Master Raven tech

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iFC

Raven's FC df3+4 is effectively a hellsweep, and should be used like one. However, because of the nature of its inputs (being a FC move requiring 11 frames of crouch) many over look its potential. And get stuck in only thinking to use it after moves that leave Raven in crouch such as db3 or BT d4 or only when pushing a CD mixup. These are the most telegraphed ways to use Raven's hellsweep (Windmill from here on).

Application

If you've ever watched high-level Mishima play or have a lot of experience playing against them; you'll likely have noticed the myriad of different situations that Mishimas apply their hellsweeps. This is the true strength of hellsweep. To have the most success with it you want to catch the opponent off-guard or mentally pre-occupied with something else. This provides minimal risk for hellsweeps. Your opponent cannot block lows they are not expecting.

Conversely you'd want to try minimize using hellsweeps in situations with maximum risk: where your opponent is fully aware of what's about to come. Especially since unlike Kazuya, Raven does not have a safe mid NH launcher, so her CD 50/50 is inherently more risky. This situation becomes a guess for both you and the opponent and leaves the outcome purely to luck. Either to your opponent guessing wrong or mis-timing their duck.

To be able to catch your opponent off-guard, you need to start thinking of different situations to use Raven's Windmill. Outside of the context of CD 50/50 or after attacks that force crouch. You won't really be able to tap into this potential until you've built some proficiency in executing instant full crouch (iFC). That will allow you to pull the trigger on Windmill at a moment's notice. As is the case with iWS, there are various methods to executing iFC and different methods can apply better to some characters over others.


This video is a clip reel that showcases the variety of situations Windmill can be applied in

Execution

As previously mentioned, accessing Full Crouch moves requires the player to crouch for at least 11 frames. Unlike some characters, Master Raven cannot bypass this requirement. In other words, Master Raven must always crouch for at least 11F before she can use FC d/f+3+4. Though mastering this delay can be tricky, using certain input techniques may assist in executing this timing.


Input Tricks
  • In this video, Zagana demonstrates the d,db,d,DF method to execute iFC
  • Another method is to input b,db,d,DF, holding on DF slightly before hitting 3+4 (essentially a hcf motion but stopping short at DF before F).

The main "trick" behind these input techniques is to fill up the 11-frame window with motions instead of relying on your own manual timing. You still have to feel the rhythm and timing using these methods, but they make it much easier to execute Windmill by artificially adding delay.

When practicing, do not focus on executing the Windmill out as fast as possible. Aim for consistency. It's not about burning through the inputs as fast as possible, but to aid in getting a sense of timing for the 11-frame window. See how many consistent Windmills you can do in a row without getting a Haze misinput.

Once you've gotten raw iFC down, I recommend the following drills to get accustomed to executing iFC out of various actions. Remember the strength of Windmill is being able to use it in multiple different contexts. The more situations your opponent has to keep track of for a potential Windmill, the more mentally overwhelmed they'll become.


Exercise-routines to practice
  • Backdash ~ iFC
  • Background SS ~ iFC
  • Foreground SS ~ iFC
  • Double CD ~ iFC (standard)
  • Triple/Multiple CD ~ iFC (harder)
  • Single CD ~ iFC (hardest but also the most useful)
  • 2 KBDs ~ iFC
  • 3 KBDs ~ iFC

Be sure to practice these on both sides. Finally, don't be scared to apply iFC in real matches even if you haven't perfected all of these routines. It means little, if you can never execute them in the heat of a match.

On single Crouch Dash into Full Crouch

Enforcing Full Crouch mixups after just one Crouch Dash is very powerful. Unlike double CD, it is incredibly difficult to react to a single CD. By the time the opponent reacts, you will have closed the gap. You are more likely (though not always) able to catch your opponent off-guard with a single CD into Windmill. However, this requires a very specific timing.

To execute single CD into Windmill, you must input DF+3+4 after crouch dash fully completes. This requires a 21-frame delay (about 1/3rd of a second). Additionally, you must input the crouch version of Master Raven's crouch dash (d,DF) to maintain a crouching state. There are no shortcuts to this timing. No combination of inputs will allow Master Raven to access Full Crouch any faster. If you do it too fast or too slow, you'll enter Haze. Thus, single CD into Windmill requires precision.

FC df3+4 tech

FC df3+4 (Quicksand) can be completed with 3+4 for 38 damage. The second hit may be inconsistent at times, especially if you are off-axis or near a wall, and the first hit is a counterhit launcher, which will go wasted if you choose to complete the string after scoring a counterhit. Because of this, some players opt to only do the first hit of the string. After a natural quicksand hit, the opponent is put in a FUFA (face up, feet away) position, which can lead to strong okizeme.

B3 is the most common option - if the opponent does nothing or performs a side roll, it hits for 18 damage, a total of 35 damage, which is only slightly lower than the default full string. If the opponent tries to stand up or get up backwards, B3 hits for the full 23 damage, and leaves them in a FDFA (face down, feet away) position, after which ff4 is guaranteed for a total of 17+23+16=56 damage. If the opponent tries to perform a wakeup attack of any kind, b3 counterhits, increasing the total damage to 60.

A higher reward option against opponents that are not aware of the okizeme situation is quicksand -> 3~4. This will launch opponents who wake up backward, stand up, or try wakeup attacks or provide a guaranteed BT 1+2 if the opponent goes for the rarely used front roll. 3~4 does not hit opponents that stay on the ground or side roll, however.

uf4 tech

uf44 is arguably twitch confirmable. You are allowed a ~30 frame delay between the first and second "4" inputs. Another way of confirming the move is by inputting the entire string, then cancelling into backturn on block by holding B. This backturn transition is extremely punishable on block at -17. uf4 can become a launcher off axis, specifically when you are far to your opponents' left (your right). Another situation in which it launches is after crushing some low attacks - source

Parries

Raven has several moves that allow her to reverse enemy attacks. Not all of them fit the strict definition of "parry", but the term "parry" may be used for convenience.

bB,2: can sabaki mid/high punches and kicks from i1 to i8, Master Raven will perform HAZ 4 on success. HAZ 4 may not hit moves that recover quickly. Important note: this move cannot be buffered in its entirety. The fastest theoretical input involves buffering the b input during any kind of recovery animation (move recovery, block stun, hit stun etc), pressing B on frame 1, pressing 2 on frame 2, making your sabaki come out at frame 3, but this requires two just frame inputs in a row. Realistically, the bB,2 sabaki tends to "start at i4 or i5", though this is a misnomer. With an "i5-speed" sabaki, the moves you can sabaki at at a given frame disadvantage are:

  • -5 - i10 to i18
  • -6 - i11 to i19
  • -7 - i12 to i20
  • -8 - i13 to i21
  • -9 - i14 to i22

qcf1+2: can sabaki mid/high punches and kicks from i1 to i5, Master Raven will perform HAZ 4 on success. Due to the qcf input, this move is not very suitable for setups.

b2+4/b1+3: will parry everything except throws and rage arts, teleports Master Raven backwards a long distance away from the opponent. BT b2+4/b1+3: will parry everything except throws and rage arts, teleports Master Raven behind the opponent, switching sides. Both parries deal no damage. The moves you can parry at a given frame disadvantage are:

  • -7 - i10
  • -8 - i10 to i11
  • -9 - i10 to i12

1+2: can sabaki mid/high punches and kicks from i1 to i3, Master Raven will perform HAZ 2 on success. This sabaki is not consistent and can be sidewalked left on reaction since HAZ 2 has a ~45 frame long startup. Best used at -7 to -9.

BT F1+2: will reversal mid/high punches and kicks from i1 to i7. This deals a fixed 30 damage, switching sides and leaving the opponent in a FUFA (face up, feet away) position. Best used at -7 to -9.

Additional Readings

The underlying mechanisms behind iFC are explained here

as well as in Kilo's full breakdown video here

Fazni's video on quicksand into 3~4 okizeme

Zangana's video on uf4