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Tuesday, April 25, 2017

Compilation of 101 Info for Raven in GGXrd:R

I just wanted to compile a set of basic notes together for people looking to start out with Raven. This is more for the discord, but I decided to pop it here on the blog too! Mostly because I haven't updated for awhile...oops. Been under the weather again, this winter has been killer, and we had another round of family colds. Hopefully we're out of the woods!

I notice a few questions that pop up fairly often around the net(besides the Discord, around Twitter and Reddit too), and I felt just gathering up some of the starter notes in one place might help out folks a bit. Basically notes located in lots of areas of the net compiled into a little section.

This compilation assumes you have:

1. Basic fighting game knowledge

2. Basic GG knowledge(like, you're already fiddling with the game looking to get better) and

3. Preferably, but not necessarily, having a bit of knowledge of one character you're dabbling with and you're looking to get into Raven.

So if I use notation or terms like 'Blitz' or 'Oki', you know what I'm talking about somewhat. Basically it's just here to answer some basic starter Raven questions.

So for the common Q&A:


Q. What are Raven's good buttons?

A. More like what aren't Raven's good buttons! Raven has tons of good buttons. For a Quick List of some of his Really Awesome Buttons:

5K: A big boot to the face. 7f, fantastic basic anti-air and 'stay off of me' button. Can jump cancel if you land home for a combo. Probably your go-to anti-air(especially in Rev2, see below.) No proration, either.

5H: Not bad startup(long recovery and not too safe), but a fantastic anti-air with great range that hits at a good angle to catch certain things(it's got a slightly different angle from 5K), combos from the godly cl.S and into other things. Also good for RRC combos(not covered in this basic 101 compilation.)

cl.S: Plus on block, 8f, and its 2 hits making it dead easy to hit confirm. Can get an easy knockdown with a confirmed cl.S to 2D.

2K: A fairly safe low that is great for mix ups and to get the 2D knockdown after, has combo follow ups too.

f.S: A very useful check with long range. It can be low profiled so be aware but it's great.

5P: Another very useful check. Be careful since it has a bit of a high hitbox, but it's a worthy move.

4P: Super fast, can gatling to cl.S into his usual knockdown stuff(see below.) His fastest standing normal at 5f.

6P: While this will have a bit more limited use in Rev2 due to the fact it's losing it's jump cancel, it's got upper body invulnerability, has a great arc allowing it to be a solid AA, is used as combo filler in one of his more damaging punish combos, and on CH grants an S command grab. It can only be jc'd in Rev1. It's got some long recovery so don't spam it but practice the CH confirm into S grab. (If it hits normally on the GROUND, you can still gatling into cl.S. It loses it's AA gatlings however.)

j.S: 'The Paintbrush', a great down angled fast air attack.

j.K: A jumping kick that looks more like the strike from a bird talon, it's very useful to use for his glide. Delaying this can catch people pressing buttons during a glide in. It can also get around AA's with upper body invuln while gliding in.

2D: His knockdown that you will be using a LOT that gatlings from almost everything.

2H: While it's not safe, it has ginormous reach and a VERY low profile, AND combos with scratch. Fantastic move.

He actually has more good buttons than this. It would probably be easier to list his Not As Good buttons.


Q. What combos/basics should I start practicing?

A. Generally speaking you're looking to want to end with 2D for the knockdown so you can start 'the blender' up. (In Rev2 this is going to take a bit more, but I'll get into that.) Luckily, 2D combos from almost everything he has. Choice bits include:

2K-2D(2K is a 7f low that is only -1 on block)

cl.S-2D(cl.S is a 2 hit move that is, again, super easy to confirm because of the 2 hits, is +1 on block and has an 8f startup.)

cl.S-6P-cl.S-2D(a longer version, this makes an excellent punish and is probably Raven's standard BnB.)

2K-cl.S-2S-2D(Like the one above, it's a 'beefier' variant of the first 2K-2D.)

Just try to remember 2D links from almost everything he has, and that cl.S is a super easy hit confirm.


Q. What about other combos?

A. Glad you asked! For starters:


2H-Scratch(Knocks back a bit more than the 2D ender but important to know especially in Rev2. 2H is unsafe and bad on recovery but has MASSIVE range and low profiles a TON.) Don't be predictable but it is really good against people who try to approach Raven carelessly either from ground or air(due to it's low profile.)

In the corner, you can, if you're tight, get cl.S-6P-cl.S-6P-f.S-2D. This can, if you are off with the timing, push you back too far for the 2D to whiff, so practice it. If you feel shaky on it, stick to the above variant in the first example. You only sacrifice a bit of damage, and it's better to get the 2D.

On a crouching opponent: cl.S-6P-cl.S-6P-f.S-2H-Scratch. This is sort of the mother lode of punish combos as it does somewhere between 144 and 186 damage depending on excitement(base, on Sol, who has 1 Defense Modifier and 1 Guts.) It does push back a lot(so a needle might be handy afterward), but it's damage is fantastic.

For basic air combos, a few include:

j.S j.D-Super Easy couple of hits for ball oki.

j.S. j.P. j.S. jc(Jump Cancel) j.S j.D-BnB air combo. Not a good Oki setup but can throw a P.Needle afterward. Practice this as you'll use it fairly often.

j.S-Scratch(Rev2 Excitement Reset/gain, Easy)

j.S j.P j.S-Scratch(Rev2 Excitement Reset/gain, tighter timing but more dmg)

Rev2 Note: Ending with scratch means you get less oki, but it is worth keeping the meter high, so learn to feel out when it's best to do one or the other.


Q. Glide Blockstrings?

A. A basic array includes:

SH: Good damage
SPS: Easiest to confirm
SPH: blockstun/pushback
KSP: fairly standard
KSH: Can grab
KSD: Lands close


Q. What's this blender thing?

A. The basic rundown is: After knocking them down, throw the ball, and roll in for a glide mix-up(low or high, you know, how mix ups are.) That's the most pure form of it. As you get more and more practice you'll get to learn a whole lot more with this, but for starters, just toss the ball and roll in with a mix up of sorts(you can use one of the blockstrings listed above.)


Q. Glide Cancel?

A. While this is probably the most 'advanced' thing on this list, it does get asked a lot, so I'll include it. (it's not like insanely difficult, but I'd put it above 101.)

First a cute little infograph:

https://twitter.com/gg_keeponrockin/status/735846824834011137

For the rundown, when you jump with Raven and start gliding at the apex of the jump, you can cancel with a normal and drop directly to the ground in a sort of short glide. If he goes horizontal(look at the infograph there and you'll see what I mean), you were too late(you can sort of save face with a blockstring or something.) If you drop quickly, you can go into a mixup, or possibly a throw if you land close enough.


Q. How do I stance?

A. Keeping in mind it can be thrown(and in Rev2, it won't protect against UBs), for starters, try to stance vs. things you're more certain about. Knowing things can be YRC'd, etc, but there are some moves(I-No's note comes to mind for one example), Ky's projectile, etc, that are fairly visible and telegraphed. Also just use your gut. If someone is getting predictable, collect some excitement from them!

This is a good skill to practice for Rev2 when the gain is faster(and more important.) It's something you just need to feel out. Know it has a 5f startup.

Also remember you can cancel it into stab super, which is a big chunk of damage(bigger with excitement!) People getting predictable can be stanced and given the stabby into the Raven Boot.


Fast Collection of Other Notes:


-You cannot follow up his command grab without being at level 2 or level 3 excitement. You use 5K to follow it up at level 2(3-5 ticks), and 5H for level 3(6+ ticks.)

-An easy OS with Raven is wakeup 6H/Throw. 6H isn't the safest in the world but it's a useful OS to know and his OS's get asked about occasionally.

-Try to keep a bit of tension to be able to YRC stance.

-Needle is a useful harrying tool, useful to throw after a j.D combo ender. K Needle is air only but has a huge down-angle range across the screen.

-REV2 UPDATE: 2D-Scratch is going to be a thing sometimes now to keep your excitement stacks rolling. In either Rev1 or Rev2, you can do this on lightweight characters with no issue at any level of excitement.. However, on heavier characters it hits otg and can be teched. At higher excitement levels(3-5 ticks for middle, and 6+ for big bodies), it works like it does on lightweights and you get a knockdown. You give up easier oki with this midscreen, but it's very much worth keeping excitement(especially if you're at 6+ ticks), so keep this in mind instead of 2D-Orb sometimes. Keep track of your meter.

This is, again, just a compilation of 101 material. I did not include a lot of advanced techniques, empty jumps, left-right mix ups or anything like that. It's more, again, a 'What do I need to get started with the birdman.'

Hope it helps having the info compiled!

I WILL include a few useful links with more stuff in it though:

Koogy's Basic Raven Guide: https://youtu.be/ZEdVExuCqvk

Blaze's Raven Tutorial: https://www.twitch.tv/videos/144148629

Basic Raven Combos: https://youtu.be/qVAaSktOgxM

Unblockable set-ups: https://youtu.be/BXpr-bMHj4s

Dustloop Raven Page: 

http://www.dustloop.com/wiki/index.php/GGXRD-R/Raven

Good luck stabbing MF's in the name of S&M!

...ehm...


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