Name:Raiya Mikazuchi
Age:17
Occupation: High School Student
Introduction
A huge problem child at "St. Tekan Gakuen", she loves fighting because she's a type who rather use her hands ahead of her mouth. She doesn't like the model student behavior of the student council president Reika, and constantly clashes with her. Their match record is 49 wins, 49 losses, 1 draw. With the power of an angel she can release powerful electric shocks.
Gameplay
Raiya is the poster girl of "Angel Eyes," and true to form of a lead character she is basically a Shoto. While she lacks a Tatsu, she instead has additional angled projectiles for zoning and a plethora of kicks for high/low mixups. Has great damage and defensive capabilities, with attacks that are relatively easy to use and hit with. A contender for the best character alongside Highway Star as she has a tool to deal with any situation, her ToD combos aren't too hard to do, and she has a one-button infinite to top it all off
Strengths |
Weaknesses
|
- Neutral defense tier.
- Fast movement/walking speed.
- All specials cause SHOCK.
- 5LP is 3F, gives +8 on hit, has long reach, and can link into itself for an easy infinite.
- 2LK great for close poking; can get x3 before canceling into a special.
- 2HP, 2HK, and c.6HK lead into HJ combos.
- 6HK a decently fast overhead.
- 236P/K useful for zoning with its alternate firing angles.
- 236236PP is a powerful Emotion that can easily be added in many combos.
|
- A Shoto without an invincible uppercut.
- 4HK can be chained into, but doing a Mikazuchi Geri can whiff against certain characters and ends combos with little damage.
- 66.3HK feels useless since 2HK is just as fast, deals more damage, is safer, and can HJ juggle after it.
- 236LP/LK and 236236PP can be avoided by half the cast by crouching.
- j.623P probably only useful to finish off an air combo.
|
Normals
Standing Normals
5A
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Invuln
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
5B
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
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On Hit
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On Block
|
Invuln
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
5C (close)
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Invuln
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
5C (far)
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Invuln
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
5D (close)
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
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On Block
|
Invuln
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
5D (far)
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
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Invuln
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Same as close version, but the second hit does one less point of damage.
|
|
6D
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
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Invuln
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
4D
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Damage
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Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Invuln
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Crouching Normals
2A
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Invuln
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
2B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
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On Block
|
Invuln
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
2C
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Invuln
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
2D
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Invuln
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Jumping Normals
j.A
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
|
On Block
|
Invuln
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Invuln
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.C
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
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Invuln
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.D
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
|
On Block
|
Invuln
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.2B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
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Invuln
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.2D
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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On Hit
|
On Block
|
Invuln
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Dashing Normals
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Invuln
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Invuln
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Invuln
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Invuln
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Similar to j.D, but does 2 hits.
|
|
663D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Invuln
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Universal Mechanics
Throws
Special Moves
Lightning Shot 236X Mostly used for zoning. Mostly used for zoning.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Invuln
|
LP
|
16
|
Mid
|
12
|
-
|
54
|
-
|
-37
|
-
|
Fires forward. Can be crouched by Chibiko, Marie & King, Mysterious Power, and Raiya.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Invuln
|
HP
|
16
|
Mid
|
12
|
-
|
54
|
-
|
-37
|
-
|
Fires at a 45º angle upward.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Invuln
|
LK
|
16
|
Mid
|
12
|
-
|
54
|
-
|
-37
|
-
|
Identical to the LP version.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Invuln
|
HK
|
16
|
Mid
|
12
|
-
|
54
|
-
|
-37
|
-
|
Fires at a 45º angle downward.
|
|
Rising Tornado 623LP/HP NOT an invincible reversal! NOT an invincible reversal!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Invuln
|
LP
|
4,4,5(13)
|
Mid
|
2
|
23
|
34
|
-
|
-27
|
-
|
Triggers ATTACK CHANCE during the early hits. Inflicts SHOCK state on hit.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Invuln
|
HP
|
12,4,5,3,3(27)
|
Mid
|
2
|
17
|
28
|
-
|
-20
|
-
|
Triggers ATTACK CHANCE during the early hits. Inflicts SHOCK state on hit.
|
|
Super Moves
Combos