CAPCOM VS SNK 2: MILLIONAIRE FIGHTING 2001
Raiden FAQ
By Batsu Power

KMegura's official copyright protection follows:
(With the alteration of yours truly)

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-----------------
Table of Contents
-----------------

1. Who is Raiden?
2. Control Legend
3. Groove Select
4. Short Move List
5. Detailed Move List
6. Combos
7. Quotes and Special Intros
8. Credits and Thanks

-----------------
1. Who is Raiden?
-----------------

Many people have been wondering when playing the CvS series, who is that obese masked man
named Raiden, who comes from the SNK side? Well, he is one of the midbosses who appeared in
the first Fatal Fury game. He then changed his identity and removed his mask to be known as
Big Bear in Fatal Fury 2 and Fatal Fury Special.

Name: Raiden (aka Big Bear)
Fighting style: Wrestling
Birthdate: March 3, 1964
Birthplace: Australia
Blood type: O
Height: 2.02 m (6'6")
Weight: 210 kg (463 lbs.)
Hobbies:  Amusement park rides
Favorite food:  Beef steak
Favorite sport: Football
Most important: His mask collection
Hates the most: Koalas
Favorite music: Country rock


-----------------
2. Control Legend
-----------------

Directions:
u : press up in the d-pad.
ub: press up and back at same time in the d-pad.
uf: press up and forward at the same time in the d-pad.
b : press back in the d-pad.
db: press back and down at the same time in the d-pad.
df: press down and forward at the same time in the d-pad.
d : press down in the d-pad.
f : press forward in the d-pad.
n : neutral position on d-pad , don't hold any direction at all.
qcf : quick circle forward. (d,df,f)
qcb : quick circle backward. (d,db,b)
hcf : half circle forward. (b,db,d,df,f)
hcb : half circle backward. (f,df,d,db,b)
(air only) : Can only be done in air. (duh)
(close) : Only hits when close to the enemy.

LP : Light Punch.
MP : Middle Punch.
HP : Hard Punch.
LK : Light Kick.
MK : Medium Kick.
HK : Heavy Kick.

P  : Press any punch button.
K  : Press any kick button.
PP : Press any two punches simultaneously.
KK : Press any two kicks simultaneously.

----------------
3. Groove Select
----------------

[Taken from DJellybeans FAQ:]

Much like Street Fighter Alpha 3, you are given a series of modes for each
character. With 48 characters and 6 modes each it's going to be hard to
decide if you're new to the game. Much like the ISMs in Alpha 3, the grooves
comprises of different features. However every character is given the
accessibility of all their moves regardless of which groove they are in.

- [ Groove Legend ] -

A - Safe Fall; KK/PP just before knockdown
   The safe fall allows your character to roll immediately after touching
   the ground. You recover a little faster and you can escape corner traps.

B - Custom Combo; HP/HK
   The custom combo is exactly what it says. Your character is given a
   significant speed boost and your character's recovery time is almost
   zero. This allows you to chain in multiple projectiles and chain attacks
   with ease. You can initiate this in the air or ground, but be noted that
   once you are attacked, the custom combo ends. Finally you can pull off
   a level 1 super during the duration of the custom combo, but it will
   cut off the custom combo...so try to save the super for the end of the
   custom combo.

C - Air Block; Hold opposite direction of attack
   Not much to say here.

D - Parry; Press F towards the attack
   This tactic from Street Fighter 3: 3rd Strike, this allows you to take
   no block damage from any move and it allows you to recover before your
   opponent does...leaving them vulnerable to a quick counter attack. It's
   a rather tricky manuver to pull off...lots of practice is needed to
   even be at an intermediate level.

E - Run; F,F(hold the second forward)
   This run will allow your characters to well...run. You can cancel this
   at any time, but you must be wary that you'll recover if you run too
   long.

F - Counter Attack; F+HK+LP(while blocking)
   Counter attacks vary from character to character. Unlike in Alpha 2
   where you can create your own counter attacks, in CvS2 you are virtually
   stuck with a counter attack(most of the times they are pretty useless)
   the character has. Counter attacks are blockable 80% of the time too.

G - Dashing; F,F/B,B
   This replaces the run, it's a short dash forwards or backwards.

H - Roll; LP+LK
   The roll will allow you to avoid practically all attacks in the game.
   You will roll towards your opponent behind them if you are close to
   them and the recovery time is very minimal. There is a slight bit of
   animation where the character is vulnerable to attack. You can begin
   move motions during this roll as well...making moves like the Final
   Atomic Buster much easier to pull off.

I - Small Jump; Tap U
   This jump will have the character just high enough to avoid low attacks
   but just low enough to have them avoid air supers like the Aerial
   Russian Slam. It's pretty useful in most cases but it's seldom used.

J - Evade; Block
   This will allow your character to sidestep beside all attacks in the
   game. You'll pretty much avoid supers and even throws and there isn't
   much recovery time after the evade either.

K - Tactical Recovery; 2P(just before knockdown)
   This will allow the character to avoid some of the pitfalls of cornered
   trapping. Personally I don't use it too much, but it's useful to surprise
   your opponent.

L - Roll Counter; B/F+LP+LK
   When you counter, your character will roll instead of attack. Depending
   on which way you press you can end up right behind your opponent and
   surprise them. Note that you can being the move motions during this roll
   as well...this is especially useful for characters like Zangief and
   Raiden.

M - Just Defend; Block just before you are attacked
   When you Just Defend in this groove, you gain a bit of your health back.
   It's a little cheap and unfair at times, but eh.

- [ C-Groove ] - CFGH

   The C-Groove acts like Street Fighter Alpha 3's A-ISM. You are given
   three levels of super and you can variate the strength of the super
   depending on which button you press. You can airblock, dash, roll,
   safe fall and counter attack.

- [ A-Groove ] - BFGH

   The A-Groove represents more of a mixture of Super Street Fighter II
   Turbo and Street Fighter Alpha 3's V-ISM. You can perform supers but
   they are limited to level 1 only and custom combos(the groove's main
   feature) are available. The custom combo can be initiated by pressing
   fierce and roundhouse at the same time, they can also be initiated in
   the air. Another neat feature about this groove is the ability to
   "hyper cancel." Instead of cancelling a special move into a super, it
   actually works the other way around. This only works on level 2 supers,
   and at any time during the duration of the level two super you are
   welcomed to cancel into a special attack. For instance, Cammy can do
   her Level 2 Spin Dive Smasher and then later perform the Cannon Revenge,
   as she lands on the ground she can quickly pull off a level 1 Reverse
   Shaft Breaker. It's pretty neat and leads to some insane combos, you
   should try experimenting to see what you can find.

- [ P-Groove ] - DGK

   The P-Groove acts much like Street Fighter III: 3rd Strike's engine.
   The main feature here is the parry technique. You are given one level
   of super and you are limited to using one level three super. However,
   your super guage gains a little faster than the C and A grooves.

- [ S-Groove ] - FGIJ

   The S-Groove is much like the engine of previous King of Fighters.
   The groove's main feature is the desperation super. As your character's
   life bar starts flashing(when it's low) you essentially gain unlimited
   level 1 supers. You can charge by pressing and holding down the fierce
   and roundhouse buttons.

- [ N-Groove ] - AEFHIL

   This groove allows you to go into "MAX" status. Once you initiate this
   (pressing Roundhouse and fierce at the same time) your defense and
   offense rises. You can also initate level 3 supers in this mode, but
   outside it only level 1 supers are available.
   This is almost exactly like the Advanced mode in King of Fighters
   '97/'98.

- [ K-Groove ] - AEIM

   The K-Groove's main feature is the "berserk" or "rage" mode that the
   character goes into. The meter fills up incredibly fast(it fills up
   when you take damage or block an attack) and once it initiates the
   character automatically starts turning red. At this point the
   character's strength increases significantly and the defense is raised
   a level.
   It's a mix between Garou: Mark of the Wolves and Samurai Shodowns
   systems.


---------------
4. Move List
---------------

Command Throws:
Power Bomb                         b/f + HP
Bear Hug                           b/f + HK

Special Moves:
Giant Bomb                         Charge b, then f + P
Poison Breath                      HCB + P
Super Drop Kick                    Hold KK then release
Thunder Crush Bomb                         360 + K (close)
Combination Bodyblow                   RDP + P
- Headbutt                        QCB + P
- Front Suplex                    QCB + K
Jumping Lariat Drop                DP + P

Super Moves:
Destruction Drop                           720 + K (close)
Flame Breath                       HCB,HCB + P
Crazy Train                        QCF,QCF + P


---------------------
5. Detailed Move List
---------------------

- Command Throws:

Power Bomb   b/f +HP
====================

Raiden grabs his opponent and slams him/her on the ground with a ferocious power bomb.


Bear Hug     b/f + HK
=====================

Raiden grabs his opponent and does a chokehold maneuver. A multihit throw.


- Special Moves:

Giant Bomb   Charge b, then f + P
=================================

Raiden turns back, and charges with a quick shoulder rush. A very good suprise attack whenever
the opponent tries to pressurise you.

LP Version = Short Distance, Quick Startup time
MP Version = Medium Distance, Medium Startup time
HP Version = Long Distance, Longer Startup time.

Poision Breath  HCB + P
========================

Raiden breathes (or should i say spits XD) out green poision breath. Good thing that it comes
out real quick, except in the HP version, which there's some lag time after the breath. You must
react real quick if the opponent blocks the Poision Breath.

Super Drop Kick  Hold KK then release
=====================================

Raiden does a deadly drop kick on his opponent. Another good suprise weapon and one can charge
and release the kick when the opposing player isn't realising it :D


Thunder Crush Bomb 360 + K (close)
====================================

A grab move, Raiden grabs the opponent and slams him/her on the ground, then jumps up into the
air and throws the opponent away. The throw depends on the version you're using. LK being the
shortest throw distance and least damage, while HK is the longest throw distance and most damage

Combination Bodyblow BDP + P
====================================

This move is one of Raiden's best ones. Here, Raiden charges with a rush punch. After that, you
got the choice of two follow ups which you can use after the first hit of the Combination
Bodyblow:

    - Headbutt                            QCB + P
       Here, Raiden charges forward with a headbutt after the 1st hit of the Bodyblow. Comes
       out quite quick, and is great combo potential. =)
    - Front Suplex                        QCB + K
       The 2nd followup to the 1st hit of the Bodyblow. Here, Raiden does a front suplex on his
       opponent. Good for beating those turtle players out there.

Jumping Lariat Drop  DP + P
=============================

Raiden does a short hop and does a mini DDT. The hopping distance depends on the button used. So,
if it's the LP version it'll be a short hop, and if it's the HP version, it's a long hop. Quite
fast to do.

- Super Moves:

Destruction Drop 720 + K (close)
=================================

Ah yes, the Destruction Drop. A very damaging throw SDM which is good as Zangief's Final Atomic
Buster. Here, we see Raiden doing a much stronger version of his Thunder Crush Bomb and finishing
it off with a body slam

Level 1 Version = 2 Power Bombs and a throw
Level 2 Version = 3 Power Bombs and a throw
Level 3 version = 4 Power Bombs and a throw

Flame Breath HCB,HCB + P
=========================

A much powerful version of the Poision Breath. But this time with longer duration and the fire
breath of course XP

Level 1 Version = 3 hits
Level 2 Version = 4 hits
Level 3 Version = 5 hits

Crazy Train QCF,QCF + P
========================

One of Raiden's easier supers, the Crazy Train is where Raiden does a crazy combination of attacks
and ends the super with a Giant Bomb.

Level 1 Version = 3 hits
Level 2 Version = 5 hits
Level 3 Version = 7 hits

--------------
6. Combos
--------------

Well, I'll split this section into 2. The Normal Combos and the Custom Combo/A Groove Combos =)


Normal Combos
=============

1. In C Groove = Jump in HK -> Crouch LP -> Standing MP -> Level 2 Crazy Train -> Poison Breath

2. In N Groove = (Must have 3 stocks in the super bar) Break one stock -> Jump in HP -> Standing MP ->
                Flame Breath Level 3 -> Flame Breath Level 1

3. In C Groove = Crouch LP -> Crouch LP -> Combination BodyBlow -> Headbutt Followup -> Flame Breath
                Level 2 -> Flame Breath Level 1

4. In any Groove = Jump in HP -> Standing MP -> Level 3 Crazy Train

More to be done later...

Custom Combos
===============

1. (From the Middle of the Screen) = Giant Bomb (HP version) -> Do process till super timer close
  to end -> Flame Breath

Timing is in the esscence in this CC. You gotta input the motion in the right time to keep the opponent
in the air and manage to combo the move against 'em.

2. (In the Corner) = Super Drop Kick -> HK -> Keep tapping HK till super timer ends -> Flame Breath

Tapping HK is needed here in order to keep the opponent from falling down the ground =)

3. (Can be started anywhere) = Combination Bodyblow (HP version) -> HeadButt Followup -> Repeat Process
  till super timer ends -> Flame Breath

More to be done later here aswell

----------------------------
7. Quotes and Special Intros
----------------------------


Start : "Say your prayers, wimp!"
       "I will dance on your grave"

Taunt : "C'mon, c'mon!"




"Go!"
"Bomb!"
"Ready...Go!"
"Drop Kick!"
"The end!"


Win poses:

"Ichiban!"      : "I am the best!"
"I am RaiDen!"
"Hahaha!"

Special Intros:

-Raiden vs Zangief


Raiden says "You are dead meat!" while Gief growls.


------------------
Credits and Thanks
------------------

FAQ Credits:

K.Lantis:
For the Raiden/Big Bear Bio

DJellybean:
For the Groove info

Kibagami:
For the Quotes and Special Intro speech

General Credits:

Me:

For writing this FAQ :D

Evil_Shingo:

For being a CvS2 freak like me, and sending my CvS2 copy of course =). And he's a retard too! =P

Sycia:

For being a great friend to talk to ^_^. Check out her Iori Yagami shrine at
http://www.purpleflames.com

Omega Cosmo:

The person who never fails to make me laugh. You crazy Swede :D. He also written
a CvS2 Beni FAQ and was my inspiration for me making this FAQ =). Check out his site at:
http://www.cosmo.hotfire.net/

Moonlily:

For being so nice and friendly to talk to ^^

Synapse:

Cool pimp (Yea, you are one :D) and very good friend of mine. =)

Orochinagi (http://www.orochinagi.com)

For being such a kick ass site for KOF & CvS2. Go Gun! XD

KD0084+ (http://www.kd0084.com)

Great people who can be trusted and are great friends of mine . Plus, it's a kick ass K'
Shrine =)

Capcom & SNK

I'm a big fan of both companies since both rule! And they worked together in making the ever
fun CvS series =)



Version History

Version 1.00 = Yea, it's the first version. W00t :D