The Raven Thread

Why are you being such an ass, man? We’re just trying to post information and be helpful. Sorry I missed a post or two, sheesh. If you want to leave, go ahead. No one wants your trashy attitude on here… damn.

Edit: That was for Verserius.

@ Shodokan, that makes more sense to not use the meter, haha. I guess I just liked the look of the j.HK after the EX Shuriken :stuck_out_tongue:

I’ve made a combo thread. I agree that combo threads, match up discussions, team building, and video threads should usually be separated, unless the combo thread includes videos. So I’m going to try to do just that. I’ll go through here and pull out the appropriate information.

Anti-air: back+MK. You can connect a cr.HP loop after back+MK for easy 300 damage.

Does anyone know why the hell Raven sometimes runs over to the other side? Am I supposed to do the loop

Regardless, the cr.HP loop is easy enough. Timing’s not strict at all. I do it without plinking (I plink when going from cr.LP to cr.HP, then cancel it into QCB+LP dash forward, and after that I just go down+HP, down-back, back+hold LP, forward forward delay and start the loop again with down+HP when my opponent is at a certain height). Getting it roughly 90% of the time. And my execution skills are pretty crap to be honest.

All those aa options get completely stuffed by good jump ins. Test it for yourself. Kazuya jumping fierce. The only thing that can beat it or remotely trade is standing mk and you have to be on point with it.

So has it been discovered that you can cancel a light shuriken into a teleport and end up behind the opponent?

I think ryan hart used it on cross assault, but it’s always nice to mention :slight_smile:

Hah well there you go for those who didnt know. You can use it all the way from full screen. Throw out a light one and cancel into the teleport to end up behind them or infront depending which buttons you press. Didnt play with it too much but it has potential, from far away and in block strings, at least i think so? Lol im not very good.

Teleport is punishable, DP seems to eat it’s recovery.

I added my Raven technology to the combo thread, but I have to say that this character takes hard work for max damage.

Actually, it’s just hard work in general. Raven is a tough character to do well with imo because his anti air options are pretty bad and his air to air normals aren’t great either. He only has one relatively weak reversal as well…

It’s hard to stop someone from bull rushing you. I love the character but I’m debating if I’ll continue to use him even though I’ve been performing well.

I feel the same way, i had someone using a Rolento/Rufus team on me and I had alot of issues trying to keep my distance and escape the divekick/rekka pressure, I just generally felt helpless. It comes down to whether or not Raven has good long term viability or not, its hard to tell right now, his rush down and zoning is pretty good but its not enough to stop someone jumping in on me for like the 5th time in a row and landing a beefy combo that takes off half his life (because lets face it he doesnt have alot of it).

Maybe if timed a certain way, it could be practical. No?

Well it’s kind of a given he’s an awesome battery, right? That’s the general consensus? So he shouldn’t be hurting for meter. Which move is his alpha counter? I haven’t actually tested it. Theoretically, Alpha Counters mean everyone has a good get out of jail free card, you just need to actually be able to block instead of mashing a move on wake up. Might be his saving grace

I don’t use him as my battery. I actually use him as my damage, but regardless, everything I mentioned about him remains the same regardless what position he plays. His only decent reversal is qcf lk+hk because it has some invincibility frames.

Started using Raven last night, with him on point and King on Anchor.

Pretty much I like playing Raven super lame. In between his screen control with ninja stars, some good long pokes like far standing fierce, and some decent anti air options (unless on a hard knock down), he is good for building meter and frustrating people I find. He’s got soem good meterless damage, but I am having trouble opening people up with him. Any suggestions?

ninja star -> teleport is just too easy to block, or in some cases, punish. I only ever feel confident in it after an ex star, but then I am spending meter.

cr fierce loops are fun, good for damage, and GREAT for positioning (pushing people ALL the way to the corner? yes please). However, after a full combo , fierce loops or anything else, I am finding he has poor follow up options. I don’t find it practical to keep im in for very long unless I am successfully zoning them, and then using king for mix ups.

He gets pooped on by Juri IMO. She has too many ways to get in without the threat of a good anti air.

He does great damage without the need for meter and IMO you should never be using meter due to easy hit confirms to c.mk > cross etc. You can easily generate 1 meter from a basic hit confirm jab combo with no onslaught gems active and get oki afterwards.

I agree with you saying his wakeup game and his anti-airs suck but he is a great character for mixups and shenanigans into huge damage from one simple hit confirm s.lp x 2 (around 400 or so) plus meter building. IMO he is a great battery character.
He really lacks safe ways to tag out though since none of his moves seem to take enough time to let his partner come in safely unless you do a chain to launch.

In all seriousness though he does take a lot of work to use correctly and make look good. But his damage to meter usage is pretty absurd and can play a decent keepaway game with his teleport shuriken stuff. Any character that can do 40% or more of someone’s life from a single hit confirm is pretty top tier in my book, but the game is still infantile. I don’t see raven being god tier though by any means.

High mid at best, mid would be a fair assessment. Good damage, meter building and such but lacks real options in a lot of key situations.

That seems like a fair analysis, though I think meter usage for him can be situational. His tag out options are very, very limited due to his low hit count specials. The only truly safe tag I know of is off cl.HK and it’s not easy to stay in range for that

Honestly though the anti-air thing is the same for a lot of Tekken characters and anti-airs in general aren’t as strongin this game, not to mention oki is weakened thanks to rolls. He’s not the strongest defensively but we shouldn’t blow that stuff out of proportion

I was working some setups after throws. Forward throw he’s at a good distance to do an instant air shuriken, which the opponent wakes into meaty. If it hits, he can go into a combo. If it doesn’t, they’re forced to block (or blow ex on an invincible move). Haven’t got to try it in real matches yet but just something somebody else may want to develop. Not sure if there’s anything we can whiff to get the timing perfect for a safe jump, but I suspect there will be eventually.

I’m having a really hard time deciding on a second character to team with raven :frowning: Any suggestions?

Safejumps are less useful in this game due to roll :frowning:

Is it not possible to combo off wind cross in the corner? If the opponent is in the extreme corner, I couldn’t even get jab. In the corner I think you have to do EX Shuriken combos or link to cr.hp either from jab or cl.hp xx lp shuriken. No big deal either way.

His teleport is invincible on startup. So is his super. That’s three reversals at least.

For damage, combos should always end in lk alter ego. It does 10 more than mk. hk stops juggling near the end of a combo. lk/mk alter ego have 4 juggle points, meaning anywhere a heavy can juggle you can substitute an alter ego. It also means that if you do a combo with the maximum number of heavies, you can’t end with a special, reducing overall damage. mk only combos off cr.hp, lk combos off most anything else.

Alright so I’ve been testing combos for literally half of today because this character is fun. Anyway here’s what I wrote down for important combos. I’m not 100% sure all the numbers are accurate because this is a lot of data, but the ideas at least should be useful.

Corner combos

details=Spoiler cl.hp xx lp shuriken, cr.mk xx EX shuriken, [cr.hp xx wind cross cancel] x2, cl.hp xx lk alter ego: 444, (474) 1 bar

(j.hp) cl.hp xx lp shuriken, [cr.hp xx wind cross cancel] x3, cl.hp xx lk alter ego: 436 (475)[/details]

Corner tag cancel from Raven to Ryu

Spoiler

(j.hp) cl.hp xx lp shuriken, [cr.hp xx wind cross cancel x4], cr.hp xx tag cancel to Ryu, cr.hp xx hk jodan, cr.hp xx hk tatsu: ??? (508), 2 bars

Midscreen combos:

Hit-confirms

details=Spoilers.lp s.lp [cr.hp xx wind cross cancel] x3, cl.hp xx lk alter ego: 346 (391)

(j.hp) s.lp b.mk -> lk xx wind cross, b.mk mk, cr.hp xx mk alter ego: 347 (387)

(j.hp) s.lp b.mk -> lk xx wind cross, s.lp, cr.hp xx wind cross cancel, cl.hp xx lk alter ego: 358 (395)

(j.hp) s.lp b.mk -> lk xx wind cross, [cr.hp xx wind cross cancel] x2, cl.hp xx lk alter ego: ??? (???) I couldn’t get this combo because I kept messing up the last cr.hp xx wcc, but it SHOULD exist. The link from wind cross to cr.hp works on the five characters I tested (Ryu, Ken, Marduk, Ogre, and Bob) I tested, I think it’s universal but a 1 frame juggle. Anyway, this should absolutely be Raven’s best damage combo without super or tags.

s.lp b.mk -> lk xx wind cross, cr.hp xx wind cross cancel, cr.hp xx mk alter ego: 367 - Ghetto version of what I couldn’t do.[/details]

Utility combos

details=Spoiler [cr.hp xx wind cross cancel]x4, cr.hk: 369 (424) - untechable knockdown (can be rolled)
(j.hp) [cr.hp xx wind cross cancel]x3, cl.hp xx lk alter ego:393 (444)
b.mk -> mk overhead combo: [cr.hp xx wind cross cancel]x2, cl.hp xx lk alter ego: 353 damage.
Air to air j.hk or counterhit far hp, [cr.hp xx wind cross cancel]x2, cl.hp xx alter ego[/details]

Midscreen Raven to Ryu tag combos

details=Spoiler [cr.hp xx wind cross cancel] x4, cr.hp xx tag cancel to Ryu, cr.hp xx hk jodan, cr.hp xx hk tatsu: ??? (495)

Ryu cr.mp cr.mp cr.mk xx launch, cr.hp xx wind cross cancel x3, cl.hp xx lk alter ego: 377 damage, no meter - if you have juicy links like Ryu this could be a useful BnB for your other character.[/details]

Some people won’t like the s.lp b.mk lk string, you can always do two jabs to cr.mk/s.mp to wind cross. It does more damage to get the juggle off that than to link cr.hp.