ravenraven Tekken 8 Season 3 Guide


Introduction
Raven is a tricky char, that excels in the midrange with keep-out moves like qcf+4, a high-evading launcher, that is hard to punish on whiff, or mid range pokes such as 3,3 and f+2,3.
His strength lies in his midrange poking and 50/50s. What sets Raven apart from most of the cast is his stances. Raven spends a lot of time in his backturn stance (BT), which adds another layer to his already tricky moveset. Many of Raven's punishes and pokes transition into his stances, like 4,1 a 12f move that goes into backturn, which allows him to snowball from pokes and punishes into heavier mixups and mindgames from stances.
Raven has both a normal wavedash qcf and a crouch dash d,df which allows him to close the gap to his opponent, and apply pressure. Specifically, the crouch dash can be tricky to deal with, since Raven avoids highs, while gaining access to his full crouch moves, like FC df+3+4 a hellsweep, or WS 2 a 13f safe mid ch launcher.
Raven is a medium/advanced character. His difficulty does not necessarily lie in his execution, but in having to navigate through multiple stances and a large movelist. Raven can be played in a multitude of different ways, all depending on the player. If you like to play creative and unorthodox with stances and parries, Raven has got it. Do you prefer poking and controlling the midgame? Raven got it. Or do you want to make the opponent guess with 50/50s? Raven got it.
However, while being a jack of all trades, he is a master of none. Raven takes bigger risks in opening up his opponents, and when doing 50/50s. His mids, while safe and long range, do not hit too hard, and his ability to apply pressure with + frames on block is limited, even in heat.
Strengths
- Strong mid range pokes in moves like d+4 and db+2
- Good combo versatility, with lots of wallcarry
- High chip damage output while he has heat active
- Mulitple mixups
- Evasive moves like qcf+4
- Strong tracking in neutral with moves like db2 and df1
- Played by a few, labbed by even less
- Can be played in many different ways
Weaknesses
- Opening up opponent = requires bigger risk
- Lack of + frames
- Bad sidestep
- Smaller bugs and inconsistencies
Heat System
- In heat Raven has access to gold clones instead of the usual purple ones, transforming all of his clone moves (WS 3,2, df+1,4, b+2,4,2, SZN 1,4, SZN 3,2) from -13 without heat to -3 in heat (b+1+2 is an exception, as it stays -15). In addition to changing the frames on the clone moves, heat also adds a lot of chip damage to these moves specifically. This makes Raven's full crouch mix super scary, as he can do a safe mid launcher with WS 3,2 or his sweep.
- All of ravens heat engagers becomes launchers in heat (if you choose to heatdash), at the expense of not having many hard hitting moves without heat (compared to the rest of the cast).