GG2/Raven

From Dustloop Wiki
Overview
Overview

This is where Raven's history as a non-traditional character begins. In a game full of aggressive rushdown and direct combat, Raven is a situational counter-poker that boxes the opponent out and keeps them from contesting important fights. Even his companion, Valentine, tends to definitely win battles, which makes him an odd one.

To put it bluntly, his damage is bad. Many of his Specials struggle to combo, and on their own, they don't do very much. As well, his normals all have far pushback or launch the enemy too high for a regular follow-up making his routing stranger than most.

However, there's a reason that he's not completely overlooked. With proper use of Modern Cancel, Valentine's Army, and very liberal use of his Overdrive, Raven can be a presence on the battlefield that forestalls the opponent's plans.

 Raven  Raven is a stalling counter-poker who lets his army do the heavy-lifting.

Pros
Cons
  • Indirect: The polar opposite of many other characters, Raven never wants to take the opponent in a head-on fight. He wants to move with his army and keep the enemy Master from interrupting their charge with big, fast attacks.
  • Utility: Raven's Skills, Specials, and normals are all very versatile. Even if he's not the strongest, there are no real holes in his kit.
  • Valentine's Army: Raven's game-plan only works because he has Valentine's Army, which supports weaker Masters like himself. It lets him play the game against the enemy Master rather than against their army, which is what he does best.
  • Slow Unit Clear: Raven fares best in stalling small battles. His capacity to defeat larger groups is subpar. This forces Raven always keep a close eye on the enemy master relative to his units.
  • Technical Combos: Like Valentine, Raven's combos are not intuitive. They require smart and repeated use of Modern Cancel in order to get any meaningful damage or tech chasing.
  • Too Indirect: Even though his toolkit is relatively balanced, he'll have to learn how to properly use items in order to take advantage over or defeat opposing Masters, as he is generally worse than most in a clean fight.
Raven
GG2 Raven Portrait.png
Health
500
Skills
Not there, Ledig Blick, Fesseln Wimper, Schhmelz Berg
Tribe
Vizuel

Lock-off Attacks

F5X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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.

Raven swings wide, does two stabs identical to Locked 5X, then swings wide again. Hitbox is a lot less impressive than you'd hope. Wide swings appear to knock down servants on occasion.

F5XX

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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.

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

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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.

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

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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.

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.

Lock-on Attacks

5X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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.

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

4X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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.

  • Placeholder

Move description should go here

6X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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.

  • Down attack and OTG attack.

2X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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.

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

8X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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.

Staple gapcloser and combo starter. Hitbox is fickle, it dissipates before the VFX of the dash does, and it doesn't reach very far on your sides. This will get reaction sidestepped and you will be sad. Does great damage with great forward movement while also going into other buttons.


Specials

X+A Verzweifelt

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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.

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.


Combos

To do: fix notation combos involving jumps and air combos. -Basic Combos-

5X, X, X, X 4 jabs, very low reach should only be used with your prime initiation tool.

8X A medium ranged initiating dash attack. This is your go to, to follow up on an enemy master's mistake.

4X A round house punch of sorts. Very good for stringing off the 4 jab combo. Good at stopping the enemy from flanking your left side too.

6X A round house kick which launches your enemy away from you. A good get the hell off me tool. A bit of a wind up so you want to use it at the end of your 4 jab combo if they are blocking so you have room to use this.

2X A very tricky and hard to use counter attack. This will launch the enemy upwards which will allow you to do a free air juggle. Only use this if the enemy has made a massive opening or if you can read his attacks, it has a slight invulnerability and if timed well can counter an attack.


-Advanced Combos-

8X, 5X, X, X, X, 4X, (MC), 6X, 8Y 243 Damage.

8X, 5X, X, 4X, (MC), 8X, 5X, X, X, X, 5Y 263 Damage.

8X, 5X, X, 5Y, (MC), j. ad. 5X, X, X 236 Damage

8+X, 4X, j. ad. 5X, X, X Start combo camera unlocked. Lock camera immediately after the 8+X 199 Damage.

8+X, 4X, (MC) 6X, 5Y 222 Damage. Start combo camera unlocked. Lock camera immediately after the 8+X


Not There Info - These combos may fail if you are on awkward terrain such as a slight hill.

Not There 5B, 5X, j. delay ad. 5X, X, X 185 Damage.

Not There 5B, 5X, j. delay ad. 5X, X, 8X 178 Damage.

Not There 5B, 5X, j. delay ad. 5X, X, 5Y 209 Damage.

Not There 5B, 5X, dj. 5X, X, ad. 5X, X, X The first air hit will whiff. 208 Damage.

Not There 5B, 5X, dj. 5X, X, ad. 5X, X, 8X The first air hit will whiff. 203 Damage.

Not There 5B, 5X, 5Y, 8X 180 Damage.

Not There 5B, 5X, 5Y, 5Y 197 Damage.

Not There 5B, 5X, 5Y, 8Y 199 Damage.

Not There 5B, 5X, 5Y, (MC), j. ad. 5X, X, X MC late then jump and air dash. You can do this combo without MC but the timing is rediculous. 214 Damage.

Not There 5B, 5X, 5Y, (MC), j. ad. 5X, X, 8X MC late then jump and air dash. You can do this combo without MC but the timing is rediculous. 208 Damage.


-Overdrive Combos-

2X, X+A 407 Damage.


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