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==Introduction== | ==Introduction== | ||
Tekken's movement system is one of it's key distinguishing factors. Movement is everything in Tekken. | Tekken's movement system is one of it's key distinguishing factors. Movement is everything in Tekken. It can also be a lot of fun. Some characters really take advantage of being in a 3D game and just navigating about a 3D space in itself becomes a very engaging, almost addictive activity. Raven is one of these characters. | ||
Raven has several unique movement options to play around with | Raven has several unique movement options to play around with and how well one can create, as well as close, space is a big part of realizing Raven's potential. Chief among these movement options is Raven's crouch dash (CD) which is, in many ways, unique to the generic snakedash most other characters have. This guide aims to help illuminate not only how to execute Raven's more advanced movement techniques but most importantly how they can best be applied in neutral. | ||
But before we can dive into all that, some definitions must be cleared: | But before we can dive into all that, some definitions must be cleared: | ||
Line 13: | Line 13: | ||
Similar to how the term "Command Throw" refers to a non-generic throw with its own unique command, a "Command Dash" is a non-generic dash/movement option with its own unique command. | Similar to how the term "Command Throw" refers to a non-generic throw with its own unique command, a "Command Dash" is a non-generic dash/movement option with its own unique command. | ||
In Tekken various command dashes exist. The most infamous being the Mishima Wavedash (and even that has further sub-categories such as the lightdash). Throughout the roster you'll several characters with a crouchdash or their own character-specific command dash. | In Tekken various command dashes exist. The most infamous being the Mishima Wavedash (and even that [https://www.youtube.com/watch?v=jl2vAJBC3T4&t=1419s has further sub-categories such as the lightdash]). Throughout the roster you'll see several characters with a crouchdash or their own character-specific command dash. | ||
===Crouchdash / Snakedash / Rolldash what's the difference?=== | ===Crouchdash / Snakedash / Rolldash what's the difference?=== | ||
Line 25: | Line 25: | ||
Raven's CD sits in its own category, where it is markedly above most generic CD's. It shares enough parallels with the Mishima wavedash to make Raven's CD functionally similar to the wavedash in terms of application. | Raven's CD sits in its own category, where it is markedly above most generic CD's. It shares enough parallels with the Mishima wavedash to make Raven's CD functionally similar to the wavedash in terms of application. | ||
* Firstly | * Firstly, Raven can instantly block anytime during her CD simply by holding B. Unlike the generic snakedash which requires sidestep-cancel to block. | ||
* Raven's CD also has the largest high-crush window of all command dashes in the game. | * Raven's CD also has the largest high-crush window of all command dashes in the game, because she does not need to sidestep-cancel to chain her dashes together. Which greatly helps her FC df3+4 (which isn't vulnerable to highs in contrast to Mishima hellsweep) and her ws2 which is a CH-fishing tool that isn't true high-crush but does slip under highs. | ||
These two properties are of the most important, as being able to instant-block from a command dash is a privilege shared only by Mishimas and Raven. It is essentially having a | These two properties are of the most important, as being able to instant-block from a command dash is a privilege shared only by Mishimas and Raven. It is essentially having a turbo dash-block that covers more ground. Â | ||
Lastly Raven's CD is noticeably more fluid than generic CD's and covers more ground, but still slower than Mishima Wavedash. | Lastly Raven's CD is noticeably more fluid than generic CD's and covers more ground, but still slower than Mishima Wavedash. | ||
Line 34: | Line 34: | ||
==Application== | ==Application== | ||
==Wavu On The Outside== | ==Wavu On The Outside / Wavu as a Positioning tool== | ||
What a lot of people get wrong at first with using wavus is, they try bolt right in from the other side of the screen. This is a sure-fire way to run face first into a hopkick or df2. | |||
Using a wavu from The Outside is a very telegraphed way of making an approach. Your opponent is alert and has ample time to react. If you havenât given your opponent a reason to respect your wavu then chances are, they simply wonât. You need to get it into their heads that pressing buttons to challenge your wavu is a bad idea. How does one do this? | |||
<gallery> | |||
File:Pinya_Wavu_on_Outside.mp4| By jockeying you can score yourself easy whiff or block punish opportunities in the neutral | |||
</gallery> | |||
You should ask yourself the question: When you want to make an approach, do you just dive straight in or do you do a bit of back-n-forth jockeying? This is an important way of gauging your opponent. Do they have a twitchy trigger finger? Have they become passive? | |||
What are opportunities to use wavu on The Inside? Anytime when you'd normally consider pressing buttons is an opportunity to use movement, either offensively (CD) or defensively (KBD). | <gallery> | ||
File:Wavu_On_Outside.mp4|More examples to bait buttons from the opponent using movement | |||
Pinya_Wavu_on_Outside_2.mp4| | |||
</gallery> | |||
 | |||
If theyâre twitchy then they can be baited into whiffing, which is viable for Raven since she can instant-block from her wavu. Even if the opponent whiffs a keepout option with fast recovery that's not a problem, you shouldn't try to launch punish every whiff in any case. If ever the opponent whiffs, that presents an opportunity to at least close the gap. Which accomplishes the goal of making a successful approach. Furthermore, should moments of hesitation or mentally freezing up present themselves, they should be capitalized on. This is the most basic form of conditioning your opponent. | |||
 | |||
<gallery> | |||
File:GoAttack_wavu_outside_(smol).mp4|Even small whiffs can be taken as a free opportunity to close the gap | |||
</gallery> | |||
 | |||
==Wavu On The Inside / Wavu as a Pressure tool== | |||
 | |||
So we've established that one shouldn't attempt to dash right in when on The Outside. But another common mistake is thinking The Outside is the only time to consider CD'ing as an option. Using wavu on The Outside is about baiting the opponent. Whereas using wavu on The Inside, serves a different purpose. It is more about pressure and catching your opponent off-guard. | |||
 | |||
What is the line that seperates the Outside from the Inside? The Outside can be thought of as the absence of tension. The region where both players are at relative ease and can easily react to any action. In contrast the Inside is of course, where tension is felt. Its where you feel, one mis-step could get you launched. A good example is the round start position, which can be seen as the edge of tension. Both players are one backdash away from being out of range of most attacks, thus reducing tension. But also one dash away from closing the gap completely. | |||
 | |||
Using wavu on The Inside, thus, isn't something that naturally comes to mind as it seems like a pretty ballsy thing to do. But that's precisely what makes it effective, as its not something most opponent's will expect and is near impossible to anticipate. Because Raven does not have much plus-on-block options, using aggressive dashes to gain mental frame-advantage is how Raven can get a leg-up in any match. | |||
 | |||
 | |||
What are opportunities to use wavu on The Inside? Anytime when you'd normally consider pressing buttons is an opportunity to use movement, either offensively (CD) or defensively (KBD). Say you block something from the opponent and you feel you can take 'your turn'. Rather than pressing a button (like df1) to take your turn, you can opt for movement and start dashing instead. Also anytime when you have reason to believe the opponent won't press buttons in that moment. | |||
* Anytime you land a hit (that's preferably plus). If you land an attack that is minus on hit or zero and the opponent knows this, then you may need to condition with frame-traps first. | * Anytime you land a hit (that's preferably plus). If you land an attack that is minus on hit or zero and the opponent knows this, then you may need to condition with frame-traps first. | ||
Line 51: | Line 74: | ||
* If you know you're opponent won't press buttons after a blocked jab or df1 then that's a free ticket to CD city. | * If you know you're opponent won't press buttons after a blocked jab or df1 then that's a free ticket to CD city. | ||
* After you block something safe from your opponent. Instead of using buttons to take your turn back, you can use movement. | * After you block something safe, but heavily minus, from your opponent. Instead of using buttons to take your turn back, you can opt to use movement. | ||
* You scored a knockdown or the opponent is floored for whatever reason. | * You scored a knockdown or the opponent is floored for whatever reason. | ||
<gallery> | |||
File:Wavu_on_the_Inside.mp4|Initiating pressure via movement after landing a hit | |||
File:Wavu_on_the_Inside_3.mp4|Taking your turn back with movement after blocking something that's very minus | |||
File:GoAttack_Wavu_Inside.mp4| Can be better to respond to small whiffs with movement than a small jab punish | |||
</gallery> | |||
Wavu on The Inside is mostly about positioning yourself where you know that you're only one CD away from closing the gap. What's important is being able to execute Raven's FC df3+4 after one CD in the shortest time possible | Wavu on The Inside is mostly about positioning yourself where you know that you're only one CD away from closing the gap. What's important is being able to execute iFC after one CD. Specifically for Raven's FC df3+4 after one CD. Executing it in the shortest time possible, shouldn't be the only way you apply Raven's hellsweep. That can make you a bit predictable and it can also be equally effective to just crouch right in your opponent's face before committing to the FC mix, in order to throw off your opponent's timing. But it certainly helps to give your opponent as little time as possible to react. | ||
==Execution== | ==Execution== | ||
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Raven's Shadow Step is no different from other generic qcf snakedashes. Raven's Crouch Step is interesting in that it is a proper command dash available from FC state. It looks indistinguishable from her Shadow Step. No other character in the game has this property. | Raven's Shadow Step is no different from other generic qcf snakedashes. Raven's Crouch Step is interesting in that it is a proper command dash available from FC state. It looks indistinguishable from her Shadow Step. No other character in the game has this property. | ||
<div class="frame-table-set"> | |||
{{Legend | {{Legend | ||
|float=right | |float=right | ||
Line 91: | Line 120: | ||
{{Frame|3|d/f|yellow}} | {{Frame|3|d/f|yellow}} | ||
}} | }} | ||
</div> | |||
As you can see, Shadow Step leaves you standing, while Crouch Step leaves you in FC. Interestingly, you can choose to end in FC or standing regardless of how you started (standing state or FC) or which input you started with. What's important is what input you end with. | As you can see, Shadow Step leaves you standing, while Crouch Step leaves you in FC. Interestingly, you can choose to end in FC or standing regardless of how you started (standing state or FC) or which input you started with. What's important is what input you end with. | ||
Line 96: | Line 126: | ||
* End with F and you are left standing. | * End with F and you are left standing. | ||
* End with D (or DF) and you are left in FC state. | * End with D (or DF) and you are left in FC state. | ||
* If you replace D with a neutral input and you will go into WS state. | * If you replace your last D (or DF) with a neutral input and you will go into WS state. | ||
 | |||
=== So How Does the Ravu~Wavu⢠work? === | |||
 | |||
In short, you are essentially chaining multiple Crouch Steps together. To chain Crouch Steps, you basically cancel a Crouch Step with a neutral input. The neutral input puts Raven in WS state for a brief moment. During this moment you can input Crouch Step again. Only need one frame of neutral is needed to chain Crouch Steps. You can have more than one frame of neutral, so long as Raven does not fully exit WS state. | |||
 | |||
So theoretically, the generic input for the Ravu~Wavu is: | |||
 | |||
d/df/d~N~d/df/d~N~d/df/d | |||
 | |||
<gallery> | |||
File:Knee_fastest_wavu.mp4|Knee demonstrates the Ravu~Wavu⢠at its fastest. Notice how he gradually lengthens the duration of his dashes | |||
</gallery> | |||
=== Standard Input Method for Extended Crouch Dash (All peripherals) === | === Standard Input Method for Extended Crouch Dash (All peripherals) === | ||
Line 106: | Line 148: | ||
|purple=Standing | |purple=Standing | ||
}} | }} | ||
{{FrameTable|caption=Raven extended Crouch Dash | | {{FrameTable|caption=Raven extended Crouch Dash [Fastest possible input] | | ||
{{Frame|1|d|yellow}} | |||
{{Frame|2|d/f|yellow}} | |||
{{Frame|3|d|yellow}} | |||
{{Frame|4|n|green}} | |||
{{Frame|5|d|yellow}} | |||
{{Frame|6|d/f|yellow}} | |||
{{Frame|7|d|yellow}} | |||
{{Frame|8|n|green}} | |||
{{Frame|9|d|yellow}} | |||
{{Frame|10|d/f|yellow}} | |||
{{Frame|11|d|yellow}} | |||
{{Frame|12|n|green}} | |||
{{Frame|âŻ|n|green}} | |||
{{Frame|30|n|green}} | |||
{{Frame|31|n|purple}} | |||
}} | |||
 | |||
{{Legend | |||
|float=right | |||
|green=While Standing state | |||
|yellow=Full Crouch state | |||
|purple=Standing | |||
}} | |||
{{FrameTable|caption=Raven extended Crouch Dash [Slowest possible input] | | |||
{{Frame|1|d|yellow}} | {{Frame|1|d|yellow}} | ||
{{Frame|2|d/f|yellow}} | {{Frame|2|d/f|yellow}} | ||
Line 115: | Line 181: | ||
{{Frame|7|n|green}} | {{Frame|7|n|green}} | ||
{{Frame|âŻ|n|green}} | {{Frame|âŻ|n|green}} | ||
{{Frame|21|n|green}} | {{Frame|21|n|green}} | ||
{{Frame|22|d|yellow}} | {{Frame|22|d|yellow}} | ||
Line 131: | Line 196: | ||
{{Frame|64|n|purple}} | {{Frame|64|n|purple}} | ||
}} | }} | ||
*Note: You don't need to input the d/df/d in exactly three frames. You can (and should) hold the DF for a bit longer. So long as you complete the motion and start the next motion within the 21 frame window. | |||
As soon as you input the first "d", you have 21 frames to start buffering the next CD motion. After 21 frames have passed and you have not inputted the next d/df then Raven will exit WS state and will be fully standing. You can buffer the next d/df motion sooner within the 21 frame window, but you must have at least 1 frame of a neutral input between CD motions. | As soon as you input the first "d", you have 21 frames to start buffering the next CD motion. After 21 frames have passed and you have not inputted the next d/df then Raven will exit WS state and will be fully standing. You can buffer the next d/df motion sooner within the 21 frame window, but you must have at least 1 frame of a neutral input between CD motions. | ||
<gallery> | |||
File:Stubby_Wavu_Clip.mp4|This is what happens when you input the motions too quickly. The dashes become stubby and cover little distance. | |||
File:Lengthy_Wavu.mp4|When you slow down the motion slightly and ride the DF for a bit longer, you will allow the dash animation to fully play out and cover more ground with each dash. | |||
</gallery> | |||
===Other Input Methods=== | |||
As it is with any special technique, each peripheral comes with its own tricks and input methodology to achieve certain techniques. What works for one peripheral may not translate well to another. Raven's wavu is still rare and not very widespread amongst Raven players. So unfortunately some peripherals have more thorough and in-depth explanations for their execution techniques over others. | |||
====On Pad==== | |||
[https://docs.google.com/document/d/1GTVCzylCJ34y6c-wLbWho9-xHtM3qPBD/edit?usp=sharing&ouid=113576937709970420579&rtpof=true&sd=true This is an older guide of mine, which is still useful for understanding how to execute the Ravu-Wavu on pad.] Just scroll down to page 6 for the Pad section. | |||
====On Stick==== | |||
[https://www.youtube.com/watch?v=1D4yT3t82hk Dundies explains here briefly, how he executes the Ravu~Wavu on.] | |||
He uses the d/df/b method of input. Which helps to ensure he never inputs F when executing Raven's wavu. Here's Dundies own diagram depicting the motion he makes on stick: | |||
<gallery> | |||
File:Wavu_on_stick.png|The 234 motion used to execute Raven's wavu on stick | |||
</gallery> | |||
[https://streamable.com/nu8n1 Here's a clip of Tissuemon demonstrating how he executes the Ravu~Wavu with stick-cam footage.] Unfortunately its not super clear but it's something. | |||
There are of course other methods. Some people input 23215 repeatedly but that can feel even more difficult for others. | |||
====On HB/KB==== | |||
Thanks to the recent firmware update on Brooks Hitbox, its now possible to take advantage of SOCD changes to execute the Ravu-Wavu. [https://youtube.com/watch?v=HAz6b4A4Xmw imortalXsoul breaks down how this all works and demonstrates the new execution method]. With enough practice Hitbox players can get Raven's wavedash to be as fast as Mishimas. | |||
An older video by KeithB. [https://www.youtube.com/watch?v=BgMalVNPeWk This video by KeithB, may still be relevant for keyboard players.] |
Latest revision as of 06:55, 11 July 2023
Master Raven |
---|
Introduction
Tekken's movement system is one of it's key distinguishing factors. Movement is everything in Tekken. It can also be a lot of fun. Some characters really take advantage of being in a 3D game and just navigating about a 3D space in itself becomes a very engaging, almost addictive activity. Raven is one of these characters.
Raven has several unique movement options to play around with and how well one can create, as well as close, space is a big part of realizing Raven's potential. Chief among these movement options is Raven's crouch dash (CD) which is, in many ways, unique to the generic snakedash most other characters have. This guide aims to help illuminate not only how to execute Raven's more advanced movement techniques but most importantly how they can best be applied in neutral.
But before we can dive into all that, some definitions must be cleared:
What's a Command Dash?
Similar to how the term "Command Throw" refers to a non-generic throw with its own unique command, a "Command Dash" is a non-generic dash/movement option with its own unique command.
In Tekken various command dashes exist. The most infamous being the Mishima Wavedash (and even that has further sub-categories such as the lightdash). Throughout the roster you'll see several characters with a crouchdash or their own character-specific command dash.
Crouchdash / Snakedash / Rolldash what's the difference?
A lot of FGC terminology (especially older terminology) is quite flimsy, with many terms having overlap in their definitions. Oftentimes different regions would have had different terminology that refer to the same concept or mechanic. Some terms may have started referring to something specific but have since become more nebulous and are used interchangeably with other terms.
For instance, rolldash originally referred to the rolling motion players on arcade sticks would make in order to chain command dashes together by inputting d/df/f/u -> d/df/f/u over and over. Whereas snakedash refers to the same idea but came about from how the character would snake across the screen from repeated d/df/f/u inputs. Crouchdash (CD) merely refers to the common d/df/f (or qcf) command dash that several characters have. Wavedash in Tekken is shorthand for what was termed "Mishima-style crouch dash".
So what's the big idea behind Raven's CD?
Raven's CD sits in its own category, where it is markedly above most generic CD's. It shares enough parallels with the Mishima wavedash to make Raven's CD functionally similar to the wavedash in terms of application.
- Firstly, Raven can instantly block anytime during her CD simply by holding B. Unlike the generic snakedash which requires sidestep-cancel to block.
- Raven's CD also has the largest high-crush window of all command dashes in the game, because she does not need to sidestep-cancel to chain her dashes together. Which greatly helps her FC df3+4 (which isn't vulnerable to highs in contrast to Mishima hellsweep) and her ws2 which is a CH-fishing tool that isn't true high-crush but does slip under highs.
These two properties are of the most important, as being able to instant-block from a command dash is a privilege shared only by Mishimas and Raven. It is essentially having a turbo dash-block that covers more ground.
Lastly Raven's CD is noticeably more fluid than generic CD's and covers more ground, but still slower than Mishima Wavedash.
Application
Wavu On The Outside / Wavu as a Positioning tool
What a lot of people get wrong at first with using wavus is, they try bolt right in from the other side of the screen. This is a sure-fire way to run face first into a hopkick or df2.
Using a wavu from The Outside is a very telegraphed way of making an approach. Your opponent is alert and has ample time to react. If you havenât given your opponent a reason to respect your wavu then chances are, they simply wonât. You need to get it into their heads that pressing buttons to challenge your wavu is a bad idea. How does one do this?
-
By jockeying you can score yourself easy whiff or block punish opportunities in the neutral
You should ask yourself the question: When you want to make an approach, do you just dive straight in or do you do a bit of back-n-forth jockeying? This is an important way of gauging your opponent. Do they have a twitchy trigger finger? Have they become passive?
-
More examples to bait buttons from the opponent using movement
-
If theyâre twitchy then they can be baited into whiffing, which is viable for Raven since she can instant-block from her wavu. Even if the opponent whiffs a keepout option with fast recovery that's not a problem, you shouldn't try to launch punish every whiff in any case. If ever the opponent whiffs, that presents an opportunity to at least close the gap. Which accomplishes the goal of making a successful approach. Furthermore, should moments of hesitation or mentally freezing up present themselves, they should be capitalized on. This is the most basic form of conditioning your opponent.
-
Even small whiffs can be taken as a free opportunity to close the gap
Wavu On The Inside / Wavu as a Pressure tool
So we've established that one shouldn't attempt to dash right in when on The Outside. But another common mistake is thinking The Outside is the only time to consider CD'ing as an option. Using wavu on The Outside is about baiting the opponent. Whereas using wavu on The Inside, serves a different purpose. It is more about pressure and catching your opponent off-guard.
What is the line that seperates the Outside from the Inside? The Outside can be thought of as the absence of tension. The region where both players are at relative ease and can easily react to any action. In contrast the Inside is of course, where tension is felt. Its where you feel, one mis-step could get you launched. A good example is the round start position, which can be seen as the edge of tension. Both players are one backdash away from being out of range of most attacks, thus reducing tension. But also one dash away from closing the gap completely.
Using wavu on The Inside, thus, isn't something that naturally comes to mind as it seems like a pretty ballsy thing to do. But that's precisely what makes it effective, as its not something most opponent's will expect and is near impossible to anticipate. Because Raven does not have much plus-on-block options, using aggressive dashes to gain mental frame-advantage is how Raven can get a leg-up in any match.
What are opportunities to use wavu on The Inside? Anytime when you'd normally consider pressing buttons is an opportunity to use movement, either offensively (CD) or defensively (KBD). Say you block something from the opponent and you feel you can take 'your turn'. Rather than pressing a button (like df1) to take your turn, you can opt for movement and start dashing instead. Also anytime when you have reason to believe the opponent won't press buttons in that moment.
- Anytime you land a hit (that's preferably plus). If you land an attack that is minus on hit or zero and the opponent knows this, then you may need to condition with frame-traps first.
- After a throw is broken, or any other situation that returns to neutral.
- If you know you're opponent won't press buttons after a blocked jab or df1 then that's a free ticket to CD city.
- After you block something safe, but heavily minus, from your opponent. Instead of using buttons to take your turn back, you can opt to use movement.
- You scored a knockdown or the opponent is floored for whatever reason.
-
Initiating pressure via movement after landing a hit
-
Taking your turn back with movement after blocking something that's very minus
-
Can be better to respond to small whiffs with movement than a small jab punish
Wavu on The Inside is mostly about positioning yourself where you know that you're only one CD away from closing the gap. What's important is being able to execute iFC after one CD. Specifically for Raven's FC df3+4 after one CD. Executing it in the shortest time possible, shouldn't be the only way you apply Raven's hellsweep. That can make you a bit predictable and it can also be equally effective to just crouch right in your opponent's face before committing to the FC mix, in order to throw off your opponent's timing. But it certainly helps to give your opponent as little time as possible to react.
Execution
Breaking down Raven's dashes
To start, Raven has 2 distinct command dashes. Both are listed in her movelist. 1st there is the Shadow Step for which the input is d/df/f (commonly qcf) and 2nd there is Crouch Step for which the input is FC df/d/df.
Raven's Shadow Step is no different from other generic qcf snakedashes. Raven's Crouch Step is interesting in that it is a proper command dash available from FC state. It looks indistinguishable from her Shadow Step. No other character in the game has this property.
Full Crouch state | |
While Standing state | |
Standing |
Full Crouch state | |
While Standing state | |
Standing |
As you can see, Shadow Step leaves you standing, while Crouch Step leaves you in FC. Interestingly, you can choose to end in FC or standing regardless of how you started (standing state or FC) or which input you started with. What's important is what input you end with.
- End with F and you are left standing.
- End with D (or DF) and you are left in FC state.
- If you replace your last D (or DF) with a neutral input and you will go into WS state.
So How Does the Ravu~Wavu⢠work?
In short, you are essentially chaining multiple Crouch Steps together. To chain Crouch Steps, you basically cancel a Crouch Step with a neutral input. The neutral input puts Raven in WS state for a brief moment. During this moment you can input Crouch Step again. Only need one frame of neutral is needed to chain Crouch Steps. You can have more than one frame of neutral, so long as Raven does not fully exit WS state.
So theoretically, the generic input for the Ravu~Wavu is:
d/df/d~N~d/df/d~N~d/df/d
-
Knee demonstrates the Ravu~Wavu⢠at its fastest. Notice how he gradually lengthens the duration of his dashes
Standard Input Method for Extended Crouch Dash (All peripherals)
Full Crouch state | |
While Standing state | |
Standing |
Full Crouch state | |
While Standing state | |
Standing |
- Note: You don't need to input the d/df/d in exactly three frames. You can (and should) hold the DF for a bit longer. So long as you complete the motion and start the next motion within the 21 frame window.
As soon as you input the first "d", you have 21 frames to start buffering the next CD motion. After 21 frames have passed and you have not inputted the next d/df then Raven will exit WS state and will be fully standing. You can buffer the next d/df motion sooner within the 21 frame window, but you must have at least 1 frame of a neutral input between CD motions.
-
This is what happens when you input the motions too quickly. The dashes become stubby and cover little distance.
-
When you slow down the motion slightly and ride the DF for a bit longer, you will allow the dash animation to fully play out and cover more ground with each dash.
Other Input Methods
As it is with any special technique, each peripheral comes with its own tricks and input methodology to achieve certain techniques. What works for one peripheral may not translate well to another. Raven's wavu is still rare and not very widespread amongst Raven players. So unfortunately some peripherals have more thorough and in-depth explanations for their execution techniques over others.
On Pad
This is an older guide of mine, which is still useful for understanding how to execute the Ravu-Wavu on pad. Just scroll down to page 6 for the Pad section.
On Stick
Dundies explains here briefly, how he executes the Ravu~Wavu on.
He uses the d/df/b method of input. Which helps to ensure he never inputs F when executing Raven's wavu. Here's Dundies own diagram depicting the motion he makes on stick:
-
The 234 motion used to execute Raven's wavu on stick
Here's a clip of Tissuemon demonstrating how he executes the Ravu~Wavu with stick-cam footage. Unfortunately its not super clear but it's something.
There are of course other methods. Some people input 23215 repeatedly but that can feel even more difficult for others.
On HB/KB
Thanks to the recent firmware update on Brooks Hitbox, its now possible to take advantage of SOCD changes to execute the Ravu-Wavu. imortalXsoul breaks down how this all works and demonstrates the new execution method. With enough practice Hitbox players can get Raven's wavedash to be as fast as Mishimas.
An older video by KeithB. This video by KeithB, may still be relevant for keyboard players.