m (→Instant Kill) |
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|guts=5 | |guts=5 | ||
|stun=55 | |stun=55 | ||
|weight=Medium | |||
|jumpStartup=3 | |jumpStartup=3 | ||
|backdashTime=21 | |backdashTime=21 | ||
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</div> | </div> | ||
==Overview== | ==Overview== | ||
A familiar face from Overture, Raven makes his second playable appearance in the Guilty Gear series. Known as "The Undying Disease", Raven makes full use of his immortality to feed his masochistic love of pain in battle, which in turn leads to him fighting even harder than before. As a direct subordinate of the powerful and enigmatic "That Man", Raven is not one to be underestimated in battle. | |||
At first glance for those familiar with [http://wiki.mizuumi.net/w/Vampire_Savior/Jedah Jedah Dohma] of Darkstalkers fame, it's easy to draw parallels between the two, but by no means is Raven a clone. Raven brings his own flair to the table, which combined with the great reach of his normals, excellent ability to lead into knockdowns, and his unique "Excitement Gauge", the "Undying Disease" can be deadly in the right hands. | |||
===Strengths=== | ===Strengths=== | ||
*Excellent corner carry during pressure due to his airdash length and | *Excellent corner carry during pressure due to his airdash length and Grausam Impuls (236S) special move | ||
*Solid mix up off sweeps | *Solid mix up off sweeps | ||
*Very good combination of range, speed and some extremely low profiles on normals | *Very good combination of range, speed and some extremely low profiles on normals | ||
*Versatile projectiles for zoning | *Versatile projectiles that can be used for both zoning and pressure | ||
*An anti-air command grab to complement the zoning game | *An anti-air command grab to complement the zoning game | ||
*A forward dash with extremely fast top speed and invincibility in the middle to make it very easy to cross under opponents and phase through projectiles | *A forward dash with extremely fast top speed and invincibility in the middle to make it very easy to cross under opponents and phase through projectiles | ||
*Can punish almost anything with a correctly timed super armor stance | *Can punish almost anything close-ranged with a correctly timed super armor stance | ||
*Combos can be fairly burst safe | *Combos can be fairly burst safe | ||
*Damage on normals, specials, and supers can improved by gaining | *Damage and properties on certain normals, specials, and supers can be improved by gaining "Excitement" levels | ||
===Weaknesses=== | ===Weaknesses=== | ||
*Has difficulty escaping the corner | *Has difficulty escaping the corner in the air, since the airdash goes towards the ground | ||
*Limited combos make punishes weak in general | *Limited combos make punishes weak in general | ||
*Slow acceleration on the ground dash makes it difficult to adjust spacing and continue pressure without jumping | *Slow initial acceleration on the ground dash makes it difficult to adjust spacing and continue pressure without jumping | ||
* | *Reliance on Excitement Gauge to increase damage of combo routes and Getreuer (214214H/D) | ||
===Excitement | ===Excitement=== | ||
[[File:GGXRD- | [[File:GGXRD-R Raven ExcitementGauge.png|thumb|Raven's "Stages" of Excitement]] | ||
The Excitement Gauge affects the properties of some of Raven's attacks; the higher level it is, the more damage Raven's normals, specials and supers inflict. It also lets Raven combo off his throw special "Wachen Zweig". | The Excitement Gauge affects the damage and properties of some of Raven's attacks; the higher level it is, the more damage Raven's normals, specials and supers inflict. It also lets Raven combo off his throw special "Wachen Zweig" (63214S/HS). | ||
Each round the gauge starts at 0 and increases when Raven uses his special move "Give it to me HERE" to absorb the opponent's attacks. While using "Give it to me HERE", his gauge will slowly increase over time even if Raven does not absorb any attacks | Each round the gauge starts at level 0 and increases when Raven uses his special move "Give it to me HERE" (214K) to absorb the opponent's attacks. While using "Give it to me HERE", his gauge will slowly increase over time even if Raven does not absorb any attacks. | ||
<br clear=all/> | <br clear=all/> | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Fast, | Fast, medium range poke. Useful for spacing or checking an opponent at a distance when canceled into f.S | ||
Not self-cancellable like most other 5Ps and can be low-profiled. | |||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
An upward angled kick that works well as an anti-air | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=22,22 [23-28, 23-28] | |damage=22,22 [23-28,23-28] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|inv=-2 | |inv=-2 | ||
|description= | |description= | ||
Close ranged stab that hits twice and can be jump-canceled from either hit | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">f.S</font>====== | ======<font style="visibility:hidden" size="0">f.S</font>====== | ||
{{MoveData | {{MoveData | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Can combo into a 2HS on crouching opponents or counter hit | |||
*Can combo into a 2HS on crouching or counter hit | |||
A reliable poke overall and useful spacing tool. Use this move to keep the opponent away or simply harass them. It can be chained into attacks like Schmerz Berg for spacing or even jump-cancelled. Just beware that it can be low-profiled by certain attacks. | A reliable poke overall and useful spacing tool. Use this move to keep the opponent away or simply harass them. It can be chained into attacks like Schmerz Berg (236P) for spacing or even jump-cancelled. Just beware that it can be low-profiled by certain attacks akin to Raven's 5P. | ||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Staggers on CH (First hit only) | |||
*Staggers on CH | |||
A upward angled, multi-hitting attack that acts as Raven's most common jump cancel into an air combo. It causes a stagger on counter hit (but only on the first hit), letting Raven combo into Scharf Kugel (236HS). | |||
}} | }} | ||
}} | }} | ||
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|name=5D | |name=5D | ||
|image=GGXRD-R_Raven_5D.png | |image=GGXRD-R_Raven_5D.png | ||
|caption= | |caption=Crack That Whip! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
Raven's dust is far reaching and can be used as an occasional sneaky overhead. It isn't punishable as it leaves you at only -1 on block and can be spaced further away. Try not to rely on this too much as it's quite slow and can be predictable. | Raven's dust is far reaching and can be used as an occasional sneaky overhead. It isn't punishable as it leaves you at only -1 on block and can be spaced further away. Try not to rely on this too much as it's quite slow and can be predictable. | ||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
While this hits Mid instead of Low, this works as one of Raven's fastest pokes. Unlike 5P, this is self-cancelable. | |||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
While this move is typically slower than most character's 2Ks, Raven | While this move is typically slower than most character's 2Ks, Raven mostly sees it's use as a low mixup to his oki game. | ||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
A crouching stab that appears to hit Low, but is in reality a Mid | |||
Can combo into 2HS on crouching opponent or on Counter Hit | |||
}} | }} | ||
}} | }} | ||
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|name=2HS | |name=2HS | ||
|image=GGXRD-R_Raven_2H.png | |image=GGXRD-R_Raven_2H.png | ||
|caption= | |caption=Give The Past The Slip. | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=38 | |damage=38 [39-49] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
A long reaching yet slow low attack that is useful as a spacing tool. Combos into 2D and Grausam | A long reaching, yet slow, low attack that is useful as a spacing tool. Combos into 2D and Grausam Impuls (236S) for an easy knockdown. | ||
}} | }} | ||
}} | }} | ||
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|name=2D | |name=2D | ||
|image=GGXRD-R_Raven_2D.png | |image=GGXRD-R_Raven_2D.png | ||
|caption= | |caption=You Will Never Live It Down | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=30 | |damage=30 [31-39] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
A sweep with pretty great range. Able to be canceled into any of Raven's specials for oki or combo purposes. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=10 | |damage=10 [11-13] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Par the course as far as j.Ps are concerned. Raven stabs the area in front of him. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=16 | |damage=16 [17-20] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
A bit of an odd move in that it doesn't hit too far forward or above Raven's waist, instead hitting below him | |||
}} | }} | ||
}} | }} | ||
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|name=j.S | |name=j.S | ||
|image=GGXRD-R_Raven_jS.png | |image=GGXRD-R_Raven_jS.png | ||
|caption= | |caption=Painting death, one happy little bush at a time | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=26 | |damage=26 [27-33] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Turns Raven's arm into a paintbrush of death. Has pretty decent range in front and partially below him. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=26*3 | |damage=26*3 [27*3-33*3] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Raven wraps himself in his cloak, hitting the opponent 3 times. Useful during Raven's airdash. Is able to crossup. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.D</font>====== | ======<font style="visibility:hidden" size="0">j.D</font>====== | ||
{{MoveData | {{MoveData | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=20,24 | |damage=20,24 [21,25-26,31] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
Line 494: | Line 472: | ||
|description= | |description= | ||
*2 Hits | *2 Hits | ||
* | *Knocks down | ||
j.D is to be used as an effective air-combo ender. The second hit causes a knockdown | |||
j.D is to be used as an effective air-combo ender. The second hit causes a untechable knockdown from any height. Raven is able to special cancel during the entirety of the move's aerial recovery. | |||
If used at a low enough height, Raven can use his aerial Scharf Kugel (236HS in air) for okizeme into a possible homing dash. Can also follow up with the P version of Gebrechlich Licht (236P in air) to slow an opponent on wakeup after certain strings. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=26 | |damage=26 [27-33] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
|prorate= | |prorate= | ||
|level= | |level=2 | ||
|guard=Mid | |guard=Mid | ||
|cancel=SJ | |cancel=SJ | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=9 | ||
|active= | |active=3 | ||
|recovery= | |recovery=27 | ||
|frameAdv= | |frameAdv=-16 | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Launches on CH | |||
A wide arcing claw swipe that has amazing vertical reach and covers a bit of space in front of the stationary Raven. | |||
On hit it can only gatling into Raven's 5S or f.S, and can only combo from an anti-air hit into an overdrive on larger characters or characters very close to the ground. On grounded or anti-air CH can be special cancelled into the S version of Wachen Zweig. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">4P</font>====== | ======<font style="visibility:hidden" size="0">4P</font>====== | ||
{{MoveData | {{MoveData | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=12 | |damage=12,10 [13,11-15,13] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Raven's 4P is his fastest standing normal and is self-cancellable. It works very much like other characters' 5Ps | Raven's 4P is his fastest standing normal and is self-cancellable. It works very much like other characters' 5Ps in terms of usage | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=54 | |damage=54 [55-70] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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*Leaves Raven in airborne state | *Leaves Raven in airborne state | ||
*Staggers on CH | *Staggers on CH | ||
Raven's 6H leaves him airborne, letting him RC it and start his airdash pressure. It has very short range but is safe even on block since he jumps away and can perform air specials after it. If | |||
Raven's 6H leaves him airborne, letting him RC it and start his airdash pressure. It has very short range but is safe even on block since he jumps away and can jump cancel or perform air specials after it. If this connects on Counter Hit, they get staggered which lets Raven combo into his Scharf Kugel or Gebrechlich Licht. It's not a bad idea to attempt an option-select a 6H/throw on an opponent's wakeup considering how safe this attack can be up close. | |||
}} | }} | ||
}} | }} | ||
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|name=j.2K | |name=j.2K | ||
|image=GGXRD-R_Raven_j2K.png | |image=GGXRD-R_Raven_j2K.png | ||
|caption= | |caption=From Above! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=18 | |damage=18 [19-23] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
Line 604: | Line 586: | ||
*Halts his forward air momentum | *Halts his forward air momentum | ||
*Can cross up | *Can cross up | ||
*You can combo off of it on counter hit | |||
An attack that drops Raven towards the ground with his knee. It halts his forward momentum in the air and can let him land to the ground instantly during the beginning of a homing dash for some tricky mixups. Because of J.2k's hit box, Raven can even cross up opponents. | An attack that drops Raven towards the ground with his knee. It halts his forward momentum in the air and can let him land to the ground instantly during the beginning of a homing dash for some tricky mixups. Because of J.2k's hit box, Raven can even cross up opponents. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=40 | |damage=40 [41-52] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
|prorate=Forced 50: | |prorate=Forced 50: | ||
|level=0 | |level=0 | ||
|guard=Ground Throw: | |guard=Ground Throw: 70000 | ||
|cancel= | |cancel= | ||
|roman=R | |roman=R | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv=15 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Raven dunks his opponent and bounces them in the air, allowing for an air followup. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=60 | |damage=60 [61-78] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
|prorate=Forced: | |prorate=Forced: | ||
|level=0 | |level=0 | ||
|guard=Air Throw: | |guard=Air Throw: 192500 | ||
|cancel= | |cancel= | ||
|roman=R | |roman=R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Raven captures and pierces his opponents his opponent with explosive needles, sending them plummeting to the ground. | |||
Raven normally lands at the same time as his opponent, which can allow for decent meaty and oki setups. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=25 | |damage=25 [26-32] | ||
|tension=-5000 | |tension=-5000 | ||
|risc= | |risc= | ||
Line 677: | Line 658: | ||
|cancel= | |cancel= | ||
|roman= | |roman= | ||
|startup= | |startup=12 | ||
|active= | |active=4 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv=-13 | ||
|inv= | |inv=1~15 Full | ||
|description= | |description= | ||
* | *Fully invincible from frames 1-15 | ||
Has the same animation as Raven's 6P, although it's short horizontal range can hinder it as a reversal option if spacing is not taken into account. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|version=Uncharged | |version=Uncharged | ||
|damage=50 | |damage=50 [51-65] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|header=no | |header=no | ||
|version=Max Charge | |version=Max Charge | ||
|damage=50 | |damage=50 [51-65] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|inv=? | |inv=? | ||
|description= | |description= | ||
* | *Partial charge version causes horizontal blowback on hit, wall sticks in corner. | ||
* | *Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit. | ||
*Steals a small amount of Burst Gauge on hit. | |||
*Proration: 55% (partial charge only) | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=20 | |damage=20 [21-26] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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*Has an active hit box during the dash | *Has an active hit box during the dash | ||
*Can land about 3 normals before landing, not including the initial hit from the Airdash itself | *Can land about 3 normals before landing, not including the initial hit from the Airdash itself | ||
Raven's airdash steers him towards the ground until he's at a set height and then lets him glide forward. The angle at which he starts this dash is | |||
Raven's airdash steers him towards the ground until he's at a set height and then lets him glide forward. The angle at which he starts this dash is dependent on how high in the air he is. This airdash itself has a hitbox on contact, letting Raven start some offense with it. A major use of this is for 50/50 mixups after knockdown and to even IAD after a jump-cancellable ground normal for extended pressure. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=22 | |damage=22 [23-28] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
Line 780: | Line 763: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=13 | ||
|active= | |active=Until off the screen | ||
|recovery= | |recovery=36 + landing 12 | ||
|frameAdv= | |frameAdv=-9 | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *Halves opponent's movement speed for 89F on hit | ||
*Leaves Raven airborne afterwards, letting him | *Cannot be used if projectiles from Gebrechlich Licht (236P/K in air) or Scharf Kugel (236HS) are on screen | ||
*Leaves Raven airborne afterwards, letting him YRC into his airdash for safer offense. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=22 | |damage=22 [23-28] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=21 | ||
|active= | |active=Until it hits the ground or is offscreen | ||
|recovery= | |recovery=45 + Landing 8 | ||
|frameAdv= | |frameAdv=-4 | ||
|inv= | |inv= | ||
|description= | |description= | ||
The air version of his Schmerz Berg projectile. The P version throws the needle closer towards ground and the K version throws it further away. An air combo can be ended with the P version to leave the opponent in a slowed state upon wakeup. | *Halves opponent's movement speed for 89F on hit | ||
*Cannot be used if projectiles from Schmerz Berg (236P) or Scharf Kugel (236HS) are on screen | |||
The air version of his Schmerz Berg projectile. The P version throws the needle closer towards ground and the K version throws it further away. | |||
An air combo can be ended with the P version to leave the opponent in a slowed state upon wakeup. | |||
}} | }} | ||
}} | }} | ||
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|input=236S (air OK) | |input=236S (air OK) | ||
|image=GGXRD-R_Raven_GrausamImpuls.png | |image=GGXRD-R_Raven_GrausamImpuls.png | ||
|caption= | |caption=Just do it | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=40 | |header=yes | ||
|version=Ground | |||
|subtitle=236S | |||
|damage=40 [41-52] | |||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=17 | ||
|active= | |active=6 | ||
|recovery= | |recovery=31 | ||
|frameAdv= | |frameAdv=-3 | ||
|inv= | |||
|description= | |||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=Air | |||
|subtitle=j.236S | |||
|damage=40 [41-52] | |||
|tension= | |||
|risc= | |||
|prorate= | |||
|level= | |||
|guard=Mid | |||
|cancel= | |||
|roman=YRP | |||
|startup=12 | |||
|active=9 | |||
|recovery=Until landing + landing 6 | |||
|frameAdv=-14 | |||
|inv= | |inv= | ||
|description= | |description= | ||
A far reaching slash that | |||
A far reaching slash that knocks the opponent back on hit. It can be RC'd for a combo, but in the corner on CH or on a lightweight it's possible to combo without it. | |||
The air version has much less range and halts his forward air momentum. A good use for it is to end a homing dash blockstring with it to push you away and avoid an opponent's throw. On CH can wallbounce allowing for easy followups. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=20*3 | |version=Ground | ||
|Subtitle=236HS | |||
|damage=20*3 [21*3-26*3] | |||
|tension= | |||
|risc= | |||
|prorate= | |||
|level= | |||
|guard=Mid | |||
|cancel= | |||
|roman=YRP | |||
|startup=46 | |||
|active=60 | |||
|recovery=Total 46 | |||
|frameAdv=41 | |||
|inv= | |||
|description= | |||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=Air | |||
|subtitle=j.236HS | |||
|damage=20*3 [21*3-26*3] | |||
|tension= | |tension= | ||
|risc= | |risc= | ||
Line 866: | Line 897: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=54 | ||
|active= | |active=60 | ||
|recovery= | |recovery=Total 48+8 after landing | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Disappears early if Raven is hit | *Disappears early if Raven is hit | ||
*Often used for | *Often used for okizeme | ||
Raven tosses a triple-hitting projectile that travels forward briefly before staying in place | *Cannot be used if projectiles from Schmerz Berg (236P) or Gebrechlich Licht (236P/K in air) are on screen | ||
Raven tosses a triple-hitting projectile that travels forward briefly before staying in place. A very handy special to use on a knockdown that keeps Raven close like 2D or j.D that's low enough to the ground. The ground version is thrown straight ahead, while the aerial version is thrown diagonally downward, is thrown at a lower angle, and has a little bit more startup. | |||
It sees primary use during okizeme, giving Raven enough time to perform 50/50 mixups and can also be used in certain combo strings. | |||
}} | }} | ||
}} | }} | ||
Line 904: | Line 938: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Hyper Armor starts on 5F and lasts for 20F after releasing the button depending on if you gained a stack or more of excitement gauge | *Hyper Armor starts on 5F and lasts for 20F after releasing the button depending on if you gained a stack or more of excitement gauge | ||
*Works against Unblockable attacks (Examples: Slayer's Undertow, Elphelt's Miss Confire, Johnny's Sigh'd Mist Finer etc.) | *Hyper Armor lasts for 21F and recovery increases to 25F if only one stack has been gained by holding the stance | ||
*Works against Unblockable attacks (Examples: Slayer's Undertow, Elphelt's Miss Confire, Johnny's Sigh'd Mist Finer etc.) | |||
*Increases "Excitement Gauge" level as input is held or as Raven takes damage during this stance. It takes 40F to gain one stack, 80F to gain the second and 60F for each subsequent stack. | *Increases "Excitement Gauge" level as input is held or as Raven takes damage during this stance. It takes 40F to gain one stack, 80F to gain the second and 60F for each subsequent stack. | ||
*Nulls out the leveling effect of Johnny's "Glitter is Gold" | *Nulls out the leveling effect of Johnny's "Glitter is Gold" | ||
*When an attack is absorbed, Raven is not affected by hitstop | *When an attack is absorbed, Raven is not affected by hitstop | ||
*Can YRC on hit or cancel into Getreuer (214214H/D) at any time to punish attacks | |||
This is starting point of one of Raven's unique mechanics: the Excitement Gauge. Raven can | This is starting point of one of Raven's unique mechanics: the "Excitement Gauge". Damage taken during the duration of the stance is not immediately lost, but instead becomes "Purple Health" which recovers over time after not taking damage for a certain amount of time. Should Raven be hit outside of stance while he still has "Purple Health", he will instantly lose all of it and guts and defense will kick in where his normal "Yellow Health" is. (Example: If Raven gets hit while his "Purple Health" is at 50%, but his "Yellow Health" is at 30%, [[GGXRD-R/Damage#Guts|Guts]] scaling will begin at 48%) | ||
Take note that while the stance is able to hold out to any sort of attack, Bursts and Instant Kills included, Raven is still vulnerable to being thrown. | |||
The "Excitement Gauge" has within it 10 separate levels, broken down into 3 main stages which can be attained by a combination of holding the stance or getting hit. Each level passively increases the damage of all of Raven's attacks, while changing the properties of certain moves for each stage attained. | |||
*'''Excitement Stage 1 (Passive Face)''': Levels 0-2 | |||
*'''Excitement Stage 2 (Smiling Face)''': Levels 3-5 | |||
*'''Excitement Stage 3 (Tongue Face)''': Levels 6-10 | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|version= | |version=Anti-Air | ||
|subtitle= | |subtitle=63214S | ||
|damage=80 | |damage=80 [82-104] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
|prorate= | |prorate= | ||
|level= | |level= | ||
|guard= | |guard=Air Unblockable | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=19 | ||
|active= | |active=10 | ||
|recovery= | |recovery=31 | ||
|frameAdv= | |frameAdv=52 | ||
|inv= | |inv= | ||
}} | }} | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version= | |version=Ground | ||
|subtitle= | |subtitle=63214HS | ||
|damage=80 | |damage=80 [82-104] | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
|prorate= | |prorate= | ||
|level= | |level= | ||
|guard= | |guard=Throw: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=27 | ||
|active= | |active=6 | ||
|recovery= | |recovery=42 | ||
|frameAdv= | |frameAdv=52 | ||
|inv= | |inv= | ||
|description= | |description= | ||
* S version is air unblockable, so it can be comboed into and be Blitzed | * S version is air unblockable, so it can be comboed into and be Blitzed | ||
* H version is a throw, so it can not be comboed into nor Blitzed | * H version is a throw, so it can not be comboed into nor Blitzed | ||
* Excitement | |||
* Excitement | Raven's command grab that reaches far ahead of him and has two versions. 63214H is the ground version that aims in front while 63214S aims in a 45 degree angle upwards. Both lack a hurbox where his arm is but also lack the ability to connect if you are too close. S version can be used as a combo ender/extender in some cases. The properties for the move change entirely depending on the Stage of the "Excitement Gauge". | ||
* Excitement | |||
* '''Excitement Stage 1 (Passive Face)''': knocks the opponent away | |||
* '''Excitement Stage 2 (Smiling Face)''': can combo into 5K afterwards | |||
* '''Excitement Stage 3 (Tongue Face)''': can combo into 5H afterwards | |||
}} | }} | ||
Line 978: | Line 1,021: | ||
|image=GGXRD-R_Raven_Getreuer1.png | |image=GGXRD-R_Raven_Getreuer1.png | ||
|image2=GGXRD-R_Raven_Getreuer2.png | |image2=GGXRD-R_Raven_Getreuer2.png | ||
|caption2=Number of hits and | |caption2=Number of hits and damage depend on Excitement Level | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 988: | Line 1,031: | ||
|prorate= | |prorate= | ||
|level= | |level= | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman= | |roman=YRP | ||
|startup= | |startup=6+1 | ||
|active= | |active=6 | ||
|recovery= | |recovery=42 | ||
|frameAdv= | |frameAdv=-29 | ||
|inv= | |inv=1~9 Full | ||
}} | }} | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,015: | Line 1,058: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Damage/hits increases depending on Excitement Gauge Level | |||
*Can be chained into from 214K | |||
*Very useful for closing out rounds at higher Excitement Levels due to sheer number of hits | |||
Raven's standard reversal super that ends with a single kick that both knocks back and causes knockdown. Where this move really shines is when he begins to fill his "Excitement Gauge". For each level gained in Raven's Excitement Gauge, 5 hits will be added to the move, up to a maximum of 50 additional hits at Excitement Level 10 (52 hits total). The full animation from the initial hit occurs even when used as an OTG, so this move is very useful to tack on a bit of additional damage, especially at higher Excitement Gauge levels. Aside from its use as a combo ender, Getreuer can also be used at any time during "Give it to me HERE" (214K) to punish your opponent for attacking through Raven's hyper armor should they be close enough. | |||
}} | }} | ||
}} | }} | ||
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|caption=Ground version goes straight, air version goes diagonal | |caption=Ground version goes straight, air version goes diagonal | ||
|image2=GGXRD-R_Raven_Verzweifelt2.png | |image2=GGXRD-R_Raven_Verzweifelt2.png | ||
|caption2= | |caption2= STRIKE A POSE! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |version=Ground | ||
|subtitle=632146S | |||
|damage=70, 10*2 (minimum) | |||
|tension=-5000 | |||
|risc= | |||
|prorate= | |||
|level= | |||
|guard=Mid | |||
|cancel= | |||
|roman=YRP | |||
|startup=6+2 | |||
|active=Until Screen Border | |||
|recovery=62 | |||
|frameAdv=-55 | |||
|inv=7~until recovery Full | |||
|description= | |||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=Aerial | |||
|subtitle=632146S in air | |||
|damage=70, 10*2 (minimum) | |||
|tension=-5000 | |tension=-5000 | ||
|risc= | |risc= | ||
Line 1,041: | Line 1,107: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+2 | ||
|active= | |active=Until Ground | ||
|recovery= | |recovery=64 | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv=8~until recovery Full | ||
|description= | |description= | ||
* Damage increases depending on Excitement Gauge's level | |||
* Number of hits increases depending on the Excitement Gauge's stage | |||
* Useful for punishing attacks from full screen | * Useful for punishing attacks from full screen | ||
* Pose is random | * Pose is random | ||
Where Getreuer (214214HS/D) shines in it's ability to punish close range attacks, Verzweifelt excels in punishing long range attacks. Verzweifelt has projectile invulnerability throughout all of it's active frames, allowing for punishes against unprepared zoners. The move on hit allows for a link into Getreuer under most circumstances, and on block moves Raven a considerable distance away from the opponent. Take note however that with a fast enough dash, or an attack that reaches far enough, it is possible to punish Raven on block during the recovery of the attack. | |||
}} | }} | ||
}} | }} | ||
==[[GGXRD/Offense#Instant Kill|Instant Kill]] | ==[[GGXRD-R/Offense#Instant Kill|Instant Kill]]== | ||
{{MoveData | {{MoveData | ||
|name=Sehnsucht | |name=Sehnsucht | ||
|input=During IK Mode: 236236HS | |input=During IK Mode: 236236HS | ||
|image=GGXRD- | |image=GGXRD-R Raven Sehnsucht1.png | ||
|image2=GGXRD- | |image2=GGXRD-R Raven Sehnsucht2.png | ||
| | |image3=GGXRD-R Raven Sehnsucht3.png | ||
|caption3=There's no need to be afraid... | |||
|data= | |data= | ||
{{AttackData-GGXRD-R | |||
|damage=DESTROY | |damage=DESTROY | ||
|tension= | |tension= | ||
Line 1,072: | Line 1,140: | ||
|cancel= | |cancel= | ||
|roman= | |roman= | ||
|startup= | |startup=9+14[5+6] | ||
|active= | |active=6 | ||
|recovery= | |recovery=31 | ||
|frameAdv= | |frameAdv=-20 | ||
| | |description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | ||
*Invulnerability: 9-28[5-16] All | |||
*Uses a variation of his H Wachen Zweig animation with the main difference being that it has a hitbox along the entirety of his arm instead of just connecting as a grab at his hand. | |||
Raven incinerates both himself and his opponent in a glorious blaze of fire and reduces them both to ashes. Raven's title of "The Undying Disease" isn't just for show however... | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Raven]] | ||
Latest revision as of 04:49, 25 December 2023
Raven |
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Defense Modifier: x1.11 Guts Rating: 5 Weight: Medium Stun Resistance: 55 Jump Startup: 3 Backdash Time 21 / Invul: 1-9 Forward Dash Invincibility: 10-26
|
Overview
A familiar face from Overture, Raven makes his second playable appearance in the Guilty Gear series. Known as "The Undying Disease", Raven makes full use of his immortality to feed his masochistic love of pain in battle, which in turn leads to him fighting even harder than before. As a direct subordinate of the powerful and enigmatic "That Man", Raven is not one to be underestimated in battle.
At first glance for those familiar with Jedah Dohma of Darkstalkers fame, it's easy to draw parallels between the two, but by no means is Raven a clone. Raven brings his own flair to the table, which combined with the great reach of his normals, excellent ability to lead into knockdowns, and his unique "Excitement Gauge", the "Undying Disease" can be deadly in the right hands.
Strengths
- Excellent corner carry during pressure due to his airdash length and Grausam Impuls (236S) special move
- Solid mix up off sweeps
- Very good combination of range, speed and some extremely low profiles on normals
- Versatile projectiles that can be used for both zoning and pressure
- An anti-air command grab to complement the zoning game
- A forward dash with extremely fast top speed and invincibility in the middle to make it very easy to cross under opponents and phase through projectiles
- Can punish almost anything close-ranged with a correctly timed super armor stance
- Combos can be fairly burst safe
- Damage and properties on certain normals, specials, and supers can be improved by gaining "Excitement" levels
Weaknesses
- Has difficulty escaping the corner in the air, since the airdash goes towards the ground
- Limited combos make punishes weak in general
- Slow initial acceleration on the ground dash makes it difficult to adjust spacing and continue pressure without jumping
- Reliance on Excitement Gauge to increase damage of combo routes and Getreuer (214214H/D)
Excitement
The Excitement Gauge affects the damage and properties of some of Raven's attacks; the higher level it is, the more damage Raven's normals, specials and supers inflict. It also lets Raven combo off his throw special "Wachen Zweig" (63214S/HS).
Each round the gauge starts at level 0 and increases when Raven uses his special move "Give it to me HERE" (214K) to absorb the opponent's attacks. While using "Give it to me HERE", his gauge will slowly increase over time even if Raven does not absorb any attacks.
Normal Moves
[ ] Brackets list potential damage with higher excitement levels.
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
---|
5HS
5HS |
---|
5D
5D |
---|
2P
2P |
---|
2K
2K |
---|
2S
2S |
---|
2HS
2HS |
---|
2D
2D |
---|
j.P
j.P |
---|
j.K
j.K |
---|
j.S
j.S |
---|
j.HS
j.HS |
---|
j.D
j.D |
---|
6P
6P |
---|
4P
4P |
---|
6HS
6HS |
---|
j.2K
j.2K |
---|
Universal Mechanics
Ground Throw
Ground Throw |
---|
Air Throw
Air Throw |
---|
Dead Angle Attack
Dead Angle Attack |
---|
Blitz Shield Charge Attack
Blitz Attack |
---|
Special Moves
Homing Dash
Glide j.66 |
---|
Schmerz Berg
Schmerz Berg 236P |
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Gebrechlich Licht
Gebrechlich Licht j.236P/K |
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Grausam Impuls
Grausam Impuls 236S (air OK) |
---|
Scharf Kugel
Scharf Kugel 236HS (air OK) |
---|
Give it to me HERE
Give it to me HERE 214K (can be held) |
---|
Wachen Zweig
Wachen Zweig 63214S/HS |
---|
Overdrives
Getreuer
Getreuer 214214H [214214D] |
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Verzweifelt
Verzweifelt 632146S (air OK) |
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Instant Kill
Sehnsucht During IK Mode: 236236HS |
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