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Breakthrough - Raiden Lawd raiden beta changes

buyacushun

Normalize grab immunity.
So many things can be done to DB3 that will compensate for all of what Raiden lacks. they could reduce it's recovery frames so raiden can njp before he lands, leading to a full combo on hit or safe on block. Increase it's hitbox so it becomes his best AA option. Make the ex connect both hits on block so he wont be full combo punished when he lands.

They did it right with kitana's raising fans, very few players can low profile that ex move up close since it scoops from ground up.
If Raiden's DB3 got the same treatment it could be his best ex wake up option. one that hits twice and can't be low profiled to oblivion.
Giving him a safe wakeup would be crazy good.
He's got plenty of AA options.
Kitana's move ain't safe.

I'd like better tools but making DB3 better would barely help Raiden.
 

Tokiwartoothxdk

『T R I G G E R E D』
tbh i agree with @Darth-Nero the character is basically the same character with a few "quality of life" buffs from what ive seen is this thread. the f2 and b11 hit boxes do help, but f2 is still slow as shit and doesnt help against characters with real advancing mids like Kotal and cassie. I was already poking people after f12 staggers with b1 shocker, now i get b11 shocker. not much of a difference. f12 being neutral isnt really going to help, its not like jax's 11 where he can mix in a ex overhead to make you respect his 6 frame high which is + on block. Giving him his MK9 b312 as f312, having it be from 11-13 frames of start up and having the same reach as say kano's/jax's knee would take 90% of the complaints of the character i have away. This is all my opinion though, so take it how you will
 
I know that's his only mid wake up, but honestly I don't even know why people have such a crutch on that move. It works as a decent at best AA but it scales horribly anyway. If they're poking you because raidens other wakeups are high, just block the poke and counter. JC d4 is -6 unless SKRC which is 0 now.

Db3 ex issues may never be fixed, I'm just recommending to break the crutch and only use that move to gain a few more percent in a combo, after shocker, to kill
Don't forget armored thunder fly. Both of those moves have the same starter frame and are the same when you've got to be punished when you look at it (failing to do the last hit of db3 EX means full punish like a thunderfly on guard)

Also, JC's hitbox during d4 may avoid the db3 EX, tested
 

KHAOTIC_UNCLE-_-CREEPY

The CreepFather
Let's keep in mind that in game time is 1 real second = 1 in game second. When before it was 1 in game second = 2 real second

If the math is correct with "before the orb lasted 10 seconds now it lasts 20" then the orb lasts just as long as it did before. In game time makes it seem it's on screen longer since time ticks faster
It lasted 10 real life seconds before now it's 20 real life seconds
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
any raiden players wanna Help me PRactice him in beta?

my Gamer Tag is : ESG Jagged
 

buyacushun

Normalize grab immunity.
f4 is big leg
That's what I figured. So then I guess frame changes or it hops over more/less stuff easier/harder. Can't imagine what else would've changed. It can be cancelled? Secret Displacer or MoS buff?

Anyone watch Sonic and REO play MoS? You can do some crazy setups and combo two traps at once. :0
Like *trap activates* and then catch them in another trap? Or is there something more to it than that? Trap into EX trap? Cause I've done the former but the timing is odd.
 

BigMilk

Former Divine Power Abuser
tbh i agree with @Darth-Nero the character is basically the same character with a few "quality of life" buffs from what ive seen is this thread. the f2 and b11 hit boxes do help, but f2 is still slow as shit and doesnt help against characters with real advancing mids like Kotal and cassie. I was already poking people after f12 staggers with b1 shocker, now i get b11 shocker. not much of a difference. f12 being neutral isnt really going to help, its not like jax's 11 where he can mix in a ex overhead to make you respect his 6 frame high which is + on block. Giving him his MK9 b312 as f312, having it be from 11-13 frames of start up and having the same reach as say kano's/jax's knee would take 90% of the complaints of the character i have away. This is all my opinion though, so take it how you will
B111+3 is more dmg than shocker so should be confirming b111+3 or b11~ex shocker
 

N00B

Noob
RIGHT NOW I SAW YOMI STREAM AND FOX PLAYED RAIDEN MOS.
B11 STILL RANDOMLY WHIFF. :( B11 SHOULD NOT WHIFF.
F2 NOT NOTICED ANY WHIF PROBLEMS BUT STARTUP STILL 15 FR. :( F2 SHOULD BE 10-11 FR = GOOD NEUTRAL GAME.
D4 STILL13 FR. :( D4 SHOULD BE 9-10 FRAME = GOOD NEUTRAL GAME.
DF2 STILL -7 ON BLOCK.:( DF2 SHOULD BE -3 OR -4 ON BLOCK.

OR AND B2 STILL -32 ON BLOCK.:( B2 SHOULD BE -16 ON BLOCK. COME ON MAN B2 NEGATIVE LIKE FAST ARMOR LAUNCHER. OR GIVE HIM ARMOR ON B2 AND DECRESE STARTUP DOWN FROM 12 FR TO 9-10 FR.:D

GOD OF BUFFS HELP TO GOD OF THUNDER PLS...
 
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PPJ

()
Premium Supporter
NetherRealm Studios
alright ill just spill the beans. its a few frames slower startup but its now around +6 to 9 on block depending on where the active frames hit.. for example if you hit a max range f+4 against a crouch blocking opponent in the corner you get a free f+1,2 that they have to block
 
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UsedForGlue

"Strength isn't everything"
Starting to think that Big leg isn't -3 on block...
alright ill just spill the beans. its a few frames slower startup but its now around +3 to 7 on block depending on where the active frames hit.. for example if you hit a max range f+4 against a crouch blocking opponent you get a free f+1,2 that they have to block
There also seems to be stagger on a standing block, and no push back on a crouch block.

In Displacer this has been opening me up to landing my B11 MB Teleport, and although its tough to land for the F4 in a match, there are chances.
 

Wetdoba

All too easy...
alright ill just spill the beans. its a few frames slower startup but its now around +3 to 7 on block depending on where the active frames hit.. for example if you hit a max range f+4 against a crouch blocking opponent you get a free f+1,2 that they have to block
+3 minimum and plus 7 when max range and crouching?
 

buyacushun

Normalize grab immunity.
alright ill just spill the beans. its a few frames slower startup but its now around +3 to 7 on block depending on where the active frames hit.. for example if you hit a max range f+4 against a crouch blocking opponent you get a free f+1,2 that they have to block
I thought F4 was always plus if it hit late. Or is this that it no longer an be negative?