Pushes Kat away making it very safe. Quick mid that gives a lot of frame advantage on hit (0 on block). Used for getting close, and has tracking properties similar to Heihachi ff2 where sometimes it’ll just catch you. i10 punish for most -10 moves (that don’t have ridiculous pushback). Master Raven is soon to join the cast of Tekken 7: Fated Retribution, but where did the idea of such a character come from? Orbital, range and startup aren’t amazing, but the amount of mids this goes over is insane, even some mid Rage Arts whiff under this. Hit confirmable and highly damaging hopkick. A good get off me move to use when you feel like you’re pressured since Hwoarang doesn’t have any keep out tools. A new addition to his arsenal in T7. NCc, second hit can be cancelled into Tatsu. Black/Blonde Heavy-hitting low that will crush highs. It also is safe. Can be done from df+1~b for pressure. Kuma/Panda’s go to long range whiff/block punisher and launcher. Only drawback is that it doesn’t always reach. Good damaging homing mid. Solid mid thats +3 on hit and KND on CH into guaranteed stuff. move list & frame data of Master Raven. Decent ranged whiff and block punisher, where hopkick and df+2 would whiff. CH4 and CH4,3 both lead to combos. Its Unseeability leads to opponents ducking in fear and eating his mids thus vital for his Wavedash Mix-up. Safe high damaging launch. NC and jails on block. A 15f safe mid which launches on CH, 15 Damage. It is very easy to check the opponent’s offense as the string is hard to punish ending in a safe mid. Paul’s Lockdown move, 20f mid which is +3 on block and +8 on hit, forces crouch in both conditions, on CH it knockdowns which can’t be tech rolled. Can transition into SAV by holding forward after. Bob’s fastest launcher can only be done from crouching. A low crushing safe mid that knocks down and wall splats, first choice for mix-ups at wall. A dream comes true version of his tgf/b+1+4, 19f, crushes high and some mids, 45 damage, can be followed up with ‘u/f’ for Heaven’s door that transforms him to Devil and does 18 more damage. Has low crush frames, hits grounded. It is also a homing move, which makes it good vs stepping and to blast through attacks. Can float for a combo conversion. 2 Hit 13f mid mid safe string that is a NC and can be delayed as well as hit confirmed. Tekken 7 Beginner S Guide Rage Arts And Rage Drive Move List. Insane range and one of Steves best whiff punishers. Slow mid with good range that leaves you close and +6 on block, Long range poke that moves you closer, has followups but they’re interruptible on block and it leaves you +5 on hit by itself anyway. Don’t be fooled by the -30, this thing is pretty much impossible to punish since it knocks you back a ton on block. Has an NC high followup in BT f+2,4 and an NCC safe mid followup with BT f+2,3. At least one command throw for each break. Mid knee with pushback on block. With f,N,d/f+2 input, it is the fastest launcher in the game at 13f. Launches if wall is to dragunov’s right, pickup with iWS4 or d+2. Changed from -11F to -9F on block. Can be used as a -14 punish thanks to good range. Mid, homing move. Similar to Marduk’s WS+4. Second hit of 1,1 can be delayed if not doing f+1,1. Causes knockdown on hit, and can be wallcarry. This leaves the opponent far away so you could use this to create space too. Kazuya’s infamous hellsweep. Not only this makes the Debugger much stronger on hit, but also safe on block. Can easily combo after launching with WR+2,2. Everything you want out of a hopkick. ... Tekken 7 Master Raven Move List(Season Pass 4) Watch; Next video playing soon. Fast, highcrushing mid with several followups. It has two options for you to choose from during your fights: Rage Arts and Rage Drive. Long reaching punisher, gives W!, decent damage and NC. +2 on block, Kazuya “go to” low poke, 18 damage, +4 on NH and God awful frames on CH. Leaves Raven BT and takes a large flip backwards making it hard to whiffpunish. +3f on hit. Can be used as a damaging combo ender with RD into ff1 post screw. In cases where the move has 2 active frames, the number of frames from start of input to the connection of the active frames depends on whether you hit with active frame 1 or 2. Complementary to b+1 but also grants STB on hit. A “trip” from “hell” to “heaven”. Powerful, safe, damaging, homing knockdown with good range, has slight high crush frames at start up. She was introduced in Tekken 7. Extremely hard to see low. Great in conjunction with the sidestep’s evasiveness. +4~+5 on hit. The stun has 13f standing status thus d+1+2 is guaranteed which leads to damaging wall combos. CH launcher that can be done from crouch or CD, very good tool to make people afraid of CD. Fast mid, tracks slightly to his left. 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. Raven was introducedin Tekken 5as one of the three new characters (the other two beingAsuka Kazama and Feng Wei) and has returned for all subsequent games except Tekken 7, where he was replaced by his superior, Master Raven. Mid, safe, fast, practically tracks 180. Whiff punisher, high damage, pushback on block so majority of cast has trouble punishing.Linear and steppable. He leans back in the animation of this move and can crush highs. Origin Special cancelable, second hit mid, NC on hit, on block can cancel into special to frametrap/restart pressure. Leaves her BT, +5~+6 on hit which allows for BT mixups. Katsuhiro Harada and Michael Murray may have worn “don’t ask me for sh*t” shirts a month or so ago, but that’s not truly their hearts. Punishes far whiffs faster than the hopkick. The 1 is a high and as this move does not jail the opponent can duck it if they block the first hit. Jin’s flavor of the standard Mishima launcher. Be wary as it’s unsafe on block, so keep 2,1 in mind as a safer but less rewarding alternative for a high panic button. Extremely fast and homing counter hit launcher that wall splats and it’s safe. This is used to whiff punish opponents. Can wallsplat. Solid move, but don’t spam it because it isn’t safe. Very punishable if blocked. Like Marduks u/f+3 except no KND on regular hit. Some grabs lead to unbreakable follow ups, and these are the ones most the opponent is most likely to try and break. Loyal to her duty, she will go to the ends of the earth for her role.. Jack’s fastest move and a rewarding panic button if it nails a counter hit, allowing you to combo into ff+1 or ff+4 which is a bit more damaging but also a bit harder to connect. Master Raven is a black woman of unknown nationality (presumably North American) with faded scars across her face, who wears her black and blonde hair in dreads gathered into a very long ponytail, leaving three bangs in front of her face, while she shaves the sides and bottom of the rest of her hair, leaving th… 21 Damage+Knocks down on hit and guarantees a dash up b+4. Great pressuring tool against an opponent whose back is at the wall. Has follow ups that put the opponent and yourself into a guessing game. Leaves you right in their face. Safe mid launcher. Giant Swing and Tomahawk will do a Shining Torpedo (multiple hits and ends with the opponent on the ground at your feet). Easy understanding with buttons and common legend. Another good i14 punish, is not punished as much with the 4 followup. Good move overall. Powerful mid launcher with quite a bit of push back that makes difficult to punish consistently (some punishes may be character-specific). Raven (レイヴン Reivun) is a fictional character in the Tekken fighting game series. Fast mid poke with a chunky hitbox and good follow-ups. Very strong panic tool and was made safe in T7 from -12 in TTT2. Hitbox expanded downward. Quick low. Has a “2” follow up that you can sometimes surprise with, also safe. Good for punishing get up kicks + an opponent against the walls. Ground grabs: d/b+1+3 (1 break) or d/b+2+4 (2 break) against an opponent on the ground. Standard d/f+1. Can be mixed up with the extensions of punishable mids or safe on block highs (1_1+2_1+2, 1+2). Can be used to pressure opponent. +2~3 on hit now, guaranteed CC d+3+4 on CH. Share your thoughts, experiences and the tales behind the art. Claudios demoman. 2,1 by itself is +6 on hit, allowing for pressure shenanigans. Done out of his qcf so 1 can be delayed for extra range. 3+4,4 is a 14 frame launcher that is also a tailspin. Long ranged low that launches on CH. 2,4 h,h i10 -9~-8. They could've at least thrown Kunimitsu fans a bone by incorporating some of her moves into M.Raven, but nope. Very good pressure tool, although linear. As she turns and walks away, Dragunov orders a tank to fire a missile at her. Insert Strengths Here Weaknesses. 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. Giant Swing (f,b,d/b,d,d/f,f+1): very high damage, fast startup. Ghastly grim and ancient raven wandering from the nightly shore - Tell me what thy lordly name is on the Night's Plutonian shore!' Ridiculous high crush ability, crushes lows, tracks to her left, but is launch punishable. Insane range, but you are rarely left at anything below -6 frame wise so you can get blown up for stepping after. One frame slower than most d/f+1 pokes but has more range due to Gigas’ long arms. Full string is a 10f natural combo on CH that ends with a launcher, but is launch punishable so be careful. Is also the start of his 10 string and +5 on hit. 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. Generic good poke mid which high crushes and can transition into RDS. Kazumis counter hit 4 is very good! Cancel into qcb+4 for pressure on block. This is a top 15 move sheerly because of the mixups she has from RDS in general. Unknown KND/Wallsplats. 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. Does huge damage if the opponent hits the wall. 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. Great homing move, it knocksdown and wallsplats on normal hit. Raven’s quickest mid. Gets a juggle on counter hit. Also known as ‘Sonic Fang’. A 13f mid, mid safe string which sets up the base for his poking game, 26 Damage. 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. Crushes lows, in some circumstances it evades highs, NH launcher. -10 on block but has very quick animation so can be difficult to reliably punish. 26 Damage. near a wall. i14 punisher from crouching. Only downside is the startup, but this will be claudios main poke tool. Punisher, combo filler, pressure, this move does it all. This is one of Kazumis screw moves, however it’s also one of her homing moves. Hwoarang hops and does two kicks in the air but be careful not to do it from far since the first hit doesn’t have a lot of range and the second hit is a high so it can get ducked and punished. Relatively fast homing move, safe on block, screws during juggles. Long range, high crush, can apply WS and FC mixups afterwards. (S3)– Changed the attack startup from 22F to 19F. d+3~DFLIP is a good way to pressure your opponent. If you tap d/b when doing the grab they become giant swings but they do very little damage. Many of King’s throws also air grab, meaning they will catch your opponent trying to do any jumping move like a hopkick. High crushes, Tracking invisible low with good damage and neutral on hit, +10 on CH. A high crushing low that’s 0 on hit, good to approach the opponent with and keep the pressure on upclose. +5 and forces your opponent in crouch. Safe mid knockdown that gives a guaranteed follow-up on hit. Good range and reaches most -12 moves. It leaves her +13 on hit. 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). Great string that can lead to CH combo. Hold forward on hit to go into SE-stance for a full combo. Really good to shut down people sidewalking Asuka, and to keep the advantage on block if you “guessed wrong” on their stepping. Now her best i14 punisher and one of the few to get a 14f launcher, auto screwattack launcher. 2. Click to watch next video. Safe mid,mid string that KNDs and wallsplats. Long range launcher with good high crush potential thanks to the duck stance. Gives a combo on counter hit (Screw starter). Decent amount of damage (24) and leaves you at a range where you can use Miguels great backdash to make attacks whiff. Otherwise it’s just a poking tool. ” moves in the arcade version, mid, keeps opponents from ducking Stepped the... Use Miguels great backdash to make people afraid of CD SNK stance the is! Are more stuff not up to date the tip give up your turn if ’! Meaning a free b+1 into full combo a panic move or cause to move in my opinion is far! Steves 11 frame WS punish and standard move for up close and poke with. 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