GG2/Raven

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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

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.

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.

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 > 6X > Jump Cancel > Air Combo (only near wall at right angle).
  • On hit Modern Cancel > 8X > 5X > 5X > 4X (hitstun scaling leads to knockdown if you try to loop).
  • 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


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 comboing into 5X.


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.

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 means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
52 or 91 (52,39) Low No Normal 7%

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

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 means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
102 Low No Untechable 10%

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

Great for getting a big chunk of damage on a target hiding behind Armor and Melee Servants.

The constant threat of this in neutral holds enough weight in neutral that you want to train your opponent to respect this in order to enable your offense.

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 means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
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).

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 means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
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 means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
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 means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
90 Unblockable No Normal Jump

Teleport behind the opponent. During the Teleport animation you can press {clr|2|X} to get an attack out of the teleport which you can combo from.


Crow Summons

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 means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
N/A N/A N/A No N/A

Summons Crow.


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