Raven

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Raven
Heat
  • Clones become -3 instead of -13
  • Recovers heat gauge if clones hit the opponent
  • Gets a running launcher in WR3,4.
Heat Smash Mid, i18~20, +14g
Heat Engagers
  • 1+2
  • f,f+2
  • SZN 2
  • BT 4
  • WS+3+4
Stances
  • LAB/BT (Labyrinth/Backturned) : b+3+4
  • SZN (Soulzone) : 3+4
  • CD (Crouch dash) : QCF
Fastest
Launch
  • i14~15 : ws 1
  • i15~16 : f+4
  • i16~18 : df+2
  • i16 i29~30 : 4~3
CH launch
  • i13~14 : ws 2
  • i16~17 : df+3
  • i16 : qcf+1,2
Wall splat
  • i14~15 : df+1,4
  • i15~16 : f+4
  • i15~17 : f,F+4
Archetypal moves
Mid check
  • i14~15 : df+1
Generic moves
Remapped
  • d+2 โ†’ db+2
Missing
  • d+4
External links
Lore Raven
Twitter #T8_Raven
Discord Raven Clan ๆญป

This page is for Tekken 8. For Tekken 7, see Master Raven.

Raven is a versatile, well-rounded character with a strong grip over the mid range thanks to an array of solid, tracking pokes and keepout moves. His unique Shadow Sprint is a highly versatile movement-based stance that gives him a variety of approach options and powerful mixups, such as the character-defining iWS2. This synergizes with his pokes and backturned stance, which give him access to strong counter hit tools, unique defensive options, and good mixups. Raven is an unorthodox character to play, but an expressive and rewarding one to master.

Though boasting high combo damage, Raven also has weak early block punishment, though this is mitigated with the rare ability to launch at i14 from crouch. Weak low pokes means opening up patient players can be risky, and a Raven player must get creative with their offense to safely land mixups.

Strengths
  • Strong Approach: With a cancellable & loopable Shadow Sprint and a loopable Crouch Step, Raven has the means to quickly get close to the opponent and apply his strong 50/50 pressure with a diverse array of lows and deadly mids.
  • Heat: Raven has Heat Engagers in all of his stances. His clone attacks become completely safe on block at -3. His Heat Smash is a projectile that guarantees a stance mixup at +14 on block, and he gains a new tornado-launcher with Typhoon Fang Phantom (wr3,4).
  • Defensive Tools: He has a plethora of parries and high-value defensive moves that an opponent must keep in mind before pressing a button.
  • High Damage: Raven boasts very decent combo damage and excellent wall carry tools, which can also impose very tricky okizeme situations for the opponent.
  • Space Control: Raven excels at whiff punishing and generally dominating at mid-range. He also has an elite backdash, so players who are proficient at backdash-cancelling will find Raven to be a great choice for defensive/keepout playstyles.
  • GO NINJA, GO NINJA, GO!: Raven's new stance, Soulzone (SZN), gives you access to instant teleports that can put you back in neutral, backturn, or into crouching, instantly accessing his deadly full-crouch offense. As of Season 2, these same teleports can now be accessed from various strings on hit. When all of this is matched with his aforementioned parries, multiple unorthodox launchers from neutral, backturn, crouch step, Shadow Sprint cancels, Raven has many cool-looking tools to keep opponents guessing & do so in style.
Weaknesses
  • Can't Breach Through: His low attacks are either reactable or have poor damage and often leave Raven minus on hit. He also lacks a 2-break throw, and can be pretty linear at times - most notably with his Heat Smash, which is the most steppable HS in the game. It can be difficult to open up defensive or patient players who rely on punishment and/or movement.
  • Weak Plus Frames: The attacks that grant Raven significant and unconditional plus frames on block are either highs, slow, or have very poor range.
  • Early Punishment: His jab-punishes either end his turn on block, leave him very punishable, or forces stance on hit.
  • Dexterity Required: Raven's 3 stances & various teleports flow into each other through a plethora of moves whose frame data must be studied extensively before playing him correctly. His movement tools also require solid execution & are practically essential to make up for Raven's otherwise lacking ability to build true pressure in the neutral.
  • High Risk: Most of Raven's clone attacks are punishable when not in Heat. When combined with his very risky lows, dependence on his backturn stance, and lack of unconditional plus frames, Raven has to decide between playing safe & constantly losing his turn when he's not in Heat, or commit to taking big swings & leaving himself open to potentially severe punishment.
  • Has been wrong about Heihachi Mishima being dead twice now.
iWS2
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
Crouch Step
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…
Shadow Sprint Cancel
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…
Blind Laybrinth
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†
Soulzone
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†

External links