Raven combos: Difference between revisions

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{{Combolist|columns=1|
{{Combolist|columns=1|
; Regular launch (e.g. df+2, qcf+4)
; Regular launch (e.g. df+2, qcf+4)
: [48] BT 3, db+2,1, 1, b+2,4,2 T! b+2,4,2
:BT f3, db2,1, db2,1d, SZN3,2 T! dash b2,4,2
: [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
: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, ff2ย 
}}
}}


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


; CH uf+(4),4
; CH uf+(4),4
Line 88: Line 89:
: [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 (qcf down input can be buffered during end of f,F+3 animation)</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


; f,F+3
; f,F+3
Line 161: Line 162:
: T! f,f, b+3+4, BT b+3, BT H.4~F, qcf+3 <ref>For extended juggle before T!</ref>
: 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
; H.(BT 4~F, 1+2~F, ws3+4~F and SZN2~F)<ref>Szn 2 can be hit confirmed</ref>
; H.1+2~F
: ff3, ff4, 1, ff3, 1, ff3, 1, ff3, qcf1,2 T! 3+4, SZN 1+2, ff2
; ws H.3+4~F
: ff3, ff4, db2,1 ff3, 1, ff3, 1, b2,4,2, T! 3+4, SZN 1+2, ff2
; SZN H.2~F<ref>Can be hit confirmed</ref>
: ff3, ff4, db2,1 ff3, 1, ff3, 1, ff3, qcf1,2 T! 3+4, SZN 1+2, ff2
: 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
: ff3, ff4, ff4, 1, ff3, 1, ff3, 1 ff3, qcf1,2 T! 3+4, SZN 1+2, ff2
: 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
; H.f,f,f+3,4 BT
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; H.f+1+2~F
; H.f+1+2~F
: b+3
: db+4 w/o wall or ff2 at the wall
}}
}}
<references/>
<references/>

Latest revision as of 06:36, 24 September 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)
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

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]
H.(BT 4~F, 1+2~F, ws3+4~F and SZN2~F)[3]
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
H.f+1+2~F
db+4 w/o wall or ff2 at the wall
  1. โ†‘ Micro dash
  2. โ†‘ For extended juggle before T!
  3. โ†‘ Szn 2 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.