Raven
|
|
Gravity |
0.85
|
Overview
Raven is a returning character in the Jump Jousts series. She retains her defensive playstyle from Jump Jousts 2 with very high, floaty jumps. Along with special giving her consistent damage and strong pressure, she is generally improved from her previous appearance.
Strengths |
Weaknesses
|
- Special: Raven's special is a lingering projectile that can break through armor and deals Restrain, which gives her access to consistent 2-3 damage combos. This gives her great corner pressuring and whiff punish potential.
- Assist Counterplay: Raven's high and floaty jumps, particularly her back jump, allow her to avoid assists without committing to a punishable option.
- Evasiveness: Raven's 6A launching her backwards allows her to threaten space without heavily committing and her 5A allows her to reactively invuln through some approaches or even supers.
|
- Light Weight: Raven's lower gravity leaves her in greater disadvantage on hit than some of the cast.
- Speed: Raven's slow jumps and shorthops lead to her missing key conversions and generally being unable to keep up with faster characters in neutral.
- Committal Approach: While Raven is able to play defensively with the life lead, her slow jumps and retreating 6A can make it difficult for her to earn back the life lead without committing to empty jumps or attempting to catch them with assists.
- 1v1 Matchups: Many characters have relatively large anti-airs, strong whiff punish options, or generally good screen control, which makes many matchups hard for Raven without special meter and/or a life lead. Some matchups can be hard for Raven even with both of these conditions fulfilled.
|
Move List
Normals
5A
|
Damage
|
Startup
|
Active
|
Landing Lag
|
Magnitude
|
Angle
|
Misc.
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
Raven ducks into a portal before returning with an invincible strike.
|
|
6A
|
Damage
|
Startup
|
Active
|
Landing Lag
|
Magnitude
|
Angle
|
Misc.
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
Decently disjointed poke that sends Raven flying backwards.
|
|
4A
|
Damage
|
Startup
|
Active
|
Landing Lag
|
Magnitude
|
Angle
|
Misc.
|
1
|
-
|
-
|
-
|
-
|
-
|
Bullet Break
|
Not a very good move, despite the large hitbox. It can destroy projectiles, though.
|
|
Metered
Special (1 Bar)
|
Damage
|
Startup
|
Active
|
Landing Lag
|
Magnitude
|
Angle
|
Misc.
|
1
|
-
|
-
|
-
|
-
|
-
|
Restrain, Armor Break, 180f Lifespan
|
This is Raven's most important move.
|
|
Super (4 Bars)
|
Damage
|
Startup
|
Active
|
Landing Lag
|
Magnitude
|
Angle
|
Misc.
|
3
|
-
|
-
|
-
|
-
|
-
|
-
|
Raven summons a hand a set distance away from her. Ideally, meter is spent on her special instead, since you can squeeze out more damage for less meter with an optimized combo.
|
|
Strategy
Composition
Raven essentially needs to be run as an anchor character, as her point matchup is generally unfavorable, especially without meter to use her strong special. She is often brought out in the middle of games to provide corner pressure, dodge certain supers, camp, and generally extend life leads.
Colors
Notable Players
Name |
Color
|
Region |
Status |
Details
|
Table
|
|
North America |
Semi-Active |
Ranked #1 on the Jam Arena PR. Runs Raven alongside Bugs Bunny and Penumbra.
|