is there an explanation for how juggles work? i think once we are all informed we can develop good raven tech
How many reps of cr h ca you do in the windcross loop?
How do you set the dummy to record in sfxt?
is there an explanation for how juggles work? i think once we are all informed we can develop good raven tech
How many reps of cr h ca you do in the windcross loop?
How do you set the dummy to record in sfxt?
That’s actually a really good point sadly. Luckily he doesn’t cross the opponent up during the arc, so you’re still next to them when they wake up, it’s just you can’t really rely on the meaty pressure because they always have a get out of jail free card. Damn
Every move has a juggle point to it. Whenever you hit somebody with a juggle, increase the juggle counter mentally. If your move has less juggle points than the counter is at, it will whiff. This is the same way SF4 worked (and CvS2, and probably most post cps2 capcom fighters). Doing a tag cancel resets the juggle points back to start, meaning you can do a full juggle, tag cancel, then do another full juggle.
So if you do an EX shuriken then they’re airborne, you can get 4 C FP juggles (or 3 crouch FP juggles + a special ender with a JP of 4)
If you start the C.FP when they’re grounded, you can get 5 C.FP Juggles (or 4 crouch FP Juggles + special ender)
Is there a trick to landing the c.fp juggles so that you don’t end up on the other side or do I just need to get the timing down? It’s not consistent for me.
Do the dash fast then wait for the c.hp for a second.
for the crh loop i realized the first 2 hits are the hardest, as the combo goes on the get propped higher in the air so the technique is to time the cr h as late as possible so you dont get a crossup attack and you dont have to change your rhythm
Thankyou pimp willy i think the points are assigned depending on the strength of the button so the stronger the higher if that makes any sense, im not sure how specials get ranked though but they are higher than normals i guess.
Also figured out how to record nvm.
I forgot to mention in the above post, CH cl.hp xx wind cross cancel -> s.lp combos. Also obviously in a punish situation midscreen cl.hp xx wind cross or cr.mk xx wind cross is the best way to start the juggle.
I think rolling won’t be a huge issue for Raven because he can teleport. You could end juggles in cr.hk to get the untechable knockdown so you can deal with the roll and not worry about quick stand.
If you put yourself in the corner then your opponent can’t roll away from you. Yes I understand how retarded this sounds, but if you really want a wakeup mixup, I think this is the best way to do it.
I need to experiment with teleports in different timings to see if I can react to rolls with teleports or shuriken xx teleport to make it into a mixup midscreen.
If they roll you should still be able to do mixups on them.
Normals have JP like so:
Lights: 2
Mediums: 3
Heavies: 4
Off any of Raven’s floats you can connect 2 jabs. Raven always puts the opponent in the best juggle state possible as far as I can tell.
I think his normal shuriken has 3 JP and Alter Ego definitely has 4 JP. I think wind cross has like 2 or 3, but don’t juggle with it. Anyway, specials seem to just have their own JP completely so you can’t generalize it.
i have been blockstringing into lp fireball as its +7 on block for some reason lol…good way to maintain pressure it seems
these are my first couple matches any suggestions? i’m semi new.
[media=youtube]SzXMCjcqTYQ[/media]
[media=youtube]vQjtotUEJPA[/media]
That’s really good in the corner, only issue is as a blockstring it pushes you way out if you’re midscreen.
Far lk seems to be the only way to combo off lp shuriken xx KKK teleport midscreen. It might be a pretty decent button just because of its range.
is there a particular reason people use lp version of Wind Cross instead of HP? I get the HP to link everytime after a j.MK crossup, cl.HP, HP Wind Cross to start combos…etc…Am I just missing something here?
Wind Cross is the same no matter what punch. Doesn’t matter which one you use
What are you guys doing for meterless corner combos? Preferably ones that don’t involve s.HP (landing that in the corner pretty much happens never)
As a raven player myself I’m impressed like I’m stealing combo lol
oh matchvideos of ry…zZZZzzzzz
what gem combinations work well for Raven?
Knew I was missing something lol, thanks
What buttons are you using in footsies? Julia and Juri have been dominating me. I’ve been trying cr.mk and a bit of lk but cr.mk seems to have a bad hurtbox. What can I use for counterpoking?
When you’re doing jab strings, what do you do after two jabs if you think they’re going to mash jab?
I find it hilarious that you posted the exact characters my friend plays and gives me trouble with. I don’t know what you can counter poke with, I don’t really feel like raven is that style of character that can go blow for blow up close. And as you said, cr mk isn’t really that great for counter poking. I usually just do jab jab cr mk/mp into shuriken if they block the jabs.
I feel like the best thing to do is honestly to just run away and throw shurikens constantly and try to make enough space to see if you can land a bmk mk (secondhit). If that isn’t working just keep trying to create distance until you feel comfortable crossing them up or teleporting behind them.
heres some more
[media=youtube]UBLkAJVvzOs[/media]
[media=youtube]7Ll4Odp0EOg[/media]