Your low parry combo is not consistent on all lows. When I lowparry Lars d/b3 the d/b2 gives you a sideswitch. A more consistent combo is LP 4,1 BT 1 , b2,4,2 S! qcf 3,4 for 60 damage
I tried your LP combo on Katarina and it seems incredibly inconsistent, the 4, 1 often misses. She is weird though, some stuff doesnt hit her that should like BT u/f+4(mid hop kick) when shes crouching.
I love this video. I greatly appreciate all the work you put into editing and creating these combos. I feel comfortable using her and create combos on the fly and from low bound parries
2:23 alternative: BT d3, df2,3 S! ,ff+3, 12(3+4), Haz 4 advantages: +14% dmg, no dash/stanceswitch necessary (thus easier to execute) The haz hit won't "surf" on the enemy and does not count towards the combo. However, the enemy can't defend regardless of the wakeup mode chosen.
I found so far that the 2nd combo doesn't work on jack-7 or Gigas Alternative I found was qcf2 df1 db2,1 4,1 38 damage Also against characters that don't get hit at very close range when using qcf2 with the standing 4 such as xiayou you can use this combo qcf2 db2 f4,3 3~4 38 damage
The combo you're looking for that is consistent for all characters is qcf2 ff4 4,1 BTf+3,4 f,f+3~4 for 51-53 damage. Since you end the combo in back turn with them in a face-up, head-toward grounded position, BT 1+2 becomes a frame trap that covers all grounded options besides doing nothing, and will sometimes hit even then if you time and space it properly.
Theres a more damaging combo that is also much easier to do off 4~3 : 4~3, 4 1, 2, F242, QFC 34 (69 damage) You have to wait with the 4,1 until after she lower her leg ending the 4~3 string or you will get the 4 extension off that string. Hope this helps!
btw i know its lame but if you can hit ff1 after a launcher ( no aerial follow up like BT 1+2 ) you can just do the 1st juggle. provided your enemies are mid-large you can time the qcf 3, 4 for more damage
I just figured out if you do qcf3+4 within sweep range you get the full extension with 9 hits and 67 damage. 69 if you use 2 instead of 1 after double ff3. For the first combo.
For anyone who comes here know that 4~3>3 S! SSL ff3 f1 ff3 f1 ff4 does 60 damage where as 4~3>3 S! qcf+3,4 does 55 and is much easier or 4~3>3 S! ff+3, 1, d/f 2, 4 if you need the wall carry. For me the extra 4-5 damage isn't worth it if I am gonna drop it every other attempt.
It's not nerves it's that you're not solely focused on landing that combo plenty of combos are dropped simply because players didn't even expect the launcher to hit.
That can be said about starting any combo in a match. You have to watch and find the opponent making a mistake. . It's easier said than done, when you're in a live battle.It's more about being aware, and knowing your options. The combo itself is easy.
The 2nd combo in the video doesn't work against big bodied characters, so characters around King and larger it won't work, the best in that situation i think would be Df4,4,3 after the Qcf 2
the ~ means to `slide` so you will press 4 slide to 3,(no delay) then press 3 again. 4~3 will give you the double hop kick then the 3 for the side kick follow up.
You can use df+2 at your own but it's just a risky move since if you whiff you'll end up in BT. But if you're comfortable with BT options then go ham. I love the df+2 set up good for head games
Hi, nice combos! No matter what I do, I can't do BT d3(6th) and HAZ1 combos. I can launch, hit df2,3 and then when I try to dash and turn back and hit 3+4 it doesn't land. Is there a trick to this? BTW, is it better to dash in the end of your second combo, so that 3~4 connects fully?
Quick question. On the fourth combo, how do you end the move facing forward when doing b+4, 4? This leaves me back turned. Is there a way to cancel it immediately or not go into back turned at all by holding say, F?
Actually I end up being backturned as well. All I do is I dash while being backturned and then continue on with the combo. No need to cancel the BT. You need the BT for the b3+4 to connect.
Raizex However to answer your question, you have to slightly delay the ff3. wait until the move animation of ws1 is finished. if you do it too quick you get f3 and if you do it too late the ff3 misses
"a move that causes them to spin and fly away in a juggle allowing for enders. This replaces the bound from T6/TTT2 and is usually given as s! in combo notations. You may also see tailspin which is the older name for it." This is the definition given by Fergus/CKT-Fergus/Fergus2k8 From my understanding, It's similar to a launcher, though the follow ups are different, mostly used mid juggle combo and generally lead to a combo ender. It's not an input in itself, generally the input that is listed is a screw attack, for example in the ff3>ff3>f1>b2,4,2 (S!) qcf3,4 combo, the b2,4,2 string is the screw attack that allows you to follow up with the qc3,4 string while they were on the ground. Someone more knowledgeable, please correct me if I'm wrong as I'm new to Tekken myself.
I know it’s been a year but it really bothers me how in some of the combos you put BT but others you didn’t. I was wondering why my b3+4 wasn’t hitting
I was also having problems with it. Some things that helped me were: 1.) Tightening up the ff3 input. Instead of doing a 3-part motion of f,f,3, you can do 2-part motion of f,f+3. In addition, try to make the first f input as short as possible. (Just barely tap it and return to neutral before doing the f+3 input.) 2.) Make sure you time the input for the second ff3 correctly. I think you can buffer the first f of the second input into the recovery of the first ff3, but you have to wait until afterwards to do the f+3 (Would need confirmation of this. If not, you want to be doing the f,f+3 motion immediately after you recover from doing the first ff3). Turning on recovery frames (makes you glow blue while recovering) can help with this. 3.) Practice. I think it took me an hour or two of just practicing this before I was able to do it consistently in practice mode. (I've still never actually done the combo in a real match. I've never really had much luck landing a naked ff3 on an actual opponent. I find qcf+4 from distance or haz+1 to whiff punish highs to be much more consistent and safer launchers for me.)
InD3inFac3 well I don't know how you do it, but I can't try that combo exactly because I can't chain the first two ff3 s. Also, I'm so damn jealous of characters with good launchers, the only fast one raven has is df2 (or was it df1?) but it ends in BT like many of her moves, making it very risky. I mean there's the 8 frame 1 from BT but an opponent that knows what's up would still easily punish df2. My only other characters are Steve who lacks decent lows and has only like 2 mix-ups which aren't even good and the damn Gigas who's only redeeming point is his rage drive, all because I refuse to use commonly used characters.
if you still need help dooing ff3 ff3 you can literally press ff3 immediately after the first one hits. Might sound confusing at first but if you just throw it out fast it works
It's really hard timing, what I found slightly easier to start with was ff3 ff4 to start the combo instead, though you can't really milk as much damage out of that one
Quarter Circle Forward, so d, d/f, f + something. imagine sliding your thumb (or stick) through those directions and making a quarter circle. a hadouken from street fighter or Kitana's fan throw with a d/f in the middle
I don’t think the full crouch counter hit 3+4 is realistic to pull of in a match. There’s no way to predict that move will be a counter hit. You’re better off just throwing the second kick if the first part hits anyway since it’s guaranteed. Choosing not to wouldn’t be bad as they’d just get knocked down but still. Go for free damage when you can right? and if you get blocked you’re screwed either way. Cool that it’s possible though
Ultimate Kuuga what you want to do is a counter. the input to that would just be 2. but if you do that it would be very hard to time hence i suggest use b,b 2 and time it when your opponent uses a mid or a high
idk if you're still looking for a solution but i made it work by doing df2,3 and holding the 3 then dash b4 4. if you're holding the 3 the 4 reads as a 3+4.
if you using the d-pad, put your thumbs bone on the Down and then just press the corner for DownForward and roll the fingertip to Forward, so you release the Down position. In SF, it's pretty leniant, in Tekken I feel you need to be more precise. Go on Practice and turn on the thing that shows your Command inputs and practice
thank you for the advice :) now i can do it, but still I mess it up in the combos ffs...... Is she's a super hard character in the game? ..baught the game yesteday seen those boobs and chosed her as main, but damn she's hard to master..
It means Quarter Circle Forward. You input the motion down-forward on the D-Pad like the quarter of a circle. People tend to slide their thumb to execute it.
Owen Price 2 months later still no answer. If you haven't figured it out yet it's quarter circle forward where you literally input a quarter of a circle on the dpad starting from down so it goes like: d,df,f
Nice video but in all your combos that end with qcf 3,4 you can get a surf for 6 damage more. For WS2 I find the combo WS2, ff2 1, b2,4,2 S! qcf 3,4 easier and more damaging with 67 damage
Like I said, I'm not a raven main. Just to showcase more or less and to show people whats generally possible. There's always potential for combos, of course!
Master Raven is not the most easy character to get down, inputs wise. Maybe start with a different one that can give you strong fundamentals, like Paul or Bob or Asuka, there are others of course. OR you can just power through it and become a master Master Raven ;)
Master Raven's character is pretty screwed up. Her offensive hit box is ridiculously small and her kicks and punches have to get to her mid forearms and knees before she registers a hit. On top of that, her blocking is screwed up as well, as she cannot block most players attacks due to extremely long response times to block commands. That is made even worse by lag online!! Her defensive hit box on top of that for blocking is oversized. Raven can be hit with enemy mid and high attacks while she is laying flat on the ground... I just wish the creators would stop with their nonsense and fix her character in line with all the supped up others with their overly long reach, hitscan punches and kicks etc. Also FIX Ravens height!! She is the tallest female at 5'8 in height and is still somehow shorter than ALL the other (much shorter) female characters!!
Your low parry combo is not consistent on all lows. When I lowparry Lars d/b3 the d/b2 gives you a sideswitch. A more consistent combo is LP 4,1 BT 1 , b2,4,2 S! qcf 3,4 for 60 damage
Thank you so much for this. I thought i was doing something wrong with the combo in the video because i was getting the side switch.
But how did you get 60 damage? When i try it, mine only does 50 damage.
Sorry wrote the wrong number is 50 damage
please what is the inputs for LP? how do u do it?
I tried your LP combo on Katarina and it seems incredibly inconsistent, the 4, 1 often misses. She is weird though, some stuff doesnt hit her that should like BT u/f+4(mid hop kick) when shes crouching.
I love this video. I greatly appreciate all the work you put into editing and creating these combos. I feel comfortable using her and create combos on the fly and from low bound parries
Been searching for an actual Master Raven guide thank you so much for the work you put in to this.
Adding this to the fav. list. Thank you for the combos, much appreciated.
These sample combos are amazing. Thank you.
2:23 alternative:
BT d3, df2,3 S! ,ff+3, 12(3+4), Haz 4
advantages:
+14% dmg, no dash/stanceswitch necessary (thus easier to execute)
The haz hit won't "surf" on the enemy and does not count towards the combo. However, the enemy can't defend regardless of the wakeup mode chosen.
he can tech roll^very easy and than punish.
I found so far that the 2nd combo doesn't work on jack-7 or Gigas
Alternative I found was
qcf2 df1 db2,1 4,1 38 damage
Also against characters that don't get hit at very close range when using qcf2 with the standing 4 such as xiayou you can use this combo
qcf2 db2 f4,3 3~4 38 damage
Also doesn't work on Ling Xiaoyu
Does not work on most small and big characters.
The combo you're looking for that is consistent for all characters is qcf2 ff4 4,1 BTf+3,4 f,f+3~4 for 51-53 damage. Since you end the combo in back turn with them in a face-up, head-toward grounded position, BT 1+2 becomes a frame trap that covers all grounded options besides doing nothing, and will sometimes hit even then if you time and space it properly.
Lol at the First combo i do 67 damage cause i wait a bit more with the slide at the end
yea if you slide a little longer, med - large chars can be caught with the slide
_ManOfReal And I am here wishing I did
Try to slide on XiaoYu.
Also not a big difference but if you switch the 1 at the beginning with a 2 you get about 2 more damage
1:42 does this combo still work? i cant manage to land it, the recovery after 4~3>3 is so slow, cant even knee in time after
Theres a more damaging combo that is also much easier to do off 4~3 :
4~3, 4 1, 2, F242, QFC 34 (69 damage)
You have to wait with the 4,1 until after she lower her leg ending the 4~3 string or you will get the 4 extension off that string.
Hope this helps!
For the first combo do a micro dash after the corkscrew. When you land the qcf3,4 ending, you get the slide. Gives you 67 damage instead of 65
btw i know its lame but if you can hit ff1 after a launcher ( no aerial follow up like BT 1+2 ) you can just do the 1st juggle. provided your enemies are mid-large you can time the qcf 3, 4 for more damage
45 dmg if you end combo #2 with fff3 instead of 3~4 or ff3 for 42dmg
ashstampede you mean fff4 and ff4 right?
is it still possible to hit the ff3 after df4 at 6:07? think im just too slow lol
Thank you very much, very helpful! Keep up the good work, perfect videos for newcomers and oldtimers returning to Tekken :)
I just figured out if you do qcf3+4 within sweep range you get the full extension with 9 hits and 67 damage. 69 if you use 2 instead of 1 after double ff3. For the first combo.
I was literally about to post this
I found a better combo while labbing for qcf2. Qcf2, B2, 4, 2, QCF 3, 4 (does 43 damage)
First Tekken game, got this for Akuma, but I'm trying to learn Master Raven
Another counter hit combo
HZ 3, BT 3+4, b2,4,2 qcf 3,4 for 63 damage
why do u always end with ff4 instead of f2, 3? you can get better oki that way
For anyone who comes here know that 4~3>3 S! SSL ff3 f1 ff3 f1 ff4 does 60 damage where as 4~3>3 S! qcf+3,4 does 55 and is much easier or 4~3>3 S! ff+3, 1, d/f 2, 4 if you need the wall carry. For me the extra 4-5 damage isn't worth it if I am gonna drop it every other attempt.
That combo is so easy.....
in practice maybe, in a game or especially online SSL ff3 isn't so easy mid combo much less following it up with another knee.
If you can do it in practice mode. You can do it in a game. It's just in a game you're nervous.
It's not nerves it's that you're not solely focused on landing that combo plenty of combos are dropped simply because players didn't even expect the launcher to hit.
That can be said about starting any combo in a match. You have to watch and find the opponent making a mistake. . It's easier said than done, when you're in a live battle.It's more about being aware, and knowing your options. The combo itself is easy.
the first combo connects btw its a 67 damage combo and should come out if hte first two ff3's are near perfect each.
Her combos does so much damage just find them extremely hard to even perform them
On the first combo you can get 67 dmg if you time that qcf 3,4 just right that the extension hit and slide on the ground.
i am really feeling master raven nice character design.
The 2nd combo in the video doesn't work against big bodied characters, so characters around King and larger it won't work, the best in that situation i think would be Df4,4,3 after the Qcf 2
Xiaoyu is also to small to get it by it
Some Guy Another work around for the qcf 2 would be to use f2,3
Wich could be the great differences bettwen Raven attacks /combos and Master Raven?
that qcf 2 combo, if you end it with ff 3, its does bit more damage
what does > mean in the combo number 5 4~3>3?
the ~ means to `slide` so you will press 4 slide to 3,(no delay) then press 3 again. 4~3 will give you the double hop kick then the 3 for the side kick follow up.
is there a trick for doing dash back turn 3+4?can't seem to do it fast enough
qsf ? Can you describe what this means ? Kinda confusing for people that are learning this game
QCF (Quarter Circle Forward)
Basically, you press down, down forward and forward in a hadoken like motion
I just smash my head against the controller and seem to perform actually short like 4 or 5 hit combos that look awesome
Can somebody please explain why her slide performed with cd3,4 is so inconsistent?
Do you know what combo you can get off buzzsaw? It would be very helpful if someone could help. Thanks!
Did I miss something or do none of these start with df+2
You can use df+2 at your own but it's just a risky move since if you whiff you'll end up in BT. But if you're comfortable with BT options then go ham. I love the df+2 set up good for head games
Question: I've heard Master Raven isn't as useful as original Raven is this true? I would love to know the differences Raven players have noticed.
*50% of the people came here to impress their friends*
*50% real raven users*
This random as hell
Hi, nice combos! No matter what I do, I can't do BT d3(6th) and HAZ1 combos. I can launch, hit df2,3 and then when I try to dash and turn back and hit 3+4 it doesn't land. Is there a trick to this?
BTW, is it better to dash in the end of your second combo, so that 3~4 connects fully?
I prefer using ff4 after a ff3 launch instead of another ff3 tho, that way I can include db2,1 without turning the enemy too much to continue
Quick question. On the fourth combo, how do you end the move facing forward when doing b+4, 4? This leaves me back turned. Is there a way to cancel it immediately or not go into back turned at all by holding say, F?
Actually I end up being backturned as well. All I do is I dash while being backturned and then continue on with the combo. No need to cancel the BT. You need the BT for the b3+4 to connect.
I see it now, must have been too tired to process it last night haha. Thanks a ton.
idk if it's mentioned, but 3~4,b2, 3, b2,4,2,ff qcf3,4 does 78 dmg
Hey guys, new fellow here, what does The S! Stand for?
Do these all still work with season 2?
Anyone else having trouble hitting the ff3 after ws1? I either seem to get it to late and pass right over them, or get f3 if I try doing it sooner.
Raizex you can ws1 1 and then ff3. i also mess up the timing especially online
Raizex However to answer your question, you have to slightly delay the ff3. wait until the move animation of ws1 is finished. if you do it too quick you get f3 and if you do it too late the ff3 misses
What does S! mean ?
Screw Attack. It's not really an input in this video, moreso just stating that the input before it is a screw attack.
what is a screw attack?
"a move that causes them to spin and fly away in a juggle allowing for enders. This replaces the bound from T6/TTT2 and is usually given as s! in combo notations. You may also see tailspin which is the older name for it."
This is the definition given by Fergus/CKT-Fergus/Fergus2k8
From my understanding, It's similar to a launcher, though the follow ups are different, mostly used mid juggle combo and generally lead to a combo ender. It's not an input in itself, generally the input that is listed is a screw attack, for example in the ff3>ff3>f1>b2,4,2 (S!) qcf3,4 combo, the b2,4,2 string is the screw attack that allows you to follow up with the qc3,4 string while they were on the ground.
Someone more knowledgeable, please correct me if I'm wrong as I'm new to Tekken myself.
thank you very much :)
What does qcf means ?
Awesome Vid!
Saved, Subscribed and liked!
What's the name of the song though ¿
I know it’s been a year but it really bothers me how in some of the combos you put BT but others you didn’t. I was wondering why my b3+4 wasn’t hitting
what is qcf3 ??
Is there any combo after BT 1+2?
I don't really know man, just try it out and see if you can find something! :)
How the hell do you chain ff3 ff3?
For me the second one always comes out too slow
I was also having problems with it. Some things that helped me were:
1.) Tightening up the ff3 input. Instead of doing a 3-part motion of f,f,3, you can do 2-part motion of f,f+3. In addition, try to make the first f input as short as possible. (Just barely tap it and return to neutral before doing the f+3 input.)
2.) Make sure you time the input for the second ff3 correctly. I think you can buffer the first f of the second input into the recovery of the first ff3, but you have to wait until afterwards to do the f+3 (Would need confirmation of this. If not, you want to be doing the f,f+3 motion immediately after you recover from doing the first ff3). Turning on recovery frames (makes you glow blue while recovering) can help with this.
3.) Practice. I think it took me an hour or two of just practicing this before I was able to do it consistently in practice mode. (I've still never actually done the combo in a real match. I've never really had much luck landing a naked ff3 on an actual opponent. I find qcf+4 from distance or haz+1 to whiff punish highs to be much more consistent and safer launchers for me.)
InD3inFac3 well I don't know how you do it, but I can't try that combo exactly because I can't chain the first two ff3 s. Also, I'm so damn jealous of characters with good launchers, the only fast one raven has is df2 (or was it df1?) but it ends in BT like many of her moves, making it very risky. I mean there's the 8 frame 1 from BT but an opponent that knows what's up would still easily punish df2. My only other characters are Steve who lacks decent lows and has only like 2 mix-ups which aren't even good and the damn Gigas who's only redeeming point is his rage drive, all because I refuse to use commonly used characters.
if you still need help dooing ff3 ff3 you can literally press ff3 immediately after the first one hits. Might sound confusing at first but if you just throw it out fast it works
It’s all about learning to count frames when it comes down to it. Start the input right before her foot touches the ground
It's really hard timing, what I found slightly easier to start with was ff3 ff4 to start the combo instead, though you can't really milk as much damage out of that one
Still getting used to reading these notations I'm a NRS player...what is qcf?
Quarter Circle Forward, so d, d/f, f + something. imagine sliding your thumb (or stick) through those directions and making a quarter circle. a hadouken from street fighter or Kitana's fan throw with a d/f in the middle
How is that person executing a blind ghost after that last kick. Without hazing?
Jaywu_chakra qcf4, 3 (during hit)
I don’t think the full crouch counter hit 3+4 is realistic to pull of in a match. There’s no way to predict that move will be a counter hit. You’re better off just throwing the second kick if the first part hits anyway since it’s guaranteed. Choosing not to wouldn’t be bad as they’d just get knocked down but still. Go for free damage when you can right? and if you get blocked you’re screwed either way. Cool that it’s possible though
you can kinda react because you hear that loud ass sound
Hello Friend
How do I make the move where I take a hit and appear on the top giving a kick?
And How do I become invisible?
TY
Ultimate Kuuga what you want to do is a counter. the input to that would just be 2. but if you do that it would be very hard to time hence i suggest use b,b 2 and time it when your opponent uses a mid or a high
TY TY TY TY TY TY TY TY TY TY TY
Yes Brother. it is.
Very Thanks
Ultimate Kuuga have you tried it already? youre welcome
I need to know how invisible it is now
Ultimate Kuuga what do you mean how invisible?
5:50 somebody help me
lalalala Do a small dash, then b3+4, then BT3+4, go into practice mode.
idk if you're still looking for a solution but i made it work by doing df2,3 and holding the 3 then dash b4 4. if you're holding the 3 the 4 reads as a 3+4.
What does S! Stands for?
Stay means neutral i think?
What does qcf! Stands for?
S! Means screw
@@elaina2140 qfc is quarter circle forward
can you pls tell me how to do qcf on xbox one pad?.. i just doenst work :(
dont use the stick, use the pad
if you using the d-pad, put your thumbs bone on the Down and then just press the corner for DownForward and roll the fingertip to Forward, so you release the Down position. In SF, it's pretty leniant, in Tekken I feel you need to be more precise. Go on Practice and turn on the thing that shows your Command inputs and practice
but be careful, blister will be coming :P
thank you for the advice :) now i can do it, but still I mess it up in the combos ffs...... Is she's a super hard character in the game? ..baught the game yesteday seen those boobs and chosed her as main, but damn she's hard to master..
Shes hard but not because of qcf lol, thats a basic move in Tekken.
Soundtrack pls 🙏🙏🙏
It's the stages lol infinte azure.
Simply amazing! Thank you
I'm here to steal 😎
Steal please! Keepo
what does ch mean?
Counter Hit
Overall a advanced character but pretty fun to play
What does S! Means? Sorry. I am just a beginner.
What does BT means?
What does qcf mean?
It means Quarter Circle Forward. You input the motion down-forward on the D-Pad like the quarter of a circle. People tend to slide their thumb to execute it.
Hadoken
What is qcf
Owen Price 2 months later still no answer. If you haven't figured it out yet it's quarter circle forward where you literally input a quarter of a circle on the dpad starting from down so it goes like:
d,df,f
PhatBoy THANK YOU!!!!!
No problem man. How's your M.Raven coming along? Only picked her up today so any small tips would be appreciated
PhatBoy My disc reader broke about a week after I made that comment hahaha. Lol sorry I dont really have any tips.
Ayy no worries man have a good day
Wtf does BT means and S!?
BT = your back to opponent
S! = Tail Spin (property of the move right before the S!)
Both aren't actual inputs here.
What S! means ?
Spin/Screw
Just means the enemy is forced to spin
guys what is S
S stands for screw
@@dane2070 thanks fam and how do you do that??? Haha sorry just a new player trying out staple moves.
cant wait to get this game. waiting to get paid is a bitch.
I shouldve watched this first before I played with my friends yesterday 😢😢
I don't think these are all combos that you can get down perfectly in one day
I played Raven though in Tekken 6, the bound mechanic have been removed so I dont know how to do my combos properly
I don't understand the numbers!
Majid on PS4, Square is 1, Triangle is 2, X is 3, and O is 4
coole Nummer sehen uns bei dir im stream Gruß Kastagnetten Schwinger
She was nerfed
Nice video but in all your combos that end with qcf 3,4 you can get a surf for 6 damage more. For WS2 I find the combo WS2, ff2 1, b2,4,2 S! qcf 3,4 easier and more damaging with 67 damage
Like I said, I'm not a raven main. Just to showcase more or less and to show people whats generally possible. There's always potential for combos, of course!
you call it simple? :( i m new btw
Everything takes practice of course, you'll get there man! :-)
Master Raven is not the most easy character to get down, inputs wise. Maybe start with a different one that can give you strong fundamentals, like Paul or Bob or Asuka, there are others of course. OR you can just power through it and become a master Master Raven ;)
Wtf
These are... sub optimal. Sorry, you should do a little more research.
Wtf why u dont explan the moves with ps4 buttons i dont understsnd this shit '' 4-3-4 S!'' Whhaaaat???
1 = square
2 = triangle
3 = x
4 = o
You talk like the ps4 is the only system the game was released on. Well, it isn't. Learn the universal notations like everyone else.
Dock Lee real talk
Master Raven's character is pretty screwed up. Her offensive hit box is ridiculously small and her kicks and punches have to get to her mid forearms and knees before she registers a hit. On top of that, her blocking is screwed up as well, as she cannot block most players attacks due to extremely long response times to block commands. That is made even worse by lag online!! Her defensive hit box on top of that for blocking is oversized. Raven can be hit with enemy mid and high attacks while she is laying flat on the ground... I just wish the creators would stop with their nonsense and fix her character in line with all the supped up others with their overly long reach, hitscan punches and kicks etc. Also FIX Ravens height!! She is the tallest female at 5'8 in height and is still somehow shorter than ALL the other (much shorter) female characters!!
Thank you so much for these videos!
What does qcf mean??
what does "S!" mean?
Screw. It's when an airborne opponent spins toward the ground. They splat and their feet stay up for additional combos