Raoh is slow, powerful, and more than anything else, a combo character. He is likely the most difficult character to learn; he has no 'basic' combos—his BnB A staple combo that is simple yet effective.s all being touch–of–deaths. Theoretically he could perhaps be the strongest character in the game, as he is capable of performing ToD combos from any hit without spending meter. Realistically, however, converting into and executing his ToDs off of every hit is simply not humanly possible. Due to the length and difficulty of his combos even top Raoh users will often fail to complete his combos.
While he is fairly good at applying pressure, his mixup component is lacking due to his slow speed. Creating an opening to start his combos can, therefore, be almost as difficult as delivering the killing blow. Paired with his very poor defense—no reliable reversal as well as a crappy alternative to a backdash—this is why he is considered to be in the bottom end of the top tier. Despite his flaws, Raoh is still a very strong character—just not one that can be easily recommended to newcomers.
- You are Already Dead: Raoh can deal 100% damage off of any hit without meter, assuming you're not bad at playing him.
- Meter Advantage: Traveling Combo From Hokuto no KenHitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike.s recover a large amount of Boost and Aura while granting very little to his opponent.
- Star Reducer: Raoh has decent star reduction ability, and has easy 3 star combos.
- Critical Matchup Holes: Raoh has bad matchups against Toki and Rei, two of the strongest and most popular characters in the game.
- No backdash: Raoh's "Kliff dodge"GuardStartupRecoveryTotal 48Advantage- is useless and will often result in your demise if used accidentally.
- Poor Defense: In order to escape pressure, Raoh must spend meter. He's reliant on Musou TenseiGuardN/AStartup4RecoveryAdvantage- parries and power–up stocks to reclaim his turn. To make matters worse, he can be crossed–up while cornered.
- Middling Mix: Thanks to his lumbering frame and lack of jump–cancelable normals, Raoh can't incorporate F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. or left/right mixups like other top tiers can. It can be tricky to score a hit to start his combos.
Raoh | |
---|---|
Damage Taken | |
90% | |
Jump Startup | |
4f | |
Backdash | |
30f |
Normals
c.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 7 | 6 | -4 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 8 | 7 | -5 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 11 | 2 | -10 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All,Low | 9 | 4()10 | -11 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 7 | 6 | -6 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 8 | 7 | -5 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 18 | 4 | -13 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
- Chargeable with a Powerup Charge
f.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 11 | 6 | -13 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6 | 5 | 6 | 6 | -4 | 0 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
1 |
2B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
low | 7 | 5 | -3 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 18 | 4 | -17 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
- Jump cancellable, chargeable with a Powerup Charge
2D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Low | 12 | 4 | -22 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
- Chargeable with a Powerup Charge
j.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 3 | 8 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 8 | 8 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 11 | 8 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Chargeable with Powerup Charge
j.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 11 | 4,4,4,3 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Command Normals
6A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 29 | 10 | -24 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
6B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 27 | 4 | -14 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Universal Mechanics
Throw
No results
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
No results
No resultsKick Throw
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Throw | 9 | 4 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
- whiffs on crouch
Grave Shoot
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 15 | 4 | -5 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Grave Launch |
Heavy Strike
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Unblockable | 41 | 2 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Stagger |
Banishing Strike
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 19-39 | 4 | -6 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Banishing Launch |
Special Moves
Hokuto Donryuu Kohou
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
27 | 43 total |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Hokuto Goushouha
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 43 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- air OK
Air Hokuto Goushouha
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 17 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Hokuto Tenshou Raigeki
Version | Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|---|
Hokuto Tenshou Raigeki | All | 20 | |||||
Hokuto Tenshou Raigeki (Enhanced) | All | 14 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
Version | On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|---|
623A | Launch (Grave Launch on CH) | ||||
623A | Launch |
- 623A
- 623A (notes: jump cancellable on counterhit)
Hokuto Raretsuken
Version | Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|---|
Hokuto Raretsuken | All | 14 | |||||
Hokuto Raretsuken (Enhanced) | All | 14 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
Version | On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|---|
623C | Launch (Banishing Launch on CH) | ||||
623C | Launch |
- 623C
- 623C
Sai
Version | Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|---|
Sai | All | 21 | |||||
Sai (Enhanced) | All | 21 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
Version | On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|---|
214D | Restand | ||||
214D | Restand |
- 214D (notes: air OK)
- 214D (notes: air OK)
Air Sai
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All? | 21 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Restand |
- Minimum Height Restriction