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Raiden Updated Combo Thread

Marlow

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Thunder Wave
Mid screen

J2
J2 32 DB2 AMP J3 BF3 = 314.75
J2 32 DB2 AMP J2 J3 BF3 = ???? dmg

J3
J3 BF3 AMP = 234.00 dmg

F2
F2 DB2 AMP J3 BF3 = 290.46 dmg

F4
F4 DB2 AMP J3 BF3 = 290.46 dmg

12
12 BF1 = 111.68 dmg (leaves Raiden +12 within F4/F2 or Jump in range)
12 DF2B AMP = 154.09 (leaves Raiden +3 within B1, F3, D4 range)
12 DB2 AMP J3 BF3 = 257.94 dmg
12 DB2 AMP J2 F3 BF3 = 269.91 dmg
121 KB = 280.44 dmg

B12
B12 BF1 = 121.67 dmg (leaves Raiden +12 within F4/F2 or Jump in range)
B12 DF2B AMP = 164.09 dmg (leaves Raiden +3 within B1, F3, D4 range)
B12 DB2 AMP J3 BF3 = 267.94 dmg male
B12 DB2 AMP F2 12 BF3 = 268.97 dmg female
B12 DB2 AMP J2 J3 BF3 = 294.26 dmg
B12 DB2 AMP J2 F2 12 BF3 = 311.58 dmg
(Note: The above combo does not work on female characters)
B12 DB2 AMP J2 F4 DB2 AMP J3 BF3 = 359.37 dmg
B12 DB2 AMP J3 dash F4 DB2 AMP J3 BF3 = 372.49 dmg

243
243 BF3 = 189.36 dmg
243 DF3 AMP = 240.80 dmg

32
32 DB2 AMP J3 BF3 = 287.94 dmg
32 DB2 AMP J2 F3 BF3 = 299.91 dmg

B31
B31 DB2 AMP J2 J3 BF3 = 313.26 dmg
B31 DB2 AMP J2 F2 12 BF3 = 330.58 dmg
(Note: The above combo does not work on female characters)
B31 DB2 AMP J2 F4 DB2 AMP J3 BF3 = 378.37 dmg
B31 DB2 AMP J3 dash F4 DB2 AMP J3 BF3 = 391.49 dmg

U2
U2 dash 243 BF3 = 210.96 dmg
U2 F3 DB2 AMP J2 J3 BF3 = 303.45 dmg

D2 Krushing Blow
D2 KB B12 BF3 = 309.00 dmg
D2 KB dash 243 BF3 = 341.49 dmg
D2 KB B12 DB2 AMP J3 BF3 = 404.35 dmg
D2 KB F3 DB2 AMP J2 J3 BF3 = 428.54 dmg
D2 KB F3 DB2 AMP J2 F4 DB2 AMP J3 BF3 = 483.36 dmg

B2 Krushing Blow
B2 KB B12 BF3 = 369.55 dmg
B2 KB dash 243 BF3 = 400.42 dmg
B2 KB B12 DB2 AMP J3 BF3 = 460.13 dmg
B2 KB F3 DB2 AMP J2 J3 BF3 = 483.11 dmg
B2 KB F4 DB2 AMP J2 F4 DB2 AMP J3 BF3 = 550.40 dmg

Fatal Blow
B12 DB2 AMP FB = 389.93 dmg
J2 B31 DB2 AMP DU DB2 AMP F4 FB = 442.12 dmg
B12 DB2 AMP J3 dash F4 FB = 442.41 dmg

Corner:

J3
J3 D1 D1 243 BF3 AMP = 320.69 dmg
J3 D1 D1 243 DB2 AMP B2 = 326.09 (loads B2 KB)
J3 D1 D1 243 DB2 AMP F32 = 341.27 dmg (Leads to plus 47 on knockdown)

F2
F2 DB2 AMP J3 243 BF3 = 342.90 dmg
F2 DB2 AMP J3 243 DB2 AMP B2 = 376.99 dmg (B2 KB setup)

F4
F4 DB2 AMP J3 243 BF3 = 336.37 dmg
F4 DB2 AMP J3 243 DB2 AMP B2 = 376 dmg (B2 KB setup)

12
12 BF1 = 111.68 dmg (leaves Raiden +11 at point blank range)
12 DF2B AMP = 154.09 dmg (leaves Raiden +3 at point blank range)
12 DB2 AMP B2 = 189.07 dmg (set up B2 KB) (2nd hit of B2 must connect to load KB)
12 DB2 AMP J3 243 BF3 = 301.55 dmg
12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B…

B12
B12 BF1 = 121.67 dmg (leaves Raiden +11 at point blank range)
B12 DF2B AMP = 164.09 dmg (leaves Raiden +3 at point blank range)
B12 DB2 AMP J3 B2 = 260.41 dmg (B2 KB set up)
B12 DB2 AMP J3 F32 = 277.14 dmg (47f advantage on knockdown)
B12 DB2 AMP J3 243 BF3 = 311.55 dmg (34f advantage on knockdown
B12 DB2 AMP J3 F2 12 BF3 = 324.70 dmg
B12 DB2 AMP J3 243 DB2 AMP B2 = 350.14 dmg (sets up B2 KB)
B12 DB2 AMP J3 F4 DB2 AMP J3 BF3 = 372.49 dmg

21
21 DB2 AMP B2 = 176.14 (set up B2 KB)
21 243 BF3 = 197.43 dmg
21 DB2 AMP J3 BF3 = 248.79 dmg
21 F3 DB2 AMP J3 243 BF3 = 282.00 dmg
21 F3 DB2 AMP J3 F3 DB2 AMP BF3 = 292.90 dmg

243
243 BF3 = 189.86 dmg
243 DB2 AMP J3 BF3 = 302.59 dmg
243 DB2 AMP J3 243 BF3 = 328.39 dmg
243 DB2 AMP J3 F4 DB2 AMP BF3 = 376.04 dmg

32
32 DB2 AMP J3 243 BF3 = 337.76 dmg

B31
B31 BF3 = 167.75 (Low option when no bars after B2 set up)
B31 DB2 AMP J3 F32 = 296.14 dmg (47f advantage on knockdown)
B31 DB2 AMP J3 243 BF3 = 328.39 dmg (34f advantage on knockdown)
B31 DB2 AMP J3 F4 DB2 AMP BF3 = 364.25 dmg

D2 Krushing Blow
D2 KB 243 BF3 = 341.49 dmg
D2 KB F3 D1 243 BF3 = 381.92 dmg
D2 KB 243 DB2 AMP J3 BF3 = 432.07 dmg
D2 KB F3 DB2 AMP J3 243 BF3 = 448.32 dmg
D2 KB F3 DB2 AMP J3 F3 DB2 AMP BF3 = 462.09 dmg

B2 Krushing Blow
B2 KB 243 BF3 = 400.42 dmg
B2 KB F3 D1 243 BF3 = 438.82 dmg
B2 KB 243 DB2 AMP J3 BF3 = 486.47 dmg
B2 KB F4 DB2 AMP J3 243 BF3 = 517.11 dmg
B2 KB F4 DB2 AMP J3 F3 DB2 AMP BF3 = 530.18 dmg

Fatal Blow
B12 DB2 AMP FB = 389.93 dmg
B12 DB2 AMP J3 243 FB = 442.52 dmg
B2 KB F4 DB2 AMP F4 DB2 AMP J3 FB = 618.20 dmg

Setup/Oki/Tech

Side Switch Combo: Starter - DB2 AMP DU B12 BF3


Coming Soon

Tips/General Strategy


- BF3 ender is the best ender for corner carry when at Mid Screen, and leaves Raiden +33
-Combos can be ended in DB2 for slightly more damage than BF3, but less advantage
-Ending any corner combo where the opponent is airborne with F32 leaves you at +47 and you get a safe jump that beats most wake up options
-After ending in BF3 mid screen, you also get to teleport in for free or do a far lightning strike for chip, which can now be amped for additional chip if desired
-F3 is a safe 11f Mid at -6, and starts his F32 string which is also safe at -6
-On hit F3 leaves Raiden point blank at +15 and jails his safe hit confirmable 243 string
-B31 has a lot of push back on block, and backdashing after a blocked B31 is a good way to set up a whiff punish opportunity
-D4 on hit jails into F4
-Midscreen combos into DB2 AMP J2 can be ended with F2 into Teleport to pressure on wakeup.
 
Last edited:

Marlow

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Raijin
(*Needs to have Quick Charge active)

Mid Screen

F2
*F2 DB4 AMP F2 BF3 = 310.16 dmg
*F2 DB4 AMP F2 12 BF3 = 335.34 dmg

F4
*F4 DB4 AMP F2 BF3 = 310.16 dmg
*F4 DB4 AMP F2 12 BF3 = 335.34 dmg

12
12 BF3 = 138.75 dmg
12 BF3 AMP = 192.90 dmg
*12 DB4 AMP F2 BF3 = 276.65
121 KB = 280.44 dmg
*12 DB4 AMP F4 12 BF3 = 300.57 dmg
*12 DB4 AMP F2 BF3 AMP = 313.69 dmg
*12 DB4 AMP F4 12 BF3 = 334.00 dmg

B12
B12 BF3 = 148.75 dmg
B12 BF3 AMP = 202.90 dmg
*B12 DB4 AMP F2 BF3 = 286.65 dmg
*B12 DB4 AMP F2 12 BF3 = 310.57 dmg

21
21 BF3 = 140.83 dmg
21 DB2 = 151.60 dmg
21 BF3 AMP = 178.83 dmg
21 DB2 AMP = 181.68 dmg

243
243 BF3 = 189.36 dmg
243 BF3 AMP = 240.80 dmg

32
32 BF3 = 168.75 dmg
32 BF3 AMP = 222.9 dmg
*32 DB4 AMP F2 BF3 = 306.65
*32 DB4 AMP F2 DB2 = 317.15 dmg
*32 DB4 AMP F2 12 DB2 = 340.04 dmg

B31
B31 DB2 = 183.09 dmg
B31 DB2 AMP = 225.96 dmg
*B31 DB4 AMP F2 BF3 = 305.65 dmg
*B31 DB4 AMP F2 12 BF3 = 329.57 dmg
*B31 DB4 AMP F2 BF3 AMP = 342.69 dmg
*B31 DB4 AMP F2 12 BF3 AMP = 363.00 dmg

D2 Krushing Blow
D2 KB B12 DB2 AMP = 355.57 dmg
D2 KB 4 DB2 AMP = 357.86

B2 Krushing Blow
B2 KB F4 DB4 AMP = 406.35
B2 KB walk F3 DB2 AMP = 413.27 dmg

Fatal Blow
B31 FB = 403.30 dmg
*B12 DB4 AMP F4 FB = 447.77 dmg
*B31 DB4 AMP F3 FB = 466.77 dmg

Corner

Note: When quick charge is charged up after blocking 3 attacks, Raiden can end any combo in DB3 to leave the opponent standing and Raiden at +5, even after a launcher like 243.

J3
J3 D1 D1 243 DB2 AMP = 323.82 dmg

F2
*F2 DB4 AMP B2 = 256.47 dmg (B2 set up)
*F2 DB4 AMP F4 DB2 = 321.21 dmg
*F2 DB4 AMP 32 DB2 = 323.22 dmg
*F2 DB4 AMP F4 12 DB2 = 345.31 dmg
*F2 DB4 AMP F3 243 DB2 = 364.04 dmg

F4
*F2 DB4 AMP B2 = 256.47 dmg (B2 set up)
*F4 DB4 AMP F4 DB2 = 321.21 dmg
*F4 DB4 AMP F4 12 DB2 = 345.31 dmg
*F4 DB4 AMP F3 243 DB2 = 364.04 dmg
*F4 DB4 AMP F4 DB4 AMP B2 = 372 dmg (sets up B2 KB)

12
*12 DB4 AMP B2 = 225.64 dmg (B2 set up)
*12 DB4 AMP F2 DB2 = 287.15 dmg
*12 DB4 AMP 32 DB2 = 289.06 dmg
*12 DB4 AMP F2 12 BF 3 = 300.57 dmg
*12 DB4 AMP F2 12 DB2 = 310.04 dmg
*12 DB4 AMP F3 243 DB2 = 327.82 dmg

21
21 243 DB2 AMP = 232.45 dmg

B12
*B12 DB4 AMP B2 = 235.64 dmg (B2 set up)
*B12 DB4 AMP 4 DB2 = 289.54 dmg
*B12 DB4 AMP F4 DB2 = 297.15 dmg
*B12 DB4 AMP 32 DB2 = 299.06 dmg
*B12 DB4 AMP F4 12 DB2 = 320.04
*B12 DB4 AMP F3 243 DB2 = 338.82 dmg

243
243 DB2 AMP = 244.66 dmg
*243 DB4 AMP B2 = 271.91 dmg (B2 set up)
*243 DB4 AMP 4 DB2 = 323.12
*243 DB4 AMP 32 DB2 = 332.16
*243 DB4 AMP F4 12 DB2 = 352.09 dmg


B31
B31 DB2 AMP = 225.96 dmg

D2 Krushing Blow
D2 KB 243 DB2 AMP = 385.73 dmg

B2 Krushing Blow
B2 KB 243 DB2 AMP = 442.44 dmg

Fatal Blow
B31 FB = 403.30 dmg
B12 DB4 AMP F4 FB = 447.77 dmg

Setup/Oki/Tech

Coming Soon

Tips/General Strategy


-When Quick Charge is active, DF2 is safe on block and can be used as a safe ender
-Midscreen, ending combos with DB2 does the most damage and leaves you one forward Dash away from F4 range at +50 (according to the game, may not actually be that high)
-Ending combos mid screen with BF3 gives corner carry and 2nd most damage, with decent advantage
-D4 on hit jails into F4
-See comment #23 below for strings and pokes that cancel into Quick Charge safely on hit
 
Last edited:

Marlow

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Truth and Light
Mid Screen



Opponent inside Lightening Rod

J2 B2 = 172.6 (Sets up B2)
J2 12 BF1 = 192.92 dmg (Leaves opponent standing and Raiden at +11)
J2 121 KB = 313.75 dmg
J2 B12 BF1 = 201.42 dmg (Leaves opponent standing and Raiden at +11)
J2 B12 BF3 = 208.71 dmg (Leaves opponent standing and Raiden at +9)
J2 B121+3 = 216.14 dmg (+29 knock down)
J2 B12 BF3 AMP F4 DB2 = 318.05 dmg (Hard to consistently get)
J2 243 DF2 = 267.85 dmg

J3 F2 DB2 = 280.88
J3 F2 12 DB2 = 311.01

243 DB2 = 233.22 dmg
243 DB2 AMP = 271.91

B13 DB2 = 213.91
B13 DB2 AMP = 254.64

F2
F2 DB4 AMP = 153.6 dmg (leaves Raiden +18 point blank, possibly jails his S3)
F2 BF3 AMP = 178.30

F4
F4 DB4B AMP = 153.6 dmg (leaves Raiden +26 about starting range away)
F4 BF3 AMP = 178.30

12
12 BF3 AMP F4 BF3 = 235.39 dmg
12 BF3 AMP F4 DB2 = 255.61 dmg

B12
B12 BF3 AMP F4 BF3 = 245.39 dmg
B12 BF3 AMP F4 DB2 = 265.61 dmg

32
32 BF3 AMP F4 DB2 = 285.61 dmg

B31
B31 BF3 AMP F4 DB2 = 284.61 dmg

Corner

12
12 BF3 AMP 4 DB2 = 248.88 dmg


Setup/Oki/Tech

Coming Soon

Tips/General Strategy


-Ideally the Lightning Rod should be place behind the opponent in order to achieve multiple hits with BF1. If the rod is placed in front of the opponent the rod will only result in one hit.
-D4 on hit jails into F4
-When ending Jo Push combos with F2 or F4 into a DB2 that leaves the opponent far away, do a dash forward so that you can then place a lightening rod behind the opponent on their wakeup, making BF1 hit twice instead of once.
 
Last edited:

Marlow

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DISCLAIMER: Damage numbers and combos were originally done around November 2019. Some damage numbers may be out of date due to patching in early 2020 affecting J3 based combos. Most of the reduction in damage appears to be only about 2-3% though, nothing that would drastically change any combo choice.
 
Last edited:

Marlow

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If anyone wants to help, please feel free to tag me and notate out the combo, tip, oki, or whatever, and I'll do my best to edit it in. Also if anyone wants to test out or proof read any of the above, that would be helpful as well.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
@Marlow
For TW, best ender is obviously BF3 for corner carry and hit advantage (+33). Ending with storm cell nets you a tiny bit more damage. In the corner, you could also add combos that start with J3(J3, D1, D1, 243~BF3; J3, D1, D1, 243~DB2 AMP, F32) Ending any corner combo where the opponent is airborne with F32 leaves you at +47 and you get a safe jump that beats most wake up options iirc. (There’s a video I posted in the general discussion thread but I don’t remember what page it was in) After ending in BF3 mid screen, you also get to teleport in for free or do a far lightning strike for chip, it’s better now because we can amp on block for safe chip.

For Raijin, he can end combos with lots of different things. All block strings should be ended with DF2 when buffed or staggered. Midscreen, ending with DB2 does the most damage and leaves you one forward Dash away from F4 range (ie Raiden’s footsie range) and leaves you at +50 (this needs further testing because I never feel +50 after DB2), ending with superman gives the best corner carry and the second most damage and leaves you at the same distance (or a bit further) than DB2. Another way is to dash up and do F32 after DB4 AMP, leaving you at ~+40 something, netting the least damage but you are now one forward dash away from being up close to them for pressure. All the combo enders I mentioned also let you set up quick charge afterwards. (iirc @Trustful_Whale made a complication of when you can set up charge safely on hit, most times you do it on block it’s mad unsafe) After ending in BF3 or DB2 (and maybe DF2, idk about F32) you can do DB4 projectile on oki if you still have charge.

T&L I won’t comment because I suck and I haven’t started messing with it as I promised

For combos I think you could add:
TW:
J3 combos mentioned above
1 bar Corner combos into B2 set-up (Any starter~DB2 AMP, JI3, B2)

Raijin
J3 combos in the corner (J3, D1, D1, 243~DB2)
Corner combo (any starter except B31~DB4 AMP, F3, 243~DB2) this is consistent and nets big damage
2bar B2 set up(starter except B31~DB4 AMP, F4~ DB4 AMP, B2)

Thank you very much for organising this. If you need any help I can try my best to help. :)
 

Marlow

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Ok, I made some of the updates. Using F3 243 DB2 for Raijin is so much easier than F2 12 DB2, can't believe I wasted my time trying for that lol. My execution isn't that great btw.

I wasn't able to get either of the B2 set up combos you mentioned to work. Could you verify that they do work, and let me know the damage? It's probably just my lack of execution.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
Ok, I made some of the updates. Using F3 243 DB2 for Raijin is so much easier than F2 12 DB2, can't believe I wasted my time trying for that lol. My execution isn't that great btw.

I wasn't able to get either of the B2 set up combos you mentioned to work. Could you verify that they do work, and let me know the damage? It's probably just my lack of execution.
Sure I’ll try. I never go for the Raijin but it’s a way to set it up at least. The TW one you need to do a late JI3 like when you go for JI3, 243 and do B2 a bit early. I’ll see if I can test it out and give you the damage numbers. Remember that you can also do the DB4 projectile after ending midscreen combos with BF3/DB2, functions similar to doing lightning strike after combos in TW :)
 
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Mandolore1123

Man of Science Who Wields the Living Lightning
TW: B12~DB2 AMP, JI3, B2 260.41
Raijin: F4~DB4 AMP, F4~DB4 AMP, B2 372 something. It’s super inconsistent because you need to hit the second F4 pretty high up
 

MKF30

Fujin and Ermac for MK 11
Nice combos, I have one that I've done for months I've noticed changes depending on the character for some reason. Like other day I did it to LK, and it did like 370% but when I did it to Cetrion and Jade(females) did 420%.

Jump in punch starter JIP 2, B3, 1, DB2 AMP, delay JIP 2, F4, DB2 AMP, JK, BF3 does good damage but depending on the character varies. In Thunder Wave btw.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
Thunder Wave
Mid screen

J2
J2 32 DB2 AMP J3 BF3 = 314.75
J2 32 DB2 AMP J2 J3 BF3 = ???? dmg

J3
J3 BF3 AMP = 234.00 dmg

F2
F2 DB2 AMP J3 BF3 = 290.46 dmg

F4
F4 DB2 AMP J3 BF3 = 290.46 dmg

12
12 BF1 = 111.68 dmg (leaves Raiden +12 within F4/F2 or Jump in range)
12 DF2B AMP = 154.09 (leaves Raiden +3 within B1, F3, D4 range)
12 DB2 AMP J3 BF3 = 257.94 dmg
12 DB2 AMP J2 F3 BF3 = 269.91 dmg
121 KB = 280.44 dmg

B12
B12 BF1 = 121.67 dmg (leaves Raiden +12 within F4/F2 or Jump in range)
B12 DF2B AMP = 164.09 dmg (leaves Raiden +3 within B1, F3, D4 range)
B12 DB2 AMP J3 BF3 = 267.94 dmg male
B12 DB2 AMP F2 12 BF3 = 268.97 dmg female
B12 DB2 AMP J2 J3 BF3 = 294.26 dmg
B12 DB2 AMP J2 F2 12 BF3 = 311.58 dmg
(Note: The above combo does not work on female characters)
B12 DB2 AMP J2 F4 DB2 AMP J3 BF3 = 359.37 dmg
B12 DB2 AMP J3 dash F4 DB2 AMP J3 BF3 = 372.49 dmg

243
243 BF3 = 189.36 dmg
243 DF3 AMP = 240.80 dmg

32
32 DB2 AMP J3 BF3 = 287.94 dmg
32 DB2 AMP J2 F3 BF3 = 299.91 dmg

B31
B31 DB2 AMP J2 J3 BF3 = 313.26 dmg
B31 DB2 AMP J2 F2 12 BF3 = 330.58 dmg
(Note: The above combo does not work on female characters)
B31 DB2 AMP J2 F4 DB2 AMP J3 BF3 = 378.37 dmg
B31 DB2 AMP J3 dash F4 DB2 AMP J3 BF3 = 391.49 dmg

U2
U2 dash 243 BF3 = 210.96 dmg
U2 F3 DB2 AMP J2 J3 BF3 = 303.45 dmg

D2 Krushing Blow
D2 KB B12 BF3 = 309.00 dmg
D2 KB dash 243 BF3 = 341.49 dmg
D2 KB B12 DB2 AMP J3 BF3 = 404.35 dmg
D2 KB F3 DB2 AMP J2 J3 BF3 = 428.54 dmg
D2 KB F3 DB2 AMP J2 F4 DB2 AMP J3 BF3 = 483.36 dmg

B2 Krushing Blow
B2 KB B12 BF3 = 369.55 dmg
B2 KB dash 243 BF3 = 400.42 dmg
B2 KB B12 DB2 AMP J3 BF3 = 460.13 dmg
B2 KB F3 DB2 AMP J2 J3 BF3 = 483.11 dmg
B2 KB F4 DB2 AMP J2 F4 DB2 AMP J3 BF3 = 550.40 dmg

Fatal Blow
B12 DB2 AMP FB = 389.93 dmg
B12 DB2 AMP J3 dash F4 FB = 442.41 dmg

Corner:

J3
J3 D1 D1 243 BF3 AMP = 320.69 dmg
J3 D1 D1 243 DB2 AMP B2 = 326.09 (loads B2 KB)
J3 D1 D1 243 DB2 AMP F32 = 341.27 dmg (Leads to plus 47 on knockdown)

F2
F2 DB2 AMP J3 243 BF3 = 342.90 dmg
F2 DB2 AMP J3 243 DB2 AMP B2 = 376.99 dmg (B2 KB setup)

F4
F4 DB2 AMP J3 243 BF3 = 342.90 dmg
F4 DB2 AMP J3 243 DB2 AMP B2 = 376.99 dmg (B2 KB setup)

12
12 BF1 = 111.68 dmg (leaves Raiden +11 at point blank range)
12 DF2B AMP = 154.09 dmg (leaves Raiden +3 at point blank range)
12 DB2 AMP B2 = 189.07 dmg (set up B2 KB) (2nd hit of B2 must connect to load KB)
12 DB2 AMP J3 243 BF3 = 307.76 dmg
12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B 12 DF2B…

B12
B12 BF1 = 121.67 dmg (leaves Raiden +11 at point blank range)
B12 DF2B AMP = 164.09 dmg (leaves Raiden +3 at point blank range)
B12 DB2 AMP J3 B2 = 260.41 dmg (B2 KB set up)
B12 DB2 AMP J3 F32 = 277.14 dmg (47f advantage on knockdown)
B12 DB2 AMP J3 243 BF3 = 317.76 dmg (34f advantage on knockdown
B12 DB2 AMP J3 F2 12 BF3 = 324.70 dmg
B12 DB2 AMP J3 243 DB2 AMP B2 = 350.14 dmg (sets up B2 KB)
B12 DB2 AMP J3 F4 DB2 AMP J3 BF3 = 372.49 dmg

21
21 DB2 AMP B2 = 176.14 (set up B2 KB)
21 243 BF3 = 197.43 dmg
21 DB2 AMP J3 BF3 = 248.79 dmg
21 F3 DB2 AMP J3 243 BF3 = 282.00 dmg
21 F3 DB2 AMP J3 F3 DB2 AMP BF3 = 292.90 dmg

243
243 BF3 = 189.86 dmg
243 DB2 AMP J3 BF3 = 302.59 dmg
243 DB2 AMP J3 243 BF3 = 349.92 dmg
243 DB2 AMP J3 F4 DB2 AMP BF3 = 376.04 dmg

32
32 DB2 AMP J3 243 BF3 = 337.76 dmg

B31
B31 BF3 = 167.75 (Low option when no bars after B2 set up)
B31 DB2 AMP J3 F32 = 296.14 dmg (47f advantage on knockdown)
B31 DB2 AMP J3 243 BF3 = 336.76 dmg (34f advantage on knockdown)
B31 DB2 AMP J3 F4 DB2 AMP BF3 = 364.25 dmg

D2 Krushing Blow
D2 KB 243 BF3 = 341.49 dmg
D2 KB F3 D1 243 BF3 = 381.92 dmg
D2 KB 243 DB2 AMP J3 BF3 = 432.07 dmg
D2 KB F3 DB2 AMP J3 243 BF3 = 448.32 dmg
D2 KB F3 DB2 AMP J3 F3 DB2 AMP BF3 = 462.09 dmg

B2 Krushing Blow
B2 KB 243 BF3 = 400.42 dmg
B2 KB F3 D1 243 BF3 = 438.82 dmg
B2 KB 243 DB2 AMP J3 BF3 = 486.47 dmg
B2 KB F4 DB2 AMP J3 243 BF3 = 517.11 dmg
B2 KB F4 DB2 AMP J3 F3 DB2 AMP BF3 = 530.18 dmg

Fatal Blow
B12 DB2 AMP FB = 389.93 dmg
B12 DB2 AMP J3 243 FB = 442.52 dmg

Setup/Oki/Tech

Coming Soon

Tips/General Strategy


- BF3 ender is the best ender for corner carry when at Mid Screen, and leaves Raiden +33
-Combos can be ended in DB2 for slightly more damage than BF3, but less advantage
-Ending any corner combo where the opponent is airborne with F32 leaves you at +47 and you get a safe jump that beats most wake up options
-After ending in BF3 mid screen, you also get to teleport in for free or do a far lightning strike for chip, which can now be amped for additional chip if desired
-F3 is a safe 11f Mid at -6, and starts his F32 string which is also safe at -6
-On hit F3 leaves Raiden point blank at +15 and jails his safe hit confirmable 243 string
-B31 has a lot of push back on block, and backdashing after a blocked B31 is a good way to set up a whiff punish opportunity
Can you also add that D4 on hit jails into F4? Super useful in Raijin because you get to reset neutral and get decent chip off DF2. Plus many ppl online disrespect and if you read that you go into your max damage full combo (since F4 is his highest damaging starter)
 

Marlow

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Thanks. I'm wondering if it would be helpful to add a separate section for each one to lay out some anti air options and possible anti projectile options, or if I can just include those in the General info/tips section.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
Thanks. I'm wondering if it would be helpful to add a separate section for each one to lay out some anti air options and possible anti projectile options, or if I can just include those in the General info/tips section.
The only major difference in anti-airs between TW and Raijin is probably DB2. Otherwise the main AAs should be S1, S3, S4, and D2. Otherwise the jailing stuff and general tips can be its own section since it applies to all the variations.

AA combos for TW: (iirc)
1, B12~DB2 AMP, JI3~BF3 (274 something damage)

AA for Raijin:
4~DB2 :p
1, B12~BF3 (Dx the damage because I suck at antiairs so I don’t use these combos)
 

Darth Mao

Your Tech is Mine! #buffRaiden
The only major difference in anti-airs between TW and Raijin is probably DB2. Otherwise the main AAs should be S1, S3, S4, and D2. Otherwise the jailing stuff and general tips can be its own section since it applies to all the variations.

AA combos for TW: (iirc)
1, B12~DB2 AMP, JI3~BF3 (274 something damage)

AA for Raijin:
4~DB2 :p
1, B12~BF3 (Dx the damage because I suck at antiairs so I don’t use these combos)
3,2~db2 [184.09]
3,2~bf3 [168.75]
3,2~db4 ex, f4~bf3 [306.65]
 

Marlow

Premium Supporter
Premium Supporter
I updated a few things on Truth and Light. I know it's not a good variation, but I'm still curious to see how it could work.

One thing that stands out seems to be the ability to fish around with F4 and F2 into Lighting Rod Amped to get the plus frames and put Raiden point blank in a great 50/50 situation. F2 DB4 AMP combos for 153 dmg and leaves Raiden point blank at +17. This means it's basically a 3 way guess for the opponent between OH, Low, and Throw. Even if Raiden just gets a normal throw, if you add that 140 dmg to the 153 that's about 293 damage for the sequence using just 1 bar.
 

MKF30

Fujin and Ermac for MK 11
Nice updates, I' have some combo vids I'll recheck to see if the combos have been posted and post soon so you can update for TW :)
 

Mandolore1123

Man of Science Who Wields the Living Lightning
@Marlow
Strings and pokes that cancel into Quick Charge safely on hit:
12 (+3)
d4 (+3)
24 (+1)
f3 ( 0 )
b3 ( 0 )
f1 (-2)
f11 (-2)
f2 (-2)
b1 (-2)
b21 (-3)
f4 (-5) (punishable only by another Raiden with Discharge)
b31 (soft knockdown but good spacing)

Copied this off @Trustful_Whale in a previous thread. Important points for Raijin players
 

Mandolore1123

Man of Science Who Wields the Living Lightning
@Marlow
TW side switch combos:
Starter~DB2 AMP, DU, J3~BF3 (most damage but easily punished by breakaway after J3 if you switch from the corner)
Starter~DB2 AMP, DU, B12~BF3 (less damage but easier to hitconfirm)
 

Marlow

Premium Supporter
Premium Supporter
Thanks, I'll try and add that tonight.

On a related note, are there any good options for any of the variations if you think the opponent is going to Breakaway?