Chaosphere
The Free Meter Police
Hey guys,
Post your Raiden combos here. Post anything and everything in here. I will update the OP as I determine what are and aren't the most practical combos. IT HAS BEGUN. Also... please don't pester me to give you credit for finding a combo. Tech is one thing... but BnB's are another. Knowing you were the first to find a BnB should be good enough. =) Not trying to sound like a jerk. I just don't want any unnecessary drama here. The point is to find out as much information as soon as possible. Feel free to tag me on any post you feel is vital.
ATTACKS
1 – front punch (fp): square on PS4, X on XB1
2 – back punch (bp): triangle on PS4, Y on XB1
3 – front kick (fk): X on PS3, A on XB1
4 – back kick (bk): Circle on PS4, B on XB1
throw - L1 on PS4, LB on XB1
DIRECTIONS
u - up
d - down
b – back (away from opponent)
f - forward (towards opponent)
JUMPS
j - jump
ji – jump in (Jump towards opponent)
nj - neutral jump (Jump directly up)
njp – neutral jump punch (neutral jump + 1/2)
OTHERS
~ - cancel
ex – indicates EX version of a special
mb - indicates a meter burned version of a special/move
run – indicates a run: ff+block)
, - end of string/normal/special
+ - indicates buttons pressed at the same time
MIDSCREEN
Thunder God
Notes:
-All combos end with superman.
-Superman is used to push the opponent into the corner.
-For charge strings, the number within [ ] represents the least amount of charges to continue the combo. [hold] means to hold the last button down for all charges. This applies to f12b2, b32, f22+4.
-LRC = Lightning Run Cancel. This means canceling into his projectile, holding the projectile, and run canceling out as fast as possible.
Meterless
Meterless
CORNER
Thunder God
Notes:
-Vortex combos end with LRC~21 which leaves you at +22 which forces the opponent to respect your b2/b3 50/50.
-After superman (not after all combos), you have the option to immediately input b32[hold] to blow up almost every armored move in the game if they don't tech roll. If you end a long combo with superman, you don't get the same amount of + frames on the knockdown which doesn't give you enough time to blow up their armored wake up with b32[hold]. This will lose to ex wakeups that are faster than 18 frames if the opponent tech rolls. Even on raw superman. So it loses to most wakeups if they tech roll.
-For charge strings, the number within [ ] represents the least amount of charges to continue the combo. [hold] means to hold the last button down for all charges. This applies to f12b2, b32, f22+4.
-LRC = Lightning Run Cancel. This means canceling into his projectile, holding the projectile, and run canceling out as fast as possible.
Meterless
f12b2, b14~LRC~b2, 213, f12b2[hold], f12b2[hold], 4~shocker - 32% - max damage
f12b2, 213, b14~LRC~21 - 22% - vortex
b2, b2, b14~LRC~214~superman - 37% - max damage
b2, b2, b14~LRC~21 - 29% - vortex
b32, b14~LRC~b2, 213, f12b2[hold], f12b2[hold], 4~shocker - 32% - max damage
b32, 213, b14~LRC~21 - 22% - vortex
34, b2, b14~LRC~214~superman - 36% - max damage
34, b2, b14~LRC~21 - 28% - vortex
213, b2, b14~LRC~214~superman - 33% - max damage
213, b2, b14~LRC~21 - 26% - vortex
njp, b2, b14~LRC~214~superman - 32% - max damage
njp, b2, b14~LRC~21 - 24% - vortex
a2aj1/2, 213, b14~LRC~214~superman - 28% - max damage
a2aj1/2, 213, b14~LRC~21 - 21% - vortex
Old
Post your Raiden combos here. Post anything and everything in here. I will update the OP as I determine what are and aren't the most practical combos. IT HAS BEGUN. Also... please don't pester me to give you credit for finding a combo. Tech is one thing... but BnB's are another. Knowing you were the first to find a BnB should be good enough. =) Not trying to sound like a jerk. I just don't want any unnecessary drama here. The point is to find out as much information as soon as possible. Feel free to tag me on any post you feel is vital.
ATTACKS
1 – front punch (fp): square on PS4, X on XB1
2 – back punch (bp): triangle on PS4, Y on XB1
3 – front kick (fk): X on PS3, A on XB1
4 – back kick (bk): Circle on PS4, B on XB1
throw - L1 on PS4, LB on XB1
DIRECTIONS
u - up
d - down
b – back (away from opponent)
f - forward (towards opponent)
JUMPS
j - jump
ji – jump in (Jump towards opponent)
nj - neutral jump (Jump directly up)
njp – neutral jump punch (neutral jump + 1/2)
OTHERS
~ - cancel
ex – indicates EX version of a special
mb - indicates a meter burned version of a special/move
run – indicates a run: ff+block)
, - end of string/normal/special
+ - indicates buttons pressed at the same time
MIDSCREEN
Thunder God
Notes:
-All combos end with superman.
-Superman is used to push the opponent into the corner.
-For charge strings, the number within [ ] represents the least amount of charges to continue the combo. [hold] means to hold the last button down for all charges. This applies to f12b2, b32, f22+4.
-LRC = Lightning Run Cancel. This means canceling into his projectile, holding the projectile, and run canceling out as fast as possible.
Meterless
f12b2, f22+4[hold]~superman - 16% - no stamina
f12b2, b14~LRC~214~superman - 25%
b2, superman - 18% - no stamina
b2~run~b14~superman - 24%
b32, f22+4[hold]~superman - 16% - no stamina
b32, b14~LRC~214~superman - 25%
34, f22+4[hold]~superman - 20% - no stamina
34~run~b14~LRC~214~superman - 30%
213, njp, walk, f22+4[hold]~superman - 22% - no stamina
213, njp~run~b14~LRC~214~superman - 29%
njp, walk, f2, b14~LRC~214~superman - 28%
a2aj1/2~run~b14~LRC~214~superman - 25%
vb~run~213, b14~LRC~214~superman - 27% - max damage
vb~run~213, b14~LRC~21 - 20% - vortex
1 Meterf12b2, b14~LRC~214~superman - 25%
b2, superman - 18% - no stamina
b2~run~b14~superman - 24%
b32, f22+4[hold]~superman - 16% - no stamina
b32, b14~LRC~214~superman - 25%
34, f22+4[hold]~superman - 20% - no stamina
34~run~b14~LRC~214~superman - 30%
213, njp, walk, f22+4[hold]~superman - 22% - no stamina
213, njp~run~b14~LRC~214~superman - 29%
njp, walk, f2, b14~LRC~214~superman - 28%
a2aj1/2~run~b14~LRC~214~superman - 25%
vb~run~213, b14~LRC~214~superman - 27% - max damage
vb~run~213, b14~LRC~21 - 20% - vortex
f12b2, b14~LRC~214~ex-shocker, b14~superman - 32%
b2~run~b14~ex-shocker, b14~LRC~run~214~superman - 40%
b32, b14~LRC~214~ex-shocker, b14~superman - 33%
34~run~b14~LRC~214~ex-shocker, b14~superman - 39%
214~ex-shocker, njp~run~b14~LRC~214~superman - 40%
ex-shocker, njp~run~b14~LRC~214~superman - 32%
njp, walk, f2, b14~LRC~214~ex-shocker, b14~superman - 35%
a2aj1/2~run~b14~LRC~214~ex-shocker, b14~superman - 34%
anti air f1, 21~ex-shocker, b14~LRC~214~superman - 33%
Displacer/Master of Stormsb2~run~b14~ex-shocker, b14~LRC~run~214~superman - 40%
b32, b14~LRC~214~ex-shocker, b14~superman - 33%
34~run~b14~LRC~214~ex-shocker, b14~superman - 39%
214~ex-shocker, njp~run~b14~LRC~214~superman - 40%
ex-shocker, njp~run~b14~LRC~214~superman - 32%
njp, walk, f2, b14~LRC~214~ex-shocker, b14~superman - 35%
a2aj1/2~run~b14~LRC~214~ex-shocker, b14~superman - 34%
anti air f1, 21~ex-shocker, b14~LRC~214~superman - 33%
Meterless
f12b2~run~f12b2~run~f12b2~superman - 32%
b2~run~f22+4~run~f12b2~superman - 33%
f22+4~run~f12b2~run~f12b2~superman - 33%
b33~superman - 16%
b34~superman - 17%
214~superman - 20%
34, f22+4, f12b2~superman - 32%
1 Meterb2~run~f22+4~run~f12b2~superman - 33%
f22+4~run~f12b2~run~f12b2~superman - 33%
b33~superman - 16%
b34~superman - 17%
214~superman - 20%
34, f22+4, f12b2~superman - 32%
b11~ex-shocker, njp, f22+4, f12b2~superman - 36%
f12b2, f12b2, f12b2~ex-shocker, b14~superman - 41%
b2, f22+4, f12b2~ex-shocker, b14~superman - 42%
f22+4, f12b2, f12b2~ex-shocker, b14~superman - 42%
b33~ex-shocker, njp, f22+4, f12b2~superman - 38%
b34~ex-shocker, njp, f12b2~superman - 29%
214~ex-shocker, njp, f22+4, f12b2~superman - 41%
34, f22+4, f12b2~ex-shocker, b14~superman - 42%
f12b2, f12b2, f12b2~ex-shocker, b14~superman - 41%
b2, f22+4, f12b2~ex-shocker, b14~superman - 42%
f22+4, f12b2, f12b2~ex-shocker, b14~superman - 42%
b33~ex-shocker, njp, f22+4, f12b2~superman - 38%
b34~ex-shocker, njp, f12b2~superman - 29%
214~ex-shocker, njp, f22+4, f12b2~superman - 41%
34, f22+4, f12b2~ex-shocker, b14~superman - 42%
CORNER
Thunder God
Notes:
-Vortex combos end with LRC~21 which leaves you at +22 which forces the opponent to respect your b2/b3 50/50.
-After superman (not after all combos), you have the option to immediately input b32[hold] to blow up almost every armored move in the game if they don't tech roll. If you end a long combo with superman, you don't get the same amount of + frames on the knockdown which doesn't give you enough time to blow up their armored wake up with b32[hold]. This will lose to ex wakeups that are faster than 18 frames if the opponent tech rolls. Even on raw superman. So it loses to most wakeups if they tech roll.
-For charge strings, the number within [ ] represents the least amount of charges to continue the combo. [hold] means to hold the last button down for all charges. This applies to f12b2, b32, f22+4.
-LRC = Lightning Run Cancel. This means canceling into his projectile, holding the projectile, and run canceling out as fast as possible.
Meterless
f12b2, b14~LRC~b2, 213, f12b2[hold], f12b2[hold], 4~shocker - 32% - max damage
f12b2, 213, b14~LRC~21 - 22% - vortex
b2, b2, b14~LRC~214~superman - 37% - max damage
b2, b2, b14~LRC~21 - 29% - vortex
b32, b14~LRC~b2, 213, f12b2[hold], f12b2[hold], 4~shocker - 32% - max damage
b32, 213, b14~LRC~21 - 22% - vortex
34, b2, b14~LRC~214~superman - 36% - max damage
34, b2, b14~LRC~21 - 28% - vortex
213, b2, b14~LRC~214~superman - 33% - max damage
213, b2, b14~LRC~21 - 26% - vortex
njp, b2, b14~LRC~214~superman - 32% - max damage
njp, b2, b14~LRC~21 - 24% - vortex
a2aj1/2, 213, b14~LRC~214~superman - 28% - max damage
a2aj1/2, 213, b14~LRC~21 - 21% - vortex
Old
Midscreen:
Meterless
f1~shocker
b2/34, run~b111+3
214~shocker
1 Meter
b2/34, run~b14~ex-shocker, b111+3
f1/b33/f24/214~ex-shocker, njp, run~b111+3
Corner:
Note: You can end these combos with b14 for a standing reset that leaves you at +9. You can then go for a b3/b2 mixup which both start up in 12 frames, but be careful. B2 and ex-shocker are hella punishable. Your safe options on this mixup are to go for b2~shocker and b33~shocker since the regular version of shocker is only -6 and pushes back just a little.
1 Meter
b2/34, 34, b14~ex-shocker, njp, b111+3
f1/b33/f24/214~ex-shocker, 213, njp, b111+3
Meterless
f1~shocker
b2/34, run~b111+3
214~shocker
1 Meter
b2/34, run~b14~ex-shocker, b111+3
f1/b33/f24/214~ex-shocker, njp, run~b111+3
Corner:
Note: You can end these combos with b14 for a standing reset that leaves you at +9. You can then go for a b3/b2 mixup which both start up in 12 frames, but be careful. B2 and ex-shocker are hella punishable. Your safe options on this mixup are to go for b2~shocker and b33~shocker since the regular version of shocker is only -6 and pushes back just a little.
1 Meter
b2/34, 34, b14~ex-shocker, njp, b111+3
f1/b33/f24/214~ex-shocker, 213, njp, b111+3
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