Master Raven crouch dash

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Revision as of 13:30, 27 July 2021 by Mendez (talk | contribs)

Introduction

Tekken's movement system is one of it's key distinguishing factors. Movement is everything in Tekken. Movement can also be a lot of fun. Some characters really take advantage of being in a 3D game and just navigating about a 3D space in itself becomes a very engaging, almost addictive activity. Raven is one of these characters.

Raven has several unique movement options to play around with, and how well one can create as well as close space is a big part of realizing Raven's potential. Chief among these movement options is Raven's crouch dash (CD), which is in many unique to the generic snakedash most other characters have. This guide aims to help illuminate not only how to execute Raven's more advanced movement techniques but most importantly how they can best be applied in neutral.

But before we can dive into all that, some definitions must be cleared:

What's a Command Dash?

Similar to how the term "Command Throw" refers to a non-generic throw with its own unique command, a "Command Dash" is a non-generic dash/movement option with its own unique command.

In Tekken various command dashes exist. The most infamous being the Mishima Wavedash (and even that has further sub-categories such as the lightdash). Throughout the roster you'll several characters with a crouchdash or their own character-specific command dash.

Crouchdash / Snakedash / Rolldash what's the difference?

A lot of FGC terminology (especially older terminology) is quite flimsy, with many terms having overlap in their definitions. Oftentimes different regions would have had different terminology that refer to the same concept or mechanic. Some terms may have started referring to something specific but have since become more nebulous and are used interchangeably with other terms.

For instance, rolldash originally referred to the rolling motion players on arcade sticks would make in order to chain command dashes together by inputting d/df/f/u -> d/df/f/u over and over. Whereas snakedash refers to the same idea but came about from how the character would snake across the screen from repeated d/df/f/u inputs. Crouchdash (CD) merely refers to the common d/df/f (or qcf) command dash that several characters have. Wavedash in Tekken is shorthand for what was termed "Mishima-style crouch dash".

So what's the big idea behind Raven's CD?

Raven's CD sits in its own category, where it is markedly above most generic CD's. It shares enough parallels with the Mishima wavedash to make Raven's CD functionally similar to the wavedash in terms of application.

  • Firstly, unlike characters that can snakedash, Raven can instantly block anytime during her CD without needing to sidestep-cancel. On top of which, Raven does not need to sidestep-cancel to chain her dashes together.
  • Raven's CD also has the largest high-crush window of all command dashes in the game.

These two properties are of the most important, as being able to instant-block from a command dash is a privilege shared only by Mishimas and Raven. It is essentially having a faster dash-block that covers more ground.

Lastly Raven's CD is noticeably more fluid than generic CD's and covers more ground, but still slower than Mishima Wavedash.

Application

Wavu On The Outside

Wavu On The Inside

So where using wavu on The Outside was about baiting the opponent, using wavu on The Inside is more about pressure and catching your opponent off-guard.

Using wavu on The Inside isn't something that naturally comes to mind as it seems like a pretty ballsy thing to do. But that's precisely what makes it effective as its not something most opponent's will expect and is near impossible to anticipate. Because Raven does not have much plus-on-block options, using aggressive dashes to gain mental frame-advantage is how Raven can get a leg-up in any match.

Execution

Standard Input Method for Extended Crouch Dash (All peripherals)

Full Crouch state
While Standing state
Standing
Raven extended Crouch Dash
Frame
Input
State
1
d
2
d/f
3
d
4
n
5
n
6
n
7
n
n
20
n
21
n
22
d
23
d/f
24
d
25
n
n
44
n
43
d
44
d/f
45
d
46
n
n
63
n
64
n

As soon as you input the first "d", you have 21 frames to start buffering the next CD motion. You buffer the next motion sooner, but you must have at least 1 frame of a neutral input between CD motions.