General RAAM Gameplay discussion

Thunder’s spinning axes move (triplaxe) isn’t an overhead, so you can crouch block it just fine. He does have an actual overhead though. Ankle slicer should be slow enough that you can react to it. In any case, Raam’s buttons generally outdistance Thunder’s, so you really shouldn’t be letting him walk to within special range on you for free.

Most command grabs aren’t techable once you’ve gotten hit by them, to include TJ’s shoot toss.

Thanks. I think my reflexes are going, haha. Seriously, in theory you’re right, these guys really shouldn’t get that close to me, but I’m still having trouble gauging the distance for his mid kick. I often whiff and leave myself open.

Though on the plus side I must be doing something right now, I’ve beaten several Sadiras in a row, and just this morning had a Kim wu say I had zero skill because I grab And stomped the entire match (which is slightly inaccurate)…simply because I said "good game " and one Saberwulf who managed a comeback got upset because he too couldn’t escape grab n stomp. And an upset Omen who cursed throughout our match.

Sorry, not bragging, just happy that I’m doing a little better now. Thanks for the input, everyone

By “mid kick”, do you mean st.MK, cr.MK, or descriptively, like “mid-section kick” (st.HK)?

Oh I meant crouching mid. I go for a sweep and miss.

I’d also like to use his standing hard kick more–and I have, with mixed results

Personally, I very rarely use cr.MK in neutral - in fact, I tend to have one specific use for cr.MK: a low option after a wallsplat, combo drop>reset attempt or successful Rush. As such, it’s virtually guaranteed to find it’s mark every time (hit or block). Useful for telling the opponent to sit still, and helps set up Grabs later on. In neutral, I find it either too slow or too stubby for effective spatial control, and so tend to stick w MP’s, st.HP, and the occasional sweep (cr.HK).

st.HK is a little trickier. @LeoFerreis has some neat HKD setups with it, but I can’t remember where he posted them. INSX, EX Stab, wallsplat and charged FA can all set it up as well (though how often you’ll be fully charging FA is a different story).

Here you go:

Also, standing heavy kick might be the best meaty in the game (some hyperbole in there). Look at this hot fiyah:

Imgur: The magic of the Internet

This setup catches both a jump and a backdash with the same timing, since the button is active for 5 frames and has plenty of range. Since it staggers, there’s no need to commit to Decimation and being minus. On hit, it’s easy to link a HP into a full combo. On block, it’s +1 and leaves you in range for light Dominance, not to mention the frame trap you get from cancelling into heavy Decimation or a KDC.

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You can combo that heavy kick with light submission.

This setup catches jump and backdash because it has 5 active frames. This gives this setup a 2 frame window to hit both options.

Fun fact: Cr.MK has 6 active frames, so if you were make a similar setup using Cr.MK instead, the window would be 1 frame wider. However, you’d likely have to commit to cancelling into Decimation since you don’t get a stagger, and it’s not plus on block.

Also, since Cr.MK is so active, you can use it as a meaty and have it combo into medium Decimation, which normally can’t happen (I have a setup for that too).

I think you mean his command grab, right? Yeah, I think that works, but I think that if you ever get the chance to go into a combo with RAAM, you should take it, especially if you have Instinct. A lockout/counter breaker could mean 70% damage. After the HK stagger, it’s pretty easy to confirm with HP into either medium or light Decimation. If your opponent knows that you keep doing HP into medium, you can get an early lockout with HP into light, then boom - 70% damage with Instinct.

Yeah I was looking at this, nice setup, it seemed like you could also just do dash dash st.hk? I may have been manually timing it though since I just did it during a match.

Similarly after regular grab you can do dash, dash st.m and st.m hits meaty enough to combo into st.mp, though sounds like cr.mk may be even better, if you find the right delay for it. I have some ideas for other tech so I’ll have to check.

From the patch notes:

The inputs for his Ultra and Stage Ultra has swapped. QCF+3K is now the Ultra, and QCF+3P is now Stage Ultra. (This is to help players struggling with getting Kryll Shield Cancels when they wanted Ultras)
Shadow Kryll Rush moves 50% faster across the screen and is now immune to projectiles.
After any successful Kryll Rush, RAAM is now immune to projectiles for the duration of the stab animation. (These two changes makes an absolutely massive difference in battles against zoning characters.)
Decreased the potential damage buildup during Instinct mode by 12.5% (We want RAAM to hit hard, and he still absolutely does, but just ever so slightly less now that he can get in a bit easier.)
Fixed a bug causing Kryll Shield to think that certain projectile types spawned from normal attacks (such as Eyedol Mage HP) were melee hits, which removed the Kryll Shield.
Fixed a bug causing Light Emergence to not have any lower body invulnerability, as it was advertised to have. It still doesn’t have lower body invulnerability on startup, but it does for all of its active frames.
Fixed a bug that allowed RAAM to cancel his Dominance stomps into normals on a specific frame.

Really happy with his kryll rush changes, eager to test it!

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No excited at all. But it’s better than nothing.

How are you not excited? They literally fixed everything wrong with him.

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Kryll rush now CAN BE USED(sometimes)!

Really nice change, I really want to see it

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The Shadow Rush is really good now. It’s active frames are projectile immune so that means he can actually grab a Cinder while he is doing inferno.

From what I tested against jago and shago’s fireballs, a good read can punish a fireball at almost half a screen away. Against glacius it punishes multiple hails like a breeze (even simply double hail, at almost full screen, with a good read), it goes through minions and portal punches. Seems like a very good tool now, if used properly, and a very good reward for proper reads.

They basically changed everything the character needed changed, IMO. loved it.

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I need to test this stuff out. Still think I’m going to have trouble with TJ And HISAKO though.

Also, I’m. Having trouble logging onto the site via Windows pc. No idea why. Can get on with android though.

Uh how does Raam fight mira, she can air dash and run away the entire game with free pressure after bats. It honestly feels like there is nothing you can do.

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she doesn’t have a reversal that doesn’t cost health. also most of the time heavy emergence will beat her air dash in after light bats. The big thing is that raam will win a ton of matchups he should lose due to his opponents hanging themselves by going in on him because no one wants to spend all their time picking away with projectiles

Got nothin on os for mist form though

The mira would wait until the bats put me in blockstun and she would get in freely via airdash. She would air dash to escape the corner or back air dash to run away and then even baiting out the wakeup mist I might hit her with a normal and thats about it. It felt extremely skewed if the mira knows what they are doing, unless Im missing something.

Usually when i fight mira i just jump the bats and when in middle range i try to reach with kryll rush. If they start to use the heavy and medium bats i block, by the time she try to open you, the damage on her life bar will be already so heavy that some throws and a well placed combo will do the job.