Originally Posted by
MCBooma16
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At higher levels, you typically need to try much harder with Raider. Better players know Raiders like to trade and try and trick with storming tap. Better players also know to never dodge attack against mid chain attacks and generally aren't scared of neutral zones. You can't trade against Raider.
To play Raider, you need to get in your opponent's head quicker. Your heavies are slow and your lights are just lights. Your top light finisher is a dead move. Your HA won't scare a patient opponent. Your SFs from normal heavies typically aren't scary enough for anyone to fall for them unless you've been playing too predictably and letting heavies go.
You need to eventually get fancy with hard feints and properly utilize your chained zone, which does a whopping 38 dmg and 50 in revenge.
You CAN GB opponents while taking advantage of your HA. Since Raider's HA starts pretty early, you can even feint your heavy after HA has already started, and you can get a GB if someone decided they wanted to try and interupt you. Being able to SF from any heavy makes this easy. Personally, I always do this by accident, but there have been times where I was able to get a cheeky ledge against a dumb opponent by making a proper read.
Light into chained zone is unsafe and always interuptable with a light of your opponent. The same can be said for Warden, Kensei and Zhanhu if they try and chain their UBs from light attacks. Both the neutral zone and chained zone have unbelievable recovery and do not grant you frame advantage. You will be frame disadvantaged after every zone.
A landed right heavy into chained zone is also unsafe, as there's this strange forced delay for no reason that results in an opponent being able to interupt with a light. This isn't the case if the attack is blocked or if you chain from another heavy direction.
Raider is all around very good in my opinion. He does lack a very solid opener, which is why he struggles higher up. However, a solid mix of HA, SFs, hard feints, and chained zones along with even neutral zones can be very valueable tools.
Raider's dodge attack is kind of quick and is really his only major defensive move. Everything else is to the discretion of the player taking risks with parries, as he doesn't have Crushing Counters or superior blocks like other vangaurds, hybrids, or heavies.
Forward dodge GB is excellent for closing the distance. Some players don't see it coming if you're off-screen to them in a group fight. Forward-dodge storming tap can also be used to catch a rolls if timed correctly.
Raider is one of those characters that can crush skulls at lower levels but is also the type of character that can be swatted and dealt with rather easily against experienced and knowledgeable opponents. In order to be as effective as possible with Raider at the highest level, you must read your opponents quickly and you must get fancy with your mixups. If you can scare your opponent simply by paying attention and playing a solid defense, it can have a psychological affect on them and your mixups may force more reactions.
Stampede charge has poor tracking and is easily interuptable. Use it to isolate opponents or set up a gank. If you know your opponent gets scared of a big dude charging at them while they're OOS, use it as a 50/50 GB/Stampede charge mixup.
Before Raider was reworked, Raider was possibly the worst duelist is the game. He was, however, a solid pick for dominion. Stampede charge having lost its super armor was a healthy change. With the introduction of HA, more chains, and SFs, Raider could now live up to his name as being Legendary. In the right hands, Raider can devastate a whole group.
I hope by making this about what Raider CAN do as opposed to what YOU should do to counter Raider, this might make it easier for you to better-predict the playstyle and behavior of typical Raiders out there.
Cheers!