more range than 2,4 and leaves the opponent closer.
2,4
27
+10
wallsplats and deal more damage 1,2 but no real mixup after because of pushback
i12
4,1
29
+5
Allows for BT mixup on hit and your optimal punish up to i15
i13
db+2,1
28
+7
Does less damage than 4,1 however has slightly more range and hits mid.
i14
1+2
23
+13
CD FC3 is guaranteed if executed perfectly, it gives good okizeme regardless and at the wall a db4 is guaranteed.
b+4,4
30
+6
b4,4 leaves Master Raven in BT, however she is too far from the opponent to enforce any pressure in open ground, this will wallsplat however.
i15
f+4 ff+3/ff+2
41/45
+7 (-1)/-11 (-19)
f4 gives a guaranteed ff3/ff2, ff3 gives great okizeme, ff2 does more damage, if you have rage f4 into RD will launch for a full combo. f4 also wallsplats.
df+4,4,3
43
-1 (-11)
Hits low recovering moves and if they recover in crouch df+4 alone launches for a full combo
i16
df+2
16
+32 (+22)
Leaves Master Raven in BT and only launches crouchers on CH
i17
4~3
18
+30 (+20)
i23
uf,n4
25
+34 (+24)
While Standing Punishers
Startup
Notation
Notes
i10
FC1
i11
WS4
i13
WS2
Does less damage than WS4, but gives nosebleed stun. Crouch cancel 2,4 can be used instead to punish some moves i.e. those that force crouch.
i14
WS1
Launch
i17
ff3
Not WS but can be done from crouch. Yields higher dmg combos than ws1 so useful to keep in mind for -17 lows