Millionz
[09] Warrior
I stole this thread idea from the Johnny Blaze aka Hot Nikkelz in the Maxi forum. I think there are quite a few moves that Raph players aren't abusing that are worth consideration. Here are the moves and my reasons for them
SEA A- A lot of people seem to hate on this move but I like it for a few reasons
-it tracks to one side (Raph's right) fairly well which is the side that SEA B does not track
- it's +0 on block so depending on the character you're going against you can still pressure with it after it's blocked or do a GI/retreating move/step etc
- The juice: SEA A on HIT leads to some very interesting shenanigans. For starters its on hit it forces your opponent to be backturned and Raph is at a whopping +10. Yes folks...+10. What does this mean? 2 things.
1. Raph has quite a few options that are uninterruptible such as BB,3B, 6K,236B (yes 236B) etc.
2. Because they are BT'ed and are at a such frame disadvantage, after getting hit with SEA A the oppoponent HAS TO BLOCK 3B.
The opponent cannot interrupt 3B, they cannot guard and sidestep 3B, it must be blocked. So post SEA A pretty much equals a free prep mixups for you/soul gauge damage. Also, the opponent cannot interrupt 236B after getting hit with SEA A but they can step it (this is VERY hard with certain characters) so another option you have is just to do 236B for the broken soul gauge damage.
VE K- This move is freaking awesome. A lot of people tend to stick to VE A/throw mixup but the problem with that is if your VE A is blocked you're gonna eat launched (duck the 2nd hit) and if the VE grab is ducked you're gonna get launched. VE K is mid and it tracks. It is unsafe but because of the sidestep Raph takes when he enters VE and because of the blockstun the move, a surprising amount of the time when your opponent blocks it they will probably be off axis which means they can't punish. A lot of times your opponent will end up doing an AA/BB punish off axis (I've even had sophie 236B go the opposite direction because of the way it was blocked)
66A- I mentioned this in an old thread. Although it's high and kinda slow at tip range this tracks very well...and to be frank it's Raph's only means of stopping step outside of 44AB range. It's also got some pretty beefy frames on normal hit too.
AB- Can the 2nd hit of this move be GI'ed? I can't do it and I've never seen it done. This is SUCH an annoying poke. A *pause* AB, A*pause* BB, AB, AB. This move is also only -12 on block!!! Which means with the exception of Amy (because she is a dirty ho) even if your opponent blocks they aren't gonna punish you for it.
I'll add some more later, feel free to add your own
Edit: A while ago I tested the SEA A---236B thing and I was positive that you could step it...but now I am having a super hard time recreating it. From my testing just now, Sophie/Amy cannot step it, unless my timing just sucks
SEA A- A lot of people seem to hate on this move but I like it for a few reasons
-it tracks to one side (Raph's right) fairly well which is the side that SEA B does not track
- it's +0 on block so depending on the character you're going against you can still pressure with it after it's blocked or do a GI/retreating move/step etc
- The juice: SEA A on HIT leads to some very interesting shenanigans. For starters its on hit it forces your opponent to be backturned and Raph is at a whopping +10. Yes folks...+10. What does this mean? 2 things.
1. Raph has quite a few options that are uninterruptible such as BB,3B, 6K,236B (yes 236B) etc.
2. Because they are BT'ed and are at a such frame disadvantage, after getting hit with SEA A the oppoponent HAS TO BLOCK 3B.
The opponent cannot interrupt 3B, they cannot guard and sidestep 3B, it must be blocked. So post SEA A pretty much equals a free prep mixups for you/soul gauge damage. Also, the opponent cannot interrupt 236B after getting hit with SEA A but they can step it (this is VERY hard with certain characters) so another option you have is just to do 236B for the broken soul gauge damage.
VE K- This move is freaking awesome. A lot of people tend to stick to VE A/throw mixup but the problem with that is if your VE A is blocked you're gonna eat launched (duck the 2nd hit) and if the VE grab is ducked you're gonna get launched. VE K is mid and it tracks. It is unsafe but because of the sidestep Raph takes when he enters VE and because of the blockstun the move, a surprising amount of the time when your opponent blocks it they will probably be off axis which means they can't punish. A lot of times your opponent will end up doing an AA/BB punish off axis (I've even had sophie 236B go the opposite direction because of the way it was blocked)
66A- I mentioned this in an old thread. Although it's high and kinda slow at tip range this tracks very well...and to be frank it's Raph's only means of stopping step outside of 44AB range. It's also got some pretty beefy frames on normal hit too.
AB- Can the 2nd hit of this move be GI'ed? I can't do it and I've never seen it done. This is SUCH an annoying poke. A *pause* AB, A*pause* BB, AB, AB. This move is also only -12 on block!!! Which means with the exception of Amy (because she is a dirty ho) even if your opponent blocks they aren't gonna punish you for it.
I'll add some more later, feel free to add your own
Edit: A while ago I tested the SEA A---236B thing and I was positive that you could step it...but now I am having a super hard time recreating it. From my testing just now, Sophie/Amy cannot step it, unless my timing just sucks