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Guide Raiden Kombo Kompendium

B W1zZ

Noob
RAIDEN KOMBO KOMPENDIUM
WRITTEN BY B W1zZ
edited by Chaosphere


I decided to make this thread to be used as an encyclopedia for various Raiden combos. Feel free to post any combos not listed in this thread with the amount of damage it does, and I will update the first post.

NOTE: I did not list how much damage each combo does with a jump in punch. If you would like to calculate this yourself just add 3%.

LEGEND
  • 1 = Square on PS3, X on Xbox 360
  • 2 = Triangle on PS3, Y on Xbox 360
  • 3 = X on PS3, A on Xbox 360
  • 4 = Circle on PS3, B on Xbox 360
  • block = R2 on PS3 and RT on Xbox 360 by default
  • jp = Jump Punch, can use either 1 or 2. Hitting your opponent in the air with a punch jumping diagonally.
  • jk = Jump Kick, can use either 3 or 4. Hitting your opponent in the air with a kick jumping diagonally.
  • jip = Jump in punch, jumping in on your opponent with a diagonal jumping 1 or 2, generally used as a combo starter.
  • njp = Neutral Jump Punch, Jumping straight up and hitting your opponent with a 1 or 2
  • b = Back, away from your opponent.
  • f = Forward, towards your opponent.
  • d = Down
  • u = Up
  • dash = Performed by hitting ff or bb in quick succession. In combos, usually it is assumed you are dashing forward
  • + = Press both inputs simultaneously.
  • , = Short pause between inputs.
  • ex = Enhanced version of a special move, done by pressing the input for the special move and block simultaneously.
  • xray = Xray attack. Done by pressing stance switch and block together, or by pressing 3+block+4.
SPECIAL MOVES
  • Superman: bf3
  • Shocker: df2
  • Lightning: db1
  • vb (Vicinity Blast): db2
  • Teleport: du
MIDSCREEN KOMBOS
  1. djk, superman (16%)
  2. djk, dash 12~superman (19%)
  3. djk, dash 1~ex-shocker, 334, superman (34%)
  4. f24, superman (22%)
  5. f4, dash shocker, 334, superman (31%)
  6. f4, dash shocker, f2~vb, dash 334 (31%) (splat setup)
  7. f4, dash shocker, 334, dash f2~superman (33%)
  8. 121~shocker, 334, superman (29%)
  9. 121~shocker, f2~vb, dash 334, superman (33%)
  10. 121~shocker, 1~vb, dash 334, superman (33%)
  11. f23~ex-shocker, 1~vb, dash 334, superman (35%)
  12. b21~ex-shocker, 1~vb, dash 334, superman (35%)
  13. b312, dash shocker, 334, superman (35%)
  14. b312, dash shocker, 334, dash b3~superman (37%)
  15. b312. dash shocker, 334, dash f2~superman (37%) (most consistent)
  16. 334~tele, f2~shocker, b312~ex-lightning (32%) (ex-lightning pressure)
  17. 334~tele, f2~shocker, f2~vb, b3~superman (37%)
  18. 334~tele, f2~shocker, 334, superman (37%)
:xMIDSCREEN KOMBOS:x
  1. 121~shocker, 1~vb, dash 334~x-ray (41%)
  2. 334~xray (42%)
  3. b312, dash shocker, 334~xray (46%)
  4. 334~tele, f2~shocker, 334~xray (45%)
AIR-TO-AIR KOMBOS
  1. jk, superman (16%)
  2. jp, superman (10%)
  3. jp, dash f24 (12%) (good for teleport wakeup pressure)
  4. jp, dash b312~superman (16%)
  5. jp, dash b31~shocker, b31~superman (21%)
  6. jp, dash b312~shocker, b31~superman (23%) (landing shocker is height dependent)
  7. (near corner) jp, f24, d1~shocker, f23~superman (23%)
  8. (near corner) jp, 4, 334, f23~shocker, f23~superman (27%)
  9. (near corner) jp, 4, 334, f23~shocker, 33~superman (27%)
  10. (near corner) jp, 4, 334, 33~shocker, 33~superman (27%)
  11. (near corner) jp, 4, 334, 33~shocker, f23~superman (27%)
ANTI AIR KOMBOS
  1. d2, superman (21%)(opponent must be hit high for superman to connect)
  2. ex-shocker, f2~vb, dash 334, superman (30%)
  3. shocker, f2~vb, dash 334, superman (30%)
  4. 1~vb, dash shocker, f2~vb, b3~superman (29%)
  5. 1~vb, dash shocker, f2~vb, dash 33~superman (30%)
  6. d1, dash 1~shocker, f2~vb, b3~superman (27%)
  7. d1, dash 1~shocker, f2~vb, dash 33~superman (28%)
  8. njp, dash shocker, f2~vb, b3~superman (30%)
  9. njp, dash shocker, 334, superman (30%)
CORNER KOMBOS
  1. 121~shocker, 1~vb, 334, 33~superman (35%)
  2. djk, 1~shocker, 334, 33~superman (36%)
  3. f4, 4, 334, d1~shocker, f23~superman (35%)
  4. f4, 4, 334, 33~shocker, 33~superman (37%)
  5. f4, 4, 334, 33~shocker, f23~superman (37%)
  6. f4, 4, 334, f23~shocker, f23~superman (37%)
  7. b312~shocker, 334, 33~superman (38%) (Less damage, easier execution)
  8. b312, 4, 334, 33~shocker, 33~superman (41%)
  9. b312, 4, 334, 33~shocker, f23~superman (41%)
  10. f24, d1~shocker, 334, 33~superman (41%)
  11. 334~vb, 4, 334, 33~shocker, f23~superman (43%) (VB optional)
  12. 334~vb, 4, 334, 33~shocker, 33~superman (43%) (VB optional)
  13. 334~vb, 4, 334, f23~shocker, 33~superman (43%) (VB optional)
  14. 334~vb, 4, 334, f23~shocker, f23~superman (43%) (VB optional)
  15. 334~vb, f24, d1~shocker, f23~ex-lightning (38%) (continued pressure option)
:xX-RAY CORNER KOMBOS:x
  1. 121~shocker, 1~vb, 334, 33~xray (42%)
  2. f4, 4, 334, 33~shocker, f23~xray (43%)
  3. djk, 1~shocker, 334, 33~xray (46%)
  4. b312, 4, 334, 33~shocker, f2~xray (47%)
  5. 334~vb, 4, 334, 33~shocker, f2~xray (47%)
  6. f24, d1~shocker, 334~xray (49%)
  7. f24, f24, d1~shocker, f23~xray (50%) (very strict timing)
  8. f24, d1~shocker, f24, d1~xray (51%) (very strict timing)
 

CJKRattlehead

Two men enter, one man leaves!
Corner: :r:bp:bk, :r:bp:bk, :d:fp Shocker :r:bp:fk Electric fly 40%


:r:bp:bk, :r:bp:bk, :d:fp Shocker :r:bp:fk :x 50%

Credit to [MENTION=25]Check[/MENTION] i believe correct me if im wrong
 

B W1zZ

Noob
Corner: :r:bp:bk, :r:bp:bk, :d:fp Shocker :r:bp:fk Electric fly 40%


:r:bp:bk, :r:bp:bk, :d:fp Shocker :r:bp:fk :x 50%

Credit to [MENTION=25]Check[/MENTION] i believe correct me if im wrong
I don't think you can land :r+:bp:bk twice back to back, and I can't test it atm because my xbox is broken.

If there is a video of someone doing this link me so I can see it.
 

LOCO

DADDY BARAKA
awsome job
makes me proud that u became mod
hopefuly this will set a bar for the others
 

ForeverKing

Patreon.com/MK_ForeverKing
Corner: :r:bp:bk, :r:bp:bk, :d:fp Shocker :r:bp:fk Electric fly 40%


:r:bp:bk, :r:bp:bk, :d:fp Shocker :r:bp:fk :x 50%

Credit to [MENTION=25]Check[/MENTION] i believe correct me if im wrong
Yo I have tryed this countless times, I really don't think its possible. And if it is actually possible, it would be way too hard and inconsistent and difficult to pull it off in a real match against a fighting oppenent.



But yea B W1zZ I got some more raiden combos for you man:

:raiden:Midscreen Combos:raiden:

b312, dash, b31 shocker, b31 superman. (34%) Really simple, nice for beginners

jip, b312, b312 shocker, b31 superman. (39%) Best midscreen combo possible to pull off after b312

jip, 334 teleport, f2 shocker, b312 enhanced lighting bolt. Don't remember the percent but this could actually be pulled off as a reset, or just to apply pressure if they quick recovery.

:raiden:Corner Combos:raiden:

jip, f24, d1 shocker, 334, 33 superman. (43-44%) Best thing you can do off of f24 in the corner

jip, 334 vicinity blast, f24, d1 shocker, f23 enhanced lighting bolts. I have used this as a reset so many times lol. If they try any attack you can do the whole 334 vicinity blast combo all over again for 41%. If they just stand there and block you get a free grab or pressure them. Even if they try to jump over your head a lightning ball will hit them on the other side and you can do any anti-air for punishment.

jip, 334 vicinity blast, 1 vicinity blast, 1 vicinity blast, 1212 shocker, f23 superman (41-43%) Just looks real cool with all the vicinity blasts :top:
 

CJKRattlehead

Two men enter, one man leaves!
[MENTION=8319]FOREVER KING[/MENTION]

It isn't that bad. Maybe slightly unrealistic to hit in a real match but it is possible with enough practice.
 

Vilén

too smart to play MKX
:r:bk, :bk, :fk:fk:bk, :fk:fk~:d:r:bp, :r:bp:fk~:l:r:fk is a better corner combo starting from the overhead than listed in the original post. 37% damage, easy as all hell.
 

CJKRattlehead

Two men enter, one man leaves!
Can we make this kind of thread mandatory for every single character forum? The convenience is blowing my mind! :wow:
 
how about combos of an air-to-aur ?(not neutral) jump kick in the corner

j3or4 d1 shocker f23 superman (potentially can be extended)


how about combos of an uppercut
d2 superman (if at high arc)
d2 d1 shocker f23 superman (if hit at high arc overhead with back too corner )
 

B W1zZ

Noob
how about combos of an air-to-aur ?(not neutral) jump kick in the corner

j3or4 d1 shocker f23 superman (potentially can be extended)


how about combos of an uppercut
d2 superman (if at high arc)
d2 d1 shocker f23 superman (if hit at high arc overhead with back too corner )
It's a work in progress so haven't gotten to it yet, but I'll add some air to airs.

If you want some combos listed tell me the inputs/damage % and I'll add it. I can't test anything at the moment.
 

LOCO

DADDY BARAKA
i dont even use or like raiden but what bwizz did with this thread is admirable

just had to put that extra note :)
 

WaweR

Noob
Great work man.

Just some corrections :

Midscreen kombos

3. B312(there should be dash I guess)334:superman: is 28% not 27%
4. B312>>sh,B312:superman: is 33% not 31%
15. is 35% (but 39% with jip)



And something from me :

Midscreen kombos after overheads which i mentioned in other topic :

F4>>B312~SH,F2~VB,:superman: 32% hard :*(
F4>>B31~SH,F2~VB,B3~:superman: 31%
F4>>B31~SH,334 31%
 
Corner

334 VB, 334, 33 df2, 33 superman. 41%
334 VB, 334, F2 3 df2, F2 3 superman. 41%

Edit: nevermind, I didnt realize you already had that on there with 2% extra damage lol. Gonna have to add the extra 4 in my combo.
 

G4S MinotaurLord

Wielder of Toxins
Hey everyone, I don't play Raiden at all, so I don't know if this is incredibly old tech or not, but I found this messing around in practice:

JiP, b3,1,2;, 2, vicinity blast;, f2, shocker;, 3,3,4 teleport - 38%.

This does decent damage and leaves you at about +a million frames as your teleport ends before they're even done being knocked back by the last 4. Again, I'm not a Raiden player, so if this has been done before I apologize, but I didn't find it on this thread. Hopefully someone will utilize this, as it looked solid when I was playing around with it.
 
Woah I'm at work so I cant try this, FK you mentioned ending the corner combo in EX lightning ball is a reset. Does normal keep them stading or only EX?

So I will try replacing dive with EX ball and see what happens when I get home. Will it work in any corner combo? Like I use 334 4 334 33 shock f23 dive. Just end with EX lightning ball isntead?

EDIT: never-mind, tried this out now. I get it, the returning lightning from behind is what can create the reset.
 

B W1zZ

Noob
The :en Lightning isn't really a true reset though, just a way to pressure your opponent on their wake up.
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
This thread is gold. Holy hell @ Raiden.
I don't understand why he's so underutilized on higher level play.
Especially when he's got genocidal corner strength, and an unpredictable damaging special that opens said corner like a book.
Great job, Wizz :D.
 
Midscreen:

JIP, B312, dash, shocker, f2, vb, jk, superman (39%)

Another corner combo starting w/ the f4 overhead:

f4, 4, 334, f23, shocker, f23, superman (37%)

I find this one easier to pull off than 33 after the 334 for the same amount of damage.
 

B W1zZ

Noob
Kompendium updated. Upgraded the formatting a little bit, and added in more midscreen and :fk:fk:bk:d:l+:bp corner combo variations. :x combo sections have been added in as well, although incomplete at this point. Changed the notation on AA:fk AA:fp to :ur+:fk :ur+:fp