Master Raven punishers: Difference between revisions

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{{Master Raven}}
{{Master Raven}}
{{Infobox tricky moves
|slide=WS.4 b+4,4
|asuka-a={{Plainlist|
* d+b+2,1 ''(inconsistent)''
* f+3,2 ''(inconsistent)''
* f,F+3
}}
|claudio-a=f,F+3 ''(deep dash)''
|devil-jin-a=u+f,n,4
|devil-jin-b=b+4,4
|eddy-a=u+f,n,4
|eddy-b=b+4,4
|heihachi-a=f+2,3
}}
{{Navbox punishers (Tekken 7)}}
{| class="punishers"
| colspan="4"  class="table-cat" | Standing
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
| -10 || 1,2 || 15 || +6
|-
| -10 || 2,4 || 27 || +10
|-
| -12 || 4,1 || 29 || +5 BT
|-
| -13 || db+2,1 || 28 || +7
|-
| -14 || b+4,4 || 30 || +6 BT
|-
| -15 || f+4 || 25 ([[Master Raven combos#Mini-combos|45]]/[[Master Raven combos#Rage|93]])
|-
| -16 || df+2 || 16 ([[Master Raven combos#Staples|62]])
|-
| colspan="4" class="table-cat" | Crouching
|-
| -10 || FC.1 || 5 || +6
|-
| -11 || ws4 || 18 || +4
|-
| -13 || ws2 || 17 || +8
|-
| -14 || ws1 || 14 ([[Master Raven combos#Staples|65]])
|-
| colspan="4" class="table-cat" | Both
|-
| -16 || f,F+3 || 20 ([[Master Raven combos#Staples|?]])
|-
| -23 || uf,n,4 || 25 ([[Master Raven combos#Staples|76]])
|-
| colspan="4" class="table-cat" | Back-turned opponent
|-
| -10 || 1,1,4 || 39 || +15a (+8)
|-
| -14 || 3,3,4 || 44 || +11
|-
| colspan="4" class="table-cat" | Grounded opponent
|-
| -14 || d+3 || 9 || +2 (-8)
|-
| -21 || d+4 || 14 || -2 (-12)
|-
| -24 || db4 || 16 || -3 (-13)
|}
{| class="punishers" style="clear: both"
| colspan="6" class="table-cat" | Whiff punishers
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
| 1,2 || i10 || 2.00 || 15 || -1 || High<ref>Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.</ref>
|-
|}
<references/>
== Crouching mids/highs ==
Raven's f+4 and df+2 don't work against crouching opponents, so there are some mids and highs on block where you need to use df+4 instead, such as:
{{Incomplete}}
{{Combolist|columns=9em|
; Fighter
: move
}}
== Old table (TODO: copy to above) ==


{| class="wikitable"
{| class="wikitable"
|+ Standing Punishers
|+ Standing Punishers
|-
|-
! Startup !! Notation !! Notes
! Startup !! Notation !! Damage !![[Movelist#Hit|Frames]] !! Notes
|-
| rowspan ='2'|i10 || 1,2 || 19 || +6 || 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
|-
|-
| i10 || 1,2/2,4 || 2,4 gives more damage and frame advantage, however has less range than 1,2.
| i13 || db+2,1 || 28 || +7 || Does less damage than 4,1 however has slightly more range and hits mid.
|-
|-
| i12 || 4,1 || Leaves Master Raven in backturned
| rowspan = '2' |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.
|-
|-
| i13 || db2,1 || Does less damage than 4,1 however has slightly more range and hits mid.
| rowspan ='2'| 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.  
|-
|-
| i14 || 1+2/b4,4 || 1+2 does only 23 damage, a CD FC3 is guaranteed if executed perfectly, it gives good okizeme regardless and at the wall a db4 is guaranteed.
| 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
b4,4 leaves Master Raven in backturned, however she is too far from the opponent to enforce any pressure in open ground, this will wallsplat however.
|-
|-
| i15 || f4/df4,4,3 || f4 gives a guaranteed ff3/ff2, ff3 gives great okizeme, ff2 does more damage. f4 also wallsplats.
| i16 || df+2 || 16 || +32 (+22) || Leaves Master Raven in BT and only launches crouchers on CH
|-
|-
| i16 || df2 || Leaves Master Raven in backturned.
|i17 || 4~3 || 18 || +30 (+20)||  
|-
|-
| i23 || uf,n,4 || n/a
|i23 || uf,n4 ||25 || +34 (+24)||
|}
|}


Line 35: Line 132:
| i14 || WS1 || Launch
| i14 || WS1 || Launch
|-
|-
| i23 || uf,n,4 || Launch punisher for stagger lows
| 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
|-
| i23 || uf,n4 || Launch punisher for stagger lows
|}
|}

Latest revision as of 01:45, 11 November 2023

Punishers for tricky moves
Various Slide WS.4 b+4,4
Generic FUFT.4 {{{generic-a}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
{{{alisa-a}}}
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4 {{{king-a}}}
Asuka b+3
  • d+b+2,1 (inconsistent)
  • f+3,2 (inconsistent)
  • f,F+3
Claudio f+2,2 f,F+3 (deep dash)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
u+f,n,4
R.f,n,d,df+4,3+4 b+4,4
Eddy 3~4 u+f,n,4
b+3,3 b+4,4
Heihachi f,F+2 f+2,3
Jack-7 R.b+1+2 {{{jack-7-a}}}
d+1+2 {{{jack-7-b}}}
Law db+3+4 {{{law-a}}}
Leroy db+1+2 {{{leroy-a}}}
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
{{{lucky-chloe-a}}}
Paul
  • d+4,2:1+2
  • qcf+2
{{{paul-a}}}
Xiaoyu BT.3 {{{xiaoyu-a}}}
BT.f+3+4,3+4 {{{xiaoyu-b}}}
AOP.4~3 {{{xiaoyu-c}}}
Standing
Enemy Move Damage Frames
-10 1,2 15 +6
-10 2,4 27 +10
-12 4,1 29 +5 BT
-13 db+2,1 28 +7
-14 b+4,4 30 +6 BT
-15 f+4 25 (45/93)
-16 df+2 16 (62)
Crouching
-10 FC.1 5 +6
-11 ws4 18 +4
-13 ws2 17 +8
-14 ws1 14 (65)
Both
-16 f,F+3 20 (?)
-23 uf,n,4 25 (76)
Back-turned opponent
-10 1,1,4 39 +15a (+8)
-14 3,3,4 44 +11
Grounded opponent
-14 d+3 9 +2 (-8)
-21 d+4 14 -2 (-12)
-24 db4 16 -3 (-13)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2 i10 2.00 15 -1 High[1]
  1. Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.

Crouching mids/highs

Raven's f+4 and df+2 don't work against crouching opponents, so there are some mids and highs on block where you need to use df+4 instead, such as:

This list is incomplete. You can help by expanding it.
Fighter
move

Old table (TODO: copy to above)

Standing Punishers
Startup Notation Damage Frames Notes
i10 1,2 19 +6 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
i23 uf,n4 Launch punisher for stagger lows