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| |data= | | |data= |
| {{AttackData-GGXRD-R | | {{AttackData-GGXRD-R |
| |damage=20 | | |damage=20 [21-26] |
| |tension= | | |tension= |
| |risc= | | |risc= |
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| |data= | | |data= |
| {{AttackData-GGXRD-R | | {{AttackData-GGXRD-R |
| |damage=22 | | |damage=22 [23-28] |
| |tension= | | |tension= |
| |risc= | | |risc= |
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| |data= | | |data= |
| {{AttackData-GGXRD-R | | {{AttackData-GGXRD-R |
| |damage=22 | | |damage=22 [23-28] |
| |tension= | | |tension= |
| |risc= | | |risc= |
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| |data= | | |data= |
| {{AttackData-GGXRD-R | | {{AttackData-GGXRD-R |
| |damage=40 | | |damage=40 [41-52] |
| |tension= | | |tension= |
| |risc= | | |risc= |
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| |data= | | |data= |
| {{AttackData-GGXRD-R | | {{AttackData-GGXRD-R |
| |damage=20*3 | | |damage=20*3 [21*3-26*3] |
| |tension= | | |tension= |
| |risc= | | |risc= |
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| |version=Ground | | |version=Ground |
| |subtitle=63214HS | | |subtitle=63214HS |
| |damage=80 | | |damage=80 [82-104] |
| |tension= | | |tension= |
| |risc= | | |risc= |
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| |version=Anti-Air | | |version=Anti-Air |
| |subtitle=63214S | | |subtitle=63214S |
| |damage=80 | | |damage=80 [82-104] |
| |tension= | | |tension= |
| |risc= | | |risc= |
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| |data= | | |data= |
| {{AttackData-GGXRD-R | | {{AttackData-GGXRD-R |
| |damage= | | |damage=70, 10*2 (minimum) |
| |tension=-5000 | | |tension=-5000 |
| |risc= | | |risc= |
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| * Difficult to punish since it leaves Raven far from the opponent on block | | * Difficult to punish since it leaves Raven far from the opponent on block |
| * Pose is random | | * Pose is random |
| | * Damage/hits increases depending on excitement gauge. |
| }} | | }} |
| }} | | }} |
Raven
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Forward Dash Invincibility: 10-26
- Movement Options
- Double Jump
- Airdash Glide
- Dash Type: Teleport Run (Does not go through opponent)
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Overview
Strengths
- Excellent corner carry during pressure due to his airdash length and scratch special move
- Solid mix up off sweeps
- Very good combination of range, speed and some extremely low profiles on normals
- Versatile projectiles for zoning
- An anti-air command grab to complement the zoning game
- A forward dash with extremely fast top speed and invincibility in the middle to make it very easy to cross under opponents and phase through projectiles
- Can punish almost anything with a correctly timed super armor stance
- Combos can be fairly burst safe
- Damage on normals, specials, and supers can be improved by gaining excitement levels; command grab can also be improved for stronger combos.
Weaknesses
- Has difficulty escaping the corner through the air, since the airdash goes towards the ground
- Limited combos make punishes weak in general
- Slow acceleration on the ground dash makes it difficult to adjust spacing and continue pressure without jumping
- Reversal super and combos depend on excitement gauge
Excitement Level
The Excitement Gauge affects the properties of some of Raven's attacks; the higher level it is, the more damage Raven's normals, specials and supers inflict. It also lets Raven combo off his throw special "Wachen Zweig".
Each round the gauge starts at 0 and increases when Raven uses his special move "Give it to me HERE" to absorb the opponent's attacks. While using "Give it to me HERE", his gauge will slowly increase over time even if Raven does not absorb any attacks!
Normal Moves
[ ] Brackets list potential damage with higher excitement levels.
5P
5K
c.S
f.S
f.S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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28 [29-36]
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Mid
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SJ
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YRP
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10
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8
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16
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-10
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- Jump-Cancellable
- Can combo into a 2HS on crouching or counter hit
A reliable poke overall and useful spacing tool. Use this move to keep the opponent away or simply harass them. It can be chained into attacks like Schmerz Berg for spacing or even jump-cancelled. Just beware that it can be low-profiled by certain attacks.
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5HS
5HS
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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26,26 [27-33, 27-33]
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Mid
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SJ
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YRP
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10
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3,7
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24
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-12
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This is a multi-hitting attack that is Raven's most common jump cancel into an air combo. It causes a stagger on counter hit (but only on the first hit), letting Raven combo into a Scharf Kugel.
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5D
5D
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22 [23-28]
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High
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-
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YRP
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27
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6
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9
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-1
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Raven's dust is far reaching and can be used as an occasional sneaky overhead. It isn't punishable as it leaves you at only -1 on block and can be spaced further away. Try not to rely on this too much as it's quite slow and can be predictable.
Placeholder
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2P
2K
2S
2HS
2D
j.P
j.K
j.S
j.HS
j.D
j.D
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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20,24 [21,25-26,31]
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High
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S
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YRP
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8
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3(2)5
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18
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-
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j.D is to be used as an effective air-combo ender. The second hit causes a knockdown, plummeting an opponent downwards. If used at a low enough height, Raven can use his air Scharf Kugel for an okizeme into a possible homing dash. If this is space precisely as an ender, a P version Gebrechlich Licht can connect to slow an opponent on wakeup.
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6P
4P
6HS
6HS
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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54 [55-70]
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Mid
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SJ
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YRP
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20
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7
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11+9 after landing.
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-8
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- Leaves Raven in airborne state
- Staggers on CH
Raven's 6H leaves him airborne, letting him RC it and start his airdash pressure. It has very short range but is safe even on block since he jumps away and can perform air specials after it. If an opponent gets countered by it, they get staggered which lets Raven combo into his Scharf Kugel or Gebrechlich Licht. It's not a bad idea to attempt an option-select a 6H/throw on an opponent's wakeup considering how safe this attack can be up close.
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j.2K
j.2K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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18 [19-23]
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High
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S
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YRP
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12
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Until Ground
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3 after landing.
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-
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- Halts his forward air momentum
- Can cross up
An attack that drops Raven towards the ground with his knee. It halts his forward momentum in the air and can let him land to the ground instantly during the beginning of a homing dash for some tricky mixups. Because of J.2k's hit box, Raven can even cross up opponents.
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Universal Mechanics
Ground Throw
Air Throw
Dead Angle Attack
Blitz Shield Charge Attack
Special Moves
Homing Dash
Glide j.66
INCOMING!
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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20 [21-26]
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High
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S
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YRP
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-
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-
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-
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-
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- Has an active hit box during the dash
- Can land about 3 normals before landing, not including the initial hit from the Airdash itself
Raven's airdash steers him towards the ground until he's at a set height and then lets him glide forward. The angle at which he starts this dash is dependant on how high in the air he is. This airdash itself has a hitbox on contact, letting Raven start some offense with it. A major use of this is for 50/50 mixups after knockdown and to even IAD after a jump-cancellable ground normal for extended pressure.
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Schmerz Berg
Schmerz Berg 236P
Slows down opponent on hit
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Gebrechlich Licht
Gebrechlich Licht j.236P/K
Also slows down opponent briefly on hit
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22 [23-28]
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Mid
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-
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YRP
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-
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-
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-
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-
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The air version of his Schmerz Berg projectile. The P version throws the needle closer towards ground and the K version throws it further away. An air combo can be ended with the P version to leave the opponent in a slowed state upon wakeup.
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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Grausam Impuls
Grausam Impuls 236S (air OK)
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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40 [41-52]
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Mid
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-
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YRP
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-
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-
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-
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-
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A far reaching slash that leaves the opponent spiraling on hit. It can be RC'd for a combo, but in the corner on CH or on a lightweight, it's possible to combo regardless. The air version has much less range and halts his forward air momentum. A good use for it is to end a homing dash blockstring with it to push you away and avoid an opponent's throw.
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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Scharf Kugel
Scharf Kugel 236HS (air OK)
Shades of Dio Sega
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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20*3 [21*3-26*3]
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Mid
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-
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YRP
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-
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-
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-
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-
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- Disappears early if Raven is hit
- Often used for an okizeme
Raven tosses a triple-hitting projectile that travels forward briefly before staying in place. It disappears shortly afterwards but even shorter if Raven is hit while it's active. A very handy special to use after a knockdown like 2D or a j.D that's low enough to the ground. It's perfect for okizeme and gives Raven enough time to perform 50/50 mixups or to just fill up on his excitement gauge. The air version travels a bit further and is thrown at a lower angle but takes a bit longer to become active.
Follow the Help:Writing_Character_Pages guidelines
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Give it to me HERE
Give it to me HERE 214K (can be held)
Well? What are you waiting for? Damage taken during this will recover over time unless you get hit
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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-
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-
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-
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YP
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-
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-
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23
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-
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- Hyper Armor starts on 5F and lasts for 20F after releasing the button depending on if you gained a stack or more of excitement gauge.
- Works against Unblockable attacks (Examples: Slayer's Undertow, Elphelt's Miss Confire, Johnny's Sigh'd Mist Finer etc.).
- Vulnerable to throws
- Increases "Excitement Gauge" level as input is held or as Raven takes damage during this stance. It takes 40F to gain one stack, 80F to gain the second and 60F for each subsequent stack.
- Hyper Armor lasts for 21F and recovery increases to 25F if only one stack has been gained by holding the stance
- Nulls out the leveling effect of Johnny's "Glitter is Gold"
- Damage taken as Purple Health in the stance is unaffected by guts and defense and will recover over time unless hit by opponent
- When an attack is absorbed, Raven is not affected by hitstop
This is starting point of one of Raven's unique mechanics: the Excitement Gauge. Raven can also YRC or cancel into Getreuer after getting hit during stance to immediately punish an opponent that attacks him during this stance, though both cost Tension.
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Wachen Zweig
Wachen Zweig 63214S/HS
Shades of Merkava Can combo after this move with sufficient Excitement Level
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Ground 63214HS
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80 [82-104]
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Throw:
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-
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YRP
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-
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-
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-
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-
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Anti-Air 63214S
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80 [82-104]
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Air Unblockable
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-
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YRP
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-
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-
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-
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-
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Raven's command grab that reaches far ahead of him and has two versions. 63214H is the ground version that aims in front while 63214S aims in a 45 degree angle upwards. Both lack a hurbox where his arm is but also lack the ability to connect if you are too close. S version can be used as a combo ender/extender in some cases.
- S version is air unblockable, so it can be comboed into and be Blitzed
- H version is a throw, so it can not be comboed into nor Blitzed
- Excitement Level increases damage
- Excitement Level 3-5 (Smiley face icon) can combo into 5K afterwards
- Excitement Level 6+ (Tongue face icon) can combo into 5H afterwards
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Overdrives
Getreuer
Getreuer 214214H [214214D]
Number of hits and Damage depend on Excitement Level
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Normal 214214HS
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10, 100 (Minimum)
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-
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-
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-
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-
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-
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-
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-
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Burst 214214D
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12,125 (Minimum)
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Mid
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-
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YRP
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-
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-
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-
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-
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You stab things a lot
Raven's standard reversal super that ends with a single kick that does both knock back and knockdown. Where this move really shines is when he begins to fill his excitement gauge. If so, he will begin to stab multiple times before ending with the same kick, leading to more stabs and damage depending on his gauge. Use this move to milk damage for the kill even if it's OTG. The other use is to have opponents attack you in his stance (214K) while you can use this move's invincibility to reversal them.
- Damage/hits increases depending on excitement gauge.
- Can be chained into from 214K
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Verzweifelt
Verzweifelt 632146S (air OK)
Ground version goes straight, air version goes diagonal STRIKE A POSE!
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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70, 10*2 (minimum)
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Mid
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-
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YRP
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-
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-
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-
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-
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- Useful for punishing attacks from full screen
- Difficult to punish since it leaves Raven far from the opponent on block
- Pose is random
- Damage/hits increases depending on excitement gauge.
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Sehnsucht
Sehnsucht During IK Mode: 236236HS
There's no need to be afraid...
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Normal
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DESTROY
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All
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-
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-
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-
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-
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-
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-
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Conclusion Conditions Complete
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DESTROY
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All
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-
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-
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-
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-
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-
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-
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You both die from this. But then Raven's immortality kicks in.
Uses a variation of his H Wachen Zweig animation that is a hit instead of a grab.
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