I haven’t played SFxT for 6 months man. Sorry, someone else would need to answer.
Lol same here but I’m willing to give v.2013 a try.
Bummed to see the Raven boards so dead, I was hoping to see at least a few ideas :(. I’m having a tough time actually figuring out a general strategy/team.
He seems very similar to his tekken counterpart surprisingly, namely a hit-and-run style with shurikens and footsie spacing, in order to exhaust them so you can punish mistakes.
He has a great walk speed though, and his jab pressure is still amazing. It seems like he relies heavily on ex shuriken for pressure in a lot of situations. I’m still trying to work in skull smasher regularly.
Any raven thoughts anybody?
So yea, apparently no Raven love whatsoever, maybe it’ll pick back up post-patch.
I’m trying to figure out how good his CADC pressure game is, seeing as how his mix ups with skull smasher are all interruptible. B.MK, LK is interruptible along with the other follow ups (although the LK follow up is difficult to interrupt.) Skull smasher xx CADC is about -8/9 on block at best, but it’s about neutral on hit. If you can confirm the hit though you might as well go into wind cross for a combo.
Honestly I think one of his best options up close is to jab frame trap/throw or go into skull smasher for a confirm combo or back off. I’m trying to see if there’s anything to just a plain b.MK with no follow up though. Everywhere I look says it’s like -8 but it has massive pushback and is super hard to punish. Could be super useful for baiting out pokes and setting up a legit mix up game, because I honestly don’t know why you’d be scared of raven’s up close game right now.
I’ll have to do some investigating into frame data for his CADC game. But does anybody have any ideas for pressure post LP shuriken on block? The main options I use are either stormbringer or cr.mk. I think the main problem I have with raven in that he’s a bonafide fireball character, and I’ve never played a fireball character
EDIT: All medium attacks and skull smasher xx CADC are about -8/9 on block, -1/0 on hit.
Cr.HP xx CADC is -3 on block.
Funnily enough I find myself the opposite Swoops, I kept trying and failing to learn pressure/blockstring intensive characters like Bob and Paul and it wasn’t until I picked up KoF2012 and P4A that I realized I was meant to be a lame bastard.
I would not worry about not having much experience with fireball characters. They do not have as much of a set gameplan you need to know but instead rely on knowing opponent’s tools, reading them, and countering that. Think of the absolute most annoying things for your other characters, then try to employ that with Raven.
So with Raven you are right, play the lame zoning game and be fine with the idea of winning on that alone if they cannot get in. When they make a mistake then you turn on the ignition either by tagging in or doing his great oki, but it’s also ok to give up on pressure unlike other characters and go back to zoning.
You say Raven has nothing to intimidate opponents upclose with yet before that you mention how strong his jab pressure is. I guess what you mean is that even with great jab and LPshuri pressure he has few consistent options to really utilize it besides throw/risky use of skull smasher whereas other characters can be safer and more dangerous.
My answer to this would be three cheers it is a team game. Raven is fantastic paired with the likes of Paul or Bob because the combo of his fireball and jabs, while not gravely dangerous itself, pisses the opponent off to no end and makes them antsy to attack, allowing the frame trap/counter hit/high damage offense of those characters to finish the match quickly.
Yea his jab/throw mix up is probably the most intimidating of his close game. It’s going to be a little trickier using it in 2013 with the jab nerfs. I have a really hard time using him with my main Bob, just because my play style is centered around overwhelming tricky offense. It’s really hard to switch between the two.
It’s weird, because I absolutely love zoning in Marvel. It’s usually the one thing I’m drawn to in that game, as I play characters like RR, strange, GR and Chris.
I’ve been trying to pair him with Marduk a lot more, just because I have a much easier time going into zoning mode with Marduk. Right now my best character is Bob though and it’d near impossible to switch from my aggressive point Bob to super lame raven.
I like Raven quite a bit, would love to pair him with Akuma. Problem is my Raven is quite weak, still getting the kinks out on the execution side. Still, he’s so much fun to play and the most badass Tekken character. I’m a turtle by nature so he suits my style.
Wow I never realized that Swoops. Part of the reason I suck at this game is that I’m barely at the level to use one character well, but I am so obsessed with team synergy that I am trying to play two very different characters, learn them simultaneously, then switch the mindset immediately during a round. Kinda wanted a tag partner since Day 1, but you need to be good first.
Man Raven/Akuma that is some mad fireball zoning there would not want to fight that lol.
It’s just so difficult to resist going in and starting offense with him. In tekken he at least has some semblance of a more complicated offense when you finally find an opening. In xT, if you get in your pressure is usually just ending with a shuriken. I need to find some solid set ups after throw. I’d hate to think raven is just unintuitive for me :(.
Raven/Akuma sounds crazy good though. Especially since Akuma has no problem doing good post tag damage off of low launches. Their both zoning nightmares.
Yea I’d honestly get one solid character developed before you get into your team synergy/gems/anything else. There’s no bypassing the basic stuff. It’s a team game, but at the end of the day you’re gunna need a solid solo character. I get through matches solely on bob a lot of times just because I’ve practically been playing him since day one.
will try him again in 2013, but for the moment I don’t really have much motivation. His zoning game just keeps getting progressively worse and thats what initially attracted me to him, well that and doing huge loops into a mixup into death.
I really don’t think his zoning is getting worse, at least not with ver.2013. Did you see his new far st.HK in his changes video? It AAs like a beast. Plus his cr.MO hitbox is getting bigger even though its already a very good AA, and st.MK is getting a speed buff. Cr.MK goes under fireballs, and he has a pretty good fireball himself, even if its getting a little bit more limited.
well the loss of teleport cancel hurt previously. it’s just a bunch of little things adding up.
his anti zoning game is very solid already because of windcross and super, but I really just have less fun using him.
Oooh, I was wondering about the teleport cancel thing. I saw your post earlier about it and didn’t think it seemed like it was canceling at all.
I forgot about all those nerfs they would do with each small patch. He definitely lost some fun stuff and he’s more like a standard fireball character. I hope he gets a few stealth buffs in ver2013
I dunno I am looking forward to 2013 Raven. I guess he isn’t going to be especially tricky or have cool things in his offense but an overall buff to a great deal of his normals is welcome by me, and he still retains more damage output than any fireball character I’ve seen besides Sagat, and that’s close.
Might do Guy/Raven for a while. Dissimilar in play but both operate fullscreen
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Can someone please explain to me what this “teleport cancel” is? What did Capcom do to make him lose it? Also is his teleport still 38 frames? Thank you.
He could cancel LP shuriken’s ending frames with a teleport, but he can’t do that any more. They removed it a few patches ago. But as far as I know his teleport is unchanged.
Been so busy with so many characters that I haven’t really tested much Raven stuff. Thought I was going to be really unimpressed but he actually is making a very solid point character. His new st.MK is such a godlike AA. In fact with his walk speed and cr.MP I really have no problem keeping away from jump ins for like the whole match. The stormbringer start up buff is nice, and Dieminion made me realize that it combos into st.LP. The supposed hit box changes to far HP and cr.HP don’t really seem significant, but I guess it might take a few matches to notice.
Add in how much scarier throws are, I think raven is going to be pretty solid.
Just a few questions:
Idk how viable this is or if its been posted before (i picked up raven like two days ago), but im curious what yall think of this reset:
cr.hp CADC cr.hp cadc cr.hp xx dp+PPP haze > mk~mk overhead as a meaty. It only works if they quick tech, but if they dont then you recover in time to do whatever you want (for the most part). I mean of course they can invincible reversal it, but that applies to a lot of oki options in general. Iunno, just something I messed with and was wondering if its viable at all.
Also, im using Raven x Julia right now (Julia is my main), and Ive been tag cancelling of his cr.hp midscreen for Julia…is this optimal? I couldnt get her to connect anything consistently off his HK Alter Ego ender. Since srk hasnt been up, I dont know if ive been doing his optimal BnB’s, but im going to go check out that thread right now. Anyways, any comments or suggestions or whatever are appreciated. thanks yall
Edit: The main reason im using Raven as a point character for Julia is because he SEEMS to have an easier time vs her bad matchups, and I still have relatively good damaging tag options with him. Although im sure I can get more, right now im able to land 420+ damage off any hit by spending 1 bar to tag to julia. If I get a good setup with Julia, I can net over 500 for 1 bar midscreen. Like I said, Im just a day 3 Raven, so im sure there is more optimization to do. (if anyone could help with particular combos that would be great!)
Played Raven since his introduction. One change I’ve notice while playing him. You can combo off of Wind Cross in the corner now with cr.lk only. I couldn’t do that before in the previous versions.
If you hold up forwards after hk haze juggles and they tech, you don’t cross up. If you delay your jump at all, you do cross up. This seems really cheap to me.<br><br>You can’t do an air shuriken that can’t be crouched underneath right? I never understood why tk shuriken was seen as good.<br>
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<div class=“QuoteAuthor”><a href="/profile/11194/Kikuichimonji">Kikuichimonji</a> said:</div>
<div class=“QuoteText”>If you hold up forwards after hk haze juggles and they tech, you don’t cross up. If you delay your jump at all, you do cross up. This seems really cheap to me.<br><br>You can’t do an air shuriken that can’t be crouched underneath right? I never understood why tk shuriken was seen as good.<br></div>
</blockquote>
you could setup uncrouchable 50/50 setups on some knockdowns, and hugo can’t crouch air shuriken.<div><br></div><div>It also caught jumps/dashes and alterntive movement options very well. You could also force people to crouch and then keep them where you wanted them, which also helped raw tag ability.</div><div><br></div><div>and yeah the hk alter ego knockdown is pretty nice, you could do something similar before with the old lk ender combos with jump vs. high jump, so I’m glad the mixup is maintained.</div>