The Raven Thread

sorry but you arent contendng with julias cr.mk. Only thing i do is ravens jump spin kick( F+mk maybe?) as it causes him to jump over it.

Is the f.mk good at beating low mash too?

A few things: Raven’s jab pressure is close to the best in the game. Just walk towards people and press stand jab in a rhythm that links on hit, but frame traps on block. Basically, if you get a counter-hit jab, you get +9 (I’m assuming counter-hit bonuses are the same as SF4) to link the next jab, so you can leave big holes and still set yourself up for a combo/counterhit. If you see a hit, immediately link into c.mp or c.mk xx QCB+P and start his bread and butter.

Second, a hit from a jab fireball = super from about half-screen. This has application in combos, but also block strings: you can frame trap with close heavy punch or crouching heavy punch into jab fireball, and if it connects, link/juggle into super. You also theoretically should be able to do loose blockstrings like c.mp xx jab fireball and then activate super if the fireball hits, but I’m not sure my reactions are up to it. I have below average reaction time, though.

Some people were having problems with anti-air, it’s obviously a meter-situational thing, but anti-air super totally works and isn’t even particularly hard to time since you can catch them in the air or in their recovery frames on the ground. It’s also just a single QCB because of the super motion in this game, so it’s totally viable to do on reaction. Trickiest thing is not doing it so early that you just slide under them, although even if you screw it up like that, it’s mostly safe since you just cross over to the other side of the screen. Also, I haven’t seen it mentioned, but neutral jump medium punch is a great air-to-air. If you mix up between teleports and backdashes to escape, pre-emptive air fireballs, c.mp and s.mk, reaction neutral jump medium punch, and super, you really have an anti-air game that needs to be respected, and is enough to make people stop scrub-jumping you at every opportunity.

His fireballs are some of the best in the game, better than Ryu’s IMO, because you basically get to pick your startup and recovery. Jab is slow startup and a recovery comparable to sonic boom, heavy is close to a Ryu fireball with slow recovery, and medium is like Gouken’s fireballs in SF4. But on top of all that, you can teleport cancel the recovery frames of jab sonic boom - this is a big deal, not just for mix-ups. It basically means that if someone is trying to jump/super/dive kick punish your fireballs, you can bait them and force them to whiff just by throwing the jab fireball and then teleporting either towards or away. Away is the obvious safe choice and can be really frustrating if someone like Gief is trying to EX greenhand you, but toward is also incredible because it lets you reset the screen and basically trade spaces with someone. And this is without even addressing his air fireball tricks. Also, as I mentioned he can link into super off long range jab fireballs really easily.

I kept on getting hit by 4 frame lights in between my second and third s.lp’s. I think it might be a hitbox issue, or I just don’t have the timing down.

I do like to pressure with standing jabs when I get the opportunity to, but I still truly believe his best strategy is to create distance. I really don’t like messing around with some characters in poke range. Primarily Julia and other grapplers.

here’s another AMAZING video of me playing Raven, I’m getting better lol. I’d be alot better if the sound was correct and I could better time my combos. As well I wasn’t spending so much damn time making videos lol. Anyway check this out I’m getting proooo.

[media=youtube]FwhwVsdHqtM[/media]

Here’s another PERFECT too while were at it!

[media=youtube]ko1ya3n4NHU[/media]

Your BnB is bad. You should at least be doing cr.lp, cr.hp xx wind cross cancel, cl.hp xx lk alter ego after the hit-confirm into wind cross. Also s.lp is better slightly than cr.lp for the initial hit-confirm because you’re standing and can walk easier.

You should never use EX shuriken for midscreen combos with Raven. You shouldn’t use meter unless it’s a tag cancel to Ryu to get your opponent to the corner/get Raven out, or it’s a super combo (because you’re lazy and don’t want to drop the combo). In the corner you can’t combo off wind cross (if they weren’t completely in the corner then you can).

All you do is jump and do combos.

Currently running Raven/Rufus and it’s been working well so far, just wanted to know what everyone else thinks.

Combos are cool and all, but you don’t seem to have a stable strategy or the fundamentals down.

like dude above me said, all you basically do is jump and do combos.

you can always get better though.

and you are definitely not AMAZING.

I don’t know Raven much but I don’t think the BnB in to Shuriken is that bad. Looks like you get a lot match-ups against people who can’t block a cross-up to save their life. You should work on a high-low game to supplement your mix-ups because right now it’s all left-right. Any decent player is going to blow that up.

That said, it looks pretty and I’m liking the shuriken lock down in to teleport (which you should probably use less). That teleport against fireball users? So OP. Keep improving.

above average execution but you are playing people who can’t block, you can’t block yourself and you have no footsies. you have a lot to work on before you would be able to beat expert players.

I also play this team.

One question I have… what are you guys canceling out of to get raven out safely during like a block string while he is low health that has the ability to not be punished 100%?

raven doesn’t really have safe tag outs, I generally just get an air to air shuriken then tag or do cr.fierce loop tag cancel.

I couldn’t find anything he had with enough blockstun to tag out safely. Reversal DP blew up everything. This would appear to be his biggest weakness and generally why I have him in second

Aside from this and limited wakeup options, I actually think he’s pretty good. Has the buttons to handle himself up close (stand jabs), has the damage, is one of the better zoners in the game, viable projectile punish options, anti-airs aren’t the greatest but c.MP at the very least trades with the better jump-ins. Dunno, he may not be the beastliest but something about him feels right

Someone said cl.hk is a safe tag out earlier.

Need to test f.mk target combo. I know cl.hk is plus on hit if tag canceled, but I didn’t know block frames.

Also don’t know if anyone was watching levelup’s stream yesterday, I got top 8 playing Hugo/Raven. His super is way too good.

That was me. Tag cancelling the first hit of cl.HK is indeed safe but realistically getting in a range to safely do that is unlikely

Good stuff man! I’ll check out the archives later. As for f+MK I already tried. The issue is that the first hit can’t be tag cancelled before the second comes out. You’ll just get happy bday’d on attempt

Please don’t forget this is XBOX 360 and 90% of my block game comes from sound. The sound is really screwed up and it’s over all very laggy on 360 right now. It’s making me drop a lot of combos and can’t tell if I’m getting hit or not. Sometimes I think I’ll be blocking but the lag + the sound lag owns me. And yes I’ve started playing some expert players from SSF4 and I didn’t own them as hard as I did in these videos but I still won. If the person I’m playing downloads me I change tactics. I’m B ranked in SSF4 with Cody, Akuma, Ryu, Ken, Chun Li, Cammy, Blanka, and Oni. I’ve only played SF for maybe 3-4 months now, was big into COD but new COD’s got lame so I decided to pick these genre of games up. So yeh, I understand your point I keep doing the same things over and over again, but when someone counters it, I change my rhythm fast.

Online rank means very little. You have no fundamentals. You don’t even have rushdown besides jumps. You do unsafe moves and hope people don’t punish them. You don’t do Raven’s stand jab pressure. You don’t combo from his overhead. You don’t anti-air.

All of these videos are you playing awful players. At the very best, beating them proves that you’re not awful. The way you’re playing against these people shows me you have awful habits - predictable jumping, not hit-confirming, bad combos, random supers, predictable teleports.

Play good people offline.

Im about to start rolling with this team. Nice gameplay!