GGXRD-R2/Raven

From Dustloop Wiki
Raven
GGXRD-R Raven Portrait.png
Movement Options
Double Jump, Unique Airdash (Glide), Dash Type: Teleport Run (Does not go through opponent)

Overview

Lore: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
Voice:Hiroki Yasumoto


 Raven  Raven's great reach on his normals, excellent ability to lead into knockdowns, and his unique "Excitement Gauge" make him deadly in the right hands.

Pros
Cons
  • 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
  • Highest guts rating in the game
  • 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)

Unique Mechanics


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

Raven's "Stages" of Excitement
  • No Smile: Level 1. 0-2 ticks.
  • Regular Smile: Level 2. 3-5 ticks.
  • Tongue Smile: Level 3. 6-10 ticks.

Each round the gauge starts at level 1 with 0 ticks, and increases when Raven uses his special move "Give it to me HERE" (214K) to absorb the opponent's attacks at a rate of 1 level/3 ticks per hit. Using the stance to tank big hits is "less efficient" than tanking small hits or multi-hit moves, because it generates more purple health (see move description) for the same reward. 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 ticks
  • Wachen Zweig: 3 ticks
  • Verzweifelt: 5 ticks

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". As of 2.10, while Raven takes damage or blocks, the timer is paused and Excitement meter doesn't drain. Hitting an enemy with Getreuer (214214H) will cause excitement to drain immediately regardless of all other factors.

Normal Moves

5P
5P
GGXRD-R Raven 5P.png
Incredibly useful for reaching the remote
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14 Mid 7 6 10 -6 0 3 8 SJ YRP 144 Initial: 90%
GGXRD-R Raven 5P.png
GGXRD-R Raven 5P Hitbox.png


  • 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
5K
GGXRD-R Raven 5K.png
The stankiest of legs
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 Mid 7 7 12 -5 2 10 7 SJ YRP 264 -
GGXRD-R Raven 5K.png
GGXRD-R2 Raven 5K Hitbox1.pngGGXRD-R Raven 5K Hitbox.pngGGXRD-R Raven 5K 2 Hitbox.png


  • 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
c.S
GGXRD-R Raven cS.png
Back in my day, every Raven combo had c.S in it
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22×2 Mid 8 6(5)3 12 +2 3 14 6 SJ YRP 384 -
GGXRD-R Raven cS.png
GGXRD-R Raven cS Hitbox.png


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
f.S
GGXRD-R Raven fS.png
Poking in style!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 10 8 16 -10 2 10 7 SJ YRP 264 -
GGXRD-R Raven fS.png
GGXRD-R Raven fS Hitbox.png
  • 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 2H 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.

5H
5H
GGXRD-R Raven 5H.png
Does this look like the face of mercy?
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26×2 Mid 10 3・7 24 -12 4 20 6 SJ YRP 384 -
GGXRD-R Raven 5H.png
Raven's face is the same one you'll make whenever you press this button
GGXRD-R Raven 5H Hitbox.pngGGXRD-R Raven 5H 2 Hitbox.png


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 (236H) 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
5D
GGXRD-R Raven 5D.png
Tocuh em with your spaghett
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 High 27 6 9 -1 2 10 20 - YRP 264 Initial: 80%
GGXRD-R Raven 5D.png
Spaghetti never hurt so much
GGXRD-R Raven 5D Hitbox.png


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
Getting rid of the competition, one ankle at a time
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8 Mid 6 4 8 -2 0 3 8 CS YRP 144 Initial: 80%
GGXRD-R Raven 2P.png
GGXRD-R Raven 2P Hitbox.pngGGXRD-R Raven 2P 2 Hitbox.pngGGXRD-R Raven 2P 3 Hitbox.png


  • 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
2K
GGXRD-R Raven 2K.png
50% of the 50/50
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Low 7 3 8 -1 0 3 8 S YRP 144 Initial: 80%
GGXRD-R Raven 2K.png
Helping to put the "50" in "50/50"
GGXRD-R Raven 2K Hitbox.png


  • 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
2S
GGXRD-R Raven 2S.png
I can't believe it's not a low!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26 Mid 9 4 15 -5 2 10 7 S YRP 264 -
GGXRD-R Raven 2S.png
GGXRD-R Raven 2S Hitbox.png

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 2H on crouching opponent or on Counter Hit.

2H
2H
GGXRD-R Raven 2H.png
Get low with the poking.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 Low 15 6 25 -12 4 20 6 S YRP 384 - 7-24 Low Profile
GGXRD-R Raven 2H.png
GGXRD-R Raven 2H Hitbox.pngGGXRD-R Raven 2H 2 Hitbox.png


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
2D
GGXRD-R Raven 2D.png
Version 1.06: the end of an era
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Low 9 3 21 -10 2 10 7 S YRP 264 -
GGXRD-R Raven 2D.png
GGXRD-R Raven 2D Hitbox.png

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
j.P
GGXRD-R Raven jP.png
the way his arms bend look more painful to him than that attack
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10 High/Air 6 4 8 - 0 3 8 CSJ YRP 144 Initial: 90%
GGXRD-R Raven jP.png
GGXRD-R Raven jP Hitbox.png

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
j.K
GGXRD-R Raven jK.png
Just as stanky as 5K
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 High/Air 8 9 12 - 1 6 7 SJ YRP 264 Initial: 90%
GGXRD-R Raven jK.png
GGXRD-R Raven jK Hitbox.png

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
j.S
GGXRD-R Raven jS.png
Painting death, one happy little bush at a time
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26 High/Air 7 7 16 - 2 10 7 SJ YRP 264 Initial: 90%
GGXRD-R Raven jS.png
GGXRD-R Raven jS 1 Hitbox.pngGGXRD-R Raven jS 2 Hitbox.png


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

j.H
j.H
GGXRD-R Raven jH.png
The Orb of Doom
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26×3 High/Air 9 3(3)3(3)3 21 - 3 14 6 S YRP 384 -
GGXRD-R Raven jH.png
GGXRD-R Raven jH Hitbox.pngGGXRD-R Raven jH 2 Hitbox.pngGGXRD-R Raven jH 3 Hitbox.png


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
Still a useful move
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20,24 High/Air 8 3(2)5 18 + landing 5 - 2 10 7 S YRP 264 -
GGXRD-R Raven jD.png
The ol' halfscreen jump-in that beats anti-airs
GGXRD-R Raven jD Hitbox.pngGGXRD-R Raven jD 2 Hitbox.png


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
6P
GGXRD-R Raven 6P.png
Not nearly the quintessential anti-air from Revelator, but it still has uses. Namely stopping cross-ups.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26 Mid 9 3 27 -16 2 10 7 S YRP 264 Initial: 90% 1-6 Upper Body
7-11 Above Knee
GGXRD-R Raven 6P.png
GGXRD-R Raven 6P Hitbox.png
  • 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
4P
GGXRD-R Raven 4P.png
Stabby Stabby!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
4P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Mid 5 3 8 -1 0 3 8 CSJ YRP 144 Initial: 90%
GGXRD-R Raven 4P.png
When you absolutely, positively need to mash
GGXRD-R Raven 4P Hitbox.png


  • 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.

6H
6H
GGXRD-R Raven 6H.png
Also known as "Missed Grab"
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
54 Mid 20 7 11 + landing 8 -8 4 20 6 SJ YRP 384 - 7-10 Feet
11-Landing Lower Body
GGXRD-R Raven 6H.png
GGXRD-R Raven 6H Hitbox.pngGGXRD-R Raven 6H Hitbox2.png
First active frame • Hitbox moves slightly forward each active frame (max range)
7F onwards Airborne


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
j.2K
GGXRD-R Raven j2K.png
From Above!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 High/Air 12 until landing landing 3 - 2 10 7 S YRP 264 -
GGXRD-R Raven j2K.png
GGXRD-R Raven j2K Hitbox.png
Frame Adv on standing Sol varies from -2 to +7, depending on point of impact


  • 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

Ground Throw
Ground Throw
GGXRD Raven GroundThrow.png
Watch your spacing
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,40 Ground Throw: 70000 1 +15 0 6,0 R 0,480 Forced: 50%
GGXRD Raven GroundThrow.png
Stun: 20
Ground Bounces
  • 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
Air Throw
GGXRD Raven AirThrow.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Air Throw: 192500 1 0,4 6,0 R 0,480 Forced: 65%
GGXRD Raven AirThrow.png
Stun: 30
  • 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
Dead Angle Attack
GGXRD-R Raven 6P.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 12 4 23 -13 2 10 7 -5000 / 264 Initial: 50% 1-15 Full
GGXRD-R Raven 6P.png
GGXRD-R Raven 6P Hitbox.png


  • 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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55% 1~Button release: Blitz
GGXRD-R Raven BlitzAttack.png
GGXRD-R Raven BlitzAttack Hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
Crumples opponent on ground CH (79F)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R 1~50: Blitz
GGXRD-R Raven BlitzAttack.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
Crumples opponent on ground hit
  • 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

  • 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
Glide
j.66
GGXRD-R Raven HomingDash.png
100% of your gameplan
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.66
Glide
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20 High/Air 21 15 9 2 10 7 S YRP 0/264 Initial: 85%
GGXRD-R Raven HomingDash.png
It's all fun and games until you get cornered
GGXRD-R Raven HomingDash Hitbox.png
17F onwards can cancel into air moves
Fastest possible air dash from Standing is 28F


  • 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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236P
Schmerz Berg
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 All 13 Until offscreen 36 + landing 12 -9 2 2 7 - YRP 200/120 Forced: 90% 7-10F Foot
11F Onwards Above Knees
GGXRD-R Raven SchmelzBerg.png
Needle YRC: a menace to society
GGXRD-R Raven SchmelzBerg Hitbox.png
Slows opponents movement by 50% on hit, lasts for 89F.
7-36F Airborne


  • Halves opponent's movement speed for 89F on hit
  • Cannot be used if projectiles from Gebrechlich Licht (236P/K in air) or Scharf Kugel (236H) 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
Gebrechlich Licht
j.236P/K
GGXRD-R Raven GebraeuchlichLicht.png
Also slows down opponent briefly on hit
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.236P/K
Gebraeuchlich Licht
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 All 21 Until ground or offscreen Total 45 + landing 8 -4 2 2 7 - YRP 200/120 Forced: 90%
GGXRD-R Raven GebraeuchlichLicht.png
GGXRD-R Raven GebraeuchlichLicht Hitbox.png
Slows opponents movement by 50% on hit, lasts for 89F.


  • Halves opponent's movement speed for 89F on hit
  • Cannot be used if projectiles from Schmerz Berg (236P) or Scharf Kugel (236H) 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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Level 0-2


236S Level 0-2
Grausam Impuls (Excitement 0-2)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Mid 17 6 31 -3 4 20 6 - YRP 225/720 -
GGXRD-R Raven GrausamImpuls.png
Just Do It™
GGXRD-R Raven GrausamImpuls Hitbox.png
Excitement +1 on hit
Ground Level 3-5


236S Level 3-5
Grausam Impuls (Excitement 3-5)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Mid 16 6 31 -3 4 20 6 - YRP 225/720 -
GGXRD-R Raven GrausamImpuls.png
Excitement +1 on hit
On Counter Hit, can wallbounce if the opponent is near the edge of the screen
Ground Level 6+


236S Level 6+
Grausam Impuls (Excitement 6+)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Mid 15 6 31 -3 4 20 6 - YRP 225/720 -
GGXRD-R Raven GrausamImpuls.png
Excitement +1 on hit
On Counter Hit, puts opponent into Tumble state
Air Level 0-2


j.236S Level 0-2
Air Grausam Impuls (Excitement 0-2)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 All 12 8 23 -17 4 20 6 - YRP 225/720 -
GGXRD-R Raven GrausamImpuls.png
GGXRD-R Raven j236S Hitbox.pngGGXRD-R Raven j236S Hitbox2.png
Active frames 1-3 • Active frames 4-8
Excitement +1 on hit
If Raven lands before air recovery completes, then landing recovery 11
Frame Adv listed is when done at lowest possible height against a standing Sol
Air Level 3-5


j.236S Level 3-5
Air Grausam Impuls (Excitement 3-5)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 All 11 8 23 -17 4 20 6 - YRP 225/720 -
GGXRD-R Raven GrausamImpuls.png
Excitement +1 on hit
If Raven lands before air recovery completes, then landing recovery 11
Frame Adv listed is when done at lowest possible height against a standing Sol
Air Level 6+


j.236S Level 6+
Air Grausam Impuls (Excitement 6+)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 All 10 8 23 -17 4 20 6 - YRP 225/720 -
GGXRD-R Raven GrausamImpuls.png
Excitement +1 on hit
If Raven lands before air recovery completes, then landing recovery 11
Frame Adv listed is when done at lowest possible height against a standing Sol
  • 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
Scharf Kugel
236H (air OK)
GGXRD-R Raven ScharfKugel.png
Will it blend?
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Level 0-2


236H Level 0-2
Air Scharf Kugel (Excitement 0-2)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×2 All 71 65 Total:46 +30 2 2 7 - YRP 225/120×2 -
GGXRD-R Raven ScharfKugel.png
Will it blend? (Yes)
GGXRD-R Raven ScharfKugel Hitbox.pngGGXRD-R Raven ScharfKugel Hitbox 1.png
Ground Level 3-5


236H Level 3-5
Air Scharf Kugel (Excitement 3-5)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×3 All 71 65 Total:46 +47 3 2 6 - YRP 225/120×3 -
GGXRD-R Raven ScharfKugel.png
Ground Level 6+


236H Level 6+
Scharf Kugel (Excitement 6+)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×4 All 71 65 Total:46 +61 4 2 6 - YRP 225/120×4 -
GGXRD-R Raven ScharfKugel.png
Air Level 0-2


j.236H Level 0-2
Air Scharf Kugel (Excitement 0-2)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×2 All 54 60 Total:48+8 landing 2 2 7 - YRP 225/120×2 -
GGXRD-R Raven ScharfKugel.png
Air Level 3-5


j.236H Level 3-5
Air Scharf Kugel (Excitement 3-5)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×3 All 54 60 Total:48+8 landing 3 2 6 - YRP 225/120×3 -
GGXRD-R Raven ScharfKugel.png
Air Level 6+


j.236H Level 6+
Air Scharf Kugel (Excitement 6+)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×4 All 54 60 Total:48+8 landing 4 2 6 - YRP 225/120×4 -
GGXRD-R Raven ScharfKugel.png
  • 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
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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214K
Give it to me HERE
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
- - - - Total 29 - - - YP - 5-25 Armor
GGXRD-R Raven GiveItToMeHERE.png
Referred to as "stance" or "excitement stance."
GGXRD-R Raven GiveItToMeHERE Hitbox.png
5F onwards can cancel into Getreuer
Hold button to extend this move and it's armor
On guarding an attack, Raven gains 400 Tension, 0F hitstop
Excitement +3 for each attack guarded
Excitement +1 after holding this move for 41F, 121F, and every 60F after
Raven's guts updates during stance hold if he is hit multiple times without being 'comboed'
After absorbing a hit and gaining a level, it takes 120f before excitement level increases with time again
After absorbing a hit, it takes 180f before the health starts to regenerate
Purple health regenerates at the rate of 1 health per frame
Prevents the leveling effect of Johnny's coin.
Prevents Excitement Gain from Raven's 236S and prevents the slow from 236P,j.236P/K
Prevents Ram's meter gain from hitting via sword normals
Prevents Blue Burst's gauge refund
Damage taken while in armor state does not affect Raven's Stun value.


  • 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
Wachen Zweig
63214S/H
GGXRD-R Raven BackenZweig.png
Shades of Merkava
GGXRD-R Raven BackenZweig2.png
Can combo after this move with sufficient Excitement Level
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Anti-Air
63214S


63214S
S Wachen Zweig
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,80,0 Air Unblockable 19 9 32 +52 4,0,0 6,8,8 - YRP 250/720,480,0 Forced: 65%
GGXRD-R Raven BackenZweig.pngGGXRD-R Raven BackenZweig2.png
GGXRD-R Raven 63214S Hitbox.png
Excitement +3 on hit
Stun value 40
Excitement Lv 3-5 Frame Adv +58, 9F to hit opponent before they land
Excitement Lv +6 Frame Adv +63, 14F to hit opponent before they land
Ground
63214H


63214H
H Wachen Zweig
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,80,0 Ground Throw 27 6 37 +52 3 6,8,8 - YRP 250/0,480,0 Forced: 65%
GGXRD-R Raven BackenZweig.pngGGXRD-R Raven BackenZweig2.png
GGXRD-R Raven 63214H Hitbox1.pngGGXRD-R Raven 63214H Hitbox2.png
First active frame • Max range
Excitement +3 on hit
Stun value 40
Excitement Lv 3-5 Frame Adv +58, 9F to hit opponent before they land
Excitement Lv +6 Frame Adv +63, 14F to hit opponent before they land
  • 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

Getreuer
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
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214214H
Getreuer
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10,5×0~50, 100
[12,6×0~50,125]
Mid 6+1 6 42 -29 4 20 6 -5000/0 1-9 Full
GGXRD-R Raven Getreuer1.pngGGXRD-R Raven Getreuer2.png
GGXRD-R Raven Getreuer Hitbox.png
[ ] Values are for the Burst version
Each level of Excitement increases number of hits by 5
Stun values increases with Excitement: 50>95>360>390>420>440>455>535>560>580>610
Stun values during Burst: 125>240>250>980>1019>1080>1270>1330>1370>1370>1430>1480
Minimum damage: 20% [First hit 20%, 30% for the excitement flurry and then 40% for the final hit]


  • 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
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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Level 0-2


632146S Level 0-2
Verzweifelt (Excitement 0-2)
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
70,10×2 Mid 6+2 Until Screen Border 62 -55 4 20 6 -5000/0 7-Until Recovery Full
GGXRD-R Raven Verzweifelt.pngGGXRD-R Raven Verzweifelt2.png
"Invulnerable fullscreen super" sounds pretty scary, but . . .
GGXRD-R Raven Verzweifelt Hitbox.png
Excitement +5 on hit
Minimum damage: 20%
Ground Level 3-5


632146S Level 3-5
Verzweifelt (Excitement 3-5)
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
70,10×5 Mid 6+2 Until Screen Border 62 -55 4 20 6 -5000/0 7-Until Recovery Full
GGXRD-R Raven Verzweifelt.pngGGXRD-R Raven Verzweifelt2.png
Excitement +5 on hit
Minimum damage: 20%
Ground Level 6+


632146S Level 6+
Verzweifelt (Excitement 6+)
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
70,10×6 Mid 6+2 Until Screen Border 62 -55 4 20 6 -5000/0 7-Until Recovery Full
GGXRD-R Raven Verzweifelt.pngGGXRD-R Raven Verzweifelt2.png
Excitement +5 on hit
Minimum damage: 20%
Air Level 0-2


j.632146S Level 0-2
Air Verzweifelt (Excitement 0-2)
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
70,10×2 All 6+2 Until Ground 64 4 20 6 -5000/0 8-Until Ground Full
GGXRD-R Raven Verzweifelt.pngGGXRD-R Raven Verzweifelt2.png
Excitement +5 on hit
Minimum damage: 20%
Air Level 3-5


j.632146S Level 3-5
Air Verzweifelt (Excitement 3-5)
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
70,10×5 All 6+2 Until Ground 64 4 20 6 -5000/0 8-Until Ground Full
GGXRD-R Raven Verzweifelt.pngGGXRD-R Raven Verzweifelt2.png
Excitement +5 on hit
Minimum damage: 20%
Air Level 6+


j.632146S Level 6+
Air Verzweifelt (Excitement 6+)
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
70,10×6 All 6+2 Until Ground 64 4 20 6 -5000/0 8-Until Ground Full
GGXRD-R Raven Verzweifelt.pngGGXRD-R Raven Verzweifelt2.png
Excitement +5 on hit
Minimum damage: 20%
  • 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 (214214H/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: 236236H
GGXRD-R Raven Sehnsucht1.png
GGXRD-R Raven Sehnsucht2.png
GGXRD-R Raven Sehnsucht3.png
There's no need to be afraid...
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
  • [ ] 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...


Roadmap

Dustloop Wiki:Roadmap/GGXRD-R2

Navigation

To edit frame data, edit values in GGXRD-R2/Raven/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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