The Raven Thread

I’ve been quite new to SFxT and I just picked up Raven and Hwoarang because I really like them both. Now I actually have a few questions regarding that team and raven in general. If this has already been answered just link me to the post :stuck_out_tongue:

  • what are his most damaging combos with hwoarang which usually ends in a hard knockdown ?
  • are there any easy setups for raven ? like simple 50/50 mixups so I can just getting used to the game or should I play theory fighter in the lab for at least 1 week before I can start playing online/endless/ranked ?
  • what are the characters who actually work decently with him ? I just picked Hwoarang because my old team consisted out of Juri/Hwoarang but I don’t just like how Juri works in this game so I replaced her with Raven
  • are there any tutorials for the mixups ? :stuck_out_tongue:

Hey Shiroyasha! I just got back into this game so I will do my best to answer all those questions when I get back from work and need to relearn them myself, lol.

Is anyone aware that Raven can loop his jumping heavy kick up to four times if his partner knocks them high into the air? It must be a bug because you are getting 4 groundbounces in a combo, but the damage is so strong I am going to keep using it until it gets fixed. Credit to Reiki.
Speaking of Hwaorang, you can do said loop from qcbHKxxtag cancel.
http://www.youtube.com/watch?v=3G1RgfBCc_8&feature=youtube_gdata_player. @3:12

There’s no limit to ground bounces in SFxT. I don’t think there’s a limit on wall bounces either. This isn’t Marvel, juggling is limited by juggle points.

Woah, I never knew that. I always assumed you could only have one groundbounce and wallbounce in a combo, but I guess that was just a good rule of thumb given how many juggle points they usually ate up.

1: V.2013 Raven Combo/Setup Thread
No need to get specific for #1. For Launch combos just utilize Raven and Hwoarang’s best post-launch enders as both have normal height on theirs. BTW Raven’s best meterless launch is cl.mp, c.HPxxCADC cl.HPxxqcfHK.
Tag canceling from Hwo to Raven you’re aiming to TC qcbHK into Raven’s qcbP (BnB). From Raven to Hwo um, is c.HP Raven’s big TC in combos? Then you’ll want to do Hwoarang’s usual combo ender with qcbHK. Raven does not really utilize hard knockdowns outside of throws, but if you still want to use them I would switch the cl.HP in his BnB with c.HK, but you lose a lot of damage.

2:
High/Lows: Raven’s are straightforward and unsafe. He has his LK/MK Alter Egos (don’t use on smart opponents as all 3 can be raw launched) and his Skull Splitter 50/50. I generally use the latter either in Oki or after st.lp and c.lp, and in the latter I often feel lk is the best option anyway due to the special cancel.

Cross ups: (credit to Kikuichimonji): If they quickstand after a juggled qcfHK (ie BnB) jump forward immediately for j.mk to not cross up, wait a tiny bit for it to cross up.

Oki: This is the post-throw oki setup I use and I haven’t confirmed it but it works for me in Ranked:
If you do a Haze after a throw you can end up on either side of them, and either do a meaty low normal or b.mkxxmk (first hit whiffs) for two 50/50s in one go. The overhead can be jabbed or dped, but you can deny the jabs with a meaty lk followup instead and DPs can simply be blocked or you can dare another Haze to cross up or escape. If they try to roll doing a dpPPP will prevent them from rolling unless they change the roll direction, and in that case you can roll punish with another throw as they try to roll through you.

  1. There actually is :stuck_out_tongue:
    http://youtu.be/MRk10zQqPaA

Raven’s alter ego mix ups seem unsafe and straightforward because they are meant to be used in a smart manner. Unlike a lot of other characters in this game that have easy braindead accessible mix ups everytime.

Overhead Alter ego can’t be raw launched after the few start up frames…only during the start up frames and it’s pretty difficult to do and extremely risky as well. If you space properly the overhead you can’t get raw launched out of it. Also, Alter ego mix ups are designed to be strong in the corner since they can’t jump back to avoid the overhead and they are force to guess on their block or risking whiffing a raw launcher. If anything when attempting the low version of the alter ego you have to be aware of your life and your opponent’s life (and their meter as well). If they can in theory, raw launch and tag cancel back to back while protecting their life then by all means don’t do it. If the scenario is slightly different you can bait raw launcher happy players that way. Or the other guy will not take the risk of a raw launcher and would rather block or mash something. This scenario being much favorable for the Raven player.

You have to obviously mix alter ego mix ups with frame traps and tick throws in the corner. That’s why Raven’s corner pressure game has to be respected when done properly. Getting the opponent into the corner as Raven is something that can realistic happen various times if you are on point with your game. A partner that can push the opponent further into the corner off a tag cancelled Cr. HP from Raven is definitely good for that utility.

So I’m working on my gameplan with Raven, which should be obvious but I’d like some verification on it.

I’m using the Shurikens as much as I can and pretty much centering my entire gameplan around them. Occasionally I try to LPshuri and teleport crossup/start close pressure, but I do not know how safe or effective this is.
Once they start jumping in on me I’m not quite sure: Dieminion uses s.mk but sometimes one of his command normals come out for me, so I’m using a lot of j.HK for far jump-ins and j.mp for closer ones.
if they get close on the ground my go to pokes are st.mp and c.mk, buffered into either shuriken to stay safe or wind cross for big damage. His Lps beat most everything at point blank, and I’ll tick throw/b.mk frame trap them on block or link into c.mpxxwind cross on hit.