GGXRD-R2/Raven/Combos

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< GGXRD-R2‎ | Raven
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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 that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To 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. They:
  • 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 cS

Beginner cS ComboOl' reliable.
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 OTG, forfeiting Raven's knockdown advantage.

Airdash Conversion

Basic Glide StarterMakes Glide a powerful mixup option.
Very Easy

Glide > j.SPS > 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.

Air-to-Airs

Slowdown EnderFree status effect!
Very Easy

j.SPS > dj.SD > j.236P
Basic conversion off random air-to-airs that leaves your opponent with a slowdown status effect. 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.SH > j.236S for a better knockdown, though this is more height-dependent.

Meter Dump EnderGood round closer.
Very Easy

j.SPS > dj.SD > 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.

5D6

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

5D6 > 5H(1) > 5H(1) > 5H > TK j.236S > j.236H
Pretty good combo off an overhead. 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.

Burst-SafeBurst? What's that?
Very Easy

5D6 > 6H > j.S > partial charge Blitz Attack > 63214S
An alternative to the above. Once 6H connects, this combo cannot be bursted, making it a valuable source of guaranteed damage if it'll kill.

Other

Basic Corner Throw ComboTake the throw?
Easy

Ground Throw > j.S > j.236S > j.236S
Basic conversion off ground throw in the corner. Leads into more oki. Good for keeping the pressure on, increasing Excitement, and adding another layer to your mix.

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!
Easy

stuff > j.236S RRC > Glide > whiff j.P > 63214S
Great extra bit of corner carry into a workable knockdown. Works after basically any air combo unless you're very high in the air.

Double Scratch ComboA helpful optimization, but somewhat finnicky.
Easy

Glide > j.SH > j.236S > 236S or TK j.236S
Alternative combo after glide hit that gives better damage, excitement gain, and much more corner carry. 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.
Easy

2H > 236S RRC > Glide cancel j.S > j.H(1) > j.236S > 63214S > 2P > 5K > j.KSD > 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 Scharf KugelGGXRD-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.

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

Glide > j.SPS > 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.
Medium

Glide cancel j.H > land > j.K or j.S RRC > Glide > j.SPS > j.236S
Conversion off a powerful character-specific mixup option. The F-Shiki Sometimes 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.

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 > 236P
  3. 2S > 5H > 236S
  4. f.S > 2H > 632146S
  5. j.P > j.P > j.S > j.236S
  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 63214S, 214214H
  10. 5D8 > j.H > j.H > j.S > j.P > j.S > dj.S > j.D

Advanced Trials

  1. 214K (absorb Sol's grand viper) > 214214H
  2. Dash CH 6H, JC j.S > land c.S > 2D
  3. 236P YRC > Glide > j.S > j.P > j.S > land c.S > 5H > 236S
  4. CH 6P > Level 2 63214S, 5K > 5H > JC j.S > j.236S
  5. 2H > 236S RRC, Dash c.S > 5H > JC j.S > j.D
  6. Corner CH j.236S > Level 2 63214S, 2S > 5H > JC j.S > j.D
  7. Fully Charged Blitz Attack > 236H > IAD Glide > j.S > j.P > j.S > land c.S > 2S > 2H > 236S
  8. 5D6 > 5H > 5H > JC Glide > j.S > j.H(2) > 2S > 2H > Scratch
  9. CH 5H(1) > 236H, 4P > 2D > Orb hits > Level 3 63214S, 5K > 5H > JC j.S > j.P > j.S > JC j.K > j.S > j.D
  10. Level 3 63214H, 5H > JC j.S > j.236S RRC, land, Dash, Level 3 63214S, 214214D

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. 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.

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 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

GGXRD-R2/Navigation