The Raven Thread

well considering you thought they were punishable 1 day ago, and I’ve been working on anti roll measures for 2 months, I think I’ll keep assuming my opinion is more well informed.

Well that’s because I haven’t even got to play the game online, it’s not even officially out on PC yet. I’ve had like 4 days with it. I assumed they were punishable because I figured every free escape should have some sort of recovery…

Anyway, any other anti roll measures?

It’s not a free escape

Also if you haven’t even played the game you have no ground to be talking about game mechanics.

How is it not a free escape? It gets you out of wakeup pressure and has 0 recovery as you said. That sounds pretty free to me. So if you can block right out of it, you can’t really punish unless its a command grab.

Who said it gets you out of wakeup pressure?

Okay, so is there a way to get guaranteed pressure if they roll or dont roll?

Its basically like fighting Akuma in AE, with a character that doesnt have a great answer for wakeup teleport. You just kind of space yourself to where you can deal with either option on a hard knockdown, and instead of getting a free hit like with the recovery of Akuma’s teleport, you just have to try and go for a mixup, which you would have had to do anyway if they had just gotten up where they were lying down.

So, HARD KNOCKDOWN, are they going to wake up here now? Or are they going to wake up over there a little bit later? Its really not that difficult.

Correct, but if his teleport had no recovery in the first place how would you even punish it?

I’m not talking about punishing it, maybe using Akumas teleport was a bad example because you CAN punish that, I’m just speaking in terms of trying to read what your opponent is going to do and position yourself to be as ready as possible for it. Just because you can’t punish rolls doesn’t make them a get out of jail free card, they still have to guess what you’re going to do to them as they get up.

Eventually you get a feel for the timing of the rolls so you can more easily tell what your opponent is doing, and there’s even a way to have your jump auto correct if your timing is right to follow then no matter what they do (although I believe the timing is slightly off from being a safe jump).

Rolls only recover 1f slower than a normal wakeup for most characters, so it’s generally a negligible difference. It is possible to option-select against rolls with special moves or super jumps with the right spacing/timing, but from my testing, it only seems to give you about 24 frames (25 for a roll) between execution of the move and the opponent’s recovery at best.

Incidentally, I just found an interesting setup that doesn’t require any of these fancy option-selects. Mid-screen, end a combo with 2HP xx 214[P] > 44, 236LP, 623PPP. If the opponent quick-rises, the projectile hits them as they wake up. If the opponent rolls (they must hold back because you’re crossing up with the teleport), the projectile chases and Raven ends up with huge frame advantage. If the opponent wakes up normally, the projectile misses, but Raven still ends up right next to the opponent with plenty of time for a meaty attack.

I suppose. Is there a way to os a teleport or something if they roll? It’s odd because rolls are faster than normal wakeup on an utkd so I guess it would be basically impossible since they are outta the way already as you jump.

Like I said, you can get a super jump or any special move to auto-correct, but this generally leads to the opponent recovering faster than you, making it not worth using. Raven’s teleport would end up at something like -14 with an auto-correct setup. 236LK/MK would connect, but the risk/reward for those is terrible.

I’m not a Raven player, but i expected to see him way more than what i’m seeing online.

Yeah for as many people think he’s op or top tier, there’s really nowhere near as many people playing him as Ryu or even Hugo.

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Pick Raven up yesterday and I must say I really like him. I use Raven/Asuka. I wonder why he isn’t used like that in this game. I consider him a very good character.

Not sure where it’s been posted, or if it’s even been mentioned, but Raven has 3 versions of his EX alter ego. One with lk+mk, mk+hk, and with lk+hk.

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Yo welcome to 14 weeks ago.

Derp. I figured, but just trying to start up some conversation, and didnt see it posted anywhere. Is EX alter ego even useful and if so, is it only the mk+hk version for its wall bounce?

qcf+LK+HK is invincible, but it’s really risky with 24f startup.

Weren’t Raven’s loops nerfed? If so what are his new combos from an air to air juggle, jump in, hit confirm, and launcher?