GGXRD-R/Raven/Strategy

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< GGXRD-R‎ | Raven


General Tactics

Blockstrings

  • Glide IAD Strings
  • SH(2) > Damage
  • S,P,S > Easy to confirm
  • S,P,H > Lots of blockstun (but also pushback)
  • K,S,P > fake 2 hits into grab w/ late overhead
  • K,S,H > H doesn't hit so you can grab
  • K,S,D > Leaves you close to opp
  • glide > delay K > anything will beat people mashing 6P or grab (cuz some people still do this lol)

once they're afraid to hit grab/6P after glide then you can do

  • glide > nothing > grab
  • I usually run through each of those at least once to see how my opp will react to them in terms of IB/FD/Grabbing/Mashing
  • SPH is nice because you can also delay the H long enough to have it wiff and get a grab/2K, and if you make the jH hit it'll hit people mashing too early

Okizeme

Safe Jumps

Raven can easily safe jump to bait reversals from 2D, lv1 command grab and air throw.

Simply airdash at the top of a jump and cancel it into j.K as you descend, before going parallel to the ground.

You can also catch backdashes by inputting c.S right after the j.K in case your j.K whiffs. This is more effective against characters with faster reversals, since slower reversals can hit you after your move comes out instead making you block first.

To deal with Roman Cancelled reversals, try using the same trick for backdashes, except use Blitz Shield instead of c.S.

You can also do a safe jump j.H off ground scratch by iading:

https://twitter.com/x_siu_x/status/770614288822079488

Glide Mixup

From a 2D knockdown, Raven can create a high/low mix up off a glide hit. You can do this raw if the opponent is expecting a safe jump and is not willing to use a reversal attack or if the opponent is respecting a ball.

To execute, airdash at the top of a jump, then after glide makes contact:

  • High: small delay, then cancel into an air normal of choice.
  • Low: immediately cancel into an air normal to cancel the airdash and fly into the ground, then hit 2K.

To make sure your opponent cannot IB the glide and then throw OS you, use a delayed j.K after glide.

Ball Okizeme

From a 2D knockdown, a ball can be used before glide mix up to aid punishes on certain reversal options and make baiting blitz safer.

Tips and Tricks

How to control the airdash

Raven's airdash is unique in that it follows a curve, rather than going straight. This means that he is constantly changing directions for the duration of the airdash until he is parallel to the ground. However, like most other character's airdashes, even if cancelled into an attack, Raven will keep the momentum of the airdash. (Unless you use j.2K or a special move, which alter his momentum)

Once the airdash is cancelled into an attack, Raven is locked into the direction and momentum of the airdash and will not stop until he runs out of momentum or hits the ground. Therefore, in order to go in a downwards direction, the airdash must be cancelled before Raven travels parallel to the ground.

The trajectory of Raven's airdash is generally the same J shaped curve no matter where you do it, except for when he reaches a certain minimum height where the trajectory will flatten and go parallel to the ground. This means that the lower the airdash is executed, the shorter distance you have to cancel before Raven travels parallel to the ground.

Fighting Raven

Give it to me HERE

While Raven is in his super armored stance, similarly to Potemkin's Hammer Fall, you can YRC when he absorbs an attack and you can even throw him if he's absorbing a projectile!


Guilty Gear Xrd -REVELATOR-e
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