GG2/Raven

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< GG2

Overview

Overview

Raven was initially DLC and shares Valentine's army "The Vizuel". Due to this and Raven's seemingly small set of moves not many people play him so the character is a bit underexplored. The general idea behind Raven is similar to Ky, which is that they both excel at 1v1 situations as opposed to Sin and Valentine excelling at big battles.

Raven's unique strengths lie in his unusual sidestep which he turns invisible during, his high guard break damage, and his strong projectiles. Raven's purchasable Skills are also all very strong as the slow effects and teleport allow Raven to easily sandwich his enemy between Raven and Raven's Servants.

Raven may not seem good at first glance but he can be good when mastered. Raven players need to vary between using all of his different tools in a unpredictable manner they can force the opponent to always be dealing with Raven rather than Raven's Servants. This requires strong map awareness as one can't leave the opponent's Master alone while playing as Raven. This means Raven has to be confident he can at least force the enemy Master to retreat and heal if not outright killing them. Anything less and Raven will find the game state shifting out of his favor.
Raven
GG2 Raven Portrait.png
Health
500
Skills
Not there, Ledig Blick, Fesseln Wimper, Schhmelz Berg
Tribe
Vizuel

 Raven is focused on rushdown with a focus on single targets.

Pros
Cons
  • Good Neutral: Raven's Skills, Specials, and normals are all very versatile allowing strong Rushdown Style of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate. and Zoning The act of denying the opponent the ability to approach, jump, or other movement options.. Raven can easily attack the opponent from a range with projectiles or teleport in to close the distance. Once in Raven's attacks do high guard break damage and Raven's sidestep makes it ambiguous where he will wind up allowing him to gain value off of the opponent's uncertainty.
  • Strong early game: Due to Vizuel having a good start and Raven excelling in single target combat; Raven can bully most other Masters in the early game. Securing a lead early via killing the enemy Master will essentially eliminate Raven's biggest weaknesses.
  • Straightforward: Raven's gameplan isn't too complicated so long as you can maintain map awareness enough to stay on top of the enemy Player. Raven's move set is short, the Vizuel unit roster is small, Raven's Neutral is good allowing him to act regularly at keeping the opponent on defense, and Raven's basic combos have large windows you can buffer then next part of them during. All of this combines to make a character that's even more straightforward than Sol.
  • Armor Type Weakness: The Vizuel don't have alot of means of dealing with Armor type units. Normally this is less of an issue for Valentine who can demolish entire armies with 6X (xxx), but Raven has to rely on Mille Feuille and Blancmage both of which have low health. Candy are your main frontline until you get Mille Feuille and Charlotte and both have their respective vulnerabilities. Maintaining map control late game can be hard for Raven.
  • Reset reliant: Raven can't really do high damage like the rest of the cast. He has alot of ways to guard break however so just get creative with your resets and a lack of damage isn't an issue so long as you play around the match up
  • Too direct/Requires Map Awareness: Raven has to beat his opponents in a fight otherwise they will clear out the low HP Vizuel faster than Raven can clear the enemies servants no matter who they are. This is more an issue on large maps than it is small ones.

Lock-off Attacks

F5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
22 Low No No None

Raven swings wide. Hitbox is a lot less impressive than you'd hope.

F5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
52 (30,22) Low No No None

Followup to F5X, Raven stabs his needles forwards twice. The visual effects extend far, but the hitbox itself only extends to the ends of Raven's fingers. Hits twice, doing 30 damage for an individual hit but 52 damage if both hits connect.

F5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
27 Low No Yes None

Combo ender. Grants a knockdown not usually allowing for followups, but has a generous hitbox that extends to the visual effects present on screen, meaning it can hit very wide to the sides of Raven.


F8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
78 Unblockable (Medium) No Yes None

Generally standard smash attack, range could be better but this is a decent option for clearing clumped-up servants - by the standards of Raven, anyway.

Oddly enough this also seems to be a really solid starter either meterless or with Roman Cancel for 6X loops. Needs experimentation.

Lock-on Attacks

5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
52 (30,22) Low No No (2nd hit only) Side & Backstep, Jump

Finger stabs. Technically only requires 2 inputs to end its 4 hit string.

Do not mash as the generous buffer system will queue your second 5X into a attack which whiffs, which opens you up to punishes due to not having your normal cancel window. Instead you want to hit 5X and if you must mash something do a special, jump into j.8X, or sidestep which will buffer your next input into many other things.

4X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
48 Medium No No Side & Backstep, Jump

4X starts up relatively fast and moves forward. Due to how far it travels it makes a good poke as well as a combo extension off of 5X.

Follow-ups:

  • On hit Modern Cancel > 8X > 5X > 6X
  • On block Jump Cancel > j.8XX Small gap but leads to more pressure.
  • On block backstep cancel > 5Y
  • On block free-lock sidestep cancel > 4/6Y

6X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
69 High Yes Yes Side & Backstep, Jump

Jump cancelable launcher and OTG attack.

Launches at a weird angle so you have to jump cancel into instant air dash to get the follow up air combo.

2X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
54 High No Yes Jump, Side & Backstep

Launches on hit. Has unusual invulnerability - It isn't frame 1 so you can't use it like a DP, but it persists past the invisible portion of the move into the attack animation.

Due to the way 2X startup looks like sidestep startup, it is possible to use this attack to bait a sidestep punish which will result in this attack counter poking the opponents attempted read.

Very poor range that almost seems to move you backwards. Good for counterpoking.

8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
75 High ? No None

Use to kill Servants quickly. Once this hits this and cancel it into 5X then sidestep and repeat with 8X which can be buffered during the sidestep. Just don't whiff as the recovery is long. Oddly enough cannot be modern or special canceled.

Beware the VFX being larger than the hitbox, you really only hit one target right in front of Raven as he travels so Whiffing can be death

8X is also a staple gapcloser and combo tool. Does great damage with great forward movement while also comboing into 5X.

If this is blocked then the opponent can jump to avoid your 5X follow-up. Since you have no other follow-ups other than 5X this will leave you open to counter attack if the opponent is aware of the counterplay.

Jumping Attacks

j.5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
36 ? No No ?

Air combo filler.

j.5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
52 (30,22) ? No Normal ?

Air combo filler. If done low enough to the ground it can be used to hit grounded opponents.

j.5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
54 ? No No None

j.8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
42 Heavy No No ?

Nosedive, probably inspired his airdash in Xrd. Good for combos and pressure.

Specials

Traurig Zeiger

F5Y/5Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
52 or 91 (52,39) Low No Normal 7%

Needles sprout from the ground hitting things in front of Raven in a straight line.

One of Raven's few anti-air options so keep this in mind if you find your opponent jumping.

This move starts up faster than 8Y but does considerably less damage. The way the needles move also make it reach practical ranges to slowly to be used over 8Y in many situations.

Schmerz Berg

8Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
102 Low No Untechable 10%

Raven's most useful special move. A fast high damage projectile that can go through Ghosts.

Compensates for Raven's weak combo damage (relative to other strong MvM characters), since he can make up that damage by landing just one of these on the opponent. It's also useful for damaging servants in the middle of a MvM battle due to it's speed and high damage.

Kreisen Weh

4Y/6Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
45 or 75 (42,33) Low No None 8%

Creates a row of Needles to Raven's side based on your input (4Y for left, 6Y for right). Will not hit what you are locked onto.

If you do use this move consider manually aiming with Free-Lock (L trigger by default). Either that or use it to punish a sidestep.

This move can cancel into 5Y or 8Y which can allow for some creative offense.

Gebrechlich Licht

j.5Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
97 Medium Yes Normal 8%

A fast air fireball that is great for keeping the opponent from running under you and hitting you. Sort of like 8Y without the piercing property.

Tracks to locked opponent. Fires straight if fired from free lock on.

Overdrive

Verzweifelt

X+A

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
High No No None

Raven strikes a pose similar to his Xrd intro, flies into the air and slams down for a large AoE Overdrive attack. The super will always attempt to hit twice, whether it be the instant it is activated or as it rises or flies down. As such, the damage can vary between 270-427, making it potentially useless if activated from too far out. Notably, its range, despite being an AoE, is far less than the visuals might imply.

Skills

Not There

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
90 Unblockable No Normal Jump

Teleport behind the opponent. During the Teleport animation you can press X to get an attack out of the teleport which you can combo from.

Crow Summons

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
N/A N/A N/A No N/A

Summons Crow.

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