Raven Combos

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Starwinderbeta
Team Glow™
Joined: Aug 2002
Posts: 4423
From: USA California
#1 “Quote” Edit Post
Quick, short list for people that have been asking in other threads. Posting on mobile. Will update more comprehensively later.

Combo enders:
f,f+4
f+2,3
4,1

Wall combo enders:
u/f+3+4,4,2
SDW 3+4, u/f+3+4,4,2
b+2,2,3
1,2, 1+2
SDW 3+4, 2, 1+2

Wall carry:
1,2
3,3
4,1

Launchers/combos

WS+1:
-f,f+3, 1, b+2,4,2 S! f,f+3, ender (second hit of 4,1 ender will whiff unless off-axis. Omit second knee and just do 4,1 after b+2,4,2 S! if you want SDW okizeme)
-f,f+3, 1, b+2,4,2 S! qcf+3,4

WS+2:
-d/f+2,3 S! f,f, b+3+4, SDW 3+4, f,f+3, 1, f,f+4

qcf+4:
-SDW 3+4, ssl b+2,4,2 S! f,f+3, f,f+4

f,f+3:
-f,f+3, 1, b+2,4,2 S! f,f+3, ender
-f,f+3, 1, f,f+3, RD1, f,f+3, ender



This is a good start for now.
Gandido
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#2 “Quote” Edit Post
qcf+2, ff+4, 41, SDW f+43 S! dash 3~4 grounded SDW1+2(guaranteed) 68 damage if they stay on ground, more if they try to get up. Works on everyone that 1+2 hits grounded, which seems to be everyone, but does NOT work on Gigas (SDW f+43 does not hit?) Have not tested on Bears.

Off qcf+4, you get more damage by tacking on SDW b+23 instead of just starting with SDW 3+4. If you do SDW 3+4 only and you want to add more wall carry, you can do ff+3 after and then go right into b+242, but to get the ff+3 ff+4 after the screw!, you can SSL after it to make it more consistent. (Note: even though that one has a ff+3 in it, they DO the same damage - weird).

Max damage low hit punishment seems to be U/Fn4, ff+3, d/f+23 S! ff b+3+4 SDW 3+4 ff+3 qcf+3~4 (80 pts)

EDIT:

Sometimes depending on how low SDW 3+4 hits on the wall, you have to modify the ender that goes after (i.e. you did 41 for wall carry, the 1 hits on the wall, but you still got the SDW3+4 to go off but it seems low). If it hits very low and you're on-axis or off-axis towards the left, you can do SDW 3+4, u/f+44 and the second one hits on the ground. If you'd rather be sure, you can do the SDW 3+4 then do CD 1+2.
Signature "Chance favors the prepared mind." - Louis Pasteur

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Shodokan123
7th Dan
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#3 “Quote” Edit Post
There are a lot more options in many situations for wall carry.

From the start of a middle/small stage (dragon nest for this specific example, start of round)
Off of ff3 you can do DF2,3 > dash > B+3+4 > BT 3+4 > 4,1 (wall) > BT B+2,3 > UF+34,4,2

Under the same circumstances you can get WS +1 > ff3 > DF+2,3 (slight delay on 3) > FF3 > 4,1> BT B+2,3 > UF+34, 3+4

Under same circumstances you can do Ws+1 > ff3 > f+1 > ff3 > f+1> ff3> 4,1 > BT B+2,3 > Ender

Just some examples of combos I've seen people using from long match videos.

WS1 > ff3 > DB+2 > BT2 > BT f+2,4,2 > Dash > 4,1 (WALL) > BT B+2,3 > UF+34,4,2
QCF4 > BT 3+4 > DF+2,3 > ff3 > 4,1 (wall) > BT B+2,3 > UF+34,34
UF+34 > B+4,4 > Dash > BT 3+4 > ff3 > f+1 > ff4 (Wall) > b+3+4 > BT 3+4 > UF+34,4,2 (or replace F+1 >ff4 with b+2,4 depending on distance)
QCf4 >BT 3+4 > ff3 > B+2,4,2 > ff4 (wall) > B+3+4 > BT 3+4 > UF+34,4,2
This seems to be maximum wall carry off of a WS1
WS1 > ff3 > DF2,3 > ff3 > 4,1 > BT B+2,4

Last edited by Shodokan123 on Jun 5th, 2017 at 22:02

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Ryder052
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Joined: Nov 2009
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#4 “Quote” Edit Post
qcf 3,4 is the best combo ender imo

A few of mine:
Shadow* -> 4,1 -> BT f+4,3 - > dash -> qcf 3,4
CH 4,1 -> BT 2,1 -> BT f+4,3 - > dash -> qcf 3,4
CH qcf+1 -> ff+4 -> 4,1 -> BT f+4-3 -> dash -> qcf 3,4

*Last hit of d/f+4,4,3 or u+3,d+3,3 or u/f+3+4,f+4,3

Last edited by Ryder052 on Jun 6th, 2017 at 09:19

Gandido
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#5 “Quote” Edit Post
I'm guessing you meant qcf+3~4.
Signature "Chance favors the prepared mind." - Louis Pasteur

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Ryder052
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#6 “Quote” Edit Post
Yeah, thanks, corrected.
KNITEMAREX
Lone Wolf
Joined: Jul 2009
Posts: 317
From: United Kingdom
#7 “Quote” Edit Post
WS1, f,f+3, d/f+2,3 S! b+3+4 SDW 3+4, f,f+3, f,f+4

This is the general launch BnB. Works off of launchers 4~3, CH WS2, SDW d+3

Always tack in d/f+2,3 S! b+3+4 SDW 3+4 which gives you the majority of her damage... Then you can use an ender of your choice. It'll always do more damage than a combo into b+2,4,2.

b+2,4,2 combos only use in situations where you have to such as combos starting with d/f+2 and qcf+4 as they leave you in SDW.
MysticwinD
Shihan
Joined: Jan 2012
Posts: 114
From: Spain
PSN: MysticwinD
#8 “Quote” Edit Post
Originally posted by KNITEMAREX
WS1, f,f+3, d/f+2,3 S! b+3+4 SDW 3+4, f,f+3, f,f+4

This is the general launch BnB. Works off of launchers 4~3, CH WS2, SDW d+3

Always tack in d/f+2,3 S! b+3+4 SDW 3+4 which gives you the majority of her damage... Then you can use an ender of your choice. It'll always do more damage than a combo into b+2,4,2.

b+2,4,2 combos only use in situations where you have to such as combos starting with d/f+2 and qcf+4 as they leave you in SDW.


I picked M. Raven because no Zafina and these are pretty much the staples I use. I think they are the best optimized combos to get high wall splats to allow her full wall combo for insane damage. Also, if after the last ff+3 the wall is near, it's better to go for 4,(1)~W! leaving you in SDW already for the wall combo.

In the open I change the last ff+4 to f+2,3 which gives a bit more damage iirc.

I don't know if this was known since I'm new to her but df+4 gives full launch on stances like AOP or RLX, I didn't test others like kuma/panda one.
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My char is perfectly fine 4Head But all I do is to complain 4Head If I see chars with better tools my butthurt is insane 4Head You guessed it right BabyRage I'm a Lili main BabyRage
Gandido
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#9 “Quote” Edit Post
From low wakeup kicks, regardless of which one:

KND3 (whichever one) iWS2 d/f+23 s! ff b+3+4 SDW 3+4 ff+3 ff+4

Ground break throw:

d/f+1+4 FLOOR BREAK dash fF+4 41 SDW f+43 S! ff+3 ff+4 (68 pts) there might be better ones that let you get a jab and b+242 after a deeper ff+4 but this seems to be the most consistent one.

Low Parry Combos:

LP - WS2 d/f+23 S! ff b+3+4 SDW 3+4 ff+3 ff+4 is the easiest but not too much damage (48 pts)
LP - ff+4 d/f+23 S! ff b+3+4 SDW 3+4 ff+3 ff+4 does nicer damage but slightly harder; careful against bigs/bears that you don't do the dash on the ff+4 - has to be instant.

You CAN extend the LP combo with one jab before the final ff+4.
Max damage combo is actually
LP - ff+4 d/f+23 S! ff b+3+4 SDW 3+4 qcf+3~4 full animation, which does the same as ff+4 d/f+23 S! ff b+3+4 SDW 3+4 ff+3 qcf+3~4 no animation, and ff+4 d/f+23 S! ff b+3+4 SDW 3+4 ff+3 f+23 only does two points less)

Last edited by Gandido on Jun 6th, 2017 at 20:09

Signature "Chance favors the prepared mind." - Louis Pasteur

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D3TROITR3D 2K
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#10 “Quote” Edit Post
Originally posted by MysticwinD
I picked M. Raven because no Zafina


Ironically, that's why I'm here...
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Shodokan123
7th Dan
Joined: Jan 2008
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PSN: Shodokan123
#11 “Quote” Edit Post
Originally posted by KNITEMAREX
WS1, f,f+3, d/f+2,3 S! b+3+4 SDW 3+4, f,f+3, f,f+4

This is the general launch BnB. Works off of launchers 4~3, CH WS2, SDW d+3

Always tack in d/f+2,3 S! b+3+4 SDW 3+4 which gives you the majority of her damage... Then you can use an ender of your choice. It'll always do more damage than a combo into b+2,4,2.

b+2,4,2 combos only use in situations where you have to such as combos starting with d/f+2 and qcf+4 as they leave you in SDW.


Its a good base combo but doesn't work in a lot of situations for maximizing wall damage potential. Smaller stages need to have the combo shortened and normally add in a 4,1 to get to the wall so you can get your BT b+2,3 > UF+3+4,4,2/3+4.

The combos that use b+2,4,2 are also for longer wall carry situations. But even then you can be better off doing things like db+2, BT2, BT f+2,4,2 instead as it gives you more distance.
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Gandido
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#12 “Quote” Edit Post
Originally posted by Shodokan123
Its a good base combo but doesn't work in a lot of situations for maximizing wall damage potential. Smaller stages need to have the combo shortened and normally add in a 4,1 to get to the wall so you can get your BT b+2,3 > UF+3+4,4,2/3+4.

The combos that use b+2,4,2 are also for longer wall carry situations. But even then you can be better off doing things like db+2, BT2, BT f+2,4,2 instead as it gives you more distance.


The combo actually always works.

After SDW 3+4, all you need to do is measure where the wall is and you can substitute ff+3 ff+4 with 41 which already leaves you in BT and you're already set to do the basic BT wall combo.

Just to be clear, SDW b+23 is never used for the resplat. I think this was an error on your behalf?
Signature "Chance favors the prepared mind." - Louis Pasteur

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Starwinderbeta
Team Glow™
Joined: Aug 2002
Posts: 4423
From: USA California
#13 “Quote” Edit Post
SDW b+2,3 resplat will not work with u/f+3+4,4,2 ender. It has to be SDW 3+4.
Gandido
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#14 “Quote” Edit Post
Also, another thing that can always be done is you can sub out the first knee in the combo and go straight into d/f+23, then do SDW 3+4, ff+3 and THEN finish it with 41. There's several different approaches you can take with these combos.
Signature "Chance favors the prepared mind." - Louis Pasteur

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VISUAL KEI
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#15 “Quote” Edit Post
does anybody actually go for the ff+3 > qcf 3~4 ender and hit it consistently?

the timing is super tight, and i feel like you get better oki with ff+4 anyway (?)



same with this juggle:

qcf+2 > ff+4 > 4,1 > sdw f+4,3 > s! > dash > 3~4


the timing for that dash > 3~4 is also really tight (have only managed to get it once so far; wouldn't have believed that it was even possible otherwise)

the same juggle minus the ff+4 hits considerably more consistently and easily

Last edited by VISUAL KEI on Jun 7th, 2017 at 01:53

Shodokan123
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#16 “Quote” Edit Post
Originally posted by Gandido
The combo actually always works.

After SDW 3+4, all you need to do is measure where the wall is and you can substitute ff+3 ff+4 with 41 which already leaves you in BT and you're already set to do the basic BT wall combo.

Just to be clear, SDW b+23 is never used for the resplat. I think this was an error on your behalf?


I have had no problems using it in most situations where you end up next to the wall in SDW like after 4,1 actually.

At least from Ws1 > ff3 > df+2,3 > dash > b+3+4 > SDW 3+4 > 4,1 (Wall) situation. Most situations where I wall with a backturned move I just go SDW b+2,3 instead of just SDW 3+4. Specifically this works fine on precipace of fate since its a bit shorter to the wall from the "round start" location where I started the combo.

Also from starting position on mishima dojo stage its almost impossible to use the df+2,3 stuff since you end up way too close to the wall after SDW 3+4. I've literally had to start just ending it with SDW 3+4 into 1 due to spacing, and even then i'm forced to do UF+4,4 as the ender as the space is too limited to actually get the proper wall ender. Alternatively you can do dash ff+3 instead of the SDW 3+4 stuff and end it with 1 as well, dash SDW 3+4 > ender. (which seems optimal at around 90 damage)

Its amazing how much different combos become when you are on different stages.

Last edited by Shodokan123 on Jun 7th, 2017 at 21:33

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Gandido
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#17 “Quote” Edit Post
List of low parry options (complete)

d/f+23 S! SDW 3+4 ff+3 ff+4 (43 pts)
d/f+23 S! SDW 3+4 ff+3 1 ff+4 (45 pts)
d/f+23 S! SDW 3+4... qcf+3~4__ff+3 qcf+3~4 (47 pts)
WS2_u/f+4 d/f+23 S! SDW 3+4 ff+3 ff+4 (48 pts)
WS2_u/f+4 d/f+23 S! SDW 3+4 ff+3... 1 ff+4 _ f+23 (50 pts)
WS2_u/f+4 d/f+23 S! SDW 3+4... qcf+3~4__ff+3 qcf+3~4 (52 pts)
ff+4 d/f+23 S! SDW 3+4 ff+3 ff+4 (51 pts)
ff+4 d/f+23 S! SDW 3+4 ff+3... 1 ff+4 _ f+23 (53 pts)
ff+4 d/f+23 S! SDW 3+4... qcf+3~4__ff+3 qcf+3~4 (55 pts)

ff+4 options DO work on everyone, but it's hard as hell to get consistent results on Panda and Gigas. You have to make sure the fF+4 comes out stationary so you get the lift off as close as possible to M. Raven as possible.

The u/f+4 option is the easiest and most consistent version out of all of the ones that tack on extra damage.
Signature "Chance favors the prepared mind." - Louis Pasteur

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Shodokan123
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#18 “Quote” Edit Post
Is it just me, or do the ff3 extensions after df2,3 do more damage as long as you hit the wall in comparison to similar combos that go for SDW3+4 after df2,3?

Also is there anything you can do off of CH4? I can't get anything to connect unless its CH4,1

Last edited by Shodokan123 on Jun 8th, 2017 at 04:06

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Gandido
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#19 “Quote” Edit Post
Staples off CH4

CH4 d/b+21 b+242 S! SSL ff+3 ff+4
CH41 SDW2 SDW f+242 S! ff+3 ff+4

Other less reliable option:
CH4 d/b+2 SDW b+23 dash b+242 S! ff+3 ff+4 (the b+242 is very unreliable here but for some reason when I see Kirito doing it he gets it pretty consistently)
Signature "Chance favors the prepared mind." - Louis Pasteur

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Rezz
Dragon Lord
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#20 “Quote” Edit Post
What's a good combo for her off of CH df+3? I know in T6 and TTT2 it lead to Raven's highest damaging combo.

So far I only got

CH df+3, ff+3, 1, ff+3, 1, b+2,4,2 S! qcf3~4 = 75 for more consistency, or

CH df+3, ff+3, df+2,3 S! ff+3, 4 1, BT B+2,4 = 79 less consistent


Can anyone get the full animation from CH qcf+1, ff+4, 4 1, BT F+4,3 S! qcf+3~4? I can only get the non animation, which is 66 dmg, and I want to compare the damage to CH qcf+1, ff+4, 4 1, BT F+4,3 S! ff+3, f+2,3 which is 70 dmg.

Last edited by Rezz on Jun 10th, 2017 at 06:59

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