Master Raven tech

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iFC

Raven's FC df3+4 is effectively a hellsweep, and should be used like one. However, because of the nature of its inputs (being FC move requiring 11 frames of crouch) many over look its potential. And get stuck in only thinking to use it after moves that leave Raven in crouch such as db3 or BT d4 or only when pushing a CD mixup. These are the most telegraphed ways to use Raven's hellsweep (Windmill from here on).

Application

If you've ever watched high-level Mishima play or have a lot of experience playing against them; you'll likely have noticed the myriad of different situations that Mishimas apply their hellsweeps. This is the true strength of hellsweep. To have the most success with it you want to catch the opponent off-guard or mentally pre-occupied with something else. This provides minimal risk for hellsweeps. Your opponent cannot block lows they are not expecting.

Conversely you'd want to try minimize using hellsweeps in situations with maximum risk: where your opponent is fully aware of what's about to come. Because unlike Kazuya, Raven does not have a safe mid NH launcher. This situation becomes a guess for both you and the opponent and leaves the outcome purely to luck. Either to your opponent guessing wrong or mis-timing their duck.

To be able to catch your opponent off-guard, you need to start thinking of different situations to use Raven's Windmill. Outside of the context of CD 50/50 or after attacks that force crouch. You won't really be able to tap into this potential until you've built some proficiency in executing instant full crouch (iFC). That will allow you to pull the trigger on Windmill at a moment's notice. As is the case with iWS, there are various methods to executing iFC and different methods can apply better to some characters over others.


This video is a clip reel that showcases the variety of situations Windmill can be applied in

Execution

  • In this video by Zangana, he explains executing iFC by inputting d/db/d/DF-
  • Another method is to input b/db/d/DF and holding on DF slightly before hitting 3+4 (essentially a hcf motion but stopping short at DF before F).

The main "trick" behind these input methods, is using motions to fill up the 11-frame window rather relying on your own manual timing. You still have to get a sense of the rhythm and timing with these methods but they make it much easier to consistently execute Windmill as soon as 11 frames have passed.

When practicing don't worry too much about getting the Windmill out as fast as possible. Practice for consistency. Its not about burning through the inputs as fast as possible, but to aid in getting a sense of timing for the 11 frame window. See how many consistent Windmills you can do in a row without getting a Haze misinput.


Once you've gotten raw iFC down, I recommend the following drills to get accustomed to executing iFC out of various actions. Remember the strength of Windmill is being able to use it in multiple different contexts. The more situations your opponent has to keep track of for a potential Windmill, the more mentally overwhelmed they'll become.


Exercise-routines to practice
  • Backdash ~ iFC
  • (Foreground) SS ~ iFC
  • (Background) SS ~ iFC
  • Double CD ~ iFC (standard)
  • Triple/Multiple CD ~ iFC (harder)
  • Single CD ~ iFC (hardest but also the most useful)
  • 2 KBDs ~ iFC
  • 3 KBDs ~ iFC

Be sure to practice these on both sides. Finally don't be scared to apply these in real matches even if you haven't perfected all of these routines. It is means little, if you can never execute them in the heat of a match.

On single CD into iFC

There is a great deal of benefit to gain from being able to pull off Windmill after only 1 CD. Because of the 11-frame requisite, most people opt for double CD into Windmill. However double CD is very telegraphed. Its easy for the opponent to spot the double CD and react to the oncoming mix. It is however much more difficult to react to a single CD. By the time the opponent realizes what you've done, the gap is already closed. You are more likely (but not always) able to catch your opponent off-guard with a single CD into Windmill. Double CD will come down to guessing most of the time, whether you did it from close range or from afar.

However single CD into Windmill requires you to buffer the CD motion twice, during the animation of one CD. Its basically the same affair as executing Law's slide. This can be tricky since if you do it too fast, you'll enter Haze. Too slow and you'll get two CDs, defeating the purpose. So single CD into Windmill requires precision.

The underlying mechanisms behind iFC are explained here

as well as in Kilo's full breakdown video here