From Dustloop Wiki

Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
Air Dash/Glide = j.66. Usually synonymous with IAD.
Needle = 236P - Schmerz Berg
Air P Needle = j236P - Gebrechlich Licht
Air K Needle = j236K - Gebrechlich Licht
Scratch = 236S - Grausam Impuls
Glide Scratch = 236S done after connecting with the glide hit or building up speed. Raven quickly falls to the ground instead of jerking up into the air.
Air Scratch = j236S - Grausam Impuls
Ball/orb = 236H - Scharf Kugel
Air Ball/orb = j236H - Scharf Kugel
Stance = 214K - Give it to me HERE
Cmd Grab = 63214H - Wachen Zweig
AA Cmd Grab = 63214S - Wachen Zweig
Dash Super = 632146S - Verzweifelt
Stab Super = 236236H - Getreuer
Burst Stab Super (Getreuer) = 236236D - Getreuer
AN = Answer
AX = Axl Low
BA = Baiken
BE = Bedman
CH = Chipp Zanuff
DI = Dizzy
EL = Elphelt
FA = Faust
IN = I-No
JA = Jam
JC = Jack-O'
JO = Johnny
KU = Kum Haehyun
KY = Ky Kiske
LE = Leo
MA = May
MI = Millia
PO = Potemkin
RA = Ramlethal
RV = Raven
SI = Sin Kiske
SL = Slayer
SO = Sol Badguy
VE = Venom
ZA = Zato-1

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible.
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Ground c.S

Beginner c.S ComboOl' reliable dash in combo.
Very Easy

c.S > 6P > c.S > 2H > 236S
A simple bit of damage into a knockdown. You can go into this off a lot of things. You might need to omit second hits of either c.S depending on opponent hurtbox. Getting full dash momentum helps make combo more stable. If you're really unsure whether this combo will connect at all, you can always shorten it to c.S > 2H > 236S. If your opponent is crouching, c.S > f.S > 2S > 2H > 236S will connect for even more damage.

2D > Scratch VariationAwesome when it works.
Very Easy

c.S > 5H > 2D > 236S
An optimization that's best for lightweights. Only does more damage than just c.S > 2H > 236S if both hits of 5H connect, which may be finnicky depending on character.

Important to note for this combo is the variability with which Grausam ImpulsGGXRD-R Raven GrausamImpuls.pngGuardMidStartup17Recovery31Advantage-3 connects after ground hit 2D. It will always connect on lightweights, requires Excitement Level 2 on middleweights, and requires Excitement Level 3 on heavyweights. It'll combo unconditionally if the 2D was a counter-hit, however. Keep this in mind with your routing, as while it may seem like it still combos without those requirements, the scratch will actually hit OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", forfeiting Raven's knockdown advantage.

Airdash Conversion

Basic Glide StarterMakes Glide a rewarding overhead in mixups
Very Easy

Glide hit > j.S > j.P > j.S > land c.S > 2H > 236S
An easy to confirm and reliable conversion from a Glide hit that leads into a Scratch knockdown. At certain heights, momentum, or spacing, landing into c.S can actually drop the combo, allowing the opponent to throw Raven. To make it a bit more stable, you can opt to delay the first j.S after glide hit slightly, or land with 2P/4P instead.


Raven can route into his air-to-air combos from all his standing grounded normals hitting airborne opponents, as they are all jump cancellable (except for 6P and 5D).
Similarly, since his throw launches the opponent into the air, these routes are also accessible from ground throw.

Slowdown EnderFree status effect!
Very Easy

... > j.S > j.P > j.S > dj.S > j.D > j.236P
Basic conversion off random air-to-airs that leaves your opponent with a slowdown status effect. The same structure can be followed off a random scramble j.P (ex. j.PPP > j.S jump cancel).

If you just want a knockdown, you can forgo the needle and just end the combo with j.D. You can also go for dj.S > j.H > j.236S for more damage, a better knockdown, and excitement, though it will only knock down at lower heights.

Meter Dump EnderGood round closer.

j.S > j.P > j.S > dj.S > j.D > j.632146S > OTG 214214H
A big damage round ender or guts crush for when you have 100 Tension lying around. Gets significantly stronger the more Excitement you have, though VerzweifeltGGXRD-R Raven Verzweifelt.pngGuardAllStartup6+2Recovery64Advantage- granting 5 ticks on hit guarantees at least some damage.

If you're only in the mood to spend 50 Tension, Verzweifelt is a good ender on its own. In addition to giving you 5 extra ticks of Excitement, it also grants a generous knockdown that guarantees a jump-in for oki from anywhere.


Excitement 5D6Easy combo that gains a chunk of excitement
Very Easy

5D6 > 5H > 5H > 63214S
Raven's simplest corner 5D6 combo that is very effective for what it is, gaining 3 ticks of excitement. Can follow up into a meaty orb combo if Excitement's already level 2 or above, ex with 2P > 5K > jc > j.K > j.S > j.D > j.236H

Midscreen 5D6Corner carry and excitement
Very Easy

5D6 > 5H > 5H > 236S
Raven doesn't get much reward off 5D8 launches besides damage, and cannot secure a knockdown without spending 50 meter for j.632146S, so it's frequently better to push for the corner if a Dust hits midscreen. This combo builds at least one tick of excitement and still lets Raven continue pressure due to Scratch's knockdown, usually via a meaty or safeglide.

Oki EnderDon't sleep on Raven's 5D.

5D6 > 5H(1) > 5H(1) > 5H > TK j.236S > j.236H
Pretty good combo off an overhead. While it doesn't gain much excitement, it leads into meaty TK orb for another oki setup, letting you put them in the blender all over again. Moderately useful due to how large and safe Raven's Dust is, especially in matchups where locking someone in the vortex is more important than building excitement.

Mostly use when Excitement is already high in order to secure a level 3 meaty orb for Raven's strongest okizeme options

Burst-SafeBurst? What's that?

5D6 > 6H > j.S, land > partial charge Blitz Attack > 63214S
An alternative corner route specifically to fight against bursts. Once 6H connects, this combo cannot be bursted, making it a valuable source of guaranteed damage if it'll kill. Be aware that the Blitz attack does cost 25 meter to perform!


Basic Corner Throw ComboTake the throw?

Ground Throw > j.S (or j.H(X) ) > j.236S > j.236S
Raven's throw launches the opponent, allowing him to extend into combos meterlessly. While he usually gets a normal air to air string midscreen, In the corner he can loop j.236S to lead into oki while gaining excitement. Good for keeping the pressure on, increasing Excitement, and adding another layer to your mix.

Once excitement is high, and depending on the opponent's character, Raven can opt to go for j.H(3) instead of some combination of j.S > j.H(X) to squeeze in more damage. j.S will usually be the the most stable option, however.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Air Scratch RRC Glide ComboLook at that corner carry!

... > j.236S RRC > Glide > whiff j.P > 63214S
Strong use of meter to convert off stray air to air hits. Provides a great extra bit of corner carry into a workable knockdown at low excitement and a combo into meaty orb if excitement is already high.

Works after most air combos unless you're very high in the air or have used up all air actions and cannot airdash.

Double Scratch ComboA helpful midscreen optimization, but somewhat finnicky.

Glide string > j.236S > land 236S or TK j.236S
Raven's staple combo after hitting glide strings midscreen that gives better damage, excitement gain, and much more corner carry than landing into a grounded combo. Still keeps the long Scratch knockdown to boot, allowing for a safeglide or dash in meaty.

Ground 236S after the gliding j.236S will not connect on Bedman, Haehyun, Johnny, Leo, and Potemkin at Excitement Level 1. For these characters, you will need to TK j.236S unless you have enough Excitement.

Scratch RRC ConversionOl' reliable, Part II.

... > 2H > 236S RRC > delay glide > Glide cancel j.S > j.H(1) > j.236S > 63214S > 2P > 5K > jc > j.K > j.S > j.D > j.236H
Requires one tick of Excitement, unless you're fighting Leo, in which case it requires two. Great source of corner carry and extra damage, and sets up a meaty OrbGGXRD-R Raven ScharfKugel.pngGuardAllStartup54RecoveryTotal:48+8 landingAdvantage-. Due to the amount of excitement you gain throughout the combo, the orb will be Level 3 as well. In order for the orb to be as low to the ground and meaty as possible, add slight delays on moves after the AA command grab wherever possible. This is most commonly done after the last j.S, where a slightly delayed j.D allows the orb to be very low.

The glide cancel j.S can be timed to completely avoid RRC proration, adding a lot of extra damage to the combo. However, it can be tricky to adjust the timing of the glide depending on how close to the corner the opponent is, but it can still be done even if the opponent is already completely cornered.

While 2P > 5K is the most overall consistent pickup off of AA command grab for this route, certain characters can be optimized or require small variations (typically 5K > c.S(1) jc) to secure a meaty orb. Video of character-specific adjustments for the whole cast:

Glide scratch 5KStaple universal meterless oki knockdown off corner glide scratch

Glide string > j.236S > land > Microdash 5K > (c.S(1) ) > jc > j.K > j.S > j.D > j.236H
Strong and simple universal option off a corner glide scratch that loops into more meaty orb okizeme. While the double scratch variant gains more excitement, the Oki from this route is stronger and you don't have to fret all the character specific adjustments. An overall important and go-to route whenever Raven manages to score an overhead hit with glide strings in the corner.

The timing of the microdash 5K varies depending on character weight, but it's fairly visually intuitive based on their falling height. j.D may need to be be slightly delayed against some characters to secure a meaty orb. A c.S(1) can be added in for some extra damage and orb positioning against certain characters, but the route is generally more consistent without it.

On low excitement, Raven doesn't really get to mixup off this, though he can glide in for a strong meaty glide string. At higher excitement, he can land and go for a glide cancel mixup.

Corner Glide Scratch > Double ScratchAre you getting tired of scratch yet?

Glide hit > j.S > j.P > j.S > j.236S > land > j.S > j.236S > j.236S
Strong meterless extension off a common overhead starter in the corner. Requires varying amounts of Excitement and, for some characters at lower Excitement levels, an adjustment. For the below table, use j.S unless specified otherwise, and if specified otherwise, replace the rising j.S with the listed adjustment:

No excitement required AN, AX, DI, EL, JA, JC, SL, SO, VE
1 tick required BA, CH adjusted with j.K, FA, IN, MA, MI
2 ticks required CH, KY, LE, RA, RV adjusted with j.PK, SI, ZA
3 ticks required BE adjusted with j.K, JO, RV
4 ticks required BE, KU, PO

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

jH F-Shiki ConversionNobody's blocking this.

Glide cancel j.H > land > j.K or j.S RRC > Glide > j.S > j.P > j.S > j.236S
Conversion off a powerful character-specific mixup option. The F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. itself is very hard to see, and with RRC, you can get either a combo on hit or more pressure on block. The difficulty with exploiting this is that only some characters will be caught by the F-Shiki on normal block:

Rising j.K on normal block AN, AX, DI, IN, JC, JO, RA, SI, SL, SO, VE, ZA
Rising j.S on normal block JO, RA, SL, SO, ZA
Anything on FD JO (must use j.S), ZA

Every character can avoid the F-Shiki on successful IB.

With this in mind, this remains a powerful tool in Raven's arsenal if he has the resources.

5H(1) Counterhit starterFor very specific situations

5H(1) Counterhit > jc IAD > Glide hit > j.S > j.P > j.S > j.236S land 236S RRC > 236H > 236S 66 63214S > 2P > 5K > jc > j.K > j.S > j.D > j.236H
A highly rewarding combo from 5H(1)'s massive stagger duration that carries from roundstart position to the corner, leaps from 1 to 7 excitement, and knocks down into meaty orb okizeme.

What makes it situational is the awareness required - while 5H(1) staggers for a long time, the second hitGGXRD-R Raven 5H 2 Hitbox.pngGuardMidStartup10Recovery24Advantage-12 of 5H will actually break the stagger outright and lead into much less damage. Thus, it's important to immediately jump cancel 5H(1) (which is a very close range hitGGXRD-R Raven 5H Hitbox.pngGuardMidStartup10Recovery24Advantage-12) into IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. to ensure the glide hit actually connects before the opponent can recover from the stagger.

These requirements (being very close and requiring a counterhit) generally limit this route to a DP or Super punish, but as demonstrated in the video, it can also be used as a highly precise punish for using Raven's forward dash to invuln through projectiles or pokes.

The same route can also be used off of a 6H counterhit for more damage, but it's even more specific in application since 6H has double the startup of 5H at a whopping 20 frames.

Combo Theory

Raven's combo goals can change during the match based on his current excitement level, his remaining excitement decay timer, both characters' life bars, and the type of matchup. He will usually need to choose between gaining excitement, dealing damage, or securing okizeme when it comes to stray hits, but can route into combos that get him all three in ideal scenarios like a glide hit.

Unless otherwise specified, a combo will work with any starter that would normally combo - thus, 2D > scratch and 2K > 2D > scratch would both combo if Raven was close enough for all attacks to connect. Most of Raven's combos follow a simple "chunk" structure, and can be combined pretty freely. For instance, an air combo could begin with j.P > j.P to confirm from an air-to-air, then finish as a basic air combo like j.S > dj.S > j.H > j.236S.

Combo Structures

Grounded normal hits

Raven's combos tend to deal very little damage and this is especially true of his normal hit grounded combos at low excitement. On most grounded hits, Raven can end a combo in a knockdown, always via 2D or 236S after following the simple gatling table ascending order (P>K>S>H>D with concessions based on pushback on hit (ex: (2P) > 2K > c.S(2) > 2H > 2D > 236S). His most damaging grounded combo sequence is c.S(2) > 6P > c.S(2) > 2H > 236S which requires dashing momentum to connect on the majority of the cast.

When Raven is not close enough for c.S, the opponent is standing, and he hasn't scored a counter hit, he is usually only able to route into Scratch successfully via 5H, which will frequently whiff at longer ranges due to pushback on hit. This usually happens when poking from tip range 2S and f.S, where Raven doesn't get much on hit (since if 5H whiffs he's also out of 2D range), besides a safe projectile in a 236P cancel or a jump catch attempt with 2H. Note however that 2S/f.S > 2D at the edge of their successful combo range will automatically bait bursts due to 2D's pseudo low profile properties. This automatic bait is a strong autopilot structure on normal hit that allows Raven to go for a strong punish should you react to the whiffed burst in time.

Counter and Crouching hits

On counter and crouching hits, Raven can can get much more damage by very reliably routing into 2H > Scratch without needing to be in c.S range thanks to the added hitstun. Examples:

  • f.S/2S CH > 2H > 236S
  • f.S > 2S (crouch confirm) > 2H > 236S
  • f.S CH > 2S (CH confirm) > 5H > 236S
  • 2K > 5P/4P > 2K (crouch confirm) > f.S > 2H > 236S

5H/6H Counterhits

Raven's 5H(1) and 6H provide massive staggers on counterhit, allowing for Raven's highest damage combo conversions via IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. glide strings, even if the opponent is able to mash out of stagger as fast as possible. For 5H(1), it's important to cancel into an airdash immediately as the second hitGGXRD-R Raven 5H 2 Hitbox.pngGuardMidStartup10Recovery24Advantage-12 will actually break stagger automatically, making it very situational as a punish option due to its lack of range, but potent when used well. 6H's stagger is much longer and more reliable for this purpose, but it has much longer startup at 20f, making it niche for punishes - this will usually happen when using 6H to beat out wakeup throw attempts.

5H(1) CH also allows for a tight but very rewarding meterless midscreen confirm by using the long stagger time to setup a 236H orb and link into 4P > 2D to float the opponent into the orb, allowing Raven to connect with an AA command grab for excitement gain and/or a combo extension.

5H(2) CH, when done at a distance close enough to miss the first hit but closer than max range can even allow Raven to score a hit with an IAD glide thanks to the high hitstun, though this is a lot harder to perform on reaction since it's harder to buffer than with 5H(1) and does not stagger.

2D Scratch

2D > 236S is an important optimization to a lot of grounded Raven routes, but it doesn't always consistently combo, even though the game might say it does - this is because Scratch can hit OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", reducing the damage and allowing the opponent to tech out of it which forfeits one of the major strengths of the move. Being able to 2D > Scratch consistently off grounded hit and maintain its combo damage and knockdown is a good way to push to the corner while keeping pressure and preventing excitement decay.

Once Raven is actually in the corner, a close range confirm into 2D > Scratch allows him to set up his strongest meaty orb position from TK orb right after Scratch. At level 3 excitement, this allows the orb to cover the ground on the opponent's wakeup so that they cannot jump out or low profile it, where they're more or less forced to deal with Raven's Glide Mixups

It's important to remember when Raven can successfully 2D > Scratch in combos, which requires different excitement levels depending on the opponent's character:

Excitement Requirements
0 Excitement/Level 1 All Lightweights: BA, DI, EL, IN, JC, JA, MA, MI, RA
3+ Excitment/Level 2 All Middleweights: AN AX, CH, FA, JO, KY, RV, SI, SL, SO, VE, ZA
6+ Excitment/Level 3 All Heavyweights: BE, KU, LE, PO

Scratch will also combo universally from counterhit 2D regardless of Raven's excitement level.

Glide Strings & Glide Scratch

Glide strings are Raven's highest damage options when he can go for them, both as starters and as combo filler, which is not often. Usually, you're scoring a glide hit as part of a mixups or from punishes like blitz crumple, as a whiff punish, a CH with 5H(1)/6H, an IAD pressure reset, or from Needle YRC.

The glide hit itself is optional if Raven has enough glide speed built up. Combos that don't end in glide scratch will usually combo into c.S, and any non-scratch combo that doesn't combo into c.S will combo into 4P.

Sample routes from glide hit:

  • j.S > j.P > j.S > j.236S > 236S: High consistency at most excitement levels for great corner carry and two excitement ticks while scoring a good knockdown
  • j.H(3) > j.236S > 236S: highest damage route but less consistent than the above at low excitements
  • j.S/j.K > j.H(2) > c.S > 2H > (2D) > 236S : Only one excitement, but a fairly straightforward and consistent option that has good corner carry and damage.

Glide Scratch

Scratch gains unique properties when Raven builds enough speed during a glide OR connects with the glide hit. While Raven usually air stalls and pops himself up a bit on air Scratch, Glide scratch causes him to quickly fall to the ground. This lets him take advantage of the high launch height of air Scratch to extend combos


  • Corner Glide string > j.236S > microdash 5K > air route
  • 2H > 236S RRC > jump back > delay glide > glide cancel j.S > j.H(1) > j.236S > 63214S > ...

Scratch Counterhit

Scratch Counterhit is a powerful combo starter that has various different properties depending on how and where it hits from as well as Raven's excitement level. At 0-2 ticks/ level 1, a grounded CH has little difference from a normal hit scratch. At 3+ ticks/ level 2+ excitement however, it starts to gain conditional wallbounce properties. On grounded scratch against a grounded opponent, it will wallbounce the opponent if their position is near the edge of the screen (ex. if Raven hits Scratch from a long distance). While he generally can't convert off of that wallbounce midscreen, in the corner the wallbounce is close enough to allow Raven to convert into similar combos as from a level 2 command grab.

Similarly, air Scratch CH will also wallbounce the opponent. However, it will launch the opponent MUCH higher than grounded scratch - high enough to meterlessly combo from corner TK Scratch vs a grounded opponent into 5H(1) jc air combos at 0 excitement, and advantaged enough at 3+ ticks/level 2+ excitement to combo directly into AA command grab.

Where CH Scratch gets the most interesting is against airborne opponents. An opponent "falling" onto ground Scratch CH from a spacing equal to round start position will get wallbounced, allowing Raven to get a dash in normal to juggle them into an air combo, or even a Glide cancel normal into Glide Scratch > AA command grab. Air scratch CH can also score these same routes at 0 excitement at the proper height. While these properties might not seem very practical at first, they can be very good for punishing airborne CH recovery moves like DPs or more niche scenarios like May's horizontal dolphin off of a Stance YRC.

A proper Scratch CH starter combo can net Raven 5+ excitement ticks and nearly fullscreen corner carry while ending in meaty orb okizeme.

Air Combos & Anti Air

Air to Air Combos

Raven's air combo routes can be accessed off air to air hits or any grounded standing normal hitting an airborne opponent besides 6P and 5D as they are all jump cancellable. The typical air routes involve gatling into j.S, then jump canceling into a string that ends in either j.H Scratch for damage and excitement or j.D for a knockdown. A counterhit air to air j.S will also allow raven to rejump into a full air combo if it hit close enough to the ground.

Sample routes:

  • j.P(x) > j.S > jc > j.S > j.H(1~3) > j.236S (Simple j.P air to air scramble confirm)
  • j.S > j.P > j.S > jc > j.S > j.D(2) > (j.236P)/(j.632146S)/(j.236H) ("Full" air combo sequence)

Choosing which air route to go for depends on starter, spacing, height, and excitement. j.D will only secure a knockdown around peak normal jump height, so higher in the air will require a j.632146S to get a KD, though this provides little in the way of damage or okizeme - while it gains a fair amount of excitement, this is usually not worth cashing out the meter for.

The amount of hits you can get in for j.H depends on the opponent's position relative to Raven - the closer to Raven's center they are, the more likely it is that all hits will connect, since each hit slightly pops the opponent up while the first hitGGXRD-R Raven jH Hitbox.pngGuardHigh/AirStartup9Recovery21Advantage- is roughly a 45 degree angle in front and above Raven, the second hitGGXRD-R Raven jH 2 Hitbox.pngGuardHigh/AirStartup9Recovery21Advantage- is rather low in angle, and final hitGGXRD-R Raven jH 3 Hitbox.pngGuardHigh/AirStartup9Recovery21Advantage- of j.H is close to a straight line.

Low Air Hit

If the opponent is hit rather low to the ground, from an anti air 5K or from a Excitement level 2+ command grab for example, Raven can opt to go for an okizeme setup route, usually in the form of j.K > j.S > delay j.D > j.236H. While you can normally end higher air combos into j.236H, it usually will be too high in the air to do anything except stop the opponent from jumping from their wakeup position.

Sample routes:

  • 5K anti air > jc > j.K > j.S > j.D > j.236H
  • Level 3 Command Grab > Delay 5H(1) > jc > j.K > j.S > j.D > j.236H

Raven can also conserve his air actions by not double jumping and instead spending 50 meter to extend off of Scratch. See the [Extending Combos] for more details.


While 6P has upper body invuln, it only combos into c.S(1) if the opponent is hit very deep, which will allow Raven to go into an Air combo of choice.

If they are out of reach horizontally, f.S will come out instead, which will generally only allow for a jc j.S > j.236S to connect if anything due to spacing. If they're too high in the air, f.S will just whiff completely. As such, it's very important to get a feel for how deep the opponent is hit by 6P before committing to an option.

On counter hit however, 6P will almost always successfully confirm into anti air command grab. This is especially rewarding when using Stance YRC as an anti air option, as Raven can do Stance > Absorb air hit > YRC > CH 6P > 63214S to launch into a level 2 command grab combo from 0 excitement thanks to the 3 excitement gained by both stance and command grab, likely setting up a meaty level 3 orb to boot!


Raven's throw launches his opponent at roughly peak of normal jump height, alowing him to him meterlessly combo into mostly any normal air combo save for the ones that require low air height.

In the corner and against certain characters, Raven can do more specific/advanced combos that are not possible midscreen like Scratch loops, which generally look something like Throw, j.S > j.236S > j.236S. While this will secure a knockdown, it usually won't be advantaged enough for Raven to get a strong mixup, though he can still safeglide or dash in for a meaty.

The most difficult optimization for a high excitement throw in the corner is Throw > TK Scratch > 5K > jc > j.K > j.S > j.D > j.236H. This gains an excitement while also setting up a meaty orb for Okizeme, something which is usually almost impossible off of meterless corner throw.

Air Throw

Unlike his grounded throw, Raven can't meterlessly combo off his air throw unless it's extremely low to the ground and in the corner, or from a CH air throw (at high RISC). At most, he can go for an OTG or set up a meaty on the opponent's wakeup. As such, using RRC on air throw can be a good way to finish a round, whether from a scramble or from a tech trap.

Depending on height, Raven can go for a rejump air combo, but it's usually safer to land with either a glide cancel j.P or j.2K similar to the Air Scratch RRC routes to get a command grab.

RRCing an air throw will heavily prorate the damage of any subsequent combo, so only go for it if it will certainly kill.

Extending combos

Scratch RRCThe versatile bread and butter meter burn

Grounded Scratch RRC is the most common way for Raven to burn meter to squeeze out extra damage in combos. Since it launches the opponent into the air and pushes them towards the corner, the RRC allows Raven a few options depending on screen position.

Midscreen, Scratch RRC allows him to dash directly into the airborne opponent and launch them into an air combo with a starter of choice. Examples routes:

  • 2K > c.S(2) > 2H > 236S RRC > 6[6] > c.S(1) > 5H(1) > jc > j.S > j.P > j.S > jc j.S > j.H(2) > j.236S
  • 5H > 236S RRC > 6[6] > 5K > jc > j.K > j.S > j.D > j.236H

Where Scratch RRC's best conversion comes from is by using the extended launch time to set up a delayed glide string into glide scratch, since a glide scratch against an airborne opponent pops them up high enough to land a command grab for high excitement gain and okizeme if excitement is high enough. These conversions vary greatly depending on previous combo scaling, opponent's weight, opponent's hurtboxes, and screen position, but is possible to do anywhere on the screen with practice.

Example vs Sol from round start:

  • 2H > 236S RRC > jump back > delay glide > glide cancel j.S > j.H(1) > j.236S > 63214S > ...

Air Scratch RRC

Air scratch is usually used as an air combo ender when Raven cannot score a good meaty orb from a j.D knockdown or when going for damage. However, when Raven preserves his air action (i.e does not double jump), he can air Scratch RRC and then land in order to secure an anti air command grab while the opponent is still falling from the Scratch during the RRC slowdown. Midscreen, this can be done by gliding forward and cancelling the gide with j.P to land as fast as possible. In the corner. j.2K is used instead since Raven will already be at a good position horizontally.

This type of routing is especially useful on rising j.S hits from longer ranges, since Raven cannot convert into anything else but Scratch at such spacings.

Using Command Grab in combosSecuring a meaty orb to cover the ground can be tricky depending on the opponent's character relative to Raven's screen position and excitement

Routing combos into command grab is an important part of optimizing Raven's combo game at 3+ ticks of excitement as it will gain him another 3 ticks to reach another level while also allowing him to set up meaty orb okizeme. While they're generally more advanced routes that require character-specific adjustments, they're very important to excel at Raven as his low excitement routing is limited and his damage is low until excitement is built up. It's important to note that only the anti air command grab (63214S) can be comboed into as it's an unblockable strike rather than a true grab like the grounded version.

Common routes into anti-air command grab include but are not limited into:

  • 63214S/63214H RRC > 63214S: inefficient use of meter but is burstproof and instantly jumps excitement from 0 to 6 ticks. Requires a Microdash to connect on Venom specifically
  • j.236S RRC > Land > dash 63214S (see Scratch RRC section)
  • 6P CH > 63214S (works both on airborne and grounded opponents since 6P launches on CH)
  • (vs airborne opponent) Glide cancel hit > Glide Scratch > 63214S

Converting into a knockdown

On level 2+ command grabs, Raven is able to route into an air combo off of the launch. The routing for this can change depending on the opponent's character and the screen position, but the general consistent midscreen route is as follows:

  • 5K > (c.S(1) ) jc > j.K > j.S > delay j.D > j.236H

For level 3 command grabs, replace 5K with a slightly delayed 5H so that only the first hit connects and omit the c.S(1).

In the corner, in order to ensure the orb does not fly offscreen, the combo needs to be adjusted slightly by starting with either 5K > c.S(1) or 2P > 5K depending on the character:

2P > 5K AN, AX, BE, CH, EL, FA JO, KU, LE, RV SI, SL, SO, VE, ZA
5K > c.S(1) BA, DI, IN, JC, MA, RA
5K > c.S(2) PO

There also exists alternate routes using Air Scratch to score a knockdown long enough to set up a TK meaty orb:

  • 5K > c.S(1) jc > j.S > j.236S > TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.236H
  • 5K > c.S(1) jc > TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.236S > TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.236H (more consistent but slightly more difficult)

When landing a level 3 command grab against a cornered opponent, it's usually very difficult for the orb to be meaty after j.D as it tends to fly offscreen. The recommended routes are instead the following:

  • 5H(1) > TK j.236S > TK j.236H
  • c.S(1~2) > TK j.236S > TK j.236H

These routes will secure a true meaty orb directly on top of the opponent that cannot be jumped out of or low profiled.

Orb Float

Raven can occasionally use 236H mid-combo to juggle an airborne opponent in order to connect an anti-air command grab. This also works against blocking opponents, since it's an unblockable strike rather than a true grab - this means you can effectively create an unblockable situation if an opponent is air blocking a high level 236H. This is useful for reliably landing a command grab for excitement gain in situations where it would otherwise be difficult to do so. The consistency of orb float routes improves as Raven has higher excitement, as the orb gains more hits.

Typical orb float routes are usually done via Scratch RRC in the corner or from 5H(1) CH midscreen. Examples:

  • Corner glide j.236S > 236S RRC > 236H > 236S or (5P) > f.S > 66 > 63214S > ...
  • 5H(1) CH > 236H > 4P > 2D > 63214S > ...

Guts CrushingGet Through That Health

Outside of universal Guts crush methods like using a lot of fast normals in a combo, Both of Raven's supers have a ton of multi-hits and are thus excellent at crushing guts. j.63214S is typically used after a j.D in an air combo (but also works off some otherwise awkward to confirm moves like CH j.236P airborne hit), and gives Raven enough time to OTG combo into 214214H as a meter dump.

The most practical way for Raven to guts crush is usually through 214214H. It can be routed into via command grab and most grounded normal hits - be aware that since the amount of hits it has scales on excitement, it's usually advised to use it at 6+ ticks for this purpose. Off of level 3 command grab, Raven can actually OSA shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. against Bursts while guts crushing by inputting 5H~214[K]214H. This will combo 5H into stab super on hit while absorbing the burst with stance and cancelling into the stab super should they burst, giving Raven extra excitement for more damage.

While it's a great guts crush option, it's important to also consider that it returns a ton of Burst back to the opponent should it fail to kill, and it might not be worth using if there's still another round to go as it may give them burst back for the next round where other killing options would not. If you really need to go nuclear on guts crush, 214214H can actually combo into an OTG 214214H/D from the wallbounce, preventing most of the super's excitement drain.

Corner Glide Scratch LoopCharacter Specific but extremely rewarding

Glide scratch loops are an under-explored combo routing option due to how character specific and hard to execute they are. They are usually performed off of Scratch or command grab RRCs and build massive amounts of excitement, often filling out the gauge completely. Glide scratch loops are done by gliding at specific timings while the opponent is falling towards the ground and launching them with a Glide scratch, then immediately IAD gliding into another glide scratch after a few air normals.

Example route against Faust (video):

  • 63214H RRC > Neutral jump slight delay glide > glide hit > j.236S > IAD Glide hit > j.H(2) > j.236S > IAD Glide Hit > j.S > j.H(1) > j.236S > 63214S > c.S(1) > 5H(2) > j.K> j.S > j.D(2) > j.236H

Putting it all together

The above video demonstrates how combining several aspects of Raven's combo theory can lead to creative routing in order to secure all the things Raven is looking for in a punish: Damage, Corner carry, Excitement, AND okizeme all in one, from a low excitement start!

  • 5H(1) CH punish
  • IAD glide j.S > j.P > j.S > j.236S conversion
  • Ground scratch RRC against an airborne opponent
  • 236H > 236S to float an airborne opponent into 63214S
  • And finally an air route ending in j.D > level 3 j.236H for okizeme

Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • All damage listed is on the lowest possible excitement for the combo to work.

Because Raven's excitement mechanic gives him a 3% damage boost for each tick, the absolute damage of his combos can vary greatly. Damage numbers are included for the sake of comparison and should not be taken literally. Damage is also usually a secondary concern for Raven: he's better at setting up okizeme than doing huge damage.

# Combo Position Damage Excitement Gain Works on: Difficulty Requirements Notes
1 c.S > 2H > scratch Anywhere 104 1 Tick Everyone Very Easy None Basic confirm off of c.S. Works off any P/K normal if you're close enough for c.S.
2 f.S > 5H > scratch Anywhere 84 1 Tick Everyone Very Easy None Does not work at max f.S range since 5H is shorter.
3 c.S > 5H > (2D) > scratch Anywhere 128 1 Tick Varies Very Easy None Slightly more damaging variant of combo 1, but only if both hits of 5H connect, which is not consistent on all characters. Normal 2D > scratch restrictions apply (see below).
4 c.S > f.S > (2S) > 2H > scratch Anywhere 133 1 Tick Everyone Very Easy None Only works on crouchers. Omit the 2S if you aren't close enough.
5 2D > scratch Anywhere 71 1 Tick Varies Very Easy None Works unconditionally on lightweights. Middleweights need level 2 excitement and heavyweights need level 3.
6 c.S > 6P > c.S > 2H > scratch Anywhere 140 1 Tick Varies Very Easy None Might need to omit second hits of either c.S depending on opponent hurtbox. Getting full dash momentum helps make combo more stable.
# Combo Position Damage Excitement Gain Works on: Difficulty Requirements Notes
1 j.S > j.P > j.S > dj.S > j.H > scratch Anywhere 122 1 Tick Everyone Easy None Max damage basic air combo. Second and/or third hits of j.H may whiff depending on character positioning and hurtbox.
2 j.S > j.P > j.S > dj.S > j.D Anywhere 91 None Everyone Very Easy None Less damaging air combo that knocks down unless Raven is above max double jump height. Raven generally cannot meaty after this.
3 j.S > j.P > j.S > dj.S > j.D > OTG P needle Anywhere 93 None Everyone Very Easy None Air combo variant that OTGs the opponent to apply a slowing effect. Should only be done if the slowing effect is more valuable than a knockdown.
4 j.S > j.P > j.S > dj.S > j.D > air dash super Anywhere 123 5 Ticks Everyone Very Easy 50 Tension Air combo variant that builds excitement and lets Raven meaty afterwards.
5 j.S > j.P > j.S > dj.S > j.D > air dash super > OTG stab super Anywhere 155 5 Ticks Everyone Easy 100 Tension Air combo variant that crushes guts. Damage will be higher if Raven has excitement going into the combo. Restores most/all of the opponent's burst gauge.
6 j.S > j.P > j.S > scratch > RRC > glide [miss] > glide cancel > AA command grab Anywhere 119 4 Ticks Everyone Easy 50 Tension Confirm into scratch RRC > command grab. Works from most any air combo as long as you're low enough, which is around max ground jump height.
# Combo Position Damage Excitement Gain Works on: Difficulty Requirements Notes
1 glide hit > j.S > j.P > j.S Anywhere 61 None Everyone Very Easy None Consistent on all characters standing and crouching. Slightly less damage. May not combo into a ground string if done too early after the glide hit on some characters. Slightly delaying j.S after glide hit can make it more consistent.
2 glide hit > j.S > j.H(2) Anywhere 74 None Everyone Very Easy None j.H will (partially) whiff on certain crouching characters depending on their hurtbox.
3 glide hit > j.S > j.H(2) > glide scratch > scratch Anywhere 116 2 Ticks Varies Easy None Builds excitement and allows Raven to IAD glide and hit meaty afterwards. Works on lightweights and middleweights unconditionally. Heavyweights (BE, KU, LE, PO) require lvl 2 excitement.
4 glide hit > j.S > j.H(2) > glide scratch > microdash 5K > (c.S(1)) > j.K > j.S > j.D > orb Corner 140 1 Tick Everyone Easy None Basic corner glide scratch that ends in orb oki. Raven recovers in the air after the orb and can glide immediately. Omit the c.S(1) for more consistency.
# Combo Position Damage Excitement Gain Works on: Difficulty Requirements Notes
1 throw > delay j.S > air scratch > air scratch Corner 80 2 Ticks Everyone Easy Lvl 1 excitement Basic scratch loop that works on everyone at lvl 1 excitement. Might not knock down at higher excitement lvls.
2 throw > delay j.H > air scratch > air scratch Corner 93 2 ticks Varies Easy Lvl 1 excitement Variation of basic scratch loop for larger/heavier characters and some lightweights. Some characters will not let you get all 3 hits of j.H. Might not knock down at higher excitement lvls.
# Combo Position Damage Excitement Gain Works on: Difficulty Requirements Notes
1 5D6 > 5H > 5H > scratch Anywhere 66 1 Tick Everyone Very Easy None Basic midscreen side dust combo.
2 5D6 > 5H > 5H > AA command grab Corner 101 3 Ticks Everyone Very Easy None Basic corner dust combo.
3 5D6 > 6H > j.S > land > partial charge blitz > AA command grab Corner 121 3 Ticks Everyone Easy 25 Tension Variant of basic corner dust combo. Burst safe after the 6H.
Command Grab
# Combo Position Damage Excitement Gain Works on: Difficulty Requirements Notes
1 Lvl 2 command grab > 5K > c.S(1) > j.K > j.S > j.D > air orb Midscreen 125 3 Ticks Everyone Easy Lvl 2 excitement Midscreen combo from raw lvl 2 command grab. Delay j.K to position the orb more on top of the opponent. On women characters, delay 5K and j.K.
2 Lvl 2 command grab > 5K > c.S(1) > TK scratch > TK orb Corner 115 3 Ticks Everyone Easy Lvl 2 excitement Corner combo from raw lvl 2 command grab. Does NOT work when used in a long combo. Works on all characters.
3 Lvl 2 command grab > 5K > c.S(1) > delay j.K > j.S > j.D > air orb Corner 125 3 Ticks Lightweights/Women Easy Lvl 2 excitement Corner combo from lvl 2 command grab. Works when used in a long combo. Works on women characters.
4 Lvl 2 command grab > 5K > j.K > j.S > delay j.D > air orb Corner 119 3 Ticks Everyone Easy Lvl 2 excitement Corner combo from lvl 2 command grab. Works when used in a long combo. Works on all characters.
  • Both the S and H versions of Raven's command grab can hit raw. Only the S version can be comboed into (because it's an unblockable strike, not a grab). The two versions are otherwise identical in damage and combo options.

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