Okay, I really need to get this out there: Clint could not have played that match any more wrong. His Sonya is good, but he obviously doesn't know how to deal with Cyber Sub as Raiden.
First off, why did he just let you divekick him over and over again? Any time Raiden blocks a divekick, even a "safe" divekick, it's a guaranteed superman. Cyber Sub seriously loses out on that one, because he gets 8% damage if he guesses correctly and takes 11% damage if he guesses wrong, on top of being pushed towards the corner. Second, why open with B3 1 2? There's seriously never a reason for Raiden to use this string to open unless he's whiff punishing or counter-poking, especially when Cyber Sub can parry it. Raiden should be relying on F2 4 in that matchup, as Cyber Sub can't interrupt it on block AND he can't poke him back afterward. Raiden's footsies are considerably better than Cyber Sub's, due to having better pokes and a faster walk speed, so the distance created by a blocked F2 4 really works out in his favor.
So, to break this down, Cyber Sub's divekick doesn't do much for him in this matchup, and his parry only works about as well as it would on anyone else. His bombs are useless against Raiden, and so is his freeze. Ultimately, all he really has are his pressure strings and his usual parry mechanic, because no halfway intelligent Raiden is just going to throw out B3 1 2 or 3 3 4. Cyber Sub has no clear advantage in that matchup. It's just any other matchup for him. If Raiden couldn't punish a blocked divekick with superman 100% of the time, it might be different, but as it stands, that matchup is NOT in Cyber Sub's favor. Scorpions 3 3 is 1 0 frames, by the way, so he can feasibly punish a teleport with that if he anticipates it. The problem is that a good Raiden wants to make it difficult for you to do anything about his teleport, either by setting it up or just making it hard to predict.
B Wizz thinks Cyber Sub vs. Raiden is a 5-5, by the way. I agree with him wholeheartedly on that.