1. Storm Cell (DB2) - Electric Burst (DF2) - Quick Charge (DB3)
-Similar to Thunder Wave, but Raiden loses his Teleport
-Keeps most combo routes/damage from Thunder Wave variation
-Adds some semi-safe harassment options with Quick Charge/Electric Burst (Use with F4, F2, B12)
-If the opponent keeps flawless blocking the Electric Burst Raiden can mix in some Storm Cells
-Potential for some Restand combos in the corner using Quick Charge
-This variation would look to keep the damage and combos of Thunder Wave, while also incorporating the safety of Raijin.
2. Storm Cell (DB2) - Rolling Thunder (DB3) - Lightning Rod (DB4)
-Similar to Thunder Wave, but Raiden loses his Teleport
-Keeps most combo routes/damage from Thunder Wave variation
-Gives Raiden some potential setups with the Rod, combined with some slight extra DOT damage.
-This variation would look to keep the damage and combos from Thunder Wave, but create additional setups and damage opportunities from DOT.
3. Storm Cell (DB2) - Lightning Storm (DU) - Super Bolt (BF3)
-Similar to Thunder Wave, but Raiden loses his Teleport
-Raiden loses Electric Fly, so a lot of the current TW combos that use Electric Fly would need to be altered
-Super Bolt is safe when held and has a KB that triggers on a full charge kounter or punish. This can be used as a safe meaty on the opponent when Raiden is at a distance, and also potentially as a safe string ender. If the opponent starts to guess the Super Bolt Raiden can mix in a few Storm Cells to try and catch their punish.
-Super Bolt travels a long way and can get over low projectiles, giving Raiden a chance to potentially get in on some characters who utilize low projectiles
-Lightning Storm can be amped, and if amped combos into the overhead. The overhead is safe. Raiden can be jabbed out of his Lightning Storm Stance on startup, but it's a tight window, and Storm Cell can be used to try and catch opponents attempting to jab out of it.
-Used properly, Lightning Storm gives Raiden a safe way to end strings or buttons with solid chip, or pressure wakeup
4. Quick Charge (DB3) - Electric Current (DB4) - Lightning Storm (DU) (h/t
@Mandolore1123 )
This variation offers:
- Safety in the form of AMP float~3 which has variable frame data depending on where you land
- Access to all of Raiden's zoning tools (Lightning strikeDF2, electric bolt BF1, electric current DB4, float~1)
- Mobility with float and electric fly (AKA superman/fly)
- Summon lightning DB2 anti-air and armor break
- Fly cancels to make space
-This variation would likely have less damage and mobility than Thunder Wave, but would give Raiden multiple ways to try and keep the opponent guessing after strings, and give Raiden plenty of wakeup pressure options.
5. Storm Cell (DB2) - Quick Charge (DB3) - Lightning Rod (DB4)
-Same TW combos
-Quick charge affords a way to deal with chip, offers a good punish tool
-Lightning Rod offers setus
6. Storm Cell (DB2) - Quick Charge (DB3) - Super Bolt (BF3)
-Potential safety/wakeup pressure with Super Bolt, maybe some corner combos
-Quick Charge can help deal with chip