GGXRD-R2/Raven

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Overview
Overview

Raven's many versatile tools lets him play a defensive neutral game, apply dirty mixups, or knowledge check his opponent with some lethal gimmicks. Most of Raven's attacks improve as he builds his character resource: excitement. Excitement also increases Raven's damage output, which helps to compensate for his low average damage and short combos.

On the ground, 5P, 2K, f.S, 2S, 5H, and 2H are all great pokes that cover the space in front of Raven and can easily be confirmed to a combo or safe special move - some even pull double duty as anti-airs along with 5K and 6P. Raven's j.P is a great air-to-air, while j.K, j.2K, and j.D make him a headache to hit down.

Raven's needle projectiles (236P and j.236P/K) are great for sniping approaches, and his orb (236H) can either lock down a section of the screen or be placed after a knockdown for safe pressure/mixups.

If all that wasn't enough, Raven can use his 214K excitement stance to absorb strikes and trade his life for damage and combo options (don't worry; it heals back). He even has an enormous command throw (63214S/H). Supporting all this are some weird but powerful movement options: a fast, invisible, invulnerable run and an airborne glide he can cancel out of for unreactable high-low mixups.

In exchange, Raven has among the game's worst stun ratings, poor frame data, and a low damage output without enough excitement. Raven generally won't kill his opponents in two touches, but he will be able to lock them in oppressive looping mixups and setplay, never sure if he's dashing into an unbeatable poke or a launching throw or resetting into an IAD.

If you like playing safe neutral, applying safe okizeme, doing burst safe combos, and only taking risks when the scales are tipped firmly in your favor, Raven is the character for you.


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 to be underestimated.
Voice:Hiroki Yasumoto
Playstyle
GGXRD-R2 Raven Icon.png Raven combines an arsenal of great pokes with unique movement and suffocating setplay. His excitement gauge gives him better damage and combos as he snowballs, but his low stun and poor defense modifier mean he hurts a lot when he makes a mistake.
Pros Cons
  • Great Corner Carry: Excellent corner carry during pressure/combos due to his airdash and scratch (236S) special move.
  • Forward Dash: A forward dash with extremely fast top speed and invincibility make it very easy to phase through attacks.
  • Punisher: Can punish almost anything close-ranged with a correctly timed super armor stance.
  • Easy Mixups: Raven gets solid mixups off his most common combo enders, like scratch and 2D.
  • Dishonest Footsies: Most of Raven's ground normals have some combination of disjointedness, low profiles, or long range.
  • Highly Scaled Health: Highest guts rating in the game.
  • Snowballs Well: Damage and properties on supers and certain special moves improve by gaining excitement levels.
  • Effective Zoning Game: Many projectile angles and a suite of anti-airs create a powerful zoning game.
  • Burst Safe: Many of Raven's combo, mixup, and pressure options are naturally burst safe or prevent his opponent from bursting.
  • Hates the Corner: Has difficulty escaping the corner, since his airdash goes towards the ground.
  • Forward Dash: Slow initial acceleration on his dash makes it difficult to adjust spacing and continue pressure without jumping.
  • Low Punish Damage: Raven's reward for a punish is generally okizeme, not raw damage. He sometimes has trouble killing where other characters would not.
  • Easy Stun: Raven has the second lowest stun resistance in the game.
  • Trouble Getting Going: Raven depends heavily on his excitement gauge to increase his average damage and enable combo routes.
Excitement Gauge
Raven's levels of excitement

The excitement gauge affects Raven's damage and the properties of some attacks: the more excitement, the better. Each "tick" gives a 3% damage boost, up to a maximum of 30% when the gauge is full. Excitement levels give orb (236H) more hits, make scratch (236S) faster, and let Raven combo off his command grab (63214S/H).

When Raven's excitement levels up or down, the face of the excitement gauge changes.

  • 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 connects with certain attacks:

  • Scratch (236S): 1 tick
  • Command grab (63214S/H): 3 ticks
  • Dash super (632146S): 5 ticks

Raven can also use his excitement stance (214K) to gain excitement: 1 level/3 ticks for each hit absorbed. Using the stance to absorb 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.

If Raven goes 10 seconds without gaining any excitement, the gauge starts to drain quickly. While Raven is in hitstun, the timer is paused and excitement doesn't drain. Hitting an enemy with Raven's stab super (214214H) will cause excitement to drain immediately regardless of all other factors.

Forward Dash
Raven's ground forward dash is fully invulnerable and mostly invisible from frames 10-26. During that time, he accelerates from one of the slowest run speeds in the game to one of the fastest - the visual effect is similar to a teleport, but he can't pass through opponents. Because Raven's dash counts as a normal run, he can cancel out of it at any time just like most other characters: FD braking, attacking, jumping, etc.

Using Raven's dash effectively is an extremely important part of playing him. Because Raven can run through projectiles and pokes so easily, he can apply pressure from much longer distances than usual. Being able to consistently dash > throw, or dash > poke can scare opponents into sitting still without forcing Raven to take much risk.

On the other hand, Raven's initial dash speed is pitifully slow. That slowness combined with his poor up-close frame data means that Raven cannot simply abuse plus buttons like Sol or Leo: he must use his disjointed attacks and distance-based frame traps to discourage opponents from jumping or mashing.

Normal Moves

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
14 Mid 7 6 10 -6 -

  • 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)
  • Combos into anti-air command grab (63214S) on aerial counter hit

A fast, medium range poke that's excellent for poking, counterpoking, and anti-airing. Raven's arm is completely disjointed until the attack's recovery, letting it clash with or beat many other moves. At round start distance, many characters don't have an answer for this move without doing something very risky, so abuse it to your heart's content. Commonly gatlinged into f.S to further poke at the opponent, and can even be jump cancelled for a cheeky glide approach.

Unlike most 5Ps, this can't gatling into itself. 5P can also be low profiled, so use it carefully against certain characters, like Elphelt/Millia/Sol, who can just run under it and punish you.

5K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
16 Mid 7 7 12 -5 -

  • 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 fast, jump cancelable, and having a tall and forward hitbox - the lack of proration is a bonus. Due to the shape of the hitbox, which follows Raven's upward leg closely and goes into his waist a bit, 5K can also be a situational round starter against low profile moves moves like Faust 2P. 5K's hitbox and speed also make it a good choice to use when dashing in, since it doesn't have a dead zone like 5P or 2S.

You can also universally connect 5K after a Level 2 command grab, which enables meaty orb okizeme. See the combo section for more details.

c.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
22x2 Mid 8 6(5)3 12 +2 -

A close ranged stab that hits twice. Both his are jump cancellable. Excellent combo filler, especially after glide strings, and Raven's only plus normal. It also is one of Raven's few normals that combos into 2H unconditionally.

Due to the way the game handles gatlings and jump cancels during multi-hit moves, there is an option select to make this attack burst safe: hit with c.S(1), then quickly tap 7 when c.S(2) would hit, then quickly input the next attack, such as 2H. Done correctly, this sequence will combo naturally if the opponent did not burst, but if the opponent bursted on or after c.S(1), then Raven will jump into the air and block the burst.

Examples:

f.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
28 Mid 10 8 16 -10 -

  • Gatling Options: 2S, 2H, 5H, 6H (won't hit at any range), 2D
  • Can combo into 2H on counter hit or on crouching opponents, except at max range.
  • Can combo into scratch (236S) ONLY on counter hit, or on crouching opponents at level 3 excitement.

Not disjointed like many of Raven's other pokes, but its speed and range are very good. Special cancelling this into needle (236P) or scratch is a great way to reach out and control space safely. Also jump cancellable.

f.S is a reliable poke, although it's not quite as specialized as Raven's other options. Just beware that it can be low profiled by certain attacks, much like 5P. Take care not to whiff due to its extended hurtbox and long recovery.

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
26x2 Mid 10 3・7 24 -12 -

  • Gatling Options: 2D, 5D
  • 5H(1) staggers on CH, allowing Raven to IAD for a glide combo or to special cancel into 236H and link into 4P for more advanced combos.

An upward, two-hit attack. Both hits are jump cancellable. Good for frame traps from light buttons, anti-airing, and counterpoking. 5H(2)'s hitbox is disjointed and covers Raven's arms from his elbows to his talons, but tends to whiff on crouchers. 5H(2) is a nuclear option for hitting airborne opponents and combos into anti-air command grab (63214S) on counter hit, but its atrocious recovery means you WILL be punished if you whiff.

In a blockstring, Raven can special cancel to his ground command grab (63214H) somewhat comfortably, because this move's pushback and blockstun are both high enough to hamper the opponent's ability to mash out. Of course, they can still jump.

5D

2P

2K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
12 Low 7 3 8 -1 -

  • Proration: 80%
  • Gatling Options: 5P, 6P, 5K, c.S, f.S, 2S, 2H, 5H, 2D, 5D (won't combo with 2H and 5D)

Slightly slower than many characters' 2Ks, but a very good normal despite that. 2K is Raven's fastest low option in glide cancel mixups, and is very easy to combo from.

2K can also be used as a poke: although it isn't disjointed, its hurtbox doesn't extend until the active frames, which means it won't be stuffed by an opponent's attacks unless they reach all the way to Raven's body. Some characters with extended hurtboxes on their ground pokes, like Millia, will flat-out lose to this move if both characters attack simultaneously.

2S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
26 Mid 9 4 15 -5 -

  • Gatling Options: 2H, 5H, 2D, 5D (won't combo with 2H and 5D)
  • Combos into 2H on counter hit or crouching hit.

2S is easily one of Raven's best ground buttons: totally disjointed until recovery, slightly low profile, and very fast recovery. Simply doing dash > 2S outside of an opponent's attack range is a great way to whiff punish or stuff almost anything.

2S's one drawback is a hitbox that doesn't reach to the ground, which means it won't beat low profile moves like I-No's Stroke the Big Tree or Millia's roll.

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
38 Low 15 6 25 -12 7-24 Above Knee

  • Low profile frames 7-24.
  • Gatling Options: 2D, 5D
  • Combos into 5D on counter hit.
  • Will not combo into scratch (236S) at max range.
  • Cancelling briefly into Raven's excitement stance (214K) is actually faster than letting 2H recover by itself.

One of Raven's most notorious normals: low profile, extremely long range, and it reliably combos into scratch or 2D for a knockdown and okizeme. Raven's hurtbox is so low during this attack that he can actually anti-air certain attacks with large hurtboxes, although actually using 2H this way is unreliable because it's so slow.

Being predictable with 2H is a death sentence thanks to its long whiff recovery. Use with good judgement.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
30 Low 9 3 21 -10 -

  • Gatling Options: None
  • Combos into scratch (236S) on lightweights at level 1 excitement, middleweights at level 2 excitement, and heavyweights at level 3 excitement. Combos unconditionally on counter hit.
  • As of Rev2.1, you can no longer do 2D > orb (236H) and get a free meaty orb. See the Scharf Kugel move entry for more details.

A sweep with pretty great range. Slightly disjointed around Raven's heel. 2D's frame data might make it seem like a worse version of 2S, but the additional range can be useful when playing footsies.

Like all sweeps, this move pops up the opponent slightly on hit, which can potentially enable combos or okizeme setups. Ending a standard ground combo with 2D will give Raven solid safejump potential, but you can also combo into scratch for more corner carry and still usually meaty with a glide string.

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
26 Mid 9 3 27 -16 1-6 Upper Body
7-11 Above Knee

  • Gatling Options: c.S, f.S, 6H, 5D (won't combo with 6H and 5D)
  • Launches on grounded and aerial counter hit.
  • Can combo into anti-air command grab (63214S) on counter hit.
  • Upper body invincibility frames 1-6, above knee invincibility frames 7-11.
  • As of Rev2.1, this move is no longer jump cancellable.

Raven flings his hand up in an arc. Despite what the animation suggests, this attack only has a hitbox in front of Raven as he swings his hand up. Great vertical reach and disjointed like most 6Ps, but it's a situational anti-air due to its lack of reliable combo options.

c.S(1) will only connect against very deep airborne opponents and that move's short proximity means you might get f.S instead. Comboing into anti-air command grab is more reliable, but that only works on counter hit and can still drop if the opponent is too far away.

On the ground, Raven can use this move as combo filler by gatlinging into it from c.S and back.

4P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
12 Mid 5 3 8 -1 -

  • 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)

4P is Raven's fastest normal, and it has very long range compared to most other characters' 5f normals. Mostly used to mash in situations where 2P would be too slow, or extend ground combos where the speed and range are relevant (such as glide strings where c.S wouldn't connect).

Being -1 on block means it could potentially enable a frame trap or tick throw, but 2K is also -1, only 2f slower and has longer reach. Not a bad button, but not great. At least it's burst safe.

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
54 Mid 20 7 11 + landing 8 -8 7-10 Feet
11-Landing Lower Body

Raven's 6H is extremely disjointed, moves him backwards, and leaves him airborne, which means it is very good at beating throws if done slightly in advance - although the long startup makes it a terrible option to mash on defence. It has very short range but is safe even on block since Raven jumps away and can jump or special cancel the attack. If this counter hits, the opponent will be staggered, which lets Raven land, IAD and get a full glide combo.

6H can also be used as decent okizeme against mash-happy opponents, considering how safe this attack can be up close. It can even anti-air some moves with large hurtboxes, like Faust's teleport doors, although using it this way is very tricky.

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
26x3 High/Air 9 3(3)3(3)3 21 - -

Raven wraps himself in his cloak, hitting the opponent 3 times. Useful during Raven's glide. Can cross up.

j.H can behave weirdly with glide when moving parallel to the ground. If Raven does a glide, then hits with any air normal, then hits with j.H, the j.H will be cut short and Raven will snap to the ground, at which point he can use 2K or another low. This "glide snap" happens consistently after the fourth overhead hit in a glide string, but it is not set in stone: doing something like j.K > delay j.H can snap Raven to the ground after 2 or 3 overhead hits.

j.H will not snap Raven to the ground by itself. Doing glide hit > j.H will let Raven get all three hits of j.H - but Raven will be kept gliding for a moment after the move ends. This can let an opponent begin to mash or throw early.

j.H can also be used after a knockdown to safeglide characters with reversals such as Sol and Chipp. In this case, simply do a normal ground combo into scratch, IAD glide, and input j.H early in the glide, so that only j.H(3) hits the opponent meaty. If done correctly, this will hit a blocking opponent and whiff on an invulnerable opponent, enabling limited glide mixups without fear of reversals.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
20,24 High/Air 8 3(2)5 18 + landing 5 - -

  • Gatling Options: None
  • As of Rev2.1, this move has significantly less untech time, which means it won't knock down from very high up or at the end of a long combo. It still has a lot of untech time, though.

Another of Raven's infamous normals, j.D is a two-hit attack with absurd range that knocks down on hit. Not disjointed at all, which means it can lose to partially invulnerable anti-airs like 6Ps - although its sheer reach can beat even those. Also works great as an air-to-air.

As a poke, it can be cancelled into needle (j.236P/K) for a minor frame trap or just used by itself since Raven can recover and act while airborne. j.D is very difficult to punish due to its pushback on block.

In combos, j.D is mostly used to end aerial strings so Raven can cancel into aerial orb (j.236H) and set up meaty projectile okizeme. If you have spare meter, j.D > aerial dash super (j.632146S) guarantees a knockdown and 5 excitement ticks.

One quirk of j.D when used in long combos is that it has much more pushback if Raven slightly delays his gatling into it. This sounds bad, but it actually helps air orb be in a better position for okizeme (j.D(2) > j.236H). See some of the command grab combos for an example of when to use j.D this way.

j.2K

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

Glide

j.66

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
20 High/Air 21 15 9 - -

  • Hitbox is on Raven's arms.
  • When gliding horizontally, Raven can connect with glide and 2-3 air normal hits before being forced to land.
  • Whiffing or delaying air normals during a horizontal glide will cut it short. See j.H description.
  • Some glide trajectories let Raven hit more than 3 times: see the combo and strategy sections for more details.
  • Awful for escaping the corner.
  • If Raven builds enough speed during a glide, air scratch (236S) gains new properties.

Raven's forward airdash is a glide: a double-edged sword that defines him more than anything else. When used high in the air, the glide steers Raven downward until just above the ground, at which point his trajectory becomes horizontal. If Raven IADs, he will be locked into a horizontal trajectory by the time he can act out of the glide.

After startup, Raven can cancel from the glide into his air normals - doing so ends the glide attack but retains his velocity. This means that Raven can glide downward, cancel into an air normal, land before the air normal hits, and do a low like 2K. These "glide cancels" are the core of Raven's mixup game. For more details, see the strategy and combo sections.

Gliding at an opponent without the proper setup (knockdown, needle YRC, meaty orb) usually means eating a 6P, but Raven's j.K and air scratch (236S) let him beat anti-airs and condition his opponent to respect the glide.

In neutral, Raven can triangle jump (jump > glide > glide cancel > land) as a feint, which is very useful for encouraging your opponents to swing and then whiff punishing them. Jumping back and gliding can also be a good way to beat low or long recovery moves.

Schmerz Berg

236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
22 All 13 Until offscreen 36 + landing 12 -9 7-10F Foot
11F Onwards Above Knees

  • Referred to as "needle."
  • Halves opponent's horizontal speed for roughly 1.5 / 2.0 / 2.5 seconds on hit depending on excitement level.
  • Raven can only have one needle or orb on the screen at a time.

A solid projectile that lets Raven harass opponents outside the range of his normals. Very useful for zoning due to its slowing effect and speed, but it can be airdashed over. Raven is airborne during the middle of the animation, so YRCing or RRCing it will let him glide immediately and start pressure or continue a combo (or airdash backwards and escape).

Notably, the slowing effect restricts an opponent's movement at all times, including hitstun, which means they won't be sent as far by Raven's attacks. This enables otherwise impossible combos, such as comboing into anti-air command grab (63214S) midscreen; see the combo section for more details.

Gebrechlich Licht

j.236P/K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
22 All 21 Until ground or offscreen Total 45 + landing 8 -4 -

  • Referred to as "air needle."
  • Halves opponent's horizontal speed for roughly 1.5 / 2.0 / 2.5 seconds on hit depending on excitement level.
  • Raven can only have one needle or orb on the screen at a time.

The air version of his Schmerz Berg projectile. The K version is useful for zoning because its angle hampers IADs while still being low enough to discourage most characters from running in. The P version can be used to hit someone dashing under the K trajectory, or YRC'd in a couple different ways:

  • If cornered, Raven can super jump > P needle > YRC > glide as an escape option. It costs meter and isn't foolproof, but considering how much trouble Raven has in the corner, it's worth remembering.
  • When Raven is right next to his opponent, TK P needle > YRC > glide can be used to force a steep glide cancel mixup. This is generally only worth the meter if Raven can't get any other kind of okizeme, but it can also be done out of a blockstring if you're feeling frisky.

Raven can end air combos with j.D > P needle to OTG and slow the opponent on wakeup. This can be useful in matchups where the slowing effect is more valuable than a mediocre knockdown.

Grausam Impuls

236S (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Ground Level 1 40 Mid 17 6 31 -3 -
Ground Level 2 40 Mid 16 6 31 -3 -
Ground Level 3 40 Mid 15 6 31 -3 -
Air Level 1 40 All 12 8 23 -17 -
Air Level 2 40 All 11 8 23 -17 -
Air Level 3 40 All 10 8 23 -17 -

  • Referred to as "scratch."
  • Landing this attack generates one tick of excitement.
  • 2D combos into scratch on lightweights at level 1 excitement, middleweights at level 2 , and heavyweights at level 3. Combos unconditionally on counter hit.

A very long, disjointed scratch. Mostly ends blockstrings and combos because it knocks down on hit, allowing Raven enough time to IAD and meaty or start pressure with a glide string. RRC'ing ground scratch on block generates enough blockstun to jump forward and force a glide cancel mixup. RRC'ing on hit lets Raven juggle into a glide combo; see the combo section for more details.

The aerial version has less startup, but also much less range. On counter hit, the aerial version can wallbounce, which allows for a follow-up with glide and/or anti-air command grab (63214S). Raven can also start scratch loops off of a throw in the corner.

As of Rev2.1, aerial scratch will drop Raven to the ground quickly if he uses it after building speed in a glide (called a "glide scratch"). In the corner, he can combo freely at any excitement level. Microdash 5K is a common starter; see the combo section for more details.

Scharf Kugel

236H (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Ground Level 1 20*2 All 71 65 Total:46 +30 -
Ground Level 2 20*3 All 71 65 Total:46 +47 -
Ground Level 3 20*4 All 71 65 Total:46 +61 -
Air Level 1 20*2 All 54 60 Total:48+8 landing - -
Air Level 2 20*3 All 54 60 Total:48+8 landing - -
Air Level 3 20*4 All 54 60 Total:48+8 landing - -

  • Referred to as "orb" or "ball."
  • Disappears if Raven is hit.
  • Raven can only have one needle or orb on the screen at a time.
  • Gains 1 additional hit per excitement level.
  • Ground orb can still hit these characters when they are crouching: Leo, Potemkin, Haehyun, Bedman

Raven tosses a multi-hit orb that floats upward when done on the ground or diagonally downward when done in the air. The ground version is not very useful after a knockdown from 2D because it will whiff on almost all crouchers, but in the corner it will at least prevent the opponent from jumping.

By contrast, the air version can be used for okizeme if done after a j.D close to the ground. This most commonly happens when comboing from Raven's command grab or glide scratch, but low altitude air-to-air combos can also set up a j.D. In the corner, juggling into ground scratch (236S) also usually give Raven enough time to do TK air orb and have it hit meaty.

Orb also has use in corner combos: see the combo section for more details.

In neutral, orb can be used to prevent an approach from the ground or air, but its long startup makes this a bit risky.

Give it to me HERE

214K (can be held)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
- - - - Total 29 - 5-25 Armor

  • Referred to as "stance" or "excitement stance."
  • Vulnerable to throws and unblockable attacks.
  • Hyper armor starts on frame 5 and lasts as long as you hold K.
  • Hyper armor lasts for 20f after releasing K. This overlaps with the move's recovery.
  • Absorbing a hit with stance will slightly increase how long hyper armor lasts into recovery.
  • Increases excitement as K is held. It takes 41F to gain the first tick, two seconds to gain the second tick, and 1 second for each subsequent tick. If Raven absorbs a hit, he will gain 3 ticks instantly.
  • Prevents the leveling effect of Johnny's coin.
  • When an attack is absorbed, Raven is not affected by hitstop.
  • Can cancel into stab super (214214H/D) at any time.
  • YRC window lasts until the first tick is gained and refreshes whenever Raven absorbs a hit.
  • If Raven has 75 meter, he can do stab super > YRC when he would otherwise be forced to PRC (example: https://nitter.cc/REID_bloodsign/status/1057604256419598337).

Raven's excitement stance is a risky but rewarding way to gain excitement quickly. When Raven is hit in stance, he gains 1 excitement level instantly regardless of the damage taken. Because the stance's armor begins on frame 5, stance can be one of Raven's best ways to "escape" frame traps. Stance > YRC will allow Raven to punish almost any move with moderate recovery.

Damage taken during stance becomes "purple health," which recovers over time if Raven does not block or get hit. 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%)

Wachen Zweig

63214S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Anti-Air
63214S
0,80,0 Air Unblockable 19 9 32 +52 -
Ground
63214H
0,80,0 Ground Throw 27 6 37 +52 -

  • Referred to as "command grab" and "anti-air command grab."
  • S version is air unblockable, so it can be comboed into and be blitzed.
  • H version is a throw, so it (usually) cannot be comboed into nor blitzed.
  • Each successful command grab generates 3 ticks of excitement.

Raven's command grab. It reaches far ahead of him but has a dead zone directly in front of Raven where it cannot hit. The move has two versions: 63214H is the ground version that aims in front, and 63214S aims at a 45-degree angle upwards. Both versions lack a hurtbox on his arm. The S version can be used as a combo ender/extender in some cases; see the combo section for more details.

This move's frame data can be slightly misleading, since the grab hitbox moves forward as his arm extends. The S version can be used as an anti-air, but this is very dangerous.

If Raven has enough excitement, he can combo off of this move:

  • Level 1: no combo, but Raven can set up glide okizeme.
  • Level 2: can combo into 5K or 2S.
  • Level 3: can combo into 5H or microwalk c.S.

Overdrives

Getreuer

214214H [214214D]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
10,5*0~50, 100
[12,6*0~50,125]
Mid 6+1 6 42 -29 1-9 Full

  • Referred to as "stab super."
  • Damage/hits increases depending on excitement.
  • Can be cancelled into from 214K.
  • Crushes guts well at high excitement due to sheer number of hits.
  • Counter hit recovery.

Raven's reversal super: invulnerable during startup before and after superflash. The initial hitbox follows the slash of his talons and reaches from the ground to above his head.

For each tick of excitement, 5 hits will be added to the move, up to a maximum of 50. This super's full animation occurs even when used as an OTG, so this move can be great for a bit of extra damage at the end of a round if Raven has enough excitement.

Raven can cancel into stab super during his excitement stance (214K). This is mostly useful for punishing attacks that a stance > YRC counterattack would lose to.

Completing this super will cause the excitement gauge to begin draining. Raven can mitigate this by stancing to gain a tick as soon as he recovers.

Verzweifelt

632146S (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Ground Level 1 70,10*2 Mid 6+2 Until Screen Border 62 -55 7-Until Recovery Full
Ground Level 2 70,10*5 Mid 6+2 Until Screen Border 62 -55 7-Until Recovery Full
Ground Level 3 70,10*6 Mid 6+2 Until Screen Border 62 -55 7-Until Recovery Full
Air Level 1 70,10*2 All 6+2 Until Ground 64 - 8-Until Ground Full
Air Level 2 70,10*5 All 6+2 Until Ground 64 - 8-Until Ground Full
Air Level 3 70,10*6 All 6+2 Until Ground 64 - 8-Until Ground Full

  • Referred to as "dash super."
  • Number of hits increases with excitement level.
  • Counter hit recovery.
  • Generates 5 ticks of excitement on hit.
  • Raven strikes a random pose after the attack.
  • Ground version knocks down face-down, air version knocks down face-up.

Raven's less used super. Dash super has some merit for counterpoking or beating projectiles because it's fully invulnerable during the active frames, but considering it has 55 frames of counter hit recovery and Raven can already dash through projectiles, it's never worth the risk.

Dash super's most common use is to end air combos at heights where j.D would not enable okizeme, because it gains Raven 5 ticks of excitement and guarantees a jump-in for okizeme. Against some characters with light weights or weird hurtboxes, Raven can have trouble ending his corner combos in knockdowns: dash super can be an expensive but stable alternative to those combos.

If Raven has 100 meter, he can do dash super > OTG stab super as a guts crush option. He can also RRC into anti-air command grab for a combo and 8 ticks of excitement, although spending that much meter and not killing is a steep price.

Instant Kill

Sehnsucht

During IK Mode: 236236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
DESTROY All 9+14
[5+6]
6 31 -20 9-28[5-16] Full

  • [ ] 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 command grab animation, except it has a hitbox along the entirety of his arm. Counts as a strike, not a grab.

When the opponent is in HELLFIRE, this can be comboed into from 63214S/H with enough excitement, making it potentially unburstable and very easy to land.

Raven incinerates both himself and his opponent in a pillar of fire and reduces them both to ashes. Raven's title of "The Undying Disease" isn't just for show, however...

External References

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Raven/Data.