GGXRD-R2/Raven/Matchups

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< GGXRD-R2‎ | Raven
Revision as of 23:11, 25 March 2023 by Bubba (talk | contribs) (→‎Zato-1)
 Raven

Raven overall excels against characters that he outranges in the midrange with his long reaching normals.

He struggles against fast characters that can get around his normals and projectiles or like to stay in the air and against characters that have sticky okizeme/pressure to keep him cornered from 100 to 0.

Matchups

Table of Contents
GGXRD-R2 Answer Icon.png GGXRD-R2 Axl Icon.png GGXRD-R2 Baiken Icon.png GGXRD-R2 Bedman Icon.png GGXRD-R2 Chipp Icon.png
GGXRD-R2 Dizzy Icon.png GGXRD-R2 Elphelt Icon.png GGXRD-R2 Faust Icon.png GGXRD-R2 I-No Icon.png GGXRD-R2 Jack-O Icon.png
GGXRD-R2 Jam Icon.png GGXRD-R2 Johnny Icon.png GGXRD-R2 Kum Icon.png GGXRD-R2 Ky Icon.png GGXRD-R2 Leo Icon.png
GGXRD-R2 May Icon.png GGXRD-R2 Millia Icon.png GGXRD-R2 Potemkin Icon.png GGXRD-R2 Ramlethal Icon.png GGXRD-R2 Raven Icon.png
GGXRD-R2 Sin Icon.png GGXRD-R2 Slayer Icon.png GGXRD-R2 Sol Icon.png GGXRD-R2 Venom Icon.png GGXRD-R2 Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.

Answer

 AnswerRaven has to take risks he's not used to, since Answer is more threatening at range.
Unfavorable
  • Answer's zoning is on par with Raven's, so he doesn't have to take risks chasing Raven. It is quite the opposite, since he can quickly set up a threatening position for Raven with scrolls and cards.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


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Defense


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Neutral


  • Card YRC is very effective at trapping Raven's dash, and if the card itself connects, it converts into a combo from near fullscreen. The card can even anti-air low glides.

Offense


  • Raven can OS 2K 5S against Answer's wake-up so that 2K cS comes out on hit or block. Against Answer's parry, 2K will whiff and the cS will CH the recovery.

Axl Low

 Axl LowStance and dash are difficult for Axl to deal with at mid / long range
Favorable
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Notable Interactions


  • Using StanceGGXRD-R Raven GiveItToMeHERE.pngGuard-Startup-RecoveryTotal 29Advantage- against RensenGGXRD Axl SickleFlash.pngGuardMidStartup13Recovery37Advantage-13 will fill Raven's excitement to 9 ticks as it hits 3 times
  • Raven can needle YRC > 66 to go over and punish 2H.
  • Raven can punish the second hit of Axl's reversal super with Stance YRC - often gaining 25 meter just for absorbing the multihits. He has enough time to dash up and get a 5H(1) CH if performed quickly enough.
  • In many areas, Raven will have the option to either stance or dash through Axl's attack. Dash will cause Axl to whiff, oftentimes with lengthy recovery, allowing Raven to freely punish. Stance will give Raven excitement, oftentimes quite a bit of it because of Axl's multiple hits on moves, making Raven's punish game even scarier. In general, since Stance is faster, everything that can be dashed through can also be stanced through (except for command grab).

Defense


  • Stance YRC into anti air command grab can punish 623KGGXRD Axl ThunderShadowChain.pngGuardHigh / AirStartup28Recovery13+3 After LandingAdvantage+1 before it lands

Neutral


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Offense


  • Raven can make good use of forward dash's invuln to run through Axl's long range pokes and punish him as they are recovering. Be wary of any return strikes on the chain's retreat, such as from his 2HGGXRD Axl 2H.pngGuardLow,MidStartup13Recovery19Advantage-8.
  • Since Scratch is only -3 on block, many times Raven can simply dash through Axl's attempt to take his turn back with Rensen or longer normals after he's blocked a Scratch.
  • Axl has one of the slower DPs (9f), so his wakeup is one of the more lenient ones to safeglide.

Baiken

Unfavorable
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Notable Interactions


  • Azami and its non-super followups are not throw invuln, which allows Raven to use command grab or throw to beat a Baiken that is using an Azami followup against a meaty orb.

Defense


  • Avoid using 5P to punish Baiken's Kuchinasi landing recovery, since she crouches low enough to low-profile it.
  • Baiken's reversal super is only -7 on block but has gigantic pushback. To punish it, IB the last hit and 2K > 2D > 236S

Other more specialized punish options: https://www.youtube.com/watch?v=KU2xOC7F-N8

Neutral


  • Be very wary of how you anti-air this character, since even disregarding her excellent air normals and air Tatami, air Azami is massive force to be reckoned with that can turn nearly any anti-air attempt into a heavily damaging combo starter. Air throw is one of Raven's most reliable options here.

Offense


  • Raven can use several different option selects to beat a Baiken using Azami against his j.H Safeglide.
    • Against most Azami followups, he can use the Hitstop OS to throw with 6S+H (Video Example)
    • As a more catch-all option, he can input delayed 1H. This will 2H against Azami Mawarikomi, throw Azami Sakura, and block against Azami Rokkonsogi and Kuchinasi (Video Example)
  • Only the first active frame of Tsurane Sanzu-watashi is invulnerable, so needle YRC on oki will usually beat this out. Because of this, if you perform needle YRC from barely out of reach and Baiken ends up using reversal Tsurane, you can usually dial in the glide for the full punish (with needle slowdown).

Bedman

 BedmanRaven's superior neutral and approach options naturally foil a lot of Bedman's strengths
Favorable
  • Raven's long normals and glide pressure naturally hit a lot of active seals without having to think about it
  • Bedman's big hurtbox, lack of meterless reversal, and very risky dead angle attack allow Raven to maintain solid pressure whenever he scores a knockdown

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Notable Interactions


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Defense


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Neutral


  • If Bedman blocks an attack, his projectiles that are in motion will deactivate. This makes needle very valuable in neutral.

Offense


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Chipp Zanuff

 Chipp ZanuffChipp's sheer speed and teleport movement make it hard for Raven to score a hit into a good knockdown with his slow, high recovery normals.
Unfavorable
  • Raven struggles to control Chipp's movement options between his run, multiple jumps, alpha blades, and teleports
  • Chipp's low health weakness is less prevalent in this MU as Raven's average damage output is rather low, especially on punishes
  • His fast buttons usually recover so quickly that Raven can't even whiff punish them while he can still play around Raven's superior range with dash momentum
  • Chipp's great guts crush options circumvent a lot of Raven's usual durability

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


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Defense


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Neutral


  • Jumping backwards can be a decent option to assess how Chipp likes to play neutral. It's usually somewhat safe as a position and allows Raven to react to a whiffed Gamma BladeGGXRD Chipp GammaBlade.pngGuardAllStartup19RecoveryTotal 56Advantage+5 with a Glide punish. It can be susceptible to teleport air throw and teleport YRC, however.
  • Stance is very useful against read teleports. If Chipp hits Raven's stance with a high jH, an immediate Stance YRC 5H is guaranteed to CH if Chipp doesn't cancel.

Offense


  • Raven's 2D 214K auto-times a safejump on Chipp. Use jK if he is close enough, since his 6P will low-profile the other buttons.

Dizzy

Slightly Favorable
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Notable Interactions


  • When Dizzy places D Fish, any of Raven's low attacks (2K, 2H, 2D) will go under it without hitting the fish. However, once D Fish's barrier activates, 2K will actually hit high enough to activate it. At that point, only 2H and 2D will still go under the fish.
  • Dizzy can dash over 2H with her foot invuln, so be careful about how you use it.

Defense


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Neutral


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Offense


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Elphelt Valentine

Even
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Notable Interactions


  • Raven's 2S is very strong against Elphelt as it catches 2H and beats out her 5K. However, be careful, since her 6H often low crushes it for a KD or massive CH combo.
  • 5H will also beat the same moves as 2S while also stuffing her 6H. However, it has more punishable whiff recovery, and unlike 2S, it is slower than Elphelt's fS.
  • Keep in mind that Stance cannot armor through Elphelt's fully charged sniper reticle shot, as it is unblockable.

Defense


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Neutral


  • Dashing through the sniper reticle is very effective. After the invuln wears off, Raven will be moving too fast for the reticle to catch up.
  • 2H is very useful for punishing Elphelt's 5H from nearly any distance.

Offense


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Faust

 FaustVery slow MU but Faust slowly builds a better gamestate
Slightly Unfavorable
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Notable Interactions


  • Many of Faust's ground normals do not reach very low and/or have many active frames. As such, they are susceptible to being dashed through or low profiled with 2H.
  • Raven can glide over mini-Faust, but he cannot glide over mega mini-Faust.
  • Poison will not place a poisoning effect if it hits Raven's stance.

Defense


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Neutral


  • 5P will whiff against Faust's crouch. Try to avoid using it as a poke.
  • Faust can crawl under ground needle and most air K needles.
  • Raven's orb is very useful at neutral as it will stuff many of Faust's moves and block hammers and bomb bags, allowing Raven to safely perform maneuvers that would normally be quite risky. In addition, most of the normals Faust can use under the orb lose to Raven's 2S.

Offense


  • Faust's low crouch and 6P can cause meaty glide and certain glide normals to whiff. To ensure that Raven connects properly during glide oki on Faust's wakeup, use jK.
  • Faust's low crouch also causes all of jH except for the last hit to whiff. This can actually be very useful as it can help to ensure that Raven is extremely plus on jH, but if you are not expecting it, it can cause you to miss your hit/block confirm.
  • Due to 5P whiffing on Faust's crouch, avoid using the 2K 5P hit/block confirm strings.
  • Due to needle whiffing on Faust's crouch, Faust can avoid and even punish many needle YRC pressure reset attempts.
  • Raven can uniquely OTG combo Faust (and Ram) into his AA command grab after 2D connects at closer spacings. Thus even certain small confirms can be a major source of excitement in this MU. After the OTG command grab, Faust cannot air tech (unless he is hit again), but he will immediately get up without any knockdown time upon touching the ground. This allows Raven to actually safejump him after he has enough excitement.

I-No

Even
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Notable Interactions


  • I-No's stroke can low-profile Raven's 2P and 2S during its movement, and her hover and dives can low-crush his 2K, 2D, and 2H.

Defense


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Neutral


  • Raven's dash and stance are very strong against I-No:
    • Raven's dash 6P is very strong against I-No's HCL, as the 6P will low-profile the HCL and I-No is in CH recovery during it. Stance is also strong against it.
    • I-No's note can be easily dashed through on reaction. If Raven preemptively dashes in on an HCL read and accidentally runs into a note instead very close to I-No, the note will have few hits and not be very advantageous to I-No. If it is stanced at a distance, it will often have 3 or more hits and thus completely fill up Raven's excitement gauge.
      • Be very careful about stancing such notes however because I-No can approach while Raven is actively absorbing the note, and it is very difficult to YRC in that position without being counterhit by the note. Raven can also be thrown while he is armoring through the note.
  • Raven's orb is very useful against I-No, since it will block her hover dash and dives, and Raven's 2H will hit her for trying to stroke under it. Be wary of HCL however, as it can still hit Raven through the orb.

Offense


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Jack-O'

 Jack-OBattle of the snowball characters, but Jack-O is even more unstable
Favorable
  • Raven has an easy time destroying multiple houses at once thanks to his long normals like 2S, 2H, using 236S, and using glide strings.

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Notable Interactions


  • An active Orb will block all hits of Jack-O's j.D, allowing raven to safely run in and punish if the projectiles are blocked this way

Defense


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Neutral


  • Needles are good against Jack-O, but ideally try to stay in the close-mid range against her where Raven's buttons will reliably harass her. This is effective in preventing her from setting up houses or organ commands.
  • Do not use needle or orb when Aegis field is up.
  • 2S will fairly reliably beat out Jack-O's 3H.
  • Be wary of using 5P as it is low profiled by Jack-O's 3H, 2K, and 2S. Raven's fS is often a better alternative because the hitbox reaches lower (and it provides better reward on hit).
  • Be careful about how you use dash and glide, since Jack-O's metered jD covers both very well with its many active frames.

Offense


  • Jack-O has one of the slowest DPs (9f metered/14f meterless), so her wakeup is one of the most lenient ones to safeglide.
  • Be very careful about using the glide hit for oki without already having a ball out that she is blocking. In addition to the obvious DP option that she has, Jacko's 2S is very low-profile and will even go under meaty glide and then hit it. It is generally better to use a low-reaching glide normal, like jK, in this case.

Jam Kuradoberi

 Jam KuradoberiRaven's toughest matchup. Guess wrong and die, guess right and you have to keep guessing right.
Very Unfavorable
  • Jam's "RPS neutral skip" options in her Command DashGGXRD Jam Bakushuu.pngGuardStartupRecoveryTotal: 46Advantage- (and its various followups), IAD j.H, and TK RyuujinGGXRD Jam Ryuujin.pngGuardAllStartup8RecoveryUntil Landing + 11Advantage- YRC allow her to reliably circumvent Raven's attempts at controlling her in neutral
  • Her Parry will beat most meaty orb non-low okizeme attempts, forcing Raven to go for less conventional and mostly weaker options off knockdowns.
  • Her damage off stray hits is very high, frequently killing Raven in as few as three touches, whereas Raven has to hit her many more times and has a harder time doing so with how slippery she is in neutral. This makes Risk/Reward heavily weighed in Jam's favor and leaves Raven needing to "guess right" more times than he is allowed to be wrong.
  • Combo damage aside, Jam's pressure in the corner is hard to escape as Raven due to slow frame data, no meterless reversal, and weak corner escape mobility options.

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Notable Interactions


  • 2S and 2P can get low profiled by Bakushuu and MawarikomiGGXRD Jam Mawarikomi.pngGuardStartupRecoveryTotal: 25Advantage-. Use 2K, 2D or 2H to snipe it instead, depending on range.
  • Parry loses to lows and Raven's lows have good enough reach to both hit Jam on wakeup or safely whiff should she use an uncarded DP.

Defense


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Neutral


  • While they are good options against Jam when they hit, Avoid using 2H, 5H, and 6P carelessly as they have long whiff recovery and will get brutally punished.

Offense


  • When using glide oki against parry, fake the glide hit out by whiffing an early j.P and landing into a low.
  • Raven can use 6H as an okizeme option to call out Jam's DP and other common wake-up options while remaining safe against parry. Examples in this video:

Johnny

 JohnnyKeep him at level 1 at all costs (like everyone else)
Even

Raven is excellent at harassing Johnny, but the overal risk/reward is generally in Johnny's favor.

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Notable Interactions


  • Johnny will not gain levels if his coins hit Raven's stance.
  • Raven can successfully stance Johnny's Bacchus Sigh-enhanced Mist Finer.
  • Johnny can dash over Raven's lows, including 2H. Make sure to not be predictable with your blockstrings, as he can IB a hit and then dash over a low in the right circumstances.

Defense


  • In pressure gaps, stance can be very useful. If Johnny performs a Mist Cancel as Raven does Stance YRC, he has to take extra care to not accidentally let a Mist Finer loose that will waste his levels. Doing so generally makes his Mist Cancel pressure a bit harder in general. If he is susceptible to letting Mist Finer fly during Stance YRC, Stance YRC 2H will usually punish him (assuming he is not using S Finer).

Neutral


  • Be very careful about stancing Johnny's Zweihander YRC. With good timing, Johnny can throw Raven while he is still absorbing the projectile or during his YRC startup.
  • Raven's dash is very useful against Johnny's buttons, as many of them have high recovery.
  • Raven's 5H is very strong at beating Johnny's buttons and movement options. With extremely good reactions, it can even reactively beat out Zwei approaches.
  • Despite the great usefulness of dash and 5H against Johnny, be very careful regardless about carelessly throwing them and Glide out. Johnny can cover these with extremely low commitment using one of his coins, and even a trade is heavily rewarding for Johnny in that case.

Offense


  • Raven's 2H can low-profile That's My Name.

Kum Haehyun

Unfavorable
  • Kum can stun Raven extremely quickly, so great care must be taken over the risk/reward of various situations.
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Notable Interactions


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Defense


  • If Kum is charging regular grounded Falcon Dive, Raven can hold stance and she is forced to hit it unless she YRCs.

Neutral


  • Raven can dash through and stance Kum's fireballs.
  • Raven can also punish the fireballs, especially 236H, with 2H. Hitting Kum will make the non-super Tuning Balls deactivate.
  • Be very selective about the pokes you use at neutral. All of Kum's DP kicks are upper body invulnerable on frame 1 with full invulnerability during their active frames, and with Raven's low stun resistance, getting counterhit by these is a great way to get dizzied. For this reason, 2S and 5P are even more invaluable than usual due to their heavily disjointed hitboxes.

Offense


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Ky Kiske

 Ky KiskeSimilar gameplan with skewed outcomes in Ky's favor, but Raven has a lot of tools that are especially strong against Ky.
Even
  • Ky has many reliable tools to stop his approaches
  • Raven has a lot of strong options to call out Ky's neutral tools (2H under f.S / Stun Edge, forward dash through pokes, glide over low pokes, etc.)
  • Stance can force Ky to be the aggressor rather than sitting back and controlling space which he prefers in this MU
  • Ky scores much greater reward on hit (both damage and more consistent okizeme) while having more oppressive corner pressure
  • Raven has very strong tools against Ky's wakeup options.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Playlist of Raven vs Ky tech: https://www.youtube.com/playlist?list=PLGn2xZ2fgYEE7K0jQqwX8d2-vYvKKTWHb

Notable Interactions


  • 2H can punish Stun Dipper on block
  • 2K and 2H are solid meaties as they can low profile his DP

Defense


  • IBing 6K makes it 0 on block, allowing Raven to use Stance to catch any non-cancel followup in Ky's arsenal besides throws
  • FD the first hit of 6H and IB the second hit. Most of what he can do from there to keep Raven from pressing or jumping is f.S or Stun Dipper, and that signals the end of his turn (unless he has meter).
  • Split Ciel is -1 on block, so don't let him continue pressure afterwards. On IB, Raven can punish with 4P.

Neutral


  • Good dash, 2H, and air K needle usage is strong against a Ky trying to lock down screen control with grinder-enhanced stun edges.
  • Watch out for dashing and gliding against a Ky using jD to cover the space immediately in front of him.

Offense


  • Don't be predictable with Glide as Ky has infinite safe ways of blowing it up for high reward
  • Short dash breaks to feint invuln through projectiles or pokes is good for keeping Ky scared and spending meter on YRCs.
  • Ky has one of the slowest DPs (9f / 11f), so his wakeup is one of the most lenient ones to safeglide.
  • After 2D orb against disrespectful Kys, a meaty 2H will low-profile DPs that then get punished by orb and will also stuff reversal Stun Dippers that would otherwise escape from under the orb.

Leo Whitefang

 Leo WhitefangPlay lame and don't let him in
Slightly Favorable
  • Raven's various long range normals, projectiles, and j.D can give Leo a very hard time in neutral.
  • Once Leo gets in and scores a knockdown. Raven can lose the round in as little as two interactions from there.
  • Saving meter for defensive options is advised as burning it on offense can backfire.
  • Do not mash throws or throw OS against Leo's pressure unless it's a read, as he has a lot of strong meaty throw invulnerable moves.

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Notable Interactions


  • c.S can counterhit a ZweitGGXRD Leo Zweit.pngGuardMidStartup24 [26]Recovery14Advantage+1 [+2] crossover attempt, so its useful to throw OS him with 6S+H
  • Raven can auto-time a safejump against Leo by doing 2D > 214K > hold 9
  • Raven can OS a few of Leo's wakeup options from midscreen 2D > Orb. After orb, input 214K for stance, then press 4H. This will (video examples):
    • Counterhit Backdash > Zweit
    • Backthrow a Zweit run-under attempt and hit with orb+5H against a mistimed one
    • Hit Leo with 5H after the orb connects if he uses H EisensturmGGXRD Leo EisenSturm.pngGuardMidStartup8Recovery30+12 after landingAdvantage-54 at far spacings while stancing the first hit of it if close up
    • Don't autopilot into this OS every time however, as a delayed flash kick or 2D can counterhit Raven on the 4H portion of the OS.

Defense


  • If Leo is abusing crossovers with 236H, you can reliably throw OS it by pressing 4H and another normal, which will FD if same-side and throw if he crosses over.

Neutral


  • Raven can dash through and stance all 'Sonic Booms'. Doing so is usually preferable for S boom as it will come out even if Leo is hit during the start-up.
  • Leo's S boom will come out even if Leo is hit during startup. In these cases, Leo is usually plus after the interaction. Keep this in mind, especially if at low health.
  • Raven can counterhit punish H boom during its startup with dash 2H on reaction from most positions on the screen.
  • Leo can command dash under a ground orb, so be ready to rebuff such an attempt with one of Raven's other attacks.
  • Even with a ground orb on screen, Leo's S boom will still travel through with one hit remaining to hit Raven. Be wary of this, as being hit by it will cause the orb to deactivate.

Offense


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May

 MayDon't get hit in the air. Risk/Reward heavily favors May
Unfavorable
  • May can effectively neutralize most of Raven's attempts at controlling the ground with her ridiculous air height and superior air normals
  • Air K needle is a great way of keeping her in check and making sure she can't set up hoops or beach balls for free
  • It's very difficult to anti air her, but rising j.P (close), j.S (far), and air throw (optionally OS'd with air IB) are Raven's most reliable options. Be careful as May will deal 50% of your health into okizeme on air counterhits while being burst safe. May also can stun Raven extremely quickly, so great care must be taken over the risk/reward of various situations.

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Notable Interactions


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Defense


Neutral


  • Be very wary of stancing May's projectiles, as she can command grab Raven while he is absorbing them before he can recover or YRC. In addition, she cna hold the hoop dolphin to avoid hitting Raven's stance.

Offense


  • Raven's meaty 2H on May's wakeup reliably low profiles her reversal Ultimate Whiner.

Millia Rage

Unfavorable
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Notable Interactions


  • Millia's roll will low-profile Raven's 2S.
  • Millia's 6K will low-crush all of Raven's crouching buttons.
  • These things make 2S a bit riskier to poke out of pressure with, although it is still a very important button.

Defense


  • Many corner Secret Garden setups will not hit meaty unless Millia meaties Raven herself. If she does not do this, sometimes Raven can dash out of the corner to avoid dealing with the Secret Garden orb.

Neutral


  • 6H, Haircar, and S Disc YRC are common moves Millia will use to try to trap Raven's dash with active frames.

Offense


  • Only the first two active frames of Winger are invulnerable, so needle YRC on oki will usually beat this out. Because of this, if you perform needle YRC and Millia ends up using reversal Winger, you can usually dial in the glide for the full punish (with needle slowdown).

Potemkin

Favorabilty goes here
  • Pot can stun Raven extremely quickly, so great care must be taken over the risk/reward of various situations.
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Notable Interactions


  • Slidehead will break Raven's stance, so be very selective with how you use it.

Defense


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Neutral


Raven's orb is unusually difficult for Potemkin to flick. Potemkin must be basically touching the orb before he can flick it. It will also stuff many of his attacks, and he also cannot walk under the ground orb or jump over it without expending his double jump. The air orb's startup animation can also be mistaken for an air needle, so it is a useful tool to throw out against Potemkin in order to slow down his approach. Raven can then attack through and under the orb to prevent Potemkin from walking up to the orb to flick it and/or to punish Slidehead attempts. Be very wary of Potemkin's 2D as it can still reach very far under ground orb and has several active frames to catch a dash. If you are worried about his 2D, scratch is a very large and disjointed move that will safely beat out his 2D. Also be wary of Potemkin's flick, even if he is not close enough to reflect the orb, as the attack hitbox is also extremely large and can hit extended limbs.

Offense


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Ramlethal Valentine

Even
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Notable Interactions


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Defense


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Neutral


  • Needles are very useful against Ram. Not only do they kill active swords, but if Ramlethal blocks a needle, active swords will be deactivated.

Offense


  • Raven can uniquely OTG combo Ramlethal (and Faust) into his AA command grab after 2D connects at closer spacings. Thus even certain small confirms can be a major source of excitement in this MU. After the OTG command grab, Ram cannot air tech (unless she is hit again), but she will immediately get up without any knockdown time upon touching the ground. This allows Raven to actually safejump her after he has enough excitement.
  • Ram's low crouch sometimes causes early hits of jH to whiff. This can cause certain glide combos to drop.

Raven

 Raven'Finally, we can play some honest neutral.'
Even
  • Usually good options can actually be riskier than usual in the mirror.
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Notable Interactions


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Defense


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Neutral


  • Needles can be riskier than usual because Raven can dash through or stance them.
  • If two Ravens dash at each other, the one who dashes second usually has an advantage as they will have access to later invulnerability frames.
  • 5P is very useful for reactively anti-airing glides.

Offense


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Sin Kiske

Slightly Favorable
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Notable Interactions


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Defense


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Neutral


  • Raven's 2H can low-profile Sin's fS, Beak Driver, and even Voltic Deign. Be wary of Sin's 2D at a distance however, since it can trade favorably for Sin. His IAD and Leap can also get him in against this move.
  • Raven's dash and stance are very strong against Sin at neutral. Sin's specials tend to have a high attack level, causing them to be punished by stance YRC counterattacks during hitstop, and a good amount of punishable whiff recovery.
  • Be very careful about where needles are used, since he can punish both ground and air needles with ground and air Beak, respectively.
  • Sin's Elk Hunt can low-profile needles.

Offense


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Slayer

Slightly Unfavorable
  • Slayer can stun Raven extremely quickly, so great care must be taken over the risk/reward of various situations.
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Notable Interactions


  • 2K and 2H have hurtboxes that reach high enough to trade very unfavorably with an active Slayer 6P.

Defense


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Neutral


  • Raven's 5H is very strong against Slayer, but it will consistently lose to or clash with his Crosswise Heel, causing very dangerous situations.
  • Crosswise Heel in general will beat out almost all of Raven's moves and lead to combos for Slayer.

Offense


  • Since Dandy Step and BDC specials both are strike invuln from frame 1, be very careful about predictable gaps in your pressure strings, even if they are extremely small.

Sol Badguy

Slightly Unfavorable
  • Sol can stun Raven extremely quickly, so great care must be taken over the risk/reward of various situations.
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Notable Interactions


  • https://docs.google.com/document/d/19jYLTt3pQn389yTsMVD5T95kKGhyqsQVLhPyRWYSWG4/edit
  • Stance is very useful against most of Sol's specials as it will allow Raven to get a punish in most cases before Sol can respond:
    • Against Fafnir, Stance YRC 5H will counterhit him during the hitstop.
    • Against Bandit Bringer, Stance YRC AA cmd grab will grab him out of the recovery.
    • Against Riot Stamp, Stance YRC (after the 2nd hit) AA cmd grab will grab him out of the recovery.
    • Against both Volcanic and Grand Viper, Stance can be held until after Sol rises above Raven with the uppercut and then punished. Neither of them can be cancelled with YRC (unless Sol is in DI in which case he can cancel GV with YRC). GV especially will usually fill up Raven's excitement gauge completely.
    • Stance YRC will also allow Raven to punish Gunflame, if done too close, and Bandit Revolver.

Defense


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Neutral


  • Gunflame is very effective at catching glides, Raven's buttons, and his dash. Gunflame YRC is especially potent at trapping his dash.
  • Good Stance usage is crucial for anti-airing Sol as it is very difficult to safely do so otherwise.

Offense


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Venom

 VenomBoth Venom and Raven have similar gameplans, but Venom is more stable in performing it.
Slightly Unfavorable
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Notable Interactions


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Defense


  • After FDing Venom out of his 2D range, 2S is very good at whiff punishing Venom's 2D for a CH punish.

Neutral


  • Raven's dash is very effective for going through Venom's projectiles and normals. Most of Venom's attacks do not have many active frames, but there are a few notable exceptions that can help him cover the dash, the most notable of which being QV.
  • QV has a lot of active frames and it can be held so that the attack timing can be tuned to when Venom thinks Raven will come out of the dash. It also beats out or trades very favorably with many of Raven's normals, including 2H and ill-placed jDs. In addition, QV will absorb needles unless they are aimed at the top of Venom's head.
  • The strongest methods for catching dash that Raven must always look out for are projectile-based methods, such as Stinger YRC and 2P ball hit.
    • 2P ball hit produces a slow-moving ball that covers a lot of space. Dashing through this often means that Raven will not have enough invulnerability left over to go through a normal Venom places behind the ball.
    • Stinger YRC is a traditional projectile YRC that is very effective at catching dash. H Stinger is very fast at 9f, so Venom can often do this on reaction if he has a charge ready.
  • 2D, 2H, 5H, 6H, and 6P also have a decent number of active frames and are all faster than QV. They can be somewhat effective at catching Raven's dash, but all of them are riskier to use and less effective overall than QV or projectile methods.
  • Raven's 2H is also very effective for low-profiling Stingers and many hit pool balls.

Offense


  • While performing frame traps, it is important to account for Venom's 2D low-profile. Raven's 2S is very strong for this purpose and can usually be substituted in places where Raven might have opted for 5H instead.

Zato-1

Favorable
  • Many of Zato's normal hitboxes will struggle to take on Raven's normal hitboxes.
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Notable Interactions


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Defense


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Neutral


  • Needles are very useful against Zato. Not only do they kill active drills and Eddie, but if Zato blocks a needle, Eddie will be unsummoned. However, be wary of Drunkard Shade reflection.
  • Drills can be dashed through.
  • Needle YRC glide is fairly strong against Zato performing Invite Hell, since Invite Hell cannot be cancelled with YRC. The needle will take out the active drill, and either Zato will be hit out of Invite Hell recovery by the glide, or he will be forced to spend 50 meter to PRC.

Offense


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Navigation

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