Whoa, guess I was wrong. It’s his 4,
4 string from Tekken (Skull Smasher Feint) which is in SFxT. Same animation, but of course SFxT Raven’s Skull Smasher floor bounces.
Added some stuff to the first post like the Gameradar walkthrough and some normals and stuff.
Raven’s super is glitched.
Doppel ganger only has one copy of him, and its the misty version, not the original raven.
Ryan Hart was doing some SICK Fierce loop with Raven on the Sp00ky stream. I think he’s dash cancelling his Shuriken special or something like that. It also works after a ground bounce but the timing looks tighter and he swaps sides. This character alone is pretty much deciding whether I get the game or not
Damn, is that from Cross Assault? I haven’t really seen much from that show.
^ Yup. Not sure if he’s gonna use Raven in the challenge or exhibition match but I hope so. That tech looked ridiculous, kind of like Elf Run Stop Fierce, but in a juggle
Daaaaang. Well, I guess I’ll have to watch the archive later. That sounds really cool. Thanks.
Ryan Hart showed some impressive stuff
- Stand jab linkable after a LP(?) Wind Cross into a full juggle combo
- You can use that to setup that crouch fierce loop (Looks you get a maximum of 3-4 reps depending on what you did before) and the whole thing builds a ton of meter for Tag Cancels
- Shuriken is Teleport cancellable (this is extremely cheap since he can get a full combo off it connecting)
- Crouching forward just got even more amazing due to Wind Cross leading to full combos. Still has dat range
- Blocked Wind Cross into Tag Cancel leads to an ambiguous mixup. Tag cancel early, they come out on the same side, Tag cancel late they come out on the opposite side. It also leads to interesting frame traps
- Jump back fierce looked like a beastly air-to-air
Yeah I’m not one to judge character strength too early on, but man, it’s looking pretty good for him right now.
Yeah I just saw Ryan’s stuff. VERY impressive.
One thing I know is I’m definitely going to play Raven! The feirce loops Ryan was doing were sick… Dunno who to team him up with mind.
Dash fierces are kind of tricky timing wise, dashing under your opponent by accident is going to happen a lot at first.
Easier combo than dash fierces for the moment
j.hp, cr.hp xx hp windcross(charge till they drop a bit no followup), st.hp xx lk alter ego (427 damage)
confirmed from jabs
st.jab, st.jab, cr.hp xx hp windcross(charge, no followup), st.hp xx lk alter ego (335 damage)
That does work? I couldn’t cancel from st.HP into Special Moves. Maybe because it was far.sHP.
Raven got some good Hit Confirms into Super and good Juggle Combos.
Super Confirm:
b.MK-LK xx HP Windcross, Super
Juggle Combos (after Tag-in, you have to change it accordingly to other situations when Raven is on point)
c.MP xx EX Shuriken, j.HK, c.HK
c.MP xx EX Shuriken, j.HK, Super
c.MP xx EX Shuriken, c.MP xx HK Alter Ego
Usage of his TCs:
b.MK-LK: Hitconfirm and special cancelable.
b.MK-MK: When b.MK hits as an anti air, followup will also hit with a Groundbounce. Second MK hits Overhead. They don’t combo, except as an Anti-Air.
b.MK-HK: Feints and does a sweep.
Haven’t found any use for the f.MK-Kick TC.
Raven knows, how to spend meter
Thanks for the cool combo’s and info guys.
yeah far hp seems to be a pretty bad move overall.
Still trying to find a use for his wall bounce, seems that ex shuriken combos always give you more damage. Also he has some crazy corner stuff. I’ll try to have some stuff thats a little more optimized tomorrow.
Raven has a wall bounce? And is his launcher type move that can be looped is the cr.:hp:?
His qcf+K Move (Alter Ego) has 3 Versions. LK (seems safe, doesn’t combo?), MK (overhead? Comes from the air. Doesn’t combo?), HK (slide, seems unsafe, combos)
His EX Versions are different. LK+MK = no Wallbounce. MK+HK = Wallbounce. Needs more testing.
lk version combos fine, but it has slower startup than hk. MK is overhead yes. HK does less damage than lk in juggles because of how it hits juggling opponents, only one of the hits makes contact.
LK+HK is a quicker version of the overhead and you can combo it from cl.hp. It seems way safer on block too.
Edit:
500 damage meterless combo? woahhhh
j.hp, st.hp xx hp wind cross(no followup), cr.hp xx windcross dash cancel(delay or you’ll dash under), cr.hp xx windcross dash cancel, st.hp xx lk alter ego
Edit:
can’t get the first cr.hp juggle on ken? Might be character specific, worked on king/poison.
Sounds pretty good. Will give it a try tonight.
After a tag in if you haven’t already done any juggles, doing a 2 rep cr.fierce loop to st.hp xx lk alter ego is probably going to net you the most meterless damage as far as I can tell. It only does 10 less damage than st.hp xx ex shuriken, st.hp xx lk alter ego before scaling, so after a tag combo it’s going to scale to only 4-6 less damage.
Still trying to figure out how to optimize super damage, adding on 80 damage for 2 bars seems wasteful.
random notes:
ex windcross has a bit of startup invincibility. Doesn’t reach to active frames but still nice.
all versions of windcross are upper body invincible during active frames meaning they can get under normal height projectiles.
ex alter ego(lk+hk) seems to be very very invincible
ex alter ego(lk+mk) seems to be projectile invincible
new jab/short hit confirm
st.lp/cr.lk, st.lp, cr.mk xx wind cross, cr.hp dash cancel, cr.hp dash cancel, st.hp xx lk alter ego 366 damage
did you see this?
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