I feel like an ass when I do it, but doing a reverse :d::df::f::ub::p: tiger knee shuriken is pretty mean.
Also doing Shurikens right off the ground before landing and then teleporting is pretty sweet.
I feel like an ass when I do it, but doing a reverse :d::df::f::ub::p: tiger knee shuriken is pretty mean.
Also doing Shurikens right off the ground before landing and then teleporting is pretty sweet.
yo, what is the timing to do the cr. HP dash cancel loops? cant seem to get the dash cancels
Not having known about a dash loop (woahmygod) or any Raven stuff, really, I tried to figure out the most damage I could get out of a light. Obviously, this probably isn’t the most but it’s not horrible…I don’t think…
LP st. MP xx Wind Cross Skullsmasher Feint cr. HP xx Alter Ego M for 344
And because linking Wind Cross and Skullsmasher Feint is silly, after wind cross, you can go into (st. or cr.) LP cr. HP xx Alter Ego M for 321
Immediately cancel the cr.HP into windcross and dash while holding the button as fast as you can, then wait for a bit for them to fall in front of you, do another cr.HP, etc.
I’ve found that the cr.HP loop works with everyone even if you dash as fast as possible, you just have to wait for them to fall in front of you.
I’ve been doing the combo that Kreymore posted on his Youtube channel as my BNB until I get dash loops down:
[INDENT=1]j.MK, cr.LP, cr.MK xx Wind Cross, b.MK x 2, cr.MK x Roundhouse Alter Ego[/INDENT]
The Wind Cross to b.MK link is tough, but even after like an hour or two I was getting it much more consistently.
After a chained tag in, I’ve just been doing b.MK x2, cr.MK x Roundhouse Alter Ego. More may be possible with cr.HP loops, though.
So I’ve been trying to find a viable option for corner combos since the followup of a Windcross isn’t possible if they are touching the corner when you combo them.
I’ve come up with this corner combo, confirmable off a crouching jab followup or a jump in:
[In corner]: j.HP -> cr.HP xx Windcross Dash Cancel -> Wait for them to fall right in front of you (if they’re too high they fall out) -> st.HP xx EX Shuriken -> Immediately jump straight up -> j.HK -> Sweep / Another cr.HP / Anything you want! (there is 1 juggle left).
Here’s the dmg output for specific enders (must be a heavy version of a normal, or a special):
Ending with:
Sweep (cr.HK): 462 dmg
cr.HP: 462 dmg
LK Alter Ego: 482 dmg
st.HP: 462 dmg
HK Alter Ego or EX Alter Ego (pointless): 467 dmg
Also, one counter hit that works is close st.MP linked into cr.MK. Seems like a 1-framer too, doesn’t seem too reliable.
Another counter hit is b.MK -> MK.
Linking cr.LP into cr.HP seems pretty easy since most 1-frame links seem to have gotten much simpler to execute in this game (ex: ryu’s cr.MP x 2 into cr.HK).
^ I know that sounds ridiculous, but honestly, the 1-frame links just seem easier in this game shrug practice, practice, practice!
Ryu’s cr.mp to cr.hk is a 3 frame now. cr.mp is +7 on hit for some reason. You’re still right about 1 frames being practical, but it’s not really different unless they put a buffer window in, and I don’t think they did. Plinking is in this game however.
Anyone know if Raven has any invincible moves? Think his teleport will make a good escape combined with forward rolling on wakeup but for those corner situations it would be nice to know i have something to fall back on.
Ah, that’s why it was so easy, haha! Thanks, didn’t know that.
Metallicmike: I believe his EX Windcross has some kind of invincibility, because I just used it against a Cammy’s cr.MK and it went right through it. Could be like Cody’s EX criminal upper in SSFIV though, and it might just have invincibility after a few startup frames So don’t quote me on this.
That’s the same one I mentioned before. Only it’s not corner only : ) Works mid screen too, just jump forward not straight up
Anyone else having problems vs characters with DPs when you are in close? It doesn’t seem viable to run away after every knockdown.
Also have you been using his alters for? Anything other than combos?
Also I feel really gimped without having a reliable low to combo into crap with, especially online.
Are people using him as a meter whore or someone to build meter? IMO he builds meter incredibly well and does really good damage without needing to use bar.
Any safe jumps people have figured out yet?
any particular reason you guys are using HK alter ego? It seems to use up 2 juggles so the LK version does more damage.
Oh my bad, didn’t see it was the same one. It’s a decent combo with nice dmg output. It’s probably some of the best if not the best damage he can get solo in the corner.
Anyone know the properties of EX Alter Ego? I was comboing someone in the air one time and the move caused a wallbounce… Idk how it worked though since I can’t seem to duplicate it.
just got the game an hour ago.
can someone post how to or the timing on Cr.H Dash cancel…
is it a quick input? or is there a short cut? is it a move cancel?
nvm
Wind Cross cancel it is
Have to do it mid screen for a wall bounce you can combo off of, otherwise use EX shuriken.
Also onslaught gems (especially off tag in) are absurd with raven… one mixup + a tag in combo = 3 bars.
Something else I noticed is that you can use b+mk > followup to punish wiffs into big damage. Especially off of counterhit b+mk > mk > c.hp > loop > ender. Obviously character and frame specific though.
Huge waste for 20 extra damage unless you have full meter.
J.HP > c.hp loop x 3 > s.hp > lk alter gives 469 damage for no meter and generates about 3/4 a bar. Also can be done anywhere like that combo and has more wall carry. Also works off of j.mk crossups if you can watch them hit confirm for 431 damage. 378 damage if you hit confirm off of j.mk > s.lp x 2.
lk+hk alter ego is fully invincible on startup.
best damage:meter ratio combo in the corner is lp shuriken loop.
lk+mk is projectile invincible, lk+hk is an overhead and invincible, mk+hk causes a wall bounce but it’s horrible because it uses up too much juggle potential.
Side note is reading the thread hard? the same stuff keeps getting posted.
b.mk lk does more damage than b.mk mk and is special cancelable so you can do b.mk lk xx windcross into loop.
Am i the only one using training mode???
More meter that way I suppose and I hadn’t tired that. Some people post ideas rather than fully investigating them to their highest potential. Snide remarks when people are trying to be helpful… oh the fighting games community…
You can’t punish everything with b+mk > lk either way, in those situations yes it would be better to do that. You can even get wind cross after b+mk > mk for far reaching wiff punishes like c.mks and such. But b+mk >lk is better punish than starting a combo straight from s.hp > wind cross for things like DP wiffs.
okay, I guess I’m done then. later raven forum.