Ironfist Insights
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Raven — character information

Every Raven move in Tekken 8: 55 rows, 7 lows, 4 throws, 6 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Raven is hard to interrupt (55.3% of their pokes stay plus on hit and safe on block) and good at ducking highs (17% of the movelist ducks under highs), with 1 further axis also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws417th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Raven: 4 throws from neutral — 17th of 41. The roster median is 4.

  • Plus on block7.4%38th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Raven: 7.4% of the movelist is plus on block — 38th of 41. The roster median is 11%.

  • Lows15.3%14th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Raven: 15.3% of the movelist is lows — 14th of 41. The roster median is 13.8%.

  • CH launchers932nd of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Raven: 9 moves launch on counter hit — 32nd of 41. The roster median is 12.

  • Stances132nd of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Raven: 1 stance: SZN — 32nd of 41. The roster median is 2.

  • Homing137th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Raven: 1 homing strike — 37th of 41. The roster median is 3.

  • Wall / balcony22.7%29th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Raven: 22.7% of the movelist carries a balcony break or wall crush — 29th of 41. The roster median is 24.8%.

  • Floor breakers221st of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Raven: 2 strikes break the floor — 21st of 41. The roster median is 2.

  • Side switches217th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Raven: 2 moves switch sides on hit — 17th of 41. The roster median is 2.

  • Chip damage6.8%40th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Raven: 6.8% do chip damage on block — 40th of 41. The roster median is 14.5%.

  • Power crushes313th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Raven: 3 power crushes — 13th of 41. The roster median is 3.

  • Fast mids136th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Raven: 1 mid at i13 or faster — 36th of 41. The roster median is 2.

  • Parries / sabaki310th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Raven: 3 parries or sabaki — 10th of 41. The roster median is 2.

  • Launchable lows26.9%35th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Raven: 26.9% of their lows are -15 or worse — 35th of 41. The roster median is 37.5%.

  • Launchable mids/highs5%39th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Raven: 5% of their highs and mids are -15 or worse — 39th of 41. The roster median is 10.9%.

  • Turn-keeping pokes55.3%1st of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Raven: 55.3% of their pokes stay plus on hit and safe on block — 1st of 41. The roster median is 35.5%.

  • Duckable highs18.2%30th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Raven: 18.2% of the movelist is highs — 30th of 41. The roster median is 21.3%.

  • Low crushes17.6%11th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Raven: 17.6% of the movelist jumps over lows — 11th of 41. The roster median is 12.8%.

  • High crushes17%3rd of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Raven: 17% of the movelist ducks under highs — 3rd of 41. The roster median is 9.7%.

  • Safe evasions46.9%17th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Raven: 46.9% of their evasive moves are still safe when blocked — 17th of 41. The roster median is 45.5%.

  • Fast plus on block1.7%24th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Raven: 1.7% of the movelist is plus on block at i15 or faster — 24th of 41. The roster median is 2%.

  • Safe poke damage12.426th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Raven: their average safe poke does 12.4 damage — 26th of 41. The roster median is 13.2.

  • Follow-ups per move0.87th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Raven: 0.8 follow-ups per standalone move — 7th of 41. The roster median is 0.61.

Shading shows where Raven sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Raven reaches it on 3 of 23.

Your back to the wall

22.7% of their moves carry wall or balcony properties, below the roster middle.

Their back to the wall

2 moves switch sides on hit, a little above the roster middle, so they have an out but not a reliable one.

Centre stage

Stepping is largely available. Only 1 strike of 176 moves is marked homing, among the lowest on the roster, and 1 of those is a mid — a short enough list to learn by sight.

On a breakable floor

2 strikes break the floor, about the roster middle.

Key Raven moves

Plus on block

  • (Back to wall).b,b,UBWall Jump Attacksituationali40, mid, +9 on block at best
  • b+1Elbow Strikei16, high, +8 on block at best
  • f,f,F+3,H.4Typhon Fang Phantomfrom f,f,F+3 (i22), special mid, +8 on block at best, needs Heat
  • f,f,F+3Typhon Fangi22, mid, +6 on block at best

Fastest mids

  • db+2Assassin's Stingi13, mid, -3 on block at best

Lows, safest first

  • 4~3,1Hydra Bite Lowfrom 4~3 (i16), low, -2 on block at best
  • FC.df+3Aqua Spidersituationali20, low, -7 on block at best, borderline — some players react to it
  • SZN.4Cocytus Glidestancei17~24, low, -7 on block at best
  • BT.f+4Kama Kicksituationali16, low, -9 on block, too fast to see coming

Special lows

  • d+2Crouch Straighti11, special low, -4 on block, too fast to see coming
  • FC.2Crouch Straightsituationali11, special low, -4 on block, too fast to see coming
  • BT.d+1Crouch Spin Knucklesituationali10, special low, -5 on block, too fast to see coming
  • d+1Crouch Jabi10, special low, -5 on block, too fast to see coming

Panic buttons

  • f+1+2Minos Typhooni18, absorbs a hit, -13 on block
  • b+1+3Utsusemi Escapeparries, block frames unpublished
  • b,B+2War Houndi17, parries, -9 on block at best
  • f,F+3Sudden Strikei15, jumps lows, -11 on block at best

Launches on counter-hit

  • SZN.1+2Oceanus Fissurestancei15, counter-hit +69a (+53)
  • BT.1,4Blind Lancesituationalfrom BT.1 (i8), counter-hit +67a (+51)
  • 3,3,4Valkyrie Lance Combocounter-hit +66a (+50)
  • df+3Shadow Snap Kicki16, counter-hit +46a (+36)

Homing

  • BT.b+3Cannon Tailsituationali18, homing, +5 on block at best
  • SZN.1+2Oceanus Fissurestancei15, homing, +1 on block at best
  • f+3i17, homing, -9 on block
  • ws3+4Spinning Middle Kicksituationali16, homing, -12 on block

Parries and sabaki

  • b,B+2War Houndi17, Parries high or mid punches or kicks
  • b+1+3Utsusemi EscapeParries all attacks except for Rage Arts
  • BT.f+1+2Sixth SensesituationalParries mid or high punches or kicks

Free launches for you

  • BT.d+4Crouch Spin Kicksituationali12, -15 on block
  • FC.4Crouch Chin Kicksituationali12, -15 on block
  • 4~3Hydra Bitei16, -15 on block at best
  • u+3,3Deathbringer Lowfrom u+3 (i27), -15 on block at best
What Raven punishes you with
Raven’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse2,319—
−12 or worse4,129ws418
−13 or worse4,129ws418
−15 or worsef,F+226 launchesws114 launches
What you get to do about Raven’s strings

Fuzzy guard candidates

  • 4~3,3high, 9f before 2 slower branches
  • 2,4high, 4f before 2,3
  • BT.f+2,4high, 4f before BT.f+2,3

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Documented gaps you can hit

  • uf+3+4,4,2interrupt with i12
  • 4~3,4interrupt with i14
  • 4~3,1interrupt with i15
  • b+4,B+4interrupt with i15
  • BT.3,4,3interrupt with i24
  • …and 2 more

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • 3,3jails — you stay in blockstun
  • 4,1jails — you stay in blockstun
  • b+4,4jails — you stay in blockstun
  • BT.2,1jails — you stay in blockstun
  • …and 1 more

Jailing is unrecorded on 92% of Raven’s string continuations, so a string missing from the last list was probably never checked.

Getting into Raven’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Raven there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

SZN — 14 moves out of it

  • 1,2Left Right Combofrom 1 (i10), -3 on block
  • db+2,1Assassin's Sting Combofrom db+2 (i13), +0 on block at best
  • f+2,3Tartarosfrom f+2 (i15), -8 on block at best
  • b+1Elbow Strikei16, +8 on block at best
  • qcf+1Fatal Elbowi16, -6 on block
  • BT.2,2Blinding Knifesituationalfrom BT.2 (i10), -8 on block at best
  • …and 3 more

1 of the 1 stance in Raven’s movelist has a documented way in.

Throws and breaks

Raven has 4 throws that can start from neutral.

Default break: 1. It covers 3 of 4 breakable throws (75%).

What 1 does not cover, most damaging first:

  • uf+1+2 Undertaker — breaks with 1+2, 40 damage
Raven neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Grave Digger1 or 235—Against sidestepping
2+4Salamander1 or 235—Against sidesteppingTo escape a corner
df+1+4Orbiting Moon135—On a breakable floor
uf+1+2Undertaker1+240—To escape a corner

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 185 moves
Level
Properties

185 moves

Search any column from its heading.

Raven frame data — 185 moves
DetailsProperties
(Back to wall).b,b,UBWall Jump AttackMid40~436~+9+28a (+19)—21
1JabHigh10+1+8—5—
1,2Left Right ComboHighi12 rel-3+7—,12—
1,2,4Left Right Combo > Black HoleMidi23~25 rel-14~-12+15a (-2)—,20
1+2CrusaderMid14-9 HD+15a—20
1+2+3+4Ki Charge———————
1+2+3+4,b,f,1+2Dead EndMidi59~61 rel—+21a (+11)—,60
1+3Grave DiggerThrow12~14-6+0d—35
2Right JabHigh10-1+8—9—
2,3PDK ComboLowi22 rel-13-2—,10
2,4PK ComboHighi18~19 rel-8~-7+8—,16
2+3Heat BurstMid16+1+2c—[12;12]
2+4SalamanderThrow12~14-3+0d—35
3—Midi14~15 rel-8~-7+3~+4—10—
3,3—Highi17~18 rel-8~-7+5~+6—,16—
3,3,4Valkyrie Lance ComboHighi26~27 rel-9+13c+66a (+50),20
3+4Soulzone———————
3~4ChariotMid ⋯25~26-9~-4+19a—10,16
3~4,FChariot to Blind Roll—— rel-39~-36-8——
4High KickHigh12~13-7~-6+3~+4—16—
4,1Brocken ConnectHighi19~20 rel-3~-2+7~+8—,13—
4~3Hydra BiteMid ⋯16-16~-15+31a (+21)—8,10
4~3,1Hydra Bite LowLowi34~35 rel-13~-2+4~+5—,15
4~3,3Hydra Bite HighHighi24~27 rel-3~+0+14a—,18
4~3,4Hydra Bite MidMidi33~34 rel-14~-13+15a—,20
b,B+2War HoundMid ⋯17~18-10~-9+5~+6—15,21
b,B+2,PBlind GhostThrowi15~25 rel-8 to +2+0d—,35—
b+1Elbow StrikeHigh16~177~+8+10c~+11c+33d21
b+1+2Alternating SmashMid28~30-15~-13+20a (+10)—30
b+1+3Utsusemi Escape——————
b+1+3,PUtsusemi Escape—— rel—-31——
b+2—High15~17-14~-12-3~-1—12—
b+2,2—Midi22 rel-3+6+8,17
b+2,2,1+2Deadly TalonLowi20~21 rel-30~-29+3d—,20
b+2,2,3Unicorn's TailMidi21~22 rel-19~-18+12a (-5)+26a (+16),20
b+2,4Missing WormHighi24~25 rel-7~-6+4~+5—,13—
b+2,4,2Missing Worm > Phantom HalberdMid smi19~20 rel-13+24a (+9)—,21
b+2,4,H.2Missing Worm > Phantom HalberdMid sm ⋯i19~20i39~-41 rel-3~-1+24a (+9)—,21,30
b+3Hades HeelMid27~294~+6+15a—23
b+3+4Labyrinth———————
b+4—Mid14~15-9~-8-1~+0—13
b+4,4Skull SmasherMidi17~19 rel-8~-6+6c~+8c—,20
b+4,B+4Skull Smasher FeintMidi37~42 rel1~+6+2c~+7c+12a,24
b+4,B+4~3Skull Smasher Feint LowLowi20 rel-11+0—,11
b+4,B+4~3,3+4Skull SpinMidi26~30 rel-25~-21+6a—,15—
Back throwDark MatterThrow——-4d—50
BT.1Blind AxeHigh8-1~+0+5~+6—7—
BT.1,4Blind LanceHighi16~17 rel-8~-7+14c+67a (+51),23
BT.1+2CrusaderMid15~16-13+30a (+22)—23
BT.2BackfistHigh10+0+7—9—
BT.2,1Backfist > StraightHighi14 rel-1+3—,10
BT.2,2Blinding KnifeMidi21~22 rel-9~-8+2~+3—,12—
BT.2,2,1Blinding Knife > Phantom JavelinMid smi18~19 rel-13+2a (-7)—,24
BT.2,2,H.1Blinding Knife > Phantom JavelinMid sm ⋯i18~19i39~47 rel-3+2a (-7)—,24,30
BT.3—High10-11+0—10—
BT.3,4—Midi28~30 rel0~+2+1~+3+11g~+13g,17—
BT.3,4,3Crescent MirageMidi27~30 rel-6~-3+18a—,22
BT.3,4,4FafnirMidi32~34 rel-9~-8+5a—,21
BT.3,4,4,FFafnir to Blind Roll—— rel-36———
BT.3+4Spiral CannonMid ⋯15-14+34a (+24)—5,16
BT.4Chronos LatheMid19~20-5~-4+18c—21
BT.b+2—Mid16~17-2~-1+6~+7—14
BT.b+2,3Abyss CannonMid ⋯i20i39~40 rel-14+34a (+24)—,5,16
BT.b+2,4Abyss SpearHighi17~18 rel+0+5—,13—
BT.b+3Cannon TailHigh18~194~+5+41a—22
BT.b+3+4Labyrinth to Front———————
BT.d+1Crouch Spin KnuckleLow sl10-5+6—5
BT.d+2Revenant StabLow20~21-12+4+13g20
BT.d+3Shinobi CycloneLow25~27-26~-24+0~+2—16
BT.d+4Crouch Spin KickLow12-15-4—6
BT.f,f,fBlind Roll——————
BT.f,F+3Gremlin SmasherMid21~22-9~-8+8a—25
BT.f,F+3+4VermillionLow23~30-18~-11+24a—17
BT.f+1Soul StealMid16-8+6—18
BT.f+1+2Sixth Sense——————
BT.f+1+2,P—Throw— rel—+5d—25—
BT.f+2—Mid17~18-5~-4+6~+7—13—
BT.f+2,3Cold MassacreMidi24~25 rel-7~-6+14c~+15c—,15
BT.f+2,4Cold WormHighi20~21 rel-7~-6+4~+5—,17—
BT.f+2,4,2Cold Worm > Phantom HalberdMid smi19~20 rel-13+24a (+9)—,21
BT.f+3Demon KneeMid13~14-5~-4+6+1417
BT.f+3+4Reverse ChakramMid25~27-9~-7+5a—24
BT.f+3+4,FReverse Chakram to Blind Roll—— rel-36-22——
BT.f+4Kama KickLow16-9+4—13—
BT.f+4,1Trick BangHighi22~23 rel-9~-8+5~+6—,15
d+1Crouch JabLow sl10-5+6—5
d+2Crouch StraightLow sl11-4+7—8
d+3Stinging LowLow15-11+0—10—
d+4Basilisk FangLow21-13-2+13g18
db+2Assassin's StingMid13~14-4~-3+5~+6—13
db+2,1Assassin's Sting ComboHighi22~23 rel-1~+0+8~+9—,15—
db+2,1,1Assassin's Sting > Phantom JavelinMid smi18~19 rel-13+2a (-7)—,24
db+2,1,H.1Assassin's Sting > Phantom JavelinMid sm ⋯i18~19i39~47 rel-3 to +5+2a (-7)—,24,30
db+3Killer BeeLow28~29-12~-11+5~+6+39d19
db+4Shinobi CycloneLow24~25-14~-13+4c~+5c+37a21
df+1Body BlowMid14~15-2~-1+8~+9—13
df+1,4Body Blow > Phantom MaceMid smi18~27 rel-13+6c—,25
df+1,H.4Body Blow > Phantom MaceMid sm ⋯i18~27i44~45 rel-3~-2+6c—,25,30
df+1+4Orbiting MoonThrow11-2+0d—35
df+2UppercutMid16~18-13~-11+30a (+20)—15
df+2,3Meat HookHighi12~13 rel-8~-7+28a (+19)—,17
df+2,4Bolt StunnerMidi12~13 rel-15~-14+11a (+2)—,24
df+3Shadow Snap KickHigh16~17-9~-8+12a+46a (+36)17
df+3+4Crouch Step——————
df+4—Mid15~16-9~-8+2~+3—15—
df+4,4Pendulum KickMidi22~25 rel-14~-13+6a—,16
df+4,4,3Pendulum ShadowMidi27~30 rel-6~-3+18a—,22
f,f,F+3Typhon FangMid22~244~+6+6a—20
f,f,F+3,H.4Typhon Fang PhantomMid smi43~44 rel7~+8+72a (+56)—,20
f,F+2Shadow SpearMid15~16-12~-11+15a (+5)—26
f,F+3Sudden StrikeMid15~18-14~-11+43a (+29)—20
f,F+4Iron MaulMid15~17-10~-8+21a (+4)—21
f+1+2Minos TyphoonHigh ⋯18~19-13+30a (+4)—10,20
f+2—Mid15~16-12~-11-1~+0—10—
f+2,3TartarosMidi21~22 rel-9~-8+6c~+7c—,13
f+3—Mid17-9+3—18
f+3,2Circling WindsMidi30 rel-14+10a (+1)+30a (+22),21
f+4Lance KickHigh15~16-12+67a (+51)—17
FC.1Crouch JabLow sl10-5+6—5
FC.2Crouch StraightLow sl11-4+7—8
FC.3Crouch Spin KickLow16-17-6—10
FC.4Crouch Chin KickLow12-15-4—6
FC.df,d,DFCrouch Step——————
FC.df,d,df,fCrouch Step to Shadow Sprint—— rel—————
FC.df+3Aqua SpiderLow20~22-9~-7+2~+4+30d17
FC.df+3+4Tornado DestructionLow ⋯18~20-23~-21-5a—17,25
H.2+3PandemoniumMid ⋯18~20+14 g+3a—20,35
H.BT.f+2,4,2Cold Worm > Phantom HalberdMid sm ⋯i19~20i39~41 rel-3~-1+24a (+9)—,21,30
Left throwNeck RingerThrow—-3-3d—40
qcfShadow Sprint———————
qcf+1Fatal ElbowMid16-6+9+1315
qcf+1,2Fatal Elbow > Phantom HalberdMid smi19~20 rel-13+24a (+9)—,21
qcf+1,H.2Fatal Elbow > Phantom HalberdMid sm ⋯19~2039~41 rel-3~-1+24a (+9)—,21,30
qcf+1+2HellhoundMid ⋯24+0+11a (+2)—10,20
qcf+2BuzzsawLow22~23-12~-11+5~+6+14~+1518
qcf+2~1LaevateinnMid20~21-9~-8+24a (+14)—25
qcf+3Poison Needle > NightmareHigh ⋯16~17-7~-6-4d—16,14
qcf+4Black HoleMid18~20-14~-12+32a (+22)—15
R.df+1+2Wild Hunt X-ecutorMid20-18+0d—55+
Right throwSwift AssassinThrow—-3-4d—40
SZN.1Swift BladeHigh14~15+1+8~+9+1312—
SZN.1,4Swift Blade > Phantom MaceMid smi18~27 rel-13+6c—,25
SZN.1,H.4Swift Blade > Phantom MaceMid sm ⋯i18~27i44~45 rel-3~-2+6c—,25,30
SZN.1+2Oceanus FissureHigh15~160~+1+23a+69a (+53)25
SZN.2Dual ThanatosMid ⋯18-9+7a (-2)—20,10
SZN.3Radius FlailMid16~17-1+5~+6—16
SZN.3,2Radius Flail > Phantom HalberdMid smi19~20 rel-13+24a (+9)—,21
SZN.3,H.2Radius Flail > Phantom HalberdMid sm ⋯i19~20i39~-41 rel-3~-1+24a (+9)—,21,30
SZN.3+4Blind StrikeMid27~30-6+18a—25
SZN.4Cocytus GlideLow17~24-14~-7+4~+11g+13a~+20a21
SZN.BBlind Labyrinth——————
SZN.DBlind Fall to Crouching State——————
SZN.FShadow Sprint———————
SZN.UBlind Fall——————
u+3DeathbringerHigh27~28+2+6~+7—23
u+3,3Deathbringer LowLowi31~32 rel-16~-15+16a—,18
u+3,3,3Deathbringer Low > ShadowMidi27~30 rel-6~-4+18a—,22
UB,bBack Handspring——————
UB,b,3+4Pandora SpinMid ⋯i38~40i46~49i51~54 rel—-19a—,20,20,20
ub+1—Mid16-6+5—11—
ub+1,2Gate KeeperMidi18~19 rel-13~-12-2c~-1c—,13
ub+1,2,2—Mid— rel———,5—
ub+1,2,2,2—High— rel———,5—
ub+1,2,2,2,4—High— rel———,8—
ub+1,2,2,2,4,2—Mid— rel———,8—
ub+1,2,2,2,4,2,3—Mid— rel———,9—
ub+1,2,2,2,4,2,3,4—Low— rel———,5—
ub+1,2,2,2,4,2,3,4,2—Mid— rel———,6—
ub+1,2,2,2,4,2,3,4,2,1+2—Mid— rel———,35—
uf,n,4Delayed Rising Toe KickMid23~25-13~-11+32a (+22)—20
uf+1+2UndertakerThrow12-2+0d—40—
uf+3Shadow ScytheMid29~30-9+20a—20
uf+3+4—Mid23~25-13+17a—17
uf+3+4,3+4Spinning ChakramMidi20~24 rel-25~-21+6a—,15—
uf+3+4,4—Lowi21~22 rel-11~-10+0~+1—,9
uf+3+4,4,2ChakramMidi21 rel-13+10a—,21—
uf+4—Mid20~21-9~-8+22a (+12)—14
uf+4,4StormbringerMidi16~19 rel-15+9g~12g+21a,20
ws1Rising UppercutMid14~15-14~-13+35a (+25)—14—
ws2Jackknife ElbowMid13~14-8~-7+8~+9+37a (+27)17
ws3Trident KickMid16~17-8~-7+0s—18—
ws3,2Trident Kick > Phantom HalberdMid smi19~20 rel-13+65a (+49)—,21 (14)
ws3,H.2Trident Kick > Phantom HalberdMid sm ⋯i19~20i39~41 rel-3~-1+65a (+49)—,21 (14),30
ws3+4Spinning Middle KickMid16~18-12 HD+7~+9—20
ws4Shadow Snap KickMid11~12-7~-6+7~+8—18—