GGXRD-R2/Raven/Combos

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Raven
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 a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
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
ZT = Zato-1

Challenge Mode Combos

Most of Raven's combo trials are fairly simple, if impractical. Memorizing them won't do much, but they're a decent benchmark for testing your execution and seeing how his special moves behave in combos. Make sure you pay attention to the excitement gauge during each one and reset the trial between attempts.

Basic Trials

  1. 4P > 2S > 2D
  2. f.S > Needle
  3. 2S > 5H > Scratch
  4. f.S > 2H > Dash Super
  5. j.P > j.P > j.S > Air Scratch
  6. j.K > j.S > 2K > 2D
  7. Throw > j.K > j.S > dj.K > j.S > j.D
  8. Glide > j.S > j.P > j.S > land 2P > 2D
  9. Level 2 AA Command Grab, Stab Super
  10. 5D8 > j.H > j.H > j.S > j.P > j.S > dj.S > j.D

Advanced Trials

  1. Stance (absorb Sol's grand viper) > Stab Super
  2. Dash CH 6H, JC j.S > land c.S > 2D
  3. Needle YRC > Glide > j.S > j.P > j.S > land c.S > 5H > Scratch
  4. CH 6P > Level 2 AA Command Grab, 5K > 5H > JC j.S > Air Scratch
  5. 2H > Scratch RRC, Dash c.S > 5H > JC j.S > j.D
  6. Corner CH Air Scratch > Level 2 AA Command Grab, 2S > 5H > JC j.S > j.D
  7. Fully Charged Blitz > Orb > IAD Glide > j.S > j.P > j.S > land c.S > 2S > 2H > Scratch
  8. 5D6 > 5H > 5H > JC Glide > j.S > j.H(2) > 2S > 2H > Scratch
  9. CH 5H(1) > Orb, 4P > 2D > Orb hits > Level 3 AA Command Grab, 5K > 5H > JC j.S > j.P > j.S > JC j.K > j.S > j.D
  10. Level 3 Command Grab, 5H > JC j.S > Air Scratch RRC, land, Dash, Level 3 AA Command Grab, Burst Stab Super

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.

This page is a guide to help you learn Raven's combos, not the be-all, end-all combo resource. If you're hungry for more advanced/specific combos, consult these:

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 > scratch.

Ground
# 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.


Air
# 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.
Glide
# 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.
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.

Note that Raven doesn't often get the chance to do a full glide string combo: usually he's doing the string as a mixup and confirms off either the final hit or the 2K that comes afterwards (see the Strategy page for more detail on glide string mixups). Glide string combos are mostly used after a blitz crumple, a whiff punish, a CH with 5H(1)/6H, or an IAD pressure reset.

The glide hit is optional if Raven has enough glide speed. These are written assuming a horizontal glide along the ground. Combos that don't end in scratch will let you combo into c.S easily, and any non-scratch combo that doesn't combo into c.S will combo into 4P.

Throw
# 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.

Raven's throw launches his opponent and lets Raven do any normal air combo. In the corner and against certain characters, Raven can do more specific/advanced combos; see the spreadsheet at the top of the page.

Dust
# 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 Very 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.
  • Raven's command grab lets him get meaty orb okizeme with lvl 2 or 3 excitement either raw or in combos, but it requires different combo follow-ups depending on whether it's hitting midscreen or in the corner.
  • If a lvl 2/3 orb is properly positioned on a victim, Raven is plus enough to jump forward and do a steep glide mixup.

Combo Theory

In Rev2, Raven's combo goals can change during the match based on his current excitement level, his remaining excitement decay timer, and both characters' life bars.

[2020-12-11: section under construction]

Advanced and Character-Specific Combos

Raven Character Specific Combos

Raven 2.1 KD Routes and their Orb Oki Options

Video Examples

Raven scratch RRC conversion into glide scratch command grab on the whole cast

Navigation

Raven