GiantDojo ALPHAv0.01
Raven

Raven

Raven - mixup/evasion. Tools include i14 launcher, CH-launch low.

mixupevasion

Key Moves

df+2

i16 mid launcher. -13~-11 on block, launches on hit.

b+4

i14 mid. -9~-8 on block, -1~+0 on hit.

1+2

i14 mid launcher. -9 on block, launches on hit.

d+3

i15 low. -11 on block, +0 on hit.

db+2

i13 mid. -4~-3 on block, +5~+6 on hit.

Overview

Raven is classified as mixup, evasion. Their toolkit includes a CH-launch low, wall-finish tools. Their fastest standing launcher comes out in 14 frames.

Strengths

  • Fast i14 standing launcher for whiff punishment
  • Multiple plus-on-block mids for safe pressure
  • CH-launch low for opening defenders
  • Strong wall-carry and wall-finish tools

Weaknesses

  • No dedicated homing move - vulnerable to side-step
  • No power crush listed in the data

Game Plan

  1. Hold neutral with b+4 as your quick mid check.
  2. Whiff-punish with df+2 (i16 launcher).
  3. Mix in d+3 low to keep them honest.

Defense

  • Parry: b,B+2 (War Hound) catches a high or mid attack and turns the round around.
  • Panic launcher: df+3 (high crush, launches on hit) hops over jabs and lows when you read a string.
  • While-standing punisher: ws1 ducks highs and punishes from crouch.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Raven’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.