Zanaken
[10] Knight
Just wanted to make a dedicated thread for tech and general game-plans. This isn’t exactly a top 10 moves list, but more an idea of what other Raphaels are trying to do.
My general game plan is to land SE B, CH 66B and 6B46BK.
I find the new GB properties of SE B are entirely there to stop people GI’ing as an option select. It has little to no blockstun, and I find every decent player will step after the block. Follow ups on block for Raph seem to be either 46A (stuffs 22A attempts,) or a 4B+K mixup (first 8 hits track very well, will sometimes aGI.) 66B after a blocked SE B is usually doomed to failure, and we no longer have SCV 3A as a tool to keep them honest on block.
SE K will train them to duck more, and prep entry after a launcher into SE will cause a panic reaction for the opponent. A lot of my SE B entries come after a launcher into SE at closer range (66A+B 6B462.)
His grab game is also a bit strange as he no longer needs to grab their body, but rather their essence - which floats about a foot in front of them. SE B 66B+K4 is usually followed by K:K 44B, but if you K:K 2A+B (even outside SC), you can sidestep 2 into backthrow as they get up. This gets silly damage, but is easier near a wall.
AG B on block is also a great chance for a 6B46BK / 66B trap, but this hasn’t seen the lab yet. I’m not sure if it will survive scrutiny, but it works in ranked rather well - if that’s your jam.
My general game plan is to land SE B, CH 66B and 6B46BK.
I find the new GB properties of SE B are entirely there to stop people GI’ing as an option select. It has little to no blockstun, and I find every decent player will step after the block. Follow ups on block for Raph seem to be either 46A (stuffs 22A attempts,) or a 4B+K mixup (first 8 hits track very well, will sometimes aGI.) 66B after a blocked SE B is usually doomed to failure, and we no longer have SCV 3A as a tool to keep them honest on block.
SE K will train them to duck more, and prep entry after a launcher into SE will cause a panic reaction for the opponent. A lot of my SE B entries come after a launcher into SE at closer range (66A+B 6B462.)
His grab game is also a bit strange as he no longer needs to grab their body, but rather their essence - which floats about a foot in front of them. SE B 66B+K4 is usually followed by K:K 44B, but if you K:K 2A+B (even outside SC), you can sidestep 2 into backthrow as they get up. This gets silly damage, but is easier near a wall.
AG B on block is also a great chance for a 6B46BK / 66B trap, but this hasn’t seen the lab yet. I’m not sure if it will survive scrutiny, but it works in ranked rather well - if that’s your jam.
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