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ToxicBaraka1210

Stormlord Supreme
Sorry not true d3 or d4 hit you and avoid the trap
or they can just use a reversal that will push you yes they will get hit by the trap but this is only 6% while you probably took 12% (+ lost dmg since you placed the first orb instead of using shocker superman ect). You can not use the trap on block.
yes this is true but if they d3 or d4 they must keep doing it for entire duration of trap or theyre fried or free jump in. you know this allowing you to block and poke yourself into pressure. it has its uses for 2nd orb. if they reversal to get fried you can tech roll while they cant also giving you advantage.
 

Vaiist

Noob
yes this is true but if they d3 or d4 they must keep doing it for entire duration of trap or theyre fried or free jump in. you know this allowing you to block and poke yourself into pressure. it has its uses for 2nd orb. if they reversal to get fried you can tech roll while they cant also giving you advantage.
Yup, and in a lot of cases you can catch them with a wakeup superman.

I definitely feel like MoS has a unique pressure and the orbs are very useful. At the very least you're forcing them to adjust and taking them out of their usual game plan.
 
Yup, and in a lot of cases you can catch them with a wakeup superman.

I definitely feel like MoS has a unique pressure and the orbs are very useful. At the very least you're forcing them to adjust and taking them out of their usual game plan.
I agree with you in that mos is quite unique when it comes to pressure but I dont know how usefull it is yet (need more expierence with him) people just might not know how to play against him.
Do you guys know how big the block stun on the orb trap is or in other words is it bad(for them) if they go d4 ->block ?
 

Vaiist

Noob
I agree with you in that mos is quite unique when it comes to pressure but I dont know how usefull it is yet (need more expierence with him) people just might not know how to play against him.
Do you guys know how big the block stun on the orb trap is or in other words is it bad(for them) if they go d4 ->block ?
The block stun isn't harsh so yeah they could do that. If I see that my opponent likes low profiling the traps I usually just set up another one while they whiff kicks and then repeat the process. If nothing else you're building meter and messing with their patience.
 
Sorry for double post but i wanted it in a clean a nice post all my combos: nvm
Mos and Displacer combos
Edit: Optimized the combos a bit
Midscreen
Meterless
F12B2,F12B2,F12B2xxBF3 32% - 6 Frame punish
B2 F22+4 F12B2xxBF3 33% - overhead combo
F22+4 F12B2,F12B2xxBF3 33% - advancing combos that is + on block
B33xxBF3 16% - low starter might stuff armor
B34xxBF3 17% - low starter hit confirmable (superman on hit shocker on block)
214xxBF3 20% - hit confirmable low attempt but unlikely
B14xxdb1 14% - restand
34xxBF3 17% - safe hit confirmable overhead attempt but unlikely
34 f22+4 f12b2xxbf3 - 33% high overhead

1 Meter
B11xxDF2ex,Njp, F22+4, F12B2, BF3 36% - mid hitting punisher
F12B2, F12B2, F12B2xxDF2ex, B14xxBF3 41% - 6 Frame punish
B2, F22+4, F12B2xxDF2ex, B14xxBF3 42% - overhead combo
F22+4, F12B2, F12B2xxDF2ex, B14xxBF3 42% - advancing combos that is + on block
B33xxDF2EX, NJP, F22+4, F12B2xxBF3 38% - low starter might stuff armor
B34xxDF2ex, NJP, F12B2exBF3 29% - low starter hit confirmable (superman on hit shocker on block)
214xxDF2EX, NJP, F22+4 F12B2xxBF3 - 41% hit confirmable low attempt but unlikely
34 f22+4 f12b2xxdf2EX b14xxbf3 - 42% high overhead
Corner
Meterless
F12B2, F12B2, 214xxDF2 34% -6 frame starter
B2, F22+4, 213, 214xxDF2 38% - overhead
F22+4, F12B2, 214xxDF2 34% - + on block
B33xxBF3 16% - low starter might stuff armor
B34xxDB2 rc 213,B14,DB1 25% - low starter hit confirmable (vb on hit shocker on block)
214xxBF3 - 20% hit confirmable low attempt but unlikely
213 NJP F22+4 F12B2XXDF2 30% usable but F12B2 seems to be better and safer

1 Meter
B11xxDF2ex, B2, 213, F12B2xxDF2 38% mid punisher to catch low profiling recovery like subs slide
F12B2, F12B2, 214xxDF2ex, B14xxDf2 43% 6 frame punish
F22+4, F12B2, 214xxDF2ex, B14xxDF2 44% advancing + on block
B2, f22+4, 214, exdf2, 214, df2. 46% overhead
B33xxDF2ex, B2, 213, F12B2xxDF2 40% low starter but hard to hitconfirm
B34xxDB2rc F12B2,DF2ex, 214 DF2 31% low starter easier to hitconfirm but less dmg
B34xxDF2ex, 213, 214xxDF2 31% far easier but builds less meter
214xxDF2eX, B2, 213, B14xxDF2 - 42% hit confirmable low attempt but unlikely

Orb ender
Edit: Turns out roll wakeup beats this T.T
(Corner only) (The minus shows the dmg you lose if you go for the orb instead for the normal combo)
All combos give you enough time to get the first hit of B2 to connect against Buzz Saw Kung Lao. This means with 2 orbs his Vortex (armor spin) will be stuffed. Since his overhead is slower than his low this means you will have a true 50/50 after getting the orb out

Meterless
F12B2, 213, Njp, 214xxDF4 29% (-5%)
or
F12B2, F12B2, 214xxDF4 28% (-6%) (if you dont want to learn an extra combo)
B2, F22+4, 213, 214xxDF4 34% (-4%)
F22+4, 213, NJP, 214xxDF4 30% (-4%)
B34xxDB2 rc 214xxDF4 21% (-4%)
213 NJP F22+4 214XXDF4 27% (-3%)

1 Meter

B11xxDF2ex, NJP, 213, 214xxDF4 32% (-6%)
F12B2, F12B2, 214xxDF2ex, 21xxDF4 38% (-6%)
F22+4, F12B2, 214xxDF2ex, 21xxDF4 39% (-5%)
B2, f22+4, 214xxDF2ex, 21, DF4. 39% (-7%)
B33xxDF2ex, B2, 213, 21xxDF4 34% (-6%)
B34xxDF2ex, 213, 214xxDF4 28% (3%)
214xxDF2eX, B2, 213, 21xxDF4 37% (5%)
 
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Vaiist

Noob
4
Sorry for double post but i wanted it in a clean a nice post all my combos: nvm

Midscreen
Meterless
F12B2,F12B2,F12B2xxBF3 32% - 6 Frame punish
B2 F22+4 F12B2xxBF3 33% - overhead combo
F22+4 F12B2,F12B2xxBF3 33% - advancing combos that is + on block
B33xxBF3 16% - low starter might stuff armor
B34xxBF3 17% - low starter hit confirmable (superman on hit shocker on block)
34xxBF3 17% - safe hit confirmable overhead attempt but unlikely
214xxBF3 20% - hit confirmable low attempt but unlikely
B14xxdb1 14% - restand

1 Meter
B11xxDF2ex,Njp, F22+4, F12B2, BF3 36% - mid hitting punisher
F12B2, F12B2, F12B2xxDF2ex, B14xxBF3 41% - 6 Frame punish
B2, F22+4, F12B2xxDF2ex, B14xxBF3 42% - overhead combo
F22+4, F12B2, F12B2xxDF2ex, B14xxBF3 42% - advancing combos that is + on block
B33xxDF2EX, NJP, F22+4, F12B2xxBF3 38% - low starter might stuff armor
B34xxDF2ex, NJP, F12B2exBF3 29% - low starter hit confirmable (superman on hit shocker on block)
214xxDF2EX, NJP, F22+4 F12B2xxBF3 - 41% hit confirmable low attempt but unlikely

Corner

Meterless
F12B2, F12B2, 214xxDF2 34% -6 frame starter
B2, B2, 213, F12B2xxDF2 37% - overhead
F22+4, F12B2, 214xxDF2 34% - + on block
B33xxBF3 16% - low starter might stuff armor
B34xxDB2 rc 213,B14,DB1 25% - low starter hit confirmable (vb on hit shocker on block)
214xxBF3 - 20% hit confirmable low attempt but unlikely
213 NJP F22+4 F12B2XXDF2 30% usable but F12B2 seems to be better and safer

1 Meter
B11xxDF2ex, B2, 213, F12B2xxDF2 38% mid punisher to catch low profiling recovery like subs slide
F12B2, F12B2, 214xxDF2ex, B14xxDf2 43% 6 frame punish
F22+4, F12B2, 214xxDF2ex, B14xxDF2 44% advancing + on block
B2, f22+4, 214, exdf2, 214, df2. 46% overhead
B33xxDF2ex, B2, 213, F12B2xxDF2 40% low starter but hard to hitconfirm
B34xxDB2rc F12B2,DF2ex, 214 DF2 31% low starter easier to hitconfirm but less dmg
B34xxDF2ex, 213, 214xxDF2 31% far easier but builds less meter
214xxDF2eX, B2, 213, B14xxDF2 - 42% hit confirmable low attempt but unlikely

Orb ender
(Corner only) (The minus shows the dmg you lose if you go for the orb instead for the normal combo)
All combos give you enough time to get the first hit of B2 to connect against Buzz Saw Kung Lao. This means with 2 orbs his Vortex (armor spin) will be stuffed. Since his overhead is slower than his low this means you will have a true 50/50 after getting the orb out

Meterless
F12B2, F12B2, 214xxDF3 28% (-6%)
B2, F22+4, 213, 214xxDF3 34% (-3%)
F22+4, F12B2, 214xxDF3 28% (-6%)
B34xxDB2 rc 214xxDF3 21% (-4%)
213 NJP F22+4 214XXDF3 27% (-3%)

1 Meter

B11xxDF2ex, B2, 213, 214xxDF3 32% (-6%)
F12B2, F12B2, 214xxDF2ex, 21xxDF3 38% (-6%)
F22+4, F12B2, 214xxDF2ex, 21xxDF3 39% (-5%)
B2, f22+4, 214xxDF2ex, 21, DF3. 39% (-7%)
B33xxDF2ex, B2, 213, 21xxDF2 34% (-6%)
B34xxDF2ex, 213, 214xxDF3 28% (3%)
214xxDF2eX, B2, 213, 21xxDF3 37% (5%)
There are a couple more options you have with 34.

34 f22+4 f12b2xxbf3 -33% meterless
34 f22+4 f12b2xxdf2EX b14xxbf3 - 42% 1 bar

I agree that it's a pretty telegraphed move, but I like it because it's super hit confirmable and you don't even need to cancel out of it to combo. It's also safe, so to me the biggest downside is that the first hit is high.
 

skater11

The saltiest
Sorry for double post but i wanted it in a clean a nice post all my combos: nvm

Midscreen
Meterless
F12B2,F12B2,F12B2xxBF3 32% - 6 Frame punish
B2 F22+4 F12B2xxBF3 33% - overhead combo
F22+4 F12B2,F12B2xxBF3 33% - advancing combos that is + on block
B33xxBF3 16% - low starter might stuff armor
B34xxBF3 17% - low starter hit confirmable (superman on hit shocker on block)
34xxBF3 17% - safe hit confirmable overhead attempt but unlikely
214xxBF3 20% - hit confirmable low attempt but unlikely
B14xxdb1 14% - restand

1 Meter
B11xxDF2ex,Njp, F22+4, F12B2, BF3 36% - mid hitting punisher
F12B2, F12B2, F12B2xxDF2ex, B14xxBF3 41% - 6 Frame punish
B2, F22+4, F12B2xxDF2ex, B14xxBF3 42% - overhead combo
F22+4, F12B2, F12B2xxDF2ex, B14xxBF3 42% - advancing combos that is + on block
B33xxDF2EX, NJP, F22+4, F12B2xxBF3 38% - low starter might stuff armor
B34xxDF2ex, NJP, F12B2exBF3 29% - low starter hit confirmable (superman on hit shocker on block)
214xxDF2EX, NJP, F22+4 F12B2xxBF3 - 41% hit confirmable low attempt but unlikely

Corner

Meterless
F12B2, F12B2, 214xxDF2 34% -6 frame starter
B2, B2, 213, F12B2xxDF2 37% - overhead
F22+4, F12B2, 214xxDF2 34% - + on block
B33xxBF3 16% - low starter might stuff armor
B34xxDB2 rc 213,B14,DB1 25% - low starter hit confirmable (vb on hit shocker on block)
214xxBF3 - 20% hit confirmable low attempt but unlikely
213 NJP F22+4 F12B2XXDF2 30% usable but F12B2 seems to be better and safer

1 Meter
B11xxDF2ex, B2, 213, F12B2xxDF2 38% mid punisher to catch low profiling recovery like subs slide
F12B2, F12B2, 214xxDF2ex, B14xxDf2 43% 6 frame punish
F22+4, F12B2, 214xxDF2ex, B14xxDF2 44% advancing + on block
B2, f22+4, 214, exdf2, 214, df2. 46% overhead
B33xxDF2ex, B2, 213, F12B2xxDF2 40% low starter but hard to hitconfirm
B34xxDB2rc F12B2,DF2ex, 214 DF2 31% low starter easier to hitconfirm but less dmg
B34xxDF2ex, 213, 214xxDF2 31% far easier but builds less meter
214xxDF2eX, B2, 213, B14xxDF2 - 42% hit confirmable low attempt but unlikely

Orb ender
(Corner only) (The minus shows the dmg you lose if you go for the orb instead for the normal combo)
All combos give you enough time to get the first hit of B2 to connect against Buzz Saw Kung Lao. This means with 2 orbs his Vortex (armor spin) will be stuffed. Since his overhead is slower than his low this means you will have a true 50/50 after getting the orb out

Meterless
F12B2, F12B2, 214xxDF3 28% (-6%)
B2, F22+4, 213, 214xxDF3 34% (-3%)
F22+4, 213, NJP, 214xxDF3 30% (-4%)
B34xxDB2 rc 214xxDF3 21% (-4%)
213 NJP F22+4 214XXDF3 27% (-3%)

1 Meter

B11xxDF2ex, B2, 213, 214xxDF3 32% (-6%)
F12B2, F12B2, 214xxDF2ex, 21xxDF3 38% (-6%)
F22+4, F12B2, 214xxDF2ex, 21xxDF3 39% (-5%)
B2, f22+4, 214xxDF2ex, 21, DF3. 39% (-7%)
B33xxDF2ex, B2, 213, 21xxDF2 34% (-6%)
B34xxDF2ex, 213, 214xxDF3 28% (3%)
214xxDF2eX, B2, 213, 21xxDF3 37% (5%)
What variation is that for?
 
4

There are a couple more options you have with 34.

34 f22+4 f12b2xxbf3 -33% meterless
34 f22+4 f12b2xxdf2EX b14xxbf3 - 42% 1 bar

I agree that it's a pretty telegraphed move, but I like it because it's super hit confirmable and you don't even need to cancel out of it to combo. It's also safe, so to me the biggest downside is that the first hit is high.
added
 

Vaiist

Noob
Do you have a complete list of thunder god's combos by any chance?
Most of this board is Thunder God. It's basically the assumed variation unless stated otherwise, so us MoS/Displacer folks have to find small pockets of the thread we can unite on.
 

skater11

The saltiest
Most of this board is Thunder God. It's basically the assumed variation unless stated otherwise, so us MoS/Displacer folks have to find small pockets of the thread we can unite on.
I figured. But I'm not gonna sit here going through every single page not to mention I don't have Internet so I'm stuck using my phones data which is really slow. So that's why I asked. If any of you are willing to tell me what page they are all on that would be enough.(assuming there's a post like @Me1andMe2's, with all the combos organized). Thanks.
 

Vaiist

Noob
I figured. But I'm not gonna sit here going through every single page not to mention I don't have Internet so I'm stuck using my phones data which is really slow. So that's why I asked. If any of you are willing to tell me what page they are all on that would be enough.(assuming there's a post like @Me1andMe2's, with all the combos organized). Thanks.
Just go to the first post of the thread.
 
Okay guys bad news I just tested all my orb setups with the ai set to roll and wake up and turns out this beats many of the orb setups and never allows for a b2 after a orb :( with too much gravity even F2+24 doesent allow it. This makes this varation utter pointless T.T there is NO way to setup an orb (except some very short low dmg combos that end in F22+4 Help @Vaiist @ToxicBaraka1210
 

ToxicBaraka1210

Stormlord Supreme
was wondering what all those df3's were about. not sure that does much. figured ya meant df4.

anyways this is why in corner most of the time youre better off just being raiden instead of trying to orb. if youre gonna orb usually its a metered version to help keep your opponent from gettin out of the corner, or a hard knockdown into single orb if ones out already.

no matter what you do youre not getting more damage off a trap in corner than you would without a trap. so there, just use it to make them block and stay there and get offense started. its not a damage tool.

this is also why its ok to use a meter on a trap. you only need one meter for full damage so in some matchups its worth it to prevent escape. any combo ending in f224 or f12b2 will allow your ex orb to come out. its ok to single orb too and have it there defensively in case you lose position.

and yes, most matchups it is pretty pointless lol.
 
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infamy23

FireBeard
I figured. But I'm not gonna sit here going through every single page not to mention I don't have Internet so I'm stuck using my phones data which is really slow. So that's why I asked. If any of you are willing to tell me what page they are all on that would be enough.(assuming there's a post like @Me1andMe2's, with all the combos organized). Thanks.
Here's my list of combos. It's pretty organized (and optimized).

https://docs.google.com/document/d/1w3eBRf_PqV7TlvYU1I2ictzbdp9tnXkhy4kVHeP_aBs/edit?usp=sharing
 
was wondering what all those df3's were about. not sure that does much. figured ya meant df4.

anyways this is why in corner most of the time youre better off just being raiden instead of trying to orb. if youre gonna orb usually its a metered version to help keep your opponent from gettin out of the corner, or a hard knockdown into single orb if ones out already.

no matter what you do youre not getting more damage off a trap in corner than you would without a trap. so there, just use it to make them block and stay there and get offense started. its not a damage tool.

this is also why its ok to use a meter on a trap. you only need one meter for full damage so in some matchups its worth it to prevent escape. any combo ending in f224 or f12b2 will allow your ex orb to come out. its ok to single orb too and have it there defensively in case you lose position.

and yes, most matchups it is pretty pointless lol.
oh shit df4 of course >.<
thats really sad to hear
to displacer I guess
 

Vaiist

Noob
Okay guys bad news I just tested all my orb setups with the ai set to roll and wake up and turns out this beats many of the orb setups and never allows for a b2 after a orb :( with too much gravity even F2+24 doesent allow it. This makes this varation utter pointless T.T there is NO way to setup an orb (except some very short low dmg combos that end in F22+4 Help @Vaiist @ToxicBaraka1210
I rarely use orbs to stuff wakeups. I usually like to set one up during a knockdown and then go for pressure strings and set one up that way.

For instance: 112, f22+4, and f12b2 are all +2 on block. That means that after these strings you can go for a poke and cancel an orb out of it to put behind them (such as d3 or d1). Except in the case of 112, you can even cancel right out of it. So now you hit them with a few attacks and you've made it seem as though your pressure is done. It's all about mind games really.

Ideally, I don't actually want the opponent knocked down. I want them constantly in a guessing state. If you have them standing after you put an orb behind them, one of the following things is going to happen:

They take the hit. Now you have full combo opportunity.

They block. Now you have a 50/50 read or can go for an easy grab.

You trade damage. Fine. You can catch them with a wakeup superman.

They back dash. Not ideal, but it gives you time to set up a second trap. In any case, they're working themselves to the edge where Raiden wants them anyway.

They low profile. Same as above. This just gives you an opportunity to set up another trap and continue your pressure.

They armor. This is really the only option that you have to watch out for.

Once again, I can't stress enough that I feel like MoS is all about mind games. On paper it has all sorts of holes in it, but there's something to be said about getting in your opponent's head, messing with their gameplan, and altering the flow of battle to just enough a degree that they never know when to feel safe. Hell, I even find that after a couple traps land I can start throwing single orbs near them and they shut down with anxiety (mixing up your meter burns really makes them wonder when a trap will activate).

If you have a lot of experience with the matchup then a lot of the meta goes away, but you have to remember that the average player will have no idea what's going on at first.

Orbs will never give you the highest possible damage combos, but the psychological toll they take can get you far.
 
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WastedDaHitmaIV

Who's Wasted?
This has probably been posted, but here's a 1 meter 47% combo in the corner for TG.

b2,b2, b14~ex-df2, b14~LRC, 213, f12b2(hold), f12b2(hold), throw

Also, if you have two bars you can obviously reset the throw into more vortex.

I also did not see this one in the op.

b2,b2, 214, f12b2(hold), f12b2(hold), throw. 37% meterless corner
 
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You can use the easier b2 b2 b14~LRC 214~exShock NJP f12b2(h) f12b2(h) 4~
Tony T also has a slightly trickier 48%.
You can use the easier b2 b2 b14~LRC 214~exShock NJP f12b2(h) f12b2(h) 4~df2 for 47%.

Tony T also has a slightly trickier 48%.
Just curious if anyone uses this in the corner.
b2,b2,214,ex-shocker, b11,1+3 43%
It's easier to not drop especially online and only a 4% difference. Is it really worth doing all those inputs for only 4%?
 
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Actually it's easier if I do b2 b2 b14~LRC 214~exShock b14 LB = 44%

You can also get 45% if you add a NJP after Shocker.
Raiden is my main, I can do the LRC no problem mid screen. For some reason I just haven't got the timing down in the corner. I'm just comparing the amount of inputs to the damage output.