So I'm stubborn, and stubborn people are often dumb. Dumb enough to mess around with Raijin and not give up completely. So here is everything I have found that has been extremely successful for the Raijin variation:
The Gameplan: The easiest comparison I could make to this variation is how Jade plays. You are a zoner who has short combos outside of Krushing blows, but can send the opponent to the corner very fast via staff spin from long reaching high normals. In this case, Raiden has Electric fly. The good news is that you don't need to worry about your opponent escaping your combos with breakaway, however, this is where their similarities end.
The Purpose: The entire purpose of this variation is to set up discharge and do zoning with BF1 and DB4. The low projectile is extremely reactable but up close the staff low makes this more difficult to react to and so your opponent will want to jump. How fitting since Raiden has a fullscreen anti air with db2 at that spacing that sends them back fullscreen. It should also be of note that on hit, (+50) Raiden has enough time to apply another Discharge should it run out. The hit advantage is so large in fact that in the corner, Raiden can reapply Discharge on the opponent's wakeup and still have enough time block or meaty with B12. For this reason, your main combo punish on the opponent should almost always be: 21, DB2 (AMP) or B31, DB2 (AMP) as these strings are the only ones that allow Raiden to connect his Anti Air Grab in midscreen combos. In the corner, you can use 21, D1 (x3), 243, DB2 (AMP)
The Loop: Discharge, along with being the fastest reversal punish in the game, is also one of the best counter zoning tools. The startup is four frames with the AMP version being safe on block and covering the entire stage with lightning. Yes, THE ENTIRE STAGE. This means if your opponent manages to get in, or if they try to counter zone you back, the reduced chip damage from discharge is there to encourage you to block their projectiles/strings because doing so gives you access to a threat from anywhere, including behind Raiden. On hit, it lets you activate discharge and start the zoning game all over again. Once they're in, you block, build up discharge, send them fullscreen with a reversal discharge and repeat. This means that managing discharge and offensive meter as the opponent gets in is crucial! It should also be of note that the starting animation is very similar to BF1 which is your fast high projectile.
The 50/50: Raiden's B14 is an advancing mid that ends in an overhead, simply canceling B1 into Raiden's DB4, especially when amplified is a great way to net some free damage at the cost of being extremely unsafe. The good news is the reward lets you walk back or activate discharge. Don't forget that B12 is Mid High so simply staggering with B1 into throw is a great option as well to send the opponent away from you.
DF2: I'm sure you're wondering why exactly we have this special move. Quite honestly, it seems like it is there as an option to send the opponent fullscreen without moving yourself into the corner, but it's primary a combo ender to once again activate discharge safely. For those familiar with Scorpion's Demon Breath ability, you can make it safe through proper spacing. Since the move is -13, a D4, F11, B1, cancelled into DF2 at the right spacing is enough to create a lot of pushback on block. So staggering B1 into D4 cancelled with DF2 is a solid mixup. That being said, reversal specials such as Sub Zero's slide can still punish this so this will be MU specific to avoid taking unnecessary damage. Good thing we have the ability to cancel Electric Fly at the cost of one defense meter.
And that's all I have, I hope this info has been helpful to you all!
@Mandolore1123 @Killaklown13 @kabelfritz @DDutchguy @STB Sgt Reed @All other Raiden Players