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Overview
Raiden is a well-rounded character, who is a little more geared towards pressure and offense, while having a decent projectile and good mobility.
Best Normals and Strings
1, 2
2, 4, 2
B+2
F+2, 2, 4
3, 4
F+3, 4
F+4, 3, 4
D+4
Pressure
A)Standing Opponent
Punch attacks 1, 2 and 2, 4, 2 can be staggered and mixed up with pokes, special cancels, throws, back dashes. 1, 2 can be finished fully with 1, 2, 3 to give + frames.
Main staggerable 3 hit low string F+4, 3, 4 can be stopped after any hit and continued into throw, special cancel, back dash or poke.
F+3 can be occasionally thrown out on its own to make opponent anticipate F+3, 4. But then F+4, 3, 4 follows.
Use D+4 poke in neutral to check opponent.
B)Oki
(Enhanced) Electromagnetic Storm can chip away health and be extended into kameo like Cyrax' Kopter, Kano Ball, Sektor Missile etc.
F+2, 2, 4 and F+4, 3, 4 also check an opponent with a mid and a low respectively.
Mix-Ups
B+2 is a nearly unreactable overhead.
F+3, 4 ends in double overhead, but quite reactable, although leads to combos
F+4, 3, 4 is 3 hits of low attacks, which can be staggered.
F+2, 2, 4 ends in a low.
Punishes
A)Standing Opponent
1, 2 is the fastest punish, starting with a high punch.
2, 4, 2 also high starter, only 1 frame slower and can punish for more damage.
F+2, 2 and F+4, 3 can whiff punish after e. g. back dashing from blockstring.
Teleport can help punish zoning on a read.
Ex. Teleport is a low that can lead to an aerial string, but requires 2 bars of meter. Very situational, acceptable only to finish the round or game.
B)Anti Air
D+2
3, 4
(Enhanced) Shocker is fast and can catch a jump, esp. when extended.
F+3, 4 is situational, but can catch an opponent on a read.
Enhanced Razzle Dazzle also situational, only scenario is to switch sides and keep distance.
Zoning
The Orb is not the fastest projectile. It can be charged, but opponent can punish charging with a move or a kameo. Enhanced Orb charges much faster for 3 and 5 hits. Raiden can zone characters that have a problem with getting in close combat or have few counterzoning tools options.
Wake-Ups
Standard wake-up options: delay, kameo reversal, wake up with Ex. Electric Fly.
Combo Overview
Main combo route is a starter > Enhanced Shocker > F+3, 4 > F+2, 2 > Shocker.
Other combo enablers besides Enhanced Shocker are Enhanced Travelling Electromagnetic Storm; F+3, 4; 3, 4; Enhanced Teleport.
Kameos
Cyrax - Synergy with (Enhanced) Electromagnetic Storm: Vertical Helicopter on hit continues into an aerial string. Horizontal Kopter on block makes the move safe. Combos from Forward Throw. Net can be thrown out in the neutral. Self-Destruct still to be explored.
Jax - Meterless combo extension from Shocker. Unblockable ground pound setup combined with a jump > Air Electric Fly. Combo from back throw in the corner.
Sektor, Kano, Goro, Stryker - Support the same chip away playstyle like Cyrax by making (Enhanced) Electromagnetic Storm safe on block with their respective moves. Stryker additionally gives mix-ups.
Sareena - Generically good.
Scorpion - Increases damage by ~5% in combos. Additionally provides a reactable overhead, especially useful after F+4, 3 and F+2, 2 (on block).
Created 2023.11.09
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Updated 2023.11.09
Mortal Kombat 1Raiden
Move List
Basic Attacks
Normal Attacks
Electric Tips
Warrior's Stance
Micro Burst
Quick Backhand
Straight Shock
Rolling Thunder
Power Overload
Deadly Current
Lightning Strikes
Focused Energy
Electric Charge
Quick Learner
No Apprentice
Rising Fist
Chin Kick
Little Shock
Shock & Awww
Double Strike
Low Boot
Spinning Heel
Sweeping Storm
Sliding Strike
The Basics
Super Bolt
Toe Tapper
Basic Attacks
Aerial Attacks
Open Palm
Crane Kick
Double Take
Elbow Drop
Downpour
He Can Slap
Piston Punch
Whirlwind
Fly Kick
Throws
Shove
Eposed Wires
Breakers
Kombo Breaker
Taunts
Taunts
Special Moves
Electric Orb
Enhanced Electric Orb
Extend Electric Orb
Razzle Dazzle
Enhanced Razzle Dazzle
Shocker
Enhanced Shocker
Extend Shocker
Electric Fly
Enhanced Electric Fly
(Air) Electric Fly
(Air) Enhanced Electric Fly
Electromagnetic Storm
Enhanced Electromagnetic Storm
Traveling Electromagnetic Storm
Lightning Port
Enhanced Lightning Port
Fatal Blow
Raijin' Raidens
Finishers
Fatalities
(Close) The Storm's Arrival
(Mid or Far) Fatality #2
Brutalities
The Klassic
Guides
SergSel
0
Featured guide
The top rated guide will be featured by default on each character's page. You can bookmark a guide from the library to be shown instead.
Overview
Raiden is a well-rounded character, who is a little more geared towards pressure and offense, while having a decent projectile and good mobility.
Best Normals and Strings
1, 2
2, 4, 2
B+2
F+2, 2, 4
3, 4
F+3, 4
F+4, 3, 4
D+4
Pressure
A)Standing Opponent
Punch attacks 1, 2 and 2, 4, 2 can be staggered and mixed up with pokes, special cancels, throws, back dashes. 1, 2 can be finished fully with 1, 2, 3 to give + frames.
Main staggerable 3 hit low string F+4, 3, 4 can be stopped after any hit and continued into throw, special cancel, back dash or poke.
F+3 can be occasionally thrown out on its own to make opponent anticipate F+3, 4. But then F+4, 3, 4 follows.
Use D+4 poke in neutral to check opponent.
B)Oki
(Enhanced) Electromagnetic Storm can chip away health and be extended into kameo like Cyrax' Kopter, Kano Ball, Sektor Missile etc.
F+2, 2, 4 and F+4, 3, 4 also check an opponent with a mid and a low respectively.
Mix-Ups
B+2 is a nearly unreactable overhead.
F+3, 4 ends in double overhead, but quite reactable, although leads to combos
F+4, 3, 4 is 3 hits of low attacks, which can be staggered.
F+2, 2, 4 ends in a low.
Punishes
A)Standing Opponent
1, 2 is the fastest punish, starting with a high punch.
2, 4, 2 also high starter, only 1 frame slower and can punish for more damage.
F+2, 2 and F+4, 3 can whiff punish after e. g. back dashing from blockstring.
Teleport can help punish zoning on a read.
Ex. Teleport is a low that can lead to an aerial string, but requires 2 bars of meter. Very situational, acceptable only to finish the round or game.
B)Anti Air
D+2
3, 4
(Enhanced) Shocker is fast and can catch a jump, esp. when extended.
F+3, 4 is situational, but can catch an opponent on a read.
Enhanced Razzle Dazzle also situational, only scenario is to switch sides and keep distance.
Zoning
The Orb is not the fastest projectile. It can be charged, but opponent can punish charging with a move or a kameo. Enhanced Orb charges much faster for 3 and 5 hits. Raiden can zone characters that have a problem with getting in close combat or have few counterzoning tools options.
Wake-Ups
Standard wake-up options: delay, kameo reversal, wake up with Ex. Electric Fly.
Combo Overview
Main combo route is a starter > Enhanced Shocker > F+3, 4 > F+2, 2 > Shocker.
Other combo enablers besides Enhanced Shocker are Enhanced Travelling Electromagnetic Storm; F+3, 4; 3, 4; Enhanced Teleport.
Kameos
Cyrax - Synergy with (Enhanced) Electromagnetic Storm: Vertical Helicopter on hit continues into an aerial string. Horizontal Kopter on block makes the move safe. Combos from Forward Throw. Net can be thrown out in the neutral. Self-Destruct still to be explored.
Jax - Meterless combo extension from Shocker. Unblockable ground pound setup combined with a jump > Air Electric Fly. Combo from back throw in the corner.
Sektor, Kano, Goro, Stryker - Support the same chip away playstyle like Cyrax by making (Enhanced) Electromagnetic Storm safe on block with their respective moves. Stryker additionally gives mix-ups.
Sareena - Generically good.
Scorpion - Increases damage by ~5% in combos. Additionally provides a reactable overhead, especially useful after F+4, 3 and F+2, 2 (on block).