter.
  • Meter Advantage: Traveling combos recover a large amount of Boost and Aura while granting very little to his opponent.
  • Star Reducer: Raoh has decent star reduction ability, and has easy 3 star combos.
  • Bad matchups against  Toki and  Rei
  • No backdash - his KOF95-esque 'fade' is useless and will often be the cause of your demise when you accidentally use it
  • Switching guard from high to low/low to high takes 8 frames due to a hardware bug, making quick overheads extremely hard to block
  • Can be crossed up in the corner
  • Defense relies heavily on Musou or powerup stocks, has no way to get out of pressure without meter
  • Relatively poor mixup
Note: The block switch startup of 8f only applies to the physical atomiswave version of the game, as this behavior is not reflected on Flycast, or any other version of the game. Outside of the atomiswave version, Raoh swaps block normally.
Raoh
HNK Raoh Portrait.png
Damage Taken
90%
Jump Startup
4f
Backdash
30f

Normals

c.A

c.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 7 6 -4

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

c.B

c.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 8 7 -5

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

c.C

c.C
Guard Damage Startup Active Recovery On-Block Star Damage
High 11 2 -10

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

c.D

c.D
Guard Damage Startup Active Recovery On-Block Star Damage
All,Low 9 4()10 -11

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

f.A

f.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 7 6 -6

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

f.B

f.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 8 7 -5

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

f.C

f.C
Guard Damage Startup Active Recovery On-Block Star Damage
All 18 4 -13

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level
Launch
  • Chargeable with a Powerup Charge

f.D

f.D
Guard Damage Startup Active Recovery On-Block Star Damage
All 11 6 -13

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

2A

2A
Guard Damage Startup Active Recovery On-Block Star Damage
All 6 5 6 6 -4 0

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level
1

2B

2B
Guard Damage Startup Active Recovery On-Block Star Damage
low 7 5 -3

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

2C

2C
Guard Damage Startup Active Recovery On-Block Star Damage
All 18 4 -17

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level
Launch
  • Jump cancellable, chargeable with a Powerup Charge

2D

2D
Guard Damage Startup Active Recovery On-Block Star Damage
Low 12 4 -22

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level
Launch
  • Chargeable with a Powerup Charge

j.A

j.A
Guard Damage Startup Active Recovery On-Block Star Damage
High 3 8

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

j.B

j.B
Guard Damage Startup Active Recovery On-Block Star Damage
High 8 8

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

j.C

j.C
Guard Damage Startup Active Recovery On-Block Star Damage
High 11 8

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level
  • Chargeable with Powerup Charge

j.D

j.D
Guard Damage Startup Active Recovery On-Block Star Damage
High 11 4,4,4,3

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

Command Normals

6A

6A
Guard Damage Startup Active Recovery On-Block Star Damage
All 29 10 -24

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

6B

6B
Guard Damage Startup Active Recovery On-Block Star Damage
High 27 4 -14

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

Universal Mechanics

Throw

close 6/4C

No results

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

No results

No results

Kick Throw

B+D
Guard Damage Startup Active Recovery On-Block Star Damage
Throw 9 4

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level
Launch
  • whiffs on crouch

Grave Shoot

A+C
Guard Damage Startup Active Recovery On-Block Star Damage
All 15 4 -5

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level
Grave Launch

Heavy Strike

A+B
Guard Damage Startup Active Recovery On-Block Star Damage
Unblockable 41 2

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level
Stagger

Banishing Strike

C+D
Guard Damage Startup Active Recovery On-Block Star Damage
All 19-39 4 -6

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level
Banishing Launch

Special Moves

Super Moves

Fatal K.O

Hokuto Mettenha

236C+D
Guard Damage Startup Active Recovery On-Block Star Damage
All FATAL KO 12+5
  • Requires the opponent to have 0 stars.
On-Hit Boost Gain Aura Gain GC Level

Colors

Navigation

 Raoh
To edit frame data, edit values in HNK/Raoh/Data.
Systems Pages