No edit summary |
(Added damage and frames to standing punishers) |
||
Line 4: | Line 4: | ||
|+ Standing Punishers | |+ Standing Punishers | ||
|- | |- | ||
! Startup !! Notation !! Notes | ! Startup !! Notation !! Damage !![[Movelist#Hit|Frames]] !! Notes | ||
|- | |- | ||
| i10 || 1,2 | | 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 | ||
|- | |- | ||
| | | i13 || db+2,1 || 28 || +7 || Does less damage than 4,1 however has slightly more range and hits mid. | ||
|- | |- | ||
| | | 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. | |||
|- | |- | ||
| | | 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. | ||
|- | |- | ||
| | | 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 | ||
|- | |- | ||
|i23 || uf,n4 || | | 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)|| | |||
|} | |} | ||
Revision as of 07:34, 12 June 2021
Master Raven |
---|
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) |
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 |
i23 | uf,n4 | Launch punisher for stagger lows |