got 2nd at release using Hugo/Raven.
Raven is good, he’s hard to block consistently.
got 2nd at release using Hugo/Raven.
Raven is good, he’s hard to block consistently.
anyone finish ravens trial 20?
that thing is silly…it feels like they are all 1f links are something.
any tips?
I already know that you can’t chain cr.LP > cr.HP and you have to link it…
The hardest part is definitely trying to get that cr.MK to hit and even if i do get it I have to get another difficult cr.MK after that…
edit:
Okay I am seeing some progress now as i can do the later half of the combo after cr.HP by itself.
Plinking cr.MK seems to be the trick as I am connecting it a lot more now.
I just have to get lucky and hope I connect the whole thing now.
2nd edit:
woot finally did it, plinking cr.MK is definitely the key big screw you Raven trial 20, I’m going home
yeah but your never going to hit a raw cr.fp unless your opponent takes a nap mid match
Feasible on punish situations.
depends, cr.fp isnt that fast of a move
This is a more practical way of landing the loop, and it gives ample time to confirm from the cross up.
[media=youtube]SGWBy11ZPuQ[/media]
That’s why I said for a Punish. Like a whiffed/blocked uppercut or a blocked launcher, something that leaves them vunerable.
Aren’t you guys gonna make some new threads? No point having all this combo discussion here
It can’t be that slow if you’re able to link into it.
cr.hp is 8 frames
exactly and in this game specials are like -6 or so its a tight punish
Which moves are you guys using for anti-airs with him?
And has anyone found any good counter-hit or frame traps yet?
cl.MK, st.HK works for far jump ins. cr.MP seems to work the best for me, and it is also special cancelable.
I actually found a few frame traps. I will make a little video tomorrow.
Looking forward to it… I’m liking the following as a punish…
they wiff, c.mk > wind cross> s.lp > 2 reps of the loop > c.hk hard knockdown (they can only roll), and you get a high/low/throw mixup
Also this is very useful in my opinion since i can’t seem to get c.lk > c.mk to combo.
c.lk > s.lp > c.hp loop x 3 > s.hp > lk alter
If anyone wants to discuss raven in depth please give me a PM with some contact info.
I’ve been hitting the lab with Raven so I’ll try to share what I found tomorrow when I wake up. The biggest problem I have with Raven right now, is the inconsistencies of positioning while doing the loops and the fact he doesn’t have a good anti air.
Amen on the anti-air. But positioning in the loops doesn’t really matter, you have to change how long you hold the animation based on the character’s hitbox type. I’m hitting it nearly 100% after maybe 20 mins on nearly everyone in the cast.
My biggest problem is his inconsistent crossup other than him not really having an anti-air other than air to air HK.
raven has lots of good aa’s…
far mk, far hk, cr.mp, b.mk(soft knockdown can followup), jb.hp, and super(you can do it with a shuriken on screen)
not having a dp doesn’t mean he doesn’t have good aa, he’s pretty hard to jump at, you just have to understand where your opponent is jumping from and how their buttons interact with your buttons.
the raven tech is coming along nicely i really want to get involved but its not out in europe till friday
hopefully tommorow though
I think we need a threads for combos, mixups setups and safejumps, matchups, frame data and team synergy? by tonight if we can all agree we can get this setup and start getting info down ill be getting the brady guide on friday so i can help with that.
Being able to throw horizontal fireballs in the air is also nice for keeping people from jumping around as much, too.
Regarding air-to-air, his j.HK leading into combos is really nice. Based on how slow it winds up though, it seems like you would have to read them well to do it. But it is a great response to someone trying to Up+Back you, which appears to be a common strategy right now to run out a low timer.
I’ll keep playing around with his other air normals to see what he can do more on reaction, in case you jump but don’t want to commit to hitting j.HK early.
st.mk is a godlike aa…his upperbody becomes strike invulnerable on startup