Raven combos: Difference between revisions

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Line 30: Line 30:
; b+3
; b+3
: db+4
: db+4
; BT f+3+4
: BT 1+2


; BT f+(2),3
; BT f+(2),3
; CH qcf+2
; CH BT f+3
: df+1,4
: df+1,4


Line 40: Line 45:
: BT f+3+4
: BT f+3+4


; CH qcf+2
; BT f+1
: df+1,4
: BT 3,4 <ref>Opponent can crouch under high attack</ref>


; CH uf+(4),4
; CH uf+(4),4
Line 57: Line 62:
; CH b+(2),2
; CH b+(2),2
: BT 1,4
: BT 1,4
; CH b+(4), B+4
: BT 1+2


; CH db+4
; CH db+4
Line 67: Line 75:
: f,F+2
: f,F+2
}}
}}
<references/>


== Staples ==
== Staples ==
Line 77: Line 88:
: [55] BT f+3, db+2,1, f,F+3, 1, b+2,4,2 T! ws 3,2
: [55] BT f+3, db+2,1, f,F+3, 1, b+2,4,2 T! ws 3,2
: [55] BT f+3, f,F+4, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3
: [55] BT f+3, f,F+4, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3
: [60] BT f+3, db+2,1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2 <ref>Strict timing on f,F+3 conversion to qcf+1,2</ref>
: [60] BT f+3, db+2,1, f,F+3, 1, f,F+3, <ref>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)</ref> qcf+1,2 T! 3+4, SZN 1+2, f,F+2 ย 


; f,F+3
; f,F+3
Line 84: Line 95:
; CH ws 2
; CH ws 2
; CH df+3
; CH df+3
: [54] f,F+3, f,F+4, db+2,1~D, SZN 3,2 T! ws 3,2
: [53] f,F+3, f,F+4, db+2,1~D, SZN 3,2 T! qcf+1,2
: [58] f,F+3, f,F+4, 1, f,F+3, 1, b+2,4,2 T! ws 3,2
: [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
: [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! ws 3,2
: [60] f,F+3, f,F+4, 1, f,F+3, 1, f,F+3 qcf+1,2 T! ws 3,2
Line 122: Line 133:
; CH qcf+1~D SZN 3,2
; CH qcf+1~D SZN 3,2
: [25] T! f,F+4, db+2,1~D, SZN 3,2
: [25] T! f,F+4, db+2,1~D, SZN 3,2
: [27] T! 3+4, SZN 1+2, 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
; CH SZN 4
: [54] f,F+4, db+2,1, b+2,4,2 T! f,f, b+2,4,2
: [50] f,F+4, db+2,1, b+2,4,2 T! qcf+1,2
: [55] f,F+4, 1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+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
; Low Parry
: [43] f,F+3, f,F+4, db+2,1~D, SZN 3,2
: [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
: [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
}}
}}


Line 140: Line 154:
; Finishers after T!
; Finishers after T!
: T! f,F+3, 2+3, H.f+1+2~F, f,F+2
: T! f,F+3, 2+3, H.f+1+2~F, f,F+2
: T! f,F+3, 2+3, H.b+3+4, BT b+3, BT 4~F, f,F+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, f,f,<ref>Micro dash</ref> 2+3, H.f+1+2~F, f,F+2
: T! 3+4, SZN 1+2, f,f,<ref>Micro dash</ref> 2+3, H.f+1+2~F, f,F+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 <ref>For extended juggle before T!</ref>


; BT H.4~F
; BT H.4~F
; H.1+2~F
; H.1+2~F
; ws H.3+4~F
; ws H.3+4~F
: f,F+3, f,F+4, db+2,1, f,F+4, db+2,1~D, SZN 3,2 T! 3+4, SZN 1~F, 1,2
; SZN H.2~F<ref>Can be hit confirmed</ref>
: f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, db+2,1~D, SZN 3,2 T! qcf+1,2
: f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, db+2,1~D, SZN 3,2 T! 3+4, SZN 1+2, f,F+2
: f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2
ย 
; 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 ย 


; H.f+1+2~F
; H.f+1+2~F
: f,F+2
: b+3
}}
}}
<references/>
<references/>
Line 157: Line 184:
{{Combolist|
{{Combolist|
; Wall splat with T!
; Wall splat with T!
: W! qcf+1,2 T! db+2,1,1
: [36] W! qcf+1,2 T! db+2,1,1
: W! ws 3,2 T! db+2,1,1
: [37] W! ws 3,2 T! db+2,1,1
: W! b+3+4 BT f+2,4,2 T! ws 3,2
: [37] W! b+3+4 BT f+2,4,2 T! ws 3,2
: W! b+3+4 BT f+2,4,2 T! 1,2,4
: [37] W! b+3+4 BT f+2,4,2 T! 1,2,4
: W! b+3+4 BT f+2,4,2 T! b+2,2,3<ref name="males">Males only</ref>
: [38] W! b+3+4 BT f+2,4,2 T! b+2,2,3<ref name="males">Males only</ref>


; Wall splat without T!
; Wall splat without T!
: W! db+2,1, 1+2
: [17] W! db+2,1, 1+2
: W! 1, db+2,1,1
: [19] W! 1, db+2,1,1
: W! b+3+4, BT b+2,3, 1+2
: [20] W! b+3+4, BT b+2,3, 1+2
: W! b+3+4, BT b+2,3, 1,2,4
ย 
: W! b+3+4, BT b+2,3, b+2,2,3<ref name="males"> </ref>
; No wall splat without T! <ref>Opponent lands next to wall after T!</ref>
: [26] W! b+3+4, BT b+2,3, 1,2,4
: [27] W! b+3+4, BT b+2,3, b+2,2,3<ref name="males"> </ref>
}}
}}


Line 186: Line 215:
; df+2
; df+2
: [44] BT f+2,4,2 T! b+3+4, BT 3+4, f,f, b+2,4,2
: [44] BT f+2,4,2 T! b+3+4, BT 3+4, f,f, b+2,4,2
; db2
ย 
: [58] db+2, 1>1+2 (heat engager)ย  <ref>You get guaranteed heat engager 1+2 when hitting db2, 1 on a back turned opponent. We are not talking about the full string db2, 1, 1+2. No, you get db2, 1, then 1+2 guaranteed. Opponent cannot block or interrupt this.</ref>}}
; Without launcher
: [48] df+4,4,3<ref>Opponent cannot interrupt follow up attack</ref>
}}
<references/>
<references/>


Line 194: Line 225:
{{Combolist|columns=1|
{{Combolist|columns=1|
; Secluded Training Ground
; Secluded Training Ground
: [53] <ref>Single hit wall break starter (f+4, f,F+2, etc.)</ref>WB! f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, 4,1 W! BT 1+2 WB! ws 3,2 T! f,f,f, 2+3, f,f,<ref>Micro dash</ref> H.2+3 WB! qcf+3
: [53] <ref>Single hit wall break starter (f,F+4, f,F+2, etc.). F+4 wall break starter is not consistent.</ref>WB! f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, 4,1 W! BT 1+2 WB! ws 3,2 T! f,f,f, 2+3, f,f,<ref>Micro dash</ref> H.2+3 WB! qcf+3
}}
}}
<references/>
<references/>

Latest revision as of 19:20, 24 June 2024

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. โ†‘ 1.0 1.1 Should never have a space immediately after it.
  2. โ†‘ Not "for stance transition", which has no special notation and is written the same as any other input.
  3. โ†‘ 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 ยง Staples.

Regular launch (e.g. df+2, qcf+4)
[48] BT 3, db+2,1, 1, b+2,4,2 T! b+2,4,2
[55] BT f+3, f,F+4, db+2,1~D, SZN 3,2 T! f,f, b+3+4, BT 2,1~F+3

Mini-combos

SZN 1+2
b+3
f,f,F+3
BT 1+2
uf+3+4
b+4,B+4
f+4
f,F+2
b+3
db+4
BT f+3+4
BT 1+2
BT f+(2),3
CH qcf+2
CH BT f+3
df+1,4
BT 1+2
f,F+2
BT b+3
BT f+3+4
BT f+1
BT 3,4 [1]
CH uf+(4),4
uf+3
CH qcf+1
f+2,3
CH db+3
uf+3
CH BT (3),4
2,4
CH b+(2),2
BT 1,4
CH b+(4), B+4
BT 1+2
CH db+4
uf+3
CH FC df+3
BT f+3+4
CH f+(3),2
f,F+2


  1. โ†‘ Opponent can crouch under high attack

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
df+2
qcf+4
[55] BT f+3, db+2,1, f,F+3, 1, b+2,4,2 T! ws 3,2
[55] BT f+3, f,F+4, db+2,1~D, SZN 3,2 T! f,f, 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
f,F+3
ws 1
4~3
CH ws 2
CH df+3
[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! ws 3,2
[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
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 [2]
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
ws 3,2
[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
  1. โ†‘ 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)
  2. โ†‘ 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+1+2~F, f,F+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, f,f,[1] 2+3, H.f+1+2~F, f,F+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 [2]
BT H.4~F
H.1+2~F
ws H.3+4~F
SZN H.2~F[3]
f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, db+2,1~D, SZN 3,2 T! qcf+1,2
f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, db+2,1~D, SZN 3,2 T! 3+4, SZN 1+2, f,F+2
f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, 1, f,F+3, qcf+1,2 T! 3+4, SZN 1+2, f,F+2
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
H.f+1+2~F
b+3
  1. โ†‘ Micro dash
  2. โ†‘ For extended juggle before T!
  3. โ†‘ Can be hit confirmed

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
No wall splat without T! [2]
[26] W! b+3+4, BT b+2,3, 1,2,4
[27] W! b+3+4, BT b+2,3, b+2,2,3[1]
  1. โ†‘ 1.0 1.1 Males only
  2. โ†‘ Opponent lands next to wall after T!

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]
  1. โ†‘ Opponent cannot interrupt follow up attack

Stage hazard

Secluded Training Ground
[53] [1]WB! f,F+3, f,F+4, 1, f,F+3, 1, f,F+3, 4,1 W! BT 1+2 WB! ws 3,2 T! f,f,f, 2+3, f,f,[2] H.2+3 WB! qcf+3
  1. โ†‘ Single hit wall break starter (f,F+4, f,F+2, etc.). F+4 wall break starter is not consistent.
  2. โ†‘ Micro dash

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the ยง Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.