Street Fighter X Tekken/Raven

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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

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

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