Raijin

Shodaku

New Member
This move drove me absolutely insane--I was stuck in Hayate's training mode for weeks because I couldn't input it, and as I use training mode to get all the character strings on auto pilot this was hurting my Hayate game. I kept trying for 5 to 10 minutes every time I played DOA and I couldn't finish the full move (I'd occasionally get the first part but not the second), so I tried your guy's suggestion for AutoHotKey and finally got that working.

Thanks for mentioning it! I've since been free to repeat training mode all I want to learn his moves properly, and when I get to raijin at the end of the sequence I just exit and restart command training.

It took some work to get the AHK script functional as DOA is apparently picky about button timing. I noticed that when I had AHK send the entire F + B + U + D part as a single command it wouldn't register, so I kept putting in larger sleep delays until it finally worked. To save anyone else from having to go through that hassle, here's my final script below. Naturally this only applies to the PC/Steam version of DOA.

; DOA5 Hayate's raijin combo throw. To use you need to be in keyboard mode and do the following:
; 1. Push the R key to start the throw
; 2. Push the T key to do the first combo throw when the indicator comes up}
; 3. Push the Y

#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
; #Warn ; Enable warnings to assist with detecting common errors.
SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.

; Push the R button for the initial throw
~R::
Send, {Left down}
Sleep 25
Send, {Left up}
Send, {Left down}
Send, {Down down}
Sleep 25
Send, {Left up}
Send, {Down up}
Send, {Down down}
Sleep 25
Send, {Down up}
Send, {Right down}
Send, {Down down}
Sleep 25
Send, {Right up}
Send, {Down up}
Send, {Right down}
Sleep 25
Send, {Right up}

; Throw button
Send, {M down}
Sleep 25
Send, {M up}
Return

; Combo Throw: Part 1 T button
~T::
; Start middle part
Send, {Right down}
Sleep 35
Send, {Right up}
Sleep 35
Send, {Left down}
Sleep 35
Send, {Left up}
Sleep 35
Send, {Up down}
Sleep 35
Send, {Up up}
Sleep 35
Send, {Down down}
Sleep 35
Send, {Down up}
Sleep 35

; Throw button
Send, {M down}
Sleep 35
Send, {M up}
Return

; Combo Throw: Part 2 Y button
~Y::
; Start middle part
Send, {Up down}
Send, {Right down}
Sleep 35
Send, {Up up}
Send, {Right up}
Sleep 35
Send, {Left down}
Send, {Down down}
Sleep 35
Send, {Left up}
Send, {Down up}
Sleep 35
Send, {Up down}
Send, {Left down}
Sleep 35
Send, {Up up}
Send, {Left up}
Sleep 35
Send, {Right down}
Send, {Down down}
Sleep 35
Send, {Right up}
Send, {Down up}

; Throw button
Send, {M down}
Sleep 35
Send, {M up}

To use the script you need to be in keyboard mode. The "T" key starts the throw, then you need to time the first combo throw part and push the "Y" key, then again you need to time the final combo throw and this time hit the "U" key. I'm sure you can tweak this script further and get it to where it does the entire throw as a single key, I just only needed it to work enough to let me complete training mode so I stopped working on it as soon as I managed that.

For anyone concerned about cheating, I guess if someone actually plays using the keyboard this could help them but it doesn't work with a gamepad so at least for me now this script is useless online. If you just want to practice raijin timing it could still be handy, as you need to push each combo throw on your own timing you can use this to practice it.
 

Lulu

Well-Known Member
Oh I finally did the Raijin..... Twice.

Never Again !!!

Infact I don't even think I like Hayate Anymore..... okay maybe I do but meh.... he's just not the man for me.
 

Shodaku

New Member
Congrats! I'm envious, I tried and failed at that more times than I care to count.

Hayate's definitely grown on me, though I'm still figuring out the right balance of aggression vs defense with him. He's been my most consistent character of late, and that's without fully knowing his juggles. The raijin, though? I'm with you....never again!
 

Lulu

Well-Known Member
I find it quite difficult to be aggressive with Hayate.... I play him super defensively.... which I'm not good at either.

The juggles would be so much fun if not for that damn:3_::P::P: :mad: !!!
 

Shodaku

New Member
Yeah I originally went mostly defense with Hayate (I have an Ein background so used to playing spacing) and he can definitely do it, though I've found that he's pretty good on the offense as long as the opponent doesn't figure out your strings as they're easy to hold. He won't out-rush Christie or Kasumi, but he can beat much of the cast going aggro. That versatility keeps him fresh, as you can throw the opponent off-guard by switching between those playstyles.

Haha I saw in Takeda's breakdown that you have to get down the :3_::P::P: + :3_::P::P: + 33KK combo to use Hayate's juggles well, and I'm still struggling with that. I can only consistently do the :3_::P::P: by ducking, and that's way too slow for the combo.
 

Shodaku

New Member
Have you consider practicing it using Eliot's Choryo Challenge ? :)

Haha I had no idea you were so cruel! I thought "oh Eilliot Choryo Challenge that sounds fun"...went to try it...and 10 minutes later I was ready to throw my controller at the wall.

I went to the Elliott thread and see that this is a rough challenge for many people, but I do see how getting it down will help with Hayate. I'll try again when my blood pressure gets back to normal.
 

Lulu

Well-Known Member
Haha I had no idea you were so cruel! I thought "oh Eilliot Choryo Challenge that sounds fun"...went to try it...and 10 minutes later I was ready to throw my controller at the wall.

I went to the Elliott thread and see that this is a rough challenge for many people, but I do see how getting it down will help with Hayate. I'll try again when my blood pressure gets back to normal.

LoL.... Sorry about that.... I should have given you a heads up.

That specific Challenge allowed me to Complete Gen Fu, Helena, Hayate and one of Akira's Combo Challenges that involved that specific motion.

So I just decided to call it "Choryo Motion" since Eliot depends on that move the Most.

Anyway obviously Doing that move requires you to naildown the timing on every single move you plan on combining it with. But atleast if you can Beat Eliots challenge then you'l have insight to the Nuances of that moves input Detection. After all Eliot is one if the Characters with whom the :3::3: Input Trick doesn't work because that command is linked to an entirely different move.... meaning you have to learn it the hardway.... however doing it that way means you can Reapply the same technique to every other character who also uses that same :3_: Input Command..... With Jacky being the only Exception.

Anyway.... once again.... sorry about the nasty surprise.... but atleast now you know. My advice is you clear your schedule.... Keep some aspirin nearby (Trust me you'l need it) then sit there and try to figure the nuances of Eliot's Choryo.

To get you started here the Basic yet important rules.
  1. You must be crouching to do the move.
  2. The :6::3_: can be buffered.... the :P: however must be pressed in real time after your character has recovered from the previous move.
  3. Be sure to that you do not Tap :6::3:..... you must hold down the second input for a specific amount of time for :3: to become :3_:.... in Virtua Fighter this was 3~5 Frames. I don't know how long it takes DoA to register the Difference between Tapping a button and Holding it but keep this one in mind.... its easy to screw this part up.
Those are "The Basic" theres more info scattered everywhere about the timing and input methods.... but thats more about personal preference to ensure consistency of success.

I can do Eliots Choryo Challenge with 70% Consistency which is pretty good for a move that Broke my Thumbstick...... I can also do it on mid weights but the consistency goes down to like 40% due to a variety of issues.
 

Zero Beat

Well-Known Member
Tried to do Choryo challenge. Got sick of it and dropped it.

The Hayate power launcher challenge is the one thing standing between me and having 100% of all non-amnesiac and non-cyborg Ninja combo challenges done.
 
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WAZAAAAA

Well-Known Member
Haha I had no idea you were so cruel! I thought "oh Eilliot Choryo Challenge that sounds fun"...went to try it...and 10 minutes later I was ready to throw my controller at the wall.
LoL.... Sorry about that.... I should have given you a heads up.
Tried to Choryo challenge. Got sick of it and dropped it.
bunch of dirty scrubby casuls get on ma level 6 Choryu's in a row didn't even break a sweat
4ze1xda.gif
 

Lulu

Well-Known Member
Tried to Choryo challenge. Got sick of it and dropped it.

The Hayate power launcher challenged is the one thing standing between me and having 100% of all non-amnesiac and non-cyborg Ninja combo challenges done.

Its a Completionist's Nightmare !!! :eek:

bunch of dirty scrubby casuls get on ma level 6 Choryu's in a row didn't even break a sweat
4ze1xda.gif

I can Also do 6 but since Doing 6 (or 4 to be more accurate) is useless even against Alpha I don't Practice it. It kinda just sort of Happens because I get stuck in muscle memory mode.

As far as Juggles go Eliot's among the least interesting. :(

Also cool Gif !!! Gimme Gimme Gimme !!!!
 

WAZAAAAA

Well-Known Member
So Shoryuken motion works. You're giving me hope now.
I'll give you more than just hope, here are the inputs for 7 perfectly executed tool-assisted Choryu's (set DOA to use a keyboard Type A, install AutoHotkey, save spoiler content as anything.ahk, run it and press G to start the script from left side):
Code:
#NoEnv
#MaxHotkeysPerInterval 99000000
#HotkeyInterval 99000000
#KeyHistory 0
ListLines Off
Process, Priority, , H
SetBatchLines, -1
SetKeyDelay, -1, -1
SetMouseDelay, -1
SetDefaultMouseSpeed, 0
SetWinDelay, -1
SetControlDelay, -1
SendMode Input

g::
loop 7
{
Send,{right Down}
DllCall("Sleep", UInt, 20)
Send,{right Up}
Send,{down Down}
DllCall("Sleep", UInt, 20)
Send,{right Down}
DllCall("Sleep", UInt, 100)
Send,{k Down}
DllCall("Sleep", UInt, 20)
Send,{k Up}
Send,{down Up}
Send,{right Up}
DllCall("Sleep", UInt, 540)
}
return
TL;DR version:

hold FORWARD
release FORWARD
wait (at least) 1 frame
hold DOWN
wait (at least) 1 frame
hold FORWARD
wait (at least) 6 frames
PUNCH!

The "wait X frames" parts are VERY important, so slow down your hands.
 

Lulu

Well-Known Member
So Shoryuken motion works. You're giving me hope now.

Uhm.... thats actually for someone like Raidou. I don't really know how leneint the command is.... but deviating too far from :6::3_: seems to have undesired effects. I've had situations where I get Eliot's :236::P: or his :3::3::P: despite making no such input...... this is actually something that happens alot with Tina.... theres this one ridiculous thing that kept happening that really bugged me.

I would do Tina's Roll :2::P+K: then I would do her :3_::P:..... I don't even let the :2: input go.... I simply slid :6: right in there..... and for sone asinine Reason :3::3::P: comes out. Its Fucking Infuriating. I doubled check the Input Display.... that move definitely should not be coming out.... and yet for no reason at all.... it does.
 

WAZAAAAA

Well-Known Member
Finally, a useful explanation on why Hayate's Raijin input is cursed.

So the game lists the input like this...
from Player 1 side:
Code:
41236T
6482T
9173T
from Player 2 side:
Code:
63214T
4682T
7391T

- the 1st part is a regular half circle throw input where the diagonals are unnecessary, nothing unusual
- similarly to how Izunas work, the 2nd and 3rd parts are actually side-agnostic, you can use both inputs from P1 and P2 side, it doesn't matter
- now here's the jank: the 2nd and 3rd parts actually REQUIRE some neutral inputs to work! This probably exists because the developers wanted to prevent you from just spinning the stick in circles as your input. This has the side effect of being a pain in the ass, especially for keyboard/hitbox/mixbox since going from 4 to 6 by skipping 5 is easy on those layouts

So, here's the real Raijin input accepted by the game:
part 1: 426T
part 2: 654852T or 456852T
part 3: 951753T or 753951T


And here's the relevant highly technical "internal code" of the moves (extracted by @AlexXsWx)
JavaScript:
//////// DOA6 RAIJIN PART 1
// hayate i=23 j=0
CMD_NI_THR_SPF
 ACT_NAME(AC_NI_THR_SPF)
 CMD_ONLY(LV_L)
 CMD_ONLY(LV_LD)
 CMD_ONLY(LV_D)
 CMD_ONLY(LV_RD)
 CMD_ONLY(LV_R)
 CMD_TIME(32)
 CMD_SYNC(BT_S|BT_P)

// hayate i=23 j=1
CMD_NI_THR_SPF2
 ACT_NAME(AC_NI_THR_SPF)
 CMD_KEY(LV_L)
 CMD_KEY(LV_D)
 CMD_KEY(LV_R)
 CMD_TIME(20)
 CMD_SYNC(BT_S|BT_P)



//////// DOA6 RAIJIN PART 2
// hayate i=6 j=0
CMD_NI_THR_OLD_FUJ
 ACT_NAME(AC_NI_THR_OLD_FUJ)
 ACT_CHK(AC_NI_THR_SAN)
 CMD_TIME(255)
 CMD_KEY(ELMN|LV_L)
 CMD_KEY(HOLD|LV_NEUT)
 CMD_KEY(ELMN|LV_R)
 CMD_KEY(ELMN|LV_U)
 CMD_KEY(HOLD|LV_NEUT)
 CMD_KEY(ELMN|LV_D)
 CMD_TIME(30)
 CMD_SYNC(BT_S|BT_P)

// hayate i=6 j=1
CMD_NI_THR_OLD_FUJ2
 ACT_NAME(AC_NI_THR_OLD_FUJ)
 ACT_CHK(AC_NI_THR_SAN)
 CMD_TIME(255)
 CMD_KEY(ELMN|LV_R)
 CMD_KEY(HOLD|LV_NEUT)
 CMD_KEY(ELMN|LV_L)
 CMD_KEY(ELMN|LV_U)
 CMD_KEY(HOLD|LV_NEUT)
 CMD_KEY(ELMN|LV_D)
 CMD_TIME(30)
 CMD_SYNC(BT_S|BT_P)



//////// DOA6 RAIJIN PART 3
// hayate i=6 j=2
CMD_NI_THR_OLD_RAJ
 ACT_NAME(AC_NI_THR_OLD_RAJ)
 ACT_CHK(AC_NI_THR_OLD_FUJ)
 CMD_TIME(255)
 CMD_KEY(LV_LU)
 CMD_KEY(HOLD|LV_NEUT)
 CMD_KEY(LV_RD)
 CMD_KEY(LV_RU)
 CMD_KEY(HOLD|LV_NEUT)
 CMD_KEY(LV_LD)
 CMD_TIME(30)
 CMD_SYNC(BT_S|BT_P)

// hayate i=6 j=3
CMD_NI_THR_OLD_RAJ2
 ACT_NAME(AC_NI_THR_OLD_RAJ)
 ACT_CHK(AC_NI_THR_OLD_FUJ)
 CMD_TIME(255)
 CMD_KEY(LV_RU)
 CMD_KEY(HOLD|LV_NEUT)
 CMD_KEY(LV_LD)
 CMD_KEY(LV_LU)
 CMD_KEY(HOLD|LV_NEUT)
 CMD_KEY(LV_RD)
 CMD_TIME(30)
 CMD_SYNC(BT_S|BT_P)
 
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