Raven |
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Movelist & frame data (Tekken 8) |
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Heat
Input
f+1+2
- Frame advantage is -9 if an attack is absorbed
ws3+4
- Alternate input: qcf+3+4
- Can cancel to r19 BT with B
SZN.2
- Transition to second hit on hit
- Recovers heat on normal hit
Rage
Input
R.df+1+2
- Rage Art
- Damage increases with lower health
- Erases opponent's recoverable health on hit
n
Input
1,2,4
- Combo from 1st CH
2,4
- Combo from 1st hit
- Cancel to r31 with B
- Wall crush on hit (+16)
3,3,4
- Combo from 2nd CH
3~4,F
4~3
4~3,1
f
Input
f+2,3
- Combo from 1st hit
- Can be delayed
f+3,2
- Combo from 1st hit
f+1+2
- Frame advantage is -9 if an attack is absorbed
df
Input
df+1,4
- Combo from 1st hit
- Available only on hit or block
H.df+1,4
- Combo from 1st hit
- Available only on hit or block
- Recover Heat on hit
df+4,4
- Combo from 1st hit with 7f delay
- Input can be delayed 9f
- Move can be delayed 8f
df+4,4,3
d
Input
db
Input
db+2,1
- Combo from 1st hit
db+2,1,1
- Combo from 2nd CH
- Available only on hit or block
H.db+2,1,1
- Combo from 2nd CH
- Available only on hit or block
- Recover Heat on hit
b
Input
b+1
- Deals chip damage on block
- Transitions to r26 SZN on hit or block only
b+2,2,3
- Combo from 2nd CH
- Grounded hit can be inconsistent
b+2,2,1+2
- Combo from 2nd CH
b+2,4
- Combo from 1st hit with 4f delay
- Input can be delayed 13f
b+2,4,2
- Combo from 2nd CH
- Available only on hit or block
H.b+2,4,2
- Combo from 2nd CH
- Available only on hit or block
- Recover Heat on hit
b+4,B+4~3,3+4
- Combo from 2nd hit with 4f delay
- Input can be delayed 7f
b+1+2
- Backswing blow
- Evades on 6f
u
Input
ub+1,2
- Combo from 1st hit with 7f delay
u+3
- Chip damage on block
- Alternate input: ub+3
u+3,3
- Transitions to r76 Ki Charge on hit only
- Alternate input: ub+3,3
u+3,3,3
uf+4,4
- Alternate input: ub+4,4 or u+4,4
Motion Input
Input
f,f,F+3
H.f,f,F+3,4
- Partially uses remaining Heat time
- Available only on hit or block
b,B+2
- Jail from 1st attack
- Parries high or mid punches or kicks
Crouch
Input
FC.df+3
FC.df+3+4
- Transition to r20 SZN on hit only
- Second hit available on hit only
- Power up during Heat
H.FC.df+3+4
- Transition to r20 SZN on hit only
- Second hit available on hit only
- Recover Heat on hit
WS
Input
ws3,2
- Combo from 1st hit
- Available only on hit or block
H.ws3,2
- Combo from 1st hit
- Available only on hit or block
- Recover Heat on hit
H.ws3+4,F
- Alternate input: H.qcf+3+4,F
CD
Input
qcf+1,2
- Combo from 1st hit
- Available only on hit or block
H.qcf+1,2
- Combo from 1st hit
- Available only on hit or block
- Recover Heat on hit
qcf+2
qcf+2~1
- Chip damage on block
- Actual startup is i40~41
qcf+3
- Transitions to attack throw on front hit only, otherwise launch +33a (+23)
- Power up during Heat
H.qcf+3
- Transitions to attack throw on front hit only, otherwise launch +33a (+23)
qcf+1+2
- Attack reversal
- Parries high or mid punches or kicks
SZN (Soulzone)
Input
SZN.1,4
- Combo from 1st hit
- Available only on hit or block
H.SZN.1,4
- Combo from 1st hit
- Available only on hit or block
- Recover Heat on hit
SZN.3,2
- Combo from 1st hit
- Available only on hit or block
- Power up during Heat
H.SZN.3,2
- Combo from 1st hit
- Available only on hit or block
- Recover Heat on hit
BT
Input
BT.1,4
- Combo from 1st hit
BT.2,1
- Combo from 1st hit
- Can transition to r36 BT with B
BT.2,2,1
- Combo from 2nd hit
- Combo from 1st CH
- Power up during Heat
H.BT.2,2,1
- Combo from 1st hit
- Available only on hit or block
- Recover Heat on hit
BT.3,4
- Combo from 1st hit with 2f delay
- Input can be delayed 6f
- Move can be delayed 5f
- Forces crouch on CH
BT.3,4,3
BT.3,4,4
- Combo from 2nd CH
BT.3,4,4,F
BT.1+2
- Frame advantage is -7 if an attack is absorbed
- Chip damage on block if an attack is absorbed
BT.3+4
BT.f+1
- Transitions to throw on hit only
- Opponent recovers BT on hit
BT.f+2,3
- Combo from 1st CH with 5f delay
- Input can be delayed 12f
- Forces crouch on CH
BT.f+2,4
- Combo from 1st hit with 1f delay
- Input can be delayed 12f
- Power up during Heat
BT.f+2,4,2
- Combo from 2nd CH
- Available only on hit or block
H.BT.f+2,4,2
- Combo from 2nd CH
- Available only on hit or block
- Recover Heat on hit
BT.f+3+4,F
BT.d+3
BT.b+2,3
- Combo from 1st CH
- Second kick's frame advantage on hit: +34a (+24)
BT.b+2,4
Others
Input
1+2+3+4,b,f,1+2
(Back to wall).b,b,UB
UB,b,3+4
b+1+3,P
- Deals recoverable self-damage on a successful parry
- Raven will teleport back a safe distance
- Alternate input: BT.b+1+3 or BT.b+2+4
Throws
Input
df+1+4
- Throw break 1
- Alternate input: qcf,df+1+4
10 String
10 Hit Combo 1 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
---|---|---|---|---|---|---|
ub+1 | m | 11 | - | |||
2 | m | 13 | - | |||
2 | m | 5 | - | |||
2 | h | 5 | - | |||
4 | h | 8 | - | |||
2 | m | 8 | - | |||
3 | m | 9 | - | |||
4 | L | 5 | - | |||
2 | m | 6 | - | |||
1+2 | M! | 35 |