m (→Overview: Updating the pros to reflect dustloop quality standards) |
m (→Overview: updating cons to reflect dustloop standards) |
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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. | 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. | ||
|lore=is from a manga | |lore=is from a manga | ||
|summary=is a | |summary=is a slow bruiser with a high skill floor that can convert almost any hit to a kill. | ||
|pros= | |pros= | ||
*'''You are Already Dead''': Raoh can, in theory, deal 100% damage off of any hit without meter. | *'''You are Already Dead''': Raoh can, in theory, deal 100% damage off of any hit without meter. | ||
Line 13: | Line 13: | ||
*'''Star Reducer''': Raoh has decent star reduction ability, and has easy 3 star combos. | *'''Star Reducer''': Raoh has decent star reduction ability, and has easy 3 star combos. | ||
|cons= | |cons= | ||
* | *'''Critical Matchup Holes''': Raoh has bad matchups against {{Character Label|HNK|Toki}} and {{Character Label|HNK|Rei}}, two of the strongest and most popular characters in the game. | ||
*No backdash | *'''No backdash''': Raoh's {{MMC|game=GGACR|chara=Kliff Undersn|input=214P|label="Kliff dodge"}} is useless and will often result in your demise if used accidentally. | ||
* | *'''Poor Defense''': In order to escape pressure, Raoh must spend meter. He's reliant on {{MMC|input=214214B|label=Musou Tensei}} parries and power–up stocks to reclaim his turn. To make matters worse, he can be crossed–up while cornered. | ||
*'''Middling Mix''': Thanks to his lumbering frame Raoh's can't really incorporate {{Keyword|F-Shiki}} or left/right mixups like other top tiers can. It can be tricky to score a hit to start his combos. | |||
* | |footnote=Specifically on the original Atomiswave hardware, switching between high and low guard takes 8 frames due to a hardware bug. This makes blocking fast high/lows very difficult. This behavior is not reflected on Flycast, or any other version of the game. Outside of the atomiswave version, Raoh swaps block normally. | ||
|footnote= | |||
}} | }} | ||
Revision as of 01:01, 15 May 2022
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.
- 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.
- Critical Matchup Holes: Raoh has bad matchups against Toki and Rei, two of the strongest and most popular characters in the game.
- No backdash: Raoh's "Kliff dodge"GuardStartupRecoveryTotal 48Advantage- is useless and will often result in your demise if used accidentally.
- Poor Defense: In order to escape pressure, Raoh must spend meter. He's reliant on Musou TenseiGuardN/AStartup4RecoveryAdvantage- parries and power–up stocks to reclaim his turn. To make matters worse, he can be crossed–up while cornered.
- Middling Mix: Thanks to his lumbering frame Raoh's can't really incorporate F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. or left/right mixups like other top tiers can. It can be tricky to score a hit to start his combos.
Raoh | |
---|---|
Damage Taken | |
90% | |
Jump Startup | |
4f | |
Backdash | |
30f |
Normals
c.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 7 | 6 | -4 |
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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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 8 | 7 | -5 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 11 | 2 | -10 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All,Low | 9 | 4()10 | -11 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 7 | 6 | -6 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 8 | 7 | -5 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 18 | 4 | -13 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
- Chargeable with a Powerup Charge
f.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 11 | 6 | -13 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6 | 5 | 6 | 6 | -4 | 0 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
1 |
2B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
low | 7 | 5 | -3 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 18 | 4 | -17 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
- Jump cancellable, chargeable with a Powerup Charge
2D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Low | 12 | 4 | -22 |
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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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 3 | 8 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 8 | 8 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 11 | 8 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Chargeable with Powerup Charge
j.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 11 | 4,4,4,3 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Command Normals
6A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 29 | 10 | -24 |
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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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 27 | 4 | -14 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Universal Mechanics
Throw
No results
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No results
No resultsKick Throw
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Throw | 9 | 4 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
- whiffs on crouch
Grave Shoot
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 15 | 4 | -5 |
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field
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Grave Launch |
Heavy Strike
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Unblockable | 41 | 2 |
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field
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Stagger |
Banishing Strike
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 19-39 | 4 | -6 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Banishing Launch |