Raven (Vanilla)
Raven(Done)
[details=Spoiler]Next Up Raven
OVERVIEW
Generally touted as arguably one of the most braindead characters in SF X Tekken next to Hugo and Heihachi, Raven is an absolute beast. It’s a surprise as to what Capcom did to him to make the guy so strong as a character. With some high damage potential very strong jab pressure up close complimented with a very long backdash and average health. Raven can be a tough one to take down.
Raven does suffer in the wake-up department though. Although he has some wake-up moves, they aren’t invincible on the first frame (minus his backdash and his teleport). His specials for the most part are not safe also. Some things to take advantage of in this uphill battle.
APPROACH TACTICS
TELEPORTING
Raven Players will use their teleports in order to get in and by pass your zoning. It has some ridiculous recovery on it and it also isn’t helped by the fact that the teleport tracks your current location. You’ll want to bait these out as much as you can during this match-up in order to win.
THROWING NINJA STARS
Raven’s projectiles are a little different from the rest of the cast as they can be thrown in the air horizontally (compared to Akuma’s which can only be thrown at an angle.) They can be used as both zoning tools and as a way to create offense.
NORMALS TO LOOK OUT FOR
st.LP
Raven’s st.LP packs some great frame advantage on block (about +4 I believe.) With jab pressure being a viable tactic in this game you can be sure that Raven is going to tap you mercilessly with these for days.
Something to note about Raven’s st.LP is that the further he is away from you, the greater the frame gap he leaves.
If he starts hitting you at around his elbow you can reversal DP him through the blockstun but this really does depend on the speed at which he does the move.
You can backdash out of the st.LP punishment though assuming you are midscreen. If you are in the corner without meter, then a teleport is arguably your better choice.
There also is the option to alpha counter him should you have the meter.
Far Standing HP
Just a notable one for the simple fact that this normal will put you in a crumple state on counter hit. So watch out if you see some Raven Players charging up so that they can get a free counter hit from you.
cr.MK
Raven’s cr.MK is his best normal for canceling into his specials. It has some decent range but it stays active for a little longer than most cr.MKs which you can use to your advantage.
Whiff punish it with a cr.HK sweep or a st.MK into a Cross Rush.
st.MK
One of two of Raven’s anti-airs. This anti-air tends to beat your regular jump ins even counter hitting you out of them.
He can’t special cancel this normal though so if he does counter hit you, he can’t really follow-up with it unless he tags out into his partner.
As an anti-air this move loses to your cross-ups and your up close jump-ins such as ones from your regular dive kick (down + MK) provided that you have the right spacing in mind.
cr.MP
Raven’s second anti-air and it is arguably Raven’s best anti-air of choice against your jump-ins as it not only lowers his hitbox but he can also special cancel this move afterwards.
Like his st.MK, this anti-air loses to your cross-ups as well as your up close jump-ins.
If you have some meter to spare you can also approach him with some EX Air Fireballs to put some pressure on him. These will stuff both of his anti-airs since they don’t have any invincibility.
UNIQUE ATTACKS / TEKKEN STRINGS
STORMBRINGER (Forward + MK > MK or HK)
A 2 hit kick string that can be blocked either standing or crouching.
Apart from looking a bit flashy, this move does go over your low attacks
This string is safe to your normals and DP but you can Reversal Demon both hits on block should he decide not to finish the string.
SKULL SMASHER SERIES
The Skull Smasher Series of strings are a set of strings that Raven can use to easily open you up and score some damage.
They take some time to get used to and practice against but with some practice you can react to the versions and punish accordingly.
SKULL SMASHER (Back + MK > LK)
A 2 hit kick string that can be blocked either standing or crouching.
There isn’t really much you can do on block against this string other than a Reversal Demon on block. This works for both hits of the string on block.
It does push Raven back a little though putting you back into your ideal footsie range.
SKULL SMASHER FEINT (Back + MK > MK)
A 2 hit kick string that ends in an overhead.
This is a string to watch out for against Raven as the second hit causes a ground bounce on hit. Allowing Raven to start his damaging combo game.
The overhead follow-up is unsafe on block to your st.LP into a Cross Rush though. You will have to walk a little bit forwards to get the st.LP to connect on block.
There also is the option to DP between the 1st and 2nd hits into your partner but don’t rely on it too much as the 1st hit on block is safe to your DP. So some Raven Players may just stop the string short.
SKULL SMASHER FEINT LOW (Back + MK > HK)
A 2 hit kick string that ends in a low.
This string is mixed up along with Raven’s Skull Smasher Feint String (Back + MK > MK) for a high/low mix-up against you.
The low is a little slower than the overhead option though so if you can see this coming you can raw launcher it (pretty strict timing), DP in between it or you can just block it and take your punish in the form of a st.LP into a Cross Rush.
For those who learn by the game sounds and audio, Raven makes the same noise every single time he does either the overhead or the low option. So you can listen to his shouts and then react accordingly.
SPECIALS
CROSSED NINJA STARS (QCF + Any Punch)
Raven throws his ninja stars at you.
This move has two main uses
[LIST]
[]To act as a zoning tool to keep you out
[]To act as a way for Raven to get in and apply his pressure.
[/LIST]
One thing to note about this move is that Raven cannot perform any moves after he does this move until he lands on the floor again.
As a zoning tool this move is pretty annoying to deal with due to the fact that it is really hard to hit Raven whilst he does this move assuming he jumps back.
Interestingly you can walk Raven to the edge of the stage and if he still insists on throwing these out, a Misogi on reaction will catch him whilst he is doing it assuming he jumps in the corner.
Raven Players tend to avoid corner situations though due to his not so great ‘Get Off Me’ moves.
As a pressure tool this move puts you in some decent blockstun on block and Raven Players from this point will either teleport in front of you or behind you using his Haze speical move and it is up to you to predict this and punish it.
Generally most Raven Players tend to go for the cross-up teleport just to check if you are blocking correctly but be aware of the frontal approach also.
If Raven just does this move on the ground you can EX Demon Flip over him and follow-up with either your Palm or your Throw Follow-up. The palm is preferable in case he tries to jump afterwards but you can use the throw if you think that he is going to block or you screw up your timing. You’ll want to Demon Flip the moment he draws his Ninja Stars from… wherever he keeps that stash of ninja stars.
The EX Version hits twice. It is mainly used in either the fireball war to throw you off or to extend his combos. Not much to mention here other than you will either see this move if you are being juggled to death or Raven gets a little bit too uncomfortable with your zoning.
HAZE (DP or Reverse DP Motion + All Punches or All Kicks)
A.K.A Raven’s Teleport
This is Raven’s main way to not only by pass your zoning but also create some space against you as a wake-up attack.
Depending on what Version he does, where Raven will end up can change.
DP Motion + All Punches
This version tracks only behind you from where you are currently are. It is advised that whilst zoning Raven that you keep your Air fireballs low to the ground so that if he does teleport behind you, you can punish him for it on his recovery with a DP into your partner.
Reverse DP Motion + All Punches
This version teleports Raven backwards further than his kick variants. It isn’t used as much when Raven has 2 bars or more as the motion overlaps with Raven’s Super Art. But you can expect to see it whilst Raven doesn’t have 2 bars or more.
You can Option Select a Demon from a regular jump in on his wake-up should he try to use this to get away from you. This will also catch his backdash as well as it will work with his other Kick Variant.
DP Motion + All Kicks
This version teleports Raven in front of you instead of behind you unlike his kick variant. Reactions will be key here during your zoning to be honest so that you can punish him during his recovery.
A good training exercise against both his front and behind teleport,is to set Raven to record and randomly teleport behind you whilst you are zoning him out and then get him to mash on LPs during his recovery. By doing this, you will get a feel for the recovery on his teleport and you will be able to find out how low you should do your air fireballs in order to be safe. It isn’t foolproof by any means but it is a start
Reverse DP Motion + All Kicks
Same as his Reverse DP Motion + All Punches Version only it travels less distance so it is easier to punish.
One thing to mention about Raven’s teleport is that it is not very effective in corner situations as the versions track your current positions and/or teleport him backwards…straight back into the corner.
ALTER EGO (QCF + Any Kick)
Raven Shouts and then using his gadgets, launches an attack
Depending on what version Raven uses, the properties of this move can change.
The LK Version hits as a low attack
The MK Version hits as an overhead
The HK Version looks a little tricky at first but you can block it either standing or crouching.
It is important to note that all versions of this move are unsafe on block and this is a move that you should watch out for exclusively against Raven as it will lead to really strong punishes from you in the form of your st.HP, DP or Cross Rush into your partner for some extra damage.
The EX Versions of this move are similar to the regular versions only the EX Version of the HK Version causes a wall bounce on hit.
The EX Version of the MK Version is also a decent ‘Get Off Me’ move from Raven due to its invincibility on start-up. You’ll want to bait this out as much as possible against Raven by watching his meter as it’s his most viable way to get you off of him aside from his teleport.
WIND CROSS (QCB + Any Punch)
Raven runs in your face with his two kunais for a slash attack
This move has two uses:
[LIST]
[]As a Fireball Punisher
[]As a Combo Starter
[*]As a Mix-up Tool
[/LIST]
With the right timing, this move can go through your fireballs. Hence you’ll want to learn the range on this move so that you can get him whiff it if he tries to do it.
On whiff you can punish him with whatever you please. St.HP into a Solo Combo, Cross Rush or a Demon etc.
All versions travel the same distance making learning the range on this move not as bad as you may think.
As a Combo Starter, many a player who has been hit by Raven knows what this leads to MORE DAMAGE.
As a Mix-up Tool, this move can be followed up by pressing a punch button again for a cross-up
Simply block forwards for the intial move and then block the other way for the cross-up
Your best punish against this move on block is either your Demon if you have meter or you st.MK into a Cross Rush if you don’t have any meter. Depending on where he finishes, you may or may not have to walk forwards a bit before punishing him.
Something to note about this move is that, the further away he is from you when he starts this move, the closer he will be to you on his recovery assuming that he doesn’t perform the follow-up. If he does then he will be in the position that he started from.
The EX Version has another follow-up that misses on crouching opponents. So your best bet is to crouch block this move so that you can avoid the follow-up from the EX Version should he try to do it against you.
If you are even interested in blocking the EX Version then you should just block the in the other direction as if you were blocking the first hit of the move.
The EX Version is really punishable on block. Punish with a st.HP or if you have the right spacing, a Far Standing HK into a Solo Combo. You could also Cross Rush him into your partner, but start with a Heavy Normal for less damage scaling.
Raven can use the EX Version as a Reversal Attack but it isn’t invincible on the first frame to lets say a DP so you can stuff him on his wake-up as well as safejump him with a Regular Dive Kick (Down + MK) on his wake-up.
This is also Raven’s Charge Move and like any other character, Raven can do some Charge Cancels with this move, these are unsafe if you block the normal and he dashes forwards to your DP.
Raven can also use this move to bring in his partner as well. Punishing his partner on incoming can be a little confusing at first but with some practice it is doable. You can punish his partner on incoming with a st.HP into a full combo or a Cross Rush.
DOPPLEGANGER (QCF + All Punches)
Raven’s Super Art is just a ‘Super’ Version of his Wind Cross (QCB + Any Punch) special. It is a lot better at going through your fireballs due to its increased invincibility.
Outside of going through fireballs, expect Raven to use this just to finish you off when you don’t have a lot of health left.
ALL IN ALL
Momentum is the key word here against Raven. The more pressure you can put on him and the more that you can get him reversal happy via knocking him down, the better your chances are at defeating him.
His specials are pretty unsafe so you can punish him as I have mentioned above.
Also Raven’s gameplan can be a little linear at times. Sure he has those teleports and tricks but after a while it just becomes the same old stuff to be honest. So you can take advantage of that weakness. He only has two overheads, both of which are unsafe on block. So you can hold down-back for the most part against him.
Remember to backdash his st.LP pressure also.
Forcing Raven to the corner is another good way to defeat Raven as Raven doesn’t have a great answer to corner pressure which you can really abuse against him by keeping him in the corner and controlling the corner with your fireballs.
A strong footsie game by you is also another good way to defeat Raven as whilst Raven has some decent normals, your footsies are pretty strong against him. You can constantly keep on faking him out and screwing over his ranges using your cr.HK sweep or whiff punishing him with your st.MK / cr.MK.
If all else fails you can always pair up Akuma with a partner who has a better time against Raven :D[/details]