GGXRD-R/Raven: Difference between revisions

From Dustloop Wiki
Line 1,030: Line 1,030:
|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= STRIKE A POSE!
|caption2= Shades of JoJo
|data=
|data=
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R

Revision as of 04:28, 25 June 2016

Raven
GGXRD-R Raven Portrait.png

Defense Modifier: x1.11

Guts Rating: 5

Weight:

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

Strengths

  • Excellent corner carry during pressure due to his airdash length and scratch special move
  • Solid mix up off sweeps
  • Very good combination of range, speed and some extremely low profiles on normals
  • Versatile projectiles for zoning
  • 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 with a correctly timed super armor stance
  • 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.

Weaknesses

  • Has difficulty escaping the corner through the air, since the airdash goes towards the ground
  • Limited combos make punishes weak in general
  • Slow acceleration on the ground dash makes it difficult to adjust spacing and continue pressure without jumping
  • Reversal super and combos depend on excitement gauge

Excitement Level

GGXRD-R Raven ExcitementGauge.png

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".

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!

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. It's not self-cancellable like most other 5Ps and can be low-profiled.

  • point 1
  • point 2

Placeholder

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

Anti-air

  • point 1
  • point 2

Placeholder

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

description text

  • 2 Hits
  • Jump-cancelable on first and second hits.

Placeholder

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
  • Jump-Cancellable
  • 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.

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
  • 2 Hits
  • 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.

5D
5D
GGXRD-R Raven 5D.png
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.

  • point 1
  • point 2

Placeholder

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

description text

  • point 1
  • point 2

Placeholder

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's 2K mostly sees it's use as a low mixup to his oki game.

  • point 1
  • point 2

Placeholder

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

description text

  • point 1
  • point 2

Placeholder

2HS
2HS
GGXRD-R Raven 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 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 for knockdown.

  • point 1
  • point 2

Placeholder

2D
2D
GGXRD-R Raven 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low S YRP 9 3 21 -10

description text

  • point 1
  • point 2

Placeholder

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

description text

  • point 1
  • point 2

Placeholder

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

description text

  • point 1
  • point 2

Placeholder

j.S
j.S
GGXRD-R Raven jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 High SJ YRP 7 7 16 -

description text

  • point 1
  • point 2

Placeholder

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

description text

  • 3 Hits
  • point 2

Placeholder

j.D
j.D
GGXRD-R Raven jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20,24 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 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.

6P
6P
GGXRD-R Raven 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Mid SJ YRP - - - -

description text

  • point 1
  • point 2

Placeholder

4P
4P
GGXRD-R Raven 4P.png
Stabby Stabby!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 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

  • point 1
  • point 2

Placeholder

6HS
6HS
GGXRD-R Raven 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
54 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 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.

j.2K
j.2K
GGXRD-R Raven j2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 High S YRP 12 Until Ground 3 after landing. -
  • Halts his forward air momentum
  • Can cross up

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 Ground Throw: - R 1 - - -
  • Allows Raven to combo after the bounce

Follow the Help:Writing_Character_Pages guidelines

Air Throw
Air Throw
GGXRD Raven AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Air Throw: - R 1 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Dead Angle Attack
Dead Angle Attack
GGXRD-R Raven 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Raven BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 50 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2
Max Charge 50 Mid - R 50+13 3 Hit: 11
Whiff: 20
+5
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Special Moves

Homing Dash
Glide
j.66
GGXRD-R Raven HomingDash.png
INCOMING!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 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 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.

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 Mid - YRP - - - -
  • Slows opponent's movement for a short duration on hit
  • Leaves Raven airborne afterwards, letting him yrc into a homing dash for a safer offense.

Follow the Help:Writing_Character_Pages guidelines

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 Mid - YRP - - - -

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.

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Grausam Impuls
Grausam Impuls
236S (air OK)
GGXRD-R Raven GrausamImpuls.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 Mid - YRP - - - -

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
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Scharf Kugel
Scharf Kugel
236HS (air OK)
GGXRD-R Raven ScharfKugel.png
Shades of Dio Sega
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20*3 Mid - YRP - - - -
  • Disappears early if Raven is hit
  • Often used for an 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. Follow the Help:Writing_Character_Pages guidelines

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.
  • Works against Unblockable attacks (Examples: Slayer's Undertow, Elphelt's Miss Confire, Johnny's Sigh'd Mist Finer etc.).
  • Vulnerable to throws
  • 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"
  • 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

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.

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.
Ground
63214HS
80 Throw: - YRP - - - -
Anti-Air
63214S
80 Air Unblockable - YRP - - - -

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
  • 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
  • Excitement Level 6+ (Tongue face icon) 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) - - - - - - -
Burst
214214D
12,125 (Minimum) Mid - YRP - - - -

You stab things a lot

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
Verzweifelt
Verzweifelt
632146S (air OK)
GGXRD-R Raven Verzweifelt.png
Ground version goes straight, air version goes diagonal
GGXRD-R Raven Verzweifelt2.png
Shades of JoJo
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- Mid - YRP - - - -
  • Useful for punishing attacks from full screen
  • Difficult to punish since it leaves Raven far from the opponent on block
  • Pose is random

Instant Kill

Sehnsucht
Sehnsucht
During IK Mode: 236236HS
GGXRD-R Raven Sehnsucht1.png
GGXRD-R Raven Sehnsucht2.png
There's no need to be afraid...
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal DESTROY All - - - - - -
Conclusion Conditions Complete DESTROY All - - - - - -

You both die from this. But then Raven's immortality kicks in.

Uses a variation of his H Wachen Zweig animation.



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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc