raven

raven

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Quick overview

Ninja
SSR
Around 0f BT: SWL beats literally everything except BT b3 / BT3
Manual BT transition (b3+4) vulnerable for 5f before blocking.

HEAT

Heat powers: Hitting "Doppelganger" moves restore heat
Access to new move wr3,4 (wr3 +4 BT, wr3,4 +7 BT). New
Dopperganger extensions make them -3 oB from -14:
df1,4 | db2,1,1 | ws3,2 | BT f2,4,2 | QCF1,2 | SLZ1,4 | SLZ3,2 |
b2,4,2 |
Heat engagers: 1+2 | f1+2 | ws3+4 | BT4 | SLZ 2
Heat smash: -> i18 mid, mid, mid. Ends +14 in SLZ

Stances

Soulzone(SLZ). Transition with either ~d or 3+4. Transitions:
HS(+14oB) | b1(+10c oH, +7c oB, forced) | qcf1(+13oH, +0oB)
1,2(+6oH, -4oB) | db2,1(+5oH, -4oB) | BT f4,1(+8oH, -6oB) |
BT2,2(+8oH, -7oB) | f2,3(+6oH, -9oB) |
Backturned (BT). Transitions: WR3(+4oB) | u3(+6oH,+2oB) |
b4,b4(+2c oH,+1c oB) | 4,1(+7oH,-3oB) | b2,2(+6oH,-3oB) |
db2(+5oH,-4oB) | SLZ3(+5oH,-4oB) | f3(+6oH,-6oB) |
b4,4(+6oH,-8oB) | FC df3(+2oH,-9oB) | 3~4(-9oB) | df2(-13oB) |
QCF4(-14oB) | assorted cancels. Shadow sprint (QCF).
Transitions: SLZ1(+12oH, +1oB) | BT2,1(+7oH,+1oB) | 2,4(+8oH)

Standing block punishment

−15 pushbackb2,2,3(-19) | b4,b4,3,3+4 / uf3+4,3+4(-25) | uf4,4(-15) |
−153~4(-9 BT not a true punish) | 4~3(-16) | df2,4(-13 BT, -15) | b1+2(-15) | uf3+4(-16) | BT3+4 / BT b2,3(-20) |
−141,2,4 | 4~3,4 | f3,2 | f1+2 | df1,4 | df4,4 | db2,1,1 | b2,4,2 | ff3(-14~-11) | ws1 | ws3,2 | BT2,2,1 | BT f2,4,2 | qcf1,2 | qcf4
−14SLZ1,4 | SLZ3,2 |
−13ub1,2 | uf3+4,4,2 | uf,n,4 | BT1+2 |
−12ff2(massive pushback) | ws3+4(-12~-10, pushback) |
-11 / -10ff4(-10~-8, almost always -10) | bb2(-10 pushback) |

While standing block punishment

−15
−14
−13
−12
−11 / -10

String handling

uf4,4: -16 on cancel read.
df4,4: OS'able. Find a move that punishes second hit and floats teleport(generally strings/multi hits)
4~3: dick jab OS. Can also fuzzy, but hard. Also mid > SSR > h/l
3~4: Mixup if phase or not. Backdash into a move that realigns, or hold slightly forward -> BT hopkick to punish the phase.
b4,b4: Fuzzy LP, or just hopkick (b4,4 jails).
uf3+4: hold back, reaction LP if double twirl on ground (launch mid, get hit by low)
u3: 5f fuzzy LP(mid first, then 5f until low, then another 7f until high). LP to avoid fuckery with low -> teleport
3,3,4/cancel: dickjab/ fast highcrush low OS. -16 on hard cancel read.

Other notes

i1-9 teleport parry, i1-7 reversal. bb2 i1~8 parry, i17 hit. BT PC i6 activation (UNCONFIRMED FROM T7)

Duckable highs

Plus on block

b1(+7 SLZ) | wr3(+4 BT) | b3(+4) | BT b3(+4 BT) | u3(+2 BT) |
b4,b4(+1c BT) | BT2,1~f(+1 qcf) | BT3,4(+0) | SLZ1+2(+0) |

Low minus

Low hit advantage