Capcom vs SNK 2/Raiden: Difference between revisions

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= Introduction =
== Introduction ==
[[File:Raiden_CvS2_colors.png]]
{{CvS2 Character Subnav|char=Raiden|short=Raiden}}
<div>
 


= Moves List =
'''!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!'''


== Normal Moves ==
== Normal Moves ==
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| input    = 5LP / Far LP
| subtitle = Far Light Punch
| image    =
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


<table style="width:600px;border:1px solid silver" cellborder="1">
=== <span class="invisible-header">5MP</span> ===
'''<tr>
{{MoveData
  <th>Button</th>
| name    = Far Strong
  <th>Position</th>
| input    = 5MP / Far MP
  <th>Buffers:</th>
| subtitle = Far Medium Punch
  <th>Itself</th>
| image    =
  <th>Specials</th>
| caption  =
  <th>Supers</th>
| linkname = 5MP
  <th>Hit</th>
| data  =
  <th>Block</th>
{{AttackData-CvS2
  <th>Startup</th>
   | version    = Far {{Icon-Capcom|MP}}
  <th>Active</th>
   | subtitle    =
  <th>Recovery</th>
   | damage      = -
  <th>Damage</th>
   | stun        = -
</tr>
   | cancel      = -
<tr>
   | guard      = -
  <td style="border:1px solid navy" rowspan=3>Jab</td>
   | parry      = -
  <td>Standing</td>
   | startup    = -
  <td></td>
   | active      = -
  <td>n</td>
   | recovery    = -
  <td>y</td>
   | total      = -
  <td>y</td>
   | advHit      = -
  <td>+1</td>
   | advBlock    = -
  <td>+1</td>
   | invul      = -
  <td>4</td>
   | description = Placeholder
  <td>4</td>
}}
   <td>10</td>
}}
   <td>500</td>
</tr>
<tr>
   <td>Crouching</td>
   <td></td>
   <td>y</td>
   <td>y</td>
   <td>y</td>
   <td>+5</td>
   <td>+5</td>
   <td>4</td>
  <td>4</td>
  <td>8</td>
  <td>300</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>8</td>
  <td>22</td>
  <td>-</td>
  <td>600</td>
</tr>


<tr>
=== <span class="invisible-header">5HP</span> ===
  <td style="border:1px solid navy" rowspan=4>Strong</td>
{{MoveData
  <td>Close</td>
| name    = Far Fierce
  <td></td>
| input    = 5HP / Far HP
  <td>n</td>
| subtitle = Far Heavy Punch
  <td>y</td>
| image    =
  <td>y</td>
| caption  =
  <td>+4</td>
| linkname = 5HP
  <td>+4</td>
| data  =
  <td>7</td>
{{AttackData-CvS2
  <td>7</td>
   | version    = Far {{Icon-Capcom|HP}}
  <td>11</td>
   | subtitle    =
  <td>1100</td>
   | damage      = -
</tr>
   | stun        = -
<tr>
   | cancel      = -
  <td>Far</td>
   | guard      = -
  <td></td>
   | parry      = -
  <td>n</td>
   | startup    = -
  <td>n</td>
   | active      = -
  <td>n</td>
   | recovery    = -
  <td>-1</td>
   | total      = -
  <td>-1</td>
   | advHit      = -
  <td>9</td>
   | advBlock   = -
  <td>10</td>
   | invul      = -
  <td>13</td>
   | description = Placeholder
  <td>1100</td>
}}
</tr>
}}
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>n</td>
  <td>-1</td>
  <td>-1</td>
  <td>8</td>
  <td>4</td>
  <td>19</td>
  <td>1000</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>10</td>
  <td>11</td>
  <td>-</td>
  <td>1200</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Fierce</td>
  <td>Close</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>y</td>
  <td>-8</td>
  <td>-8</td>
  <td>6</td>
  <td>8</td>
  <td>26</td>
  <td>1600</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>y</td>
  <td>+5</td>
  <td>+5</td>
  <td>10</td>
  <td>6</td>
  <td>15</td>
  <td>1600</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n/n</td>
  <td>n/n</td>
  <td>n/n</td>
  <td>-8</td>
  <td>-8</td>
  <td>11</td>
  <td>2+3</td>
  <td>29</td>
  <td>900+600</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>11</td>
  <td>8</td>
  <td>-</td>
  <td>1400</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Short</td>
  <td>Close</td>
  <td></td>
  <td>n</td>
  <td>y</td>
  <td>y</td>
  <td>+4</td>
  <td>+4</td>
  <td>3</td>
  <td>6</td>
  <td>7</td>
  <td>800</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>y</td>
  <td>+4</td>
  <td>+4</td>
  <td>5</td>
  <td>6</td>
  <td>7</td>
  <td>500</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n</td>
  <td>y</td>
  <td>y</td>
  <td>-2</td>
  <td>-2</td>
  <td>4</td>
  <td>5</td>
  <td>11</td>
  <td>400</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>4</td>
  <td>22</td>
  <td>-</td>
  <td>600</td>
</tr>
<tr>
   <td style="border:1px solid navy" rowspan=4>Forward</td>
  <td>Close</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>y</td>
  <td>+0</td>
  <td>+0</td>
  <td>6</td>
  <td>8</td>
  <td>14</td>
  <td>1100</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>n</td>
  <td>-2</td>
   <td>-2</td>
   <td>9</td>
  <td>10</td>
  <td>14</td>
  <td>1000</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n</td>
  <td>y</td>
  <td>y</td>
  <td>-2</td>
   <td>-2</td>
   <td>4</td>
  <td>5</td>
  <td>11</td>
  <td>1000</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>7</td>
  <td>11</td>
  <td>-</td>
  <td>1100</td>
</tr>
<tr>
   <td style="border:1px solid navy" rowspan=3>Roundhouse</td>
  <td>Standing</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>n</td>
  <td>-9</td>
   <td>+0</td>
  <td>14</td>
  <td>8</td>
  <td>18</td>
  <td>1400</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>n</td>
  <td>down</td>
  <td>-8</td>
   <td>9</td>
  <td>8</td>
  <td>24</td>
  <td>1300</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>9</td>
  <td>8</td>
  <td>-</td>
  <td>1300</td>
</tr>
<tr>
   <td>'''Command Normals'''</td>
</tr>
<tr>
  <td style="border:1px solid green"> df+Roundhouse</td>
   <td></td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>n</td>
  <td>+2</td>
  <td>+2</td>
  <td>13</td>
  <td>6</td>
  <td>19</td>
  <td>1400</td>
</tr>
<tr>
  <td style="border:1px solid green"> (air)d+Fierce</td>
  <td></td>
  <td></td>
  <td>-</td>
   <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>22</td>
  <td>-</td>
  <td>1300</td>
</tr>


</table>
=== <span class="invisible-header">5LK</span> ===
{{MoveData
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Far Light Kick
| image    =
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


== Special Moves ==
=== <span class="invisible-header">5MK</span> ===
{{MoveData
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Far Medium Kick
| image    =
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''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.
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    =
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''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.j+hp, s.mp(close) xx rdp+lp, qcb+p
=== Close Standing Normals ===
=== <span class="invisible-header">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP
| subtitle = Close Light Punch
| image    =
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version     = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''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.
=== <span class="invisible-header">clMP</span> ===
{{MoveData
| name    = Close Strong
| input    = cl.MP
| subtitle =
| image    =
| caption  =
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup     = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''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.
=== <span class="invisible-header">clHP</span> ===
{{MoveData
| name    = Close Fierce
| input    = cl.HP
| subtitle = Close Heavy Punch
| image    =
| caption  =
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version     = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''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 ring finger. Upon tapping the roll inputs, lifting up the middle and index finger will execute the RC drop kick.
=== <span class="invisible-header">clLK</span> ===
{{MoveData
| name    = Close Short
| input    = cl.LK
| subtitle = Close Light Kick
| image    =
| caption  =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery   = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Jumping Lariat Drop''' (dp+p) - Raiden does a flying lariat off a jump that travels a distance dependent on the punch used. Good for surprise tactics and mix-up but plagued with TERRIBLE recovery on block.
=== <span class="invisible-header">clMK</span> ===
{{MoveData
| name    = Close Forward
| input    = cl.MK
| subtitle = Close Medium Kick
| image    =
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery   = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Combination Body Blow''' (rdp+p) - Raiden rushes forward and strikes his opponent with a punch to the stomach. Comes out in 13/14/15 frames depending on punch used and leaves Raiden at (-13/-14/-15) on block and hit. Can be followed up with two possible specials
=== <span class="invisible-header">clHK</span> ===
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK
| subtitle = Close Heavy Kick
| image    =
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Headbutt''' (qcb+p AFTER Combination Body Blow) - Raiden headbutts his opponent, launching them into the air, and also into a juggleable state meaning Raiden can connect a level three fire spit super after it. Leaves Raiden at -7 on block so Combination Body Blow should always be followed up as the recovery is better.
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    =
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery   = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Front Suplex''' (qcb+k AFTER Combination Body Blow) - Raiden moves forward and attempts to grab his opponent, landing a suplex on connect. Not horribly useful for anything other than following up a blocked Commbination Body Blow. Because it is a grab, it's unblockable but can be easily reacted to with a quick normal, special or even super. It's useful to know that if an opponent is thinking you will be following up with a headbutt, often times a Front Suplex will catch them off guard.
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    =
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard       = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Thunder Crush Bomb''' (360+p) - Raiden's command grab with a range of 85 frames on the jab version. Comes out in 3 frames meaning it has the same speed as his punch throw, but cannot be teched. Useful for when you feel your opponent is going to tech your throw attempts such as after JD's, empty jumps, or low jump shorts. Can be RC'd much like Honda's Ooichou Nage command grab for corner and wake-up mix-ups.
=== <span class="invisible-header">2HP</span> ===
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    =
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version     = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


== Super Moves ==
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    =
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Destruction Drop''' (720+k) - Raiden's command super throw. The farthest reaching throw in the game at level 3 with a range of 118 pixels! Immense damage of 6400 at level 3, it is inescapable if the opponent has not jumped once super flash has occurred (same as E.Honda and Zangief's super throws).
=== <span class="invisible-header">2MK</span> ===
{{MoveData
| name    = Crouch Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    =
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage     = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Crazy Train''' (qcfx2+p) - Raiden rushes forward with a flurry of punches and finishes the sequence with a giant bomb. Does 6600 damage at level 3 meaning it is extremely powerful. Can be combo'd into off of close strong, jabx3 and close fierce. 4 frame startup at all levels means decent for use on wake-up.
=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    =
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage     =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup     =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
}}
}}


'''Flame Breath''' (hcbx2+p) - Raiden spits out a stream of fire with a massive hit-box. Can be crouched by a few of the very short cast. Does 5000 damage at level 3 and can be super cancelled in C-Groove. By itself, the super is only useful as a very early AA due to its 13 frame startup but when used after a corner connected giant bomb or connected combination body blow to headbut, its effects are devastating as it hits juggled opponents for FULL damage, not partial like Kyo's Serpent Wave super or   Chun Li's Chi Palm super.
=== Jumping Normals ===
=== <span class="invisible-header">j.LP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP
| subtitle = Jumping Light Punch
| image    =
| caption  =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage     = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup     = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
   | description = Placeholder
}}
}}


= The Basics =
=== <span class="invisible-header">j.MP</span> ===
Raiden's strongest groove is without a doubt, K, due to his lack of a solid AA. Crouching fierce is a decent AA but has heavy startup as does RC drop kick. Also, Raiden can use meter extremely effectively due to his deadly mix-up meaning having a steady supply of level 3's makes him dangerous. Raged Raiden also has nasty guard break potential as combination body blow and poison spit do very respectable guard damage.
{{MoveData
| name    = Jump Strong
| input    = j.MP
| subtitle = Jumping Medium Punch
| image    =
| caption  =
| linkname = j.MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard       = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


In the air, Raiden is very slow so low jumps greatly improve his game as his d+hp and low lump short are extremely high in priority. Also, low jumps help him land his command throws making him much more threatening.
=== <span class="invisible-header">j.HP</span> ===
{{MoveData
| name    = Jump Fierce
| input    = j.HP
| subtitle = Jumping Heavy Punch
| image    =
| caption  =
| linkname = j.HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


= Combos =
=== <span class="invisible-header">j.LK</span> ===
{{MoveData
| name    = Jump Short
| input    = j.LK
| subtitle = Jumping Light Kick
| image    =
| caption  =
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


j.d+hp, s.mp(close) xx CBB+HB
=== <span class="invisible-header">j.MK</span> ===
{{MoveData
| name    = Jump Forward
| input    = j.MK
| subtitle = Jumping Medium Kick
| image    =
| caption  =
| linkname = j.MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


c.lp, c.lp, c.lk xx CBB+HB
=== <span class="invisible-header">j.HK</span> ===
{{MoveData
| name    = Jump Roundhouse
| input    = j.HK
| subtitle = Jumping Heavy Kick
| image    =
| caption  =
| linkname = j.HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*with meter, a flame spit super can hit juggled opponents in the air after the headbutt
== Command Normals ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Command
| input    = Generic Input
| subtitle = Generic Name
| image    =
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = -
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


c.lpx3 xx Crazy Train
== Throws ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Throw Name
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    =
| caption  =
| linkname = Punch Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


= Advanced Strategy =
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Throw Name
| input    = Near Opponent, 4/6HK
| subtitle = Kick Throw
| image    =
| caption  =
| linkname = Kick Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}
 
== Colors ==
 
[[File:Raiden_CvS2_colors.png]]


= Match-ups =


{{Navbox-CvS2}}
{{Navbox-CvS2}}
[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
[[Category:Raiden]]

Revision as of 02:45, 7 July 2022

Introduction


!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Colors

Raiden CvS2 colors.png


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