HNK/Raoh/Combos: Difference between revisions

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m (Undo revision 279079 by PrivateTarkus (talk))
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====Second Grave Shoot====
====Second Grave Shoot====


====Basic Route====
'''Basic Route'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| {{clr|A|2A}}xN > {{clr|D|c.D}}(1) > A+C > {{clr|A|j.A}} > {{clr|D|j.214D}}
| {{clr|A|2A}}xN > {{clr|D|c.D}}(1) > A+C > {{clr|A|j.A}} > {{clr|D|j.214D}}
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===={{CLabel|HNK|Toki}}  & {{CLabel|HNK|Jagi}}-specific route====
'''{{CLabel|HNK|Toki}}  & {{CLabel|HNK|Jagi}}-specific route'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|c.C}} > {{clr|C|f.C}} > {{clr|D|c.D}} > A+C > {{clr|A|j.A}} > {{clr|D|j.214D}}
| {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|c.C}} > {{clr|C|f.C}} > {{clr|D|c.D}} > A+C > {{clr|A|j.A}} > {{clr|D|j.214D}}
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===={{CLabel|HNK|Kenshiro}}, {{CLabel|HNK|Rei}}, {{CLabel|HNK|Shin}} & {{CLabel|HNK|Juda}}-specific Route====
'''{{CLabel|HNK|Kenshiro}}, {{CLabel|HNK|Rei}}, {{CLabel|HNK|Shin}} & {{CLabel|HNK|Juda}}-specific Route'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|c.C}} > {{clr|C|f.C}} > {{clr|D|c.D}}(1) > A+C > {{clr|A|j.A}} > {{clr|D|j.214D}}
| {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|c.C}} > {{clr|C|f.C}} > {{clr|D|c.D}}(1) > A+C > {{clr|A|j.A}} > {{clr|D|j.214D}}
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===={{CLabel|HNK|Raoh}} & {{CLabel|HNK|Heart}}-specific Route====
'''{{CLabel|HNK|Raoh}} & {{CLabel|HNK|Heart}}-specific Route'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|c.C}} > {{clr|C|f.C}} > A+C > {{clr|A|j.A}} > {{clr|D|j.214D}}
| {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|c.C}} > {{clr|C|f.C}} > A+C > {{clr|A|j.A}} > {{clr|D|j.214D}}
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===={{CLabel|HNK|Thouther}} & {{CLabel|HNK|Mamiya}}-specific Route====
'''{{CLabel|HNK|Thouther}} & {{CLabel|HNK|Mamiya}}-specific Route'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|c.C}} > {{clr|C|f.C}} > A+C > {{clr|D|j.214D}}
| {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|c.C}} > {{clr|C|f.C}} > A+C > {{clr|D|j.214D}}
|}
|}


===Final Combo > Finish===
===Final Combo > Finish===

Revision as of 22:12, 26 May 2022

 Raoh
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
HT =  Heart
JA =  Jagi
JU =  Juda
KE =  Kenshiro
MA =  Mamiya
RA =  Raoh
RE =  Rei
SH =  Shin
SO =  Souther
TO =  Toki

Combo Pieces

5-hit Bani

The most basic Banishing Strike combo starter. You can change the normal moves leading into the Banishing Strike, but as the number of hits coming into a Banishing Strike wall combo effects the amount of knockback, you generally do not want to exceed 5 hits.

2Ax2 > 2B > 5D > C+D

Ura Sai

The first discovered and most commonly used method of switching sides with your opponent while near the corner. The exact recipe is:

2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through your opponent) j.214D

Renda Sai

Used to go from one corner to the other, usually performed after an Ura Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through opponent) j.214D. The exact recipe is:

2Ax12 > 2B > c.C > C+D+Mash E until you run out of Boost > j.214D

Round Trip Sai

Ura Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through opponent) j.214D followed by Renda Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax12 > 2B > c.C > C+D+Mash E until out of Boost > j.214D. This itself can be repeated forever, and is in fact quite easy to perform on some characters, but has the disadvantage of not recovering any Boost.

Banishing Strike Combos

Banishing Strike combos are Raoh's forte, and generally speaking you will want to try to link into one from any hit you score. As there are so many different possible routes to take, it is best to think of Raoh's combos as made up of many different parts, which you can mix-and-match to best suit each specific situation.

The basic pattern Raoh's Banishing Strike combos follow is:

2Ax2 > 2B > 5D > C+D > 6 > (First Wall Combo) > (Second Wall Combo) > (Switch Sides) > (Double Grave Shoot Combo) > (Final Combo > Finish)

Depending on the situation, any of these parts can be removed if necessary.

Optimal character-specific 5-hit Banishing Strike combos, which aim for maximum Boost recovery with the least difficulty in performing, are listed below in the Optimal Banishing Strike Combos section.

First Wall Combo

Chop Route

5D > 623A > E > c.C > 2C > air dash > j.B > j.214D

Used when at midscreen or closer to the corner. Doesn't take off any stars, but can easily be performed on all characters.


214D Route

5D > 214D > E > c.C > 2C > air dash > j.B > j.214D

Used when at midscreen or closer to the corner. Will not work on Ken, Toki, Jagi, or Heart unless you have a powerup stock. Works better on Shin and Thouther if you change the D to 2D.


Air Goushouha Route

5D > A+C > j.236C > E > c.C > 2C > air dash > j.B > j.214D

Used when at midscreen or closer to the corner. Works on all characters but can be difficult on some, like Shin.


Double Grave Route

5D > A+C > E > A+C > j.214D

Used when at midscreen or closer to the corner. Works on all characters.


Heavy Route

A+B > E > c.C > 2C > air dash > j.B > j.214D

Used when far from the corner. Works on all characters but can be difficult on some, like Rei and Juda.


6A Route

6A > E > c.C > 2C > air dash > j.B > j.214D

Used when far from the corner. Doesn't take off any stars, but can easily be performed on all characters.


3-Star Route #1

5D > 214D > E > A+C > j.214D

Used when at midscreen or closer to the corner. Mostly used against opponents with low health as you often won't have an opportunity to take off the stars later in the combo, or to lead into a FKO.


3-Star Route #2

5D > A+C > j.236C > E > A+C > j.214D

Used when at midscreen or closer to the corner. Mostly used against opponents with low health as you often won't have an opportunity to take off the stars later in the combo, or to lead into a FKO.


3-Star Route #3

A+B > E > A+C > j.214D

Used when far from the corner. Mostly used against opponents with low health as you often won't have an opportunity to take off the stars later in the combo, or to lead into a FKO.


Second Wall Combo

Boost Air Dash B Route

2AxN > 2B > c.C > C+D > 6 > 2C > air dash > j.B+E > j.214D(+E depending on distance)

The most commonly used part. Works on all characters but can be difficult on some. For the airdash after 2C, it's recommended to input it as 766 (backjump airdash) j.B+E.


Grave 214D Route

2AxN > 2B > c.C > C+D > 6 > A+C > j.214D+E

An alternate wall combo route. Difficulty corresponds to that of Ura Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through opponent) j.214D, making it very easy on some characters and hard on others.

Switch Sides

Ura Sai

2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through your opponent) j.214D

The first discovered and most commonly used method of switching sides with your opponent while near the corner. Difficulty varies depending on the character. See the combo FAQ for more information.


6B Route

2Ax9~10 > 2B > c.C > C+D+HSC E > 6B+HSC E > j.214D

Mostly used on Juda, but works on most other characters as well. At the time of 6B hitting if the total hits in the combo is above 26, the opponent will be instantly knocked down. For this reason, when using this route it is necessary to cut out the second wall combo part.


InsatsuHNK Raoh 41236D.pngGuardAllStartup3RecoveryAdvantage- Route

2Ax8 > 2B > c.C > A+C > 41236D > air dash > j.B > c.D(1) > A+C > j.214D > 2A > c.D(1) > A+C > j.214D

Requires 1 bar of Aura at the time the Grave Shoot hits. Used on characters that are hard to perform Ura Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through opponent) j.214D on like Shin.


Taashi Route

2C > slight delay 9E > j.A > j.B > j.D > land then jump straight up > j.A (right side only) > j.214D

This part is done straight from a 5 hit bani, cutting out the first two wall combos. Generally only used on Toki.


Oraora Route

5D > 623C(2) > E > forward jump j.A > slight delay j.D > land then jump straight up > j.A (right side only) > j.214D

This part is done straight from a 5 hit bani, cutting out the first two wall combos. Mostly used on Mamiya.


Alternative to Oraora Route

2C > air dash > j.A > j.B > land 9E > j.A > slight delay j.D > land then jump straight up > j.A (right side only) > j.214D

This part is done straight from a 5 hit bani, cutting out the first two wall combos. Mostly used on Mamiya and Rei.

Double Grave Shoot Combo

The double Grave Shoot combo, which is done after switching sides and comboing into an j.214D, consists of two parts that can be combined in a number of ways.

First Grave Shoot

Basic Route

2Ax10 > 2B > c.C > A+C > j.B > j.214D


 Kenshiro-specific Route

2Ax13 > 2B > 2D > A+C > j.D(1) > j.214D


 Toki-specific Route

2Ax12 > c.D(1) > A+C > j.D(1) > j.214D


 Jagi-specific Route

2Ax13 > c.D(1) > A+C > j.D(1) > j.214D


 Rei-specific Route

2Ax12 > 2B > 2D > A+C > j.D(1) > j.214D


 Juda-specific Route

2Ax13 > 2B > 5D > A+C > j.D(1) > j.214D


Insatsu Route

2Ax14 > 2B > 5D > 623C > 41236D > j.B > j.214D


Second Grave Shoot

Basic Route

2AxN > c.D(1) > A+C > j.A > j.214D


 Toki &  Jagi-specific route

2A > 2B > c.C > f.C > c.D > A+C > j.A > j.214D


 Kenshiro,  Rei,  Shin &  Juda-specific Route

2A > 2B > c.C > f.C > c.D(1) > A+C > j.A > j.214D


 Raoh &  Heart-specific Route

2A > 2B > c.C > f.C > A+C > j.A > j.214D


 Thouther &  Mamiya-specific Route

2A > 2B > c.C > f.C > A+C > j.214D


Final Combo > Finish

In the years since this game's release, many 100% combo routes have been developed for Raoh. Most however are lacking in their ability to recover gauge in comparison to the more recently-discovered Traveling. For this reason and to avoid confusion, only parts that are commonly used in current competitive play will be listed here.


Traveling Route #1

2Ax14 > 2B > 5D > 214D+E > 2Ax14 > 2B > 2A~E > 2Ax6 > 2B > 5D > 214D+E > 2Ax14 > 2B > 5D > C+D > 6~ (Traveling)

The most basic and commonly used part.


Traveling Route #2

2Ax14 > 2B > 5D > 214D+E > 2Ax14 > 2B > 5D > 623C(3) > E > 2Ax3~4 > 2B > c.D(1) > 214D+E > 2Ax10~12 > 2B > c.C > C+D > 6~ (Traveling)

An alternate route, used mostly when the Boost Bug occurs.


Banishing Cancel Traveling Finish

(One of the above routes) ~CD > Banishing Cancel 214214B > dash 2B > 2A~ (Traveling)

Used when the opponent has very low health near the end of the combo and will die before you have the opportunity to gain meter.


Early Banishing Cancel Finish

~CD > Banishing Cancel 214214B > (dash) 214D or 2D

As Traveling requires a specific amount of hits to use the above finisher will not work if the opponent has low health very early in a combo. In such cases this combo can be used at any point during any combo to gain a bar of Boost and finish off the opponent


Optimal Banishing Strike Combos

The below are what are generally considered to be the optimal Banishing Strike combos for use on each character. They have been fine-tuned to balance ease of use with Boost recovery. However, as it may not be possible to use them in all situations, an understanding of the fundamentals of Raoh's Banishing Strike combos is essential.


 Kenshiro

2Ax2 > 2B > 5D > C+D > 6 > 5D > 623A > E > c.C > 2C > air dash > j.B > j.214D > 2Ax3 > 2B > c.C > C+D > 6 > A+C > j.214D+E > Ura Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through opponent) j.214D > Renda Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax12 > 2B > c.C > C+D+Mash E until out of Boost > j.214D > 2Ax10 > 2B > c.C > C+D > 6 > (214214B >) 2B+E > 2AxN~ (Traveling)


 Raoh

2Ax2 > 2B > 5D > C+D > 6 > 5D > 623A > E > c.C > 2C > air dash > j.B > j.214D > 2A > 2B > c.C > C+D > 6 > 2C > air dash > j.B+E > j.214D(+E depending on distance) > Ura Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through opponent) j.214D > Renda Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax12 > 2B > c.C > C+D+Mash E until out of Boost > j.214D > 2Ax10 > 2B > c.C > C+D > 6 > (214214B >) 2B+E > 2AxN~ (Traveling)


 Toki

2Ax2 > 2B > 5D > C+D > 6 > 2C > slight delay 9E > j.A > j.B > j.D > land then jump straight up > j.A (right side only) > j.214D > 2Ax12 > c.D(1) > A+C > j.C > j.214D > 2Ax5 > c.D(1) > A+C > j.A > j.214D > 2Ax15 > 2B > 5D > 214D+E > 2Ax14 > 2A~E > 2Ax4 > 2B > 5D > 214D+E > 2Ax10 > 2B > c.C > C+D > 6 > 2B > 2Ax5 > 2A~E > 2Ax14 > AxN~ (Traveling)


 Shin

2Ax2 > 2B > 5D > C+D > 6 > 2D > 214D > E > c.C > 2C > air dash > j.B > j.214D > 2Ax9 > c.D(1) > A+C > 41236D > air dash > j.B > c.D(1) > A+C > j.214D > 2A > c.D(1) > A+C > j.A > j.214D > 2Ax14 > 2B > 5D > 623C(3) > E > 2Ax7 > 2B > 5D > 214D+E > 2Ax14 > 2B > 5D > C+D > 6 > c.B > 2Ax5 > 2A~E > 2AxN~ (Traveling)


 Rei

2Ax2 > 2B > 5D > C+D > 6 > c.B (when opponent is near corner only) > 2C > air dash > j.B > E > air dash > j.B > j.214D > 2Ax12 > 2B > 2D > A+C > j.B > j.214D > 2A > 2B > c.C > f.C > A+C > j.A > j.214D > 2Ax14 > 2B > 5D > 623C(3) > E > 2Ax7 > 2B > 5D > 214D+E > 2Ax14 > 2B > 5D > C+D > 6 > 2B > 2Ax5 > 2A~E > 2AxN~ (Traveling)


 Juda

2Ax2 > 2B > 5D > C+D > 6 > 5D > A+C > E > A+C > j.214D > 2Ax10 > 2B > c.C > C+D > HSC 6B+E > E > j.214D > 2Ax13 > 2B > 5D > A+C > j.B > j.214D > 2A > 2B > c.C > f.C > c.D > A+C > j.A > j.214D > 2x15 > 2B > 5D > 214D+E > 2Ax10 > 2B > c.C > C+D > 6 > 2B > 2Ax5 > 2A~E > 2AxN~ (Traveling)


 Thouther

2Ax2 > 2B > 5D > C+D > 6 > 5D > 623A > E > c.C > 2C > air dash > j.B > j.214D > 2A > 2B > c.C > C+D > 6 > 2C > air dash > j.B+E > j.214D > Ura Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through opponent) j.214D > Renda Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax12 > 2B > c.C > C+D+Mash E until out of Boost > j.214D > 2Ax11 > 2B > 2D > 214214B > j.B > j.214D > 2A > 2B > c.C > f.C > A+C > j.214D > 2Ax11 > 2B > c.C > c.D > 623C


 Jagi

2Ax2 > 2B > 5D > C+D > 6 > 5D > 623A > E > c.C > 2C > air dash > j.B > j.214D > 2A > 2B > c.C > C+D > 6 > 2C > air dash > j.B+E > j.214D > Ura Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through opponent) j.214D > Renda Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax12 > 2B > c.C > C+D+Mash E until out of Boost > j.214D > Ura Sai From Hokuto no Ken's <a href="/w/HNK/Raoh" title="HNK/Raoh"><img alt="" src="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/24px-HNK_Raoh_Icon.png" decoding="async" loading="lazy" width="24" height="24" srcset="/wiki/images/thumb/3/33/HNK_Raoh_Icon.png/36px-HNK_Raoh_Icon.png 1.5x, /wiki/images/thumb/3/33/HNK_Raoh_Icon.png/48px-HNK_Raoh_Icon.png 2x" /></a> 2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through opponent) j.214D > 2Ax10 > 2B > c.C > A+C > j.A > j.214D > 2A > 2B > c.C > f.C > c.D > A+C > j.A > j.214D > 2AxN~


 Heart

2Ax2 > 2B > 5D > C+D > 6 > 5D > A+C > j.236C+E > 2C > air dash > j.B > j.214D > 2Ax11 > 2B > c.C > C+D+HSC E > j.214D > [2Ax10 > 2B > c.C > C+D+HSC E > j.214D]xN

For gauge recovery chain into a double Grave Shoot combo when Heart starts to get low on health


 Mamiya

2Ax2 > 2B > 5D > C+D > 6 > 5D > 623C(3) > E > forward jump j.A > delay j.D > land then jump straight up > j.A (right side only) > j.214D > 2Ax10 > 2B > c.D > A+C > j.A > j.214D > 2A > 2B > c.C > A+C > j.A > j.214D > 2Ax14 > 2B > 5D > 214D+E > 2Ax14 > 2A~E > 2Ax3 > 2B > 5D > 214D+E > 2Ax10 > 2B > c.C > C+D > 6 > 2B > 2Ax5 > 2A~E > 2AxN~ (Traveling)

Dribble Combos

Raoh's Dribble combos require you to be near the corner, have 1 bar of Aura, and be able to gain Boost(or already have some). The main use for these is when you hit with a 2B or 2D and are not able to go for a Banishing Strike combo. Dribble combos are especially useful against Toki and Rei, as both can be difficult to perform Banishing Strike combos on, and are also characters that you really want to kill in one shot any time you land a hit.

These combos can also be done from a throw as well if you have a powerup stock and at least 1.25 Boost.

Basic Dribble Route

2Bx2 > 2D > 214A > 41236D > j.B > j.214D > 2Ax5 > 2B > c.C > 2C > j.214D > 2Ax10 > 2B > c.C > 2C > 623C(7) > HSC E > 2A > [c.B > c.B~E]x2 > c.Bx2 > 2Ax4 > dash 2AxN~ (Dribble)

Works on all characters but can be difficult on some.


 Kenshiro, Raoh-specific Route

2Bx2 > 2D > 214A > 41236D > j.B > j.214D > 2Ax5 > 2B > c.C > 2C > j.214D > 2Ax10 > 2B > c.C > 2C > 623C(7) > HSC E > 2Ax7 > 2A~E > 2Ax3 > dash 2AxN~ (Dribble)

Differences from the basic route are underlined. Generally not used that much but listed for references sake.


 Toki-specific Route

2Bx2 > 2D > 214A > 41236D > j.B > j.214D > 2A > 2B > c.C > f.C > c.D > A+C > j.A > j.214D > 2Ax10 > 2B > c.C > 2C > 623C(7) > HSC E > 2A > [c.B > c.B~E]x2 > c.Bx2 > 2Ax4 > dash 2AxN~ (Dribble)

Differences from the basic route are underlined. The most important dribble combo - if you are going to practice only one of them make it this one!


Shin-specific Route

2Bx2 > 2D > 214A > 41236D > j.B > j.214D > 2Ax5 > 2B > c.C > 2C > j.214D > 2Ax10 > 2B > c.C > 2C > 623C(7) > HSC E > 2Ax4 > 2A~E > 2Ax3 > 2A~E > 2Ax4 > dash 2AxN~ (Dribble)

Differences from the basic route are underlined.


 Juda-specific Route

2Bx2 > 2D > 214A > 41236D > j.B > j.214D > 2Ax5 > 2B > c.C > 2C > j.214D > 2Ax10 > 2B > c.C > 2C > 623C(7) > HSC E > A > 2Ax7 > 2A~E > 2Ax3 > dash 2AxN~ (Dribble)

Differences from the basic route are underlined.

Throw Combos

Basic Nagezumi Route

4C Throw > E > c.D(1) > A+C > j.A > j.214D > 2Ax4 > 2B > c.C > 2C > j.214D > 2Ax14 > 2B > 5D > 214D+E > 2Ax8 > 2B > c.C > 2C > 214214A > 2Bx4 > 2B~E > 2Bx11 > 2B~E > 2Bx6 > 2B~E > 2Bx7 > 2D > 41236D > air dash > j.B~ (Basuke)

A Hyakuretsu combo from Raoh's throw. For use against opponents in or very close to the corner. This combo works on all characters except Jagi, Thouther, and Mamiya. Small tweaks can be made to the number of hits before the 2C or the amount of 2Bs before first using Boost depending on the character. See the Other Important Information section.


Shin, Heart-specific Easy Nagezumi Route

4C Throw > E > c.D(1) > A+C > j.A > j.214D > 2Ax4 > 2B > c.C > 2C > j.214D > 2Ax14 > 2B > 5D > 214D+E > 2Ax8 > 2B > c.C > 2C > 214214A > 2Bx4 > 2B~E > 2B > 2Ax13 > 2A~E > 2Ax8 > 2A~E > 2AxN~ (Basuke)

Differences from the basic route are underlined. This is a simplified version that takes advantage of the fact that it is possible to perform Hyakuretsu on Shin and Heart using 2A instead of 2B.


Thouther-specific Nagezumi Route

4C Throw > E > c.D(1) > A+C > j.A > j.214D > 2A > c.D(1) > A+C > j.214D > 2Ax14 > 2B > 5D > 214D+E > 2Ax10 > 2B > c.C > 2C > HSC 214214A > 2Bx4 > 2B~E > 2Bx11 > 2B~E > 2Bx6 > 2B~E > 2Bx7 > 2D > 41236D > air dash > j.B~ (Basuke)

Differences from the basic route are underlined. Generally not used that much but listed for references sake.


Mamiya-specific Nagezumi Route

4C Throw > E > c.D(1) > A+C > j.A > j.214D > 2Ax4 > 2B > c.C > 2C > j.214D > 2Ax14 > 2B > 5D > 214D+E > 2Ax8 > 2B > c.C > 2C > 214214A > 2Bx4 > 2B~E > 2Bx11 > 2B~E > 2Bx6 > 2B~E > 2Bx8 > 41236D > air dash > j.B~ (Basuke)

Differences from the basic route are underlined. Generally not used that much but listed for references sake.


3-star FKO

Throw > E > A+C > j.C > 236C > E > A+C > j.A > j.214D > 2A > 2B > c.C > C+D > 6 > FKO

Only requires 0.5 Boost if you are able to gain Boost at the time of throwing, but if you have less than 1 bar you will need at least 0.75 for the bar to fill up.


4-star BD Throw Finisher

(214A) BD > C+D+E > Powerup 214D+E

Used to finish off a dizzied opponent with low health. If you don't already have a powerup stock quickly charge one then follow up with the throw. This is pretty much the only real use for Raoh's BD throw.

Fatal KO Combos

As a 3-star FKO combo can easily be done from any hit simply by stringing together random Banishing Strike combo parts, only unique and/or gimmicky combos will be listed here.


4-star FKO Max Banishing Strike Combo

CD(Max charge, opponent guards) > 41236D > air dash > j.B > A+C > j.214D > 2A > 2B > c.C > C+D > 6 > A+C > j.236C > E > FKO

Requires 1 bar Aura. Extremely effective and easy to do for a 4-star FKO combo, but as it requires you to get your opponent to block a max charge Banishing Strike it is very situational.


Flying Kenoh FKO

5 hit Bani > any wall combo ~ j.214D > 2Ax9 > 2B > c.C > C+D+HSC E > 2C > slight delay 9E > fly to the opposite corner > FKO

A very stylish FKO finisher! Be sure not to make the combo too long coming into the 2C, otherwise the opponent will be instantly knocked down upon it hitting.


Ura Heavy FKO

5 hit Bani > any wall combo ~ j.214D > 2Ax9 > 2B > c.C > C+D+HSC E > c.C > A+B > E > B > c.D(1) > FKO

Another great looking FKO combo.


K.A Special

5 hit Bani > any wall combo ~ j.214D > 2Ax9 > 2B > c.C > C+D+HSC E > A+C > jump straight up > 236C > E > FKO

AKA Shirou Special. The final fireball hits after activating the FKO, so you need to remove all of your opponent's stars in the first wall combo.


K.A Special Mk. 2

5 hit Bani > 6 > C+D > E > A+C > j.236C > E > A+C > 2C > FKO

A nice looking no 214D 2-star FKO combo.


Other Important Combos

High-low Setup

6B > E > 2B > c.D(1) > E > C+D~

By instantly Boosting into 2B from 6B, you get a super quick high-low setup that can be hard to block even when you know its coming.


Crouching Rei Infinite

~214D > [2AxN > c.D(1) > 214D]xN

Infinite combo that works on Rei when he takes a hit while crouching. If deep in the corner knockback will eventually come into effect so it is necessary to chain into an air combo before this happens. If you want to really style on your opponent you can do loops of 2BxN > c.D(1) > 214D instead.


Chikuseki Setup Combo (For use on Thouther and Mamiya)

2Ax2 > 2B > 5D > C+D > 6 > 2D > 214D > E > A+C > j.214D > 2Ax10~11 > c.D(1) > A+C > j.D > j.214D > 2Ax10 > 2B > c.C > C+D

Follow up with 2Bx2~3 > 5D > 623C on wakeup for guard crush, dizzy, and massive gauge recovery. If opponent has Aura they will almost always Guard Cancel here so it is a very easy spot to bait it with a chop!

Frequently Asked Questions

How do you combo D into a Banishing Strike?

Far D can be linked directly into a Banishing Strike by Kara Canceling a 2D. The input is done as D > 2CDCD or D > slight delay 2CD. This technique can be used by most other characters as well.

How do you combo into 2A after an air Sai?

Practice, practice, practice! Unfortunately there is no trick to it - you have a 2 frame window after landing to input 2A. While this can be difficult at first, once you get the rhythm down you should be able to do it almost every time. Ground Sai has a much larger window to follow up with 2A and generally should not pose much of a problem. One thing to remember however is that powerup ground Sai has a slightly different timing, so you will want to practice a bit with both to get the timings down.

How do you do a tiger knee air Sai?

Air Sai has a height restriction on it, meaning it will only execute if performed at least a certain height off the ground. For this reason if you try to tiger knee it as fast as possible, you will usually just end up with a high jump D. The input itself can be done as 2147D or 8214D, with a slight delay between the lever movement and pressing D.

How do you do Ura Sai?

Learning Ura Sai is often the cause of much grief for aspiring Raoh users. However, it is actually quite simple, and with a little practice you should be able to do it almost every time.

One mistake many people make is reducing the number of 2As before chaining into a Banishing Strike. As it is not possible to Boost while Raoh and his opponent are pinned together by Sai, Hit Stop Cancel cannot be done in this state. 2Ax9 > 2B > c.C > CD is the absolute minimum number of hits you need for the Sai to wear off and allow you to use Boost again. Another problem people have is with the Hit Stop Cancel itself. There is no real trick to it, you simply need to press E the instant the Banishing Strike hits. If you want to practice just this without doing the full Ura Sai combo, simply stand right in front of your opponent and do CD > HSC E over and over until you get it - if you pass through your opponent, you are doing it right. The final and most important part of Ura Sai is the air Sai. Since you pass through your opponent, the direction you need to input changes, so from the perspective you started, you will be doing 2369D and not 2147D.

How do you do Renda Sai?

Renda Sai is essentially the same as Ura Sai, with two small differences. First, while Ura Sai only requires you to press Boost once, with Renda Sai you need to use up all your Boost before you reach the opposite corner. If you are having trouble hitting Boost fast enough, try placing both your index and middle fingers over the Boost button, and quickly tapping it with alternating fingers 4~5 times. Second, unlike Ura Sai you do not end up on the other side of the opponent, so air Sai is performed using the normal input, 2147D.

How do you do a Movement Boost?

In the combo section Cancel Boost is shown as X > E > and Movement Boost as X~E. While the X > E > notation used for Cancel Boost might give the impression that you need to do the command separately, most of the time you can actually press it at the same time as the following command. For example, D > AC > E > AC is usually inputted as D > AC > ACE. Similarly you can press 2BE and get a Movement Boost 2B, which is great for quickly closing the distance to an opponent. However, Movement Boost cannot be done in this manner during a combo - if you were to input 2AE all at the same time while trying to do 2Ax3 >2A~E > 2Ax3, you will get a Cancel Boost and the combo will fail.

Movement Boost within a combo is done by first inputting a normal or special move, and then quickly pressing the Boost button. It is necessary that you press Boost before the attack hits, so for normals like 2A this must be done extremely quickly. This is best performed by drumming your fingers across both buttons in two fast taps. For example, the combo 2Ax3 > 2A~E > 2Ax3 would be done as, tap tap tap, tap-tap, tap tap tap. Once you get the rhythm of it it is quite easy to do.

How do you do Traveling?

Traveling From Hokuto no KenHitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike. is a technique done by ending a 55 or more hit air or ground only combo(if you switch from ground to air mid-combo the count resets) with a Banishing Strike, and then rapidly hitting the opponent while they are down. There are two recipes for this, one for Kenshiro and Raoh, and one for the rest of the characters. With Kenshiro and Raoh, you must input ~CD > 6 > Ex2~3 > 2B > 2AxN. The rest of the characters use ~CD > 6 > 2B > 2Ax5 > 2A~E > 2AxN. After 85 hits(only counting air only or ground only hits; this is not necessarily the amount of hits that is displayed on the combo counter) you can switch from 2A to A. Depending on the length of the combo or route you chose you may need to use a Movement Boost if you start getting pushed back too far.

How do you do a Banishing Cancel?

Banishing Cancel, as explained in the Advanced Game Mechanics section, is a technique that allows the Banishing Strike's follow-up Movement Boost's startup to be canceled, and the free boost bar stored for later use. There is only a 1 frame window for this to be done, but for some unknown reason this window extends to 2 frames when the opponent is under the effect of Sai, making this a very useful technique for Raoh. 2 frames may seem like a very short window of time, but remember that air Sai > 2A is also 2 frames and is in fact quite easy to do.

Raoh is able to Banishing Cancel the following five moves: Musou TenseiHNK Raoh 214214B.pngGuardN/AStartup4RecoveryAdvantage- (214214B), Hikou ShinkesshuuHNK Raoh 214214A.pngGuardAir UnblockableStartup4RecoveryAdvantage- (214214A), Tenshou HonretsuHNK Raoh 214214C1.pngGuardAllStartup30+11RecoveryAdvantage- (214214C), Hokuto GoushouhaHNK Raoh 236C.pngGuardAllStartup43RecoveryAdvantage- (236C), and his FKOHNK Raoh 236C+D1.pngGuardAllStartup12+5RecoveryAdvantage- (236C+D). Of these Musou Tensei is by far the most used. Shinkesshuu is also used occasionally, but the other three are generally only done as showy combo finishers and have little practical use.

As far as input goes, you can perform it however you want, as long as the command of the move and forward are inputted at some point. The two most common methods, using Banishing Cancel Musou Tensei as an example, are 6214214B and 21478963214+B.

Other Important Information

Maximum total hits possible before 2C when comboing into an air SaiHNK Raoh 214D.pngGuardAll?Startup21RecoveryAdvantage-

Characters Max Hits
 Jagi
 Kenshiro
21
 Rei 20
 Juda
 Shin
18
 Heart
 Mamiya
 Raoh
 Toki
15
 Thouther 12

Number of 2B possible before using first Movement Boost during Hyakuretsu

Characters Max 2Bs
 Juda
 Rei
7
 Heart
 Kenshiro
 Raoh
 Shin
 Thouther
 Toki
5
 Jagi
 Mamiya
4

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