Difference between revisions of "Ray McDougal (FHD)"

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{| align="right"
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| __TOC__
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|}
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[[File:fhd ray.png]]
 +
 
= Introduction =
 
= Introduction =
 +
 +
W̴̱̐͐̎̔͋̓̈̀͘ḧ̶̡͕̲̱̰̻͊̍̌̃͐͑̔̏̚͜ė̶̩̲͕̥̋͛̅̊͜ę̵̧͇̪͔̬͇͚́̐l̶̦̾͂͝͠ ̵̨̛̣͙̥̟̟̦͇̲̑̀k̷͈̀̅̆̓̅͘͝ỉ̵̡̝͖̬͙̭̳̞̃̄̈̀̒͊͑̀͘͜ç̷̲̗̹̖̓̐͘k̶̢̛̙͍͚̭̻͔̯͕̽̒̊̍̌̃̒̚͜͝
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Ray easily has THE game breaking move, Wheel Kick. He is otherwise still an amazing character but Wheel Kick makes him the best. If Ryoko had Wheel Kick, she would be top tier. That is how good Wheel Kick is.
 +
 +
Enough about wheel kicks, there are many other reasons Ray is a great character: long range pokes with great priority, a solid projectile, highly damaging combos, an instant dizzy move on some characters (Thunder Dynamite Tackle), and practically no bad matchups. He can very effectively play offense or defense depending on what kind of situation he's in. Perhaps the worst thing about Ray is his weak spot - it's the lightning bolt symbol on his shirt, and since a lot of moves tend to hit the chest area, Ray is prone to being dizzied rather easily.
 +
 +
Ray is a solid choice for a beginner, as all of his moves are rather straightforward to figure out. In the hands of an experienced player, he's even more deadly.
 +
 +
===Weak Spot===
 +
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="125"></td>
 +
    <td align="center" valign="bottom">[[File:FHD-ray-neutral.png]]</td>
 +
    <td align="center" valign="bottom">[[File:FHD-ray-squat-1.png]]</td>
 +
    <td align="center" valign="bottom">[[File:FHD-ray-squat-2.png]]</td>
 +
    <td align="center" valign="bottom">[[File:FHD-ray-crouch.png]]</td></tr>
 +
<tr> <td align="center">Frame count</td>
 +
    <td align="center">-</td>
 +
    <td align="center">2</td>
 +
    <td align="center">2</td>
 +
    <td align="center">-</td></tr>
 +
</table>
 +
Ray's weak spot is on his chest, so you'll have a bad time getting dizzied by most of the moves. But on the other hand it's safe in mid-air and also safe against jump-ins. Also notice that the weak spot locates at the center of Ray's hurtbox. It a unique trait only Ray has, others are being moved forward. Because of this, Ray's weak spot is safe against fireballs from range and your opponent will miss your weak spot with pokes sometimes.
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 +
===Color Options===
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 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center">Punch</td>
 +
    <td align="center">Kick</td></tr>
 +
<tr> <td>[[File:fhd-ray-color1.png]]</td>
 +
    <td>[[File:fhd-ray-color2.png]]</td></tr>
 +
</table>
  
 
= Moves List =
 
= Moves List =
  
 
== Normal Moves ==
 
== Normal Moves ==
 +
===Light Punch [[File:Snka.gif]]===
 +
 +
*'''Standing (Close):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>4</u></td>
 +
    <td align="center" width="75" rowspan="5">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-stand-close-LP.png]]</td>
 +
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#32CD32">+6</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#32CD32">+7</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">2</td>
 +
    <td align="center" bgcolor="#0000FF">3</td>
 +
    <td align="center">3</td></tr>
 +
</table>
 +
Elbow attack that DOES hit crouchers. Chainable.
 +
 +
*'''Standing (Far):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>4</u></td>
 +
    <td align="center" width="75" rowspan="5">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-stand-far-LP.png]]</td>
 +
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#32CD32">+6</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#32CD32">+7</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">2</td>
 +
    <td align="center" bgcolor="#0000FF">3</td>
 +
    <td align="center">3</td></tr>
 +
</table>
 +
High jab that unfortunately whiffs every crouching character. Chainable into another light/hard attack.
 +
 +
*'''Crouching:'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>4</u></td>
 +
    <td align="center" width="75" rowspan="5">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-crouch-LP.png]]</td>
 +
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#32CD32">+6</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#32CD32">+7</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">2</td>
 +
    <td align="center" bgcolor="#0000FF">3</td>
 +
    <td align="center">3</td></tr>
 +
</table>
 +
Standard low jab, good for combos. Chainable.
 +
 +
*'''Jumping (Diagonal/Neutral):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>8</u></td>
 +
    <td align="center" width="75" rowspan="3">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-jump-LP.png]]</td>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">∞</td></tr>
 +
</table>
 +
Not a very useful attack as it has rather low priority, you can sometimes crossup with it but it's kinda iffy.
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===Hard Punch [[File:Snkb.gif]]===
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 +
*'''Standing (Close):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>18</u></td>
 +
    <td align="center" width="75" rowspan="5">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-stand-close-HP-1.png]]</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-stand-close-HP-2.png]]</td>
 +
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#FF3030">-3</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#FF3030">-8</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">3</td>
 +
    <td align="center" bgcolor="#0000FF">3</td>
 +
    <td align="center">18</td></tr>
 +
</table>
 +
High uppercut-angled punch. Yeah.
 +
 +
*'''Standing (Far):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>18</u></td>
 +
    <td align="center" width="75" rowspan="5">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-stand-far-HP.png]]</td>
 +
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#FF3030">-3</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#FF3030">-8</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">6</td>
 +
    <td align="center">18</td></tr>
 +
</table>
 +
Usually the best ender for ground chains, always cancel it into a Big Tornado or Dynamite Tackle.
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 +
*'''Crouching:'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>18</u></td>
 +
    <td align="center" width="75" rowspan="5">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-crouch-HP-1.png]]</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-crouch-HP-2.png]]</td>
 +
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#FF3030">-3</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#FF3030">-8</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">3</td>
 +
    <td align="center" bgcolor="#0000FF">3</td>
 +
    <td align="center">18</td></tr>
 +
</table>
 +
Classic shoto uppercut punch. Priority is good enough to use it instead of Wheel Kick if you don't get time to input it.
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 +
*'''Jumping (Diagonal):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>18</u></td>
 +
    <td align="center" width="75" rowspan="3">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-diagonal-jump-HP.png]]</td>
 +
    <td align="center" width="75" rowspan="3">Recovery</td>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">6</td>
 +
    <td align="center">∞</td></tr>
 +
</table>
 +
Same animation frames as LP, but does more damage and hitbox extended downwards a bit. Pretty good attack for jumping in on opponents.
 +
 +
*'''Jumping (Neutral):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>18</u></td>
 +
    <td align="center" width="75" rowspan="3">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-neutral-jump-HP.png]]</td>
 +
    <td align="center" width="75" rowspan="3">Recovery</td>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">6</td>
 +
    <td align="center">∞</td></tr>
 +
</table>
 +
Hitbox of this one extends downwards even more than previous one but loses horizontal reach.
 +
 +
===Light Kick [[File:Snkc.gif]]===
 +
 +
*'''Standing (Close):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>4</u></td>
 +
    <td align="center" width="75" rowspan="5">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-stand-close-LK.png]]</td>
 +
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#32CD32">+6</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#32CD32">+7</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">2</td>
 +
    <td align="center" bgcolor="#0000FF">3</td>
 +
    <td align="center">3</td></tr>
 +
</table>
 +
Mid-level knee attack. Chainable.
 +
 +
*'''Standing (Far):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>4</u></td>
 +
    <td align="center" width="75" rowspan="5">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-stand-far-LK.png]]</td>
 +
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#32CD32">+3</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#32CD32">+4</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">2</td>
 +
    <td align="center" bgcolor="#0000FF">3</td>
 +
    <td align="center">6</td></tr>
 +
</table>
 +
Knee-level kick with decent range. However, it's NOT chainable into other attacks, so it's a bit limited in usefulness.
 +
 +
*'''Crouching:'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>4</u></td>
 +
    <td align="center" width="75" rowspan="5">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-crouch-LK.png]]</td>
 +
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#32CD32">+6</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#32CD32">+7</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">2</td>
 +
    <td align="center" bgcolor="#0000FF">3</td>
 +
    <td align="center">3</td></tr>
 +
</table>
 +
Has more range than Crouching LP, so use this as your primary means of extending chains or hit-confirming combos. Chainable.
 +
 +
*'''Jumping (Diagonal):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>8</u></td>
 +
    <td align="center" width="75" rowspan="3">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-diagonal-jump-LK.png]]</td>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">∞</td></tr>
 +
</table>
 +
Knee attack that stays out for the duration of the jump, has the potential to crossup.
 +
 +
*'''Jumping (Neutral):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>8</u></td>
 +
    <td align="center" width="75" rowspan="3">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-neutral-jump-LK.png]]</td>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">∞</td></tr>
 +
</table>
 +
A weird high stretch kick. Not sure what this could be used for...
 +
 +
===Hard Kick [[File:Snkd.gif]]===
 +
 +
*'''Standing (Close):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>18</u></td>
 +
    <td align="center" width="75" rowspan="5">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-stand-close-HK.png]]</td>
 +
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#FF3030">-3</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#FF3030">-8</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">6</td>
 +
    <td align="center">18</td></tr>
 +
</table>
 +
High kick. Not much reason to really try to start combos with this when you can use HP instead and option select an added throw attempt.
 +
 +
*'''Standing (Far):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>18</u></td>
 +
    <td align="center" width="75" rowspan="5">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-stand-far-HK.png]]</td>
 +
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#32CD32">+3</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#FF3030">-2</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">5</td>
 +
    <td align="center">13</td></tr>
 +
</table>
 +
Roundhouse kick that recovers amazingly quickly to be safe on hit (it's a rarity for hard normals in FHD). It's an excellent poke to use even if you think it will whiff. Has marginally less range than far Standing HP, but is still a good chain ender.
 +
 +
*'''Crouching:'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>18</u></td>
 +
    <td align="center" width="75" rowspan="5">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-ray-crouch-HK.png]]</td>
 +
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#32CD32">kd</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#FF3030">-8</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">6</td>
 +
    <td align="center">18</td></tr>
 +
</table>
 +
Standard sweep kick with nice range and decent recovery.
 +
 +
*'''Jumping (Diagonal):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>18</u></td>
 +
    <td align="center" width="75" rowspan="3">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-diagonal-jump-HK.png]]</td>
 +
    <td align="center" width="75" rowspan="3">Recovery</td>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">6</td>
 +
    <td align="center">∞</td></tr>
 +
</table>
 +
Ray's best crossup attack with nice priority.
 +
 +
*'''Jumping (Neutral):'''
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>18</u></td>
 +
    <td align="center" width="75" rowspan="3">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-neutral-jump-HK.png]]</td>
 +
    <td align="center" width="75" rowspan="3">Recovery</td>
 +
<tr> <td align="center">Chain cancel</td>
 +
    <td align="center">no</td></tr>
 +
<tr> <td align="center">Special cancel</td>
 +
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">6</td>
 +
    <td align="center">∞</td></tr>
 +
</table>
 +
A different jump kick with more horizontal range than the regular jumping HK. Might be worth trying from a distance since opponents might underestimate the range. Won't have many options for combos though...
 +
 +
== Throws ==
 +
 +
===Ground Throws===
 +
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>21</u></td>
 +
    <td align="center" rowspan="2">[[File:FHD-ray-throwbox.png]]</td></tr>
 +
<tr> <td align="center" width="91">Range<br>(From hurtbox)</td>
 +
    <td align="center" width="30">34</td></tr>
 +
</table>
 +
*'''DDT:''' [[File:B.png]]/[[File:F.png]] + [[File:Snkb.gif]]
 +
DDT! Ray does this classic pro wrestling maneuver to bring the enemy to the ground. Ray recovers right next to the opponent which is great if you want to keep the pressure on.
 +
 +
===Aerial Throws===
 +
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>25</u></td>
 +
    <td align="center" rowspan="2">[[File:FHD-ray-airthrow.png]]</td></tr>
 +
<tr> <td align="center" width="91">Range<br>(From hurtbox)</td>
 +
    <td align="center" width="30">13</td></tr>
 +
</table>
 +
*'''Aerial DDT:''' [[File:Ub.png]]/[[File:B.png]]/[[File:Db.png]]/[[File:Df.png]]/[[File:F.png]]/[[File:Uf.png]] + [[File:Snkb.gif]]
 +
Air throw version of the DDT. Functions exactly like the ground version and does slightly more damage to boot. The range of this thing is the worst of the three air throws in the game, so you'll not see it in use often (unless it's vs Karnov matchup).
  
 
== Special Moves ==
 
== Special Moves ==
 +
*'''Big Tornado''' a.k.a. '''"BAKED POTATO!":''' [[File:Qcf.png]] + [[File:P.png]]
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>10</u></td>
 +
    <td align="center" width="75" rowspan="3">Startup</td>
 +
    <td align="center" width="75" rowspan="3">...</td>
 +
    <td align="center" width="75" rowspan="3">Recovery</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#FF3030">-5</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#FF3030">-10</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">10</td>
 +
    <td align="center" bgcolor="#0000FF">1</td>
 +
    <td align="center">25</td></tr>
 +
</table>
 +
A pretty standard fireball. Not that great for combos, but it recovers fairly quickly so it's great to use to pressure your opponent. Especially if you can coax them into jumping, because then you can hit them with the...
 +
 +
*'''Wheel Kick:''' [[File:Qcb.png]] + [[File:K.png]] (can be performed in air)
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30">'''Light'''<br><u>16</u><br>'''Hard'''<br><u>7/16</u></td>
 +
    <td align="center">Ground<br>only</td>
 +
    <td align="center">Air<br>only</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-wheelkick-2.png]]</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-wheelkick-3.png]]</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-wheelkick-4.png]]</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-wheelkick-5.png]]</td>
 +
    <td align="center" width="75" rowspan="3">Recovery</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#32CD32">'''Light'''<br>kd*<br>'''Hard'''<br>kd**</td>
 +
    <td align="center" valign="bottom" rowspan="2">[[File:FHD-ray-wheelkick-1.png]]</td>
 +
    <td align="center" valign="bottom" rowspan="2">[[File:FHD-ray-wheelkick-3.png]]</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#FF3030">'''Light'''<br>-12*<br>'''Hard'''<br>-18**</td></tr>
 +
<tr> <td align="center" rowspan="2">Frame count</td>
 +
    <td align="center">Light</td>
 +
    <td align="center" colspan="2" bgcolor="#00FF00">2</td>
 +
    <td align="center" bgcolor="#00FF00">2</td>
 +
    <td align="center" bgcolor="#00FF00">1</td>
 +
    <td align="center" bgcolor="#00FF00">6</td>
 +
    <td align="center" bgcolor="#0000FF">3</td>
 +
    <td align="center">16</td></tr>
 +
<tr> <td align="center">Hard</td>
 +
    <td align="center" colspan="2" bgcolor="#00FF00">2</td>
 +
    <td align="center" bgcolor="#00FF00">2</td>
 +
    <td align="center" bgcolor="#00FF00">1</td>
 +
    <td align="center" bgcolor="#00FF00">10</td>
 +
    <td align="center" bgcolor="#0000FF">4</td>
 +
    <td align="center">20</td></tr>
 +
</table>
 +
''*Frame advantage is measured from the '''first''' hitbox''<br>
 +
''**Frame advantage is measured from the '''second''' hit''
 +
 +
Easily one of the best moves in the game. Ray has a long period of invincibility on this move, enough to beat any other similar move with invincibility if they're done at the same time. Opponents jumps in on you? Wheel Kick will hit them every time (unless they're Karnov, in which case you'd have to wait until he was coming down from Balloon). You can also use this move to pass through fireballs, and punish the person throwing them if they're close enough. Generally you will want to stick to using the LK version of Wheel Kick - HK goes in a higher arc but also means more recovery. The LK version recovers pretty fast, so fast that it's possible you can completely take a blocking opponent by surprise, and then throw them before they can do anything. If you overuse this move though, chances are your opponent will start to be more patient and wait for you to do it and then throw/combo YOU instead. Wheel Kick can be performed in the air as well, but it doesn't have many uses outside of escaping corner traps. Obviously it's good for winning air-to-air battles, but if you guess wrong it's a long way to fall to the ground, leaving you a sitting duck. The only other downside to Wheel Kick, and it's a pretty major one - it whiffs against crouching opponents. So it won't beat sweeps and the like, but you can travel over attacks and sometimes recover before they do.
 +
 +
*'''Dynamite Tackle:''' [[File:F.png]][[File:F.png]] + [[File:P.png]]
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>7/16</u></td>
 +
    <td align="center" width="75" rowspan="3">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-tackle-1.png]]</td>
 +
    <td align="center" width="75" rowspan="3">Charge<br>movement<br>starts</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-tackle-2.png]]</td>
 +
    <td align="center" width="75" rowspan="3">Recovery</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#32CD32">kd*</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#FF3030">-1*</td></tr>
 +
<tr> <td align="center" rowspan="2">Frame count</td>
 +
    <td align="center">Light</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">4</td>
 +
    <td align="center">2</td>
 +
    <td align="center" bgcolor="#0000FF">6</td>
 +
    <td align="center">14</td></tr>
 +
<tr> <td align="center">Hard</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">4</td>
 +
    <td align="center">2</td>
 +
    <td align="center" bgcolor="#0000FF">10</td>
 +
    <td align="center">14</td></tr>
 +
</table>
 +
''*Frame advantage is measured from the second hit, after the second hit has additional 3 frames of lag before other 14''
 +
 +
Ray charges forward and tackles the opponent with a headbutt. Knocks down on hit and is safe on block because of knockback. Light version travels half of screen, Hard version travels the whole screen and actually may go through opponent sprcific frames of end lag. The best move to end any combo or block string with if you want to keep the pressure on the opponent. The only thing you have to watch out for is that if you do the move from too far, you can potentially be hit or thrown out of it. When done right next to the opponent, it will actually hit twice... but this isn't too practical outside of comboing off a single light attack. Most of the time you will only see the one-hit version.
 +
 +
*'''Thunder Dynamite Tackle:''' Charge [[File:B.png]],[[File:F.png]][[File:F.png]] + [[File:P.png]]
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 +
<tr> <td align="center" width="91">Damage</td>
 +
    <td align="center" width="30"><u>41<br>total</u></td>
 +
    <td align="center" width="75" rowspan="3">Startup</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-thundertackle-1.png]]</td>
 +
    <td align="center" width="75" rowspan="3"></td>
 +
    <td align="center" width="75" rowspan="3">Charge<br>movement<br>starts,<br>weak spot<br>reappears</td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-thundertackle-2.png]]</td>
 +
    <td align="center" width="75" rowspan="3"></td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-thundertackle-2.png]]</td>
 +
    <td align="center" width="75" rowspan="3"></td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-thundertackle-2.png]]</td>
 +
    <td align="center" width="75" rowspan="3"></td>
 +
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-ray-thundertackle-2.png]]</td>
 +
    <td align="center" width="75" rowspan="3">Recovery</td></tr>
 +
<tr> <td align="center">On hit</td>
 +
    <td align="center" bgcolor="#32CD32">kd*</td></tr>
 +
<tr> <td align="center">On block</td>
 +
    <td align="center" bgcolor="#FF3030">-2*</td></tr>
 +
<tr> <td align="center" colspan="2">Frame count</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">2</td>
 +
    <td align="center">2</td>
 +
    <td align="center">4</td>
 +
    <td align="center" bgcolor="#0000FF">2</td>
 +
    <td align="center">2</td>
 +
    <td align="center" bgcolor="#0000FF">2</td>
 +
    <td align="center">2</td>
 +
    <td align="center" bgcolor="#0000FF">2</td>
 +
    <td align="center">2</td>
 +
    <td align="center" bgcolor="#0000FF">2</td>
 +
    <td align="center">16</td></tr>
 +
</table>
 +
''*Frame advantage is measured from the last hit''
 +
 +
A beefed-up version of the regular Dynamite Tackle in which Ray is surrounded by electricity as he charges forward. Will hit up to 5 times depending on how close you are to the opponent, but typically will only hit 3 or 4 times in combos. Besides the added damage, the multiple hits can also potentially insta-dizzy any character with their weak spot on either their chest or knees. The only real downside to this move is that it has a long charge time - if you don't charge long enough, you will get a regular Dynamite Tackle instead. Many players have problems doing this move consistently, and the charge time tends to be the main reason why (the other possible problem that can occur is not completing the double Forward tap quickly enough after the initial charge). Master doing this consistently, because it's the key to doing maximum damage with Ray. Light and Hard versions are identical.
  
== Super Move ==
+
= Combos =  
 +
* j. HP/HK, s. HP/HK, HP Dynamite Tackle
 +
* j. HP/HK, s. HP/HK, LK Wheel Kick (will not work on crouchers)
 +
* s. HP/HK, HP Big Tornado
 +
* c. LK, c. LK, c. LK, s. HP, HP Dynamite Tackle
 +
* c. LK, c. LP, c. LK, s. HP, Electric Dynamite Tackle
  
 
= The Basics =
 
= The Basics =
 +
As mentioned before, Ray is a versatile character. You can play him defensively, antagonizing the opponent with Big Tornado's and then Wheel Kick them when you get them to jump in. But it's more fun to play aggressively, rushing down your opponent by any means necessary, and then countering with a Wheel Kick when they try to stop you. In either case, you'll also need to play smart - Ray might arguably be the best character in the game, but he's far from unbeatable, especially if you start to get locked into patterns. Depending on the character, you don't want to throw fireballs mindlessly because they may have a move that takes them over/under/through the fireball to nail you.
  
 
= Advanced Strategy =
 
= Advanced Strategy =
 +
Here's a fun trick to take your opponent by surprise - first off, score a knockdown in the corner (throw, Wheel Kick, Dynamite Tackle, etc). While they're on the ground, do a Dynamite Tackle. You will pass over their body and wind up on the other side, with you in the corner now. If they are still holding towards the corner on the joystick, they will not be able to block your attacks in time since they're holding the wrong way! This is a good opportunity to hit them with a couple c.LK's into s.HP into Dynamite Tackle to knock them back down. Of course, after you do this once the opponent will know to start looking out for this. In that case, try doing a Wheel Kick that's timed to pass back over them the instant they get up. If you time it right, they'll be crossed up again and have to block in the direction of the corner for that. It's a very bizarre guessing game, but worth taking advantage of if you get the opportunity.
  
 
= Match-ups =
 
= Match-ups =
 +
 +
<table border="1em" cellspacing="0" style="border: 1px solid #999;" align="center">
 +
<tr> <td align="center" width="100"></td>
 +
    <td align="center" width="25">Ray</td>
 +
    <td align="center" width="25">Lee</td>
 +
    <td align="center" width="25">Zaz</td>
 +
    <td align="center" width="25">Kar</td>
 +
    <td align="center" width="25">Jea</td>
 +
    <td align="center" width="25">Miz</td>
 +
    <td align="center" width="25">Sam</td>
 +
    <td align="center" width="25">Yun</td>
 +
    <td align="center" width="25">Mat</td>
 +
    <td align="center" width="25">Clo</td>
 +
    <td align="center" width="25">Fei</td>
 +
    <td align="center" width="25">Mar</td>
 +
    <td align="center" width="25">Ryo</td></tr>
 +
<tr> <td align="center" width="100">Ray</td>
 +
    <td align="center" width="25">-</td>
 +
    <td align="center" width="25">-</td>
 +
    <td align="center" width="25">-</td>
 +
    <td align="center" width="25">-</td>
 +
    <td align="center" width="25">-</td>
 +
    <td align="center" width="25">-</td>
 +
    <td align="center" width="25">-</td>
 +
    <td align="center" width="25">-</td>
 +
    <td align="center" width="25">-</td>
 +
    <td align="center" width="25">-</td>
 +
    <td align="center" width="25">-</td>
 +
    <td align="center" width="25">-</td>
 +
    <td align="center" width="25">-</td></tr>
 +
</table>
  
 
== Vs. Clown: ==
 
== Vs. Clown: ==
 +
An easy match. Wheel Kick through Clown's fireballs, Wheel Kick if he tries his vertical spinning ball. The only thing you really have to worry about is his headstomp, which can nail you if you throw a fireball at the wrong time. If you can fake him into doing it early, it's a free hit for you while he falls to the ground.
  
 
== Vs. Jean Pierre: ==
 
== Vs. Jean Pierre: ==
 +
Don't throw too many fireballs from close range, since Jean can slide under them. Jean's flash kick is excellent anti air so you can't jump on him too much, but you can sometimes throw it off and make it whiff completely with a mid-air Wheel Kick.
  
 
== Vs. Kano Ryoko: ==
 
== Vs. Kano Ryoko: ==
 +
Throw fireballs and trip if she jumps in deep enough. It's really that easy.
  
 
== Vs. Karnov: ==
 
== Vs. Karnov: ==
 +
Ray's probably the best character in the game to take down the fat fire-breathing Russian. He has two ways to stop BALLOOOON abuse - Wheel Kick, and air throw. This will give Karnov second thoughts about floating in the air too much. When timed right, you can also get out of his triple kick lockdown with a Wheel Kick if he leaves any gaps in his attack strings. Unfortunately, when you Wheel Kick through Karnov's fireballs, you won't be able to hit him since he crouches low to the ground, but you MAY be able to throw him before he recovers. Karnov is still very much a threat in this match, but Ray has all the tools to win. Good luck!
  
 
== Vs. Lee Diendo: ==
 
== Vs. Lee Diendo: ==
 +
Worst matchup by far for Ray. All of Lee's hop punch combos will hit Ray's weak point so it's extremely easy for Lee to score a dizzy, and then land HUGE damage on you when you're dizzied. You need to fight defensively - keep him out with fireballs, since he doesn't have any practical way of getting through them outside of jumping. Remember that you can also stop his hop punches cold with standing/crouching jabs. It also helps to be consistent at doing the Thunder Dynamite Tackle motion - if you throw out a random Thunder Dynamite Tackle and it hits Lee, chances are you'll dizzy him instantly. Even if you get a dizzy and wind up ahead on life, don't relax until Lee is dead. All he needs is one combo to completely turn around the round.
  
 
== Vs. Liu Feilin: ==
 
== Vs. Liu Feilin: ==
 +
Feilin's sliding uppercut can go through your fireballs and potentially hit your weak spot once. She can also do an early air fireball to fake out anti-air Wheel Kick attempts, but even then she's often vulnerable on the way down. There isn't much else to worry about in this matchup.
  
 
== Vs. Liu Yungmie: ==
 
== Vs. Liu Yungmie: ==
 +
Yungmie can play runaway well, but Wheel Kick will help chase her down and potentially hit through her air fireballs. If she does her uppercut kick, you can Wheel Kick between the two hits on reaction if you're fast enough.
  
 
== Vs. Marstorius: ==
 
== Vs. Marstorius: ==
 +
Standard anti-Marstorius strategy - throw lots of fireballs, Wheel Kick him out of the air if he jumps. You need to stay away at all costs. Don't do random tackles, since Marstorius has so much range he can potentially Double German you out of it. Just be patient in this match.
  
== Vs. Matlock Jade: ==
+
== Vs. Matlok Jade: ==
 +
Matlok's most dangerous attack is the Overhead Kick, so don't get caught crouching too much. On the other hand, if Matlok is recklessly doing Overhead Kicks and Spinning Waves, Wheel Kick will take him down.
  
 
== Vs. Mizoguchi Makoto: ==
 
== Vs. Mizoguchi Makoto: ==
 +
 +
6/5.5-4/4.5
 +
 +
Big Tornado its a better projectile than Mizoguchi's one, and have better startup, use it and also Wheel Kick.
  
 
== Vs. Ray McDougal (self): ==
 
== Vs. Ray McDougal (self): ==
 +
RAY WINS
  
 
== Vs. Samchay Tomyamgun: ==
 
== Vs. Samchay Tomyamgun: ==
 +
Your response to the normally dangerous jump ins and Teakoukon is your wheel kick. Keep in mind your fireball is significantly faster than samchay's, so a simple fb lock down may prove deadly for Samchay.
  
 
== Vs. Zazie Muhaba: ==
 
== Vs. Zazie Muhaba: ==
 +
 +
{{Template:Fighter's History Dynamite}}
 +
[[Category:Fighter's History Dynamite]]

Latest revision as of 11:27, 25 May 2020

Fhd ray.png

Introduction

W̴̱̐͐̎̔͋̓̈̀͘ḧ̶̡͕̲̱̰̻͊̍̌̃͐͑̔̏̚͜ė̶̩̲͕̥̋͛̅̊͜ę̵̧͇̪͔̬͇͚́̐l̶̦̾͂͝͠ ̵̨̛̣͙̥̟̟̦͇̲̑̀k̷͈̀̅̆̓̅͘͝ỉ̵̡̝͖̬͙̭̳̞̃̄̈̀̒͊͑̀͘͜ç̷̲̗̹̖̓̐͘k̶̢̛̙͍͚̭̻͔̯͕̽̒̊̍̌̃̒̚͜͝


Ray easily has THE game breaking move, Wheel Kick. He is otherwise still an amazing character but Wheel Kick makes him the best. If Ryoko had Wheel Kick, she would be top tier. That is how good Wheel Kick is.

Enough about wheel kicks, there are many other reasons Ray is a great character: long range pokes with great priority, a solid projectile, highly damaging combos, an instant dizzy move on some characters (Thunder Dynamite Tackle), and practically no bad matchups. He can very effectively play offense or defense depending on what kind of situation he's in. Perhaps the worst thing about Ray is his weak spot - it's the lightning bolt symbol on his shirt, and since a lot of moves tend to hit the chest area, Ray is prone to being dizzied rather easily.

Ray is a solid choice for a beginner, as all of his moves are rather straightforward to figure out. In the hands of an experienced player, he's even more deadly.

Weak Spot

FHD-ray-neutral.png FHD-ray-squat-1.png FHD-ray-squat-2.png FHD-ray-crouch.png
Frame count - 2 2 -

Ray's weak spot is on his chest, so you'll have a bad time getting dizzied by most of the moves. But on the other hand it's safe in mid-air and also safe against jump-ins. Also notice that the weak spot locates at the center of Ray's hurtbox. It a unique trait only Ray has, others are being moved forward. Because of this, Ray's weak spot is safe against fireballs from range and your opponent will miss your weak spot with pokes sometimes.

Color Options

Punch Kick
Fhd-ray-color1.png Fhd-ray-color2.png

Moves List

Normal Moves

Light Punch Snka.gif

  • Standing (Close):
Damage 4 Startup FHD-ray-stand-close-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Elbow attack that DOES hit crouchers. Chainable.

  • Standing (Far):
Damage 4 Startup FHD-ray-stand-far-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

High jab that unfortunately whiffs every crouching character. Chainable into another light/hard attack.

  • Crouching:
Damage 4 Startup FHD-ray-crouch-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Standard low jab, good for combos. Chainable.

  • Jumping (Diagonal/Neutral):
Damage 8 Startup FHD-ray-jump-LP.png
Chain cancel no
Special cancel yes
Frame count 4

Not a very useful attack as it has rather low priority, you can sometimes crossup with it but it's kinda iffy.

Hard Punch Snkb.gif

  • Standing (Close):
Damage 18 Startup FHD-ray-stand-close-HP-1.png FHD-ray-stand-close-HP-2.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 3 3 18

High uppercut-angled punch. Yeah.

  • Standing (Far):
Damage 18 Startup FHD-ray-stand-far-HP.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

Usually the best ender for ground chains, always cancel it into a Big Tornado or Dynamite Tackle.

  • Crouching:
Damage 18 Startup FHD-ray-crouch-HP-1.png FHD-ray-crouch-HP-2.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 3 3 18

Classic shoto uppercut punch. Priority is good enough to use it instead of Wheel Kick if you don't get time to input it.

  • Jumping (Diagonal):
Damage 18 Startup FHD-ray-diagonal-jump-HP.png Recovery
Chain cancel no
Special cancel yes
Frame count 4 6

Same animation frames as LP, but does more damage and hitbox extended downwards a bit. Pretty good attack for jumping in on opponents.

  • Jumping (Neutral):
Damage 18 Startup FHD-ray-neutral-jump-HP.png Recovery
Chain cancel no
Special cancel yes
Frame count 4 6

Hitbox of this one extends downwards even more than previous one but loses horizontal reach.

Light Kick Snkc.gif

  • Standing (Close):
Damage 4 Startup FHD-ray-stand-close-LK.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Mid-level knee attack. Chainable.

  • Standing (Far):
Damage 4 Startup FHD-ray-stand-far-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +3
On block +4
Frame count 2 3 6

Knee-level kick with decent range. However, it's NOT chainable into other attacks, so it's a bit limited in usefulness.

  • Crouching:
Damage 4 Startup FHD-ray-crouch-LK.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Has more range than Crouching LP, so use this as your primary means of extending chains or hit-confirming combos. Chainable.

  • Jumping (Diagonal):
Damage 8 Startup FHD-ray-diagonal-jump-LK.png
Chain cancel no
Special cancel yes
Frame count 4

Knee attack that stays out for the duration of the jump, has the potential to crossup.

  • Jumping (Neutral):
Damage 8 Startup FHD-ray-neutral-jump-LK.png
Chain cancel no
Special cancel yes
Frame count 4

A weird high stretch kick. Not sure what this could be used for...

Hard Kick Snkd.gif

  • Standing (Close):
Damage 18 Startup FHD-ray-stand-close-HK.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

High kick. Not much reason to really try to start combos with this when you can use HP instead and option select an added throw attempt.

  • Standing (Far):
Damage 18 Startup FHD-ray-stand-far-HK.png Recovery
Chain cancel no
Special cancel yes
On hit +3
On block -2
Frame count 4 5 13

Roundhouse kick that recovers amazingly quickly to be safe on hit (it's a rarity for hard normals in FHD). It's an excellent poke to use even if you think it will whiff. Has marginally less range than far Standing HP, but is still a good chain ender.

  • Crouching:
Damage 18 Startup FHD-ray-crouch-HK.png Recovery
Chain cancel no
Special cancel yes
On hit kd
On block -8
Frame count 4 6 18

Standard sweep kick with nice range and decent recovery.

  • Jumping (Diagonal):
Damage 18 Startup FHD-ray-diagonal-jump-HK.png Recovery
Chain cancel no
Special cancel yes
Frame count 4 6

Ray's best crossup attack with nice priority.

  • Jumping (Neutral):
Damage 18 Startup FHD-ray-neutral-jump-HK.png Recovery
Chain cancel no
Special cancel yes
Frame count 4 6

A different jump kick with more horizontal range than the regular jumping HK. Might be worth trying from a distance since opponents might underestimate the range. Won't have many options for combos though...

Throws

Ground Throws

Damage 21 FHD-ray-throwbox.png
Range
(From hurtbox)
34
  • DDT: B.png/F.png + Snkb.gif

DDT! Ray does this classic pro wrestling maneuver to bring the enemy to the ground. Ray recovers right next to the opponent which is great if you want to keep the pressure on.

Aerial Throws

Damage 25 FHD-ray-airthrow.png
Range
(From hurtbox)
13
  • Aerial DDT: Ub.png/B.png/Db.png/Df.png/F.png/Uf.png + Snkb.gif

Air throw version of the DDT. Functions exactly like the ground version and does slightly more damage to boot. The range of this thing is the worst of the three air throws in the game, so you'll not see it in use often (unless it's vs Karnov matchup).

Special Moves

  • Big Tornado a.k.a. "BAKED POTATO!": Qcf.png + P.png
Damage 10 Startup ... Recovery
On hit -5
On block -10
Frame count 10 1 25

A pretty standard fireball. Not that great for combos, but it recovers fairly quickly so it's great to use to pressure your opponent. Especially if you can coax them into jumping, because then you can hit them with the...

  • Wheel Kick: Qcb.png + K.png (can be performed in air)
Damage Light
16
Hard
7/16
Ground
only
Air
only
FHD-ray-wheelkick-2.png FHD-ray-wheelkick-3.png FHD-ray-wheelkick-4.png FHD-ray-wheelkick-5.png Recovery
On hit Light
kd*
Hard
kd**
FHD-ray-wheelkick-1.png FHD-ray-wheelkick-3.png
On block Light
-12*
Hard
-18**
Frame count Light 2 2 1 6 3 16
Hard 2 2 1 10 4 20

*Frame advantage is measured from the first hitbox
**Frame advantage is measured from the second hit

Easily one of the best moves in the game. Ray has a long period of invincibility on this move, enough to beat any other similar move with invincibility if they're done at the same time. Opponents jumps in on you? Wheel Kick will hit them every time (unless they're Karnov, in which case you'd have to wait until he was coming down from Balloon). You can also use this move to pass through fireballs, and punish the person throwing them if they're close enough. Generally you will want to stick to using the LK version of Wheel Kick - HK goes in a higher arc but also means more recovery. The LK version recovers pretty fast, so fast that it's possible you can completely take a blocking opponent by surprise, and then throw them before they can do anything. If you overuse this move though, chances are your opponent will start to be more patient and wait for you to do it and then throw/combo YOU instead. Wheel Kick can be performed in the air as well, but it doesn't have many uses outside of escaping corner traps. Obviously it's good for winning air-to-air battles, but if you guess wrong it's a long way to fall to the ground, leaving you a sitting duck. The only other downside to Wheel Kick, and it's a pretty major one - it whiffs against crouching opponents. So it won't beat sweeps and the like, but you can travel over attacks and sometimes recover before they do.

  • Dynamite Tackle: F.pngF.png + P.png
Damage 7/16 Startup FHD-ray-tackle-1.png Charge
movement
starts
FHD-ray-tackle-2.png Recovery
On hit kd*
On block -1*
Frame count Light 4 4 2 6 14
Hard 4 4 2 10 14

*Frame advantage is measured from the second hit, after the second hit has additional 3 frames of lag before other 14

Ray charges forward and tackles the opponent with a headbutt. Knocks down on hit and is safe on block because of knockback. Light version travels half of screen, Hard version travels the whole screen and actually may go through opponent sprcific frames of end lag. The best move to end any combo or block string with if you want to keep the pressure on the opponent. The only thing you have to watch out for is that if you do the move from too far, you can potentially be hit or thrown out of it. When done right next to the opponent, it will actually hit twice... but this isn't too practical outside of comboing off a single light attack. Most of the time you will only see the one-hit version.

  • Thunder Dynamite Tackle: Charge B.png,F.pngF.png + P.png
Damage 41
total
Startup FHD-ray-thundertackle-1.png Charge
movement
starts,
weak spot
reappears
FHD-ray-thundertackle-2.png FHD-ray-thundertackle-2.png FHD-ray-thundertackle-2.png FHD-ray-thundertackle-2.png Recovery
On hit kd*
On block -2*
Frame count 4 2 2 4 2 2 2 2 2 2 2 16

*Frame advantage is measured from the last hit

A beefed-up version of the regular Dynamite Tackle in which Ray is surrounded by electricity as he charges forward. Will hit up to 5 times depending on how close you are to the opponent, but typically will only hit 3 or 4 times in combos. Besides the added damage, the multiple hits can also potentially insta-dizzy any character with their weak spot on either their chest or knees. The only real downside to this move is that it has a long charge time - if you don't charge long enough, you will get a regular Dynamite Tackle instead. Many players have problems doing this move consistently, and the charge time tends to be the main reason why (the other possible problem that can occur is not completing the double Forward tap quickly enough after the initial charge). Master doing this consistently, because it's the key to doing maximum damage with Ray. Light and Hard versions are identical.

Combos

  • j. HP/HK, s. HP/HK, HP Dynamite Tackle
  • j. HP/HK, s. HP/HK, LK Wheel Kick (will not work on crouchers)
  • s. HP/HK, HP Big Tornado
  • c. LK, c. LK, c. LK, s. HP, HP Dynamite Tackle
  • c. LK, c. LP, c. LK, s. HP, Electric Dynamite Tackle

The Basics

As mentioned before, Ray is a versatile character. You can play him defensively, antagonizing the opponent with Big Tornado's and then Wheel Kick them when you get them to jump in. But it's more fun to play aggressively, rushing down your opponent by any means necessary, and then countering with a Wheel Kick when they try to stop you. In either case, you'll also need to play smart - Ray might arguably be the best character in the game, but he's far from unbeatable, especially if you start to get locked into patterns. Depending on the character, you don't want to throw fireballs mindlessly because they may have a move that takes them over/under/through the fireball to nail you.

Advanced Strategy

Here's a fun trick to take your opponent by surprise - first off, score a knockdown in the corner (throw, Wheel Kick, Dynamite Tackle, etc). While they're on the ground, do a Dynamite Tackle. You will pass over their body and wind up on the other side, with you in the corner now. If they are still holding towards the corner on the joystick, they will not be able to block your attacks in time since they're holding the wrong way! This is a good opportunity to hit them with a couple c.LK's into s.HP into Dynamite Tackle to knock them back down. Of course, after you do this once the opponent will know to start looking out for this. In that case, try doing a Wheel Kick that's timed to pass back over them the instant they get up. If you time it right, they'll be crossed up again and have to block in the direction of the corner for that. It's a very bizarre guessing game, but worth taking advantage of if you get the opportunity.

Match-ups

Ray Lee Zaz Kar Jea Miz Sam Yun Mat Clo Fei Mar Ryo
Ray - - - - - - - - - - - - -

Vs. Clown:

An easy match. Wheel Kick through Clown's fireballs, Wheel Kick if he tries his vertical spinning ball. The only thing you really have to worry about is his headstomp, which can nail you if you throw a fireball at the wrong time. If you can fake him into doing it early, it's a free hit for you while he falls to the ground.

Vs. Jean Pierre:

Don't throw too many fireballs from close range, since Jean can slide under them. Jean's flash kick is excellent anti air so you can't jump on him too much, but you can sometimes throw it off and make it whiff completely with a mid-air Wheel Kick.

Vs. Kano Ryoko:

Throw fireballs and trip if she jumps in deep enough. It's really that easy.

Vs. Karnov:

Ray's probably the best character in the game to take down the fat fire-breathing Russian. He has two ways to stop BALLOOOON abuse - Wheel Kick, and air throw. This will give Karnov second thoughts about floating in the air too much. When timed right, you can also get out of his triple kick lockdown with a Wheel Kick if he leaves any gaps in his attack strings. Unfortunately, when you Wheel Kick through Karnov's fireballs, you won't be able to hit him since he crouches low to the ground, but you MAY be able to throw him before he recovers. Karnov is still very much a threat in this match, but Ray has all the tools to win. Good luck!

Vs. Lee Diendo:

Worst matchup by far for Ray. All of Lee's hop punch combos will hit Ray's weak point so it's extremely easy for Lee to score a dizzy, and then land HUGE damage on you when you're dizzied. You need to fight defensively - keep him out with fireballs, since he doesn't have any practical way of getting through them outside of jumping. Remember that you can also stop his hop punches cold with standing/crouching jabs. It also helps to be consistent at doing the Thunder Dynamite Tackle motion - if you throw out a random Thunder Dynamite Tackle and it hits Lee, chances are you'll dizzy him instantly. Even if you get a dizzy and wind up ahead on life, don't relax until Lee is dead. All he needs is one combo to completely turn around the round.

Vs. Liu Feilin:

Feilin's sliding uppercut can go through your fireballs and potentially hit your weak spot once. She can also do an early air fireball to fake out anti-air Wheel Kick attempts, but even then she's often vulnerable on the way down. There isn't much else to worry about in this matchup.

Vs. Liu Yungmie:

Yungmie can play runaway well, but Wheel Kick will help chase her down and potentially hit through her air fireballs. If she does her uppercut kick, you can Wheel Kick between the two hits on reaction if you're fast enough.

Vs. Marstorius:

Standard anti-Marstorius strategy - throw lots of fireballs, Wheel Kick him out of the air if he jumps. You need to stay away at all costs. Don't do random tackles, since Marstorius has so much range he can potentially Double German you out of it. Just be patient in this match.

Vs. Matlok Jade:

Matlok's most dangerous attack is the Overhead Kick, so don't get caught crouching too much. On the other hand, if Matlok is recklessly doing Overhead Kicks and Spinning Waves, Wheel Kick will take him down.

Vs. Mizoguchi Makoto:

6/5.5-4/4.5

Big Tornado its a better projectile than Mizoguchi's one, and have better startup, use it and also Wheel Kick.

Vs. Ray McDougal (self):

RAY WINS

Vs. Samchay Tomyamgun:

Your response to the normally dangerous jump ins and Teakoukon is your wheel kick. Keep in mind your fireball is significantly faster than samchay's, so a simple fb lock down may prove deadly for Samchay.

Vs. Zazie Muhaba: