Raiden

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Raiden
So edgy it hurts

Raiden is a machine, the main protagonist of D̶e̶v̶i̶l̶ ̶M̶a̶y̶ ̶C̶r̶y̶ ̶5̶ Metal Gear Rising: Revengeance, and makes up roughly 40% of the online community.



Listed below are basic moves and combos Raiden players use to MAKE IT RIGHT.

Moves[edit]

Raiden has a solid set of moves for rushing down the opponent and setting up long combos. He makes up for his lack of projectiles by being highly mobile, and is able to maneuver around the screen with ease.

SQ.png, SQ.png, SQ.png, SQ.png (Single Hand Cut) Fast and simple four-hit combo.

LA.png + SQ.png (Backward Slash) Unlike most characters, Raiden has a unique attack when facing away from the opponent.

RA.png + SQ.png (Leaping Cut) Raiden leaps at the opponent and slashes downward, leaving them open for a follow up attack.

UA.png + SQ.png (Launching Cut) Raiden's main launcher. Leaves the opponent vulnerable while in the air. (works in the air)

AIR RA.png + SQ.png (Spinning Roll cut) Quick air slash.

AIR DA.png + SQ.png (Downward Slash) Sends Raiden straight down and provides a hard knockdown.

RA.png + TR.png (Hundred Hit Kick) Slow series of heavy kicks.

UA.png + TR.png (Upward Sweep) Raiden's secondary launcher. (works in the air)

DA.png + TR.png (Ashibarai) Sweep that hits in front of and behind Raiden.

AIR RA.png + TR.png (Dive Kick) Angled dive kick that floors jumping enemies and bounces standing ones.

AIR DA.png + TR.png (Heal Drop Kick) Overhead slash that crumples the enemy.

CR.png (Box!) Counter that crumples the opponent.

RA.png + CR.png (Charging Cut) Raiden charges at the enemy and knocks them down. (works in the air)

UA.png + CR.png (Horse Jump Stomp) Raiden leaps into the air, then lands on the opponent.

DA.png + CR.png (Iai-giri) Quick low slash that trips the opponent, leaving them open for a follow up attack.

Supers[edit]

Level 1 - Two Hand Top

Raiden's Level 1 has him stand on his hands and spin his blade using his feet, killing anyone who comes in contact with him. Like many Level 1 supers, Two Hand Top is easily interrupted due to its relatively slow startup; however, this is rarely a problem since Raiden has a multitude of ways to combo into it. While it can be useful for taking out a crowd of enemies, it's best used at the end of a combo where Raiden can gain about half of a bar then finish the opponent off.

Two Hand Top Set Ups

1) RA.png + SQ.png, R2.png

2) AIR DA.png + TR.png, R2.png

3) TR.png, SQ.png, R2.png

4) CR.png, R2.png


Level 2 - Blade Mode

When activated, every enemy near Raiden will be temporarily stunned while each attack Raiden lands becomes an instant kill for a short amount of time. While in blade mode every attack done on the ground is replaced by a RA.png + SQ.png animation, and each attack in mid air is replaced by the RA.png + SQ.png animation. As long as Blade Mode is active, Raiden gains a small speed boost, allowing him to close the gap between himself and fleeing opponents much more quickly. Unique to Raiden is the ability to attack using the Right Analog Stick while his Level 2 is active. By rapidly flicking the Right Analog in any direction, Raiden will perform a series of quick cuts on the opponent, and anyone killed by this attack will drop a small amount of AP. It's important to note that Raiden is still vulnerable to supers while in Blade Mode, and he is also temporarily frozen during the start up, making him an easy target.

Blade Mode Set Ups

1) AIR RA.png + TR.png, UA.png + TR.png, R2.png

2) CR.png, R2.png

3) DA.png + CR.png, R2.png


The Box Revengeance

After activated, Raiden's level 3 transforms each character into a classic Metal Gear Box (as well as creating several "fake" boxes) until either the super expires or they're killed. While in box form, enemies can very slowly move left and right, but are otherwise incapacitated while Raiden is not only granted free movement, but is also given a noticeable speed boost. Unlike Blade Mode, The Box Revengeance allows Raiden to use any of his regular moves at will, letting him dash around the stage much more effectively. Attacking a box reveals the opponent inside and stuns them, allowing Raiden to kill them, either with a regular attack or with the Right Analog Stick for extra AP(and style!); however, attacking a "fake box" will result in watermelon popping out and hitting Raiden on the head, stunning him for a moment. After being killed, enemies spawn back as their normal selves, though they can still be instantly killed by Raiden until the super finishes.

Strategies[edit]

Raiden is a swift, powerful fighter able to net up to a single bar of meter after every attack. Not many characters in the roster have as many tools and options for gaining such large amounts of meter, and each one of Raiden's many combo strings have alternate paths and inputs to suit any player's preference. Many of his combo strings require little execution, but reward the player with incredible amounts of AP; however, for anyone looking for a bit more style or flair, Raiden has a few sets of more technical moves that are sure to wow the opposition and keep things interesting.

Raiden's greatest strength is in his multitude of combo starters. One of his most effective moves is RA.png + SQ.png which carries him a good distance and knocks the opponent down, allowing the player to finish off the combo in any way they see fit. Another great method of attack involves jumping in on the opponent with DA.png + TR.png. This move has deceptive range and is easy to hit confirm off of. More importantly, it's a great starting point for going into Raiden's most lucrative combos.

All the meter in the world is useless without the proper special moves, and Raiden is definitely not lacking in that department. Both his Level 1 and Level 2 supers are easily tacked on to the end of combos, and more importantly, it is very easy to hit-confirm them. With the ability to hit-confirm into any special, Raiden never runs the risk of wasting his meter, and is able to take full advantage of every single AP he earns in his combos. Another great technique in Raiden's arsenal is the ability to combo after his grab and counter move. This means that after each grab or counter, Raiden can earn a full bar of AP, kill the opponent, or even earn half a bar and finish the combo with a super move for the kill! This makes him incredibly dangerous while on the offense and defense, leaving the opponent in a lose/lose situation at all times. It is not uncommon for Raiden to easily net 6-8 kills with his level 1 super alone.

Even with all of these amazing tools, Raiden does have several noticeable weaknesses. First and foremost is the fact that nearly all of his combo-starting moves are easily telegraphed. It is very simple for the opponent to see the move coming, dodge or block, then counter attack, especially late in the round. Secondly, Raiden's combo starters are all negative on block, making each bad read easily punishable by the opposing player. Finally, Raiden's greatest strength also serves as one of his biggest weaknesses: his ability to string together long combos. While hitting the opponent nonstop for what may seem like an eternity to them is fun, it also leaves Raiden very exposed to any other players nearby. It is incredibly easy to see a Raiden player starting a combo, and even easier to knock him out of it. More importantly, Raiden gets next to no AP for little individual hits. Each move must link into a combo in order to grant any significant amount of AP, and each dropped combo is a huge missed opportunity. While it may not seem like a big deal, many of the stages actually work against Raiden. Stages with raised platforms cut nearly all of Raiden's combos in half since after launching an opponent, most of the time they will conveniently land on the raised platforms before Raiden can jump up and continue the string. This may sound like a rare occurrence, but stages like Hades, Metropolis, Dreamscape, Sandover Village, Time station, and Black Rock Stadium all contain these raised platforms that can really mess up Raiden's more important combos.

Combos[edit]

Any move listed in the "Level 1 Set Ups" or "Level 2 Set Ups" can combo into his supers regardless of their place in the combo. For example, whether towards the beginning or end of a combo TR.png, SQ.png, R2.png will always connect.


RA.png + SQ.png, DA.png + CR.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, SQ.png - 140 AP

RA.png + SQ.png, DA.png + CR.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, TR.png - 140 AP

RA.png + SQ.png, DA.png + CR.png, UA.png + SQ.png Jump UA.png + CR.png - 90 AP

RA.png + SQ.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, SQ.png - 155 AP

RA.png + SQ.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, TR.png - 155 AP

RA.png + SQ.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump UA.png + CR.png - 95 AP


AIR DA.png + TR.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, SQ.png - 155 AP

AIR DA.png + TR.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, TR.png - 155 AP

AIR DA.png + TR.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump UA.png + CR.png - 95 AP


CR.png, RA.png + SQ.png, DA.png + CR.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, SQ.png - 130 AP

CR.png, RA.png + SQ.png, DA.png + CR.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, TR.png - 130 AP

CR.png, RA.png + SQ.png, DA.png + CR.png, UA.png + SQ.png Jump UA.png + CR.png - 130 AP

CR.png, RA.png + SQ.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump SQ.png - 130 AP

CR.png, RA.png + SQ.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump TR.png - 155 AP

CR.png, RA.png + SQ.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump UA.png + CR.png - 145 AP

CR.png, Jump DA.png + TR.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump SQ.png - 130 AP

CR.png, Jump DA.png + TR.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump TR.png - 155 AP

CR.png, Jump DA.png + TR.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump UA.png + CR.png - 145 AP

CR.png Jump RA.png + TR.png, UA.png + TR.png Turn Around UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png - 130 AP

CR.png Jump RA.png + TR.png, UA.png + TR.png Turn Around UA.png + SQ.png Jump UA.png + CR.png - 130 AP


AIR RA.png + TR.png, UA.png + TR.png Turn Around UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, SQ.png - 140 AP

AIR RA.png + TR.png, UA.png + TR.png Turn Around UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, TR.png - 140 AP

AIR RA.png + TR.png, UA.png + TR.png Turn Around UA.png + SQ.png Jump UA.png + CR.png - 80 AP


AIR RA.png + SQ.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, SQ.png - 90 AP

AIR RA.png + SQ.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, TR.png - 90 AP

AIR RA.png + SQ.png, UA.png + SQ.png Jump UA.png + CR.png - 60 AP


AIR RA.png + CR.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, SQ.png - 155 AP

AIR RA.png + CR.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, TR.png - 155 AP

AIR RA.png + CR.png, TR.png, SQ.png, DA.png + CR.png, UA.png + SQ.png Jump UA.png + CR.png - 95 AP


DA.png + TR.png, LA.png + SQ.png, SQ.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, SQ.png - 145 AP

DA.png + TR.png, LA.png + SQ.png, SQ.png, UA.png + SQ.png Jump SQ.png, SQ.png, SQ.png, TR.png - 145 AP

DA.png + TR.png, LA.png + SQ.png, SQ.png, UA.png + SQ.png Jump UA.png + CR.png - 85 AP



^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Most of these combos don't work now due to the new patch gutting Raiden's side circle.

These do work, however:

Triangle, Square, Down Circle, Up Triangle, Up Square (Opposite Direction), Jump, Square, Square, Square, then either finish with Square or Neutral Triangle (155 ap) or be a stylish suave motherfucker and end with Side Triangle or Up Triangle (135 ap)

(Short Hop) Side Circle, Down Grab, Up Triangle (Opposite direction), Up Square (Opposite direction), Jump, Square, Square, Square, Finisher