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General/Other - Raiden Raiden General Discussion

Son ov Timett

Bork, No Jin
In general-I think it is totally worth it but not as a wake up. It's good cuz you can punish jump ins and pokes as it hits mid. (Some low profiling pokes make it whiff tho) it also has corner carry aspect to it and beats some armour as its 2 hits.
I disagree, ye need to throw a change up once awhile to keep your opponent honest. What's going to keep one's opponent from neutral crouching on knockdown with impunity? Also in neutral, if ye judge the spacing properly you can whip this shiet out and land on your opponent's skull (2nd hit neutral on blk), and go for a f1 check, some peeps tend to be button happy and you'll eat their face like chowder.
 
hey pops, been labbing displacer lately, find extremely hard to cancel b3/b2 into tele, super hard, but b3/b2 into ex tele super easy, like, dafuq? any1 else?
 

DDutchguy

Stand 4'ing airplanes out of the sky
hey pops, been labbing displacer lately, find extremely hard to cancel b3/b2 into tele, super hard, but b3/b2 into ex tele super easy, like, dafuq? any1 else?
Haven't actually tried canceling B2 or B3 into du, can't believe I never thought of it. If it's hard, practice is (as with all things) the way to go.

Can't you do B33 into EX-teleport for a somewhat-safe combo instead? At least solves the B3 issue.
 

DDutchguy

Stand 4'ing airplanes out of the sky
Displacer peeps, what options do I have after a far teleport? F4 is the obvious one of course, but would F22+4 (maybe into another teleport for pressure) work as a whiff punisher or just general safe strat? Another thing is that I use F12B2xxShocker far too often in neutral, which is a problem when the opponent learns to abuse the gap. Is 214xxShocker a better idea?

Also, how do I stop getting low profiled after every attack? I hope KP2 allows you to buy mids for a couple bucks.
 
Haven't actually tried canceling B2 or B3 into du, can't believe I never thought of it. If it's hard, practice is (as with all things) the way to go.

Can't you do B33 into EX-teleport for a somewhat-safe combo instead? At least solves the B3 issue.
b2 is uncancelable into du, but is cancelable into ex du (easy).
b3 is cancelable into du (hard), it is also cancelable into ex du (easy).
Also, how do I stop getting low profiled after every attack? I hope KP2 allows you to buy mids for a couple bucks.
Raiden in a nutshell.
 

Shawnzzy

Scrub Extraordinaire
Displacer peeps, what options do I have after a far teleport? F4 is the obvious one of course, but would F22+4 (maybe into another teleport for pressure) work as a whiff punisher or just general safe strat? Another thing is that I use F12B2xxShocker far too often in neutral, which is a problem when the opponent learns to abuse the gap. Is 214xxShocker a better idea?

Also, how do I stop getting low profiled after every attack? I hope KP2 allows you to buy mids for a couple bucks.
214xxShocker is a safe option and it tends to open people up that don't know the match up well. I would say use F12B2xxShocker in situations where you are trying to punish them quickly rather than using it as constant footsi tool. They can low profile that string all day too, which is super annoying. I also use F12xxShocker to throw off their rhythm sometimes.
Another good string, and in many cases much better than 214 is b11xxShocker. It is fast and hits "mid" (some people can still low profile it >.<)

Work on finding the right spacing to prevent being punished on the start up of 214 and use that more often. Since Displacer doesn't get extra chip from lightning strings you should put more emphasis on safe pressure to do nice chip/mix them up.
 

HuttonMD

ADM Riddles
So I just started playing displacer and have some questions.

I found that 2 2+4 is a good mid starter and is +2 on block I use it in the neutral since it has decent range. Is there something wrong with this move since i Dont see ppl use it to much?

What are the best uses for teleport what kind of pressure can you get off of it if any?
 

BigMilk

Former Divine Power Abuser
So I just started playing displacer and have some questions.

I found that 2 2+4 is a good mid starter and is +2 on block I use it in the neutral since it has decent range. Is there something wrong with this move since i Dont see ppl use it to much?

What are the best uses for teleport what kind of pressure can you get off of it if any?
F2 is really good, it's downside would be it being low profiled quite a bit, don't really know why you don't see it much though. You can get moderate advantage from ex tele. It's extremely good defensively and good offensively. Best uses for teleport are mobility, creating bad situations for opponents (whiff punishes etc). Example: F24~tele is safe and f24~ex tele is plus
 

HuttonMD

ADM Riddles
F2 is really good, it's downside would be it being low profiled quite a bit, don't really know why you don't see it much though. You can get moderate advantage from ex tele. It's extremely good defensively and good offensively. Best uses for teleport are mobility, creating bad situations for opponents (whiff punishes etc). Example: F24~tele is safe and f24~ex tele is plus
I haven't had it whiff for.me yet I must be lucky but I had a feeling that was the issue with it. It just seems like a good advancing mid and when you add 2+4 its +2 which is never a bad thing

And thanks for the teleport tips. I need to start working on the spacing so I can whiff punish with it more.

Also I've only found two strings that link into ex tele 214 and 34 I'm not sure on the 34 I think I remember getting it to work lol. Is there any other strings that link?
 

Vaiist

Noob
Also I've only found two strings that link into ex tele 214 and 34 I'm not sure on the 34 I think I remember getting it to work lol. Is there any other strings that link?
What do you mean when you say "link" exactly? You can cancel any string into teleport, and if you're talking about continuing a combo for damage then yes there are plenty. In fact, I'm not even sure which ones don't. Really it depends on what you're following it up with I guess. If you have a move with a lot of stun then you can ex tele into something like your overhead starter. If it has less stun then you might be limited to a f1 or b1 after the ex tele. Could you clarify what you mean a little bit?
 

HuttonMD

ADM Riddles
What do you mean when you say "link" exactly? You can cancel any string into teleport, and if you're talking about continuing a combo for damage then yes there are plenty. In fact, I'm not even sure which ones don't. Really it depends on what you're following it up with I guess. If you have a move with a lot of stun then you can ex tele into something like your overhead starter. If it has less stun then you might be limited to a f1 or b1 after the ex tele. Could you clarify what you mean a little bit?
Sorry I meant continuing your combo for example 214 extele into f1b2. I just wasn't sure if there was more then just 214 and 34. I guess b14 would work to since it leaves you pretty plus as well.
 

Barrogh

Meta saltmine
So, I did a jump test (dear NRS, we have all the frame data and still must resort to jump tests, don't you find it weird? or is it just me being bad at reading it?) and it doesn't seem that f22+4~TP is any better on block than plain f22+4.

hey pops, been labbing displacer lately, find extremely hard to cancel b3/b2 into tele, super hard, but b3/b2 into ex tele super easy, like, dafuq? any1 else?
Yes, it's known issue that cancel windows are exceedingly weird. That said, it's not like b2~TP was really worth it. b2~ex-TP requires almost frame-perfect f1 to continue into combo on hit, I believe that means b2~TP may very well be negative on hit and definitely punishable on block, so, um, don't worry.

Also, how do I stop getting low profiled after every attack?
You go to character selection screen and pick someone else.
 

DDutchguy

Stand 4'ing airplanes out of the sky
Guys what a wonderful day for Displacer mains, I found something with held EX-teleport. You can be hit out of it while you're holding it! I know, it's crazy! So when you hold EX-teleport (you can do that by the way) Raiden goes to the Elder God club to get a drink or something and disappears from the screen. However, apparently his dimension warping skills need work because the opponent can still hit you while you're holding it, which can basically give them a full combo.

Now why is this noteworthy? Because EX-teleport is a fantastic way to get out of the corner nearly for free (Liu Kang's B1, Jin's F3, Cassie's F44 and the like can armor break EX teleport but it's still really easy to get out of the corner) if you're being corner pressured too much for your liking. Held EX-teleport on wakeup was an easy way for me to get my bearings and do a far teleport to immediately be midscreen, without worrying about messing up down-up+block+forward and instead get a fake teleport or something. This is however tossed out the window because you can be hit out of it. Quite a shame because of the pressure options it could've given Raiden with the opponent needing to find a way to deal with EX teleport.

I suppose I should just tighten up my execution to get EX-far teleport wakeups to work but it's important that Displacer mains know about this.
 

Shawnzzy

Scrub Extraordinaire
Guys what a wonderful day for Displacer mains, I found something with held EX-teleport. You can be hit out of it while you're holding it! I know, it's crazy! So when you hold EX-teleport (you can do that by the way) Raiden goes to the Elder God club to get a drink or something and disappears from the screen. However, apparently his dimension warping skills need work because the opponent can still hit you while you're holding it, which can basically give them a full combo.

Now why is this noteworthy? Because EX-teleport is a fantastic way to get out of the corner nearly for free (Liu Kang's B1, Jin's F3, Cassie's F44 and the like can armor break EX teleport but it's still really easy to get out of the corner) if you're being corner pressured too much for your liking. Held EX-teleport on wakeup was an easy way for me to get my bearings and do a far teleport to immediately be midscreen, without worrying about messing up down-up+block+forward and instead get a fake teleport or something. This is however tossed out the window because you can be hit out of it. Quite a shame because of the pressure options it could've given Raiden with the opponent needing to find a way to deal with EX teleport.

I suppose I should just tighten up my execution to get EX-far teleport wakeups to work but it's important that Displacer mains know about this.
In my opinion, I wouldn't use a bar to get out of the corner unless I'm catching them with an ex wake up attack. While I see the appeal to doing EX tele to get out I feel there are better options that assert more pressure on the opponent as well. (don't get me wrong it does get you out of the corner really well)

For example, d1 canceled into df2 creates a good amount of space and a 7 frame normal can poke out of most of the strong pressure in this game. At this point they are at good range for a d4 so as long as the player isn't being super aggressive I will check them with one of those, which is plus 12 frames on hit. If it hits I use 1122 to get tele out as thunder god, but you could get out with any tele as displacer.
Pretty much best case scenario for d1xdf2 is you catch them with the df2 and you are free to get out and scheme on them a bit. Or worst case scenario, they block the d1 and low profile or armor the df2. (this is a pretty hard read to armor IMO, it's not so easy to do on reaction, much less if you haven't practiced it) Most of the time they block both and you are left with more space and a chance to challenge them if they aren't aggressive.

Point of all this being to present some other options so you can save meter, but also to give a secondary gameplan if you are stuck in the corner without meter or your armor keeps getting blown up on wake up.
 

BigMilk

Former Divine Power Abuser
In my opinion, I wouldn't use a bar to get out of the corner unless I'm catching them with an ex wake up attack. While I see the appeal to doing EX tele to get out I feel there are better options that assert more pressure on the opponent as well. (don't get me wrong it does get you out of the corner really well)

For example, d1 canceled into df2 creates a good amount of space and a 7 frame normal can poke out of most of the strong pressure in this game. At this point they are at good range for a d4 so as long as the player isn't being super aggressive I will check them with one of those, which is plus 12 frames on hit. If it hits I use 1122 to get tele out as thunder god, but you could get out with any tele as displacer.
Pretty much best case scenario for d1xdf2 is you catch them with the df2 and you are free to get out and scheme on them a bit. Or worst case scenario, they block the d1 and low profile or armor the df2. (this is a pretty hard read to armor IMO, it's not so easy to do on reaction, much less if you haven't practiced it) Most of the time they block both and you are left with more space and a chance to challenge them if they aren't aggressive.

Point of all this being to present some other options so you can save meter, but also to give a secondary gameplan if you are stuck in the corner without meter or your armor keeps getting blown up on wake up.
It isn't just a defensive tele. Ex Tele is pretty unpredictable which means you can go on the offensive if used correctly, or even punish whiff/recovery. But anyway some good uses I have found are using low pokes into ex tele. If the opponent pokes back w anything you can usually punish it with a full combo and some more MU specific things with delayed ex Tele etc. Something else that works really well for me is f12b2~ex tele. It makes its gap completely safe for the most part(loses to slides, 6f reversals & a few other things require specific timing) allowing big punishes, or block advantage. It's really good, and displacer guys should abuse this.
 

DDutchguy

Stand 4'ing airplanes out of the sky
Should we make a separate thread for Raiden tech? Tech seems to be floating around between general discussion and a couple of replies in separate threads. A dedicated thread for it seems like a good idea.
 

Vaiist

Noob
No raiden player I watch do the db2 rc combos, is there a problem? I just started Mos btw and am enjoying it.
They're not really practical and have a timing that is too strict for the payoff. You can easily get the same or more damage with something more reliable.
 
They're not really practical and have a timing that is too strict for the payoff. You can easily get the same or more damage with something more reliable.
You have a better meterless combo with b34 in the corner?the best I have is b34 db2 rcs f12b2 f12b2 bf4, and its super saiyan easy Or any meterless low starter midscreen.
 

Shawnzzy

Scrub Extraordinaire
No raiden player I watch do the db2 rc combos, is there a problem? I just started Mos btw and am enjoying it.
I posted a thread talking about this in particular. There are possibilities of better damage, but over all it seems like it doesn't add anything to his play that LRC doesn't do a better job of already. The main question for me was if it was possible to LRC and VBC in a single combo, but that doesn't seem to work for a viable damage increase.