Street Fighter X Tekken/Raven: Difference between revisions

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{{SFxTCharacterHeader|Raven|raven|
{{SFxTCharacterHeader|Raven|raven|
TBW
Either
|
|
Raven has a strong rushdown game coupled with a decent zoning tool.  With Raven's projectile he can set up situations to mix up his opponent with Haze giving him opportunities to use his {{high}} damaging combo's.}}
While one would think having a projectile as good as Raven’s would mean he’s strictly a zoner,
this is just one facet of the ninja’s attack plan. While his projectiles are strong, especially if he
can use them in the air to create a ceiling that forces the opponent to stay on the ground, Raven
excels at close range combat thanks to an excellent set of close-range buttons ideal for hit
confirms and low profiling enemy attacks. His meterless damage output is well above average if
he is able to use his cr.HP CADC’d into combo enders, and even the cr.HP CADC’d into itself is
very difficult to punish on block which means Raven can continue pressuring the opponent up
close. Even if you decide to play him as a traditional zoner, Raven is very dangerous in fireball
wars thanks to his ability to teleport and counter if an opponent throws a projectile back at him.
His teleport is also very useful in chasing down raw tags from any distance, ensuring that he is
always on the offensive. With all of these options at his disposal, Raven’s primary failing is
shifting momentum if he finds himself on the defensive: his main reversal costs meter and is not
safe on block, nor can it be tagged from. His Alpha Counter comes out slow and sometimes
won’t hit in full even if he lands a successful hit, and while his teleport is fast, it does not take
him very far and can be chased down easily if he telegraphs it. However, his versatility allows
him to be played in either position, so place him on your team as you see fit.
Raven has a strong rushdown game coupled with a decent zoning tool.  With Raven's projectile he can set up situations to mix up his opponent with Haze giving him opportunities to use his high damaging combos.
|
+high damage output
 
+cr.mk low profiles many standing attacks and can be comboed from
 
+cr.MK can trip jumping approaches into a full combo
 
+multiple ways to achieve juggle state meterless (qcb+P or a CADC’d cr.HP)
 
+a CADC’d cr.HP is not particularly disdvantageous on block, allowing Raven to either confirm
to a full juggle combo or continue pressure
 
+normal attacks have decent priority and hitboxes for either close or mid-range combat
 
+Very strong in fireball wars thanks to being able to teleport next to an opponent for a full
combo punish as well as throw fireballs himself
 
+a boosted far s.HP has significant pushback and is difficult to punish for many characters
|
-Lacking a reliable reversal as his EX Teleport Divekick is not safe on block nor can it be tagged
from to make it safe
 
-Difficulty retreating if he is low on health and it’s his obvious best course of action
 
-High-low game off of Target combo is very risky as both the overhead and low options are
unsafe on block, and both options can be fuzzy guarded thus negating its use as a true mixup.
 
-Alpha Counter is slow and can be blocked easily, and recovery is too long to tag freely into his
partner if he is low on health.}}




Line 88: Line 133:


== The Basics ==
== The Basics ==
*One of the core things for Raven right now is the "Raven Loop", using {{ {{d}} + {{hp}} , {{chrg}} (charge) {{qcb}} + {{p}} , {{f}} f (dash cancel) , repeat }}. This allows Raven to juggle his sweeping {{ {{d}} + {{hp}} }} repeatedly for strong damage, and opening up many combo and reset options.


*Raven has very good mobility, his dash and backdash are extremely fast and cover a great deal of distance.  Using his dash alongside his projectile will create opportunities to move safely. 
== Advanced Strategy ==
N/A


*Raven's haze is an invincible move on startup, once raven has started to appear he can be damaged.  If used to teleport in on the enemy without projectile support he can be punished by a full combo.


*Raven's skull smasher is a good combo starter, it is safe and backdashing after allows Raven to be at a safe distance.
== Combos ==
=== Bread and Butters ===


*Raven has trouble dealing with characters that have decent firballs and standard reach. Most of Raven's normals cover less than average space, all shoto's can beat out most of Raven's normals with Cr.MK. Zangief and Hugo are almost impossible to beat with raven due to their reach, anti-airs and invincible attacks (command grabs). Zangief can lariat or green hand Raven's projectile and Hugo can armor through them.
* cl.HK, cr.MP xx qcb+P, cr.LK, cr.HP xx CADC, cl.HP xx qcf+HK(436)
(0bar, medium)


*Raven's jab pressure is above average but will be nerfed in the upcomming 2013 patch, although he will be getting a decent anti-air in his Far HK.


== Advanced Strategy ==
=== Hit Confirm Combos ===
N/A
* st.LP, st.LP, cr.MP xx qcb+P, cl.MP, cr.HP xx CADC, cl.HP xx qcf+HK (354)
(0bar, midscreen, medium)
 
* cr.LK, st.LP, cr.HP xx qcb+P(delay), cr.HP xx CADC, cl.HP xx qcf+HK (375)
(0bar, midscreen, hard)
 
 
=== Post-launch Combos ===


* cl.MP, cr.HP xx CADC, cl.HP, xx qcf+HK
Works from all tags and launchers, may have to hold forward on cl.MP
(0bar, easy)


== Combos ==
* qcb+P, cr.HP xx CADC, cl.HP, xx qcf+HK
=== Bread and Butters ===
Works tagged from all groundbounce moves, certain air moves and from Vega's launcher
* N/A
(0bar, height-specific, character-specific, medium)


=== Hit Confirm Combos ===
* N/A


=== Advanced Combos ===
=== Advanced Combos ===
* N/A
 
* cl.HK, cr.MP xx qcb+P, cl.MP, cr.HP xx CADC, cl.HP xx qcf+HK(457)
(0bar, midscreen, hard)
 
* cr.HP xx qcb+P(delay), cr.HP xx CADC, cl.HP xx qcf+HK (435)
(0bar, midscreen, medium)
 
* qcf+PP, cl.MP, cr.HP xx CADC, cl.HP xx qcf+HK (385)
(1bar, easy)
 
* qcf+PP, st.HK, cr.HP xx CADC, cl.HP xx qcf+HK (415)
(1bar, easy)
 
* qcf+PP, qcb+P, cr.HP xx CADC, cl.HP xx qcf+HK (445)
(1bar, midscreen, easy)
 


=== Combos Into Supers ===
=== Combos Into Supers ===

Revision as of 21:25, 26 September 2023

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Raven

Sfxt raven face.jpg

Ideal Team Position: Either


While one would think having a projectile as good as Raven’s would mean he’s strictly a zoner, this is just one facet of the ninja’s attack plan. While his projectiles are strong, especially if he can use them in the air to create a ceiling that forces the opponent to stay on the ground, Raven excels at close range combat thanks to an excellent set of close-range buttons ideal for hit confirms and low profiling enemy attacks. His meterless damage output is well above average if he is able to use his cr.HP CADC’d into combo enders, and even the cr.HP CADC’d into itself is very difficult to punish on block which means Raven can continue pressuring the opponent up close. Even if you decide to play him as a traditional zoner, Raven is very dangerous in fireball wars thanks to his ability to teleport and counter if an opponent throws a projectile back at him. His teleport is also very useful in chasing down raw tags from any distance, ensuring that he is always on the offensive. With all of these options at his disposal, Raven’s primary failing is shifting momentum if he finds himself on the defensive: his main reversal costs meter and is not safe on block, nor can it be tagged from. His Alpha Counter comes out slow and sometimes won’t hit in full even if he lands a successful hit, and while his teleport is fast, it does not take him very far and can be chased down easily if he telegraphs it. However, his versatility allows him to be played in either position, so place him on your team as you see fit. Raven has a strong rushdown game coupled with a decent zoning tool. With Raven's projectile he can set up situations to mix up his opponent with Haze giving him opportunities to use his high damaging combos.


Strengths Weaknesses

+high damage output

+cr.mk low profiles many standing attacks and can be comboed from

+cr.MK can trip jumping approaches into a full combo

+multiple ways to achieve juggle state meterless (qcb+P or a CADC’d cr.HP)

+a CADC’d cr.HP is not particularly disdvantageous on block, allowing Raven to either confirm to a full juggle combo or continue pressure

+normal attacks have decent priority and hitboxes for either close or mid-range combat

+Very strong in fireball wars thanks to being able to teleport next to an opponent for a full combo punish as well as throw fireballs himself

+a boosted far s.HP has significant pushback and is difficult to punish for many characters

-Lacking a reliable reversal as his EX Teleport Divekick is not safe on block nor can it be tagged from to make it safe

-Difficulty retreating if he is low on health and it’s his obvious best course of action

-High-low game off of Target combo is very risky as both the overhead and low options are unsafe on block, and both options can be fuzzy guarded thus negating its use as a true mixup.

-Alpha Counter is slow and can be blocked easily, and recovery is too long to tag freely into his partner if he is low on health.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Chcrumple.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
High.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Low.png
Knockdown.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png
Groundbounce.png vs airborne


Unique Attacks

Name
Command
Notes
Stormbringer
F.png + Mk.png ---.png Mk.png or Hk.png
Knockdown.png vs airborne
Skull Smasher
B.png + Mk.png ---.png Lk.png
Speccancel.png on 2nd hit
Knockdown.png vs airborne
Skull Smasher Feint
B.png + Mk.png ---.png Mk.png
High.png on 2nd hit
Groundbounce.png on 2nd hit
Knockdown.png vs airborne
Skull Smasher Feint Low
B.png + Mk.png ---.png Hk.png
Low.png Hardknockdown.png on
2nd hit
Knockdown.png vs airborne

Throws

Name
Command
Notes
Orbiting Moon
F.png or N.png + Lp.png + Lk.png
Throw.png
Dark Matter
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Crossed Ninja Stars
Qcf.png + P.png
Ex.png
Airok.png
Knockdown.png on Ex.png
Knockdown.png vs airborne
Haze
Dp.png + 3p.png or 3k.png
teleport
Alter Ego
Qcf.png + K.png
Ex.png
Knockdown.png
L.png / L.png + M.png Ex.png hit Low.png
M.png / L.png + H.png Ex.png hit High.png
H.png / M.png + H.png Ex.png hits mid
M.png + H.png Ex.png Wallbounce.png
Wind Cross
Qcb.png + P.png
press P.png on hit or block
for additional attacks
Ex.png Chrg.png
Knockdown.png on final hit

Super Combo

Name
Command
Notes
Doppelganger
Qcb.png + 3p.png


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

Advanced Strategy

N/A


Combos

Bread and Butters

  • cl.HK, cr.MP xx qcb+P, cr.LK, cr.HP xx CADC, cl.HP xx qcf+HK(436)

(0bar, medium)


Hit Confirm Combos

  • st.LP, st.LP, cr.MP xx qcb+P, cl.MP, cr.HP xx CADC, cl.HP xx qcf+HK (354)

(0bar, midscreen, medium)

  • cr.LK, st.LP, cr.HP xx qcb+P(delay), cr.HP xx CADC, cl.HP xx qcf+HK (375)

(0bar, midscreen, hard)


Post-launch Combos

  • cl.MP, cr.HP xx CADC, cl.HP, xx qcf+HK

Works from all tags and launchers, may have to hold forward on cl.MP (0bar, easy)

  • qcb+P, cr.HP xx CADC, cl.HP, xx qcf+HK

Works tagged from all groundbounce moves, certain air moves and from Vega's launcher (0bar, height-specific, character-specific, medium)


Advanced Combos

  • cl.HK, cr.MP xx qcb+P, cl.MP, cr.HP xx CADC, cl.HP xx qcf+HK(457)

(0bar, midscreen, hard)

  • cr.HP xx qcb+P(delay), cr.HP xx CADC, cl.HP xx qcf+HK (435)

(0bar, midscreen, medium)

  • qcf+PP, cl.MP, cr.HP xx CADC, cl.HP xx qcf+HK (385)

(1bar, easy)

  • qcf+PP, st.HK, cr.HP xx CADC, cl.HP xx qcf+HK (415)

(1bar, easy)

  • qcf+PP, qcb+P, cr.HP xx CADC, cl.HP xx qcf+HK (445)

(1bar, midscreen, easy)


Combos Into Supers

  • N/A

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