Bidu
the CHILL of DESPAIR
Apparently neither does NRS.Yeah I found that out too, funny though, because standing 1 does 3% while f2 does 5%, I dont understand the damn scaling in this game lol.
Apparently neither does NRS.Yeah I found that out too, funny though, because standing 1 does 3% while f2 does 5%, I dont understand the damn scaling in this game lol.
Been trying this out in practice mode. When i have wake ups on it doesn't really work. Do you think this is viable even against wake up attacks? Thanks!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.
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.
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thanks man. appreciate it.I used to use them alot along time ago, they use to work alot. But people started smartening up to it, and started using wake up attacks. The EX thunderballs won't work on certain wakeups that have invincibility on them, but they can work on a few wakeups. If they try to stand there and block, you get a free block string or if they try to attack, you get like a free 46%. If they try to jump over you, a thunderball will come around the screen and hit them in mid air and you can dash and press 3 shocker, 334 superman.
I don't really want to say it's tournament viable, but I guess if you opponent has never seen it before and it throws them off, or it just catches them off in the heat of the moment, you can pull off alot of damage with it. Hope that helped you out
damn will try that tomorrow. good shit!b312, dash 4, superman. 26%. or b312, dash 4, teleport for OKI setup.
ive been messing with 334, 22 shocker, then you can follow up with whatever you want.
its not that strict, it has to be like 2 frames.ya isn't there like a 1 frame recove time?? i know when i do 334 tele i have to wait a good second before i can do f2 into shocker
If you're trying to do 334~tele, shocker, etc.. what I do is as soon as i input the tele, i hold whatever direction forward is going to be when he's on the other side. So when I reappear on the other side, im already holding forward, then i hit 2 AFTER the teleport animation is finished. Mess around with it in training. It's not that bad once you figure it out.I have so much trouble connecting ANYTHING after the his teleport like his BnB FK,FK,BK Tele. Is there a trick or something that needs to be done in order to land hits? Please help. thanks
I posted it... Though everyone pretty much ignored it.What's the 42% mid screen Krayzie
Ive seen him do that and I still cant get it to work, when I try either the B3 whiffs or I hit it but then the Superman whiffs.Bwizz's super secret godlike combo he won't post: b312, shocker, 334, b3 superman 37%
You don't need to dash after b3, that's what I did and I whiffed superman all the time. And you have to time the b3 when you do 334 and Raiden's foot hits the ground right the overhead kick.Ive seen him do that and I still cant get it to work, when I try either the B3 whiffs or I hit it but then the Superman whiffs.
hey b, check these out, see if you like. they are just a taste of my upcoming part raiden vid. ( wonder if you saw the 1st) anyway, i didnt see my second combo in your list, see if you could use. always a fan my friend.RAIDEN KOMBO KOMPENDIUMWRITTEN BY B W1zZ
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.
You can use standard 1234 BDFU notation and I will convert it into etc.
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 or . Hitting your opponent in the air with a punch jumping diagonally.
- JK = Jump Kick, can use either or . Hitting your opponent in the air with a kick jumping diagonally.
- JIP = Jump in punch, jumping in on your opponent with a diagonal jumping or , generally used as a combo starter.
- NJP = Neutral Jump Punch, Jumping straight up and hitting your opponent with a or
- = B or Back, away from your opponent.
- = F or Forward, towards your opponent.
- = D or Down
- = U or Up
- = Dash
SPECIAL MOVES
- + = Press both inputs simultaneously.
- , = Short pause between inputs.
- = Enhanced version of a special move, done by pressing the input for the special move and simultaneously.
- = Xray attack. Done by pressing stance switch and together, or by pressing ++.
MIDSCREEN KOMBOS
- Superman: +
- Shocker: +
- Lightning: +
- VB (Vicinity Blast): +
- Teleport:
MIDSCREEN KOMBOS
- Jump kick, + (16%)
- +, + (22%)
- +, , , + (28%)
- +, , +, + + (33%)
- +, ,+, ++, + + (35%)
- +, ,+, , + (35%)
- +, ,+, ++, , + (36%)
- +, ,+, ++, +, + (36%) Added 01/03/12
- +, , ++, ++ (34%)
- +, ++, ++ (35%)
- +, , +, ++, JK+ (36%)
- , +, ++, ++ (37%)
- , +, , + (37%)
- , ++, ++ (32%) lightning wakeup pressure
- , ++, + + (35%)
- +, , + (29%)
- +, ++, , , + (33%)
- +, +, ++, + + (30%)
- +, +, , + (31%)
- +, , +, ++, (31%)
- +, , ++, +++ (32%)
- +, , ++, ++, + + (31%)
- +, ++, , + (31%)
AIR-TO-AIR KOMBOS
- +, , +, ++ , + (45%)
- +, , +, ++ , (45%) Added 01/03/12
- +,++, + or (45%) Added 01/03/12
- +, , +, (46%) Added 01/03/12
- , ++, (45%, 48% with JIP) Added 01/03/12
- , +, (47%, 50% with JIP) Added 01/03/12
- (42%, 45% with JIP)
ANTI AIR KOMBOS
- JP, + (10%)
- JP, , +, (12%) (good for teleport wakeup pressure)
- JP, , + + (16%)
- JP, , ++, ++ (21%)
- JP, ++, + + (23%) (landing shocker is height dependent)
- (near corner) JP, +, +, + + (23%)
- (near corner) JP, , , ++, + + (27%)
- (near corner) JP, , , ++, + (27%)
- (near corner) JP, , , +, + (27%)
- (near corner) JP, , , +, + + (27%)
CORNER KOMBOS
- +, + (21%)(opponent must be hit high for superman to connect)
- +, ++, , , + (30%)
- +, ++, , , + (30%)
- +, , +, ++, + + (29%)
- +, , +, ++, + (30%)
- +, +, ++, + + (27%)
- +, +, ++, + (28%)
- NJP, , +, ++, + + (30%)
- NJP, , +, , + (30%)
CORNER KOMBOS
- +,+, ++, + + (32%)
- +, , , ++, + + (35%)
- +, , , +, + (37%)
- +, , , +, + + (37%)
- ++, ++, + + (36%)
- ++, , + (38%)
- +, +, , +, + (39%)Added 01/03/12
- +, +, , +, ++(39%) Added 01/03/12
- +, , , +, + (41%) Added 01/03/12
- +, , , +, + + (41%)Added 01/03/12
- +, +, + + (38%)
- +, ++, +, + + (38%)
- +, ++, ++, + + (39%)
- +, ++, , + (41%)
- +, , +, + (41%)
- +, , ++, + + (41%)
- +, , +, + + (41%)
- +, , ++, + (41%)
- +, , , +, + + (43%) (VB optional)
- +,, , +, + (43%) (VB optional)
- +,, ,++, +(43%) (VB optional)
- +,, ,++, ++ (43%) (VB optional)
- +, +, ++, ++ (40%)
- +, +, ++, ++ (38%)
- +, +, +, +, + + (39%)
- +, , , ++, + + (37%)
- +, ++, (49%)
- +, +, ++, + (50%)
- +, ++, +, + (51%, very strict timing)