Raven |
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Overview
A familiar face from Overture, Raven makes his second playable appearance in the Guilty Gear series. Known as "The Undying Disease", Raven makes full use of his immortality to feed his masochistic love of pain in battle, which in turn leads to him fighting even harder than before. As a direct subordinate of the powerful and enigmatic "That Man", Raven is not one to be underestimated in battle. 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 and Weaknesses
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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 level 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.
- 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". As of 2.10, while Raven takes damage, the timer is paused and Excitement meter doesn't drain.
Normal Moves
[ ] Brackets list potential damage with higher excitement levels.
5P
5P |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Turns Raven's arm into a paintbrush of death. Has pretty decent range in front and partially below him. |
j.H
j.H |
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Raven wraps himself in his cloak, hitting the opponent 3 times. Useful during Raven's airdash. Is able to crossup. |
j.D
j.D |
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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 | |||||
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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 |
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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 |
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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 |
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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
Air Throw
Air Throw |
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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 |
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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 |
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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 |
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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 |
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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 |
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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) |
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Scharf Kugel
Scharf Kugel 236H (air OK) |
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Give it to me HERE
Give it to me HERE 214K (can be held) |
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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.
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Wachen Zweig
Wachen Zweig 63214S/H |
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Overdrives
Getreuer
Getreuer 214214H [214214D] |
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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) |
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Instant Kill
Sehnsucht During IK Mode: 236236H |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.