Here's my MU Chart after playing Raphael religiously for an entire month. Everything is subject to change but my overall thoughts on Raphael are so mixed that it's just really hard to place him in a definite position. The only thing I do know is that Raphael is definitely not A+ or S-Tier. He struggles too much in his bad matchups to be in either of those. I could be wrong! Let me know what you think. That being said, here are my numbers.
Hellboy: 5-5. There's no gun in this matchup really. Leap is a threat, but granted turtling allows you to mb roll forward, dash forward, or backwards, you can dash past all of his leaps by dashing forward. If he air dashes, his jump normals whiff because of turtling dash. Hellboy has better footsies than us but he has to respect B2 on block a bit more than other characters due to his slower normals and stubby d1. No hype in this MU however, full combo punishable by leap into air dash jump normal UNLESS you MB get hype.
Sub-Zero: 4-6. Ice Clone dominates this matchup, even though it can be absorbed. When Sub Zero enters our neutral space we have to respect every single thing he does and play the mind-game of "Ice Clone Toss" or "Normal Move". So turtling becomes very discouraging to use. He pressures us very well. Parry doesn't have much of an advantage in this matchup at all. It's hard. No hype.
Swamp Thing: 5-5. We can absorb his log, which makes him have to use clone or full screen grab, which is punishable on reaction with shell drop. Up close, B2 checks his f2 very well, and all buttons after it. The matchup is not very hard for either, it's completely skill-based in my opinion. Hype is hard to get though, so I wouldn't go for it unless it's in block strings.
Cyborg: 4-6. Cyborg's trait can't be absorbed, so we have to go to him, and he grapples around the screen so fast that none of our normals can break the armor on it, even on meaty. It sucks. We can parry through the gaps in his pressure but it just encourages him to not play up close with us.
Catwoman: 5-5 (possibly 4-6). Similar footsies. D2 low profiles J2. B3 causes j2 to whiff. Parry mindgames. Similar damage. It's a complete 5-5 in my opinion. Hype gets punished by catdash almost every time but in counterpoke it's possible to get hype.
Flash: 4-6. Flash outdamages us, has a low d1, which eliminates all reason to use parry, and has similar neutral space to us (the both of our b2s go the same distance although his is 4 frames slower). It's hard. But with enough parries through the gaps of his pressure, Raphael can enforce a mind game to make him dishonest and make it less oppressive for him. No hype in this MU.
Enchantress: 5-5 (possible 4-6): Enchantress definitely out-neutrals Raphael. Raphael outdamages her, but the issue is "getting in". Enchantress can just play very slow-paced neutral in this matchup until Xibalba is prepared, and then she gets to play her game with Raphael however she likes, granted Raphael is near Xibalba (I'd HOPE the Enchantress is near Xibalba). Xibalba setups are very hard to keep up with and sometimes inescapable so Raphael finds himself struggling to keep up with the life lead. Her hexes are a huge problem in this matchup due to Raph's lack of a full-screen presence. And her mana shield can make the chase to win much harder. But, Enchantress gets murdered in the corner. Hype can be built but you WILL get hexed.
Black Manta: 4-6 (don't wanna throw around 3-7 but..): We have to come to Manta. Turtling absorbs his projectiles and rocket, but instant shark attack and teleport are both threats. It's possible to bait them both but a patient manta will sit and do absolutely nothing and Raphael has absolutely no choice but to come in. When Raph comes in, Manta wins the footsies, chip, and has great counterpoke. He baits out parry very often, even by accident with some of his common blockstrings. It's really hard for Raphael. (pls help)
Supergirl: 5-5: We absorb all of her options from full screen, teleport is reactable, so she has to come to Raphael. If she gets a bar of meter she gets to use her MB trait laser, which we have to take on block. If Raphael has the life lead it doesn't matter, if Supergirl has the life lead, then Raphael has to come to her. The winner is whoever can keep the life lead and play the most patient. Hype is easy to build during blockstrings in this MU.
Green Arrow: 4-6: Counterpoke between specials and normals are ridiculous. Crazy good zoning. Turtling launches us BACKWARDS (for whatever reason). It's very hard for Raphael to win this one due to SAVAGE BLAST ESPECIALLY.
Doctor Fate: 4-6: Same as the previous one. It's just too hard to get in on Fate and when we do get in, he has great footsies, great options after B2 on block, a good wakeup, etc. The best thing to do is knock him down with b23, then you get free OKI every time and don't have to mind his wakeup.
Blue Beetle: 5-5: Raphael has good options after shield bash on block, a good air to air, turtling absorbs projectiles, so Beetle has to play the counterpoke just as much as Raphael does. It's a skill-based match. Raphael also slightly outdamages beetle in this MU. Hypes are easy to build in this MU as well, granted the Beetle is conditioned.
Green Lantern: 4-6: Lantern out-neutrals Raphael, has great buttons after B2 on block. Doesn't care about parry because he's gonna use b1 the whole match. Actually zones Raphael out decently, and Raph doesn't have very good options on Oki against him. It's winnable, but in Green Lantern's favor granted he doesn't have to play the mind games Raphael has to play.
Harley Quinn: 4-6: She zones him out pretty well, but the meter you build with turtling can be used to MB B3 her if she comes in. She out-neutrals us with B2 (somehow...) and out-damages us, meterlessly. Her oki with dogs shuts down get hype wakeup (it's only semi-invincible). Getting Hype in this MU is a no-no. It's winnable, but very hard.
Batman: 4-6: Too many mind games between bat, normal, or low attack to use parry in this MU. Turtling absorbs bats but batman can punish the 2 frame recovery of turtling for a full combo every time.
Red Hood: 5-5: We absorb all of his projectiles and have similar neutral space. We out-damage him but he makes up for it with chip. Getting Hype is OK in this matchup.
Superman: 4-6: The mind games with parry is in Superman's favor, and he out-damages us. His MB laser punishes turtling every time, so he can actually zone in this MU. No getting hype.
Joker: ?? idk.
Atrocitus: 5-5: Raphael does very well in the neutral against Atrocitus until Dex-Starr is out. But, having a parry is a very big advantage, it creates a mind-game that is slightly in Raphael's favor. It makes him waste Dex-Starr time by trying to bait it out, which we can take advantage of. I think it's pretty even in damage until we get hype, then we out-damage him.
Firestorm: 5-5: Raphael absorbs all his projectiles AND molten trap. So, he has to play neutral or use unsafe ass trailblazer. Raphael out-neutrals him with his normals, and his plus frames can be parried. Firestorm has a vortex, but he has to play Raph's game and beat him at it to open him up for it. The vortex makes it 5-5 in my opinion. Without the vortex I believe it would be slightly in Raphael's favor.
Aquaman: 3-7: Out-neutrals, out-damages, out-spaces. It's impossible to do anything in this matchup in my opinion.
Black Canary: 5-5: Similar mix, we out-neutral her until she gets lvl 3 trait, similar damage out-put. nuff said imo.
Darkseid: I.. think darkseid wins but im not sure ill let you guys give your opinions on that. I don't play good darkseids all the darkseids i play aren't credible in my opinion.
Wonder Woman: 3-7: Same as Aquaman.
Black Adam: 3-7 Same as WW & Aquaman.
Captain Cold: 8-2: It's like playing pre-patch scarecrow vs pre-patch captain cold. It's IMPOSSIBLE to get in on him. He gets to low profile our d1 with his after many of his strings AND our strings. Parry isn't an option in this MU because he doesn't have neutral or use mids really. His projectiles can be stacked on one another so we have to come to him. MB DB3 makes it so we can't. His trait is a real threat to us. He actually out-damages us... There's no hype build. It's just impossible.
Gorilla Grodd: unsure. I've played a set against a good grodd and it seemed like it was in Raphael's favor, but who knows? I could be wrong. Grodd is really hard to put a number on granted there are like what? 2 grodds? lol.
Cheetah: 4-6: She doesn't play neutral. I'm pretty sure she doesn't even play Injustice 2. She out-damages us, we can't parry her because she uses d3 not d1. We have no answer for sweep on block/can't punish it granted our d1 whiffs. We just play her game or play crazy with her. She's the best at playing her own game though, so, Raph loses it. There's hype build. Use it maybe? Not sure if it's exactly safe though. Nothing's definite with cheetah.
Deadshot: 5-5 (possible 4-6): Raphael has to hold MB low rifle on block. He has to hold all his multi-shot attacks, but the mind-game is between straight shot and all of those. When we get in, if we get in, Raphael wins up close. He can out-footsie all of his 50/50s and out-damage him consistently. Restand makes it so we don't have to deal with his wakeup. There's no hype build because his d1 is a low.
Poison Ivy: 4-6: All the turtles lose to Ivy. Vine drill checks them all from full screen, she out-neutrals most of them, but Raphael's b2 is better than her B2 (imo). She out-damages him (slightly), but he can't build hype so it's harder for him to keep up with the chip she deals out, the damage, and her full-screen dominance.
Starfire: ......... It's just too hard to put a number on it. Starfire zones him out so hard that I don't know if I should put it as 4-6 or just 9-1 lol.
Atom: 4-6. Atom wins. Stomp can't be absorbed. His projectile can. That's a mind-game. He has a teleport if he sees us getting hype or he gets bored of stomping. We have no answer for his trait really aside from block and push-block. It's really hard to stay in on him. His d3 can low profile B2 at certain ranges. So yeah.
Robin: 4-6: His mind-games, damage, and neutral are all superior to Raphael's.
Scarecrow: 5-5: Raphael out-neutrals scarecrow in my opinion but he has to respect Scarecrow's sniper-length jump-in. Everybody has issues with Scarecrow's pressure so that's just a given. But having a parry is pretty good in this MU, especially having the fastest parry in the game at 5 frames (4-frames as a reversal). But, that just adds onto the mind-games. Scarecrow could win this one, but I think it's 5-5 so far.
Bane: .. Bane doesn't play injustice 2 imo so it's hard to give an opinion on the matchup.
Brainiac: havent played.
Raiden: havent played.
Leonardo: 4-6: Raphael has to play Leo's game of neutral due to the fact that Leonardo has "Raph assist" to check "Get hype". He wins all the mind-games, and has greater neutral options.
Michaelangelo: 4-6: Michaelangelo doesn't care about Raphael's pressure at all, he can low profile b2 with his breakdance for a full combo. He has full screen presence with skateboard. Raph can parry through his pressure but that's if he guesses right on the mix first (which you won't). SO yeah no.
Donatello: 4-6: Raphael has to play his game. and Donatello actually manages to out-damage Raphael in this matchup. Donatello out-neutrals Raphael. Raphael is capable of getting hype in this matchup relatively easy, however.
THOUGHTS?