GGXRD-R2/Raven

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Raven
GGXRD-R Raven Portrait.png

Defense Modifier: x1.11

Guts Rating: 5

Weight: [100] Medium

Stun Resistance: 55

Jump Startup: 3F

Backdash Time 21F / Invul: 1-9F

Wakeup (Face Up/Down): 25F / 24F

Forward Dash Invincibility: 10-26F

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

Overview[edit]

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/Weaknesses[edit]

Strengths Weaknesses
  • 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
  • Great gatling options and all moves but 5D are special cancelable
  • 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)
  • Relatively slow normals, and all but c.S(+2) are negative on block (most normals can be special cancelled to make them almost always safe)

Excitement[edit]

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. Each level gives a 3% damage boost, giving a 30% damage boost at full. It also changes certain properties of specials, giving Scharf Kugel (236HS) more hits, making Grausam Impuls (236S) faster, and letting Raven combo off his command grab "Wachen Zweig" (63214S/HS). Upon reaching a certain level, the face of the Excitement meter changes.

  • No Smile: Levels 0-2
  • Regular Smile: Levels 3-5
  • Tongue Smile: Levels 6-10

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. Hitting the opponents with certain specials also fill the meter.

  • Grausam Impuls: 1 Level
  • Wachen Zweig: 3 Levels
  • Verzweifelt: 5 Levels

Note, if Raven doesn't gain Excitement within a 10 second period, the Excitement meter starts to drain. This timer is reset by using any of the three aforementioned specials, along with using "Give it to me HERE".


Normal Moves[edit]

[ ] Brackets list potential damage with higher excitement levels.

5P[edit]
5P
GGXRD-R Raven 5P.png
Incredibly useful for reaching the remote
Damage Guard Startup Active Recovery Frame Adv.
14 [15-18] Mid 7 6 10 -6
  • Proration: 90%
  • Gatling Options: 2P, 6P, 2K, 5K, c.S, f.S, 2S, 2H, 5H, 6H, 2D, 5D (won't combo with 2H and 5D)

A fast, medium range poke that's excellant for roundstart. The hurtbox stops at the elbow, letting it clash with a majority of 6Ps. Useful for spacing or checking an opponent at a distance when canceled into f.S. Unlike most 5Ps, this isn't self-cancellable, 4P taking that role. 5P can also be low-profiled, so use it carefully against certain characters, like Elphelt or Sol.


5K[edit]
5K
GGXRD-R Raven 5K.png
The stankiest of legs
Damage Guard Startup Active Recovery Frame Adv.
16 [17-20] Mid 7 7 12 -5
  • Gatling Options: 6P, c.S, f.S, 2S, 2H, 5H, 2D, 5D (won't combo with 2H and 5D)

One of Raven's primary anti-airs in Rev 2, due to being jump cancelable. It has no proration on it, either, but is primarily used as combo filler. It can also be a situational round starter, being able to beat or clash with a number of moves, such as Faust's 2P or Haehyun's 6H. You can also connect 5K after a Level 2 Wachen Zweig.


c.S[edit]
c.S
GGXRD-R Raven cS.png
Back in my day, every Raven combo had c.S in it
Damage Guard Startup Active Recovery Frame Adv.
22,22 [23-28,23-28] Mid 8 6(5)3 12 +2

Close ranged stab that hits twice and can be jump-canceled from either hit. Excellent combo filler, often used after Glide strings, and is Raven's only plus normal. It also is one of the few normals that combos into 2H on standing opponents without counter hit.


f.S[edit]
f.S
GGXRD-R Raven fS.png
Poking in style!
Damage Guard Startup Active Recovery Frame Adv.
28 [29-36] Mid 10 8 16 -10
  • Gatling Options: 2S, 2H, 5H, 6H, 2D (won't combo with 2H and 2S after a certain range and 6H will not even hit at any range)
  • Can combo into a 2HS on crouching opponents or counter hit

A reliable poke overall, good combo filler, and useful spacing tool. Use this move to keep the opponent away or simply harass them. It can be chained into special 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. Beware of whiffing this normal, due to its hurtbox covering the arm.


5HS[edit]
5HS
GGXRD-R Raven 5H.png
Does this look like the face of mercy?
Damage Guard Startup Active Recovery Frame Adv.
26,26 [27-33, 27-33] Mid 10 3,7 24 -12

An 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 his air dash, or cancel it to Scharf Kugel (236HS) and start a combo with 4P. On block it places the opponent at a distance allowing for his 63214H to connect if cancelled into, making it very strong on block.


5D[edit]
5D
GGXRD-R Raven 5D.png
Smack'em with your arms
Damage Guard Startup Active Recovery Frame Adv.
22 [23-28] High 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[edit]
2P
GGXRD-R Raven 2P.png
Getting rid of the competition, one ankle at a time
Damage Guard Startup Active Recovery Frame Adv.
8 [9-10] Mid 6 4 8 -2
  • Proration: 80%
  • Gatling Options: 2P, 4P, 5P, 6P, 2K, 5K, c.S, f.S, 2S, 2H, 5H, 6H, 2D, 5D (won't combo with 2H, 5H, 6H and 5D)

A short range, but fast combo starter and poke. While this hits Mid instead of Low, this works as one of Raven's fastest pokes. Unlike 5P, this is self-cancelable. Also safe on burst.


2K[edit]
2K
GGXRD-R Raven 2K.png
50% of the 50/50
Damage Guard Startup Active Recovery Frame Adv.
12 [13-15] Low 7 3 8 -1
  • Proration: 80%
  • Gatling Options: 5P, 6P, 5K, c.S, f.S, 2S, 2H, 5H, 2D, 5D (won't combo with 2H and 6D)

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. While 2K has good range and can be used as a low poke, its proration weakens it as a combo starter.


2S[edit]
2S
GGXRD-R Raven 2S.png
I can't believe it's not a low!
Damage Guard Startup Active Recovery Frame Adv.
26 [27-33] Mid 9 4 15 -5

A crouching stab that appears to hit Low, but is, in reality, a Mid. A very good and long reaching poke in neutral that can duck under certain attacks. It can combo into 2HS on crouching opponent or on Counter Hit.


2HS[edit]
2HS
GGXRD-R Raven 2H.png
Get low with the poking.
Damage Guard Startup Active Recovery Frame Adv.
38 [39-49] Low 15 6 25 -12

A long reaching, yet slow, low attack that is useful as a spacing tool. It is able to low profile, starting on frame 7, allowing you to duck under a bunch of attacks, including air normals. Beware being predictable with this normal, due to the hurtbox that is now traveling along Raven's arm and hand. It combos into 2D and Grausam Impuls (236S) for an easy knockdown.


2D[edit]
2D
GGXRD-R Raven 2D.png
Version 1.06: the end of an era
Damage Guard Startup Active Recovery Frame Adv.
30 [31-39] Low 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. *Starting on version 1.06, its synergy with Scharf Kugel was moderately weakened.


j.P[edit]
j.P
GGXRD-R Raven jP.png
the way his arms bend look more painful to him than that attack
Damage Guard Startup Active Recovery Frame Adv.
10 [11-13] High 6 4 8 -

Par the course as far as j.Ps are concerned. Raven stabs the area in front of him. Generally used after j.S in an airborne or glide combo to gatling into another j.S, as its most common role is a combo filler.


j.K[edit]
j.K
GGXRD-R Raven jK.png
Just as stanky as 5K
Damage Guard Startup Active Recovery Frame Adv.
16 [17-20] High 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. Because of this, it can be used to beat out certain anti-airs, when in Glide. Otherwise, it is used as air combo filler.


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

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


j.HS[edit]
j.HS
GGXRD-R Raven jH.png
The Orb of Doom
Damage Guard Startup Active Recovery Frame Adv.
26*3 [27*3-33*3] High 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[edit]
j.D
GGXRD-R Raven jD.png
Still a useful move
Damage Guard Startup Active Recovery Frame Adv.
20,24 [21,25-26,31] High 8 3(2)5 18 -

A downward thrusting attack that hits twice and can be cancelled into Raven's specials. Has noticeably less untech time as of version 1.06, potentially allowing opponents to avoid getting knocked down if used to end a long combo. If used near the ground, it can be cancelled into Scharf Kugel and set up oki. Otherwise, it can be cancelled into the P version of Gebrechlich Licht to act as a frame trap, or into Verzweifelt for a knockdown and a big Excitement boost.


6P[edit]
6P
GGXRD-R Raven 6P.png
Not nearly the quintessential anti-air from Revelator, but it still has uses. Namely stopping cross-ups.
Damage Guard Startup Active Recovery Frame Adv.
26 [27-33] Mid 9 3 27 -16
  • Gatling Options: c.S, f.S, 6H, 5D (won't combo with 6H and 5D)
  • Launches on CH
  • Upper Body Invincibilty Frames: 1~6
  • Above Knee Invincibilty Frames: 7~11

A wide arcing claw swipe that has an amazing vertical reach and covers a bit of space in front of the stationary Raven. Arguably the hardest nerf to the character, it can no longer be JC'd. On ground hit, it can only gatling into Raven's c.S or f.S; on anti-air hit, it can only go into an Overdrive on larger characters or characters very close to the ground. A grounded or anti-air CH can be special canceled into the S version of Wachen Zweig.


4P[edit]
4P
GGXRD-R Raven 4P.png
Stabby Stabby!
Damage Guard Startup Active Recovery Frame Adv.
12,10 [13,11-15,13] Mid 5 3 8 -1
  • Gatling Options: 2P, 4P, 5P, 6P, 2K, 5K, c.S, f.S, 2S, 2H, 5H, 6H, 2D, 5D (won't combo with 2H, 6H and 5D)

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[edit]
6HS
GGXRD-R Raven 6H.png
Also known as "Missed Grab"
Damage Guard Startup Active Recovery Frame Adv.
54 [55-70] Mid 20 7 11+9 after landing. -8

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 or glide. 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[edit]
j.2K
GGXRD-R Raven j2K.png
From Above!
Damage Guard Startup Active Recovery Frame Adv.
18 [19-23] High 12 Until Ground 3 after landing. -
  • Gatling Options: None
  • 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[edit]

Ground Throw[edit]
Ground Throw
GGXRD Raven GroundThrow.png
Watch your spacing
Damage Guard Startup Active Recovery Frame Adv.
40 [41-52] Ground Throw: 70000 1 - - 15
  • Proration: Forced 50%

Raven flips forward and slams the opponent on the ground, sending them upwards with good frame advantage. Can be used to easily gain Excitement or lead into a knockdown with j.D.


Air Throw[edit]
Air Throw
GGXRD Raven AirThrow.png
Damage Guard Startup Active Recovery Frame Adv.
60 [61-78] Air Throw: 192500 1 - - -
  • Proration: Forced 65%

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[edit]
Dead Angle Attack
GGXRD-R Raven 6P.png
Damage Guard 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[edit]
Blitz Attack
GGXRD-R Raven BlitzAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 50 [51-65] Mid (15-48)+13 3 Hit: 11
Whiff: 20
-2
Max Charge 50 [51-65] Mid 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[edit]

  • Disclaimer: Thanks to the new patch, frame data has changed and things will be edited fully soon. Thanks for your patientence.

-Maelstrom Sukaze

Homing Dash[edit]
Glide
j.66
GGXRD-R Raven HomingDash.png
100% of your gameplan
Damage Guard Startup Active Recovery Frame Adv.
20 [21-26] High 21 15 9 -
  • 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[edit]
Schmerz Berg
236P
GGXRD-R Raven SchmelzBerg.png
Slows down opponent on hit
Damage Guard Startup Active Recovery Frame Adv.
22 [23-28] Mid 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.

A decent one-hit projectile that compliments Raven's long-range abilities. Very useful for zoning, due to its slowing effect and speed, but it can be airdashed over. If Roman Canceled, Raven can airdash either forward or backward, letting him be able to do pressure via an airdash or bring more distance between him and his opponent, respectively.


Gebrechlich Licht[edit]
Gebrechlich Licht
j.236P/K
GGXRD-R Raven GebraeuchlichLicht.png
Also slows down opponent briefly on hit
Damage Guard Startup Active Recovery Frame Adv.
22 [23-28] Mid 21 Until ground or offscreen Total 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[edit]
Grausam Impuls
236S (air OK)
GGXRD-R Raven GrausamImpuls.png
Just do it
Version Damage Guard Startup Active Recovery Frame Adv.
Ground
236S
40 [41-52] Mid 17[16,15] 6 31 -3
Air
j.236S
40 [41-52] Mid 12[11,10] 9 Until landing + landing 6 -
  • Landing this attack generates one tick of Excitement

A far-reaching slash that knocks the opponent back on hit. It has heavy recovery, so be careful when throwing this out in a blockstring. It can be RRC'd for a combo, but in the corner, it's possible to combo without it.

The aerial version has less startup, but also much less range. Starting on version 1.06, using it late during his air dash brings him closer to the ground faster than normal. In the corner, this allows him to combo into 5K, f.S or either Overdrive. On Counter Hit and at Stage 3 Excitement, the aerial version can wallbounce, which allows for a follow-up with Glide.

Grausam Impuls' startup frames also improve for each Stage of Excitement that Raven has; 1 frame for Stage 2 Excitement, 2 frames for Stage 3.


Scharf Kugel[edit]
Scharf Kugel
236HS (air OK)
GGXRD-R Raven ScharfKugel.png
Will it blend?
Version Damage Guard Startup Active Recovery Frame Adv.
Ground
236HS
20*2 [21*2-26*4] Mid 71 65 Total 46 41
Air
j.236HS
20*2 [21*2-26*4] Mid 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
  • Hits increase depending on stages of Excitement:
  1. Stage 1: 2 hits
  2. Stage 2: 3 hits
  3. Stage 3: 4 hits

Raven tosses a multi-hitting projectile that travels floats upward when done on the ground or diagonally downward from where Raven is facing when done from the air. Its uses after a knockdown are slightly limited due to the ground version can be evaded by crouching, but the air version can be used for safe okizeme if done after a j.D close to the ground. Despite this, it's still a very handy special to use on a knockdown, along with good usage in corner combos when Raven has Excitement gauge.

It can still hit these characters when they are crouching: Leo, Potemkin, Haehyun, Bedman


Give it to me HERE[edit]
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 Startup Active Recovery Frame Adv.
- - - - 29 -
  • 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
  • No Longer works against Unblockable attacks (Examples: Slayer's Undertow, Elphelt's charged Miss Confire, etc.)
  • Increases "Excitement Gauge" level as input is held or as Raven takes damage during this stance. It takes 41F to gain one stack, 121F to gain the second and 60F for each subsequent stack. There are 80f between the first and second stacks.
  • Decreases after 600f of gaining Excitement, at a rate of -1/20f, if Excitement is not gained during that time (through any means)
  • 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 the 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 withstand many sorts of attack, Bursts, and Instant Kills included, Raven is still vulnerable to being thrown and unblockables.

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[edit]
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 Startup Active Recovery Frame Adv.
Anti-Air
63214S
80 [82-104] Air Unblockable 19 9 32 +52
Ground
63214HS
80 [82-104] Throw: 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
  • Each successful command grab generates 3 ticks of 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 at a 45-degree angle upwards. Both lack a hurtbox where his arm is but also lack the ability to connect if you are too close. The 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 or 2S afterward
  • Excitement Stage 3 (Tongue Face): can combo into 5H afterward


Overdrives[edit]

Getreuer[edit]
Getreuer
214214H
[214214D]
GGXRD-R Raven Getreuer1.png
Number of hits and damage depend on Excitement Level
GGXRD-R Raven Getreuer2.png
20 minutes into Netflix and chill and he gives you this look
Version Damage Guard Startup Active Recovery Frame Adv.
Normal
214214HS
10, 100 (Minimum) Mid 6+1 6 42 -29
Burst
214214D
12,125 (Minimum) Mid - - - -
  • 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
  • In Counter Hit state during recovery

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.

Successful completion of this super will cause the Excitement gauge to begin to deplete. Raven can prevent this with an RRC or stancing.


Verzweifelt[edit]
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 Startup Active Recovery Frame Adv.
Ground
632146S
70, 10*2 (minimum) Mid 6+2 Until Screen Border 62 -55
Aerial
632146S in air
70, 10*2 (minimum) All 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
  • In Counter Hit state during recovery
  • Generates 5 ticks of excitement on hit
  • With full meter, can RC into S Wachen Zweig for a combo and 8 ticks of excitement

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[edit]

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 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.

When the opponent is in HELLFIRE, this can be comboed into from 63214S/H, making it very easy to hit with a grab mixup in a blockstring

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 REV 2e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc