The Raven Thread

Has anyone found any decent mixups with Raven to use on an opponent’s wakeup? I realize that forward tech hurts everyone’s wakeup game, but so far the only useful thing I’ve found for Raven is that his j.MK hits pretty ambiguously on both sides. I’ve tried playing around a bit with Shurikens, TKed Shurikens, and teleports, but so far haven’t found anything particularly useful.

Overheads: b.mk mk, mk alter ego. Lows:cr.lk, cr.mk, cr.hp, cr.hk (don’t do cr.hk), b.mk hk, lk alter ego. Crossup: j.mk. You can cancel lp shuriken into a teleport and you have a crossup and non-crossup teleport. Your s.lp is 3 frames, +4 on block, and doesn’t whiff on crouchers. Your charge cancel is one of the faster in the game, making gimmicks like cr.hp xx wind cross cancel -> throw/s.lp worth doing every once in a while. You can frame trap with cr.mk xx ex Shuriken and get full combos off a safe move (inefficient but effective).

He doesn’t have good spammy high/low strings like a few of the Tekken characters but he has really strong ‘build your own offense.’

here’s three more perfects, i’m uploading a perfect of me vs 2 guys with 6000 bp+ i made them look like they have 100 bp. perfect on both of them with only 1 char.as i said anyone is free to add me SoBy Qs is my GT. (mind in the videos i was playing with a buddy of mine)

[media=youtube]uVg1K5lEbXE[/media]

[media=youtube]Plwmd2OauH4[/media]

[media=youtube]-UVyiFweI7A[/media]

By the way guys, I’m looking for a good partner to play ranked with too. Add me SoBy Qs XBL tag.

His Alter Ego is pretty ambiguous and I’ll once in a while throw in one at the end of a block string hoping I’ll hit a standing/crouching opponent, though every version is unsafe on block and I don’t know how safe it is if you tag cancel out of it. His b.mk command mixup is pretty good, though I’m guessing that might be punishable if your opponent is mashing buttons on wakeup. His shuriken -> teleport mixup seems to only really be safe from past midscreen since the recovery on the teleport is pretty big.

One thing I’m trying to play around with him is after a knockdown doing a jump and then doing an air shuriken right before landing. It’s +19 on block (EX version is +27), you recover almost immediately (within 4 frames of hitting the ground), and will hit pretty much every standing character. The shuriken pushes them back, but looking at the frame data air shuriken ->wind cross would work as a frame trap, and in the corner you’d have a lot more options (though this seems like it’d be fantastic to use as a teleport mixup at midscreen).

The problem with air shuriken -> teleport is that if they can do a crouching combo underneath it they can punish you just fine for the teleport. And people can just do cr.lmhh.

Also the ignore function on SRK is really useful. It’s like I get to pick my own community! Sweet.

This reply is for one of the dudes here on the forums who sent me a XBL message saying "I’m the guys from SRK forums me and my friend we’ll wipe you you etc etc…well the first video I’ll post is that fight of me vs him + his buddy. The next two videos are two more perfects :slight_smile:

[media=youtube]p7J0uTA7XHg[/media]

[media=youtube]UJ4FQKdWkIQ[/media]

[media=youtube]ggNLmM7VqOg[/media]

Stop posting this shit in this thread. Theres a video forum for a reason. Not to mention your play makes me want to gouge my eyes out.

lk alter ego is safe on block when spaced correctly. That means max range.

don’t quote him so I can pretend he doesn’t exist

stricken clearly thinks this thread is for him to prove he’s the best in everything he does because his mom always told him he is. IN CAPS.

I didn’t see this covered yet but I was able to get cr.lk into follow ups in the corner after wind cross.

This seems to be either character specific or spacing dependent. I tested it against last night and couldn’t get the cr. lk if i was as far in the corner as possible. Yet I could get it if the combo start a few feet out but ends in the corner. This was tested on Kazuya. Anyway it appears sometimes you can follow it up with a cr. lk. This might also mean a cr. lp would work too. I didnt test that.

If you wind cross them from outside the deep corner you can connect cr.lp and cr.hp (still a shitty link).

For an easier link in the corner than wind cross i have been doing my links into b.mp >mp and then following the bound with cr.HP’s i would call the wind cross link anything but consistant in the corner, theres a fine line between being in and out of the sweet spot. More testing is needed on different starters and damage/ease for an optimum setup, but for now using the overhead with cr.HP’s in the corner they will be taking too much damage.

Knocking down and dashing them into the corner seems the best way to push them into the corner after Cr.HP loops, obviously negated by rolls though, but what isnt at this stage, roll > everything.

Found a way to make Raven’s J.MK ambiguous for both quick rise and forward roll off of LK Alter Ego. Warning: I did not test on all characters/hitboxes.

For quick rise:
(Loop or whatever) xx s.HP->LK Alter Ego, (slight step forward) j.MK = Cross up
(Loop or whatever) xx s.HP->LK Alter Ego, (hold upforward immediately) j.MK = no cross up

For the forward roll situation you still do the quick rise setup but it’s dependent on whether or not you took the step
Examples:
(Loop or whatever) xx s.HP->LK Alter Ego, (slight step forward) j.MK (whiff) then j.MK to tech chase = same side (non cross up)
(Loop or whatever) xx s.HP->LK Alter Ego, (slight step forward) j.MK (whiff) then (slight step BACK) j.MK to tech chase = cross up

(Loop or whatever) xx s.HP->LK Alter Ego, (hold upforward immediately) j.MK (whiff) then j.MK to tech chase = cross up
(Loop or whatever) xx s.HP->LK Alter Ego, (hold upforward immediately) j.MK (whiff) then (slight step FORWARD) j.MK to tech chase = same side (non cross up)

This does not work if they do not quick rise or forward roll. So, if you do the forward roll portion and they don’t forward roll then you’ll lose pressure.

Another thing is that LK Alter Ego in the corner appears to make the opponent’s body slide for a bit. If you hold up immediately after LK Alter Ego, you will not be in the corner. But, if you wait a bit, then neutral jump, you’ll stay in the corner. This can make the opponent forward roll back into the corner, I guess.

EDIT: Forgot to mention only tried this midscreen. Also, some crouching hitboxes might need a slight step back to stay on the same side for the quick rise situation.

MK alter ego is pretty good for mix-ups if you throw a shuriken and teleport behind using cr.lp or cr.lk, they’ll initially block low, if you pause then do MK alter ego, it basically hits overhead, so I’ve been using that and it works pretty effectively.

Still having anti-air issues with this guy, is B.MK that good of an anti-air?

Raven mains who are your second characters? I like this character but there doesnt seem anyone with a good 50/50 game like he has

Hugo/Raven

I play Hugo on point as I think Raven with super and a life lead is probably the best keepaway character in the game, plus the combo synergy is better that way

Does your version of the game not have Kazuya, Lili, Julia, pr Heihachi?

A major gimmick is tk shuriken -> mk alter ego. They might crouch underneath the shuriken to avoid blocking it. The overhead stops that.

No. There’s like pages of people discussing anti-air in this forum. Look back.

Some arsehole comment… Alot of the cast dont have the same tools or a similiar playstyle to raven so I was just asking who everyone else picks… Its not my game doesnt have them I was just asking who else everyone mains…