Alright, since T6BR is coming out on consoles soon, I decided to compile this thread as an emergency backup strategy thread since Zaibatsu is gonna be slow and flooded with scrubs when the console version releases.
The following information will be cited from various members of tekkenzaibatsu
VAN = Vanish Stance, 3+4. Cancel = Neutral
SDW = Shadow Stance, b+3+4. Cancel = b+3+4
Consolidated list of changes for Raven from T5DR to T6BR**
*no need learning T6 stuff since the T6BR stuff is what we want
15 frames, mid, mid. delayable, both hits are -10, the second hit can be sidestepped if delayed. NC and hit confirmable, second hit knocks the opponent FD/FA on CH. spikes / floor breaks in juggles. very useful.
15 frame roundhouse kick, flips over / wall splats on hit. relatively quick, decent range and excellent tracking. -10 with some pushback, hits close to the ground, and picks up in juggles like Bryan’s db+2. again very useful.
he sticks his arms out in front of him. hanzo/galford esque bunshin shenanigans on hit where Raven dashes behind the opponent, creating a shadow clone. holding B keeps raven where he is, not pressing buttons puts him behind the opponent. bad tracking, sub par range and speed, punishable? useless.
b+1+3 / b+2+4
A “universal” counter, Raven uses a shadow clone to take the hit as he teleports behind and above where he was standing and drops to the ground. He takes a small amount of damage on a successful counter. It apparently parries everything (lows, throws, unblockables) but is of limited use due to the damage loss and his slow recovery after he lands.
Vanish Stance (notated VAN)
Press 3+4 and Raven crouches and disappears briefly, from which you can do the following moves. This stance is mostly about shenanigans, as it lacks a powerful mid and stops Raven moving whilst he’s in it:
the low shadow clone kick from the SDW f+2,4,3+4 string.
A double hand slash, mid, hits low to the ground, at least -15, utterly useless.
The old DR df+1+2 unblockable. largely useless.
a low sweep similar to the second hit of u+3,d+3. does not trip on normal hit, goes into SDW. apparently -13 on block.
4: a (marginally safer?) version of blind ghost AKA the old DR df+3+4[/details]
NEW SDW MOVES
mid, high, low. Raven does a BT elbow, a high kick, and then a shadow clone comes flying in from above as Raven does a slide. The “real” raven is the one doing the slide, and people may be tricked into blocking high by the more obvious flying clone, but it’s not a useful string outside of basic juggles.
a mid elbow into a high kick. The elbow has some evasive properties, and is one of his best mids from SDW. On its own, the elbow goes back into SDW, the high kick is only rarely used to stop people from attacking afterwards. NC.
elbow into SDW 3+4. marginally useful for stopping people ducking the second hit of b+2,4 but not really. [/details]
Changes to old moves
now causes “fake bound” like julia ff+3 on hit, meaning that followup juggles are much more reliable. Disadvantage on block increased to -14. a more useful move than its DR counterpart.
second hit can now be ducked on block
second hit can NOT now be ducked on block. whole string is NCc (?)
greatly slowed down, much more consistently punishable than DR. “JF” version where you do it as fast as possible and it is only -13 is no longer there.
cancels qcf+2 into a mid punch that looks like SDW f+1. -12 on block, big range, knocks down. can also be done as df+1+2.
cancels qcf+2 into SDW. useful!
now does not knock down on clean hit, but gives advantage on hit. on CH they get floated so Raven gets a strong juggle.
now recovers in crouch, less frame advantage on hit.
df+2,4 / df+2,3
Raven has a mid followup (df+2,4) which knocks down. it is -14 on block, and the kick comes out slower than df+2,3 (it was slowed down from 6.0). df+2 causes stagger on crouching opponents, and nothing is guaranteed. df+2,4 was guaranteed on crouching opponents in 6.0, but I don’t think it works any more due to the slowing of the second hit.
after the second hit Raven teleports and does a flying axekick into the ground, knocks down, bounds, safe. This is semi useful as certain moves which could otherwise launch punish df+44 (like df+2s) will whiff as Raven teleports. however, jab strings will still float him, and moves with high hitboxes like ewgf and jet upper will also knock him out of it. CH df+43 is guaranteed. still not much of a reason to do df+44. second hit DOESN’T bound, it does break the floor tho.
qcf+1 / qcf+1~b / qcf+1~3+4
more bunshin shenanigans, hold b to stay where you are etc. 3+4 goes into VAN stance.
Quicksand aka spinaroonie no longer needs the Law slide motion. (altho you can still do the Law slide crouchdash). second hit is a high kick which can interrupt some punishment of the move, goes to SDW, and connects after the first hit. CH FC df+3+4, ff+4 floats for juggles.
old DR f+2
After the spin cancel Raven teleports into the axekick from df+443.
now safe, causes stagger on hit. nothing guaranteed. still launches on CH.
when Raven counters with the blind ghost, he now rides the opponent like a surfboard. awesome.
second hit bounds. ub+1~b and ub+1~f does kage bunshin crap IIRC.
second hit bounds, goes to SDW
if Raven is punished after this move on block, he no longer ends up facing forwards. this is OK against generic punishment characters because BT juggles are generally weaker, but means you can eat some horrible strings vs characters like Steve (b+121!)
last hit flips over instead of “juggling” now. this never hit apart from in weird situations when the opponent was BT. odd change.
old 3+4? useless as it ever was if so.
no more free db+4
Now a homing move, disadvantage on block increased to -15. [/details]
Altered Shadow Stance stuff
now NC, causes stagger on hit, +3(?). chunky damage, very useful, his best BR upgrade.
now does Bryan snake edge float on clean hit, but now has trip stagger on block so you are definitely getting launched. you can B! with b+1+2,2 if you juggle them IIRC. hilarious.
in 6.0 this gave the awesome Banana Peel Stun which gave free dash b+44, but has been toned down to a FD/FA knockdown which gives free b+3. also a whopping -14 on block. unnecessarily shitty.
like the old SDW f+2,4. bounds. often more reliable to run up, press b+3+4 and do this as your bound move in wall combos than it is to use his facing forward stuff as the hitboxes on b+1 and ub+1 are awful.
jab into f+4. NC
last kick is the teleporting axekick from df+443 again. [/details]