GGXRD-R2/Raven

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Overview

Overview

Raven's many versatile tools lets him play a defensive neutral game, apply dirty mixups, or knowledge check his opponent with some lethal gimmicks. Most of Raven's attacks improve as he builds his character resource: excitement. Excitement also increases Raven's damage output, which helps to compensate for his low average damage and short combos.

On the ground, 5P, 2K, f.S, 2S, 5H, and 2H are all great pokes that cover the space in front of Raven and can easily be confirmed to a combo or safe special move - some even pull double duty as anti-airs along with 5K and 6P. Raven's j.P is a great air-to-air, while j.K, j.2K, and j.D make him a headache to hit down.

Raven's needle projectiles (236PGGXRD-R Raven SchmelzBerg.pngGuard:
All
Startup:
13
Recovery:
36 + landing 12
Advantage:
-9
and j.236P/KGGXRD-R Raven GebraeuchlichLicht.pngGuard:
All
Startup:
21
Recovery:
Total 45 + landing 8
Advantage:
-4
) are great for sniping approaches, and his orb (236HNo results) can either lock down a section of the screen or be placed after a knockdown for safe pressure/mixups.

If all that wasn't enough, Raven can use his 214KGGXRD-R Raven GiveItToMeHERE.pngGuard:
-
Startup:
-
Recovery:
Total 29
Advantage:
-
excitement stance to absorb strikes and trade his life for damage and combo options (don't worry; it heals back). He even has an enormous command throw (63214S/HGGXRD-R Raven BackenZweig.pngGuard:
Ground Throw
Startup:
27
Recovery:
37
Advantage:
+52
). Supporting all this are some weird but powerful movement options: a fast, invisible, invulnerable run and an airborne glide he can cancel out of for unreactable high-low mixups.

In exchange, Raven has among the game's worst stun ratings, poor frame data, and a low damage output without enough excitement. Raven generally won't kill his opponents in two touches, but he will be able to lock them in oppressive looping mixups and setplay, never sure if he's dashing into an unbeatable poke or a launching throw or resetting into an IAD.

If you like playing safe neutral, applying safe okizeme, doing burst safe combos, and only taking risks when the scales are tipped firmly in your favor, Raven is the character for you.
Playstyle
Raven combines an arsenal of great pokes with unique movement and suffocating setplay. His excitement gauge gives him better damage and combos as he snowballs, but his low stun and poor defense modifier mean he hurts a lot when he makes a mistake.
Pros Cons
  • Great Corner Carry: Excellent corner carry during pressure/combos due to his airdash strings and scratch (236SGGXRD-R Raven GrausamImpuls.pngGuard:
    Mid
    Startup:
    17
    Recovery:
    31
    Advantage:
    -3
    ).
  • Invulnerable Dash: A forward dash with extremely fast top speed and invincibility frames make it tricky to zone or poke against Raven as he can phase through attacks and punish.
  • Easy Okizeme: Raven gets solid mixups and safejumps via airdash cancels off his most common combo enders, like scratch and 2D.
  • Strong Neutral: Most of Raven's ground normals have some combination of disjointedness, low profiling, or long range. He also has strong projectile angles and effective anti airs when used correctly.
  • High Effective Health: Raven sports the highest Guts rating in the game, making him one of the most durable characters.
  • Snowballs Well: Damage and properties on his supers and most special moves improve by gaining excitement levels.
  • Burst Safety: Many of Raven's combo, mixup, and pressure options are burst safe via option selects or prevent his opponent from bursting.
  • Hates the Corner: Has great difficulty escaping the corner, since his airdash goes towards the ground.
  • Trouble Getting Going: Raven depends heavily on his excitement gauge to increase his average damage and enable combo routes.
  • Slow Dash Startup: Slow initial acceleration on his dash makes it difficult to quickly microdash/adjust spacing to punish or continue pressure without jumping.
  • Low Punish Damage: Raven's reward for a punish is generally okizeme, not raw damage. He sometimes has trouble killing where other characters would not.
  • Minus Frames: In exchange for their range and hitboxes, all of Raven's normals but c.S are minus on block.
  • Easy Stun: Raven has the second lowest stun resistance in the game.

Excitement Gauge

Raven's levels of excitement

The excitement gauge affects Raven's damage and the properties of some attacks: the more excitement, the better. Each "tick" gives a 3% damage boost, up to a maximum of 30% when the gauge is full. Excitement levels give orb (236H) more hits, make scratch (236S) faster, and let Raven combo off his command grab (63214S/H).

When Raven's excitement levels up or down, the face of the excitement gauge changes.

  • No Smile: Level 1. 0-2 ticks.
  • Regular Smile: Level 2. 3-5 ticks.
  • Tongue Smile: Level 3. 6-10 ticks.

Each round the gauge starts at level 1 with 0 ticks, and increases when Raven connects with certain attacks:

  • Scratch (236S): 1 tick
  • Command grab (63214S/H): 3 ticks
  • Dash super (632146S): 5 ticks

Raven can also use his excitement stance (214K) to gain excitement: 1 level/3 ticks for each hit absorbed. Using the stance to absorb big hits is "less efficient" than tanking small hits or multi-hit moves, because it generates more purple health (see move description) for the same reward.

If Raven goes 10 seconds without gaining any excitement, the gauge starts to drain quickly. While Raven is in hitstun, the timer is paused and excitement doesn't drain. Hitting an enemy with Raven's stab super (214214H) will cause excitement to drain immediately regardless of all other factors.

Forward Dash

Raven's ground forward dash is fully invulnerable and mostly invisible from frames 10-26. During that time, he accelerates from one of the slowest run speeds in the game to one of the fastest - the visual effect is similar to a teleport, but he can't pass through opponents. Because Raven's dash counts as a normal run, he can cancel out of it at any time just like most other characters: FD braking, attacking, jumping, etc.

Using Raven's dash effectively is an extremely important part of playing him. Because Raven can run through projectiles and pokes so easily, he can apply pressure from much longer distances than usual. Being able to consistently dash > throw, or dash > poke can scare opponents into sitting still without forcing Raven to take much risk.

On the other hand, Raven's initial dash speed is pitifully slow. That slowness combined with his poor up-close frame data means that Raven cannot simply abuse plus buttons like Sol or Leo: he must use his disjointed attacks and distance-based frame traps to discourage opponents from jumping or mashing.

StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

Learning Raven

If you are learning Raven for the first time, consider referring to the Rev 2.1 Raven Guide. In this document, you will find beginner, intermediate, and more advanced sections that provide some insight to the character.

There is also a video guide (turn on closed captions for English subtitles) that aims to give intermediate players a solid number of techniques and skills to focus on.

In addition, the Raven Discord Server is publicly open. Please feel free to join, browse the additional information within, and ask questions. On top of that you can post your match footage and other Raven players will analyze it for feedback.

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 7 6 10 -6

A fast, medium range poke that's excellent for poking, counterpoking, and anti-airing. Raven's arm is completely disjointed until the attack's recovery, letting it clash with or beat many other moves. At round start distance, many characters don't have an answer for this move without doing something very risky, so abuse it to your heart's content. Commonly gatlinged into f.S to further poke at the opponent, and can even be jump cancelled for a cheeky glide approach.

Unlike most 5Ps, this can't gatling into itself. 5P can also be low profiled, so use it carefully against certain characters, like Elphelt/Millia/Sol, who can just run under it and punish you.

  • Combos into anti-air command grab (63214S) on aerial counter hit

Gatling Options: 2P, 6P, 2K, 5K, c.S, f.S, 2S, 2H, 5H, 6H, 2D, 5D

Level Proration RISC+ RISC-
0 Initial: 90% 3 8

5K

Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 7 7 12 -5

One of Raven's primary anti-airs due to being fast, jump cancelable, and having a tall and forward hitbox - the lack of proration is a bonus. Due to the shape of the hitbox, which follows Raven's upward leg closely and goes into his waist a bit, 5K can also be a situational round starter against low profile moves moves like Faust 2P. 5K's hitbox and speed also make it a good choice to use when dashing in, since it doesn't have a dead zone like 5P or 2S.

You can also universally connect 5K after a Level 2 command grab, which enables meaty orb okizeme.

Gatling Options: 6P, c.S, f.S, 2S, 2H, 5H, 2D, 5D

Level Proration RISC+ RISC-
2 - 10 7

c.S

Damage Guard Startup Active Recovery On-Block Invuln
22×2 Mid 8 6(5)3 12 +2

A close ranged stab that hits twice. Both his are jump cancellable. Excellent combo filler, especially after glide strings, and Raven's only plus normal. It also is one of Raven's few normals that combos into 2H unconditionally.

Due to the way the game handles gatlings and jump cancels during multi-hit moves, there is an option select to make this attack burst safe: hit with c.S(1), then quickly tap 7 when c.S(2) would hit, then quickly input the next attack, such as 2H. Done correctly, this sequence will combo naturally if the opponent did not burst, but if the opponent bursted on or after c.S(1), then Raven will jump into the air and block the burst.

Examples:
https://nitter.net/summonsuffering/status/889280141393899520
https://nitter.net/summonsuffering/status/1141329925422669824

Gatling Options: 6P, f.S, 2S, 2H, 5H, 2D, 5D

Level Proration RISC+ RISC-
3 - 14 6

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 8 16 -10

While not nearly as disjointed as many of Raven's other pokes, its speed and range are very good. Special cancelling this into needle (236P) or scratch is a great way to reach out and control space safely. Also jump cancellable.

f.S is a reliable poke, although it's not quite as specialized as Raven's other options. Just beware that it can be low profiled by certain attacks, much like 5P. Take care not to whiff due to its extended hurtbox and long recovery.

  • Can combo into 2H on counter hit or on crouching opponents, except at max range.
  • Can combo into scratch (236S) ONLY on counter hit, or on crouching opponents at level 3 excitement.

Gatling Options: 2S, 2H, 5H, 6H, 2D

Level Proration RISC+ RISC-
2 - 10 7

5H

Damage Guard Startup Active Recovery On-Block Invuln
26×2 Mid 10 3・7 24 -12

An upward, two-hit attack. Both hits are jump cancellable. Good for frame traps from light buttons, anti-airing, and counterpoking. 5H(2)'s hitbox is disjointed and covers Raven's arms from his elbows to his talons, but tends to whiff on crouchers. 5H(2) is a nuclear option for hitting airborne opponents and combos into anti-air command grabGGXRD-R Raven BackenZweig.pngGuard:
Air Unblockable
Startup:
19
Recovery:
32
Advantage:
+52
(63214S) on counter hit, but its atrocious recovery means you WILL be punished if you whiff.

In a blockstring, Raven can special cancel to his ground command grab (63214H) somewhat comfortably, because this move's pushback and blockstun are both high enough to hamper the opponent's ability to mash out. Of course, they can still jump.

  • 5H(1) staggers on CH, allowing Raven to IAD for a glide combo or to special cancel into 236H and link into 4P for more advanced combos.

Gatling Options: 2D, 5D

Level Proration RISC+ RISC-
4 - 20 6

5D

Damage Guard Startup Active Recovery On-Block Invuln
22 High 27 6 9 -1

Raven's dust is one of the longest in the game and is extremely safe on block. Its range allows Raven to continue frame trapping with 5P/f.S/2S afterwards, which will hit an opponent trying to run in.

The color of Raven's orb (236H) changes with his costume color. If you're using a color which has a yellow/orange orb like 6 or 7, it can obscure some of the orange dust flash produced by this move, making it harder to see.

  • 2H counter hit will combo into this move.
Level Proration RISC+ RISC-
2 Initial: 80% 10 20

6P

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 9 3 27 -16 1-6 Upper Body
7-11 Above Knee

Raven flings his hand up in an arc. Despite what the animation suggests, this attack only has a hitbox in the front. The great vertical reach and upwards disjoint make this a standout 6P, but the atrocious whiff recovery makes it impractical as a counter-poke.

c.S(1) will only connect against very deep airborne opponents and that move's short proximity means you might get f.S or even whiff c.S. Counter hit 6P will combo into anti-air command grab, which is more reliable.

On the ground, Raven can use this move as combo filler by going into it from c.S and back.

  • Cannot be jump cancelled, unlike all of Raven's other standing normals.
  • Launches on grounded and aerial counter hit.
  • Combos into anti-air command grab (63214S) on counter hit.

Gatling Options: c.S, f.S, 6H, 5D

Level Proration RISC+ RISC-
2 Initial: 90% 10 7

4P

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 5 3 8 -1

4P is Raven's fastest normal, and it has very long range compared to most other characters' 5f normals. Mostly used to mash in situations where 2P would be too slow, or extend ground combos where the speed and range are relevant (such as glide strings where c.S wouldn't connect).

Being -1 on block means it could potentially enable a frame trap or tick throw, but 2K is also -1, only 2f slower and has longer reach. Not a bad button, but not great. At least it's burst safe.

Gatling Options: 2P, 4P, 5P, 6P, 2K, 5K, c.S, f.S, 2S, 2H, 5H, 6H, 2D, 5D

Level Proration RISC+ RISC-
0 Initial: 90% 3 8

6H

Damage Guard Startup Active Recovery On-Block Invuln
54 Mid 20 7 11 + landing 8 -8 7-10 Feet
11-Landing Lower Body

Raven's 6H is airborne, active, disjointed, and moves him backwards, which means it is very good at beating defensive throws if timed properly. It has rather short range but is safe on block since Raven is far away and can jump or special cancel. If 6H counter hits, the opponent will be staggered, which lets Raven land, IAD and get a full glide combo.

6H makes for decent okizeme against mash-happy opponents, considering how safe it can be up close. It be used very sparingly as a counterpoke due to the size of the hitbox and the juicy counter hit reward, and can even anti-air some moves with large hurtboxes like Faust's teleport doors, but doing this in a match will require a hard read on your opponent.

  • Airborne on frame 7.
  • Staggers for a ludicrously long time on counter hit.
Level Proration RISC+ RISC-
4 - 20 6
  • 7F onwards Airborne

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 6 4 8 -2

Raven's second fastest normal after 4P, and one that you'll mostly use for mashing out of pressure. Can be low profiled by moves that go low enough, like Sol's 2D, I-No's Stroke the Big Tree, and certain 6Ps

Slightly disjointed past his hand, but otherwise a mediocre button that you'll only use because you need something fast. At least it's burst safe.

Gatling Options: 2P, 4P, 5P, 6P, 2K, 5K, c.S, f.S, 2S, 2H, 5H, 6H, 2D, 5D

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 7 3 8 -1

2K is Raven's fastest low option in glide cancel mixups, and is very easy to combo from. Slightly slower than many characters' 2Ks, but still a very good normal despite that.

2K can also be used as a poke: although it isn't disjointed, its hurtbox doesn't extend until the active frames, which means it won't be stuffed by an opponent's attacks unless they reach all the way to Raven's body. Some characters with extended hurtboxes on their ground pokes, like Millia, will flat-out lose to this move if both characters attack simultaneously.

Gatling Options: 5P, 6P, 5K, c.S, f.S, 2S, 2H, 5H, 2D, 5D

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

2S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 9 4 15 -5

2S is an incredible poke and easily one of Raven's best ground buttons: totally disjointed until recovery, slightly low profile, and very fast recovery. Simply doing dash > 2S outside of an opponent's attack range is a great way to whiff punish or stuff almost anything.

2S's one drawback is a hitbox that doesn't reach to the ground, which means it won't beat low profile moves like I-No's Stroke the Big Tree or Millia's roll.

  • Combos into 2H on counter hit or crouching hit.
  • Does not always combo into 5H when hit at longer ranges

Gatling Options: 2H, 5H, 2D, 5D

Level Proration RISC+ RISC-
2 - 10 7

2H

Damage Guard Startup Active Recovery On-Block Invuln
38 Low 15 6 25 -12 7-24 Low Profile

One of Raven's most notorious normals: low profile, extremely long range, and it reliably combos into scratch or 2D for a knockdown and okizeme. Raven's hurtbox is so low during this attack that he can actually anti-air certain attacks with large hurtboxes, although actually using 2H this way is unreliable because it's so slow.

Being predictable with 2H is a death sentence thanks to its long whiff recovery. Use with good judgement.

  • Combos into 5D on counter hit.
  • Will not combo into scratch (236S) at max range.
  • Cancelling briefly into Raven's excitement stance (214K) is actually faster than letting 2H recover by itself.

Gatling Options: 2D, 5D

Level Proration RISC+ RISC-
4 - 20 6

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 9 3 21 -10

A sweep with pretty great range. Slightly disjointed around Raven's heel. 2D's frame data might make it seem like a worse version of 2S, but the additional range can be useful when playing footsies.

Like all sweeps, this move pops up the opponent slightly on hit, which can potentially enable combos or okizeme setups. Ending a standard ground combo with 2D will give Raven solid safejump potential, but you can also combo into scratch for more corner carry and still usually meaty with a glide string.

  • Combos into scratch (236S) on lightweights at level 1 excitement, middleweights at level 2 excitement, and heavyweights at level 3 excitement. Combos unconditionally on counter hit.
  • As the orb floats upwards, 2D > orb (236H) is not meaty against the majority of the cast. See the Scharf Kugel description.
Level Proration RISC+ RISC-
2 - 10 7


j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 6 4 8 -

Fast, long range, and slightly disjointed: a very good j.P and one of Raven's best air-to-airs. Often used after j.S in an airborne or glide combo to gatling into another j.S, or to gatling into itself in a jumping combo to guts crush.

When used in Glide strings, j.P can be useful to set up throw mixups due to its very low blockstun.

Gatling Options: j.P, j.K, j.S, j.H, j.D

Level Proration RISC+ RISC-
0 Initial: 90% 3 8

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 8 9 12 -

A downwards kick that is very good at beating 6Ps and other anti-airs, especially when Raven is gliding. If Raven is gliding parallel to the ground, j.K will reach almost all the way to the ground. Also used as combo filler, especially when setting up meaty orbs using the mostly universal sequence j.K > j.S > j.D > j.236H.

Gatling Options: j.P, j.K, j.S, j.H, j.D

Level Proration RISC+ RISC-
1 Initial: 90% 6 7

j.2K

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 12 until landing landing 3 -

Raven immediately halts all air momentum, pops up slightly, and does a knee drop all the way to the ground. The air brake effect is good for baiting ground anti-airs or juking air throws. Very useful.

One of Raven's few attacks that is not disjointed at all. Generally not punishable unless instant blocked.

  • Can cross up.
  • Against grounded opponents, can only combo on crouching or counter hit.
  • CANNOT be Faultless Defense cancelled, unlike Chipp or Faust's divekicks.
Level Proration RISC+ RISC-
2 - 10 7
  • Frame Adv on standing Sol varies from -2 to +7, depending on point of impact

j.S

Damage Guard Startup Active Recovery On-Block Invuln
26 High/Air 7 7 16 -

j.S has good range in front of and partially below Raven, although it can't cross up. It's only 1f slower than j.P, but the long whiff recovery makes it riskier as an air-to-air.

If Raven was descending from a jump or glide, then an aerial counter hit j.S will often give Raven enough time to land and rejump for a full air combo.

Gatling Options: j.P, j.S, j.H, j.D

Level Proration RISC+ RISC-
2 Initial: 90% 10 7

j.H

Damage Guard Startup Active Recovery On-Block Invuln
26×3 High/Air 9 3(3)3(3)3 21 -

Raven wraps himself in his cloak, hitting the opponent up to 3 times. Raven's highest damage air normal if at least two hits connect. Can crossup.

j.H behaves in a unique manner via glide when moving parallel to the ground. If Raven does a glide, then hits with any air normal, then hits with j.H, the amount of j.H hits will be cut short and Raven will snap to the ground, at which point he can use 2K or another low. This "glide snap" happens consistently after the fourth overhead hit in a glide string, but it is not set in stone: doing something like j.K > delay j.H can snap Raven to the ground after 2 or 3 overhead hits. See the Strategy page for more details.

j.H will not snap Raven to the ground by itself. Doing glide hit > j.H will let Raven get all three hits of j.H - but Raven will be kept gliding for a moment after the move ends. This can let an opponent begin to mash or throw early.

j.H can also be used after a knockdown to safeglide characters with reversals such as Sol and Chipp. In this case, simply do a normal ground combo into scratch, IAD glide, and input j.H early in the glide, so that only j.H(3) hits the opponent meaty. If done correctly, this will hit a blocking opponent and whiff on an invulnerable opponent, enabling limited glide mixups without fear of reversals.

Level Proration RISC+ RISC-
3 - 14 6

j.D

Damage Guard Startup Active Recovery On-Block Invuln
20,24 High/Air 8 3(2)5 18 + landing 5 -

Another of Raven's infamous normals, j.D is a two-hit attack with absurd range that knocks down on hit. The second (fully extended) hit is not disjointed at all, which means it can lose to partially invulnerable anti-airs like 6Ps - although its sheer reach can beat even those. Also works great as an air-to-air.

As a poke, it can be cancelled into needle (j.236P/K) for a minor frame trap or just used by itself since Raven can recover and act while airborne. j.D is very difficult to punish due to its pushback on block.

In combos, j.D is mostly used to end aerial strings so Raven can cancel into aerial orb (j.236H) and set up meaty projectile okizeme. If you have spare meter, j.D > aerial dash super (j.632146S) guarantees a knockdown and 5 excitement ticks.

One quirk of j.D when used in long combos is that it has much more pushback if Raven slightly delays his gatling into it. This sounds bad, but it actually helps air orb be in a better position for okizeme (j.D(2) > j.236H). See some of the command grab combos for an example of when to use j.D this way.

  • While j.D has a high amount of hitstun, at very high heights (such as 5D8 homing jump), it won't guarantee a knockdown.
Level Proration RISC+ RISC-
2 - 10 7

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,40 Ground Throw: 70000 1 +15

Raven flips forward and slams the opponent on the ground, launching them with enough frame advantage for a full air combo: this is usually a knockdown using j.D or slightly more damage ending in scratch (j.236S).

In the corner, Raven can combo into and loop aerial scratch and still get a knockdown. Scratch loops vary slightly depending on character and excitement level but are generally pretty stable.

Level Proration RISC+ RISC-
0 Forced: 50% 6,0
  • Stun: 20
  • Ground Bounces

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,60 Air Throw: 192500 1

Raven grabs and pierces his opponent with explosive needles, sending them plummeting to the ground. Raven normally lands at the same time as his opponent, which can allow for decent meaty and oki setups.

RRC'ing this move lets Raven land and combo into anti-air command grab (63214S), which can be very useful at high excitement levels.

Level Proration RISC+ RISC-
0,4 Forced: 65% 6,0
  • Stun: 30

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 12 4 23 -13 1-15 Full

Uses the same animation as Raven's 6P, which means it's not very good for hitting grounded opponents. On the other hand, it's very good for hitting airborne opponents. Not an amazing defensive option, but it fills its role well.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz
  • Partial charge version causes horizontal blowback on hit, wall splats in corner.
  • Max charge version (and partial charge on counter hit) crumples on ground hit, floats and wall splats in corner on air hit.
  • Steals a sliver of burst gauge on hit.

Wall splatting with a blitz attack will let Raven combo into anti-air command grab (63214S).

Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Glide

j.66

Damage Guard Startup Active Recovery On-Block Invuln
20 High/Air 21 15 9

Raven's forward airdash is a glide: a double-edged sword that defines him more than anything else. When used high in the air, the glide steers Raven downward until just above the ground, at which point his trajectory becomes horizontal. If Raven IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro.s, he will be locked into a horizontal trajectory by the time he can act out of the glide.

After startup, Raven can cancel from the glide into his air normals - doing so ends the glide attack but retains his velocity. This means that Raven can glide downward, cancel into an air normal, land before the air normal hits, and do a low like 2K. These glide cancels are the core of Raven's mixup game.

Gliding at an opponent without the proper setup (knockdown, needle YRC, meaty orb) usually means eating a 6P, but Raven's j.K and air scratch (236S) let him beat anti-airs and condition his opponent to respect the glide.

In neutral, Raven can triangle jump (jump > glide cancel > land) as a feint, which is very useful for encouraging your opponents to swing and then whiff punishing them. Jumping back and gliding can also be a good way to avoid and punish lows or long recovery moves.

  • When gliding horizontally, Raven can connect with glide and 2-3 air normal hits before being forced to land.
  • Whiffing or delaying air normals during a horizontal glide will cut it short. See j.H description.
  • Some glide trajectories let Raven hit more than 3 times: see the combo and strategy sections for more details.
  • Awful for escaping the corner.
  • If Raven builds enough speed during a glide, air scratch (236S) gains new properties.
Level Proration RISC+ RISC-
2 Initial: 85% 10 7
  • 17F onwards can cancel into air moves
  • Fastest possible air dash from Standing is 28F

Schmerz Berg

236P

Damage Guard Startup Active Recovery On-Block Invuln
22 All 13 Until offscreen 36 + landing 12 -9 7-10F Foot
11F Onwards Above Knees

Referred to as "needle."

A very useful projectile that lets Raven harass opponents outside the range of his normals. Raven is airborne during the middle of the animation, so YRCing or RRCing it will let him glide immediately and start pressure or continue a combo (or airdash backwards and escape).

Great for zoning due to its speed and slowing effect. The slowing effect restricts an opponent's horizontal movement at all times, including hitstun, which means they won't be sent as far by Raven's attacks. This enables otherwise impossible combos, such as comboing into anti-air command grab (63214S) midscreen.

  • Halves opponent's horizontal speed for roughly 1.5 / 2.0 / 2.5 seconds on hit depending on excitement level.
  • Raven can only have one needle or orb on the screen at a time.
Level Proration RISC+ RISC-
2 Forced: 90% 2 7
  • Slows opponents movement by 50% on hit, lasts for 89F.
  • 7-36F Airborne

Gebrechlich Licht

j.236P/K

Damage Guard Startup Active Recovery On-Block Invuln
22 All 21 Until ground or offscreen Total 45 + landing 8 -4

Referred to as "air needle."

The air version of his Schmerz Berg projectile. The K version is useful for zoning because its angle hampers IADs while still being low enough to discourage most characters from running in. The P version can be used to hit someone dashing under the K trajectory, or YRC'd in a couple different ways:

  • If cornered, Raven can super jump > P needle > YRC > glide as an escape option. It costs meter and isn't foolproof, but considering how much trouble Raven has in the corner, it's worth remembering.
  • When Raven is right next to his opponent, TK P needle > YRC > glide can be used to force a steep glide cancel mixup. This is generally only worth the meter if Raven can't get any other kind of okizeme, but it can also be done out of a blockstring if you're feeling frisky.

Raven can end air combos with j.D > P needle to OTG and slow the opponent on wakeup. This can be useful in matchups where the slowing effect is more valuable than a mediocre knockdown.

  • Halves opponent's horizontal speed for roughly 1.5 / 2.0 / 2.5 seconds on hit depending on excitement level.
  • Raven can only have one needle or orb on the screen at a time.
Level Proration RISC+ RISC-
2 Forced: 90% 2 7
  • Slows opponents movement by 50% on hit, lasts for 89F.

Grausam Impuls

236S (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236S Level 0-2 40 Mid 17 6 31 -3
236S Level 3-5 40 Mid 16 6 31 -3
236S Level 6+ 40 Mid 15 6 31 -3
j.236S Level 0-2 40 All 12 8 23 -17
j.236S Level 3-5 40 All 11 8 23 -17
j.236S Level 6+ 40 All 10 8 23 -17

Referred to as "scratch."

One of Raven's defining specials. A very long, disjointed scratch which increases his Excitement gauge by one tick on hit. Mostly ends blockstrings and combos because it knocks down on hit, allowing Raven enough time to IAD afterwards. RRC'ing ground scratch on block generates enough blockstun to jump forward and force a glide cancel mixup. RRC'ing on hit lets Raven juggle into a glide combo or carry nearly corner to corner.

The aerial version has less startup, but also much less range. On counter hit, air scratch can wallbounce, which allows for a follow-up with glide and/or anti-air command grab (63214S). Raven can also start scratch loops off of a throw in the corner.

Aerial scratch will also drop Raven to the ground quickly if he uses it after building speed in a glide (called a "glide scratch"). In the corner, he can meterlessly combo with glide scratch at any excitement level, usually into microdash 5K.

  • 2D combos into scratch on lightweights at level 1 excitement, middleweights at level 2 , and heavyweights at level 3. Combos unconditionally on counter hit.
Version Level Proration RISC+ RISC-
236S Level 0-2 4 - 20 6
236S Level 3-5 4 - 20 6
236S Level 6+ 4 - 20 6
j.236S Level 0-2 4 - 20 6
j.236S Level 3-5 4 - 20 6
j.236S Level 6+ 4 - 20 6

236S Level 0-2:

  • Excitement +1 on hit

236S Level 3-5:

  • Excitement +1 on hit

236S Level 6+:

  • Excitement +1 on hit
  • On Counter Hit, puts opponent into Tumble state

j.236S Level 0-2:

  • Excitement +1 on hit
  • If Raven lands before air recovery completes, then landing recovery 11
  • Frame Adv listed is when done at lowest possible height against a standing Sol

j.236S Level 3-5:

  • Excitement +1 on hit
  • If Raven lands before air recovery completes, then landing recovery 11
  • Frame Adv listed is when done at lowest possible height against a standing Sol

j.236S Level 6+:

  • Excitement +1 on hit
  • If Raven lands before air recovery completes, then landing recovery 11
  • Frame Adv listed is when done at lowest possible height against a standing Sol

Scharf Kugel

236H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236H Level 0-2 20×2 All 71 65 Total:46 +30
236H Level 3-5 20×3 All 71 65 Total:46 +47
236H Level 6+ 20×4 All 71 65 Total:46 +61
j.236H Level 0-2 20×2 All 54 60 Total:48+8 landing
j.236H Level 3-5 20×3 All 54 60 Total:48+8 landing
j.236H Level 6+ 20×4 All 54 60 Total:48+8 landing

Referred to as "orb" or "ball."

Raven tosses a multi-hit orb that floats upward when done on the ground or diagonally downward when done in the air. The ground version is not very useful after a knockdown from 2D because it will whiff on almost all crouchers but it can make your opponent have a hard time anti-airing you. In the corner it will at least prevent the opponent from jumping.

By contrast, the air version can be used for okizeme if done after a j.D close to the ground. This most commonly happens when comboing from Raven's command grab or glide scratch, but low altitude air-to-air combos can also set up a j.D. In the corner, juggling into ground scratch (236S) also usually give Raven enough time to do TK air orb and have it hit meaty.

Orb also has use in corner combos, usually with scratch RRC to set it up before juggling into it.

In neutral, orb can be used to prevent an approach from the ground or air, but its long startup makes this a bit risky.

  • Disappears if Raven is hit.
  • Raven can only have one needle or orb on the screen at a time.
  • Gains 1 additional hit per excitement level.
  • Ground orb can still hit these characters when they are crouching: Leo, Potemkin, Haehyun, Bedman
Version Level Proration RISC+ RISC-
236H Level 0-2 2 - 2 7
236H Level 3-5 3 - 2 6
236H Level 6+ 4 - 2 6
j.236H Level 0-2 2 - 2 7
j.236H Level 3-5 3 - 2 6
j.236H Level 6+ 4 - 2 6

236H Level 0-2: 236H Level 3-5: 236H Level 6+: j.236H Level 0-2: j.236H Level 3-5: j.236H Level 6+:

Give it to me HERE

214K (Hold OK)

Damage Guard Startup Active Recovery On-Block Invuln
- - - - Total 29 - 5-25 Armor

Referred to as "stance" or "excitement stance."

Raven's excitement stance is a risky but rewarding way to gain excitement quickly. When Raven is hit in stance, he gains 1 excitement level instantly regardless of the damage taken. Because the stance's armor begins on frame 5, stance can be one of Raven's best ways to "escape" frame traps. Stance > YRC will allow Raven to punish almost any move with moderate recovery as Raven is not affected by hitstop. Note however than Raven is still vulnerable to unblockable attacks as well as throws.

Damage taken during stance becomes "purple health," which recovers over time if Raven does not block or get hit. Should Raven be hit outside of stance while he still has purple health, he will instantly lose all of it and guts and defense will kick in where his normal yellow health is. (Example: If Raven gets hit while his purple health is at 50%, but his yellow health is at 30%, Guts scaling will begin at 48%)

  • Hyper armor starts on frame 5 and lasts as long as K is held.
  • Hyper armor lasts for 20f after releasing K. This overlaps with the move's recovery.
  • Absorbing a hit with stance will slightly increase how long hyper armor lasts into recovery.
  • Increases excitement as K is held. It takes 41F to gain the first tick, two seconds to gain the second tick, and 1 second for each subsequent tick. If Raven absorbs a hit, he will gain 3 ticks instantly.
  • Prevents the leveling effect of Johnny's coin.
  • Can cancel into stab super (214214H/D) at any time.
  • YRC window lasts until the first tick is gained and refreshes whenever Raven absorbs a hit.
  • If Raven has 75 meter, he can do stab super > YRC when he would otherwise be forced to PRC (example: https://twitter.com/REID_bloodsign/status/1057604256419598337).
Level Proration RISC+ RISC-
- -
  • 5F onwards can cancel into Getreuer
  • Hold button to extend this move and it's armor
  • On guarding an attack, Raven gains 400 Tension, 0F hitstop
  • Excitement +3 for each attack guarded
  • Excitement +1 after holding this move for 41F, 121F, and every 60F after

Wachen Zweig

63214S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
63214S 0,80,0 Air Unblockable 19 9 32 +52
63214H 0,80,0 Ground Throw 27 6 37 +52

Raven's command grab.

Each successful command grab generates 3 ticks of Excitement. 63214H reaches far but has a dead zone directly in front of Raven where it cannot connect. 63214S aims at a 45-degree angle upwards.

Both versions lack a hurtbox on Raven's hand, and both extend their range during their active frames. The S version can be used as an anti-air, but this is very committal.

  • H version is a throw, so it (usually) cannot be comboed into nor blitzed.
  • S version is air unblockable, so it can be comboed into and blitzed. The S version can be inescapable if Raven's opponent blocks an orb in the air.
  • The properties of this move change depending on Raven's excitement level:
    • Level 1: no combo, but Raven can set up glide okizeme or an orb.
    • Level 2: can combo into 5K or 2S.
    • Level 3: can combo into 5H or microwalk c.S.
Version Level Proration RISC+ RISC-
63214S 4,0,0 Forced: 65% 6,8,8
63214H 3 Forced: 65% 6,8,8

63214S:

  • Excitement +3 on hit
  • Stun value 40
  • Excitement Lv 3-5 Frame Adv +58, 9F to hit opponent before they land
  • Excitement Lv +6 Frame Adv +63, 14F to hit opponent before they land

63214H:

  • Excitement +3 on hit
  • Stun value 40
  • Excitement Lv 3-5 Frame Adv +58, 9F to hit opponent before they land
  • Excitement Lv +6 Frame Adv +63, 14F to hit opponent before they land

Overdrives

Getreuer

214214H or 214214D

Damage Guard Startup Active Recovery On-Block Invuln
10,5×0~50, 100
[12,6×0~50,125]
Mid 6+1 6 42 -29 1-9 Full

Referred to as "stab super."

Raven's only reversal: invulnerable during startup before and after superflash.

For each tick of excitement, 5 hits will be added to the move, up to a maximum of 50. This super's full animation occurs even when used as an OTG, so this move can be great for a bit of extra damage at the end of a round if Raven has enough excitement.

Raven can cancel into stab super during his excitement stance (214K). This is mostly useful for punishing attacks that a stance > YRC counterattack would lose to.

Completing this super will cause the excitement gauge to begin draining. Raven can mitigate this by stancing to gain a tick as soon as he recovers.

  • Counter hit recovery for the entire duration
  • Crushes guts well at high excitement due to sheer number of hits.
Level Proration RISC+ RISC-
4 20 6
  • [ ] Values are for the Burst version
  • Each level of Excitement increases number of hits by 5
  • Stun values increases with Excitement: 50&gt
  • 95&gt
  • 360&gt
  • 390&gt
  • 420&gt
  • 440&gt
  • 455&gt
  • 535&gt
  • 560&gt
  • 580&gt
  • 610
  • Stun values during Burst: 125&gt
  • 240&gt
  • 250&gt
  • 980&gt
  • 1019&gt
  • 1080&gt
  • 1270&gt
  • 1330&gt
  • 1370&gt
  • 1370&gt
  • 1430&gt
  • 1480

Verzweifelt

632146S (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
632146S Level 0-2 70,10×2 Mid 6+2 Until Screen Border 62 -55 7-Until Recovery Full
632146S Level 3-5 70,10×5 Mid 6+2 Until Screen Border 62 -55 7-Until Recovery Full
632146S Level 6+ 70,10×6 Mid 6+2 Until Screen Border 62 -55 7-Until Recovery Full
j.632146S Level 0-2 70,10×2 All 6+2 Until Ground 64 8-Until Ground Full
j.632146S Level 3-5 70,10×5 All 6+2 Until Ground 64 8-Until Ground Full
j.632146S Level 6+ 70,10×6 All 6+2 Until Ground 64 8-Until Ground Full

Referred to as "dash super."

Raven's less used super. Dash super has some merit for counterpoking or beating projectiles because it's fully invulnerable during the active frames, but considering it has 55 frames of counter hit recovery and Raven can already dash through projectiles, it's almost never worth the risk.

Dash super's most common use is to end air combos at heights where j.D would not enable okizeme, because it gains Raven 5 ticks of excitement and guarantees a jump-in for okizeme. Against some characters with light weights or weird hurtboxes, Raven can have trouble ending his corner combos in knockdowns: dash super can be an expensive but stable alternative to those combos.

If Raven has 100 meter, he can do dash super > OTG stab super as a guts crush option. He can also RRC into anti-air command grab for a combo and 8 ticks of excitement, although spending that much meter and not killing is a steep price.

  • Number of hits increases with excitement level.
  • Fully counter hit recovery.
  • Raven strikes a random pose after the attack.
  • Ground version knocks down face-down, air version knocks down face-up.
Version Level Proration RISC+ RISC-
632146S Level 0-2 4 20 6
632146S Level 3-5 4 20 6
632146S Level 6+ 4 20 6
j.632146S Level 0-2 4 20 6
j.632146S Level 3-5 4 20 6
j.632146S Level 6+ 4 20 6

632146S Level 0-2:

  • Excitement +5 on hit

632146S Level 3-5:

  • Excitement +5 on hit

632146S Level 6+:

  • Excitement +5 on hit

j.632146S Level 0-2:

  • Excitement +5 on hit

j.632146S Level 3-5:

  • Excitement +5 on hit

j.632146S Level 6+:

  • Excitement +5 on hit

Instant Kill

Sehnsucht

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY All 9+14
[5+6]
6 31 -20 9-28[5-16] Full

Uses a variation of his H command grab animation, except it has a hitbox along the entirety of his arm. Counts as a strike, not a grab.

When the opponent is in HELLFIRE, this can be comboed into from 63214S/H with enough excitement, making it potentially unburstable and very easy to land.

Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: ??F [5F+5F]

Navigation

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