Brave Edge Study

WuHT

Premium Moderator
If you're wondering what to do with meter, this is the place to discuss.

To help sum up his A+B+K Brave Edges ("BE"):

6Bb(BE), 6B(b)(BE), prep Bb(BE) and prepB(b)(BE) which are similar enough to lump into one series so i'll refer to it as 6B b BE

Pros:
  • Terrific CH damage (67 damage) off a long ranged i12 poke. That is higher than most of Raph's non-stance combo damage, just to help you gauge the power of it. In practice, this is one of the things to learn as Raph instead of always entering SE manually.
  • Can Clean Hit for 75 damage! Thats the same damage as his CE.
  • In terms of a per-meter usage, the BE ender is basically +50 damage and knockdown after a 6BB CH so it is very good economy.
  • Very easy to hit confirm, as you have a decent window where you can even shift to BE if you input 6B(B)~prep
  • Can catch people stepping after 6BB due to actual raph realignment!
  • Works the guard meter if all moves are blocked (The last 236B portion of the move is very easy to step, GI and even jG however, so don't count on it as a guarantee)
  • If the opponent blocks all the hits, the move is step-stafe (meaning you can step most of the fastest verticals easily).
  • If only the first hit of 6Bb BE is blocked (and the 2nd hit connects), the BE ender is a natural combo. This is important for any weapon clash setups, as 6BB has two attacks in rapid succession, which usually beats enemy BBs (and AAs) despite clashing on the first hit. If you input the BE ender during a clash, you'll get it to NH.
  • Zero chance of whiffing due to distance/spacing if the 6BB is at least blocked.
Cons:
  • In practice the last hit is very easy to defeat by stepping, GI or jG.
  • Essentially, there are two opportunities for the opponent to defeat it: once at the beginning of the multi-face pokes, and then the gap between that and the 236B ender.
  • The BE is interruptable after blocking 6BB. You can at least fit in a 8A+B aGI or even interupt with your own 6Bb BE as Raph. Obviously this won't occur as much due to the nature of SE being a threat.
  • Can't hit grounded, hitting a jumping opponent means they can easily jG the last hit.
  • Knockdown doesn't really give Raph much offense, as his ability to hurt people grounded or teching is limited).
Prep k(BE)

Pros:
  • Great NH damage. You're looking at 70 damage plus knockdown.
  • Best option after a prep4 whiff or aGI if you have the meter
  • 1A is a threat (little damage) forcing them to block low usually.
  • Second hit has a really wide hitbox.
  • Wallsplats high and leads to Raph's fattest wall combos. 1B is guaranteed. 8A+B to stand them for a grab/1B re-splat mixup is possible. You can even grab them off the wall!
  • Rings out reliably over low walls.
  • Even on block (don't count on it being blocked as mentioned below)
Cons:
  • Interruptable on block, as a Raph can 6BB CH (or even CE) after blocking the first hit. There is a large gap that the opponent can respond. Since the second move is also high, the most common response is simply ducking and then you'll eat a crouching launcher of their choice.
  • Most of the tracking and re-alignment issues are more a problem of PrepK then the BE part. With that said, the kick can glitch out and send you spinning 180 degrees of where your opponent is facing leaving your back exposed.
  • Not hit confirmable at all. In fact, the yellow flash occurs immediately, so you don't even have the ambiguity to protect the blocked frames of Prep K (unlike Mitsu's 3B BE).
  • If you input the command too early in a guaranteed hit scenario, you'll end up with prep A+B (and against an awake opponent) it'll end up with you being punished heavily. This is more of a prep stance feature that will take the A+B+K command as A+B.
33k(BE)

Pros:
  • NH damage leads to at least 64 damage plus followup. Check the combo thread: http://8wayrun.com/threads/raphael-combo-findings.8780/. 6B(B)~prep~SE into a mixup as the opponent is rolling around on the ground is an option as well, though the 2nd hit may not always connect due to air control.
  • Can Clean Hit which pushes the damage to 73 + combo ender.
  • Since it comes from a decently fast move from QS, you're more likely to score a side hit to add 2-3 more damage.
  • +8 frames on block and knocks your opponent very far back.
  • Due to the mid-close range of the move and the ability to push guarders way back, this is an excellent "get off me" panic button if you manage to execute QS as they're attempting to rush you down.
  • Does decent guard burst meter damage.
  • Potential to tech-trap against larger characters after the new 3rd hit CH prepBBB stun.
  • 33kBE generally works intact against airborne opponents (unlike 22B for example)
  • Has a slight potential to catch step (at the end of their steps or beginning) if they 8WR to Raph's left (unlike 22B for example).
  • Can ringout, but the opponent has to be literally against the edge of the stage.
Cons:
  • Tip range 33kBE on block can result in the 2nd hit whiffing due to the knock-back from the 33K part. Anytime the opponent blocks this move outside of 3A range (approx) you'll witness this sad event.
  • Knockback on guard generally gives you no offensive potential, as a mixup between 66A and 236B isn't that threatening. Against a wall however, is great.
Critical Edge (CE) 236236A+B+K

Pros:
  • invincible at frame 10
  • i12 mid, can punish a lot of moves
  • 75 damage NH.
  • Can actually catch steppers moving to Raph's left if Raph is at slight disadvantage or advantage. However, the opponent is able to block during QS only if Raph is at advantage (odd eh?) You can test by attemping to step after a bot attempts a CE after 2K on NH, on CH, 1A, AA on hit and AA on block to get a feel.
  • Pretty much combos after anything of Raph, except for grounded stuns like 66B and 33B on CH or 66A+B's launch-behind.
Cons:
  • Does not benefit from CH much (only the first hit gets the CH bonus).
  • Unsafe (like most CEs)
  • Suffers from hitbox issues sometimes, most notably after 22B (which is more of a drawback of 22B).
  • Range is comparable to 33KB basically.
http://8wayrun.com/threads/metre-data.12386/ For an analysis on good meter generating moves.
 
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