HNK/Raoh: Difference between revisions

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|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=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.
|unique_mechanic1_name=[[File:HNK_Raoh_Stock.png|link=HNK/Raoh#Hokuto_Donryuu_Kohou]] Hokuto Donryuu Kohou Stocks
|unique_mechanic1_name=[[File:HNK_Raoh_Stock.png|link=HNK/Raoh#Hokuto_Donryuu_Kohou]] Hokuto Donryuu Kohou Stocks
|unique_mechanic1={{MMC|input=214A|label=Hokuto Donryuu Kohou}} grants Raoh one stock, up to a maximum of three. These power–up several of Raoh's normal and special moves. Having powerup charges available opens up many combo options, and also forces your opponent to adjust their play as well.
|unique_mechanic1={{MMC|input=214A|label=Hokuto Donryuu Kohou}} grants Raoh one stock, up to a maximum of three. These power–up several of Raoh's normal and special moves. Having stocks for enhanced moves available opens up many combo options, and also forces your opponent to adjust their play as well.
}}
}}



Revision as of 02:01, 16 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 touch–of–deaths. Theoretically he could perhaps be the strongest character in the game, as he is capable of performing ToD combos from any hit without spending meter. Realistically, however, converting into and executing his ToDs off of every hit is simply not humanly possible. Due to the length and difficulty of his combos even top Raoh users will often fail to complete his combos.

While he is fairly good at applying pressure, his mixup component is lacking due to his slow speed. Creating an opening to start his combos can, therefore, be almost as difficult as delivering the killing blow. Paired with his very poor defense—no reliable reversal as well as a crappy alternative to a backdash—this is why he is considered to be in the bottom end of the top tier. Despite his flaws, Raoh is still a very strong character—just not one that can be easily recommended to newcomers.

 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 deal 100% damage off of any hit without meter, assuming you're not bad at playing him.
  • Meter Advantage: Traveling Combo From Hokuto no KenHitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike.s 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 and lack of jump–cancelable normals, Raoh can't 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.
Hokuto Donryuu KohouHNK Raoh 214A.pngGuardStartup27Recovery43 totalAdvantage- grants Raoh one stock, up to a maximum of three. These power–up several of Raoh's normal and special moves. Having stocks for enhanced moves available opens up many combo options, and also forces your opponent to adjust their play as well.
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

Hokuto Donryuu Kohou

214A
Guard Damage Startup Active Recovery On-Block Star Damage
27 43 total

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On-Hit Boost Gain Aura Gain GC Level

Hokuto Goushouha

236C
Guard Damage Startup Active Recovery On-Block Star Damage
All 43

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On-Hit Boost Gain Aura Gain GC Level
  • air OK

Air Hokuto Goushouha

j.236C
Guard Damage Startup Active Recovery On-Block Star Damage
All 17

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On-Hit Boost Gain Aura Gain GC Level

Hokuto Tenshou Raigeki

623A or 623[A]
Version Guard Damage Startup Active Recovery On-Block Star Damage
Hokuto Tenshou Raigeki All 20
Hokuto Tenshou Raigeki (Enhanced) All 14

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Version On-Hit Boost Gain Aura Gain GC Level
623A Launch (Grave Launch on CH)
623A Launch
  • 623A
  • 623A (notes: jump cancellable on counterhit)

Hokuto Raretsuken

623C or 623[C]
Version Guard Damage Startup Active Recovery On-Block Star Damage
Hokuto Raretsuken All 14
Hokuto Raretsuken (Enhanced) All 14

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Version On-Hit Boost Gain Aura Gain GC Level
623C Launch (Banishing Launch on CH)
623C Launch
  • 623C
  • 623C

Sai

214D or 214[D]
Version Guard Damage Startup Active Recovery On-Block Star Damage
Sai All 21
Sai (Enhanced) All 21

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Version On-Hit Boost Gain Aura Gain GC Level
214D Restand
214D Restand
  • 214D (notes: air OK)
  • 214D (notes: air OK)

Air Sai

j.214D
Guard Damage Startup Active Recovery On-Block Star Damage
All? 21

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On-Hit Boost Gain Aura Gain GC Level
Restand
  • Minimum Height Restriction

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