Capcom vs SNK 2/Raiden: Difference between revisions

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== Special Moves ==
== Special Moves ==
'''Punch Throw''' (f+HP) - Raiden has the best punch throw in the game. With a range of 85 pixels, he can usually grab characters outside of their jab range meaning some characters will have an extremely difficult time teching or countering Raiden's throw attempts. Raiden's punch throw being so far ranged is extremely versatile in K as many normals when JD'd can now be thrown due to the 85 pixels.
'''d+HP''' (In Air) - Raiden's version of a cross up. Extremely large hit-box and hits extremely deep. Useful in his BnB combo of J.D+HP, s.mp(close) xx rdp+lp, qcb+p
'''Giant Bomb''' (charge b, f+P) - Raiden takes a sprinter's stance and charges forward with a shoulder ram. Very interesting special due to its heavy invulnerability window. 21/31/39 frames of invulnerability with 26/34/42 startup frames and -14/-16/-18 on block depending on power of punch used. This special much like Joe's Slash Kick, Cammy's Spiral Arrow or Rock's Hard Edge can be distanced correctly so that it becomes difficult or impossible to punish for certain characters on block. RC Giant bomb is nearly useless as the invulnerability window of the RC will be completely overshadowed by the moves normal invulnerability.
'''Poison Breath''' (hcb+p) - Raiden spits out green poison that awards a knockdown on connect. 17/21/24 frames of startup and +9 at all levels on block. Huge recovery on whiff (101 on HP version!). Useful as early AA and for corner tricks.
'''Drop Kick''' (hold 2x kicks and release) - Raiden's overhead where he jumps up into the air and sticks his legs out in front of him. In general, not too great due to heavy recovery (-35 and up). It's worth noting that RC Drop Kick however is his AA of choice as the hit-box is large. RC drop kick should always be done by holding down MK and HK with middle and index finger. Upon tapping the roll inputs, lifting up the middle and index finger will execute the RC drop kick.
'''Jumping Lariat Drop''' (dp+p) - Raiden does a flying drop kick that travels across the screen with his legs stretched out in front of him. Good for surprise tactics and mix-up but plagued with TERRIBLE recovery on block.


== Super Moves ==
== Super Moves ==

Revision as of 14:51, 29 May 2008

Introduction

Moves List

Normal Moves

Button Position Buffers: Itself Specials Supers Hit Block Startup Active Recovery Damage
Jab Standing n y y +1 +1 4 4 10 500
Crouching y y y +5 +5 4 4 8 300
Jumping - - - - - 8 22 - 600
Strong Close n y y +4 +4 7 7 11 1100
Far n n n -1 -1 9 10 13 1100
Crouching n n n -1 -1 8 4 19 1000
Jumping - - - - - 10 11 - 1200
Fierce Close n n y -8 -8 6 8 26 1600
Far n n y +5 +5 10 6 15 1600
Crouching n/n n/n n/n -8 -8 11 2+3 29 900+600
Jumping - - - - - 11 8 - 1400
Short Close n y y +4 +4 3 6 7 800
Far n n y +4 +4 5 6 7 500
Crouching n y y -2 -2 4 5 11 400
Jumping - - - - - 4 22 - 600
Forward Close n n y +0 +0 6 8 14 1100
Far n n n -2 -2 9 10 14 1000
Crouching n y y -2 -2 4 5 11 1000
Jumping - - - - - 7 11 - 1100
Roundhouse Standing n n n -9 +0 14 8 18 1400
Crouching n n n down -8 9 8 24 1300
Jumping - - - - - 9 8 - 1300
Command Normals
df+Roundhouse n n n +2 +2 13 6 19 1400
(air)d+Fierce - - - - - 5 22 - 1300

Special Moves

Punch Throw (f+HP) - Raiden has the best punch throw in the game. With a range of 85 pixels, he can usually grab characters outside of their jab range meaning some characters will have an extremely difficult time teching or countering Raiden's throw attempts. Raiden's punch throw being so far ranged is extremely versatile in K as many normals when JD'd can now be thrown due to the 85 pixels.

d+HP (In Air) - Raiden's version of a cross up. Extremely large hit-box and hits extremely deep. Useful in his BnB combo of J.D+HP, s.mp(close) xx rdp+lp, qcb+p

Giant Bomb (charge b, f+P) - Raiden takes a sprinter's stance and charges forward with a shoulder ram. Very interesting special due to its heavy invulnerability window. 21/31/39 frames of invulnerability with 26/34/42 startup frames and -14/-16/-18 on block depending on power of punch used. This special much like Joe's Slash Kick, Cammy's Spiral Arrow or Rock's Hard Edge can be distanced correctly so that it becomes difficult or impossible to punish for certain characters on block. RC Giant bomb is nearly useless as the invulnerability window of the RC will be completely overshadowed by the moves normal invulnerability.

Poison Breath (hcb+p) - Raiden spits out green poison that awards a knockdown on connect. 17/21/24 frames of startup and +9 at all levels on block. Huge recovery on whiff (101 on HP version!). Useful as early AA and for corner tricks.

Drop Kick (hold 2x kicks and release) - Raiden's overhead where he jumps up into the air and sticks his legs out in front of him. In general, not too great due to heavy recovery (-35 and up). It's worth noting that RC Drop Kick however is his AA of choice as the hit-box is large. RC drop kick should always be done by holding down MK and HK with middle and index finger. Upon tapping the roll inputs, lifting up the middle and index finger will execute the RC drop kick.

Jumping Lariat Drop (dp+p) - Raiden does a flying drop kick that travels across the screen with his legs stretched out in front of him. Good for surprise tactics and mix-up but plagued with TERRIBLE recovery on block.

Super Moves

The Basics

Advanced Strategy

Match-ups