That's So Raven -- The Raven Combo Thread

Its got good movement and range on it, i dont think they would be able to punish it consistantly from max range on block. I wont be using it too often with that recovery though but it still stands as a good way to open someone up once in a while.

I guess getting the counterhit will still add more damage to your next hit anyway, so after the charge of wind cross you can dash forward or backwards to cancel it, positioning for a good crossup/OS for their wake up/tech roll.

Also worth mentioning if you stand just infront of where they will tech roll to you can get a f.mk > mk max range if they stand or a b.mk > overhead/low on tech roll, so you can still set up nicely and grab yourself a counterhit charge.

Does anyone know how unsafe it is to throw a shuriken then teleport in? From across the screen it seems best to use lk.alter ego to put yourself just outside of jump range after the lp.shuriken so you are safe and can throw a poke or anti air them if they jump the shuriken.

I found something funny, if the opp jumps back on reaction to your LP shuriken xx teleport, you recover before they land and you can teleport again to the other side and still hit them as crossup lol

Can also just dash under them depending on their jump arc

A frame trap is defined as a leaving a gap in between a string just enough, so that any reciprocated or reflexive normal attack or normal escape will result in a hit and/or a counter hit. In the video, every string performed leaves a 1~4-5 frame gap of the opponents ability to react improperly, thus everything posted in the video is a legitimate frame trap.

Frame traps are fine, but when your opponent knows that is what you are doing especially if they are Ryu you can definitely still eat a DP (it’s happened to me using these sort of frame traps). They can also alpha counter out of the frame traps as well if you are continually putting on pressure with consistent linked but blocked s.lp or c.lp. Not that those things make these any less practical.

good stuff kreymore, one thing I’m a bit sad you didn’t mention is that you can delay the lk followup of b.mk, that makes for a great frame trap.

I like the use of st.strong though people aren’t really using that button yet, I really wish it left raven a tad bit closer though.

@Shodokan, having your opponent be scared enough to do a desperation DP means they are mentally guardbroken and you should be able to vary your strings to bait it.

this is an amazing trap and people like to hit jabs after the b.mk to stop the overhead, this helps condition them not to

There were a few more I didn’t mention but yes, LK Skull Crusher is definitely a good one!

Not sure if this is known but you can chain into cr.HP > EX wind cross to still start the loop even when chained.

As far as optimized stuff, I would definitely go for cr.HP after wind cross if you feel comfortable in doing it, but doing cr.LP into the loop for one less rep really isn’t that huge of a trade off for consistency. I wouldn’t stress it too much. Me personally, I’d rather hit my combos in a tournament match, so I stay away from one frame links.

My favorite frame trap is hold forward jab jab jab jab jab jab jab. I’m not even joking that shit is amazing.

Yeah this game has a lot of that. So many characters with little wake up game. Im playing ibuki and that is even a better proposition with her.

I noticed that you have “xx” in a lot of the combo’s listed. Can someone please explain what this means and how to execute it in the game?

Thanks

c.lk,s.lp-s.mp,c.mk->special
for me this works as a good frame trap!
whats good about raven is you have a long hit confirms, so on any case all your hits are blocked you can cancel to special safety (teleport, wind cross back dash cancel), or apply more pressure with wind cross dash cancel

I’m using neither cr.lp, or cr.mk, but cr.mp.

It’s easier than either of those two options. For me anyway.

I was finding the cr.mk tricky.

xx refers to a cancel instead of a link.

c.hp dash cancel to super seems to give me teleport back for some reason even when delaying it as long as possible. Seems you need to hit c.hp REALLY far from your opponent to get it to dash cancel to super correctly.

Hate when that happens! I’ve just resorted to using cl.st.HP into Super and cutting out one of the juggles with cr.HP because it hits more often for me.

I was at WNF recently but I got bodied by Floe on stream, haha. Barely had a chance to switch out. But I had really good games outside of that! Loving Raven and I don’t think I’ll ever be dropping him.

The best way i have found to combo into super is to do the last crHP into wind cross cancel and input the super BACKWARDS as fast as you can, you will cross under them and the super will connect perfectly. If you try to time the super later you seem to miss or get a teleport alot more, doing the cross under method seems to remidy this as even if you miss you crossed under them so they will be rolling themselves into the corner to escape any pressure they think youre going to apply.

New “find” you can get c.hp loop twice if you switch sides and hold the button for an extra second during the charge after a launcher chain from your partner for 339 damage when you end it with s.hp > lk alter

ty

it looks crazy sometimes, it sucks them in with the super when you do it early enough, whats the highest damage you have gotten with just the super, i have 589 but i recon more is easily possible