I found a bunch of setups for RAAM last night.
His OTG is a hard knockdown and leads to a bunch of different setups. All of these build off of the same setup tools and are tight, so they don’t require delay frames or anything. As you’ll notice, these contain fake stomps and whiffed stomps, so you might accidentally bait out a medium break, which might instead become a wakeup button, which will get blown up. I actually had to draw up a block diagram to show the ones I’ve found:
Option 1A is probably the best. It’ll combo on jump and backdash, and will keep you +2 on block. The only issue is that after you link a St.HP, your opener becomes breakable with a 50/50 medium/light guess. If you play your combos aggressively, that’s not such a bad thing for RAAM. If you know your opponent knows that it’s breakable, do a light one into a heavy autodouble to confirm a lockout.
Option 1B covers the same options, but leaves you -1 on block (not bad for RAAM) and takes you straight into a combo with an easy manual of any strength, so it’s probably better than 1A when you’re in Instinct or on an Ultra. You might be able to modify this slightly to out-prioritize light DPs, like Tusk’s and Cinder’s. Also, Option 1A might lose to some low invulnerable moves that this one won’t.
Option 1C is slightly worse because it doesn’t combo on a jumper, though you still have a good chance of hitting the stab if they hold up for too long. This is for when your opponent recognizes the whiffed St.MK as a command grab setup. You could do a slightly different setup that will combo on a jumper, but not catch backdash.
Option 2 is the payoff setup. If you’ve been landing Option 1, then your opponent doesn’t want to jump or backdash, which is great for a command grab character. Does great damage, leads into another setup. If you do this setup twice after an HKD ender (which adds Kryll), you’re doing about 55-60% damage.
Option 3 is specifically for meterless, 3-5 frame, single-hitting DPs. Sadly, Fulgore’s DP hits 3 times, but it’s ok because the rest of his toolset is obviously lacking. You could conceivably just hold the charge a bit longer for slower DPs like Cinder and Glacius, but you open yourself up to getting beaten by jumps, throws, etc… You can probably catch some backdashes or slow-to-react opponents that block.
Option 4 is unblockable and flipout. The unblockable is ok, but it’s pretty obvious and backdash will beat it. I guess you could use it to bait a backdash, but whatever you do afterwards isn’t going to be a tight setup, since you can dash at any time. Finally, flipout is good when you’ve made your opponent worry about every other setup here. However, I fully expect most players to just keep using it as their main mixup.