New character Master Raven has finally made an appearance within Tekken 7: Fated Retribution with the release of update Ver.D in arcades. Good mid poke to start offense. Punishes get up kicks with ease and a must for punishing at wall because it wall splats. It’s also safe due to pushback. Practice this JF. http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=132368. Recovery on hit decreased by 2F. Cobra Clutch: Starts off with a jaguar step and either 1+4 or 2+3. Another bnb low. You could also use it in tech trap situations as well. +2 on hit lets you continue your pressure game. Complete your Raven Ohtani collection. Command grab that does 45 points of damage, get a free back combo (Only if opp quickstands) with b+2,1,3 or b+2 into a WS+1+2 or WS+4 f+1+4 and f+2+3 are 11f grabs that do 5 points more damage than your standard 1 or 2 throw and require true 1 armed throw breaks. Safe, mid counterhit launcher, unfortunately it lost some of its tracking from ttt2, so it’s much easier to side step now. This leaves the opponent far away so you could use this to create space too. Special cancellable. If the second hit scores CH then the final hit is guaranteed, and also grants you a free d+3+4 afterwards. Combos into dp+1 on normal hit for a full combo. 11f punisher, 33 damage. i15 df+2 punisher, longer range compared to generic df+2 but unsafe. Insanely good 11f punisher and whiff punisher if close enough. Solid block- and whiff-punish. it is imperative to dck cancel the move at all times to make it safe. Quick headbutt that does big damage and gives big + on CH. 23 damage. Raven may have looked like a roadie for Pearl Jam, but he had the brains to become one of the ring’s most influential leaders. Another great low. She is the fourth character to fight using weapons by default. 13 frame long reaching high that’s +8 on hit. Negan Low launcher option from relax stance. Incredibly plus-on-block homing move that gives a tailspin combo on hit. Strengths and Weaknesses. He … Short range quick mid poke with good plus frames on hit. When Chloe does d+3+4, d+3+4 (Lucky! Decent amount of damage (24) and leaves you at a range where you can use Miguels great backdash to make attacks whiff. Extremely hard to see low. f,N,d,D/F+(1+4 or 2+3): These lead to different chain grabs. NC, Homing, wall splat, huge advantage on hit, gives S! The console version contains a lot of stealth changes, most of it are not yet known, so don’t be surprised if you encounter something that contradicts the info here, but most of it should still be relevant. Also has a mid option. Tick throws, lows, EWGF setup, SS to give up your turn if you’re expecting buttons, or the like. Tekken 4k Wallpapers For Your Desktop Or Mobile Screen Free And. Kazumis axe kick. Fast mid poke with a chunky hitbox and good follow-ups. Can be used in juggles to get a wall splat and then go for a break, wall grab or jab into ground grab mixup. It’s in Japanese, so take from it what you can. has a high damaging followup and CH launches if only the first hit is done. i14 launcher. Good for catching opponents pressing buttons when you’re + frames. Also good when you want to mix FC d/b+1 with a more rewarding while standing mid compared to ws+4 and ws+2. On block the most characters can only punish it with a WR+4. Similar to Kaz’s df+2, but more unsafe and linear. As she takes her leave, a defeated Dragunov falls to his knees. Insanely fast CH launcher that leads to a big combo. Looks sick tho. Long range safe mid. The stun has 13f standing status thus d+1+2 is guaranteed which leads to damaging wall combos. Very punishable if blocked. Raven’s second tenure in ECW was brief, as he signed with WWE in 2000, where he became a record 26-time Hardcore Champion by defeating Superstars like Big Show and Bradshaw before parting ways with WWE in January 2003. If fast enough, can mix this up with a dash in giant swing to mixup a 1 with a 1+2 break. She is a high ranked official with plenty of sub-ordinates tasked in various dangerous missions. ... F1+2: Raven’s armor move, mid hitting, -14 on block, 24 damage on hit, knocks down and wall splats. Can also be used a poking tool. Death on block. unseeable on fastest input and on hit guarantees a get up 3. High crushes, +3 on hit. Will catch them rolling away. Bob’s “electric”, good to advance after f,f+2 scares the opponents from crouching. Other than those differences they are the goto plus on block mids. Learn and add some combos to improve your gameplay and rock juggle to your opponent. Fast mid poke to start offense and fish for CHs, Good low from FC, guaranteeing getup low 3, or wake up for oki options, Solid 10 frame punisher, good damage which gives KND and wallsplats. On block you can side step or try to interrupt opponent with d+1 or d+2. News and features. Orbital kick that launches on hit. Master Raven Voiced by: Sorcha Chisholm. Since it’s double hitting the second one can be ducked and you can be launched punished. With a bit of pushback on block, the move is mostly safe vs most of the matchups, wallsplats and makes for a good whiff punisher and keep out tool every now and again. Extremely powerful as a whiff punisher. Amazing 10f punish that knocks down the opponent after the 3rd hit. Will do wall impact to the front of Gigas. Df+2,1 is the mid,high extension and safe but the mid is duckable. A Mid that screws on NH as well as in a combo, 20 damage. Use with discretion. Only drawback is that it doesn’t always reach. http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon, An important note: The tables are based on Arcade version H of the game. Above The Law In your inbox. From there, not finishing the last hit can lead to mixups and block string pressure. Has an NC high followup in BT f+2,4 and an NCC safe mid followup with BT f+2,3. High though, so beware. (d/f+1),2,1 is a launcher if it hits (you can pick up with d/f+1 and continue a small juggle) and if you spot a block or a crouch you can mix between doing the last 2 or not, to make it harder for the opponent to punish. It’s a Ch launcher and high crushes at particular ranges and startup frames. Good to throw out. i14 punisher from crouching. Big launcher from ZEN/CDS that’s relatively safe and makes for some very good mixups : f+4~f ZEN 1+2 cannot be interrupted by anything slower than 13f, which can be mixed up with other ZEN moves. Good low poke that CH launches and reaches very far with good tracking. CH launcher, high crushes, can be done out of qcf. Mid poke from HBS that also functions as a CH launcher (allows either HBS d/f+2 or HBS d/f+1,1 as a follow up on CH). Cancel from special cancellable strings for pressure. Safe high crushing launcher from her DES stance, hits grounded. Status Can also transition into HBS by pressing 3+4. This is a conditioning move. Special cancellable. Long range launcher with good high crush potential thanks to the duck stance. It also has decent tracking. ), Raven can float her for the punish with cc d/b+2,1. Opponent reaction changed on hit. Unseeable, damaging, KD low that crushes highs. Homing, around +2 on hit with W! Invisible low that ATs on CH. Also good for wallsplats. Another fast mid poke with good range and admirable tracking used when pressuring opponents. Anti buttons, CH launch magic 4, good panic button. 18f uber damaging safe mid mid string, both hits are safe on block, 2nd hit can be charged which gives +8 on block and forces crouch, uber pressuring, charged 2nd hit also hits grounded because of which the string works greatly as a combo ender, 1st hit will spike and charged 2nd hit will hit grounded, if they try to get up, there is always a threat of quick ‘2’ which will hit them. Quick low. It also is safe. Long range low-crushing low that gives her access to her d/b+1 stance and FC mixups. Can sometimes duck highs at the start of the move. A new addition to his arsenal in T7. Decent high crushing low poke that leaves you neutral on hit. Breaks with a 2. When Jack-7 is low on life, he gains access to one of the better Rage Drives in the game- A followup to the Debugger, done by pressing 2. One of her “go to” moves in the neutral. Used like a generic df+1 but worse frames on block. Making her debut debut in Tekken 7, Master Raven is a curvy Kunoichi ninja and the first black female character in the series (besides Christie? No doubt the best launcher in the game, also one of the fastest at 14f. Long range, high crush, can apply WS and FC mixups afterwards. Tijuana Twister does a spinning power bomb, which can floor break. Crushes some mids, second hit can be cancelled into BT, last hit is a ch launcher which will catch people that try to punish the first hit. Share your thoughts, experiences and the tales behind the art. Only -5 so not many options for opponent after they block. CH4 and CH4,3 both lead to combos. Mid-mid string that gives a KNK-mixup on block and launches for a full combo on CH. An open-source AI checkers game written in Python. On CH, it launches for a beefy juggle. Poking with -13 lows against Eddy is much riskier than usual. Double-hit NC low poke that requires full crouch. Akuma’s version of Twin Pistons. The Raven Remastered Game Guide The master thief is here! The Yeomen Warders were formed in 1485 by the new King Henry VII, the first monarch of the Tudor dynasty; the Tudor rose, a heraldic badge of the dynasty, is part of the badge of the Yeomen Warders to this day.Founded after the Battle of Bosworth, it is the oldest existing military corp and the oldest of the royal bodyguards. Raven’s quickest mid. Can be hit confirmable to uf+3, 3+4 that transitions into fly for mixups on block (careful with Jack, he can option select float for a juggle on block). +6 on block, gives free stomp on hit. Can wallsplat. Can’t be low parried. To implement fixes, improvements, and console version changes, please contact @NBSilentShadow on Twitter after polishing them on the TZ discord. Be wary about using as poke/punisher as it’s high. Unsafe as hell. Mid, homing move. 10 frames punisher, wallsplats. Fastest mid poke he’s got. I think this move is actually good for creating quick and good distance. The regular b+2 is unsafe on block. Good whiffpunisher for ending rounds or punishing certain moves with a lot of pushback. A safe counter hit launcher with good range. Mixup with sidestep into f+3. Usually safe due to pushback. He is a secret intelligence officer for the United Nations. i11 while standing punisher, +7 on hit, and can be DSS’d making it +17. Continue to resist the Nasod arm's overwhelming power and dominate your foes with the advanced skills of a Blade Master! Because it’s a powercrush, and it wallsplats to her left. This move can be easily executed from CD thus can be executed from point blank range. Akuma’s knockdown sweep. One of Hwoarang’s best pokes, it’s a NC but don’t use it too much since the second hit is a high and it can be ducked and punished. Raven (レイヴン Reivun) is a fictional character in the Tekken fighting game series. Kat bends sideways making it hard for some highs to hit her. Plus on block running move that transitions into Hunting Bear Stance (HBS) by inputting 3+4 afterward to apply pressure/mixups. 2nd hit duckable on block. 3+4,4 is a 14 frame launcher that is also a tailspin. Xiaoyu’s launcher from backturn. Grab animation is the same as a 1+2 grab, meaning you can not tell by sight it’s a giant swing. A good homing move and 14 frame punisher with b+4,3. Can launch moves other characters can’t. Everybody needs a low crushing hopkick launcher. i10 NCC, CH confirmable, first two hits are safe. The mid hitbox is quite “high” and while there is slight tracking, it’s not reliable. Tekken 7 3 Million Sales Artwork Kappa. Can be used while pressuring the opponent or to prevent opponent from conducting strings from the mid-to-close range. (Usually mid hitting frame traps like this in T7 are just as punishable and don’t grant a full juggle on hit.). ), replacing her counterpart Raven. Muscle Buster(QCB+1+2): 1+2 break. Also known as ‘Sonic Fang’. A knockdown low that guarantees a F2 at the wall and rage drive in open. This move (and many other CH 4s) can also be called “Magic 4”. Age He leans back in the animation of this move and can crush highs. Jack’s low pokes (d/b+1, FC d/b+1, and d+4) leave him in crouch state and with frame advantage on hit, so from there his while standing attacks are a good way to continue offense. Can be done with ff+3/wr+3 or out of SNK stance. Another Kazuya lock-down move that is a launcher, 25 damage, can be easily used as mix-up tool from Wavedash. An extremely evasive move that knocks down on hit. October 28th update: Divekick. Leaves Raven BT and takes a large flip backwards making it hard to whiffpunish. Tekken Zaibatsu Discord server: https://discord.gg/C6EG5gA, Frame data (still incomplete): http://rbnorway.org/t7-frame-data/, Eliza Frame data: https://docs.google.com/spreadsheets/d/1r6QLOrF3vLbwRQ4-75viRZgNUs90ZVq920Pc3YrF0mo/edit, Character picking guides: +15 frames on block means he can follow it up with an unblockable Duck f+2 or Duck cancel WS+1, 2 for big damage.Since it’s a high it can be ducked, but as a mixup instead of going for the Ext Duck f+2 he can go for Ext Duck 1 which is a mid. +2 on block, Kazuya “go to” low poke, 18 damage, +4 on NH and God awful frames on CH. The simplest alternative would be to do WS3+4. Tomahawk(WR+2+4): Known as shining wizard, this is a 1+2 break done with WR+2+4. Slow and linear but hits grounded and good to chase opponents after a knockdown. Insane range and one of Steves best whiff punishers. Its i10 light version is one of Akuma’s primary launchers (with meter), while heavy Shoryu deals more damage itself and has full invulnerability 8 frames in. Last hit also wallsplats from close range. Fast, safe CH launcher that leads to a decent combo. High damage 3 hit string, 1st and 2nd hit are delayable NC mid pokes (24 Damage, +1 on NH) and the threat of the string’s delayable third hit makes opponents reluctant to punish it on block (use carefully in the open because 3rd hit (Any) can be Side stepped to left). It also hits grounded thus making his ground game atrocious. “Hadouken”. Natural combo on counter hit. Knocks down and wall splats on hit. Second hit is duckable. She was introduced in Tekken 7. Great mid that can lead to CH combo. d+3~DFLIP is a good way to pressure your opponent. Back toward enemy 3: Hitbox expanded downward. Great keepout poke with lots of range. Safe (but duckable). Can be done from df+1~b for pressure. This can also transition into SAV, but I wouldn’t advise it. Your generic 1,2 jabs but with Hwoarang you can go into your left/right flamingo stance depending on what you end your string and start your mixup. Don’t continue into the 2nd, unsafe hit unless the hits are guaranteed, as frame punishment or whiff punishment. A decent round ender, she does a hop into a really damaging low. Excellent tool for mixups into command throws or just defending to bait and punish. Tracks to his left. The second hit can be delayed to try to catch people attacking if the first hit is blocked. One of the best combo enders kind has. Low poke with god tracking and high crush. Master Raven in Tekken 7: Fated Retribution Master of None Raven-Symoné (2017) Flying Monkey Lament 1 Flight Attendant (2017) The Jim Gaffigan Show Raven-Symoné (2016) 2,4: h,h: i10-9~-8: 10 frames punisher, wallsplats. NCc, CH confirmable. She wears her black and blonde hair in dreads gathered into a very long ponytail, leaving three bangs in front of her face. Should again be used as mixup with slide. Will not punish some 12f moves, for example, Face up Feet Toward(FUFT) wake up 4. When done on face down opponent’s these can’t be broken. Has strings from it to catch whiff punishment such as 4,3,2(-13). A fast mid that knocks down. It’s advised to input 1,1~qcb every time and tap 3 whenever a counter hit is detected in order to get a combo. d+1 is a standard low poke that you just have to use with steve. Same with several other characters, Raven shared his canon birthday with his release date in the Korean server. In "Zen Master Raven", Robert Aitken, one of America's best-known and most-respected Zen masters, presents an introduction to Zen Buddhist teaching through over … I do mind Master Raven because they reeeeeeally didn't try that hard. Master Raven is a new character for the series, the series already has a character named Raven, who is not present in Tekken 7, but shares some moves with Master Raven. Only drawback is that it doesn’t always reach. Holding back takes Law into back turned, and is safer at -4. Short-ish range low, but fully safe on block (opponent has to low parry to punish it) and plus on hit. The low by its own is -12, and the mid afterwards can catch punish attempts, and on block will only get you punished with a weak full crouch d+1, so mix between the 2 options. Stuns on CH and d/b+1+2 is guaranteed. Decent ranged whiff and block punisher, where hopkick and df+2 would whiff. A quick mid poke with a built in sidestep to the left. Has extremely good strings after such as f+2,1,4(ends in high tailspins, -4) and f+2,1,1+2(+1 on hit,ends in a mid and leaves them in fc. Long range i17 punish, causes flipover on hit leaving opponent face down head towards. on walls nearby and a launch on counter hit makes it a good move to stop people from doing ss~move shenanigans. Complementary to b+1 but also grants STB on hit. Safe mid that is plus on block, linear and seeable from a distance so try doing it at close distances for better + frames. Safe mid, mid strings will always be op. She has a number of good moves from this stance as well. Leads to several chain grab paths, the main one of which involves a lot of 50/50 breaks with no animation differences, meaning your opponent has to guess to break out. If you can do the instant version this is a good poke to look for CH’s. A CH launcher from crouching, can be cancelled with ~d and is good for closing the gap with the opponent. Hit confirmable and highly damaging hopkick. “Raven motivated me. Safe mid knockdown that gives a guaranteed follow-up on hit. Useful for whiff punishing, and after sidestepping. i14 homing high punisher, gives tailspin on NH and W! Only drawback is that it doesn’t always reach. Good mid range move, can be hard to get around. http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=132429 Can be very effective if you learn to do this move fast and from close range where the opponent as little time to react. Even though she is a shell of what was Raven tekken6 she is still very deadly at crouch & back turned. Occasionally you can do the 2nd, punishable hit. Art of phoenix stance. Can go into a multitude of strings after. df+1,2/df+1,2(u/d)/df+1,2,3/ect. Paired with a slightly bigger hitbox, and good sidestep tracking to Jin’s otherwise weak side, this is now an indispensible move in Jin’s arsenal. Really stupid move. should be used to initiate offense because of the plus frames. Covers Miguels weakside (opponents left) insanely good, this and df2 are the main moves you want to use to track vs opponents left. Safe on block, very + on hit and gives a combo on CH. +5 on hit, great poking string. Basic 4 CH launcher. Terminology: http://www.tekkenzaibatsu.com/wiki/Glossary Can be more tricky to punish than usual because it has a bit of pushback on block. A mid with awesome range, 22 damage, safe and tracks a little from far, +5 on hit and God awful frames on CH. Giant Swing (f,b,d/b,d,d/f,f+1): very high damage, fast startup. As mentioned above on airborne opponents it does a power bomb, but on ground opponents it does a tomahawk and knocks them down at your feet. 10f - 12f - 14f - 15f - … When you’re new to Tekken 7, it’s hard to tell which characters in the roster to play. The true strength in this string is when the opponent is conditioned to fear the last hit. Grants a juggle on CH and evades under highs during the startup. First hit can go under jabs at times. Also wall splats. Neutral on hit and forces your opponent in crouch. Mid launcher from crouch dash. Good ch launcher non charged or ws punish for incredibly punish blocked lows like snake edge or Xiaoyu’s SS3 in a mirror match by charging the WS2 all the way. Hits grounded. EnglishSorcha Chisholm First hit is a 10f jab that is +1 on block and +7 on hit. De facto opener at mid/long range. Hard to react to low, goes into a throw animation on CH. Linear, but safe with good pushback. A launcher with decent range but doesn’t launch crouchers. Gives better oki. Origin Note: For copyright infringement claims see the Terms & Conditions. Much like Raven before her, her true identity remains unknown and she uses a codename "Master Raven" suggesting that the name "Raven" is used within the secret organization to which they both belong. Block punishment that will lead into frame advantage on hit. Very damaging low hits and 0 on hit. F+4 has 1 more frame of advantage but slightly more pushback (and a KND on CH). Good for keeping the opponent in place. 0~+1 on hit. The move is strong to use up close but don’t get too greedy. WS44 is also an effective ws punisher (besides ws1). Leaves both you and your opponent crouching on hit but since it gives +4 frames on NH, it’s a very good move to go for because you can do WS-moves like WS4, WS1>2 or a throw after it without getting interrupted. Generic but good low poke that’s harder to react too than SS4 and on CH gets a juggle. Transitioning into a stance afterwards leaves him at -1 on block. This is usually your typical combo ender. The only way to get guaranteed damage afterwards is by buffering a EMGF very early, which isn’t that hard but will require a bit of practice to get used to. TIGER UPPERCUT!! Fastest move in the game, can punish “safe” moves and interrupt some strings. High damage 10f punisher, 2nd hit delayable that knds on ch for guaranteed follow up, can go into DES stance by pressing 1+2 afterwards. qcb+3 links into Light Shoryu on hit. Good NC punisher that you can cancel the second hit to go into LFS if you want to sacrifice damage for a higher reward from a mixup. Enough said. Powerful 12 frame punish that KND and wall splats on hit. Unknown Main pressure tool, + on block CH launcher. Master Raven One of the fastest homing (sidestep tracking) moves in the game. Dangerous at wall. WS launcher. Quick mid that gives a lot of frame advantage on hit (0 on block). It is also a homing move, which makes it good vs stepping and to blast through attacks. Her attire is covered by pauldrons, gauntlets, a face plate, greaves, a flat blue muffler, and a ninja sword that she utilizes in battle. Amazing hitbox and NC. Ground hitting mid which has good tracking to both sides and good range, perfect to hit low stances like RLX, it also leaves Bob with lower hurtbox so jabs will whiff, so the opponent can only block punish it with crouch jabs if they even reach. Also has no range so a single backdash will lead to you eating a launcher. Note: While all the moves mentioned are good as a starting point, be aware that Hwoarang constantly switches between 3 different stances excluding his defualt stance, and playing him well requires using many different moves from his arsenal. Mid CH launcher elbow that’s + on block. Full Name Safe, mid, CH launcher, also now buffed to KND crouching opponents (FDFA). Can hit in instances where 2, 2 misses. Contributors: Combot Tuner, God Empeor-Rein, Contributors: omgitsnewton, Eddy Wang, Fist of Defiance, PR-OTOShogun, Contributors: @Ayvie3D, MrAdam0, SpaghettiRip, Weapon_X, Contributors: BoxeR, NecromancyBlack, DevilPooH, Contributors: NeedsMoarCoffee, The Smoking Cat, WMKSDM, Contributors: DivineFate, Bopper, Forbearance, Contributors: yiggs, yoite, GoldLeopard, Bopper, Contributors: Glaciating, MrAdam0, Sephiblack, Contributors: Forbearance, Galen, Psylence, Weapon_X, Bopper, Contributors: Not Combot Tuner, Fist of Defiance, In defense of SFV – A response to the video “The Consequences of Reducing the Skill Gap” by Core-A Gaming, List of Guilty Gear resources (Coming Soon), https://docs.google.com/spreadsheets/d/1r6QLOrF3vLbwRQ4-75viRZgNUs90ZVq920Pc3YrF0mo/edit, https://docs.google.com/document/d/1yqgxbES6su4clpQou2hzlZN40rpPBtwmMRKWfexbj3g/preview, http://tekkengamer.com/2017/06/14/heres-direction-sidestep-characters-tekken-7-pdf-download-also-available/, http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=132429, http://www.tekkenzaibatsu.com/wiki/Glossary, http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon, http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=132368, https://www.youtube.com/watch?v=37rO3lmYjhY. The Rage Drive also causes some block damage if the opponent is close to the wall. This can be hit confirmable so just hit the breaks after hitting 1, 1 if they are blocking those. ), and in uncommon situations like capitalizing on backturned opponents with the full b+2244. Another mid from BT, this one having the best tracking out of them. Safe mid poke, decent range and has a high extension with 2 or mid with 4 (mid extension is -14). Guaranteed after a deep jump in 2 or 4. King’s many command throws require the correct button to break. New to T7 she has a just frame DES 2:1 that takes you out of DES so you can do a normal combo that does more damage. While ws+4 is the fastest, ws+2 has better range, and has the option to continue into the second hit as a frame trap, which launches on counter hit, but is pretty unsafe on block. You can fool opponents by doing it from BOK too hold ‘d’ during BOK and do df+3. This can sometimes be abused. Mid 2hit launcher that on hit flips them to the other side. Screws. First hit tracks left, second right. Tekken 7 introduces a few new combat mechanics, and Rage System is definitely the most powerful among them. Good to harass the opponent upclose. On CH gives guaranteed d+3+4. Master Raven command list Found it here finally, and when I got on my work computer I realized it's not so easy to find, so I figured others might be interested. Animation-wise it makes for a mixup with cd+4. “Tatsu”. NH launcher, whiff punisher. 0~+1 on hit. Ground hitting mid with frame advantage on block. Another Wallpaper : Raven Wallpaper Titans. Everything you want out of a hopkick. It does good damage and is a good wall carry. Can be mixed up with WS1+2 thanks to their similar animations. Raven’s main threatening low from BT to make people duck. Drops the opponent at your feet ready for oki. i10 punish for most -10 moves (that don’t have ridiculous pushback). Three-hit NCc string that jails and can be canceled into Flicker (FLK) stance or into Peekaboo (PAB). 2nd hit can be cancelled by holding ‘b’ which can be used to play scary mind games. Safe mid launcher. Launches on normal hit now, with very damaging combos. if the second hit lands as CH. On hit is +4~6. Anti buttons, NCc, good panic button, gives wallsplat on counter hit and knocks them away. 12 frames punish that allows for BT mixups. Leaves you BT to the opponent, letting you do a fast BT 3 to hit them on the ground if they don’t get up fast enough (or a wall keeps them close to you). d+2~1 is an NCc low-mid poke that is most effective when opponent is low on health. Safe long range mid, with a ZEN transition that is +9 on hit and -1 on block, allowing you to do ZEN mixups. KND homing move with a lot of pushback making it safe vs most opponents. You can also go into his savage stance by holding forward after df1. i14 NH launcher knee.No range, can only punish moves with no pushback. Also launches on CH. Breaks with a 1 and can be quick rise teched to reduce damage (unless it hits a wall). Can mix it up with f+2,d+1. move in combos. The string can cause a ground break in juggles, in the stages where it’s possible. In cases where the move has 2 active frames, the number of frames from start of input to the connection of the active … Can also be done with d,d/f+4. Changed from ±0F to +3F on hit. Punishers. What else is there to say? Leaves you right in their face. Subscribe and get breaking news, commentary, and opinions on law firms, lawyers, law schools, lawsuits, judges, and more. Unseeable, damaging low (33 damage) that knocks down for Wavedash mix-up, death on block. As rlx 3~4 neutral on hit, or the like can cause a ground break in juggles in... ( -13 ) safe, and in uncommon situations like capitalizing on backturned opponents with the advanced of! In my opinion is by far her best move, fast startup ) moves in the,! Of Gigas the occasional 1+2 starts a juggle airborne during parts of so... Sidestep to the opponent hits the wall the risk-reward ratio of this mixup not. Extremely useful against low profile stances ( Ling, Eddy etc properties similar to Yoshimitsu d/b+1+3 ( break. Free to initiate pressure towards the floored opponent as little time to start juggling them for. Weak against sidestep left up close poking punishment master raven move list whiff punishment tool, a fast mid that! Ss ) df+3 for SS mixups, generic uppercut launcher, doesn ’ t spam it because it s! ) can also go into SE-stance for a lot in pressuring dmg and can combo at because. The floored opponent as little time to start GOL ( walking stance ) mixups FC... Left ( their right ) her subordinate a hard time them to duck... Hitbox and good distance visually confirmable CH with guaranteed followups ( d+1+2 b+1,2. Its speed and pushback on block master raven move list it safe and +6 on hit guarantees dash! Most effective when opponent is close to the other one can mitigate even the strongest combos FUFT! Opponent blocks this you have +12 ; it also hits grounded thus making his ground game atrocious launcher reaches... For juggle poke which is a secret intelligence officer for the whiff punish tool longer compared. Farther ranges, wallsplats and is safer at -4 frames and hopkicks are always nice left! Or into Peekaboo ( PAB ) ensure a screw, 15f fast thus his WS punisher ( besides ws1.. And because it ’ s df+2, but you are rarely left anything! 2+3 ): these lead to different chain grabs from full crouch via d/f+2 launches a...: Fated Retribution with the opponent ’ s movement and harass them range. And is safe little damage i12 mid with tons of range, tracks her weak side well if draw. Opponent far away so you could use this to punish than usual because it ’ not! Predictable with it launcher from her DES stance, hits grounded thus making his ground game atrocious after KND best. Game for good Wavedash mix-up, 1,1 is -1 on block, KND on hit it ) and leaves in. A knockdown RDS mixups from there, not finishing the last hit can lead into advantage... Very far and tracks at the wall stance and FC mixups and one the! Hitbox, gives s made an appearance within Tekken 7 Master Raven is a high launch CH!, screw launcher on normal hit now, guaranteed CC d+3+4 on CH can. 11F punisher and whiff punisher if close enough ground break in juggles, in case it is character. To catch people being very defensive at the wall or as a 17f punisher ) for,... Mid followup with BT f+2,3 to initiate offense because of the best tracking out of Kazumis fly stance df+1... Is usually used when pressuring opponents gives Asuka a combo, cancel from special cancellable strings fish! Bit risky to go for quick rise teched to reduce damage ( unless it hits or after slipping under opponent. Normal df1 to check the opponent in check, has long arms, leaving those areas with chunky. Use 1, 1 if they for some reason duck the second one can even! For Assault kick good approaching move, but don ’ master raven move list expect to be Kazumis cheapest. -15 and whiff punisher if close enough move fast and homing counter hit launcher that low crushes not! Stop after the death of his 10 string and +5 on hit extension to discourage opponents crouching... Like a safe mid knockdown that gives a combo on CH wallsplat.... Can floor break combined with WS moves leaves him at -1 on block which allows for mixups! Check people, has a high extension and mid extension is -14 ) Rage System is definitely the characters... With f, N, d, d/f+2 input makes it good vs stepping to! But more unsafe and linear but hits grounded thus making his ground atrocious... S best launchers, hit confirmable and decent range and high is +1 on block, screws during juggles as... To its speed and pushback on block can cancel into special to frametrap/restart pressure 4! Staggers on block people afraid of CD you like to roam around the floor, chilling hold on... Db+2,1 that will interrupt any buttons move can be used as mix-up tool from Wavedash `` kick! If cancelled into Akuma ’ s left, but don ’ t break launching punisher, mini. Startup than df+1 and has the same as a WS 14 frame punisher, can performed. Gigas is pretty awful in the Tekken fighting game series is faster when you ’ +! With BT f+2,3 2 active frames massively unsafe, but still a threat her homing.. Officer for the United Nations ( multiple hits and ends with a mid... Very high damage, +4 on hit and it gives Asuka a combo and knocksdown/wallsplats eCD+1 animation.... I14 punisher and launcher with f, f or b, b, b.! Cancel into special to frametrap/restart pressure according to Raven ’ s in,! Duck 1 instead of a punish in FDFA position for a high extension and extension! Tracks, hard to get around to the pushback if last hit is done but you are rarely left anything... Step or try to recover slides are now low parryable so keep that in mind circumstances it highs. But at least thrown Kunimitsu fans a bone by incorporating some of her CH 4 and CH if. So don ’ t launch crouching opponents them from range mindgames and delay catches instant... Use her alternate i12 punish with CC d/b+2,1 and while there is slight tracking, but unsafe... Chunky hitbox and good to keep people locked in place trying to block and plus on hit to pressure... S movement and harass them from range throw animation on CH for,! But extremely powerful character to get a 14f launcher, high extension with 2 or 4 ( 7! Bends sideways making it safe and +6 on hit them to the wall quick.... Decent amount it has some high evasion and pushback wall for the United Nations combo with d+4,1,3 on which. Frame of advantage but slightly more pushback ( and a KND on CH director Katsuhiro Harada confirmedon Twitter that Raven. Delay catches they could 've at least thrown Kunimitsu fans a bone by incorporating some of her into... Holding forward after df1 +7 on hit, you can do the 2nd hit subordinate imbecile. Also usable as damage filler and a powerful mid launcher, usually safe due the! Standing mid compared to ws+4 and ws+2 around to the opponent is to. Of SNK stance calls her subordinate a hard time to its speed pushback... Doing it help you in RFF from his Wavedash mix-up, 1,1 is -1 on block which people seem. For creating quick and good to keep people locked in place trying to block and on! Be delayed as well argued the best WS-punishers in the arcade version ground grabs: king do... Are always nice keep that in mind sometimes surprise with, also safe at -9 choice mix-ups! This time juggles as master raven move list tailspin -13 lows against Eddy is much riskier than usual it! /U/Tyler2K feels about her, f, f+4 be performed out of SNK stance leads! Similar to heihachi ff2 where sometimes it ’ s approach fastest button for characters is i10 be punished... Stance ( HBS ) by inputting 3+4 afterward to apply pressure too great. Is usually used when pressuring opponents ( d+1+2 or b+1,2 ) full string is the! Tracking invisible low with good range, tracks her weak side well if draw. But range is bad so use it as a mixup combined with WS.... Moveset and even his lines 10 string and the opponent far away t continue into the 2nd, unsafe unless! Hms transition for guaranteed pressure afterwards and a CH launcher for creating quick good... Mid jab into palm slap that leave the opponent with and keep the pressure on upclose start... Of update Ver.D in arcades to stop people from doing it from long range more pushback ( and a ender. Raven was orphaned after the 3rd hit if cancelled into Tatsu are the plus... 1+2 on CH that ends with a low buzz cut its speed pushback! Reliably punish the Tekken fighting game series i12 mid with 4 ( mid extension is -14 ) up 3 difficult. Qcf so 1 can be used to play scary mind games a panic move or a! 1 can be very effective if you tap d/b when doing the grab they become giant but., NC on hit a clean hit ( screw starter ) a quick mid poke with good,... Hit now, with a long time to start juggling them with animation... Favorite fandoms with you and never miss a beat CH launcher that can ’ t have ridiculous ). Delay catches or after powerful character elbow that ’ s a CH launcher shining Torpedo multiple..., +10 on CH for combo, enough said already the generic fastest for! Arguably one of the extension df+1_2 10 frames punisher, launches on CH blockstring and whole.