The Raven Thread

For that you really have to work on the distance game, if the life is a huge issue, sometimes you just have to get away and try to use a ninja star to cover a hard tag.

As far as opening people up, sometimes you just have to overwhelm them. I get in, do block strings either into mk alter ego for the overhead, or wind cross which I’ll either back dash out of to bait something, dash forward and grab, or dash forward and start low or get another block string going. Also work on frame traps with close up ninja stars, lp version gives you crazy frame advantage.

I’m cracking up here…I hit this forum to see what people were saying were Raven’s weaknesses so I had some idea how to approach the matchup and instead I find people mostly upset that his anti-air trades if it’s timed poorly. O_O

Even strictly in theory-fighter mode, with his crazy quick teleport recovery, TK shurikens, and excellent standing jab frame data I can’t come up with anything to break Raven’s gameplan apart. Anyone want to point out how stupid I hopefully am in thinking so?

Any character with a counter can be scary for Raven. Invincible reversals can be a problem for jab pressure. Just be careful for when Raven baits reversal or counter. TK shuriken is not that amazing. If you see a teleport after a TK shuriken just cr jab. If you aren’t using Hugo you can avoid the shuriken and usually jab into a combo. A ground shuriken is usually best neutral jumped. With good timing you can hop over the shuriken and if they teleport come down on them with an attack. It won’t usually hit but it will put Raven on defense.

I feel like the biggest problem people have with Raven is that he absolutely controls the pace of the match against most characters. He can go run away or go all out with attack and he can transition between the two in an instant.

TK Shurikens are bad, you jump way to far forward for it to be worth doing in any situation outside full screen. His lp.shuriken~teleport mixup has like 8frames of recovery and is very easily telegraphed, when i fight ravens (mirror match) i punish it on reaction without a problem.

He has lots of reversal gaps on block if hes doing jabs, you just need to find them and if not then you can alpha counter, sometimes even into a 400 or so damage combo which really will make raven think twice about pressuring you up close, if he doesnt tag out fast to get some health back.

When i play raven i use shurikens at full screen coupled with backwards/on the spot teleports to really bait a reaction. Or just stand full screen and teleport back when they start to advance. This is great against like kazuya/julia who have fast ways to travel past your projectiles and rush in on you. So yeah dont get baited into that because cr.mk will catch you on the way in.

About his anti air, if its being too unreliable catching jumpers (alot of the time it wont hit clean) you can go neutral jump HK, this ground bounces, full combo.
He has alot of ways to pull you into those crHP loops, so be really carefull when approaching or playing outside of jump distance because of the teleports.

Once you get in raven is easy to lock down, has unsafe reversals, and no real wake up other than teleport, but thats easily baited and has wierd tracking on jump ins/crossups on wakeups.

Oh and dont try to counterzone/throw projectiles back, anything that has more than like 8 frame duration, including recovery, can just be full combod on prediction with a teleport. Just focus on getting in, and locking him down

dude I was facing basically my first raven player. Was a scrub with auto block auto tech and I think simple input gems? Anyways when he switched to raven. He just spammed shurikens and did like a teleport high low with the thing he does with his leg? I think the teleport is an overhead. Dude I get locked down and its like a marvel mix up. I was using rufus and ryu but it didn’t matter. I don’t know the character. I was just mind fucked. any advice?

you gotta use more dopplegangers. we talkin some straight naruto 10000x on screen at once.

Does anyone run Akuma with Raven? I can’t seem to find any tag combos that are really worth the meter because it seems like Raven does more damage on his own for the meter burned, if you just use the meter for super or whatever it does basically just as much damage as any tag combos would. Same goes for Akuma. The most I’ve managed to do in tag combos are around 500 damage with 3 meters. That’s with Raven’s c.hp dash loop.

I do actually, and I’m pretty successful with them. Atleast online… Lol. And well, the fact is that all those long as tag combos you see everywhere are usually just complete waste of meter, whatever teams they’re using. I get the feeling you know this already, but honestly using tag-ins for additional damage in combos (not AA uppercuts, or similar stuff) is rarely worth the meter. Especially for a character like Raven, who has pretty good damage by himself.
However, Akuma’s mid-screen combos are pretty short and lack damage, so tagging in at the end of his BnBs might not be a bad idea in a lot of situations. What i usually do after a hitconfirm or jump-in (on standing opponents) is LK tatsu -> st. HP -> MP srk -> tag-in -> Raven jump HK -> cr. HP loop -> st. HP -> QCF LK

Anywaaays I came here to ask if anyone can name any good Ravens, besides Ryan Hart. I can’t seem to find any online, or through searching youtube.

Oh you can connect a jump hk off a mp srk tag in? Odd, I’ll have to try that out. I usually just go straight into cr.hp loop.

Alter Ego, the “teleport high low” is completely unsafe on block, and it doesn’t combo into anything. It’s very risky for him to use. Block it and punish as hard as you can.

The second hit of Windcross can be punished with a jumping heavy normal. Both Windcross hits can be punished in some way, but the fact that he can chain into the second hit means a punish attempt on the first hit may get stuffed.

His SCDCs (Super Charge Dash Cancels) are normally unsafe on block. Punish with DP or use crouching lights with either character to hit-confirm a punish.

Anti-air him when he jumps at you.

I found an interesting setup with raven for possible mixups and catching tech rolls.

After a cr.hp loop, or anything that lets you use cr.hp dash, end it with a st.hp mk alter ego. You will teleport behind them, crossing them up if they quick stand and sets you up really close to them if they tech roll out so you can punish with sweep or whatever.

Messing around with it I think you can even os certain crap if they roll from a cr.jab
For example I (accidentally) os’d a super off a jab and it auto corrected and caught the roll. It’s hard to time but it works.

you can block out of rolls though.

Can you? So there’s literally no recovery from rolling? Wtf…

rolls have 0 frames of recoveryy

That would be absolutely stupid if a roll had some form of recovery. You would get guaranteed free damage if you predicted a roll correctly every time.

Great…

Which is how it should be, instead of a get out of jail free card. One of my biggest complaints with SFxT and one of the main reasons I dropped it

safejump hp, os super jump mk backwards, cr.lk/st.lp has done me well. I don’t gets whats free about rolls. If they were punishable they would have to be much much faster and possibly multi directional.

Lol these rolls are better than Abels roll. You can grab him out of that shit (if it’s still the same as AE). Since they aren’t easily punishable, they are better than all sorts of teleports for wake up escapes.

Yeah but you can ONLY do them on a hard knockdown, ONLY in one direction, and ONLY one distance. Its still pretty easy to be ready for them with some kind of oki mix up.

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