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

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.