Up - Jump
Upforward - Jump forward
Upback - Jump backward
Forward - Move forward/Walk forward
Downforward - crouch
Down - crouch
Down back - crouching or crouching guard.
D DF F + Punch - Ray Tornado magic.
D DB B + Kick - Wheel Kick
Forward Forward + Punch - Dynamite headbutt
Forward + Medium Punch, or Fierce Punch (close to opponent.) - DDT throw
Forward + Medium Punch, or Fierce Punch (close to opponent when you and opponent are both in the air) - Air DDT slam dunk throw.
Strategies for fighting against opponents, and other characters.
Ray vs. Marstarious
Try not to stay too close to Marstarious, because he's a grappler, he has powerful grabs and throws and to make matters worse, he is a semi fast character. His double german suplex, is bad news to anyone, who tries to fight him head on, for too long. And his normal attacks, are not crappy and can stop and combo connect, into his double German Suplex.
Be careful of his Tiger punch, that travels across the screen.
And his wheel kick, can connect into a double German Suplex, causing massive damage.
Both Tiger punch and wheel kick, can be stopped with Ray's MK. But it must be timed correctly, to successfully stop those moves.
His Moonsault press can be blocked when standing. But if you block it, try to jump away, or try to attack immediately, to stop any double German throw attempts.
One good way to deal with Marstarious, is to zone him with Ray's, Ray Tornado magic move.
Doing that, will stop most of marstarious' long range attacks.
If Marstarious tries to jump over, hit him out of the air, with normal attacks.
Ray's magic move can stop marstarius' Tiger punch.
But at close mid range, marstarious' wheel kick can go over magics, or trade hits with you, which is not good.
Double germam suplex has a deceptive range. It looks like a close range moves, but it can reach close to mid range too. So as mentioned before, try not to stay too close to marstarius, for too long.
Ray vs. Matlock
Matlocks head is his week spot.
Ray vs. Clown
This us an annoying yet tough match.
Whenever clown does his forward roll attack, use your magic move, to stop it immediately.
Ray's MP, or MK, can stop Clown's roll too.
Rays Dynamite headbutt
can also stop Clowns forward roll
, but sometimes,it trades hits too, making it a bit risky to use against that move.
To deal with clowns up roll attack, you can use a well timed jumping attack.
Ray vs. Karnov
Use Down + LK, or Down+MK, whenever Karnov does his sliding headbutt, or is spamming it.
In most cases, it will knock him out, of his sliding headbutt move. And to make matters worse, his head is his weak spot.
Watch out for Karnovs rapid air kicks
, because if it hits you, that thing drains alot of life.
Work in progress.