Master Raven punishers: Difference between revisions

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(Added damage and frames to standing punishers)
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|+ Standing Punishers
|+ Standing Punishers
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! Startup !! Notation !! Notes
! Startup !! Notation !! Damage !![[Movelist#Hit|Frames]] !! Notes
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| i10 || 1,2/2,4 || 2,4 gives more damage and frame advantage, however has less range than 1,2.
| rowspan ='2'|i10 || 1,2 || 19 || +6 || more range than 2,4 and leaves the opponent closer.
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| i12 || 4,1 || Leaves Master Raven in backturned
|2,4 || 27 || +10 || wallsplats and deal more damage 1,2 but no real mixup after because of pushback
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| i13 || db2,1 || Does less damage than 4,1 however has slightly more range and hits mid.
| i12 || 4,1 || 29 || +5 || Allows for BT mixup on hit and your optimal punish up to i15
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| i14 || 1+2/b4,4 || 1+2 does only 23 damage, a CD FC3 is guaranteed if executed perfectly, it gives good okizeme regardless and at the wall a db4 is guaranteed.
| i13 || db+2,1 || 28 || +7 || Does less damage than 4,1 however has slightly more range and hits mid.
b4,4 leaves Master Raven in backturned, however she is too far from the opponent to enforce any pressure in open ground, this will wallsplat however.  
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| i15 || f4/df4,4,3 || f4 gives a guaranteed ff3/ff2, ff3 gives great okizeme, ff2 does more damage, if you have rage f4 will launch for a full combo. f4 also wallsplats. df+4 also launches crouchers by itself
| 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.
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| 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.  
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| i16 || df2 || Launch leaves Master Raven in backturned and doesn't launch crouchers
| 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.
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|i17 || 4~3 || Launch
| 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
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|i23 || uf,n4 ||Launch
| i16 || df+2 || 16 || +32 (+22) || Leaves Master Raven in BT and only launches crouchers on CH
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|i17 || 4~3 || 18 || +30 (+20)||
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|i23 || uf,n4 ||25 || +34 (+24)||
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Revision as of 07:34, 12 June 2021

Standing Punishers
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)
While Standing Punishers
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