

Raven
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





























































crossup






Unique Attacks

























2nd hit

Throws









Special Moves


































press

for additional attacks



Super Combo


Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far\Close LP | H | 30 | 3 | 2 | 7 | +8 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MP | H | 60 | 9 | 4 | 14 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far HP **LC | H | 90 | 15 | 3 | 27 | -5 | -10 | - | 3 | 1 | 1 | Crumple on standing counter hit | |
Far\Close LK | H | 30 | 6 | 4 | 11 | +2 | -2 | - | 1 | 1 | 1 | - | |
Far\Close MK | H | 60 | 7 | 5 | 14 | +2 | -2 | - | 2 | 1 | 1 | Head and above strike invulnerability frames 1-6 | |
Far HK | H | 90 | 13 | 4 | 21 | +1 | -5 | - | 3 | 1 | 1 | Forces standing, Kicking leg crushes airborne attacks frames 13-16 | |
Close MP | H | 60 | 5 | 3 | 13 | +5 | +1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HP | H | 90 | 6 | 3 | 24 | -2 | -7 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Close HK | H | 50x2 | 10 | 2(8)1 | 16 | +6 | 0 | - | 3,3 | 1,1 | 1 | Forces standing, Knockdown on airborne opponent | |
Crouch LP | H | 30 | 4 | 3 | 6 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MP | H | 60 | 6 | 5 | 15 | +1 | -3 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP | L | 90 | 8 | 2 | 30 | float | -12 | SM,EX,SA,CA | 3 | 2 | 0 | - | |
Crouch LK | L | 30 | 4 | 3 | 11 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 60 | 7 | 5 | 17 | -1 | -5 | SM,EX,SA,CA | 2 | 1 | 1 | Throw invulnerability frames 3-20 | |
Crouch HK | L | 90 | 8 | 3 | 30 | hard knockdown | -13 | - | 3 | 1 | - | - | |
Jump LP | M | 40 | 5 | 5 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MP | M | 70 | 5 | 4 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HP | M | 100 | 9 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump LK | M | 40 | 6 | 9 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MK | M | 70 | 6 | 10 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HK | M | 100 | 12 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | Ground bounce on airborne opponent | |
Launcher **LC | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters | |
Cross Cancel | H | 120 | 18 | 8 | 30 | hard knockdown | -16 | - | - | - | - | Invulnerability frames 1-19, Resembles HK Alter Ego | |
Orbiting Moon | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Dark Matter | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
- | f+MK | H | 60 | 13 | 2 | 16 | +3 | -3 | - | 3 | 1 | 0 | Airborne frames 7-22, Knockdown on airborne opponent |
Stormbringer | f+MK > MK or HK | H | 60 | 16 | 3 | 19 | -1 | -5 | - | 3 | 1 | 0 | Stagger (+34) on standing counter hit, Knockdown on airborne opponent |
- | b+MK | H | 50 | 6 | 4 | 19 | +2 | -8 | - | 1 | 1 | 0 | - |
Skull Smasher | b+MK > LK | H | 70 | 12 | 2 | 17 | +2 | -4 | SM,EX,SA,CA | 1 | 1 | 0 | Knockdown on airborne opponent |
Skull Smasher Feint | b+MK > MK | M | 50 | 21 | 3 | 24 | ground bounce | -5 | - | 1 | 1 | 0 | Doesn't combo |
Skull Smasher Feint Low | b+MK > HK | L | 110 | 29 | 6 | 16 | hard knockdown | -4 | - | 1 | 1 | 0 | Doesn't combo |
Crossed Ninja Stars LP | qcf+LP | H | 60 | 22 | - | 20 | +10 | +7 | - | 3 | 1 | 0 | Knockdown on airborne opponent |
Crossed Ninja Stars MP | qcf+MP | H | 60 | 18 | - | 26 | +4 | +1 | - | 3 | 1 | 0 | Knockdown on airborne opponent |
Crossed Ninja Stars HP | qcf+HP | H | 60 | 15 | - | 30 | 0 | -3 | - | 3 | 1 | 0 | Knockdown on airborne opponent |
Crossed Ninja Stars EX | qcf+PP | H | 100 | 15 | - | 22 | float | +8 | - | 3,3 | 0,1 | 0 | - |
Crossed Ninja Stars (air) | qcf+P (neutral or foward jump) | H | 60 | 14 | - | until ground+4 | +22 | +19 | - | 3 | 1 | 0 | Knockdown on airborne opponent |
Crossed Ninja Stars EX (air) | qcf+PP (air) | H | 60 | 14 | - | until ground+4 | knockdown | +27 | - | 3,3 | 0,1 | 0 | - |
Haze (forward) | f,d,df+PPP or KKK | - | - | - | - | 37 | - | - | - | - | - | - | Invulnerability frames 1-30 |
Haze (backward) | b,d,db+PPP or KKK | - | - | - | - | 45 | - | - | - | - | - | - | Invulnerability frames 1-30 |
Alter Ego LK | qcf+LK | L | 130 | 21 | 10 | 24 | knockdown | -10 | - | 3 | 1 | 0 | - |
Alter Ego MK | qcf+MK | M | 120 | 27 | 6 | 30 | knockdown | -14 | - | 3 | 1 | 0 | Lower body projectile invulnerability frames 27-34 |
Alter Ego HK | qcf+HK | H | 100,50 | 20 | 8 | 26 | knockdown | -12 | - | 6,6 | 2,2 | 0 | - |
Alter Ego EX (LK version) | qcf+LK+MK | L | 110 | 17 | 10 | 23 | knockdown | -11 | - | 3 | 1 | 0 | Projectile invulnerability frames 1-26 |
Alter Ego EX (MK version) | qcf+LK+HK | M | 90 | 23 | 6 | 29 | knockdown | -13 | - | 3 | 1 | 0 | Invulnerability frames 1-22, Lower body projectile invulnerability frames 23-30, Airborne frames 12-31 |
Alter Ego EX (HK version) | qcf+MK+HK | H | 50x2 | 20 | 8 | 30 | wall bounce | -16 | - | 4,4 | 1,1 | 0 | - |
Wind Cross **LC | qcb+P | H | 30x4/120 | 17 | 6 | 35 | float | -11 | - | 3,1,1,1 | 1,0,0,0 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Projectile invulnerability frames 11-18, Last 4 active frames do 120 damage, but cannot cancel into 2nd hit follow-up |
Wind Cross 2nd hit | P during Wind Cross | H | 120 | 17 | 2 | 53 | knockdown | -39 | - | 3 | 1 | 0 | - |
Wind Cross EX | qcb+PP | H | 50,50 | 7 | 6 | 34 | knockdown | -14 | - | 1,1 | 1,1 | 0 | Chargeable: 51F for Super Art, Invulnerability frames 1-6 |
Wind Cross EX 2nd hit | P during EX Wind Cross | H | 100 | 12 | 2 | 59 | knockdown | -43 | - | 1 | 1 | 0 | - |
Doppleganger | qcb+PPP | H | 330 | 7 | 6 | 26 | hard knockdown | -8 | - | 3 | 1 | 0 | 55 frames cinematic freeze before attack begins, Invulnerability frames 1-8 |
Cross Art | qcf+MP+MK | H | 150+ | 8 | 2 | 45 | - | -30 | - | 3 | - | - | 64 frames cinematic freeze before attack begins, Invulnerability frames 1-9 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far MP | H | 42 | 9 | 4 | 18 | -1 | -5 | EX,SA,CA | - |
Far HP **LC | H | 63 | 15 | 3 | 32 | -10 | -15 | - | Crumple on standing counter hit |
Far\Close MK **LC | H | 42 | 7 | 5 | 21 | -5 | -9 | - | Head and above strike invulnerability frames 1-6 |
Far HK **LC | H | 63 | 13 | 4 | 34 | -12 | -18 | - | Forces standing, Float on airborne opponent, Kicking leg crushes airborne attacks frames 13-16 |
Close MP | H | 42 | 5 | 3 | 18 | 0 | -4 | EX,SA,CA | - |
Close HP | H | 63 | 6 | 3 | 30 | -8 | -13 | EX,SA,CA | - |
Close HK **LC | H | 35x2 | 10 | 2(8)1 | 33 | -11 | -17 | - | Forces standing, Knockdown on airborne opponent |
Crouch MP **LC | H | 42 | 6 | 5 | 22 | -6 | -10 | EX,SA,CA | - |
Crouch HP **LC | L | 63 | 8 | 2 | 38 | float | -20 | EX,SA,CA | - |
Crouch MK **LC | L | 42 | 7 | 5 | 22 | -6 | -10 | EX,SA,CA | Throw invulnerability frames 3-20 |
Crouch HK **LC | L | 63 | 8 | 3 | 37 | hard knockdown | -20 | - | - |
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