Master Raven punishers: Difference between revisions

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{{Master Raven}}
{{Master Raven}}
{{Infobox tricky moves}}
{| class="punishers"
| colspan="4"  class="table-cat" | Standing
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
| -10 || 1,2<ref name="p">Example. Remove after substitution.</ref> || 15 || +7
|- 
| colspan="4" class="table-cat" | Crouching
|-
| -11 || ws4<ref name="p"/> || 18 || +6
|-
| colspan="4" class="table-cat" | Back-turned opponent
|-
| -10 || 1,2,3<ref name="p"/> || 40 || +10a (+1)
|-
| colspan="4" class="table-cat" | Grounded opponent
|-
| -16 || d+3<ref name="p"/> || 9 || -3a (-11)
|}
{| class="punishers" style="clear: both"
| colspan="6" class="table-cat" | Whiff punishers
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
| 1,2<ref name="p"/> || i10 || 2.00 || 15 || -1 || High<ref>Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.</ref>
|-
|}
<references/>
== Old table (TODO: copy to above) ==


{| class="wikitable"
{| class="wikitable"

Revision as of 00:47, 12 January 2022

Punishers for tricky moves
Various Slide {{{slide}}}
Generic FUFT.4 {{{generic-a}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
{{{alisa-a}}}
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4 {{{king-a}}}
Asuka b+3 {{{asuka-a}}}
Claudio f+2,2 {{{claudio-a}}}
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
{{{devil-jin-a}}}
R.f,n,d,df+4,3+4 {{{devil-jin-b}}}
Eddy 3~4 {{{eddy-a}}}
b+3,3 {{{eddy-b}}}
Heihachi f,F+2 {{{heihachi-a}}}
Jack-7 R.b+1+2 {{{jack-7-a}}}
d+1+2 {{{jack-7-b}}}
Law db+3+4 {{{law-a}}}
Leroy db+1+2 {{{leroy-a}}}
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
{{{lucky-chloe-a}}}
Paul
  • d+4,2:1+2
  • qcf+2
{{{paul-a}}}
Xiaoyu BT.3 {{{xiaoyu-a}}}
BT.f+3+4,3+4 {{{xiaoyu-b}}}
AOP.4~3 {{{xiaoyu-c}}}
Standing
Enemy Move Damage Frames
-10 1,2[1] 15 +7
Crouching
-11 ws4[1] 18 +6
Back-turned opponent
-10 1,2,3[1] 40 +10a (+1)
Grounded opponent
-16 d+3[1] 9 -3a (-11)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2[1] i10 2.00 15 -1 High[2]
  1. 1.0 1.1 1.2 1.3 1.4 Example. Remove after substitution.
  2. Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.

Old table (TODO: copy to above)

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
i17 ff3 Not WS but can be done from crouch. Yields higher dmg combos than ws1 so useful to keep in mind for -17 lows
i23 uf,n4 Launch punisher for stagger lows