GGXRD-R2/Raven

From Dustloop Wiki

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.pngGuardAllStartup13Recovery36 + landing 12Advantage-9 and j.236P/KGGXRD-R Raven GebraeuchlichLicht.pngGuardAllStartup21RecoveryTotal 45 + landing 8Advantage-4) are great for sniping approaches, and his orb (236HGGXRD-R Raven ScharfKugel.pngGuardAllStartup71RecoveryTotal:46Advantage+30) 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-RecoveryTotal 29Advantage- 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.pngGuardGround ThrowStartup27Recovery37Advantage+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.
Raven
GGXRD-R Raven Portrait.png
Defense
x1.11
Guts Rating
5
Weight
[100] Medium
Stun Resistance
55
Prejump
3F
Backdash
21F (1~9F invuln)
Wakeup Timing
25F (Face Up)/ 24F (Face Down)
Unique Movement Options
Glide
Invincible Forward Run (invul. 10-26F)
Fastest Attack
4P (5F)
Reversals
214214H (6+1F)

 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.pngGuardMidStartup17Recovery31Advantage-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.
  • Consistent Okizeme: Raven gets 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.

Unique Mechanics

Level 1 (0-2 ticks)   •   Level 2 (3-5 ticks)               Level 3 (6-10 ticks)

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 is divided into 3 "levels" - levels give orb (236H) more hits, makes scratch (236S) faster, and lets Raven combo off his command grab (63214S/H). Each round the gauge starts at level 1 with 0 ticks, and increases with certain attacks:

  • Scratch (236S): 1 tick
  • Command grab (63214S/H): 3 ticks
  • Stance (214K): 3 ticks per hit absorbed
  • Dash super (632146S): 5 ticks
If Raven goes 10 seconds without gaining any excitement, the gauge starts to drain quickly. While Raven is in hitstun When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called 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. At high excitement levels, Raven can do a tap stance and reset his excitement drain timer.
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. Despite this, it has a major flaw in its very slow starting acceleration, forcing Raven to adjust differently based on his distance to the opponent

Using this dash is an important part of Raven's gameplan to phase through projectiles and long recovery pokes. See the strategy section for more details.


Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The 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
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14 Mid 7 6 10 -6
Total: 22

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 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

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 Mid 7 7 12 -5
Total: 25

One of Raven's primary anti-airs due to being fast, jump cancelable, and having a tall and forward hitbox - the lack of damage scaling is a bonus.

5K's hitbox and speed make it a good choice to use when dashing in, since it doesn't have a dead zone like 5P or 2S and it has a decent amount of active frames to catch some backdashes. You can also universally connect 5K after a Level 2 command grab, which enables combos into meaty orb okizeme.

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.

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

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22×2 Mid 8 6(5)3 12 +2
Total: 33

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. The second hitbox is actually larger than the first, which helps account for pushback to make both hits connect reliably. Overall a very solid normal.

Due to the way the game handles gatlings and jump cancels during multi-hit moves, there is an option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. 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. (Example 1, Example 2)

  • Both his are jump cancellable.

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

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 10 8 16 -10
Total: 33

f.S is a reliable poke with a lot of active frames, although it's not quite as specialized as Raven's other options.

While not nearly as disjointed as many of Raven's other pokes, its speed and range are very good. Special cancelling this into NeedleGGXRD-R Raven SchmelzBerg.pngGuardAllStartup13Recovery36 + landing 12Advantage-9 or ScratchGGXRD-R Raven GrausamImpuls.pngGuardMidStartup17Recovery31Advantage-3 is a great way to reach out and control space safely. 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.

  • Jump cancellable.
  • 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

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26×2 Mid 10 3・7 24 -12
Total: 43

Large attack that's good for frame traps from light buttons, anti-airing, punishing, and counterpoking.

5H(2) is a nuclear option for hitting airborne opponents and combos into anti-air command grabGGXRD-R Raven BackenZweig.pngGuardAir UnblockableStartup19Recovery32Advantage+52 (63214S) on counter hit, but its atrocious recovery means you WILL be punished if you whiff. 5H(2)'s hitbox, while highly disjointed, also tends to whiff on crouchers.

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.

  • Both hits are jump cancellable.
  • 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

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 High 27 6 9 -1
Total: 41

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.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Mid 9 3 27 -16 1-6 Upper Body
7-11 Above Knee
Total: 38

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

When anti-airing, a gatling into 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, which makes comboing from a normal hit anti air 6P inconsistent. On Counter hit, 6P will combo into anti-air command grab, which is much 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

4P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 Mid 5 3 8 -1
Total: 15

4P is Raven's fastest normal, and it has very long range compared to most other characters' 5f normals. This makes it a surprisingly useful (counter-)poke with very little whiff recovery. The two animations have the same frame data but slightly different hitboxes, although the difference is usually irrelevant.

Otherwise, it's 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). Since 4P gatlings into itself, it can be used for abare An attack during the opponent's pressure, intended to interrupt it. in the way that many other characters use 5P.

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

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
54 Mid 20 7 11 + landing 8 -8 7-10 Feet
11-Landing Lower Body
Total: 45

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.

2P

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 Low 7 3 8 -1
Total: 17

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.

Since the leg portion of the attack is low enough to the ground, 2K can also be used as a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. against attacks that are vulnerable to low profiling such as Ky's Vapor ThrustGGXRD Ky VaporThrust.pngGuardMidStartup9Recovery32+9 LandingAdvantage-30 when spaced correctly.

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

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Mid 9 4 15 -5
Total: 27

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 rollGGXRD Millia ForwardRoll.pngGuardStartupRecoveryTotal: 28Advantage-.

  • 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

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 Low 15 6 25 -12 7-24 Low Profile
Total: 45

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. While it's great for stuffing attacks and controlling space on the ground, 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 1f faster than letting 2H recover by itself.

Gatling Options: 2D, 5D

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 9 3 21 -10
Total: 32

A sweep with pretty great range. 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.

j.P

j.K

j.2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 High/Air 12 until landing landing 3 -
Total: 14

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. Also special cancellable for some reason, so Raven can continue air stalling with Scratch or Needle if connecting j.2K too high.

  • Can cross up.
  • Against grounded opponents, generally only combos on crouching or counter hit.
  • CANNOT be Faultless Defense cancelled, unlike Chipp or Faust's divekicks.

j.S

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26×3 High/Air 9 3(3)3(3)3 21 -
Total: 44

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 unless delayed. Doing glide hit > immediate 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.

  • Hitting with only the final hit of j.H and quickly landing leaves raven massively plus on block (approximately +11~16)

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20,24 High/Air 8 3(2)5 18 + landing 5 -
Total: 40

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).

  • While j.D has a high amount of hitstun, at very high heights (such as 5D8 homing jump), it won't guarantee a knockdown.

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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
Total: 50
  • 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). Has some use in burst-safe 5D6 routing, but is otherwise a standard blitz attack.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 High/Air 21 15 9
Total: 44

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 IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.s, he will be locked into a horizontal trajectory by the time he can act out of the glide.

Raven can cancel from the glide into his air normals, even during its startup - 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.

Schmerz Berg

236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 All 13 Until offscreen 36 + landing 12 -9 7-10F Foot
11F Onwards Above Knees
Total: 60

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 RCing it will let him glide immediately and start pressure or a combo, airdash backwards to escape, or air throw an opponent trying to get over the needle's path. Overall a great zoning tool.

Needle applies a slowing effect on hit that cuts an opponent's horizontal movement in half - it applies a flat 50% reduction to anything and everything. Airdashes, running, backdashes, and special moves will all be affected. Slayer's teleport dash won't travel as far but other teleports like Chipp's will be unaffected.

The slowing effect also includes hitstun, which means Raven's attacks effectively have reduced pushback. This enables otherwise impossible combos, such as comboing into anti-air command grab (63214S) midscreen.

  • Halves opponent's horizontal speed for 1.5 / 2.0 / 2.5 seconds on hit depending on excitement level. This timer counts down even while the victim is in hitstop.
  • Raven can only have one needle or orb on the screen at a time.

Gebrechlich Licht

j.236P/K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 All 21 Until ground or offscreen Total 45 + landing 8 -4
Total: 74

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 1.5 / 2.0 / 2.5 seconds on hit depending on excitement level. This timer counts down even while the victim is in hitstop.
  • Raven can only have one needle or orb on the screen at a time.

Grausam Impuls

236S (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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
Total: 53

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 safely IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. 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.

  • 2D combos into scratch on lightweights at level 1 excitement, middleweights at level 2 , and heavyweights at level 3. Combos unconditionally on counter hit.
  • Excitement level 2+ scratch CH can wallbounce if the opponent is near the edge of the screen

j.236S

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 air 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.

  • Aerial scratch CH can wallbounce if the opponent is near the edge of the screen
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
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
  • On Counter Hit, can wallbounce if the opponent is near the edge of the screen

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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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
Total: 116

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) will 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

Give it to me HERE

214K (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- - - - Total 29 - 5-25 Armor
Total: 29

Raven's excitement stance is a quick but potentially dangerous way to gain excitement or create punish opportunities. Starting on frame 5, Raven gains infinite hyper armor that lasts as long as K is held. Raven passively gains ticks of excitement while in the stance, but if he is hit then he armors through the attack and instantly gains 1 excitement level (3 ticks).

Damage taken during stance becomes "purple health," which recovers over time if Raven does not block or get hit. If Raven is hit outside of stance, any purple health will disappear instantly and guts and defense will kick in where his normal yellow health is.

Notably, Raven ignores hitstop while armoring through an attack, letting him punish moves that are otherwise safe or even plus on block, like Sol's FafnirGGXRD Sol Fafnir.pngGuardMidStartup18Recovery12Advantage+2. Using a YRC out of stance can let Raven punish almost anything with moderate recovery, and the YRC window greatly extends whenever he absorbs a hit. Stance can be one of Raven's most reliable ways to "escape" frame traps since he doesn't need to worry about hitbox/hurtbox interactions.

Raven will absorb attacks that cause stagger on block, such as Leo's backturn BlitzschlagGGXRD-R2 Leo bt214H 1.pngGuardHigh*Startup27Recovery29Advantage+36~+3 (Stagger), but he is still vulnerable to throws and "true unblockables" like the shockwave from Potemkin's Slide HeadGGXRD Potemkin SlideHead.pngGuardLow[Unblockable]Startup25[29]RecoveryTotal 54Advantage-11. Besides taking damage and ignoring stagger, certain effects of an attack connecting with Stance are treated as though Raven was blockingJohnny does not gain levels for hitting Stance with coins. Raven does not gain excitement for hitting it with Scratch. Ram does not get her on-hit meter gain from hitting Stance with sword normals. Blue Burst does not refund any Burst Gauge. There is a very notable exception in Gold Burst, which will give Raven's opponent 100 meter if it connects with the Stance.

  • 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 until the last 4 frames. Any recovery frames not covered by armor are counter hit state.
  • Absorbing a hit 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.
  • At high excitement levels, Raven can do a tap stance and reset his excitement drain timer.
  • YRC window lasts until the first tick is gained and refreshes whenever Raven absorbs a hitthe YRC window extension becomes indefinitely longer than the initial ~41F after he is hit.
  • Can cancel into stab super (214214H/D) at any time.
  • If Raven has 50 meter, he can do stab super > YRC when he would otherwise be forced to PRC (example: https://twitter.com/REID_bloodsign/status/1057604256419598337).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
- -
  • 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
  • Raven's guts updates during stance hold if he is hit multiple times without being 'comboed'
  • After absorbing a hit and gaining a level, it takes 120f before excitement level increases with time again
  • After absorbing a hit, it takes 180f before the health starts to regenerate
  • Purple health regenerates at the rate of 1 health per frame
  • Prevents the leveling effect of Johnny's coin.
  • Prevents Excitement Gain from Raven's 236S and prevents the slow from 236P,j.236P/K
  • Prevents Ram's meter gain from hitting via sword normals
  • Prevents Blue Burst's gauge refund
  • Damage taken while in armor state does not affect Raven's Stun value.

Wachen Zweig

63214S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
63214S 0,80,0 Air Unblockable 19 9 32 +52
63214H 0,80,0 Ground Throw 27 6 37 +52
Total: 59

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 ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
63214S Forced: 65% 4,0,0 6,8,8
63214H Forced: 65% 3 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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10,5×0~50, 100
[12,6×0~50,125]
Mid 6+1 6 42 -29 1-9 Full
Total: 54

Referred to as "stab super."

Raven's only reversal: invulnerable during startup before and after superflash. The hitbox reaches quite high up above his head and slightly behind him, which can lead to interesting results against airdashes or cross-ups.

For each tick of excitement, 5 hits will be added to the move, up to a maximum of 50. The 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 with high excitement. In the corner, Raven can even combo Getreuer into an OTG Getreuer.

Raven can cancel into stab super during his excitement stanceGGXRD-R Raven GiveItToMeHERE.pngGuard-Startup-RecoveryTotal 29Advantage- at any time. 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 immediately, but the stance can mitigate this (see that move's description).

  • Counter hit recovery for the entire duration
  • Crushes guts well at high excitement due to sheer number of hits.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
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
  • Minimum damage: 20% [First hit 20%, 30% for the excitement flurry and then 40% for the final hit]

Verzweifelt

632146S (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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
Total: 69

Referred to as "dash super."

Raven's less used super. It might seem to have some merit for counterpoking or beating projectiles because it's gigantic and fully invulnerable during the active frames, but since it has 55 frames of counter hit recovery and Raven can already dash through projectiles, it's 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 glide 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. Dash super is also Raven's only way to combo off max range f.S against a standing opponent on normal hit.

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 ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
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
  • Minimum damage: 20%

632146S Level 3-5:

  • Excitement +5 on hit
  • Minimum damage: 20%

632146S Level 6+:

  • Excitement +5 on hit
  • Minimum damage: 20%

j.632146S Level 0-2:

  • Excitement +5 on hit
  • Minimum damage: 20%

j.632146S Level 3-5:

  • Excitement +5 on hit
  • Minimum damage: 20%

j.632146S Level 6+:

  • Excitement +5 on hit
  • Minimum damage: 20%

Instant Kill

Sehnsucht

During IK Mode: 236236H

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