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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.}} | 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.}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | speccancel }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | chcrumple }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | {{chcrumple}} }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | speccancel }} | {{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | high }} | {{SFxTMoveListRow | Close Hard Kick | (near opponent) {{hk}} | {{high}} }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | rpdfire <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{rpdfire}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | low <br> knockdown <br> speccancel }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | {{low}} <br> {{knockdown}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Jump Light Punch | ub / u / uf + lp | high }} | {{SFxTMoveListRow | Jump Light Punch | {{ub}} / {{u}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Medium Punch | ub / u / uf + mp | high }} | {{SFxTMoveListRow | Jump Medium Punch | {{ub}} / {{u}} / {{uf}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Hard Punch | ub / u / uf + hp | high }} | {{SFxTMoveListRow | Jump Hard Punch | {{ub}} / {{u}} / {{uf}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Light Kick | ub / u / uf + lk | high }} | {{SFxTMoveListRow | Jump Light Kick | {{ub}} / {{u}} / {{uf}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Medium Kick | ub / u / uf + mk | high <br> crossup }} | {{SFxTMoveListRow | Jump Medium Kick | {{ub}} / {{u}} / {{uf}} + {{mk}} | {{high}} <br> crossup }} | ||
{{SFxTMoveListRow | Jump Hard Kick | ub / u / uf + hk | high <br> groundbounce vs airborne }} | {{SFxTMoveListRow | Jump Hard Kick | {{ub}} / {{u}} / {{uf}} + {{hk}} | {{high}} <br> {{groundbounce}} vs airborne }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Stormbringer | f + mk --- mk or hk | knockdown vs airborne }} | {{SFxTMoveListRow | Stormbringer | {{f}} + {{mk}} {{---}} {{mk}} or {{hk}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Skull Smasher | b + mk --- lk | speccancel on 2nd hit <br> knockdown vs airborne }} | {{SFxTMoveListRow | Skull Smasher | {{b}} + {{mk}} {{---}} {{lk}} | {{speccancel}} on 2nd hit <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Skull Smasher Feint | b + mk --- mk | high on 2nd hit <br> groundbounce on 2nd hit <br> knockdown vs airborne }} | {{SFxTMoveListRow | Skull Smasher Feint | {{b}} + {{mk}} {{---}} {{mk}} | {{high}} on 2nd hit <br> {{groundbounce}} on 2nd hit <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Skull Smasher Feint Low | b + mk --- hk | low hardknockdown on <br> 2nd hit <br> knockdown vs airborne }} | {{SFxTMoveListRow | Skull Smasher Feint Low | {{b}} + {{mk}} {{---}} {{hk}} | {{low}} {{hardknockdown}} on <br> 2nd hit <br> {{knockdown}} vs airborne }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Orbiting Moon | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Orbiting Moon | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Dark Matter | b + lp + lk | throw }} | {{SFxTMoveListRow | Dark Matter | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Crossed Ninja Stars | qcf + p | ex <br> airok <br> knockdown on ex <br> knockdown vs airborne }} | {{SFxTMoveListRow | Crossed Ninja Stars | {{qcf}} + {{p}} | {{ex}} <br> {{airok}} <br> {{knockdown}} on {{ex}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Haze | dp + 3p or 3k | teleport }} | {{SFxTMoveListRow | Haze | {{dp}} + {{3p}} or {{3k}} | teleport }} | ||
{{SFxTMoveListRow | Alter Ego | qcf + k | ex <br> knockdown <br> l / l + m ex hit low <br> m / l + h ex hit high <br> h / m + h ex hits mid <br> m + h ex wallbounce }} | {{SFxTMoveListRow | Alter Ego | {{qcf}} + {{k}} | {{ex}} <br> {{knockdown}} <br> {{l}} / {{l}} + {{m}} {{ex}} hit {{low}} <br> {{m}} / {{l}} + {{h}} {{ex}} hit {{high}} <br> {{h}} / {{m}} + {{h}} {{ex}} hits mid <br> {{m}} + {{h}} {{ex}} {{wallbounce}} }} | ||
{{SFxTMoveListRow | Wind Cross | qcb + p <br> press p on hit or block <br> for additional attacks | ex chrg <br> knockdown on final hit }} | {{SFxTMoveListRow | Wind Cross | {{qcb}} + {{p}} <br> press {{p}} on hit or block <br> for additional attacks | {{ex}} {{chrg}} <br> {{knockdown}} on final hit }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Doppelganger | qcb + 3p | }} | {{SFxTMoveListRow | Doppelganger | {{qcb}} + {{3p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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== The Basics == | == The Basics == | ||
*One of the core things for Raven right now is the "Raven Loop", using {{ | *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. | *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. | ||
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* N/A | * N/A | ||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:04, 9 December 2020


Raven
Ideal Team Position: TBW
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 damaging combo's.
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks
Name
Command
Notes
Standing Light Punch


Standing Medium Punch

Standing Hard Punch


Standing Light Kick

Standing Medium Kick

Standing Hard Kick

Close Hard Punch
(near opponent)


Close Hard Kick
(near opponent)


Crouching Light Punch




Crouching Medium Punch



Crouching Hard Punch





Crouching Light Kick




Crouching Medium Kick




Crouching Hard Kick




Jump Light Punch





Jump Medium Punch





Jump Hard Punch





Jump Light Kick





Jump Medium Kick





crossup
Jump Hard Kick






Unique Attacks
Name
Command
Notes
Stormbringer






Skull Smasher






Skull Smasher Feint







Skull Smasher Feint Low






2nd hit

Throws
Name
Command
Notes
Orbiting Moon





Dark Matter




Special Moves
Name
Command
Notes
Crossed Ninja Stars







Haze



teleport
Alter Ego






















Wind Cross


press

for additional attacks



Super Combo
Name
Command
Notes
Doppelganger


Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
- One of the core things for Raven right now is the "Raven Loop", using {{
+
,
(charge)
+
,
f (dash cancel) , repeat }}. This allows Raven to juggle his sweeping {{
+
}} 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.
- 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.
- 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.
- 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
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A