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Raiden Updated Combo Thread

Mandolore1123

Man of Science Who Wields the Living Lightning
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?
Not sure, because people who know the MU should be breaking after the first hit of storm cell, so you either read the break and save yourself meter by not AMPing the storm cell, or you just don’t let them break by doing string into BF3.
As for Raijin, I will have to test out the different options after DB4 AMP when I have time
 

Marlow

Premium Supporter
Premium Supporter
I still need to test, but I think for Raijin if you go for the F2 after the DB4 AMP it will still clip them and you at least get that damage, and then you're point blank on the wakeup. Not sure if that leaves Raiden with enough advantage to actually pressure the wakeup, or if the opponent has enough time to even punish or not.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
I still need to test, but I think for Raijin if you go for the F2 after the DB4 AMP it will still clip them and you at least get that damage, and then you're point blank on the wakeup. Not sure if that leaves Raiden with enough advantage to actually pressure the wakeup, or if the opponent has enough time to even punish or not.
I’m slightly inclined to believe you can dash up and D2 after DB4 AMP in Raijin if you read a breakaway, as I remember Dalphanate has done it in his videos. However I may be wrong. Thanks again for testing.
 
I still need to test, but I think for Raijin if you go for the F2 after the DB4 AMP it will still clip them and you at least get that damage, and then you're point blank on the wakeup. Not sure if that leaves Raiden with enough advantage to actually pressure the wakeup, or if the opponent has enough time to even punish or not.
Since f2 recovers fast Raiden should be good in that situation.
 

MKF30

Fujin and Ermac for MK 11
This is an older video from June but I have some combos you don't have listed, I'll post some more in a little bit. It's near the corner using the B2 KB into fatal Blow.

B2 KB, F4~DB2 Amp, F4~DB2 AMP, Deep Jump Kick in the corner into Fatal Blow

This is one of my favs but you have to be near the corner, but it's good damage at 618.20%

Mid Screen 442.12% Fatal Blow Combo.
Jump in 2, 3, B1~DB2AMP, Teleport, DB2AMP, F4~Fatal Blow
 
Last edited:

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
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 = 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
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
At F4 distance or mid screen, TW can incorporate L2 (stance switch) to fake out opponents. If they attempt to punish your fake out teleports then you can F4 whiff punish them into full combo.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
I was recently talking to someone who’s been playing with T&L, and he said that doing AMP rod after B12 doesn’t make it safe regardless fo distance since as long as people don’t move their hurtbox back they will not get hit by the bubble. @Trustful_Whale @Marlow Can any of you confirm this?
 

Marlow

Premium Supporter
Premium Supporter
I was recently talking to someone who’s been playing with T&L, and he said that doing AMP rod after B12 doesn’t make it safe regardless fo distance since as long as people don’t move their hurtbox back they will not get hit by the bubble. @Trustful_Whale @Marlow Can any of you confirm this?
Yes, can confirm. Not sure what the exact punish would be for all characters, but I was in practice mode and was able to punish with Johnny Cage's S4 pretty easily.

It's a bummer.
 

Marlow

Premium Supporter
Premium Supporter
Currently, my idea for a game plan with T&L goes something like this:

-Use F2 and F4 to whiff punish into AMP Lightning Rod. This combos into the hit from the Electric Bubble and does about 150 damage, and leaves Raiden super plus at point blank range. From there you can go for throw, B31, or B2, or whatever string you choose. F2 seems to always combo into regular AMP Rod on hit, F4 seems to vary either by range or by opponent.

-Use B12 and B31 on whiff punish into Jo Push combo, ending in DB2 (no amped). This leaves the opponent a decent distance away and leaves Raiden at around +50 according to the frame data in practice mode. From here Raiden can dash forwards once and set up a far lightening rod that lands just slightly behind the opponent, which I think is the ideal placement. I’m not sure it’s worth the bar to amp the rod at full screen. I’ve also found doing BF1 or DF2 while the rod is directly on or slightly behind the opponent is preferable since it grants the extra hits, while if the rod is in front of the opponent I only seem to get the one hit from the rod.

-If up close, try and use D1, D3, and the F3/F32 string to either set up some plus frames on hit or go for a hard knockdown into an amped Rod setup.

-I’m still working/not sure on how to capitalize on amped rod setups. Raiden has some decent jump in combos where a J3 can be followed up by a F4 if timed correctly. I just don’t know a great way of trying to mix the opponent though. Ideally it would be something between going for a Jump in (opponent must block OH), Raiden’s B31 string, or pressuring with F4.

-You can still check with D4 into F4 at D4 range

-After the above strategies all fail, rage quit the game, delete, and then reinstall several hours later and pick TW or Raijin instead.


@UnshavenRaven I'd love to here what you've found so far playing him.
 
Currently, my idea for a game plan with T&L goes something like this:

-Use F2 and F4 to whiff punish into AMP Lightning Rod. This combos into the hit from the Electric Bubble and does about 150 damage, and leaves Raiden super plus at point blank range. From there you can go for throw, B31, or B2, or whatever string you choose. F2 seems to always combo into regular AMP Rod on hit, F4 seems to vary either by range or by opponent.

-Use B12 and B31 on whiff punish into Jo Push combo, ending in DB2 (no amped). This leaves the opponent a decent distance away and leaves Raiden at around +50 according to the frame data in practice mode. From here Raiden can dash forwards once and set up a far lightening rod that lands just slightly behind the opponent, which I think is the ideal placement. I’m not sure it’s worth the bar to amp the rod at full screen. I’ve also found doing BF1 or DF2 while the rod is directly on or slightly behind the opponent is preferable since it grants the extra hits, while if the rod is in front of the opponent I only seem to get the one hit from the rod.

-If up close, try and use D1, D3, and the F3/F32 string to either set up some plus frames on hit or go for a hard knockdown into an amped Rod setup.

-I’m still working/not sure on how to capitalize on amped rod setups. Raiden has some decent jump in combos where a J3 can be followed up by a F4 if timed correctly. I just don’t know a great way of trying to mix the opponent though. Ideally it would be something between going for a Jump in (opponent must block OH), Raiden’s B31 string, or pressuring with F4.

-You can still check with D4 into F4 at D4 range

-After the above strategies all fail, rage quit the game, delete, and then reinstall several hours later and pick TW or Raijin instead.


@UnshavenRaven I'd love to here what you've found so far playing him.
Very cool stuff man! I had some more good fights using Truth & Light on Kombat League earlier today as well. I'll try to get those uploaded sometime this week.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
@Marlow FYI the safe jump set ups off F32 no longer work for U2s. You get beat every time. But you can still probably do all the other stuff like FB U3s, punish rolls and get lots of plus frames
 

Mandolore1123

Man of Science Who Wields the Living Lightning
Stealing this whole thread and studying it at work to learn Raijin. Great breakdown and info. Thanks to all involved so far!
The following post is good information for any raiden player. Do read this and integrate this into your gameplay. Works especially well for Raijin.
So I've been messing around with Raiden's various ways to achieve good plus frames on hit, mainly with:
  • f3 (+15) (-6)
  • s2 (+17) (-4)
  • f2 (+18) (-3)
but also:
  • 24 (+8) (-8)
  • b3 (+12) (-9)
  • 12 (+17) (-6)
  • j2 (+32) (+11/15)
Landing any of the first three allows a free attempt at basically anything Raiden wants.
  • b3/b2/243/mid/throw are all possible after f3 naturally
  • b2 and s2 require a micro dash to connect after an f2 and is uninterruptible.

  • 12 also jails into f3 (b1 whiffs), and frame traps into micro dash b3 (if they jump it's an air hit)
  • b3, in turn, jails into 12 (easiest), s4 (medium), and s2 (hardest)
  • 24 jails easily into 12
Landing these moves is like getting hit with Terminator's amped shotgun and forces the opponent to guess. What's more is jailing into s2 or another f3 can repeat the process and give additional opportunities for the opponent to lose patience and make mistakes.​

While many of us have believed for a while that Raiden is meant to frustrate the opponent I believe this is the real core of what he's meant to do; to always be jailing his opponent into oblivion until they get frame trapped into mega damage. It allows him to enforce his slower buttons and I think it overall makes a lot of sense with the big picture of this character. What is also great about this is all of his jailing options are available baseline and will work in any variation, and stray hits achieved from jailing are unscaled damage.

What this allows for Raiden is to basically loop into various jailing moves, for instance: d3, 24, 12, f3, throw is just one example. f2, b3, 12, f3 is another.
* I did manage to jail f3 into s3 (+6)(+3) after a micro dash and specific timing, but otherwise this button is still too short ranged to be of any real use to us.​

* It's worth noting for any Raijin players that 12 and d4 are +3 when canceling into Quick Charge on hit, so these methods would further serve Raiden for applying Quick Charge during such pressure.​
Also, I feel that f2 in particular is heavily under utilized in all of the Raiden footage I've watched. I'll give Reiko Takahashi credit for using it often in neutral, but he always taps them with a d3 instead of using the plus frames to further his advantage.

f2 (i21) is slower than f4 (i19) and hits high so it's understandable that most Raidens would rather just use f4, but the recovery times make a big difference on what Raiden is able to get away with by messing with the opponent's expectations.
f2 recovers 9 frames faster than f4 on whiff, allowing him to remain safer in situations where missing f4 is a full punish and is harder to jump over due to hitting high, upon which gives Raiden a 12 juggle conversion. If they start trying to duck f2 you can switch to f4.

Unfortunately, there's no way to jail into f2 other than j2, but it may still be worth doing since both moves separately will have no scaling (140) whereas j2~f2 combo does about 129.

Since their startups and recovery are essentially reversed I believe it's possible to mess with the opponent's expectation of our timing, for instance I have caught people at range after first whiffing an f2 and then immediately using f4 catching them responding to the f2, so as a general movement tactic I think there's merit here.
These moves also look almost identical when starting up and moving Raiden forward, so I don't believe anyone will be reacting to identify which one it is to make a fully informed response every time, and they're both -3 on block so if they block it doesn't matter anyways.

I encourage all the Raidens who still come here to try this stuff out and share your experiences. I'll have to eventually upload some of my own matches in the video thread on my next session of online once I've put more of this to muscle memory. I think it has potential.

Let me know what you guys think.
 

Hruza Da Bruza

Must Mash Harder!!!!!
The following post is good information for any raiden player. Do read this and integrate this into your gameplay. Works especially well for Raijin.
Absolutely. I have about 6-8 pages printed and ready to go home and hit the lab. It's been a while and need to get back into learning new characters to keep things fresh. Lol. Thanks!
 

Mandolore1123

Man of Science Who Wields the Living Lightning
Absolutely. I have about 6-8 pages printed and ready to go home and hit the lab. It's been a while and need to get back into learning new characters to keep things fresh. Lol. Thanks!
Here: more stuff to print. Credits to @Trustful_Whale again


RAIDEN DISCHARGE GAP PUNISHING SHEET

[LEGEND]
# = Discharge can punish this string here
~ = Special cancel
! = Trades and resets to neutral
!! = Trades poorly (Raiden gets knocked down)
!!! = You will eat a KB for trying


-BARAKA-
11#2
2#1+3
F21!2
B312#
F44#

-CASSIE CAGE-
111#
F34#3
F412#
D4#
B3#

-CETRION-
11!!4
F132#
21!!!3
F23#4
B3#
B3!!2
B4#

-D'VORAH-
12 1+3#
F13#
21#
21222#
F2#
F22#
F22U1+3#
F22#D1+3
F22!!4
B3#4
D3#
F4#
D4#
B4#

-ERRON BLACK-
B2#U4
F21#21
F3#2
F4#

-FROST-
13#2
13#4
B12#
223#
B2#212#
344#2#
B3#2#D1#
D2#
B4#
D4#

-GERAS-
New Era and Eternal cannot tick into bf2 against Discharge
111#
F1 1+3#
2#4
B22#
F2#2
D3#
D4#

-JACQUI BRIGGS-
22# (Cybernetic Override wins)
B22#
F2,2...#
B3#4
F314#
44#
D3#
D4#
B4#
F4#

-JADE-
124#
B1#2
B2#124
F2#1
322D1#
B343#4
F3!43#
431#

-JAX-
12#1
D12#
22D4#
22!!1+3#
F2!!1+3#
B32!!1+3#
F33!!1+3#
D3#
D4#
B4#

-JOHNNY CAGE-
121#
244#U4
F21#2
F344#U4
B34#
F4#3
D4#

-KABAL-
B12#
F3#
B4#
D4#

-KANO-
Air Kano Ball amped
11#2
22!!1+3
24#1+3
F3#
F4#
F4#3
D4#


-KITANA-
12D2#
B13!!1
B14#
B14!!!2
21#
21222#
21434#
B231343#
B231#D2
F222#
F234#
32#
3212#
B3!!4
D1#
D3#
B4#
D4#

-KOTAL KAHN-
122#
F122#
22#
221#
F24#
B22#3
F3!4

-KOLLECTOR-
F12#
F22!!1+3
4#4#3
F4#

-KUNG LAO-
F12#
F1!3#U2
212124#
21#4
F21#
F214#
B32#1
B4#
D4#


-LIU KANG-
123#
B124#~ (beats cancels)
34!!3 (bad trade)
B3#4 (special cancels win)
F4#
F43#U3 (obviously just combo instead)
F43~!DB1 (good trade with low fireball)
B4#

-NIGHTWOLF-
Discharge can punish the gap in df2amp and bf4amp
111#
11#2
b13#2
f12#
22#
222#
22 1+2#
f234#
31!!!2
b34!!1+3

-NOOB SAIBOT-
11#2
113# (cancel into Slide wins)
B3 1+3#
F22# (cancels win)
D4#
B4#
F4#
F3#

-RAIDEN-
12#
12#~DB4
12!!!1
2#1
B1#
B12#
B1!!4
F3#
F32#
B3#1
D4#

-SCORPION-
11#
112#
21#2
F4#23
B14#3#
B141#
F3#4
D4#

-SHANG TSUNG-
11#2
114#
B11#2
B1D2#
21U2D2#
B2#112
F24#2
F24!!!3
3U2#~DF3
B3#U4
D2#
F3#
B4#
D4#

-SHAO KAHN-
Anything canceled into Upward Wrath Hammer
UWH's gap can be Discharged, but you'll still get hit after.
12#
14#2#
212#
23#2#
F21#
F2#4
F3#4#
4#4#
B2#
D4#

-SINDEL-
Attempting to Discharge any cancelable string is a huge risk if Sindel decides to Shriek KB.
bf1#
11#2
f21#u2
f4#
b3#

-SKARLET-
12#4 (can lose to parry cancel)
B1#2 (careful, can KB)
212#
F2#1#
B3!!4
F4#3
B2#
D3#
B3#
D4#
B4#

-SONYA-
2#122
B2#3#D3
B2#3#4
33#
33~!! (bad trade with cancels, loses to rings)
333#
B3!D4
B3#U4
D4#

-SUBZERO-
B143#~DF1
3#3
B32#~DF1 (any cancels into ice balls)
B21#
D4#

-THE TERMINATOR-
Discharge can interrupt shotgun f amp
Discharge can interrupt Endo Lunge
21!!2
f2#1+3
f3#2
f3#4
(FJ) f4#~bf3amp b
(FJ) f2#~bf3amp b
(FJ) f3#~bf3amp b
 

Hruza Da Bruza

Must Mash Harder!!!!!
Here: more stuff to print. Credits to @Trustful_Whale again


RAIDEN DISCHARGE GAP PUNISHING SHEET

[LEGEND]
# = Discharge can punish this string here
~ = Special cancel
! = Trades and resets to neutral
!! = Trades poorly (Raiden gets knocked down)
!!! = You will eat a KB for trying


-BARAKA-
11#2
2#1+3
F21!2
B312#
F44#

-CASSIE CAGE-
111#
F34#3
F412#
D4#
B3#

-CETRION-
11!!4
F132#
21!!!3
F23#4
B3#
B3!!2
B4#

-D'VORAH-
12 1+3#
F13#
21#
21222#
F2#
F22#
F22U1+3#
F22#D1+3
F22!!4
B3#4
D3#
F4#
D4#
B4#

-ERRON BLACK-
B2#U4
F21#21
F3#2
F4#

-FROST-
13#2
13#4
B12#
223#
B2#212#
344#2#
B3#2#D1#
D2#
B4#
D4#

-GERAS-
New Era and Eternal cannot tick into bf2 against Discharge
111#
F1 1+3#
2#4
B22#
F2#2
D3#
D4#

-JACQUI BRIGGS-
22# (Cybernetic Override wins)
B22#
F2,2...#
B3#4
F314#
44#
D3#
D4#
B4#
F4#

-JADE-
124#
B1#2
B2#124
F2#1
322D1#
B343#4
F3!43#
431#

-JAX-
12#1
D12#
22D4#
22!!1+3#
F2!!1+3#
B32!!1+3#
F33!!1+3#
D3#
D4#
B4#

-JOHNNY CAGE-
121#
244#U4
F21#2
F344#U4
B34#
F4#3
D4#

-KABAL-
B12#
F3#
B4#
D4#

-KANO-
Air Kano Ball amped
11#2
22!!1+3
24#1+3
F3#
F4#
F4#3
D4#


-KITANA-
12D2#
B13!!1
B14#
B14!!!2
21#
21222#
21434#
B231343#
B231#D2
F222#
F234#
32#
3212#
B3!!4
D1#
D3#
B4#
D4#

-KOTAL KAHN-
122#
F122#
22#
221#
F24#
B22#3
F3!4

-KOLLECTOR-
F12#
F22!!1+3
4#4#3
F4#

-KUNG LAO-
F12#
F1!3#U2
212124#
21#4
F21#
F214#
B32#1
B4#
D4#


-LIU KANG-
123#
B124#~ (beats cancels)
34!!3 (bad trade)
B3#4 (special cancels win)
F4#
F43#U3 (obviously just combo instead)
F43~!DB1 (good trade with low fireball)
B4#

-NIGHTWOLF-
Discharge can punish the gap in df2amp and bf4amp
111#
11#2
b13#2
f12#
22#
222#
22 1+2#
f234#
31!!!2
b34!!1+3

-NOOB SAIBOT-
11#2
113# (cancel into Slide wins)
B3 1+3#
F22# (cancels win)
D4#
B4#
F4#
F3#

-RAIDEN-
12#
12#~DB4
12!!!1
2#1
B1#
B12#
B1!!4
F3#
F32#
B3#1
D4#

-SCORPION-
11#
112#
21#2
F4#23
B14#3#
B141#
F3#4
D4#

-SHANG TSUNG-
11#2
114#
B11#2
B1D2#
21U2D2#
B2#112
F24#2
F24!!!3
3U2#~DF3
B3#U4
D2#
F3#
B4#
D4#

-SHAO KAHN-
Anything canceled into Upward Wrath Hammer
UWH's gap can be Discharged, but you'll still get hit after.
12#
14#2#
212#
23#2#
F21#
F2#4
F3#4#
4#4#
B2#
D4#

-SINDEL-
Attempting to Discharge any cancelable string is a huge risk if Sindel decides to Shriek KB.
bf1#
11#2
f21#u2
f4#
b3#

-SKARLET-
12#4 (can lose to parry cancel)
B1#2 (careful, can KB)
212#
F2#1#
B3!!4
F4#3
B2#
D3#
B3#
D4#
B4#

-SONYA-
2#122
B2#3#D3
B2#3#4
33#
33~!! (bad trade with cancels, loses to rings)
333#
B3!D4
B3#U4
D4#

-SUBZERO-
B143#~DF1
3#3
B32#~DF1 (any cancels into ice balls)
B21#
D4#

-THE TERMINATOR-
Discharge can interrupt shotgun f amp
Discharge can interrupt Endo Lunge
21!!2
f2#1+3
f3#2
f3#4
(FJ) f4#~bf3amp b
(FJ) f2#~bf3amp b
(FJ) f3#~bf3amp b
Not all heroes wear capes my friend. <3 :)
 

DDutchguy

Stand 4'ing airplanes out of the sky
Here: more stuff to print. Credits to @Trustful_Whale again


RAIDEN DISCHARGE GAP PUNISHING SHEET

[LEGEND]
# = Discharge can punish this string here
~ = Special cancel
! = Trades and resets to neutral
!! = Trades poorly (Raiden gets knocked down)
!!! = You will eat a KB for trying


-BARAKA-
11#2
2#1+3
F21!2
B312#
F44#

-CASSIE CAGE-
111#
F34#3
F412#
D4#
B3#

-CETRION-
11!!4
F132#
21!!!3
F23#4
B3#
B3!!2
B4#

-D'VORAH-
12 1+3#
F13#
21#
21222#
F2#
F22#
F22U1+3#
F22#D1+3
F22!!4
B3#4
D3#
F4#
D4#
B4#

-ERRON BLACK-
B2#U4
F21#21
F3#2
F4#

-FROST-
13#2
13#4
B12#
223#
B2#212#
344#2#
B3#2#D1#
D2#
B4#
D4#

-GERAS-
New Era and Eternal cannot tick into bf2 against Discharge
111#
F1 1+3#
2#4
B22#
F2#2
D3#
D4#

-JACQUI BRIGGS-
22# (Cybernetic Override wins)
B22#
F2,2...#
B3#4
F314#
44#
D3#
D4#
B4#
F4#

-JADE-
124#
B1#2
B2#124
F2#1
322D1#
B343#4
F3!43#
431#

-JAX-
12#1
D12#
22D4#
22!!1+3#
F2!!1+3#
B32!!1+3#
F33!!1+3#
D3#
D4#
B4#

-JOHNNY CAGE-
121#
244#U4
F21#2
F344#U4
B34#
F4#3
D4#

-KABAL-
B12#
F3#
B4#
D4#

-KANO-
Air Kano Ball amped
11#2
22!!1+3
24#1+3
F3#
F4#
F4#3
D4#


-KITANA-
12D2#
B13!!1
B14#
B14!!!2
21#
21222#
21434#
B231343#
B231#D2
F222#
F234#
32#
3212#
B3!!4
D1#
D3#
B4#
D4#

-KOTAL KAHN-
122#
F122#
22#
221#
F24#
B22#3
F3!4

-KOLLECTOR-
F12#
F22!!1+3
4#4#3
F4#

-KUNG LAO-
F12#
F1!3#U2
212124#
21#4
F21#
F214#
B32#1
B4#
D4#


-LIU KANG-
123#
B124#~ (beats cancels)
34!!3 (bad trade)
B3#4 (special cancels win)
F4#
F43#U3 (obviously just combo instead)
F43~!DB1 (good trade with low fireball)
B4#

-NIGHTWOLF-
Discharge can punish the gap in df2amp and bf4amp
111#
11#2
b13#2
f12#
22#
222#
22 1+2#
f234#
31!!!2
b34!!1+3

-NOOB SAIBOT-
11#2
113# (cancel into Slide wins)
B3 1+3#
F22# (cancels win)
D4#
B4#
F4#
F3#

-RAIDEN-
12#
12#~DB4
12!!!1
2#1
B1#
B12#
B1!!4
F3#
F32#
B3#1
D4#

-SCORPION-
11#
112#
21#2
F4#23
B14#3#
B141#
F3#4
D4#

-SHANG TSUNG-
11#2
114#
B11#2
B1D2#
21U2D2#
B2#112
F24#2
F24!!!3
3U2#~DF3
B3#U4
D2#
F3#
B4#
D4#

-SHAO KAHN-
Anything canceled into Upward Wrath Hammer
UWH's gap can be Discharged, but you'll still get hit after.
12#
14#2#
212#
23#2#
F21#
F2#4
F3#4#
4#4#
B2#
D4#

-SINDEL-
Attempting to Discharge any cancelable string is a huge risk if Sindel decides to Shriek KB.
bf1#
11#2
f21#u2
f4#
b3#

-SKARLET-
12#4 (can lose to parry cancel)
B1#2 (careful, can KB)
212#
F2#1#
B3!!4
F4#3
B2#
D3#
B3#
D4#
B4#

-SONYA-
2#122
B2#3#D3
B2#3#4
33#
33~!! (bad trade with cancels, loses to rings)
333#
B3!D4
B3#U4
D4#

-SUBZERO-
B143#~DF1
3#3
B32#~DF1 (any cancels into ice balls)
B21#
D4#

-THE TERMINATOR-
Discharge can interrupt shotgun f amp
Discharge can interrupt Endo Lunge
21!!2
f2#1+3
f3#2
f3#4
(FJ) f4#~bf3amp b
(FJ) f2#~bf3amp b
(FJ) f3#~bf3amp b
This deserves its own thread
 

MKF30

Fujin and Ermac for MK 11
You guys notice that the same combos Raiden does to a lot of male characters do more damage to females?