GGXRD-R/Raven: Difference between revisions

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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 scratch special move
*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 excitement levels; command grab can also be improved for stronger combos.
*Damage and properties on certain normals, specials, and supers can be improved by gaining "Excitement" levels


===Weaknesses===
===Weaknesses===
*Has difficulty escaping the corner through the air, since the airdash goes towards the ground
*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
*Reversal super and combos depend on excitement gauge
*Reliance on Excitement Gauge to increase damage of combo routes and Getreuer (214214H/D)


===Excitement Level===
===Excitement===
[[File:GGXRD-R_Raven_ExcitementGauge.png|thumb]]
[[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, Medium range poke. It's not self-cancellable like most other 5Ps and can be low-profiled.
Fast, medium range poke. Useful for spacing or checking an opponent at a distance when canceled into f.S
*point 1
 
*point 2
Not self-cancellable like most other 5Ps and can be low-profiled.
Placeholder
 
  }}
  }}
}}
}}
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  |inv=
  |inv=
  |description=
  |description=
Anti-air
An upward angled kick that works well as an anti-air
*point 1
 
*point 2
Placeholder
  }}
  }}
}}
}}
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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=
description text
Close ranged stab that hits twice and can be jump-canceled from either hit
*2 Hits
 
*Jump-cancelable on first and second hits.
Placeholder
  }}
  }}
}}
}}
======<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=
*Jump-Cancellable
*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=
*2 Hits
*Staggers on CH (First hit only)
*Staggers on CH
 
This is a multi-hitting attack that is 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 a Scharf Kugel.  
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.
*point 1
 
*point 2
Placeholder
  }}
  }}
}}
}}
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  |inv=
  |inv=
  |description=
  |description=
description text
While this hits Mid instead of Low, this works as one of Raven's fastest pokes. Unlike 5P, this is self-cancelable.
*point 1
*point 2
Placeholder
  }}
  }}
}}
}}
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  |inv=
  |inv=
  |description=
  |description=
While this move is typically slower than most character's 2Ks, Raven's 2K mostly sees it's use as a low mixup to his oki game.
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.
*point 1
 
*point 2
Placeholder
  }}
  }}
}}
}}
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  |inv=
  |inv=
  |description=
  |description=
description text
A crouching stab that appears to hit Low, but is in reality a Mid
*point 1
 
*point 2
Can combo into 2HS on crouching opponent or on Counter Hit
Placeholder
  }}
  }}
}}
}}
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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 impuls for knockdown.
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.
*point 1
 
*point 2
Placeholder
  }}
  }}
}}
}}
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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=
description text
A sweep with pretty great range. Able to be canceled into any of Raven's specials for oki or combo purposes.
*point 1
*point 2
Placeholder
  }}
  }}
}}
}}
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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=
description text
Par the course as far as j.Ps are concerned. Raven stabs the area in front of him.
*point 1
*point 2
Placeholder
  }}
  }}
}}
}}
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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=
description text
A bit of an odd move in that it doesn't hit too far forward or above Raven's waist, instead hitting below him
*point 1
*point 2
Placeholder
  }}
  }}
}}
}}
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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=
description text
Turns Raven's arm into a paintbrush of death. Has pretty decent range in front and partially below him.
*point 1
*point 2
Placeholder
  }}
  }}
}}
}}
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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=
description text
Raven wraps himself in his cloak, hitting the opponent 3 times. Useful during Raven's airdash. Is able to crossup.
*3 Hits
*point 2
Placeholder
  }}
  }}
}}
}}
======<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=
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  |description=
  |description=
*2 Hits
*2 Hits
*knocks down
*Knocks down
j.D is to be used as an effective air-combo ender. The second hit causes a knockdown, plummeting an opponent downwards. If used at a low enough height, Raven can use his air Scharf Kugel for an okizeme into a possible homing dash. If this is space precisely as an ender, a P version Gebrechlich Licht can connect to slow an opponent on wakeup.  
 
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=
description text
*Launches on CH
*point 1
 
*point 2
A wide arcing claw swipe that has amazing vertical reach and covers a bit of space in front of the stationary Raven.
Placeholder
 
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
*point 1
 
*point 2
Placeholder
  }}
  }}
}}
}}
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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 an opponent gets countered by it, 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.
 
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=
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*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=
*Allows Raven to combo after the bounce
Raven dunks his opponent and bounces them in the air, allowing for an air followup.
*
Follow the [[Help:Writing_Character_Pages]] guidelines
  }}
  }}
}}
}}
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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=
*List what the move is used for
Raven captures and pierces his opponents his opponent with explosive needles, sending them plummeting to the ground.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
 
Follow the [[Help:Writing_Character_Pages]] guidelines
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=
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  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=12
  |active=
  |active=4
  |recovery=
  |recovery=23
  |frameAdv=
  |frameAdv=-13
  |inv=
  |inv=1~15 Full
  |description=
  |description=
*List what the move is used for
*Fully invincible from frames 1-15
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
 
Follow the [[Help:Writing_Character_Pages]] guidelines
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=
Line 728: Line 709:
  |inv=?
  |inv=?
  |description=
  |description=
*List what the move is used for
*Partial charge version causes horizontal blowback on hit, wall sticks in corner.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit.
Follow the [[Help:Writing_Character_Pages]] guidelines
*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 dependant 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.
 
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=
*Slows opponent's movement for a short duration on hit
*Halves opponent's movement speed for 89F on hit
*Leaves Raven airborne afterwards, letting him yrc into a homing dash for a safer offense.
*Cannot be used if projectiles from Gebrechlich Licht (236P/K in air) or Scharf Kugel (236HS) are on screen
Follow the [[Help:Writing_Character_Pages]] guidelines
*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=
Line 808: Line 792:
  |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
*List what the move is used for
*Cannot be used if projectiles from Schmerz Berg (236P) or Scharf Kugel (236HS) are on screen
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
 
Follow the [[Help:Writing_Character_Pages]] guidelines
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=
Line 837: Line 827:
  |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 leaves the opponent spiraling 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 regardless. 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.
 
*List what the move is used for
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.  
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
 
Follow the [[Help:Writing_Character_Pages]] guidelines
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.
 
  }}
  }}
}}
}}
Line 858: Line 868:
|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 an okizeme
*Often used for okizeme
Raven tosses a triple-hitting projectile that travels forward briefly before staying in place. It disappears shortly afterwards but even shorter if Raven is hit while it's active. A very handy special to use after a knockdown like 2D or a j.D that's low enough to the ground. It's perfect for okizeme and gives Raven enough time to perform 50/50 mixups or to just fill up on his excitement gauge. The air version travels a bit further and is thrown at a lower angle but takes a bit longer to become active.  
*Cannot be used if projectiles from Schmerz Berg (236P) or Gebrechlich Licht (236P/K in air) are on screen
Follow the [[Help:Writing_Character_Pages]] guidelines
 
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
*Vulnerable to throws
*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.
*Hyper Armor lasts for 21F and recovery increases to 25F if only one stack has been gained by holding the stance
*Nulls out the leveling effect of Johnny's "Glitter is Gold"
*Nulls out the leveling effect of Johnny's "Glitter is Gold"
*Damage taken as Purple Health in the stance is unaffected by guts and defense and will recover over time unless hit by opponent
*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 also YRC or cancel into Getreuer after getting hit during stance to immediately punish an opponent that attacks him during this stance, though both cost Tension.
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=Ground
  |version=Anti-Air
  |subtitle=63214HS
  |subtitle=63214S
  |damage=80
  |damage=80 [82-104]
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=Throw:
  |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=Anti-Air
  |version=Ground
  |subtitle=63214S
  |subtitle=63214HS
  |damage=80
  |damage=80 [82-104]
  |tension=
  |tension=
  |risc=
  |risc=
  |prorate=
  |prorate=
  |level=
  |level=
  |guard=Air Unblockable
  |guard=Throw:
  |cancel=
  |cancel=
  |roman=YRP
  |roman=YRP
  |startup=
  |startup=27
  |active=
  |active=6
  |recovery=
  |recovery=42
  |frameAdv=
  |frameAdv=52
  |inv=
  |inv=
  |description=
  |description=
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.
* 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 Level increases damage
 
* Excitement Level 3-5 (Smiley face icon) can combo into 5K afterwards
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 Level 6+ (Tongue face icon) can combo into 5H afterwards
 
* '''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 Damage depend on Excitement Level
|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=
You stab things a lot
*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.
 


Raven's standard reversal super that ends with a single kick that does both knock back and knockdown. Where this move really shines is when he begins to fill his excitement gauge. If so, he will begin to stab multiple times before ending with the same kick, leading to more stabs and damage depending on his gauge. Use this move to milk damage for the kill even if it's OTG. The other use is to have opponents attack you in his stance (214K) while you can use this move's invincibility to reversal them.
*Damage/hits increases depending on excitement gauge.
*Can be chained into from 214K
  }}
  }}
}}
}}
Line 1,030: Line 1,075:
|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= Shades of JoJo
|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
* Difficult to punish since it leaves Raven far from the opponent on block
* 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]]==
======<font style="visibility:hidden" size="0">Sehnsucht</font>======
{{MoveData
{{MoveData
|name=Sehnsucht
|name=Sehnsucht
|input=During IK Mode: 236236HS
|input=During IK Mode: 236236HS
|image=GGXRD-R_Raven_Sehnsucht1.png
|image=GGXRD-R Raven Sehnsucht1.png
|image2=GGXRD-R_Raven_Sehnsucht2.png
|image2=GGXRD-R Raven Sehnsucht2.png
|caption2=There's no need to be afraid...
|image3=GGXRD-R Raven Sehnsucht3.png
|caption3=There's no need to be afraid...
|data=
|data=
{{AttackData-GGXRD-R
{{AttackData-GGXRD-R
|version=Normal
  |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
  |inv=
  |description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
}}
*Invulnerability: 9-28[5-16] All
{{AttackData-GGXRD-R
*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.
|header=no
|version=Conclusion Conditions Complete
|damage=DESTROY
|tension=
|risc=
|prorate=
|level=
|guard=All
|cancel=
|roman=
|startup=
|active=
|recovery=
|frameAdv=
|inv=
|description=
You both die from this. But then Raven's immortality kicks in.


Uses a variation of his H Wachen Zweig animation.
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]]
[[Category:Guilty Gear Characters]]

Latest revision as of 04:49, 25 December 2023

Raven
GGXRD-R Raven Portrait.png

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

Movement Options
  • Double Jump
  • Airdash Glide
  • Dash Type: Teleport Run (Does not go through opponent)
  

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

Raven's "Stages" of 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
GGXRD-R Raven 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14 [15-18] Mid SJ YRP 7 6 10 -6

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.

5K
5K
GGXRD-R Raven 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 [17-20] Mid SJ YRP 7 7 12 -5

An upward angled kick that works well as an anti-air

c.S
c.S
GGXRD-R Raven cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22,22 [23-28,23-28] Mid SJ YRP 8 6(5)3 12 2

Close ranged stab that hits twice and can be jump-canceled from either hit

f.S
f.S
GGXRD-R Raven fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 [29-36] Mid SJ YRP 10 8 16 -10
  • Can combo into a 2HS on crouching opponents 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 (236P) for spacing or even jump-cancelled. Just beware that it can be low-profiled by certain attacks akin to Raven's 5P.

5HS
5HS
GGXRD-R Raven 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26,26 [27-33, 27-33] Mid SJ YRP 10 3,7 24 -12
  • Staggers on CH (First hit only)

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).

5D
5D
GGXRD-R Raven 5D.png
Crack That Whip!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 [23-28] High - YRP 27 6 9 -1

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.

2P
2P
GGXRD-R Raven 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 [9-10] Mid CS YRP 6 4 8 -2

While this hits Mid instead of Low, this works as one of Raven's fastest pokes. Unlike 5P, this is self-cancelable.

2K
2K
GGXRD-R Raven 2K.png
50% of the 50/50
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 [13-15] Low S YRP 7 3 8 -1

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.

2S
2S
GGXRD-R Raven 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 [27-33] Mid S YRP 9 4 15 -5

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

2HS
2HS
GGXRD-R Raven 2H.png
Give The Past The Slip.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 [39-49] Low S YRP 15 6 25 -12

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.

2D
2D
GGXRD-R Raven 2D.png
You Will Never Live It Down
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 [31-39] Low S YRP 9 3 21 -10

A sweep with pretty great range. Able to be canceled into any of Raven's specials for oki or combo purposes.

j.P
j.P
GGXRD-R Raven jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 [11-13] High CSJ YRP 6 4 8 -

Par the course as far as j.Ps are concerned. Raven stabs the area in front of him.

j.K
j.K
GGXRD-R Raven jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 [17-20] High SJ YRP 8 9 12 -

A bit of an odd move in that it doesn't hit too far forward or above Raven's waist, instead hitting below him

j.S
j.S
GGXRD-R Raven jS.png
Painting death, one happy little bush at a time
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 [27-33] High SJ YRP 7 7 16 -

Turns Raven's arm into a paintbrush of death. Has pretty decent range in front and partially below him.

j.HS
j.HS
GGXRD-R Raven jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26*3 [27*3-33*3] High S YRP 9 3(3)3(3)3 21 -

Raven wraps himself in his cloak, hitting the opponent 3 times. Useful during Raven's airdash. Is able to crossup.

j.D
j.D
GGXRD-R Raven jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20,24 [21,25-26,31] High S YRP 8 3(2)5 18 -
  • 2 Hits
  • Knocks down

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.

6P
6P
GGXRD-R Raven 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 [27-33] Mid SJ YRP 9 3 27 -16
  • 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.

4P
4P
GGXRD-R Raven 4P.png
Stabby Stabby!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12,10 [13,11-15,13] Mid CSJ YRP 5 3 8 -1

Raven's 4P is his fastest standing normal and is self-cancellable. It works very much like other characters' 5Ps in terms of usage

6HS
6HS
GGXRD-R Raven 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
54 [55-70] Mid SJ YRP 20 7 11+9 after landing. -8
  • Leaves Raven in airborne state
  • 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 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.

j.2K
j.2K
GGXRD-R Raven j2K.png
From Above!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 [19-23] High S YRP 12 Until Ground 3 after landing. -
  • Halts his forward air momentum
  • 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.

Universal Mechanics

Ground Throw
Ground Throw
GGXRD Raven GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 [41-52] Ground Throw: 70000 - R 1 - - 15

Raven dunks his opponent and bounces them in the air, allowing for an air followup.

Air Throw
Air Throw
GGXRD Raven AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 [61-78] Air Throw: 192500 - R 1 - - -

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.

Dead Angle Attack
Dead Angle Attack
GGXRD-R Raven 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 [26-32] All - - 12 4 23 -13
  • 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.

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Raven BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 50 [51-65] Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2
Max Charge 50 [51-65] Mid - R 50+13 3 Hit: 11
Whiff: 20
+5
  • 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)


Special Moves

Homing Dash
Glide
j.66
GGXRD-R Raven HomingDash.png
INCOMING!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 [21-26] High S YRP - - - -
  • Has an active hit box during the dash
  • 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 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.

Schmerz Berg
Schmerz Berg
236P
GGXRD-R Raven SchmelzBerg.png
Slows down opponent on hit
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 [23-28] Mid - YRP 13 Until off the screen 36 + landing 12 -9
  • Halves opponent's movement speed for 89F on hit
  • 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.
Gebrechlich Licht
Gebrechlich Licht
j.236P/K
GGXRD-R Raven GebraeuchlichLicht.png
Also slows down opponent briefly on hit
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 [23-28] Mid - YRP 21 Until it hits the ground or is offscreen 45 + Landing 8 -4
  • 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.

Grausam Impuls
Grausam Impuls
236S (air OK)
GGXRD-R Raven GrausamImpuls.png
Just do it
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground
236S
40 [41-52] Mid - YRP 17 6 31 -3
Air
j.236S
40 [41-52] Mid - YRP 12 9 Until landing + landing 6 -14

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.

Scharf Kugel
Scharf Kugel
236HS (air OK)
GGXRD-R Raven ScharfKugel.png
Shades of Dio Sega
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 20*3 [21*3-26*3] Mid - YRP 46 60 Total 46 41
Air
j.236HS
20*3 [21*3-26*3] Mid - YRP 54 60 Total 48+8 after landing -
  • Disappears early if Raven is hit
  • Often used for okizeme
  • 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.

Give it to me HERE
Give it to me HERE
214K (can be held)
GGXRD-R Raven GiveItToMeHERE.png
Well? What are you waiting for?
GGXRD-R Raven GiveItToMeHERE2.png
Damage taken during this will recover over time unless you get hit
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - YP - - 23 -
  • 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 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.
  • Nulls out the leveling effect of Johnny's "Glitter is Gold"
  • 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". 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%, 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
Wachen Zweig
Wachen Zweig
63214S/HS
GGXRD-R Raven BackenZweig.png
Shades of Merkava
GGXRD-R Raven BackenZweig2.png
Can combo after this move with sufficient Excitement Level
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Anti-Air
63214S
80 [82-104] Air Unblockable - YRP 19 10 31 52
Ground
63214HS
80 [82-104] Throw: - YRP 27 6 42 52
  • 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

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 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

Overdrives

Getreuer
Getreuer
214214H
[214214D]
GGXRD-R Raven Getreuer1.png
GGXRD-R Raven Getreuer2.png
Number of hits and damage depend on Excitement Level
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
214214HS
10, 100 (Minimum) Mid - YRP 6+1 6 42 -29
Burst
214214D
12,125 (Minimum) Mid - YRP - - - -
  • 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.

Verzweifelt
Verzweifelt
632146S (air OK)
GGXRD-R Raven Verzweifelt.png
Ground version goes straight, air version goes diagonal
GGXRD-R Raven Verzweifelt2.png
STRIKE A POSE!
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground
632146S
70, 10*2 (minimum) Mid - YRP 6+2 Until Screen Border 62 -55
Aerial
632146S in air
70, 10*2 (minimum) Mid - YRP 6+2 Until Ground 64 -
  • 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
  • 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.

Instant Kill

Sehnsucht
During IK Mode: 236236HS
GGXRD-R Raven Sehnsucht1.png
GGXRD-R Raven Sehnsucht2.png
GGXRD-R Raven Sehnsucht3.png
There's no need to be afraid...
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+14[5+6] 6 31 -20
  • [ ] 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...



Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc