Master Raven combos: Difference between revisions

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|low parry <ref> ff+3 doesn't work as filler </ref> || 51
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Revision as of 11:39, 1 March 2021

Overview

Master Raven's combos are fairly flexible with a lot of different useable enders which allow for modification for carry and damage for most launchers.

She has very good carry can carry from corner to corner on violet labs from some of her better launchers so she can generally get a wall combo consistently from her launchers.

Notation is the same as Notation except for HAZ which is her haze stance

Her combos are also mostly not very difficult with the most difficult parts being generally lot of use of unbufferable ff inputs d/f+2,3 dash 3+4 BT 3+4 and her dash under combo from backfacing launchers can be difficult at first.

For visual for most of the combos see https://www.youtube.com/channel/UCYHfyfjVrA6il1vnGcPgu3A

General Combo structure

Master Raven's launchers can be divided into those that leave her in front turn and those that leave her in backturn, this is the primary factor that affects what combos she can go for from each other launcher with some exceptions.


The front facing launchers which use the same combo are in table 1, damage difference between enders are in table 2, which those which require different combos are in table 3.

Launchers which leave her in backturn are in table 4

Front facing launchers

For these launchers there are two general routes either filler df+2,3 S! dash 3+4 BT 3+4 ender or filler db+2/4,1 BT 2 BT f+2,4,2 S! ender.

The filler is either ff+3,ff+4 or df+1 and the enders for the first route is ff+3 ff+4, qcf+1+2 ff+3 qcf+1,2 3~4 qcf+3,4 4,1. For the second route you can also end with uf+3+4<3+4 The difference in damage between routes is that the db+2 variation deals 1 point of damage less when compared to the first route and the 4,1 deals two points more but can be hard/impossible to land for some launchers since it requires the opponent to be high in the air.

The choice of routes depends on distance to the wall since the second route is less modifiable because of the carry on b+2,4,2 by itself and it's bad splat or if you want to use the uf3+4<3+4 ender.

Fillers

For filler either ff+3 or ff+4 is preferred with df+1 being used when the timing is to tight to land either of the other filler like for df+4 which has a very short window, since df+1 deals 4 points less damage. In most cases there is no reason to prefer either ff+3 or ff+4 with the main issue being that ff+3 can put the target off axis too much in some cases like ff+3 ff+3 db+2 where multiple enders whiff. Some combos also only work with certain filler.

Enders

For enders ff+3 ff+4 is generally used since it gives a good mix of carry,damage and still allows for pressure after on hit

qcf+1,2 and ff+3 qcf+1,2 are both carry enders used to get a wall splat with ff+3 qcf+1,2 being very tight but giving better damage and carry.

3~4 is an oki ender, that gives a BT 1+2 and BT d+4/BT f+4,3 mixup with BT 1+2 beating everything else than stand up block and d+4 only losing to them staying down and stand up crouch block while f+4,3 also loses to sideroll and low getup kick.

qcf+3,4 is a damage ender which doesn't give wall carry or any pressure after.

4,1 is a short carry ender for when you are close to the wall.

uf+3+4<3+4 is Raven's highest damage ender which like qcf+3,4 doesn't give pressure after. . The damage comparison between enders is shown in table 2.

Table 1: Front facing launchers [1]
Launcher Damage
ws+1 65
ff+3 71
CH ws 2 71
CH qcf+1 or CH qcf+1 3+4 ff[2] 70
CH (qcf+1),2 71
HAZ 1 71
df+4[3] 60
CH (f+3),2 76
4~3 69
CH (uf+3+4),1 [4] 60
low parry [5] 51
  1. standard ender is ff+3 ff+4 if not otherwise noted the damage shown is for that ender.
  2. only ff+4 works as filler
  3. only works on crouchers and ff+3/ff+4 are too tight to get in a real match
  4. Only ff+4 works as filler
  5. ff+3 doesn't work as filler
Table 2 Damage comparision to ff+3,ff+4 ender
Ender Damage difference
qcf+1,2 -2
ff+3 qcf +1,2 +3
3~4 -5
4,1 -4
qcf+3,4 +4
uf+3+4<3+4 +6

There are a few front facing launchers which requires specific combos which either are modified versions of the standard combos or launcher specific.

Table 3: Other front facing launchers
Combo Damage
CH df+3 ff+3 ff+3 1 b+2,4,2 S! ff+3, f+2,3 78
BT 3+4 uf/n uf+4 ff+3 b+2,4,2 S! ender 64
CH BT b+2,3 uf/n uf+4 ff+3 b+2,4,2 S! ender 86
qcf+2 ff+4, 1 b+2,4,2 S! SSL 3~4 BT 1+2[1] 68
CH FC df+3+4 db+2,1 1 b+2,4,2 !S 3~4 BT 1+2[2] 78
CH FC df+3+4 f+1+2 S! d/b+2,1 b+4,b+4, BT f+3+4[3] 77
df+(4,4),3 df+2,3 S! dash 3+4 BT 3+4 ff+3 1 ff+4 67
uf+3+4 b+4,4 S! dash BT 3+4 ff+3 1 ff+4 58
CH BT (f+2),3 df+2,3 S! ff+3 1 ff+4 65
BT ff+3+4 db+2,1 b+2,4,2 ff+3 f+2,3[4] 61
  1. Doesn't work on Bears,Gigas, Marduk and Jack
  2. Doesn't work on Kings and Miguel
  3. For cases where the first combo doesn't work
  4. if it doesn't cross under

Back facing Launchers

Her backfacing launchers all have somewhat different combos except for df+2 and qcf+4 which give the same combos with qcf+4 dealing 1 point less damage. Here you either go for the standard combo or for max damage with the dash under combo which sideswitches and gives no oki. For 3~4 the standard pickup isn't consistent off axis so you can go for a lower damage more consistent combo. For CH 4,1 you can go for BT 2 BT 2 instead of BT 2 BT 3+4 to be able to land all enders and a less tight ff+3 ff+4, but you lose 3 damage

Table 4 Back facing launchers
Combo Damage
df+2 BT b+2,3 SSL b+2,4,2 S! ender 62
df+2 BT b+2,3 dash BT f+2,4,2 SSL 3~4 BT 1+2 77
3~4 BT b+2,3 b+2,4,2 S! ender [1] 74
3~4 BT f+4,3 S! ff+3 1 ff+3 f+2,3 68
CH 4,1 BT 2 Bt 3+4 b+2,4,2 S! ender[2] 67
ff+3+4 BT f+2,4,2 S! SSL 3~4 BT 1+2 [3] 68
CH HAZ 3 BT b+2,3 SSL b+2,4,2 S! ender 66
  1. uf+3+4<3+4 ender not possible
  2. qcf +1,2 ender not possible
  3. cross under