Raven: Difference between revisions

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* CD ''(Crouch dash)'' : QCF}}
* CD ''(Crouch dash)'' : QCF}}
||launch={{Plainlist|
||launch={{Plainlist|
* {{MoveGet|Raven-H.1+2,F|startup}} : H.1+2,F
* {{MoveGet|Raven-ws1|startup}} : ws 1
* {{MoveGet|Raven-ws1|startup}} : ws 1
* {{MoveGet|Raven-f+4|startup}} : f+4
* {{MoveGet|Raven-df+2|startup}} : df+2
* {{MoveGet|Raven-df+2|startup}} : df+2
* {{MoveGet|Raven-4~3|startup}} : 4~3
* {{MoveGet|Raven-4~3|startup}} : 4~3
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{{BlueRed
{{BlueRed
|blue=
|blue=
* '''Strong Approach'''. With a cancellable Shadow Sprint and a 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 mids.
* Strong approach with snake dash
* '''Defensive Tools'''. Alternating Smash (b+1+2), Utsusemi Escape (parry, b+1+3/b+2+4) and Sixth Sense (BT parry, f+1+2) are only some of Raven's high-value defensive moves that an opponent must keep in mind before pressing a button.
* Strong FC mixup with amazing oki afterwards
* '''High Damage'''. Raven boasts very decent combo damage and excellent wall carry tools, which can also impose very tricky okizeme situations for the opponent.
* High damage and wall carry output
* '''Space Control'''. With moves such as f,F+3 or f+1+2, Raven excels at whiff punishing and generally dominating at mid-range.
|red=
|red=
* '''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. It can be difficult to open up defensive or patient players who rely on punishment.
* '''Weak Plus Frames'''. The attacks that grant Raven significant and unconditional plus frames on block (b+1; u+3; b+3; b+4,B+4; WR3 and BT.b+3) are either highs, slow, or have very poor range.
* Low pokes are a bit on the weaker side
* '''Difficult Stances'''. Raven's 3 stances flow into each other through a plethora of moves whose frame data must be studied extensively before playing him correctly.
* No 15f launcher
* Has to take risks vs patient players
}}
}}


{{KeyTechs|
{{KeyTechs|
{{KeyTech|Mashing|importance=5|value=5|dexterity=1|rhythm=2}}
{{KeyTech|iWS2|importance=4|value=4|dexterity=5|rhythm=3}}
{{KeyTech|Blocking|importance=0|value=0|dexterity=5|rhythm=5}}
{{KeyTech|Crouch Stepping|importance=4|value=4|dexterity=4|rhythm=5}}
}}
}}



Latest revision as of 15:07, 18 October 2024

Raven
Heat
  • Clones become -3 instead of -14
  • 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+1+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 (none)
Missing (none)
External links
Lore Raven
Twitter #T8_Raven
Discord Raven Clan 死

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 suffers in block punishment, with weak early punishment and the lack of a standing i15 launcher, 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 Shadow Sprint and a 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 mids.
  • Defensive Tools. Alternating Smash (b+1+2), Utsusemi Escape (parry, b+1+3/b+2+4) and Sixth Sense (BT parry, f+1+2) are only some of Raven's 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. With moves such as f,F+3 or f+1+2, Raven excels at whiff punishing and generally dominating at mid-range.
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. It can be difficult to open up defensive or patient players who rely on punishment.
  • Weak Plus Frames. The attacks that grant Raven significant and unconditional plus frames on block (b+1; u+3; b+3; b+4,B+4; WR3 and BT.b+3) are either highs, slow, or have very poor range.
  • Difficult Stances. Raven's 3 stances flow into each other through a plethora of moves whose frame data must be studied extensively before playing him correctly.
iWS2
importance
★★★★☆
value
★★★★☆
dexterity
★★★★★
rhythm
★★★☆☆
Crouch Stepping
importance
★★★★☆
value
★★★★☆
dexterity
★★★★☆
rhythm
★★★★★

External links