Raven, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Raven

105 moves you can start on your own, 72 follow-ups inside strings, and 5 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
105
Launchers
74
Fastest
i10
Safe
92
Lows
26
Mids
94
Highs
31
Homing
2
Tornado
2
Heat engagers
5
Fastest move
1

You blocked it. What does Raven get?

Pick how minus they were.

Blocked standing

The punish people take
  • db+2,1 28 +8~+9

Anything Raven can start from neutral inside the window.

  • uf+1+2 Undertaker throw i12 40
  • df+1+4 Orbiting Moon throw i11 35
  • 1+3 Grave Digger throw i12 35
  • 2+4 Salamander throw i12 35
  • 2 Right Jab i10 9
  • d+2 Crouch Straight i11 8
  • 1 Jab i10 5
  • d+1 Crouch Jab i10 5

Blocked a low

The punish people take
  • ws2 [3] 17 +8~+9

You are crouching, so the punish comes out while you rise — the ws moves.

  • ws4 Shadow Snap Kick i11 18
  • ws2 Jackknife Elbow launch i13 17

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

105 of 177 rows
Input Name Level Startup Block Hit CH Damage
BT.1BT Blind Axe h i8 -1~+0 +5~+6 — 7
1 Jab h i10 1 8 — 5
2 Right Jab h i10 -1 8 — 9
BT.2BT Backfist h i10 0 7 — 9
BT.3BT — h i10 -11 0 — 10
BT.d+1BT Crouch Spin Knuckle sl i10 -5 6 — 5
d+1 Crouch Jab Can recover standing with f sl i10 -5 6 — 5
FC.1FC Crouch Jab Can recover standing with f sl i10 -5 6 — 5
d+2 Crouch Straight sl i11 -4 7 — 8
df+1+4 Orbiting Moon Floor Break t i11 -2 +0d — 35
FC.2FC Crouch Straight sl i11 -4 7 — 8
ws4 Shadow Snap Kick m i11~12 -7~-6 +7~+8 — 18
1+3 Grave Digger Homing t i12~14 -6 +0d — 35
2+4 Salamander Homing t i12~14 -3 +0d — 35
4 High Kick h i12~13 -7~-6 +3~+4 — 16
BT.d+4BT Crouch Spin Kick l i12 -15 -4 — 6
FC.4FC Crouch Chin Kick l i12 -15 -4 — 6
uf+1+2 Undertaker Throw break 1+2 t i12 -2 +0d — 40
BT.f+3BT Demon Knee Knee m i13~14 -5~-4 6 14 17
db+2 Assassin's Sting Elbow m i13~14 -4~-3 +5~+6 — 13
ws2 Jackknife Elbow Elbow m i13~14 -8~-7 +8~+9 +37a (+27) 17
1+2 Crusader Heat Engager m i14 -9 +15a — 20
b+4 — Knee m i14~15 -9~-8 -1~+0 — 13
df+1 Body Blow Pseudo-homing. Can only be sidewalked left at range m i14~15 -2~-1 +8~+9 — 13
SZN.1SZN Swift Blade Transition to t30 r2? CD at +5~+6/+12~+13g/+17 with input F h i14~15 1 +8~+9 13 12
ws1 Rising Uppercut m i14~15 -14~-13 +35a (+25) — 14
b+2 — h i15~17 -14~-12 -3~-1 — 12
BT.1+2BT Crusader Balcony Break m i15~16 -13 +30a (+22) — 23
BT.3+4BT Spiral Cannon m,m i15 i34~35 -14 +34a (+24) — 5,16
d+3 Stinging Low L i15 -11 0 — 10
df+4 — m i15~16 -9~-8 +2~+3 — 15
f,F+2 Shadow Spear Heat Engager m i15~16 -12~-11 +15a (+5) — 26
f,F+3 Sudden Strike Balcony Break m i15~18 -14~-11 +43a (+29) — 20
f,F+4 Iron Maul Balcony Break m i15~17 -10~-8 +21a (+4) — 21
f+2 — m i15~16 -12~-11 -1~+0 — 10
f+4 Lance Kick Tornado h i15~16 -12 +67a (+51) — 17
SZN.1+2SZN Oceanus Fissure Homing h i15~16 +0~+1 +23a +69a (+53) 25
2+3 Heat Burst Heat Burst m i16 1 +2c — [12;12]
4~3 Hydra Bite Recovery listed is for the second hit m,m i16 i29~30 -16~-15 +31a (+21) — 8,10
b+1 Elbow Strike Spike h i16~17 +7c~+8c +10c~+11c +33d 21
BT.b+2BT — Elbow m i16~17 -2~-1 +6~+7 — 14
BT.f+1BT Soul Steal Balcony Break m i16 -8 6 — 18
BT.f+4BT Kama Kick L i16 -9 4 — 13
df+2 Uppercut Elbow m i16~18 -13~-11 +30a (+20) — 15
df+3 Shadow Snap Kick h i16~17 -9~-8 +12a +46a (+36) 17
FC.3FC Crouch Spin Kick L i16 -17 -6 — 10
qcf+1 Fatal Elbow Elbow m i16 -6 9 13 15
qcf+3 Poison Needle > Nightmare Spike h,t i16~17 -7~-6 -4d — 16,14
SZN.3SZN Radius Flail Transition to BT (-1/+5) with B m i16~17 -1 +5~+6 — 16
ub+1 — Can be performed during CD (Shadow Sprint) m i16 -6 5 — 11
ws3 Trident Kick m i16~17 -8~-7 +0s — 18
ws3+4 Spinning Middle Kick Heat Engager m i16~18 -12 +7~+9 — 20
b,B+2 War Hound Balcony Break m,h i17~18 i30~31 -10~-9 +5~+6 — 15,21
BT.f+2BT — m i17~18 -5~-4 +6~+7 — 13
f+3 — Homing m i17 -9 3 — 18
SZN.4SZN Cocytus Glide L i17~24 -14~-7 +4~+11g +13a~+20a 21
BT.b+3BT Cannon Tail Homing h i18~19 +4~+5 +41a — 22
f+1+2 Minos Typhoon Balcony Break h,m i18~19, i7 -13 +30a (+4) — 10,20
FC.df+3+4FC Tornado Destruction Spike L,sm i18~20 i34~36 -23~-21 -5a — 17,25
H.2+3H Pandemonium Heat Smash m,t i18~20 +14g +3a — 20,35
qcf+4 Black Hole Tornado M i18~20 -14~-12 +32a (+22) — 15
SZN.2SZN Dual Thanatos Heat Engager m,sm i18, i23~24 -9 +7a (-2) — 20,10
BT.4BT Chronos Lathe Heat Engager m i19~20 -5~-4 +18c — 21
BT.d+2BT Revenant Stab Transition to Blind Fall (standing) on hit L i20~21 -12 4 +13g 20
FC.df+3FC Aqua Spider Alternate input: d,DF+3 L i20~22 -9~-7 +2~+4 +30d 17
qcf+2~1 Laevateinn Balcony Break m i20~21 -9~-8 +24a (+14) — 25
R.df+1+2R Wild Hunt X-ecutor Rage Art m,t i20 -18 +0d — 55+
uf+4 — Balcony Break m i20~21 -9~-8 +22a (+12) — 14
BT.f,F+3BT Gremlin Smasher m i21~22 -9~-8 +8a — 25
d+4 Basilisk Fang -2c on crouching opponents L i21 -13 -2 +13g 18
f,f,F+3 Typhon Fang Floor Break m i22~24 +4~+6 +6a — 20
qcf+2 Buzzsaw Cancel to r41? BT with qcf+2~B L i22~23 -12~-11 +5~+6 +14~+15 18
BT.f,F+3+4BT Vermillion L i23~30 -18~-11 +24a — 17
uf,n,4 Delayed Rising Toe Kick m i23~25 -13~-11 +32a (+22) — 20
uf+3+4 — Spike m i23~25 -13 +17a — 17
db+4 Shinobi Cyclone L i24~25 -14~-13 +4c~+5c +37a 21
qcf+1+2 Hellhound Balcony Break m,m i24 i35 ±0 +11a (+2) — 10,20
3~4 Chariot Spike m,M i25~26 i31~36 -9~-4 +19a — 10,16
BT.d+3BT Shinobi Cyclone Tornado L i25~27 -26~-24 +0~+2 — 16
BT.f+3+4BT Reverse Chakram Spike M i25~27 -9~-7 +5a — 24
b+3 Hades Heel Spike M i27~29 +4~+6 +15a — 23
SZN.3+4SZN Blind Strike Floor Break m i27~30 -6 +18a — 25
u+3 Deathbringer Strong Aerial Tailspin h i27~28 2 +6~+7 — 23
b+1+2 Alternating Smash Balcony Break m i28~30 -15~-13 +20a (+10) — 30
db+3 Killer Bee Cannot be low parried (bug?) L i28~29 -12~-11 +5~+6 +39d 19
uf+3 Shadow Scythe Spike M i29~30 -9 +20a — 20
(Back to wall).b,​b,​UB Wall Jump Attack Balcony Break m i40~43 +6~+9 +28a (+19) — 21
1+2+3+4 Ki Charge CH state for 5 seconds — — — — — —
3+4 Soulzone Transition to CD (Shadow Sprint) with F — — — — — —
b+1+3 Utsusemi Escape Parries all attacks except for Rage Arts — — — — — —
b+3+4 Labyrinth — — — — — —
Back throw Dark Matter Floor Break t — — -4d — 50
BT.b+3+4BT Labyrinth to Front Can block mid or high attacks after 6f — — — — — —
BT.f+1+2BT Sixth Sense Parries mid or high punches or kicks — — — — — —
BT.f,f,fBT Blind Roll Will phase through opponent up-close — — — — — —
df+3+4 Crouch Step Transitions to Crouch Step — — — — — —
FC.df,d,DFFC Crouch Step — — — — — —
Left throw Neck Ringer Floor Break t — -3 -3d — 40
qcf Shadow Sprint Cancel to t30 r1? FC with d,DF — — — — — —
Right throw Swift Assassin Floor Break t — -3 -4d — 40
SZN.BSZN Blind Labyrinth — — — — — —
SZN.DSZN Blind Fall to Crouching State — — — — — —
SZN.FSZN Shadow Sprint — — — — — —
SZN.USZN Blind Fall — — — — — —
UB,b Back Handspring — — — — — —

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.