A two-handed punch. Identical to Kenshiro's far C, but due to Raoh's height it does not hit crouching opponents and is much less useful. Holding C with a powerup stock available grants Super Armor and makes it unblockable.
A sidekick. Its long range makes it good for zoning, but it has very long recovery. Can chain into a Banishing Strike by canceling the startup of 2D(input as D > 2CDCD or D > delay 2CD), making it a key move in combos.
A crouching punch. 4 frame startup - this is Raoh's fastest ground normal and is the only move capable of following up after an air Sai. Can be used to get out of pressure and even as an anti-air in some cases.
A strong punch to the ground. Causes opponent to bounce into the air even on normal hit, but if the total hits in the combo is over ~20 at the time of it connecting, the opponent will instantly be knocked down. One of Raoh's few jump cancelable moves. Holding C with a powerup charge available makes the move become unblockable and gain Super Armor, and the opponent is launched high into the air on hit(must high jump after connecting to follow up).
A low sweep kick. Very long range, can follow up with Insatsu, or a Grave Shoot in some situations. Like far D it is dangerous to miss with, but slightly safer as you can cancel the recovery into a Grave Shoot or Banishing Strike. Holding D with a powerup stock available makes the move unblockable and launches the opponent into the air.
A strong air punch. Can cancel into itself. Has no landing recovery, making it the only normal Raoh can bait a Guard Cancel with. Holding C with a powerup stock available makes the move unblockable and causes wall bounce.
A charging punch. Mostly useless except in certain Banishing Strike combos. This move will likely be the cause of your demise many times as it loves to randomly come out when you try to input a reversal chop.
A drop kick. Hits overhead. Extremely hard to block when followed up with Boost 2B. There is no reason to ever use it without Boost or Aura as it is not cancelable and does not give advantage even on hit.
Raoh throws up his arms, launching his opponent into the air. Short range to the sides, but extends high into the air. Aside from its use as a combo part, it also functions as an early anti-air, but suffers from long recovery. Use with caution.
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