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Guide Combos and Setups

Glass Sword

Nobody
Raven Bread and Butter Combos
KEY - MB=Meter Burn, 1=Light, 2=Medium, 3=Heavy

Normal Stance
You can end any combo in b23-trait instead of f222-Soul Crush in order to safely get into Demon Stance. Keep in mind being in Demon Stance is not always the most effective strategy. Also it is not always safe to do this if you knock the opponent in the corner.


Midscreen
Meterless-Basic
  • F22U1, F2, F222- Soul Crush
  • 223, F222-Soul Crush
  • B3, Jump 3, F222-SoulCrush
  • F22U1, D2, B3, Jump 3, F222-Soul Crush
1 Meter - Basic
  • F222-Singularity MB, Jump 3, F222-Soul Crush
  • F222-Singularity MB, b3, Jump 3, F222-Soul Crush
  • F22U1, 3 (one hit)-Singularity MB, B3, Jump 3, F222-Soul Crush
  • Singularity MB, Jump 3 f222-Soul Crush
  • Singularity MB, b3, Jump 3, f222-Soul Crush
  • 223, f2-Singularity MB, b3, jump 2, f222-Soul Crush
  • B3, Jump 3, F2-Singularity MB, Jump 3, F222-Soul Crush
  • F3, Jump 2, 3 (Two Hits)-Singularity MB, Jump 3, F222-Soul Crush
1 Meter - Advanced
  • Singularity MB, Jump 2, B3, Jump 3, F222-Soul Crush
  • B3, Jump 3, 3 (Two Hits)-Singularity MB, Jump 3, F222-Soul Crush
Corner
1 Meter-Basic
  • F222-Singularity MB, Jump 3, 1,1, F222-Singularity
  • Singularity MB, Jump 3, 1,1,1, F222-Singularity
Demon Stance
Ending Combos in Negative Mass does the same amount of damage as Soul Crush, but allows you to recover faster and force your opponent to block more Negative Mass pillars.


Midscreen
Meterless-Basic
  • Anti-Air Negative Mass (Close), 11F2-Negative Mass
1 Meter-Basic
  • F222-Event Horizon MB, B3, Jump 3, F222-Negative Mass
  • F22U1, 3 (Two Hits)-Event Horizon MB, B3, Jump 3, F222-Soul Crush
  • Event Horizon MB, B3, Jump 3, F222-Negative Mass
  • Negative Mass MB (Close), Jump 2, F222-Negative Mass
2 Meter-Basic
  • Negative Mass MB, Event Horizon MB, B3, Jump 3, F222-Soul Crush
Comboing into Singularity VS. Event Horizon
Singularity is a a 16 frame start up launcher which can be comboed into off of any of Raven's special cancel-able normal attacks most notably off of D1 a 6 frame attack. EventHorizon while having a bigger hitbox is much slower on start up and can not be comboed into off of d1. In order to combo into Event Horizon one can use the 11 string for the fastest possible punish.

Soul Crush and You!
Soul Crush can net you various damage depending on the distance. Except from the farthest way away one can always net a combo. Even when they are out of range on can still do soul crush into soul crush.

Point Blank
  • Soul Crush MB, F222-Soul Crush
  • Soul Crush MB, 2-Singularity MB, B3, Jump 3, F222-Soul Crush
Sweep Distance (To three character lengths away.)
  • Soul Crush Mb, B3, Jump 3, F222-Soul Crush
  • Soul Crush Mb, B3, Jump 3, 3 (Two Hits)-Singularity, Jump 3, F222-Soul Crush
One Character Length to Just past Jump in Distance
  • Soul Crush MB, Jump 2, F222- Soul Crush
Farther
  • Soul Crush MB, dash forward, D1-Singularity, B3, Jump 3, F222-Soul Crush
Background Bounce Combos
One should always use the background as Raven it blends very well with her combos and nets you more damage for no cost.


Near Background Bounce
  • Singularity MB, Jump 3, F2-Background Bounce, B3, F222-Soul Crush
  • Jump 3, D1-Singularity MB, Jump 3, F2-Background Bounce, B3, F222-Soul Crush
  • F222-Singularity MB, Jump 3, F2-Background Bounce, B3, F222-Soul Crush
  • Background Bounce, B3, Jump 3, 3 (Two Hits)-Singularity MB, Jump 3, F222-Soul Crush
Far From Background Bounce
  • Singularity MB, B3, Jump 3, F2-Background Bounce, Jump 2, F222-Soul Crush
  • Jump 3, D1-Singularity MB, B3, Jump 3, F2-Background Bounce, F222-Soul Crush
  • F222-Singularity MB, B3, Jump 3, F2-Background Bounce, F222-Soul Crush
  • B3, Jump 3, 3 (Two Hits)-Singularity MB, Jump 3, F2-Background Bounce, F222-Soul Crush
Unclashable Combos
Raven has a huge advantage having access to readily available unclashable combos. Using Soul Crush and Singularity as a punish into b3 and f3 is an effective way to keep your opponent from reversing the momentum of the match by clashing. Also Negative Mass is unclashable and can be comboed into itself up to 3 times if you hit your opponent from the ground, 4 times if it is an anti air pillar! Remember this and frustrate your opponent with unclashable combos.

Set-Ups
Setups add to Raven's game making it less two dimensional.

Off The Ground Interactable Set-Ups
Getting an OTG with Interactables, which Raven can throw, is easy! One can end any combo in D2-Interactable to get an OTG if one is close enough. If one is farther away one can do MB Soul Crush and throw the interactable or MB Negative Mass. The knock down on these special moves are so powerful one can get full screen interactables.

tldr- If close D2-Interactable; if far away MB Soul Crush.

50/50 Cross Up Set-Up
At the end of a combo with proper timing one can end set-up a 50-50 situation by ending it in Singularity. To do the one uses 2-Singularity, 1-Singularity, or D1 Singularity. If done properly Jump 2 should cross up and Jump 3 should not. Messing with the timing somewhat makes it where neither will cross up or both.

Instant Jump 3 Cross Up Set-Up
Ending a combo in F222-Singularity (only off certain combos) midscreen than dashing onto your opponent sets up an opportunity to cross up your opponent with an instant jump 3. This is done by neutral jumping and pressing 3 as soon as one leaves the ground when your opponent is about to get up. If done correctly you will hit your opponent during the first frame of them getting up. During this frame they are standing, but if they are holding down they are counted as crouching. Midscreen if this is setup properly this will also cross up your opponent. This setup is best done in the corner since all combos end in Singularity without sacrificing damage.

Understanding Combo Scaling
Combos in Injustice are unique in the way they scale. Certain normals scale much more than others such as D2 which has very high scaling. Other normals such as Raven's standing 3 has very low scaling. Below is a chart made by @Sami which list the scaling for all of Raven's attacks. Use this to create your own optimal combo!



*Special Thanks to OG Mannimal and Sami
 
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OG Mannimal

OG "OG Mannimal" Mannimal
Demon Stance - 2 Meter - Advanced
db1d MB, df/db3, f222 db2 MB, b3, j2, f222, df2 (I can't remember if you can do the j2 or not, may not be able to due to gravity)

Background Bounce Combos - 1 Meter - Basic - Regular Stance
a) d1 db2 MB, ji3, f2 BGB, f222 df2*
b) ji3, d1 db2 MB, ji3, f2 BGB, f222 df2*
c) d1 db2 MB, b3, ji3, f2 BGB, f222 df2*
d) ji3, d1 db2 MB, b3, ji3, f2 BGB, f222 df2*

Background Bounce Combos - 1 Meter - Advanced-ish Regular Stance
a) d1 db2 MB, ji3, f2 BGB, b3, ji2, f222 df2*
b) ji3, d1 db2 MB, ji3, f2 BGB, b3, f222 df2*
c) df2 MB, ji2, f2, b3, ji2, f222 df2

While you are in the corner
a) d1 db2 MB, slight walk forward, 1,1, f222 db2
b) [Crossing up, placing yourself in the corner] ji3, d1 db2 MB, b3, forward dash, f222 db2

Corner
Don't ever cancel f222 into db2 while you have your opponent in the corner, you can d1 after the last 2 and cancel it into lift MB. f222 is a very good tool in the corner, because a lot of people get worried and mb b3, but because f2 is two hits, you will break their armor and full combo punish them.
a) [Starter] db2 MB, (slightly delayed) ji3, f222 db2
b) 223, d1 db2 MB, ji3, f222 db2

More BGBs - For when they might be slightly out of range for a BGB
[Starter] db2 MB, walk forward (switching sides with the opponent), 1, f2 BGB, b3, ji2, f222 df2

Space Control
Nearly any time you get a b3, you can forward dash to switch sides, then do f222 Soul Crush. This is useful for placing an opponent into the corner.

Setups - Midscreen
a)[Starter] db2 MB, b3, ji3, f2/b2, forward dash, (Crossup setup) ji3/ji2 into full combo
b)[Starter] db2 mb, b3, ji3, 1, db2 (Ji3 will not cross up, while ji2 will - it is VERY ambiguous, but can we woken up out of by certain characters), Also loops into itself - Off of Ji3: ji3, d1 db2 mb, b3, ji2, 1 (may be stand 2, cannot recall, hopefully someone can confirm which it is in this situation) db2. Then you can do it again off of that. Off of ji2: ji2, 3 (2 hits) db2 mb, b3, ji3, 1 db2. Then you can loop it again off of that. What is very good about this is that it is safe on block. Since the animation on stand 3 is long, and is neutral on block, you can hit confirm into db2 mb.
c) After a BGB, you can forward dash, wait, then do a crossup ji attack

Interactable Setup - Corner
a)Batcave, Starting Level, Right Corner
f222, d1 db2 MB, ji3, f222 4 - f3, ji2, 223 db2, Interactable, forward dash, ji3, f222 db2 mb (f2 db2 mb if you are in regular stance again), b3, ji2, (f2 BGB - Not necessary and very hard timing) f222 db2
b) Themyscera, Starting Level, Left Corner/Lex's Lab, the level with the lights, right corner
f222, d1 db2 MB, d2, slight walk forward, interactable

Gimmicky Stuff for Fun - In Demon Stance
Assuming you are in trait, after a f222 at the end of your combo, do df3. Then, you can do a f3 or b12. For even more fun, after teleporting behind them after the f222, do ANOTHER df3 for even MORE GIMMICKS!!!!!! lol :)

Trait Unclashable
a) df1 mb, df1 mb, df1 (starts with opponent on ground)(pillar placements will vary)
b) Anti-Air - df1 mb, df1 mb, df1 mb, df1

Trait Zoning - df1 mb, db2 mb, b3, ji3, f222 df2

That's all I can think of off the top of my head
 
Dealing with Zoning Full Combo From Full Screen. (Without Demon Stance)

Void MBD Dash in Soulcrush MB Dash in D1 Singularity MB B3 ji2 f222 Soulcrush 38% 3 Bars (not efficient but good enough, also can lead to set up after ji2 f22u1 or ji2 f2233.)

Dealing with Zoning Full Combo From Full Screen. (Demon Stance)

Void MBD Event Horizon MB B3 ji3 f222 soulcrush 35% 2 bars

Interactive Bounce Mid Screen

1 Bar : Soul Crush MB ji2 f22 Bounce B3 ji2 f222 Soul Crush 35%
2 Bars : Soul Crush MB ji2 f22 Bounce B3 ji2 f222 Singularity MB f222 Soul Crush 39%
 

OG Mannimal

OG "OG Mannimal" Mannimal
Also, if you happen to catch someone with soul crush at a distance where ji2 will whiff, you can do this: df2 MB, slight walk back, 1, f222, df2
 
Also, if you happen to catch someone with soul crush at a distance where ji2 will whiff, you can do this: df2 MB, slight walk back, 1, f222, df2
And my own version of that would be Soul Crush MB 22 Singularity MB B3 ji2 f222 Soul Crush, or end it with a set up f22u1 of f2233 or after f1 3.
 

ForeverKing

Patreon.com/MK_ForeverKing
End combos with standing 2 into singularity so your opponent will be knocked down in front of you at the perfect distance for you to try out ambiguous cross-up/non-cross-up j3 setups

J3 on hit leads to 40% and a knockdown for another possible ambiguous j3 setup
 
End combos with standing 2 into singularity so your opponent will be knocked down in front of you at the perfect distance for you to try out ambiguous cross-up/non-cross-up j3 setups

J3 on hit leads to 40% and a knockdown for another possible ambiguous j3 setup
yea that what i imply mostly with set ups, her j3 is amazing!
 

SaltShaker

In Zoning We Trust
Excellent stuff guys. I'd just like to add on F3 since it wasn't really touched on.

My bnb for F3 is -F3, Ji3, F222, MB Lift, Ji2, F222, Soul Crush. 1 bar 44%. You can also end in B2, 3 for the safe trait activation and still get 41%.

Off of a MB F3 it is 49% if you can spare the two bars and 47% for the B2, 3 ender. If I've got 2 bars I go for MB F3 combo into the 2 bar bnb depending on the opponent and match pace.

If you have no bars or only want to use one bar on the F3 MB I go with F3, Ji3, F222, Lift or Soul Crush. It gives you 33% meterless and 38% off of a MB F3. If you want to go for the trait activation ender it is 27% meterless and 33% off of a MB F3.

Lastly, off a F3 with background bounce involved I always go meterless unless I MB'd the F3 for a bar. I go with -F3, Ji3, F2 BGB, Ji2, F222, Soul Crush. 41% meterless and if you landed it off of a MB F3 it's 46%. If you go with B2, 3 into trait ender it's 37% meterless and 43% off of a MB'd F3.

When trait is already activated and I land a F3 I end the combo after Horizon and go for mix up Shenanigans.

Depending on the character and opponent I'm facing usually dictates whether to end the F3 combos in more damage or in trait activation.

That's a lot on F3 I know, but wanted to be thorough.


Edit: As ForeverKing stated, F3 MB'd combos can also be slightly shortened and ended in Lift for the J3 crossup. I recently started using this so I don't know the damages off the top of my head like the others but it's only a few less with a potential for more heavy damage if you want to go that route. Well worth the risk at the right times. Which means she has 3 main options after landing F3's. Max damage, safe trait activation, or crossup mix ups.
 
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Art

Grave_Intent
Would be nice if you listed the damage % after the combo, so we know we are doing it right ;)
 

xInfra Deadx

Gimmick stolen by Jordan Peele
It's difficult to execute, but this works as a starter: f22u1, d2, b3. Again I'll leave it to others to work out the optimal finish.
It's not worth it for 1 more percent than you can get w/F2,2,U1-F2-1-F2,2,2/Soul Crush for 32%.
 

Ram

Buluc Chabtan
Here's what I found (all of this assumes no tech roll):
  • after f22u1, immediately jump over them and throw
  • after f22u1, immediately jump over them and b12xxSingularityMB, etc. (low starter)
  • after f22u1, immediately jump over them and f3, etc. (overhead starter)
  • after f22u1, wait a bit and then cross them up with j2 (side 1)
  • after f22u1, move away from them a bit and then cross them up with j2 (side 2)
 

MsMiharo

Kuff Bano
It's pretty gimmicky but ending a combo in f2233 sets them up for a throw, b12, mbf3/b3 or nj2. It's quite good to catch people of guard and I don't see it mentioned in the thread.