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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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Ground cS
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.
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 ImpulsGuardMidStartup17Recovery31Advantage-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
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
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.
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 VerzweifeltGuardAllStartup6+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
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.
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
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
Core combos balance potency with consistency. They:
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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.
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.
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 KugelGuardAllStartup54RecoveryTotal:48+8 landingAdvantage-. Due to the amount of excitement you gain throughout the combo, the orb will be Level 3 as well.
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
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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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
- 4P > 2S > 2D
- f.S > 236P
- 2S > 5H > 236S
- f.S > 2H > 632146S
- j.P > j.P > j.S > j.236S
- j.K > j.S > 2K > 2D
- Throw > j.K > j.S > dj.K > j.S > j.D
- Glide > j.S > j.P > j.S > land 2P > 2D
- Level 2 63214S, 214214H
- 5D8 > j.H > j.H > j.S > j.P > j.S > dj.S > j.D
Advanced Trials
- 214K (absorb Sol's grand viper) > 214214H
- Dash CH 6H, JC j.S > land c.S > 2D
- 236P YRC > Glide > j.S > j.P > j.S > land c.S > 5H > 236S
- CH 6P > Level 2 63214S, 5K > 5H > JC j.S > j.236S
- 2H > 236S RRC, Dash c.S > 5H > JC j.S > j.D
- Corner CH j.236S > Level 2 63214S, 2S > 5H > JC j.S > j.D
- Fully Charged Blitz Attack > 236H > IAD Glide > j.S > j.P > j.S > land c.S > 2S > 2H > 236S
- 5D6 > 5H > 5H > JC Glide > j.S > j.H(2) > 2S > 2H > Scratch
- 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
- 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:
- General Rev2.1 Raven guide by Babbaloo: https://docs.google.com/document/d/148ky3rcFHrNsMUjKSaYDxB3VgPm1jdMwvjj2pPVjJi0/edit?usp=sharing
- Advanced character-specific combo spreadsheet by Adapt: https://docs.google.com/spreadsheets/d/1v_KTVdzB38psSiU3zC3A-c1rachPx05KBg-VHrbcjE8/edit?usp=sharing
- Japanese video showcasing advanced Raven techniques: https://www.youtube.com/watch?v=B83qwW2kibA
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.
# | Combo | Position | Damage | Excitement Gain | Works on: | Difficulty | Requirements | Notes |
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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 |
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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 |
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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.
# | Combo | Position | Damage | Excitement Gain | Works on: | Difficulty | Requirements | Notes |
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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.
# | Combo | Position | Damage | Excitement Gain | Works on: | Difficulty | Requirements | Notes |
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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. |
# | Combo | Position | Damage | Excitement Gain | Works on: | Difficulty | Requirements | Notes |
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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
Video Examples
Raven scratch RRC conversion into glide scratch command grab on the whole cast