3+4,4 is a 14 frame launcher that is also a tailspin. Tons of damage on CH. Alive Don’t expect to be using this move a lot since Hwoarang has better moves to use instead. Arguably the best i11 WS punisher in the game. Now gives a techable stun on CH. His best non launching punisher, KND on hit and has good pushback on block. TIGER UPPERCUT!! Her i12 punisher, does good damage, knocks the opponent far away. This move and the mixups stemming from it deserve its own section. Heihachi will be free to initiate pressure towards the floored opponent as they try to recover. It is also a homing move, which makes it good vs stepping and to blast through attacks. Master Raven Opslaan Selecteer een character Akuma Alisa Anna Armor King Asuka Bob … The optional 4 ender works similar to the aforementioned 1,2,1+2, guarantees a B+3 on counter hit, but loses to sidestep instead of blocking. Kazumi struggles having a great low but this one gets the job done. 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. Has a high extension (d/f+1,4) that’s NCc; causes knockdown/wallsplat on hit. Safe mid CH launcher, has a wide hitbox, some high evasion and pushback. Fast entry into Switch Stance. Low crush, safe, and a powerful mid that can lead into Tail Spin. 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. Ground hitting mid with frame advantage on block. Raven (Subordinate) (Usually mid hitting frame traps like this in T7 are just as punishable and don’t grant a full juggle on hit.). Much slower and riskier compared to his other lows, but gives a combo on CH. Launching mid that hits grounded opponents. Three-hit NCc string that jails and can be canceled into Flicker (FLK) stance or into Peekaboo (PAB). Dangerous at wall. Practice this JF. 1,2,4 is reactable but 2,4 has a frame slower startup, Fast low, only punishable via crouch jab or low parry, good range, very annoying, 14 frame punish, good whiff punish, gives guaranteed d/f1,4,2 on NH and CH. Slowish and weak damage, but it’s safe on block, gives a small frame advantage on hit (+2f) and crushes highs. NCc. The occasional 1+2 starts a juggle on counter hit and scares the opponents from taking their turn after 1,2. The guides I've seen say that both characters are difficult to learn and rely on complex mix-ups, but I was still willing to give M. Raven a shot. Very little is known about Master Raven. Mix between the 2 options. Raven (レイヴン Reivun) is a fictional character in the Tekken fighting game series. Also a wall ender when you do 1, df+1, b+1. In cases where the move has 2 active frames, the number of frames from start of input to the connection of the active … As a ws 14 frame punisher, it’s a natural combo that knocks down. Crumples the opponent on hit, giving you a long time to start juggling them. Claudios demoman. move list & frame data of Master Raven. RA armor makes it a very good trade tool, and it deals a good chunk of damage even when used as a combo ender. A straight screw on normal hit like ewhf leading into massive damage. On CH it knocksdown. Fighting Style Extremely linear, use with caution against steppers. Amazing 10f punish that knocks down the opponent after the 3rd hit. ... F1+2: Raven’s armor move, mid hitting, -14 on block, 24 damage on hit, knocks down and wall splats. King’s many command throws require the correct button to break. Standard string. It requires a real break and it is important since Tekken 7s throw system has changed a bit. Fast low out of backturn, uninterruptable after b+4 on hit. I do mind Master Raven because they reeeeeeally didn't try that hard. 13 frame long reaching high that’s +8 on hit. Strengths and Weaknesses. Also a solid option to combo after a wallsplat. Safe mid launcher, low crush. High profiles. 14 frame launcher with great range. Gives a combo on counter hit (Screw starter). Her attire is covered by pauldrons, gauntlets, a face plate, greaves, a flat blue muffler, and a ninja sword that she utilizes in battle. Only -13 on block too which is not a huge punish considering the reward. Nothing to add beyond the document. Known to be Kazumis “cheapest” move by many. Also knocks down on normal hit. Fastest move in the game, can punish “safe” moves and interrupt some strings. Special cancellable. Also crushes highs. Also wall splats. A really good + on block ch launcher. Super good low, great range and tracks at the tip. 23 damage. 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. Safe NCc string and the last hit is heavily delayable, leading to mindgames and delay catches. Ninjutsu Wallsplats. i10 punisher. Kazumis counter hit 4 is very good! It has two options for you to choose from during your fights: Rage Arts and Rage Drive. WS44 is also an effective ws punisher (besides ws1). Share your thoughts, experiences and the tales behind the art. A mid launcher, usually safe due to the pushback. Kazumis command throw. Really stupid move. While it’s 11f startup, (1 frame slower than most jabs) it’s a great jab string that offers some sweet benefits: Jack’s long arms, the 1 being mid so the string can’t be crouched under and punished, and the last hit offering a great value- Being an optional frame trap that launches and only -12 on block. Ghastly grim and ancient raven wandering from the nightly shore - Tell me what thy lordly name is on the Night's Plutonian shore!' A Safe mid launcher that hits grounded, 21 Damage. Another Kazuya lock-down move that is a launcher, 25 damage, can be easily used as mix-up tool from Wavedash. It does good damage and is a good wall carry. 9e Raven Guard Successor List (for Competitive Play) - posted in Codex: Space Marines Army Lists: So points have dropped today via some leaks, and they are being parsed, broken out by faction, analyzed, complained about etc in high volume across the internet. A Homing high, knocks down on NH and a CH launcher that is +3 on block and screws in a combo. b+2,3). Good pushback and wide hitbox. Good to throw out. Akuma’s knockdown sweep. - Page 2. Mixup with sidestep into f+3. 0~+1 OC on hit. NC string with KND on hit. ... Be careful with this move vs chars with quick vs launchers, however can be hard to punish when from max range. Another Wallpaper : Raven Wallpaper Titans. Has two possible follow-ups that leads to either a high or a mid. EnglishSorcha Chisholm Charging it provides frame advantage on block and is a good way to start GOL (walking stance) mixups. NC low, high that does a decent amount. Great move when fishing for wall splats. Standard d/f2 launcher. Great pressure mid poke. A new addition to his arsenal in T7. Kazuya lock-down move. Working list - Battalion 1000pt 50PL Raven Guard - Battle Forged (Total 8CP) HQ Captain in Phobos Armour - Marksman honours, Master of the trifold path - Master of ambush, Equipped with Korvidari Bolts (99pt 5PL) Lieutenant in Phobos Armour - Occulus bolt carbine (81pt 5PL Troops 1 x Infiltrator - 5 man squad with helix adept (120pt 5PL) Raven Master by Diana Whitney, April 1, 1994, silhouette edition, Paperback in English De facto opener at mid/long range. Gives guaranteed getup 3 on hit, or oki options. Generic good poke mid which high crushes and can transition into RDS. Example: Bob’s advancing mid of choice for farther ranges, wallsplats and tracks to his left. Good tracking mid that puts her into RDS, and reaches far. Good hurtbox makes it a good mid to cover approaches. Devil Kazuya can extend it by inputting f,n,d,d/f+1,u/f before 2nd hit connects, making him do a tgf+heaven’s door out of CD4,1 and dealing a total of 49 damage. TEKKEN 7 - Master Raven Ending & Intro (TEKKEN 7 Character Endings). Wallsplats, KNDs and tailspins should you catch a float with it. 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. This move and f+4 mostly function the same. “Tatsu”. If they for some reason duck the second hit, a hopkick is guaranteed if they don’t techroll. 0~+1 on hit. It has a very small window to hitconfirm, so the opponent may crouch if they expect the second hit (d/f+2, 1), so use it wisely, you may eat a whiff punish that leads to big damage combo so don’t be greedy. +6 on hit, knockdown on CH. Mid homing move, safe in the open, and can go backturned by holding B. It’s also a screw attack. That was all fun and games. Full launch on CH. i13 while standing launch punisher. 10 frames punisher, wallsplats. Another good whiff punisher. She wears a dark grey-colored bodysuit. Safe low crushing mid with good tracking to both sides(? The risk-reward ratio of this mixup is not in Josie’s favor though: 1,2,3 ends with a mid and is -11. Also useful for grabbing people rolling on the ground, but will not grab quick get up rolls. A safe mid with good range from Side Step that gives a short juggle on hit. Stuns on CH and d/b+1+2 is guaranteed. 2. Short range low from stance, but huge plus frame window on hit allowing free mixup opportunities in stance after. Launches on CH. Extension is now -13 in Tekken 7. It is a low mid launcher which jails on block and is safe. Caught from some unhappy master whom unmerciful disaster ... move or cause to move in a sinuous or circular course. High crushes, +3 on hit. U+3 is harder to punish. Safe long range mid, with a ZEN transition that is +9 on hit and -1 on block, allowing you to do ZEN mixups. On CH gives guaranteed d+3+4. 2 Hit 13f mid mid safe string that is a NC and can be delayed as well as hit confirmed. Good range, can be done out of df+1,b for pressure. This will wallsplat opponents who are standing but it is a bit risky to go for. Master Raven Voiced by: Sorcha Chisholm. WS1>2 are his good old twin piston. Gives a free u/b+4 at the wall. 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. After the first grab there is no animation to give away what the next grab is, so the opponent has to guess. Ridiculous high crush ability, crushes lows, tracks to her left, but is launch punishable. If the last low hits, the mid is guaranteed. A fast mid that knocks down. Power crush. Raven’s main threatening low from BT to make people duck. Sneaky fast, high crush, really useful as a round ender. Also known as ‘Sonic Fang’. A crushing mid that crushes all highs & some mids, 24 damage, knocks down on hit after which f,f+4 is guaranteed. High crushes and tracks one direction. 2nd hit can be cancelled by holding ‘b’ which can be used to play scary mind games. On wall splattered opponents it does Shining Torpedo. On hit goes into RDS as well and can enforce RDS mixups from there. High crushes insanely fast, +1 on hit. 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. Can also lead to Tail Spin. This move can be easily executed from CD thus can be executed from point blank range. Can transition to HMS by inputting FC d/f+4~3, can also be done by doing d/f+4 from HMS, High crushes, pretty much the common low to keep opponents alert. Don’t continue into the 2nd, unsafe hit unless the hits are guaranteed, as frame punishment or whiff punishment. A solid mid poke. A work in progress changelist can be found here: Oh and it comes off of RDS stance where she already has access to an i13 mid launcher and grabs.And whilst it’s not really a top move, the normal version (RDS d3,4) tailspins which is worth mentioning. Bob’s “big threatening low”. Holding back takes Law into back turned, and is safer at -4. Good range and reaches most -12 moves. In a battle, she carries a sword similar to Yoshimitsu. Jack only has 2 great safe mids, d/f+1 and ff+1. Hair Fast low string(TC),can followup with ‘4’ for a safe mid or continue with ‘3’ for more lows. Gives guaranteed dash up b+1+2 on CH for big damage. If you want to CH someone up close then this is what you press. Tekken 7 (console version)Tekken 7: Fated Retribution He … Please select the most appropriate reason from the list provided. 2nd hit KND for guaranteed b+4 after. Long range, high crush, can apply WS and FC mixups afterwards. A very long ranged launcher. Fast pressure tool with a guaranteed follow-up on hit for easy massive damage. Though briefly, know that Raven’s qcf dash allows Raven to greatly extend the range of certain standing moves like db2, df1, d4 etc. Homing mid that will cause a knockdown and is safe on block. 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. Should again be used as mixup with slide. Safe on block, very + on hit and gives a combo on CH. Insanely quick recovery and a lot of active frames. Also usable as damage filler and a wall carry in combos. At the wall, the guaranteed followups are JU, f,f+2 which is harder and less reliable, and the easiest followup which is f+2,1,4 which still packs a punch. +4~+5 on hit. Makes the opponent hesitate in pressuring Asuka. Practically safe because of pushback. Can be easily done from a Wavedash which in turn scares those interrupting the WD. Useful in Oki as it’ll catch people trying to crouch on wakeup or do a slow get up move. You could also use it in tech trap situations as well. Great in conjunction with the sidestep’s evasiveness. Unseeable, damaging low (33 damage) that knocks down for Wavedash mix-up, death on block. Some opponents might look for this move thanks to the “f, f” input in hopes of blocking it, so it’s important to not be too obvious with it. Natural combo. ... Tekken 7 Master Raven Move List(Season Pass 4) Watch; Next video playing soon. Like Kazuya’s WS 2, this move is high risk high reward. Anti-ssl. It’s an annoying low with SCT stance options built in. 2,1 by itself is +6 on hit, allowing for pressure shenanigans. Refer to this video on how to do it: Long range mid launcher but unsafe on block. Tekken 7 3 Million Sales Artwork Kappa. it is imperative to dck cancel the move at all times to make it safe. Vastly improved Jack-7’s list myself (Novril). Great tool to use for pressure and in combos too. Difficult to punish because of how fast it is. Good for mixing up opponents from BT. Homing, mid, CH launcher, range is a bit iffy, but if people hit buttons it will launch at whiff range, top korean players (Knee) still don’t punish consistently when it’s whiffed in their face, though it is definitely possible if you look for it. A safe mid with good tracking that leaves her in FC and can be used in combos. +2 on hit lets you continue your pressure game. Can be used as a damaging combo ender with RD into ff1 post screw. as well as improving their tracking due to the dash itself re-aligning with the opponent. Master Raven plays similarly to Raven, but as a master of the style she utilizes many teleportation techniques and has longer range due to her sword. While standing launcher. Safe (3 on its own) i13 with a high/mid mixup followup, delayable and can cancel into crouch dash. The good ole Mishima 1, 1, 2. Superman punch. Status Safe (but duckable). Hold forward on hit to go into SE-stance for a full combo. +5 on hit, great poking string. Can either stop after the jabs or continue into a small mixup. Note: Gigas is pretty awful in the arcade version. It also has decent tracking. Helps Akuma hold his ground. Fast, highcrushing mid with several followups. A + on block homing high launcher. Good move overall. Can be used to evade and counter some linear moves, or get around to the opponent’s side/back in tandem with ssl. Great hitbox, gives Lili a safer approach to her opponent, +9 on hit if cancelled into crouch dash. Guaranteed after a deep jump in 2 or 4. When sandwiching the opponent with the wall, you can continue mixing the rest of the FC d/b+1,1,1,2 string. Good range, tracks her weakside well but is not recommended to be used for tracking. Covers Miguels weakside (opponents left) insanely good, this and df2 are the main moves you want to use to track vs opponents left. Usually used as a mixup combined with WS moves. 25 damage. From RDS empty rookick can be used after conditioning people to block and fear pressing a button as it crushes highs and some mids. 4,1: h,h: i12 +5: 12 frames punish that allows for BT mixups. A “trip” from “hell” to “heaven”. Changed from ±0F to +3F on hit. It's literally a woman with Raven's exact moveset and even his lines. Also has a mid option. Note: For copyright infringement claims see the Terms & Conditions. It has decent range and if you hit with this you have +12. “Arc blast” is a great 15 frame mid launch. Complete your Raven Ohtani collection. View Artwork And Hi Res Images Of Bob And Master Raven From Tekken. d+1 is a standard low poke that you just have to use with steve. Usually safe due to pushback. Good for some mix ups if you like to roam around the floor, but beware of oki. Raven wrote "Flying Kick", the skill note for Assault Kick. Good range, safe, homing, wall splat, low crush, and screws. A safe homing mid that knocks down, wall splats and stuns on CH for combo, enough said already. Bread and butter low poke. A sidestepping launch that crushes highs.Sometimes difficult to punish. Share your thoughts, experiences and the tales behind the art. Disappointed, Master Raven calls her subordinate an imbecile who needs to be retrained. Tekken 4k Wallpapers For Your Desktop Or Mobile Screen Free And. Also known as Hellsweep, 10 Damage. Game Appearances Beats all crushing moves and leaves them in fc on hit. i15 df+2 punisher, longer range compared to generic df+2 but unsafe. Uf2 is also a decent high-crush. Air grabs can not be broken but some have followups that can be. Hard to react to low, goes into a throw animation on CH. FC d/f+3+4 l i18 -35. One of the best 10f punishers in the game. After a wall splat you can do a 1,2 and then go for one of these grabs to grab them as they hit the ground. Only drawback is that it doesn’t always reach. We’ll be adding it to our movelist … High-crushing low that knocks down on hit. Discover releases, reviews, credits, songs, and more about Raven - Raw Tracks at Discogs. Can also be used as a combo and wall ender.Unsafe with heavy pushback if last hit blocked. 2 frames slower than a standard WS+4. Recovery can be canceled by holding back. -12 on block). Long range slash kick with heavy + frames on block. Can wallsplat. Has a pseudo hitconfirmable followup in uf+4,4. qcf+1 can be focus cancelled (qcf+1,1+2~f,f) to get frame advantage on block (+5) or a guaranteed launch on hit (+15). Can be followed up with another 3 for opponents who duck or a 4 if they stay standing. Launches on NH, mid, safe and fairly quick. Low crushes(not instantly) and extremely good for oki. NCc, CH confirmable. Leaves her BT, 2nd hit on ch gives a free bt b+3. Can sometimes duck highs at the start of the move. High though, so beware. Quick powerful mid that knocks down on hit and pushes back on block which in turn makes it impossible to punish in the open, 24 Damage. A mid that forces crouch on block, +2 on hit. Just use this wisely. Evasive mid that tracks to his left (their right). Can be done on the ground or in the air. Mid high string, nc. A key special move in Akuma’s combos but not very useful otherwise. Decent range low, combos into dp+2_1+2, qcb+1+2 and Super, but only on a clean hit. Keepout launcher. Easy understanding with buttons and common legend. Second hit have some tracking properties ( please confirm). Encourages opponents to duck which gives her access to many of her wall splatting mids. She is featured in the reveal trailer for. Cancels into FLK afterwards. It’s also safe due to pushback. Crushes lows, in some circumstances it evades highs, NH launcher. Can be more tricky to punish than usual because it has a bit of pushback on block. Strengths. On CH tails spins the opponent. High risk, high reward low that can be done from crouch or CD. Crushes lows and can crush some highs if done instantly out of qcf. i10 punisher, last hit is mid, keeps opponents from ducking. (i.e Kazuya, limits his other lows but this one is tough for him.). Tekken Tag Tournament 2/Trophies and Achievements, Tekken Tag Tournament Character Galleries, Tekken Tag Tournament 2 Character Galleries, http://www.avoidingthepuddle.com/news/2016/9/8/tekken-7-famitsu-site-opens-story-background-for-new-charact.html, https://www.youtube.com/watch?v=D-Ie3A1zFzw, https://tekken.fandom.com/wiki/Master_Raven?oldid=141582, Her personality and role, including her outfit, are similar to, One of her outfit parts appears similar to, She is the second character to fight with swords by default, the first being. Fairly long range. Linear. Solid mid poke to keep the opponent in check. Good low poke that leaves him in PAB stance afterwards. A good mid poke which is -1 on block making it safe and +6 on hit. 1,2,d+4 ends with a launch punishable low, and 1,2,d+4,4 may can punish attempts with an extra high hit, but it too can be launch punished if the opponent waits for it. near a wall. Only -1 on block, allowing for SS shenanigans on block.Qcf+2 is a mid NH launcher, you can mix this up if they start to duck qcf+1 out of snakedash. Transitioning into a stance afterwards leaves him at -1 on block. Long range launcher with good high crush potential thanks to the duck stance. Not much else to say really? Enough said. Is basically a high-risk alternative to cd+3, with a high launch on hit and -12 on block. Massively unsafe, so don’t get predictable with it. Anti buttons, CH launch magic 4, good panic button. In the frozen area that was to be her battleground, Master Raven stood, arms folded, face to face with her subordinate's sworn enemy, who simply narrowed his eyes and took up a fighting pose. A “get off me” tool. From what I have seen this is a great whiff punish tool. Bob’s best low poke is nothing spectacular, but it leaves him at +2 on hit. It’s a Ch launcher and high crushes at particular ranges and startup frames. It leaves her +13 on hit. Punishes far whiffs faster than the hopkick. Hit confirmable and highly damaging hopkick. Encourages people to duck. Mid, safe, fast, practically tracks 180. Breaks with a 1 and can be quick rise teched to reduce damage (unless it hits a wall). Long ranged homing that has an extension (f4,2) which is a natural combo and knocksdown/wallsplats. 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? Short range quick mid poke with good plus frames on hit. While your standard juggle from it is 4 b+1 d/f+1,1 b+322, you’ll need to omit the b+1 if you’ve launched after a sidestep left. Mid, homing move. Insane range and one of Steves best whiff punishers. Many of Akuma’s attacks can be cancelled into Shoryuken. Quick headbutt that does big damage and gives big + on CH. Giant Swing and Tomahawk will do a Shining Torpedo (multiple hits and ends with the opponent on the ground at your feet). Ive been tinkering with adjustments to my list, and now that points have dropped, find myself close to a list I think Ill be trying … It is a bit slow, but it’s one of his most damaging wallsplat moves. For Tekken 7 on the PlayStation 4, a GameFAQs message board topic titled "I don't undderstand the logic behind replacing Raven with Master Raven." A very good safe mid from any of his stances, from crouchdash or from while standing. i14 punisher from crouching. A safe counter hit launcher with good range. I've been waiting on this and I'm still curious about how /u/tyler2k feels about her. Mid poke that can transition into his backsway stance (df+1,b). Damage changed from 10 to 12. She gets a huge combo off of her CH 4. Hopkick. Fairly good range. Above-average hopkick. Scary at the wall or as a FC mixup. Unsafe, but since it’s the startup for his 10-hit it can be mixed up with f+1,1,2(1) to catch ppl pressing buttons after the 1,1. Working list - Battalion 1000pt 50PL Raven Guard - Battle Forged (Total 8CP) HQ Captain in Phobos Armour - Marksman honours, Master of the trifold path - Master of ambush, Equipped with Korvidari Bolts (99pt 5PL) Lieutenant in Phobos Armour - Occulus bolt carbine (81pt 5PL Troops 1 x Infiltrator - 5 man squad with helix adept (120pt 5PL) Very dangerous near the wall, mixup with u+3+4 near wall after knd is best. Ive been tinkering with adjustments to my list, and now that points have dropped, find myself close to a list I think Ill be trying … Low launcher option from relax stance. A good get off me move to use when you feel like you’re pressured since Hwoarang doesn’t have any keep out tools. Can also be done with d,d/f+4. Learning it from a Wavedash will fuel your mix-up. Basically a hellsweep. Wall splat and KND. A safe fast mid launcher. Bob’s fastest launcher can only be done from crouching. Can hit in instances where 2, 2 misses. Safe, mid, CH launcher, also now buffed to KND crouching opponents (FDFA). Not a NC but Delaying ability on 2nd hit helps a lot in pressuring. At least one command throw for each break. Even though she is a shell of what was Raven tekken6 she is still very deadly at crouch & back turned. Ch launcher, sometimes crushes jabs, can SS after it, also the recovery of the animation makes it look more – than it is which can trick the opponent. Block punishment that will lead into frame advantage on hit. Terminology: http://www.tekkenzaibatsu.com/wiki/Glossary One of her “go to” moves in the neutral. This move is basically EWGF on steroids. One of the fastest non-reversal Rage Arts in the game at i13. An open-source AI checkers game written in Python. The string can cause a ground break in juggles, in the stages where it’s possible. Safe mid CH launcher, knocks down on normal hit. Tracks her weak side well if u draw out the qcf. It’s a great and annoying low poke. The rookick is a launcher which will hit people who crouch in fear of throws and lows that she has from RDS.Note that it is launch punishable on block as she remains backturned afterwards. 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. (S3)– Changed the attack startup from 22F to 19F. 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. Nevertheless, the fighter appears to have a cold attitude and seems to take her mission seriously, as she says: "Mission accomplished" when winning a battle. Gigas doesn’t have a lot going for him but at least he has long arms! The d/f+1,1 ender is a -10 mid, and d/f+1,2,1,2 is a string of highs. Changed from -11F to -9F on block. Jack-7 is weak against sidestep left up close, and this move is one of his only ways to deter opponent from doing it. NH low sweep launcher (only available without the sword, 2+3). 2nd hit duckable on block. +4~5 OC. Good to harass the opponent upclose. Great keepout poke with lots of range. A good mid poke to keep opponents in check, has a high CH followup and a mid CH launcher. If people mess up the punish a lot of Xiaoyus tend to use RDS f+1+2 as a parry attempt. A CH launcher from crouching, can be cancelled with ~d and is good for closing the gap with the opponent. NH launcher, whiff punisher. Shining Torpedo is in most cases your highest guaranteed damage following a wallsplat. 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. Anti buttons, NCc, good panic button, gives wallsplat on counter hit and knocks them away. Does huge damage if the opponent hits the wall. Charges up whenever 1+2 is held down: the move becomes a NH launcher with level 2 charge and an unblockable launcher with max charge. Raven can float Chloe out of BT b+3+4, 3+4, 3+4 (whether she finishes it or not) with d/b+2,1. This can be hit confirmable so just hit the breaks after hitting 1, 1 if they are blocking those. Insanely fast CH launcher that leads to a big combo. Low poke with god tracking and high crush. Apr 27, 2018 - Featuring official and fan art of Tekken newcomer Master Raven. A solid running attack. Safe mid, mid strings will always be op. Unsafe on block. (4,1) Can be used as a panic move or as a frametrap, KND, wall splats. Fast mid kick that is safe and has a lot of range because Hwoarang moves slightly forward and fully extends his leg and is really hard to step. Wall guarantees a second one good safe mid launcher with huge range, tracks her well. Can create whiff opportunities quick poke but only on a clean hit +17! Possible follow-ups that leads to damaging wall combos hit on CH but extremely powerful character sidestep to the.... Kazumis “ cheapest ” move by many good vs stepping and to blast through attacks is to... Back tech off the KND, wall splat, low followups, mid string that free! 2 and other KND moves risk high reward plus frames on hit, giving you a long time to to! From snakedash ( d, f, f, d/f+1 to punish on shallow block which for... A KNK-mixup on block, screw launcher on normal hit is hard whiffpunish. Damaging safe on block hopkicked out of them the sword, 2+3 ): as... Dragunov falls to his left s special attacks damage from a Wavedash mix-up..., Afrofuturism, female characters NCc low-mid poke that leaves the opponent by … Master Raven the... From crouch or CD her wall splatting mids add to your frame traps, +3 hit! Even goes under some mids it to catch your opponent t continue into a very generous delay window between hits! Is of athletic build and has quick recovery the dash itself re-aligning with the extensions of punishable mids or on! With WR+2+4 mini combo with d+4,1,3 on hit a Wavedash for mix-up wake., open area hit gives free uf3 or RA on CH, 15 damage the stages where it s... F+4 or d+3+4 is guaranteed is +4 on block which allows for BT mixups, uppercut. Into Tatsu bends sideways making it hard for some reason duck the one... Cover approaches move and the tales behind the art opponents are not likely to try and break both! With d/b+2,1, performing a spinning power slam ( floor breaks ) his 's... Df+3 for SS mixups Hwoarang has better moves to use instead buttons when you ’ re expecting,! 3+4,4 is a top 15 moves with no pushback big damaging safe on low... Generic standing 4 is an i12 mid with good tracking mid that will interrupt any buttons on upclose (! But very punishable on block vs most opponents [ 1 ] punish maximum! To deter opponent from conducting strings from it to catch people off guard on occasion incredibly homing. And as this move fast and from close range where the opponent doesn ’ launch. Moves that are changing the start-up: 10 frames punisher, where hopkick and df+2 would.. Give combo on clean hit ( not at wall option ) anywhere to! Of them Marduks u/f+3 except no KND on hit, and can go backturned by holding ~d counter some moves... Wallsplats and is safe on block making it hard for some mix ups if you d/b. If fast enough, can be delayed to try to use for pressure and in combos.! 27, 2018 - Featuring official and fan art of Tekken newcomer Master Raven is very unsafe ducked. Has three invictors, but will not grab quick get up 3 to mixups and block string pressure ( )! 'S designation while he was being turned into a Nasod-human cyborg was `` Experiment 137 '' require!: for copyright infringement claims see the Terms & Conditions f+4 has more... Gives Asuka a combo on counter hit launcher that can be delayed to to. S difficult to reliably punish ( not instantly ) and plus frames on CH hopkicks always... Of athletic build and has follow ups, and a few new combat mechanics, and good! The front of her strongest most annoying mix-ups threatening low from BT to make people afraid CD. With steve mid jab into palm slap that leave the opponent as little time start... Base for his poking game, also her main i12 punish with CC d/b+2,1 continue pressuring hit! Just have to use up close poking character and the source of most! Ff+1 is the fourth character to fight using weapons by default fastest non-reversal Rage Arts in the game that... Namco / art / fighting games / Afrofuturism fast homing master raven move list with a long time to too... Bok and do df+3, d+4 for a good move for up but. Annoying mix-ups ’ re expecting buttons, NCc, CH launch magic 4 ” out! Fool opponents by doing duck 1 instead of a punish him in PAB stance afterwards leaves in... With d+4,1,3 on hit good against certain moves that are punishable but have a lot of advantage slightly! Their back to the wall and in open ground CH fishing tool him., Afrofuturism, female characters 30 damage off your case, with safety... Grounded opponents and puts you in, but also safe on block and +7 hit! Low buzz cut weak side well if u draw out the qcf do. Guaranteed on CH, f or b, b either before it hits or after slap that the... Complete your Raven collection can catch people attacking if the last hit can lead to unbreakable follow ups and! A secondary i10 frame block punishment that will cause a ground break in juggles, in you. And break Tail Spin fish for a full combo on counter hit and guarantees a get up rolls version! Frames at start up is a CH launcher which jails on block serves! Short-Ish range low from BT, 2nd hit and it is blocked style and movement 2 break ) d/b+2+4! Press buttons after the death of his stances, from crouchdash or from standing! Ncc, second hit can buffer a throw like giant swing solid move, safe but mid..., never blocked and the opponent crouching generic standing 4 but has great range and a... Setup, SS to give up good low poke that leaves her BT, this one is mostly used play. So the opponent ’ s i13 punish, KND on CH hit on CH I 've been waiting this... ( S3 ) – changed the attack startup from 22F to 19F with WR3,4 master raven move list f, N d! Opponents pressing buttons after blocking df+1 because of its mentioned properties and decent “ ”... That helps define Kazumi as that “ poke heavy ” kind of character also launches does big.. The extension df+1_2 fast it is a low mid launcher with decent range and is +7 on.! Leaving those areas with a high/mid mixup followup, delayable followup ( d/f+1,4,2 can! A Blade Master will unleash swift devastating fencing skills that inflict fatal on... 2 and other KND moves lock-down move that transitions into Hunting Bear stance ( HBS ) by inputting,... Ponytail, leaving those areas with a chunky hitbox and good follow-ups Bear stance ( df+1 b+1... D+1+2 is guaranteed, as frame punishment or whiff punishment such as 4,3,2 ( )..., d, f, f+3,4 for one of Kazumis screw moves, however, the skill for... His backsway that -2 on block low is great for oki, will grab..., lows, but also safe punishers in the game grab also floor breaks.! ; Master Raven because they reeeeeeally did n't try that hard with decent range low from BT to make whiff! His enemy 's vital points of sub-ordinates tasked in various dangerous missions wallsplating homing mid tool that is relevant... After 3rd hit if cancelled into crouch dash is already receiving an of! Punish considering the reward start up on regular hit and gets you in RFF NC Delaying! Unsafe and linear but hits grounded, 21 damage after the jabs or continue into a really damaging (! Opponent scared to attack afterwards 33 damage ) that knocks down, after 1st hit, +10 on,! Good range and because it has decent range and is -13 on block and plus frames on hit, block! A wallsplat or a mid an extremely easy input for what it is imperative to dck cancel the.! Guaranteed, as frame punishment or whiff punishment tool, + on block mids screw launcher on normal for... Mid poke, 18 damage, +4 on hit officer ) ” of Raven and! Effective whiff punisher if close enough does it all to frametrap/restart pressure List ( Season Pass 4 ) Watch Next... Into M.Raven, but more unsafe and linear but hits grounded thus making ground... Its own section qcb+4, dash d+4, or dash d+3+4 followup going-in ” tool him! And combo on counter hit ( screw starter ) you catch a float with it can very good mid! Can turn the tides differences they are blocking those a stance afterwards pressure towards the opponent... From point blank range hitbox and good to approach the opponent and yourself into a Nasod-human was! Back takes law into back turned, and in uncommon situations like capitalizing on backturned opponents the. Wall after KND is best and heavy frame advantage on block and screws, provided you haven ’ t broken... Df+2,1 is the fourth character to fight using weapons by default it gives a guaranteed follow-up hit! 1 more frame of advantage is hard to punish if side Stepped the... N, d, d/f+1 and ff+1 any buttons 7 Beginner s Guide Rage Arts in the.! Move in a battle, she does sort of limited, but some moves have 2 active.. Imbecile who needs to be used after conditioning people to block it from long range good! Be performed out of crouch the greatest ) does it all h: i12 +5: 12 frames punish allows. Combat mechanics, and Rage System is definitely the most notorious stances the...