That's So Raven -- The Raven Combo Thread

Best damage after a crossup is 372 without using meter with a 1 frame link c.hp instead of jab after wind cross.

I mean by maximum damage.

Also, what are our best options after landing a s.mk as anti-air? Counter and non-counter.

Best = maximum

You can’t get anything after a s.mk as anti-air without counter hit. And the best you can get is c.hp > dash cancel > s.hp > lk alter for 327 damage.

That counterhit for a jumpin combo is the BEST you can get even air to air from my experience.

How are you guys doing c. HP Wind Cross cancel series consistently? I sometimes end up on the wrong side of the target and can’t react fast enough to switch my motions.

The trick is waiting to hit c.hp as late as you can. It doesn’t need to be last frame perfect but it has to be late. You can even cancel everything super fast and not cross them under, you just need to wait them to be really low to the ground to hit the c.hp. This method works almost 100% from my experience.

Nah, You can wait all you want, sometimes you are most definitely going to be on the other side no matter what, especially during tag out combos. Delaying cr. hp helps for sure though. Just saying it’s not 100%.

Yeah, its not 100%. In like: its almost 100%. =P

So I’m trying to learn the timing for cr.H wind cross cancel, but when I do it I usually cross up the opponent. Is it because my timing is off or what? I could use some tips getting this down lol

look up 3 posts

I feel like an idiot for not looking up -_- thanks though

This seems like a more efficient midscreen combo:
j:hp:, :hp:xx :qcb::hp:, st.:hp:xx :qcb::3p:
579 damage IIRC.

In fact, any combo wind-cross combo that doesn’t involve dash cancelling will probably do more damage by cancelling off st.hp instead of a st.lp link.

cl.hp off of windcross is spacing and possibly character specific.

He can get over 600 solo comboing into super with dash cancels

What’s the juggle potential on the super? What’s your most consistent way to get the full animation?

Most consistent way for me is

cr.hp x4, wait, super or whatever xx windcross, cr.lp, cr.hp x 2, wait super

Or I just aa with it with a shuriken on screen. Vanilla seth/rose fireball trap style.

Juggle potential is 4, so basically you can just replace your alter ego ender in anything with super. Sometimes with close fierce canceled to super in a juggle you’ll hit them too high and you don’t get full animation, which is why I suggest doing a cr.fierce instead.

j.hp, st.hp xx windcross, cr.hp x3, super does like 630, raven hits like a truck. doing the easy mode version still does about 590, and doing the cr.hp x4 loop does just a few points under 600.

day1 release combo updated!
Wind Cross Dash Cancel (WCDC)
:qcb::p:hold,:f::f:
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ex.Shuriken, Skull Smasher Feint, Cross Rush Combo

:qcf::2p:,:f::f: = (mid-screen, no :f::f: on corner)
:b:+:mk:,:mk: (overhead bound hit) = (mid-screen & corner)
Cross Rush = (mid-screen & corner)

= :b:+:mk:,:mk:, :d::hp:xx:qcf::mk: [325 dmg] mid
= :b:+:mk:,:mk:, :hp:xx:qcf::lk: [331 dmg] corner
= :b:+:mk:,:mk:, :d::hp:xx WCDC, :d::hp:or:d::hk: [307 dmg]
= :d::hp:xxWCDC, :d::hp:xxWCDC, :hp:xx:qcf::lk: [403 dmg]
= :d::hp:xxWCDC, :d::hp:xxWCDC, :d::hp:xxWCDC, :d::hp:or:d::hk: [379 dmg]
= :hp:xx:qcf::2p:,:f::f:, :hp:xx:qcf::lk: [411 dmg]
= :hp:xx:qcf::2p:,:uf::hk:, :qcf::lk: [418 dmg]
= :hp:xx:qcf::2p:,:uf::hk:, :d::hp:or:d::hk: [394 dmg]
= :d::hp:xxWCDC, :d::hp:xxWCDC, :hp:xx:qcf::mk:+:hk: [385 dmg]
= :b:+:mk:,:mk:, :d::hp:xxWCDC, :qcb::3p: [483 dmg]
= :d::hp:xxWCDC, :hp:xx:qcf::lp:,:qcb::3p: [534 dmg]
= :d::hp:xxWCDC, :d::hp:xxWCDC, :hp:xx:qcb::3p: [555 dmg]
= :hp:xx:qcf::lp:,:d::hp:xx:qcf::mk:: [373 dmg] corner

:d:only works with :qcf::2p: and Cross Rush:d:

= :mp:,:d::hp:xx:qcf::mk: [316 dmg] mid
= :mp:,:hp:xx:qcf::lk: [323 dmg] corner
= :mp:,:d::hp:xxWCDC, :hp:xx:qcf::lk: [373 dmg]
= :mp:,:d::hp:xxWCDC, :d::hp:xxWCDC, :d::hp:or:d::hk: [349 dmg]
= :mp:,:d::hp:xx:qcf::mp:,:qcb::3p: [504 dmg]
= :mp:,:d::hp:xxWCDC, :hp:xx:qcb::3p: [525 dmg]

all of the damage total are based from the :qcf::2p: link, expect a lil’ bit lower damage output if using the :b:+:mk:,:mk: or Cross Rush as a link
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ex.Alter Ego :mk:+:hk: Combo

:qcf::mk:+:hk: (wall bound hit) = (mid-screen only)

= :mp:,:d::hp:xx:qcf::mk: [316 dmg]
= :mp:,:d::hp:xxWCDC, :d::hp:or:d::hk: [295 dmg]
= :d::hp:xxWCDC, :hp:xx:qcf::lk: [353 dmg]
= :d::hp:xxWCDC, :d::hp:xxWCDC, :d::hp:or:d::hk: [325 dmg]
= :mp:,:d::mk:xx:qcb::3p: [463 dmg]
= :mp:,:d::hp:xxWCDC, :qcb::3p: [487 dmg]
= :d::hp:xx:qcf::lp:, :qcb::3p: [493 dmg]
= :d::hp:xxWCDC,:hp:xx:qcb::3p: [517 dmg]
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Wind Cross Combo

:qcb::p: = (mid-screen only)

= :d::lp:,:d::hp:xx:qcf::mk: [306 dmg]
= :d::lp:,:mp:,:d::mk:xx:qcf::lk: [318 dmg]
= :d::hp:xxWCDC, :d::hp:xxWCDC, :hp:xx:qcf::lk: [423 dmg]
= :d::hp:xxWCDC, :d::hp:xxWCDC, :d::hp:xxWCDC, :d::hp:or:d::hk: [399 dmg]
= :d::mk:xx:qcf::2p:,:f::f:, :hp:xx:qcf::lk: [401 dmg]
= :d::mk:xx:qcf::2p:,:uf::hk:, :qcf::lk: [408 dmg]
= :d::mk:xx:qcf::2p:,:uf::hk:, :d::hp:or:d::hk: [384 dmg]
= :d::mk:xx:qcf::mk:+:hk:, :d::hp:or:d::hk: [323 dmg]
= :d::mk:xx:qcf::lp:,:qcb::3p: [483 dmg]
= :d::lp:,:d::hp:xx:qcf::lp:, :qcb::3p: [494 dmg]
= :d::hp:xxWCDC, :hp:xx:qcf::lp:,:qcb::3p: [554 dmg]
= :d::hp:xxWCDC, :d::hp:xxWCDC, :hp:xx::qcb::3p: [575 dmg]

if you are having a hard time connecting that :d::hp: 1 frame link after :qcb::p: for the WCDC combos, you can change it with :d::lp: and still do the WCDC combos
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Fierce Shuriken Combo

:hp:xx:qcf::lp: = (corner only)

= Cross Rush
= :d::hp:xx:qcf::mk: [306 dmg]
= :b:+:mk:,:lk:xx:qcb::p:,:p: [317 dmg]
= :b:+:mk:,:lk:xx:qcf::hk: [329 dmg]
= :d::hp:xxWCDC, :hp:xx:qcf::lp:,:d::hp:or:d::hk: [366 dmg]
= :d::hp:xxWCDC, :d::hp:xxWCDC, :hp:xx:qcf::lk: [404 dmg]
= :d::hp:xxWCDC, :d::hp:xxWCDC, :d::hp:xxWCDC, :d::hp:or:d::hk: [380 dmg]
= :b:+:mk:,:lk:xx:qcb::2p:,:p: [349 dmg]
= :d::mk:xx:qcf::2p:, :b:+:mk:,:mk:, :hp:xx:qcf::lk: [398 dmg]
= :d::mk:xx:qcf::2p:, :b:+:mk:,:mk:, :d::hp:xxWCDC, :d::hp:or:d::hk: [386 dmg]
= :d::mk:xx:qcf::2p:, :hp:xx:qcf::lp:,:d::hp:xx:qcf::mk: [424 dmg]
= :d::mk:xx:qcf::2p:, :hp:xx:qcf::lp:,:d::hp:xxWCDC, :d::hp:or:d::hk: [415 dmg]
= :d::mk:xx:qcf::2p:, :hp:xx:qcf::2p:, :hp:xx:qcf::lk: [447 dmg]
= :d::mk:xx:qcf::2p:, :hp:xx:qcf::2p:,:u::hk:, :qcf::lk: [451 dmg]
= :d::mk:xx:qcf::2p:, :hp:xx:qcf::2p:,:u::hk:, :d::hp:or:d::hk: [439 dmg]
= :d::hp:xxWCDC, :hp:xx:qcf::lp:,:qcb::3p: [535 dmg]
= :d::hp:xxWCDC, :d::hp:xxWCDC, :hp:xx:qcb::3p: [553 dmg]
= :d::mk:xx:qcf::2p:, :hp:xx:qcf::lp:,:d::hp:xxWCDC, :qcb::3p: [529 dmg]
= :d::mk:xx:qcf::2p:, :d::hp:xxWCDC, :hp:xx:qcf::lp:,:qcb::3p: [532 dmg]
= :d::mk:xx:qcf::2p:, :d::hp:xxWCDC, :d::hp:xxWCDC, :hp:xx:qcb::3p:[544 dmg]
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Here is a comprehensive frame trap tutorial of Raven that I made today. Hope it helps!

[media=youtube]j82f1NiNvfI[/media]

LK Alter Ego at max range in the corner > cr.LK > LP Shuriken > Super.

Too bad it knocks back so far, seems like it could have a lot of use in his general gameplay since it’s safe when spaced.

s.HP crumples on counterhit, so ending combos with c.HPxxWind cross and charging it to the flash will give you a free counterhit on your s.hp, so you can play a good spacing game and crumple them into another combo, you could then obviously choose to end that with the wind cross charge aswell to lead back to the same situation.

Havent experimented a whole load with this but i know a few other characters have similar properties so it might be something worth taking a look into, let me know what you think of this.

Wrong thread, but decent job. A lot of those I’m not sure i’d consider true frame traps though simply because you can’t just say that any input after a s.lp is a frame trap to bait a counter hit. Still though the idea of s.lp to max range c.mk > hit confirm wind cross and dash cancel if it is blocked is a nice setup. Didn’t know that s.mp was hit confirmable on CH to c.mk so thats good to know as well.

Keep at it.

S.hp is punishable on block IIRC

Yeah its -5 on hit and -10 on block

Still this is something im going to look at in terms of how far it pushes people away. It might still be viable on some characters.