So since there isn’t one here and i figure the earlier the start we get the better. ESPECIALLY with Evo being 2v2 so you point ravens out there have some memorizing to do!
The format will be:
Overall Strategy
Frame Data for your opponents most notable moves
Ways to punish/avoid said moves
Footage of GOOD game-play for said match up/ demonstrations of how to deal with certain attacks
The Mirror Match
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Abel
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Akuma
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Asuka
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Balrog
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Bob
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Cammy
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Chun Li <Done>
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Game plan: Because she has low health and mediocre wake up options the goal is to get in her face and wreck shop. Because her jump is so floaty you can easily AA or dash under almost ANY jump in attempt. C. :mk: is your friend here when it comes to staggers. if she gets low on health and attempts to tag play it safe and do j. :hp: c.:mk: into stuff for the punish or bait it at full screen and crossed ninja star teleport to punish the incoming character
Look out for: St. :mp:(+1/-3), Cr. :hk:(knockdown/-8), Option Select Target Combo/Hazanshu(+6 or knockdown or groundbounce/0 punishes teleport reversals). When stocked with 2 meter Senretsukyaku.
How to deal with it: for Standing :mp:, your standing :hp: will cause a crumple state on Counter hit, so get a feel for their timing of throwing it out. Remember Chun has VERY good range. so keep an eye on the Cr. :hk: distance and make all jump in attempts ambiguous or on wake up. any other situation you will get anti aired. if she neutral jumps and times it wrong neutral jump :mp: to air to air it giving you a juggle state and a free punish. As far as Senretsukyaku is concerned, if you realize the players reaction speed is a little bit slow you can bait it out with light crossed ninja start canceled into teleport, remember once you get in on her her only option is Ex SBK. Also be wary of my personal favorite frame trap. c. :lp:, st :mp:, RH Hyakuretsukyaku. Leaves her with just enough space to do it twice in a row. -xZephyrx
Cole
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Dhalsim
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Guile
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Heihachi
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Hugo
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Game Plan: ZONE
Hugo can’t crouch block low tiger knee kunais so in a neutral state hugo will take alot of chip trying to close the gap. If he crouch blocks a tiger knee kunai from a distance and you recover as he blocked it, you can throw a grounded heavy kunai and it will catch his prejump(with enough hugo practice you’ll know the timing). If your anticipating a jump you can also release your tiger knee kunais a little higher or just nuetral jump kunai. The idea is to keep hugo out without backing up into the corner.
Look out for/Playing footsies
If hugo is within poking distance with meter you should be wary of tiger kneeing a kunai because he can ex back breaker through it.
If hugo gets within poking distance he will more than likely do 3 things: c.:lk: > to clap nonsense, dash farward if he is just outside c:mk: range or jump in. All you have to do is stand your ground and react accordingly. If he dashes you low foward cross wind, if he jumps you anti air with c:mp: or go air-air and if he does low shorts you low block. You do NOT play footsies with him, Raven can’t whiff punish hugos low short. If you have space behind you and the hugo hesitates, it would probably be a good idea to kunai>teleport back with kicks( I don’t do this too often but it can get you out of jail for free). Note(by xZephyrx a well timed c.:mk: will beat hugo’s jump ins for a free wind cross combo. Raven will act much like Chun Li’s c.:mp: and lower his hitbox to the point where hugo will just recover into a meaty c.:mk:
Hugos wake up options:
Unlike traditional grapplers, hugos wake up game is actually weaker than what it seems on the surface. His lariat, ex lariat, command throw and ex command throw are all throwable, so if your in his face and you anticipate a wake of any sort throw him. don’t jump away because he will probably backbreaker you or catch you with lariat. if they’re desperate they may wake up super.
if your stuck in a situation where he’s doing low short clap> low short clap just block and look for the low short> lariet dash cancel. he is actually negative when he does that and you can low jab> low forward> crosswind punish it before the 360 comes out. if he’s going clap happy and you have space you can backdash in between the low short clap and there’s nothing hugo can do about it.
if he’s doing the spamming cross up jump splats, just do your best to block it and when your back is facing the side of the stage with the most space your backdash and teleport after blocking the splat.
if your backed up into a corner good luck. if you think he’s gonna throw do a reversal ex alter ego(with LK+HK); otherwise use an alpha counter. if i get knocked down in the corner by hugo i tend to roll foward and teleport away.
also be wary of his chained overheads.
Play safe and play lame. Theres nothing hugo can do to stop you
-Ssj2jeff
Hwoarang
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Ibuki
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Jin
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Julia
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Juri
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Kazuya** <done>**
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Game Plan: I think this match up is pretty straight forward. I mix up between ground kunais from outside his jump in range and tiger knee backwards kunais. If he miststepsthe grounded or air kunai, c.:mk: will beat out any follow up or will just punish the dash itself if he’s too close. Usually when i tiger knee backwards in anticipation of a jump, i release it higher than usual so that they don’t get lucky and jump over it.
Lookout for: Kazuyas jump round house has a lot of priority and leads to stupid damage, so be careful with anti-airing from the ground. it’s safer to just go air-air or if you react too late just block.
[LEFT]How to deal with him: Kazuya’s chains LP > MP > MK > LK(mid), LP>MP>MK, LP>MP>MP, deep oni kicks and slaughter hook are all punishable with c.:mk:(7 frame startup) > cross wind. It’s a good idea to go into training mode and condition yourself to blocking these moves and punishing them accordingly[/LEFT]
-By Ssj2jeff
Ken
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King
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Kuro
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Kuma
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Law
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Lili
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M. Bison
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Marduk
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Megaman
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Nina
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Ogre
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Pac-man
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Paul
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Poison
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Rolento
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Rufus
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Ryu
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Sagat
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Steve
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Toro
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Vega
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Xiaoyu
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Yoshimitsu
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Zangief
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