GGXRD-R2/Raven/Matchups

From Dustloop Wiki
 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

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Defense


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Neutral


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Axl Low

 Axl LowStance is difficult for Axl to do anything about at mid / long range
Favorable


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  • 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.

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.

Baiken

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

Defense


  • 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


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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
    • As a more catch-all option, he can input delayed 3H~4H. This will 2H against Azami K, 6H against Azami P, and do nothing against Azami Rokkonsogi (Video Example)

Bedman

 BedmanRaven's superior neutral and approach options naturally foil a lot of Bedman's strengths
Very 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
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Neutral


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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

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Neutral


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Dizzy

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Elphelt Valentine

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Faust

Even


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I-No

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Defense


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Neutral


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Jack-O

Favorable


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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 and controlling her in neutral
  • Her Parry will beat most meaty orb 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 and no meterless reversal.

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  • 2S and 2P can get low profiled by 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 safeglides against parry, fake the glide hit out by whiffing an early j.P and landing into a low.

Since Jam can parry out of meaty orbs successfully, Raven can use 6H as an okizeme option to call it out specifically. Examples in this video:

Johnny

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Kum Haehyun

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Ky Kiske

 Ky KiskeSimilar gameplan, skewed outcome in Ky's favor
Even


  • Ky tends to have superior neutral over Raven and 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)
  • 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

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  • 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 followup in Ky's arsenal besides throws
  • FD the first hit of 6H and IB the second hit. All he can do from there to keep Raven from pressing or jumping is f.S, 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


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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.

Leo Whitefang

 Leo WhitefangPlay lame and don't let him in
Favored


  • 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.
  • Leo is one of the only characters that 2D > Orb is meaty against, even crouching.

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  • 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

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May

 MayDon't get hit in the air. Risk/Reward heavily favors May
Unfavored


  • 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) and j.S (far) are Raven's most reliable option. Be careful as May will deal 50% of your health into okizeme on air counterhits while being burst safe.

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Neutral


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Millia Rage

Unfavored


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Defense


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Neutral


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Potemkin

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Defense


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Neutral


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Ramlethal Valentine

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Neutral


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Raven

 Raven"I believe it's the dumbest mirror in the entire game" -Dragonfly 2022
Even


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Sin Kiske

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Defense


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Neutral


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Sol Badguy

Slightly Unfavored


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Venom

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Defense


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Neutral


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Zato-1

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Defense


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Neutral


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