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Starwinderbeta
Team Glow™
Joined: Aug 2002
Posts: 4423
From: USA California
#1 “Quote” Edit Post
RAVEN BASICS

Overview:
-High risk, high reward character
-Heavy 50/50-based (mix-ups) gameplay

Stances:
SDW: b+3+4
HAZ: 3+4

Pokes:
1,2 (i10)
WS 4 (i11, do this out of CD)
d/b+2 (i13, SDW)
d/f+1 (i14)
3,3 (i14, 2nd hit can be ducked on block)
f+2 (i15)
d+3
FC 3 (Can be launch-punished on block, do this out of CD)

Homing Moves:
f+3 (SDW by holding b, has NC KND/W! extension f+3,2)
u+3 (+2, high)
f,f+4 (-10)
WS 3+4 (-14)

Misc:
d/b+4 (-11~-14)
b,b+2
u/f+4
1+2
b+1

SDW:
b+2,4
f+2,4 (2nd hit can be ducked on block)
1+2 (-10)
d+3

Punishment (stand):
-10: 1,2; 2,3; 2,4
-12: 4,1
-13: d/b+2,1
-14: 3,3
-15: 1+2; b+2,4; f+2,3
-16: d/f+2; 4~3

Punishment (crouch):
-11: WS 4
-13: WS 2
-14: WS 1
-23: u/f,n,4

Punishment (whiff):
f,f+3
4~3
d/f+2 (SDW)
1+2

Launchers:
WS 1 (-14, can be done out of CD, tag bufferable)
WS 2 (CH only)
3~4 (SDW)
4~3 (-15)
f,f+3 (-14)
f,f,n,3+4 (CH only)
d/f+2 (SDW)
d/f+3 (CH only)
CD+1 (CH only)
CD+2 (-17)
CD+3 (tag bufferable)
CD+4 (-14, tag bufferable)
SDW 3+4 (-16, tag bufferable)
SDW d+3 (-24)
SDW b+2,3 (-16, CH only, tag bufferable)
SDW f,f+3+4 (-22, SDW)
HAZ 1 (CH only)
HAZ 3 (SDW, CH only)

Bounds:
b+1
b+4,4
u/b+1,2
SDW f+2,3
HAZ 4

Bounds: (less useful)
b+1+2,2
(b+4,B+4~3),f+4~3
(f+3+4,)f+4~3
(u/b_u+3,d+3),3
(d/f+4,4),3
SDW (3,4),3

Tag Assault Fillers: (open field)
u/f+4,4 (generic TA! by holding 5)
b+3+4~SDW 3+4
b+1+2,2
b+1+2,3
f,f+3
b+2,2,3

Tag Assault Fillers: (at wall)
u/f+4,4 (generic TA! by holding 5)
u+3,d+3,3 (perpendicular W!)
u+3,4
b+1+2,3
b+2,2,3

Enders:
2,4
f,f+4
f+2,3
b+2,4
SDW b+2,4
4,1

Wall Enders:
f+3+4,4,2
f+3+4,3+4 (for low opponent post TA!)
b+2,2,3
1,2, 1+2
SDW b+2, SDW 1+2

Wall Breaks:
f+3,2 (recommended)
2,4
qcf+1+2
ff+2
SDW ff+3
uf+4,4

Tag Outs:
HAZ 5
2+4~5
UT~5 (With Yoshimitsu/Kunimitsu as a tag partner only)

Parries/Auto-Parries:
b+2+4
b+1+3
b,b+2
1+2
d+1+2
3,3,B+4~B
qcf+1+2
SDW 1+2
SDW f+1+2


Misc Info:
- You can cancel CD into any diagonal directional move (Eg: d/f+1, d/b+2, u/f+4, etc)
- You can cancel CD into WS by inputting CD as follows: d,D/F~n
- UT (HCB,F+1+2, throw) can be buffered out of some moves.
- You can sidestep and/or dash forward between UT input (between HCB and F+1+2)
- b,b+2 has an auto-reversal window. Experiment with using it after safe strings.

Last edited by Starwinderbeta on Jul 17th, 2013 at 01:42

tyler2k
____________________
Joined: Jun 2006
Posts: 2794
From: USA California
PSN: tyler2k1
#2 “Quote” Edit Post
I'll be making updates to the above post.
Signature My fighting game website - NOW BACK!!! | twitch.tv/tyler2k - My twitch.tv channel |
Tutorial Series: iWS tutorial video | CC and CDc tutorial video | Hit Confirm tutorial video
Beginner Series: Throw System (Part 1, Part 2)
Starwinderbeta
Team Glow™
Joined: Aug 2002
Posts: 4423
From: USA California
#3 “Quote” Edit Post
Feel free
ekie
Warrior
Joined: Jan 2005
Posts: 172
From: United States
PSN: EkieofWichita
XBL: Djekie
#4 “Quote” Edit Post
Good job. Way to start this thread off

I'll add that Haze~1/QCF+1 is our new friend and we should all welcome him.
Signature "Thank God for Apathy"-me as far as I Know"

"The terror alert has been raise to cadalic white" -Mos Def(Black Rumsfeild)
MARAUDINGSHADOW
Tekken Lord Black
Joined: Sep 2004
Posts: 924
From: United States
PSN: AgentShadow77
#5 “Quote” Edit Post
SDW b2,4 should be added as an ender.

A?!
Signature Midnight Arrived Revealing A Uniquely Distinct Individual Now Gallantly Surrounding Himself Amid Darkness Other-Worldly
Mystical Anomaly Regarded As Unknown Dwelling Internally Nevertheless Gathering Strength Hellbent About Dispatching Ominous Wrath
Mastering All Required Attributes Under Direct Instruction Now Gaining Super Heightened Abilities Defeating Other Warriors
TaintedCrimson
Shihan
Joined: Aug 2012
Posts: 110
#6 “Quote” Edit Post
You should add all his parry stuff, b,b+2, 1+2, SDW 1+2, d1+2, 3,3,4 hold back, (qcf1+2? I think it was qcf something not sure if it is 1+2 tho) b1+3/2+4, SDW f1+2
Signature Found Jin at the end of Tekken 6 and will be holding him hostage until I get in Tekken 7.
YouCantBeatMe
2nd Dan
Joined: Apr 2012
Posts: 21
#7 “Quote” Edit Post
Originally posted by TaintedCrimson
You should add all his parry stuff, b,b+2, 1+2, SDW 1+2, d1+2, 3,3,4 hold back, (qcf1+2? I think it was qcf something not sure if it is 1+2 tho) b1+3/2+4, SDW f1+2


Whats 1+2 do? Punch parry, also i think i've done d1+2 before how does that work? What's the 3.3.4 back thing do? And lastly what does qcf ?? do? The only one i use is b b +2 only one i feel is worth attempting.
Signature My skill is without rival.
yip_noob
No F*eng Wei!!!
Joined: Jan 2008
Posts: 3112
From: Australia
PSN: Online
XBL: Offline
#8 “Quote” Edit Post
Originally posted by YouCantBeatMe
Whats 1+2 do? Punch parry, also i think i've done d1+2 before how does that work? What's the 3.3.4 back thing do? And lastly what does qcf ?? do? The only one i use is b b +2 only one i feel is worth attempting.


SDW or normal 1+2 does HAZ+2
d+1+2 timed can allow you to do ~b which does an ub~b backflip
3,3,4 does the same as above
qcf+1+2 does same reversal as bb+2

yes bb+2 is definitely one that you should use. however, b+1+3 or b+2+4 is the other one that is worth attempting too~ if you dont use it, you should use it now.

you dont take damage and safest move to use after a raw tag in.
Signature CH b+1... b+1+2 HEY-YAAA!!

Cosmic Forge
Iron Fist God
Joined: Mar 2001
Posts: 1140
From: USA Texas
PSN: forge76
XBL: Cosmic Forge
#9 “Quote” Edit Post
I'm in the process of learning Raven, but he seems to be an odd character. I'm more comfortable at long/mid ranges than up close. Since there's no top 10 thread, what are his go-to moves up close?

Most of the Raven matches I watch tend to mirror my playstyle: turtle when close, but try to create space for his mid/long range options. Can he put pressure inside jab territory?
yip_noob
No F*eng Wei!!!
Joined: Jan 2008
Posts: 3112
From: Australia
PSN: Online
XBL: Offline
#10 “Quote” Edit Post
bb+2 is a good way to create some distance.
2,4 is good to use as a panic move, although im not sure if it still jails since its properties have changed..
but you are right raven is better further away than closer.

----
top 10 moves (no order)
df+1
qcf+4 _ FC df,d,df,f+4
FC df+3+4
db+4
ff+4
uf+4
ff+3
db+2
ws+1_2_3+4
df+2 (3)
Signature CH b+1... b+1+2 HEY-YAAA!!

Mr Adam0
Dirty Ninja Tricks
Joined: Sep 2010
Posts: 1068
From: Sweden
XBL: Mr Adam0
#11 “Quote” Edit Post
For pressure up close it's mostly jabs and df+1. df+1 is -1 on block, so the only thing that will beat you out (other than moves quicker than i10, like flash) are jabs. If you notice that people like to jab after df+1 you can start using stuff like df+3, ws+2 or bb+2 to train them to stop doing stuff after it. That will make it easier to apply pressure up close with Raven. Moves like 1+2, uf+4 and b+3 are good up close as well, when you don't risk getting backdashed. For lows you got db+4, d+3 and db+3.

4,1 deserves a spot in the top 10 imo, since anything -12 will result in them losing a decent chunk of health and sets up Raven for bt mixups that can easily lead to them losing half their health within a few seconds if they guess wrong. Even more with netsu.
yip_noob
No F*eng Wei!!!
Joined: Jan 2008
Posts: 3112
From: Australia
PSN: Online
XBL: Offline
#12 “Quote” Edit Post
the bad thing about top 10 is that yes there are moves that are great and deserve some mention.

but say if you list 4,1 in there, what move should i remove?
Signature CH b+1... b+1+2 HEY-YAAA!!

Mr Adam0
Dirty Ninja Tricks
Joined: Sep 2010
Posts: 1068
From: Sweden
XBL: Mr Adam0
#13 “Quote” Edit Post
Probably qcf+4 since if the opponent stops trying to whiffpunish it when they know they won't be able to the risk/reward tends to be too much in their favor (at least from my experience), specially if they play Laws, Steve or any other character with a i14 string that is NC on BT opponents. It's great vs some characters with short reach though. Still a good move but in my opinion 4,1 is just more versatile and better. 35 dmg and +5 in BT is a really nice position to be in after blocking something like a hopkick.

Yeah, I do agree that a top 10 is too small in a game like Tekken, specially for characters like Raven, and certain moves always get left out. Different players also tend to have at least 2-3 different moves on their list, so to each his own.
yip_noob
No F*eng Wei!!!
Joined: Jan 2008
Posts: 3112
From: Australia
PSN: Online
XBL: Offline
#14 “Quote” Edit Post
nah qcf+4 is definitely on my top 10...

remove uf+4 or df+2 makes more sense
Signature CH b+1... b+1+2 HEY-YAAA!!

YouCantBeatMe
2nd Dan
Joined: Apr 2012
Posts: 21
#15 “Quote” Edit Post
Originally posted by yip_noob
nah qcf+4 is definitely on my top 10...

remove uf+4 or df+2 makes more sense


Agreed i really don't like using DF+2 at all what are the negative frames on block with that move? also does it have any kind of high crush?
Signature My skill is without rival.
Cosmic Forge
Iron Fist God
Joined: Mar 2001
Posts: 1140
From: USA Texas
PSN: forge76
XBL: Cosmic Forge
#16 “Quote” Edit Post
My question about d/f+2 is, is it reliable to throw it out, see if it hits(combo) or whiffs/blocked(3 or 4 follow up)? Seems that if they are delayable enough you could rely on the follow ups to punish retaliation.
MARAUDINGSHADOW
Tekken Lord Black
Joined: Sep 2004
Posts: 924
From: United States
PSN: AgentShadow77
#17 “Quote” Edit Post
df+2 can catch some longe range moves and launch. On block the best thing to do is either press 4 move a knockdown, or press db. This reverse crouch dash creates space and returns you to normal stance allowing you to bait ws moves if they close in. If you do hit then you can just SDW b+2,3.

Interesting notes 1+2 done from normal is right hand dominant and left hand dominant from SDW. If you are reversaled while doing this press the appropriate side. Also SDW b+2 is classified as an elbow, but can be punch countered and parried.
With the d+1+2 parry and the charge up clone when he splits in 2, if you are hit you get a blind ghost that does about 45+ points of damage that does not transition into a hit throw.

A?!
Signature Midnight Arrived Revealing A Uniquely Distinct Individual Now Gallantly Surrounding Himself Amid Darkness Other-Worldly
Mystical Anomaly Regarded As Unknown Dwelling Internally Nevertheless Gathering Strength Hellbent About Dispatching Ominous Wrath
Mastering All Required Attributes Under Direct Instruction Now Gaining Super Heightened Abilities Defeating Other Warriors
yip_noob
No F*eng Wei!!!
Joined: Jan 2008
Posts: 3112
From: Australia
PSN: Online
XBL: Offline
#18 “Quote” Edit Post
Originally posted by Cosmic Forge
My question about d/f+2 is, is it reliable to throw it out, see if it hits(combo) or whiffs/blocked(3 or 4 follow up)? Seems that if they are delayable enough you could rely on the follow ups to punish retaliation.


you can hit confirm df+2,3 as they are delayable. However, they may have a chance to hit you before the 3 hits if you delay to much.

Originally posted by YouCantBeatMe
Agreed i really don't like using DF+2 at all what are the negative frames on block with that move? also does it have any kind of high crush?


i think it's -10 by itself? i cbb checking inatekken wiki.
but yea it's got occasional hc
Signature CH b+1... b+1+2 HEY-YAAA!!

Mr Adam0
Dirty Ninja Tricks
Joined: Sep 2010
Posts: 1068
From: Sweden
XBL: Mr Adam0
#19 “Quote” Edit Post
df+2 is -10. df+2,4 is -16 and not worth using IMO, much better off with df+2,3. qcf 4 is -14.
Shi No Kage
Raijin
Joined: Aug 2012
Posts: 484
#20 “Quote” Edit Post
Qcf4 is a great move, df2 should solely be a whiffpunisher. -10 bt with raven is horrible... It's basically a hopkickpunish for most of the cast.

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