Overview
Raven controls midrange with compact mids, long reaching launchers, and movement that connects three offensive states: Soulzone, back turned, and Shadow Sprint. df+1 and db+2 check the opponent, successful strings can enter Soulzone, Soulzone can move into Shadow Sprint or back turned, and each stance presents a different set of mids, lows, movement, and defensive options.
Raven does not need to gamble immediately. He can play a patient neutral game with df+1, db+2, f+2,3, and movement, then use a hit, a blocked plus move, or a whiff to begin stance offense. His stronger rewards demand familiarity with transitions because many moves recover in Soulzone, back turned, or full crouch instead of neutral guard.
Strengths
- Strong midrange checks.
df+1is only -2~-1 and is difficult to sidewalk at range, whiledb+2is an i13~14 mid that leaves Raven back turned. - Excellent whiff punishment.
qcf+4anddf+2launch on normal hit, whilef,F+2reaches forward as a Heat Engager. - Multiple counter-hit threats.
ws2launches at i13~14 on counter-hit,df+3launches on counter-hit, and the final hit of3,3,4gives a full launch on counter-hit. - Five Heat Engagers spread across neutral, Soulzone, back turned, and while standing positions.
- Unusual defensive coverage through
b+1+3, standing and back turned power crushes, and stance specific parries. - Strong wall and combo routing. Many of his attacks cause Balcony Break, Tornado, Floor Break, or aerial tailspin.
Weaknesses
- His low pokes do not create effortless offense.
d+3is neutral on hit,d+4is -2 on hit, anddb+4is punishable at -14~-13. - His most threatening full crouch low,
FC.df+3+4, is launch punishable at -23~-21 on block. - Raven’s fast standing launch punish is the high
f+4. His standard mid launcherdf+2starts at i16~18 and is punishable. - Clone extensions are generally -13 outside Heat, so predictable string completion gives the defender guaranteed punishment.
b+1supplies excellent plus frames but is a high. Opponents who recognize it can duck and launch.- Stance flow creates mental load. Recovering in Soulzone, back turned, or full crouch without a clear plan can turn Raven’s mobility into self imposed risk.
Game Plan
- Establish
df+1anddb+2as the close and midrange checks. Use their small block disadvantage to observe whether the opponent challenges, ducks, or moves. - Use
f+2,3anddb+2,1to test string respect. On a confirmed hit or a passive defender, take the optional Soulzone transition instead of always finishing with a clone. - From Soulzone, use
SZN.3as the safe mid,SZN.2as the Heat Engager,SZN.4as the low, andSZN.1+2to catch movement. Soulzone can also move into Shadow Sprint, full crouch, or back turned. - Use Shadow Sprint to change range and threaten
qcf+1,qcf+2, or theqcf+4launcher. Canceling the movement is often safer than committing to an attack every time. - Punish whiffs with
qcf+4,df+2,f,F+2,f,F+3, orf+4depending on range and desired reward. At the wall, prioritize Raven’s many Balcony Break and Tornado routes. - Treat back turned as a real stance, not an automatic attack.
BT.4is a safe Heat Engager,BT.1+2is an armored wallsplat tool at -13, andBT.d+3is a dangerous but launch punishable low. - Install habits with repeated stance entries, cancels, and safe options, then change your answer when the opponent thinks they know the pattern. Raven’s broad selection of mids, lows, counter-hit tools, parries, and movement lets him take control of the opponent’s habits instead of following a fixed flowchart.
- Use Raven’s excellent pokes to earn small chunks of damage and create hesitation. Once the opponent starts respecting those checks, turn the same situations into stance mixups for a larger payoff.
Heat
Heat changes the risk of Raven’s clone extensions. Their normal versions, including df+1,4, qcf+1,2, ws3,2, and Soulzone or back turned equivalents, are -13 on block. Their Heat versions improve those special mid endings to approximately -3 while adding stronger hit properties such as Tornado, Balcony Break, or Spike.
Heat also adds H.f,f,F+3,4, a running special mid that is +7~+8 on block, launches on hit, deals chip damage, and recovers back turned. Raven’s H.2+3 Heat Smash is +14 on block, deals chip damage, and transitions directly to Soulzone for a guaranteed pressure situation.
Defense
b+1+3activates its parry immediately, catches every attack except Rage Arts, and teleports Raven to safety.b,B+2parries high or mid punches and kicks while attacking. It is -10~-9 on block, so it remains a calculated defensive callout.f+1+2is a standing power crush that wallsplats and is -13 on block. If it absorbs an attack, its block disadvantage improves to -9.BT.1+2is Raven’s back turned power crush and wallsplat tool. It is -13 normally and -7 after absorbing an attack.BT.f+1+2parries mid and high punches or kicks from back turned.- Raven’s block punishment is strongest at i12 with
4,1, i14 withdf+1,4, and from crouch with the i14~15 launcherws1.
Punish guide
Raven becomes much easier to defend against when you separate his safe stance entries from his committed endings. Let him enter a stance, block the actual attack, and punish the option that gives up his turn.
Punish the lows
- Launch
FC.df+3+4at -23~-21. The second hit only comes out on hit, so a blocked first hit is your punish window. - Launch
BT.d+3at -26~-24. - Launch the low ending
b+2,2,1+2at -30~-29 and punishb+2,2,3at -19~-18. db+4is -14~-13. Use a strong standing punish instead of letting Raven reset.
Punish clone commitments
Outside Heat, Raven’s special mid clone extensions are generally -13. This includes df+1,4, db+2,1,1, qcf+1,2, ws3,2, SZN.1,4, SZN.3,2, BT.2,2,1, and BT.f+2,4,2. Learn one reliable i13 punish and apply it to the whole family.
During Heat, those same endings improve to around -3. Do not attempt the old punish when the move uses its Heat version; take your turn after blocking instead. Raven’s running Heat extension is different again: H.f,f,F+3,4 is +7~+8, so continue defending.
Duck the important highs
b+1is a high despite being +7~+8 on block. Duck it when Raven becomes predictable with his Soulzone entry.f+4is a high standing launcher and -12 on block. Ducking gives a larger punish than blocking.SZN.1+2is a homing high around neutral on block. Do not let the homing property discourage you from crouching under it.- The second hit of
db+2,1is high. A Raven who always completes the string can be ducked before starting Soulzone pressure.
Respect the defensive escapes
- Do not autopilot offense into
b+1+3; it parries everything except Rage Arts. - Raven has armored wallsplat tools from both standing and back turned. Throws beat power crush, while patient blocking earns a punish on
f+1+2orBT.1+2at -13. - When Raven enters Soulzone, avoid swinging blindly.
SZN.3is a safe mid,SZN.4is the low, andSZN.1+2is the homing high. Defend against the chosen option rather than the stance animation itself.