HNK/Raoh: Difference between revisions

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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 one shot character with a high skill floor that can convert almost any hit to a kill.
|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=
*Bad matchups against {{Character Label|HNK|Toki}} and {{Character Label|HNK|Rei}}
*'''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 - his KOF95-esque 'fade' is useless and will often be the cause of your demise when you accidentally use it
*'''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.
*Switching guard from high to low/low to high takes 8 frames due to a hardware bug, making quick overheads extremely hard to block
*'''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.
*Can be crossed up in the corner
*'''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.
*Defense relies heavily on Musou or powerup stocks, has no way to get out of pressure without meter
|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.
*Relatively poor mixup
|footnote=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.
}}
}}



Revision as of 01:01, 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 slow bruiser 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.
  • 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"GGAC Kliff 214P.pngGuardStartupRecoveryTotal 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 TenseiHNK Raoh 214214B.pngGuardN/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.
Note: 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.
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

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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

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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

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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

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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

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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

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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

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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

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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

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On-Hit Boost Gain Aura Gain GC Level
1

2B

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

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

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

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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

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On-Hit Boost Gain Aura Gain GC Level

j.B

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

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

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

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

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On-Hit Boost Gain Aura Gain GC Level

6B

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

close 6/4C

No results

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No results

No results

Kick Throw

B+D
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

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

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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

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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

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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