| Raven |
|---|
| Combos (Tekken 8) |
|---|
Notation summary for combos
| Symbol | Meaning |
|---|---|
| 1 | Left Punch |
| 2 | Right Punch |
| 3 | Left kick |
| 4 | Right kick |
| u | Up |
| d | Down |
| f | Forward |
| b | Backward |
| uf | Up and forward |
| df | Down and forward |
| ub | Up and backward |
| db | Down and backward |
| n | Neutral |
| Symbol | Meaning |
|---|---|
| U | Up (Hold) |
| D | Down (Hold) |
| F | Forward (Hold) |
| B | Backward (Hold) |
| UF | Up and forward (Hold) |
| DF | Down and forward (Hold) |
| UB | Up and backward (Hold) |
| DB | Down and backward (Hold) |
| Symbol | Meaning |
|---|---|
| + | Pressed together |
| # | Pressed together, on the same frame |
| ,[1] | Followed by |
| ~ | Followed by, immediately |
| : | Followed by, tight input window |
| < | Followed by, with delayed input |
| > | |
| * | Held input |
| Symbol | Meaning |
|---|---|
| .[1] | From stance |
| ~ | From stance transition[2] |
| H | During Heat[3] |
| R | Rage |
| FC | Full crouch |
| hFC | Half crouch |
| ws | While standing |
| wr | While running |
| Symbol | Meaning |
|---|---|
| T! | Tornado |
| W! | Wall splat |
| WB! | Wall break |
| F! | Floor break |
| BB! | Balcony break |
| Symbol | Meaning | Example | Example Meaning |
|---|---|---|---|
| CH | Counter hit | CH 1,2,3 | 1,2,3 where the first hit is a counter hit |
| CL | Clean hit | CL db+4 | db+4 with a clean hit |
| (?) | Whiffed or blocked moves | CH (1,2),3 | 1,2,3 where the third hit is a counter hit |
| (2,2),2 | 2,2,2 where the first two hits whiff | ||
| (x?) | Repeat string ? times | b+2,f~n(x3) | b+2,f~n repeated 3 times |
| [?; ?] | Damage dealt; recoverable damage | [50; 12] ws2,3 f,F+3 | Combo deals 50 damage, 12 of which is recoverable |
- ↑ 1.0 1.1 Should never have a space immediately after it.
- ↑ Not "for stance transition", which has no special notation and is written the same as any other input.
- ↑ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.
Bread n' butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to § Staples.
- Regular launch (e.g. df+2, qcf+4)
- BT f3, db2,1, db2,1d, SZN3,2 T! dash b2,4,2
- BT f2, db2,1, 4,1, BT 2,1~F, 1,2 T! 3+4, SZN1+2, ff2
- BT f3, ff4, 4,1, BT 2,1~F, 1,2 T! 3+4, SZN1+2, ff2
Mini-combos
- [18] CH BT.(f+2),3
- [21] CH qcf+2
- [20] CH BT.f+3
- [+26] df+1,4
- [+14] 1+2
- [23] BT.1+2
- [25] CH (f+3),2
- [+20] f,F+2
- [+16] f,F+4
- [22] BT.b+3
- [20] CH FC.df+3
- [+19] BT f+3+4
- [25] SZN.1+2
- [+18] b+3
- [+16] db+4
- [20] f,f,F+3
- [24] BT.f+3+4
- [28] CH (b+4),B+4
- [+18] BT.1+2
- [17] uf+3+4
- [+21] b+4,B+4
- [23] b+3
- [+16] db+4
- [18] BT.f+1
- [+27] BT.3,4[1]
- [22] CH db+3
- [25] CH db+4[2]
- [24] CH (uf+4),4
- [+19] uf+3
- [18] CH qcf+1
- [+13] f+2,3
- [20] CH BT.(3),4
- [+15] 2,4
- [20] CH (b+2),2
- [+30] BT.1,4
Staples
Staple combos are juggles that:
- Can be done consistently by a skilled player
- Either work on all body sizes, or the characters it does work on are comprehensively listed
- Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
- [14] ws1
- [20] f,F+3
- [18] 4~3
- [20] CH ws 2
- [20] CH df+3
- [+56] f,F+3 f,F+4 db+2 BT.3+4 dash b+2,4,2 T! qcf+1,2
- [+60] f,F+3 f,F+4 db+2 BT.3+4 f,F+3 qcf+1,2 T! qcf+1,2
- [+53] f,F+3, f,F+4, db+2,1~D, SZN 3,2 T! qcf+1,2
- [+57] f,F+3, f,F+4, 1, f,F+3, 1, b+2,4,2 T! qcf+1,2
- [+58] f,F+3, f,F+4, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT.2,1~F+3
- [+60] f,F+3, f,F+4, 1, f,F+3, 1, f,F+3 qcf+1,2 T! ws3,2
- [+63] f,F+3, f,F+4, 4,1, BT.2,1~F, CD 1,2, T! dash b+3+4, BT.2,1~F+3
- [+63] f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2
- [15] df+2
- [15] qcf+4
- [+55] BT.d+2~D ws4 db+2 BT.3+4 dash b+2,4,2 T! qcf+1,2
- [+59] BT.d+2~D ws4 db+2 BT.3+4 f,F+3 qcf+1,2 T! qcf+1,2
- [+52] BT.f+3, db+2,1, f,F+3, 1, b+2,4,2 T! ws3,2
- [+55] BT.f+3, f,F+4, db+2,1~D, SZN 3,2 T! dash b+3+4, BT.2,1~F+3
- [+60] BT.f+3, db+2,1, f,F+3, 1, f,F+3,[1] qcf+1,2 T! 3+4, SZN 1+2, f,F+2
- [+63] BT.d+2~D, ws4, db+2, BT.3+4, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2[2]
- uf+3
- [+52] df+2,3, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT.2,1~F+3
- [+55] db+2,1, f,F+3, 1, f,F+3, qcf+1,2 T! f,f, b+2,4,2
- BT.d+3
- CH (3),(3),4
- [+46] T! 3+4, SZN 1+2, f,F+4, db+2,1~D, SZN 3,2
- [+48] T! 3+4, SZN 1+2, f,F+4, 1, f,F+3, 1, f,F+3, f,F+4
- [+52] T! 3+4, SZN 1+2, f,F+4, 1, f,F+3, 1, f,F+3, qcf+1,2
- BT.f,F+3+4 (close)
- [+44] f+2,4,2 T! b+3+4, BT.3+4, f,f, b+2,4,2
- BT.f,F+3+4 (far)
- [+52] df+2,3, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT.2,1~F+3 [3]
- 3~4
- [+54] BT.3, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT.2,1~F+3
- [+57] BT.3, db+2,1, b+2,4,2 T! f,f, b+2,4,2
- [+60] BT.3, db+2,1, f,F+3, qcf+1,2 T! f,f, b+3+4, BT.2,1~F+3
- uf+3+4,4
- [+43] db+2,1, db+2,1~D, SZN 3,2 T! f,f, b+2,4,2
- [+44] db+2,1, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT.2,1~F+3
- [+49] db+2,1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2
- ws3,2
- [+31] T! 3+4, SZN 1+2, db+2,1~D, SZN 3,2
- [+37] T! 3+4, SZN 1+2, db+2,1, f,F+3, qcf+1,2
- CH qcf+1~D SZN 3,2
- [+25] T! f,F+4, db+2,1~D, SZN 3,2
- [+27] T! 3+4, SZN 1+2, f,f, db+2,1~D, SZN 3,2
- CH SZN 4
- [+50] f,F+4, db+2,1, b+2,4,2 T! qcf+1,2
- [+55] f,F+4, db+2,1, b+2,4,2 T! f,f, b+3+4, BT.2,1~F+3
- [+57] f,F+4, db+2,1, db+2,1~D SZN 3,2 T! 3+4, SZN 1+2, f,F+2
- Low Parry
- [+43] f,F+3, f,F+4, db+2,1~D, SZN 3,2
- [+45] f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, f,F+4
- [+48] b+3+4, BT.b+3, BT.b+2,3, f,F+3, b+2,4,2
- [+49] f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, qcf,1,2
- ↑ Strict timing on f,F+3 conversion to qcf+1,2. Must wait ~21 frames after f,F+3 hits before qcf+1,2 input but no later than ~29 frames. (qcf down input can be buffered during end of f,F+3 animation)
- ↑ Slightly delay the 2 in f,F+2 after SZN 1+2, or alternatively delay SZN 1+2 after Tornado
- ↑ BT.f,F+3+4 launches on opposite side when used at greater distance
Heat
- Finishers after T!
- T! f,F+3, 2+3, H.f,F+2~F, b+1+2
- T! f,F+3, 2+3, b+3+4, BT b+3, BT H.4~F, f,F+2
- T! 3+4, SZN 1+2, 2+3, H.f,F+2~F, b+1+2
- Finishers after T! Heat activated
- T! b+3+4, BT b+3, BT H.4~F, b+3+4, BT 2,1~F+3
- T! f,f, b+3+4, BT b+3, BT H.4~F, qcf+3 [1]
- H.(BT 4~F, 1+2~F, ws3+4~F and SZN2~F)[2]
- ff3, ff4, 1, ff3, 1, ff3, 1, ff3, qcf1,2 T! 3+4, SZN 1+2, ff2
- ff3, ff4, db2,1 ff3, 1, ff3, 1, b2,4,2, T! 3+4, SZN 1+2, ff2
- ff3, ff4, db2,1 ff3, 1, ff3, 1, ff3, qcf1,2 T! 3+4, SZN 1+2, ff2
- ff3, ff4, ff4, 1, ff3, 1, ff3, 1 ff3, qcf1,2 T! 3+4, SZN 1+2, ff2
- H.f,f,f+3,4 BT
- [29] T! BT b+2,3, f,F+3, 1,2~D, SZN 4
- [31] T! b+3+4, 3+4, SZN 1+2, db+2,1~D, SZN 3,2
- [33] T! BT b+2,3, f,F+3, b+2,4,2
- [35] T! b+3+4, f,F+4, 1, f,F+3, 1, f,F+3 qcf+1,2
Wall
- Wall splat with T!
- [36] W! qcf+1,2 T! db+2,1,1
- [37] W! ws 3,2 T! db+2,1,1
- [37] W! b+3+4 BT f+2,4,2 T! ws 3,2
- [37] W! b+3+4 BT f+2,4,2 T! 1,2,4
- [38] W! b+3+4 BT f+2,4,2 T! b+2,2,3[1]
- Wall splat without T!
- [17] W! db+2,1, 1+2
- [19] W! 1, db+2,1,1
- [20] W! b+3+4, BT b+2,3, 1+2
Float
- 1
- [44] f,F+4, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3
- [49] f,F+4, 1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2
Back-turned opponent
- df+2
- [44] BT f+2,4,2 T! b+3+4, BT 3+4, f,f, b+2,4,2
- Without launcher
- [48] df+4,4,3[1]
- ↑ Opponent cannot interrupt follow up attack
Stage hazard
Extras
Extra combos are juggles that are:
- Strictly worse than one of the § Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.
External links
- Raven Optimal Combo Guide - Season 2 by TheFURY
- Raven Combo Guide (Season 2) by RyzingSol