Raven

Tekken 8

Raven

125 moves · frame data from wavu.wiki

Also in Tekken 5, Tekken 6, Tekken Tag Tournament 2

Throws 10

  • Grave Digger

    Front 35 break 1
    or
    start
    i12~14
    block
    -6
    hit
    +0d

    Homing • Throw break 1 or 2

  • Salamander

    Front 35 break 2
    or
    start
    i12~14
    block
    -3
    hit
    +0d

    Homing • Throw break 1 or 2 • Side switch

  • Neck Ringer

    Left 40 break 1
    or
    block
    -3
    hit
    -3d

    Floor Break • Throw break 1 • Side switch on hit

  • Swift Assassin

    Right 40 break 2
    or
    block
    -3
    hit
    -4d

    Floor Break • Throw break 2

  • Dark Matter

    Back 50
    or
    hit
    -4d

    Floor Break • Unbreakable

  • Orbiting Moon

    Front 35 break 1
    start
    i11
    block
    -2
    hit
    +0d

    Floor Break • Throw break 1 • Alternate input: qcf,df+1+4

  • Undertaker

    Front 40 break 1+2
    start
    i12
    block
    -2
    hit
    +0d

    Throw break 1+2 • Can side switch on hit

  • Utsusemi Escape

    Parry
    Synchrowiththeopponent'sattack, or
  • Low Parry

    Parry
    Timewithopponentlowattack
  • Sixth Sense

    Parry 25
    Backtotheopponent,synchrowiththeopponent'sattack,

Attacks 74

  • Wild Hunt X-ecutor

    M 55
    DuringRage
    start
    i20
    block
    -18
    hit
    +0d

    Rage Art • Removes Recoverable Health • Reversal Break • Damage increases with lower health, maximum 82 • Freezes match timer on activation and on hit • Restores recoverable health on hit • Transition to attack throw on hit • Consumes Rage

  • Left Right Combo

    HH 17
    start
    i12
    block
    -3
    hit
    +7

    Jail from 1st attack with 2f delay • Transition to r22 SZN with 3+4 or D (-4/+6)

  • Left Right to Black Hole

    HHM 37
    start
    i23~25
    block
    -14~-12
    hit
    +15a (-2)

    Tornado • Balcony Break • Combo from 1st or 2nd CH • Interrupt with i4

  • PDK Combo

    HH 19
    start
    i22
    block
    -13
    hit
    -2

    Combo from 1st hit • Interrupt with i4

  • PK Combo

    HL 25
    start
    i18~19
    block
    -8~-7
    hit
    +8

    Wall Crush +16g on hit, +18g on hit when transitioning into CD • Transition to +8 BT on hit with B • Transition to +8 FC on hit with D • Transition to +10 CD on hit with F

  • Valkyrie Lance Combo

    HHH 46
    start
    i26~27
    block
    -9
    hit
    +13c
    ch
    +66a (+50)

    Balcony Break • Combo from 2nd CH • Interrupt with i8 • Cancel to r18 BT at -16~-15/-3~-2 with B • Forces tech backroll on hit

  • Brocken Connect

    HH 29
    start
    i19~20
    block
    -3~-2
    hit
    +7~+8

    Combo from 1st hit • Jail from 1st block

  • Chariot

    MM 26
    start
    i25~26 i31~36
    block
    -9~-4
    hit
    +19a

    Spike

  • Hydra Bite

    MM 18
    start
    i16 i29~30
    block
    -16~-15
    hit
    +31a (+21)

    Recovery listed is for the second hit

  • Hydra Bite Low

    MML 33
    start
    i34~35
    block
    -13~-2
    hit
    +4~+5

    Interrupt with i15 • Can be delayed

  • Hydra Bite High

    MMH 36
    start
    i24~27
    block
    -3~+0
    hit
    +14a

    Balcony Break • Interrupt with i7 • Can be delayed

  • Hydra Bite Mid

    MMM 38
    start
    i33~34
    block
    -14~-13
    hit
    +15a

    Balcony Break • Interrupt with i14 • Can be delayed

  • Crusader

    M 20
    start
    i14
    block
    -9
    hit
    +15a

    Heat Engager • Heat Dash +5, +43d (+35)

  • Soulzone

  • Swift Blade to Phantom Mace

    HM 37
    DuringSoulzone onhitorblock
  • Dual Thanatos

    MM 30
    DuringSoulzone
  • Radius Flail to Phantom Halberd

    MM 37
    DuringSoulzone onhitorblock
  • Cocytus Glide

    L 21
    DuringSoulzone
  • Oceanus Fissure

    H 25
    DuringSoulzone
  • Blind Fall

    DuringSoulzone or
  • Blind Labyrinth

    DuringSoulzone
  • Ki Charge

  • Dead End

    ! 60
    start
    i59~61
    hit
    +21a (+11)

    Balcony Break Cannot be blocked

  • Tartaros

    MM 23
    start
    i21~22
    block
    -9~-8
    hit
    +6c~+7c

    Spike • Combo from 1st hit with 8F delay • Interrupt with i6 • Transition to r27 SZN with 3+4_D (-9~-8/+6c~+7c) • Move can be delayed by 10F • Input can be delayed by 14F

  • Circling Winds

    MM 39
    start
    i30
    block
    -14
    hit
    +10a (+1)
    ch
    +30a (+22)

    Balcony Break • Combo from 1st hit • Interrupt with i5

  • Lance Kick

    H 17
    start
    i15~16
    block
    -12
    hit
    +67a (+51)

    Tornado • Balcony Break • Instant Tornado on hit

  • Minos Typhoon

    MM 30
    start
    i18~19, i7
    block
    -13
    hit
    +30a (+4)

    Balcony Break • -9 and 12 chip damage after attack absorption

  • Body Blow

    M 13
    start
    i14~15
    block
    -2~-1
    hit
    +8~+9

    Pseudo-homing. Can only be sidewalked left at range

  • Body Blow to Phantom Mace

    MM 38
    start
    i18~27
    block
    -13
    hit
    +6c

    Balcony Break • Spike • Weapon • Projectile • Combo from 1st hit • Interrupt with i1 • Available only on hit or block • Forces tech backroll on hit

  • Meat Hook

    MH 32
    start
    i12~13
    block
    -8~-7
    hit
    +28a (+19)

    Balcony Break

  • Bolt Stunner

    MM 39
    start
    i12~13
    block
    -15~-14
    hit
    +11a (+2)

    Balcony Break

  • Shadow Snap Kick

    H 17
    start
    i16~17
    block
    -9~-8
    hit
    +12a
    ch
    +46a (+36)
  • Pendulum Kick

    MM 31
    start
    i22~25
    block
    -14~-13
    hit
    +6a

    Balcony Break • Combo from 1st hit with 7f delay • Input can be delayed 9f • Move can be delayed 8f

  • Pendulum Shadow

    MMM 53
    start
    i27~30
    block
    -6~-3
    hit
    +18a
  • Stinging Low

    L 10
    start
    i15
    block
    -11
    hit
    +0
  • Basilisk Fang

    L 18
    start
    i21
    block
    -13
    hit
    -2
    ch
    +13g

    -2c on crouching opponents

  • Assassin's Sting

    M 13
    start
    i13~14
    block
    -4~-3
    hit
    +5~+6

    Elbow

  • Assassin's Sting Combo

    MH 28
    start
    i22~23
    block
    -1~+0
    hit
    +8~+9

    Combo from 1st hit • Transition to r22 SZN (-4/+5) with 3+4 or D

  • Assassin's Sting to Phantom Javelin

    MHM 49
    onhitorblock
  • Killer Bee

    L 19
    start
    i28~29
    block
    -12~-11
    hit
    +5~+6
    ch
    +39d

    Cannot be low parried (bug?)

  • Shinobi Cyclone

    L 21
    start
    i24~25
    block
    -14~-13
    hit
    +4c~+5c
    ch
    +37a
  • Elbow Strike

    H 21
    start
    i16~17
    block
    +7c~+8c
    hit
    +10c~+11c
    ch
    +33d

    Spike • Elbow • 6 chip damage on block • Transitions to r26 SZN on hit or block only

  • Unicorn's Tail

    HMM 49
    start
    i21~22
    block
    -19~-18
    hit
    +12a (-5)
    ch
    +26a (+16)

    Balcony Break • Combo from 2nd CH • Interrupt with i1 • Grounded hit can be inconsistent

  • Deadly Talon

    HML 49
    start
    i20~21
    block
    -30~-29
    hit
    +3d

    Combo from 2nd CH • Interrupt with i6

  • Missing Worm to Phantom Halberd

    HHM 50
    onhitorblock
  • Hades Heel

    M 23
    start
    i27~29
    block
    +4~+6
    hit
    +15a

    Spike • 4 chip damage on block

  • Skull Smasher

    MM 33
    start
    i17~19
    block
    -8~-6
    hit
    +6c~+8c

    Spike • Combo from 1st hit • Jail from 1st block

  • Skull Smasher Feint

    MM 37
    start
    i37~42
    block
    +1c~+6c
    hit
    +2c~+7c
    ch
    +12a

    Spike • Interrupt with i15

  • Skull Spin

    MLM 39
  • Alternating Smash

    M 30
    start
    i28~30
    block
    -15~-13
    hit
    +20a (+10)

    Balcony Break • Backswing blow • Evades on 6f

  • Labyrinth

  • Gate Keeper

    MM 24
    start
    i18~19
    block
    -13~-12
    hit
    -2c~-1c

    Spike • Combo from 1st hit with 7f delay • Interrupt with i5 • Can be performed during CD (Shadow Sprint)

  • Deathbringer Low

    HL 41
    or
  • Deathbringer Low Shadow

    HLM 56
    or
  • Shadow Scythe

    M 20
    start
    i29~30
    block
    -9
    hit
    +20a

    Spike • Can be performed during CD (Shadow Sprint)

  • Stormbringer

    MM 34
    start
    i16~19
    block
    -15
    hit
    +9g~12g
    ch
    +21a

    Balcony Break • Alternate input: ub+4,4 or u+4,4 • Interrupt with i6 • Can cancel to r19 BT at -16~-15/+15a (+5) with B • Can be performed during CD (Shadow Sprint)

  • Chakram

    MLM 47
    start
    i21
    block
    -13
    hit
    +10a

    Interrupt with i12 • Can be performed during CD (Shadow Sprint)

  • Spinning Chakram

    MM 32
    start
    i20~24
    block
    -25~-21
    hit
    +6a

    Interrupt with i3 • Can be performed during CD (Shadow Sprint)

  • Delayed Rising Toe Kick

    M 20
    start
    i23~25
    block
    -13~-11
    hit
    +32a (+22)
  • Shadow Spear

    M 26
    start
    i15~16
    block
    -12~-11
    hit
    +15a (+5)

    Heat Engager • Heat Dash +36a (+26) • Balcony Break

  • Sudden Strike

    M 20
    start
    i15~18
    block
    -14~-11
    hit
    +43a (+29)

    Balcony Break • Knee

  • Iron Maul

    M 21
    start
    i15~17
    block
    -10~-8
    hit
    +21a (+4)

    Balcony Break

  • Typhon Fang

    M 20
  • War Hound

    MH 36
    start
    i17~18 i30~31
    block
    -10~-9
    hit
    +5~+6

    Balcony Break • Jail from 1st attack • Parries high or mid punches or kicks

  • Pandora Spin

    ! 44
  • Shadow Sprint

  • Rising Uppercut

    M 14
    WS
  • Jackknife Elbow

    M 17
    WS
  • Trident Kick to Phantom Halberd

    MM 32
    WS onhitorblock
  • Shadow Snap Kick

    M 18
    WS
  • Spinning Middle Kick

    M 20
    WS
  • Aqua Spider

    L 17
    FC
  • Tornado Destruction

    LM 34
    FC
  • Crouch Step

    FC

During Shadow Sprint 8

  • Shadow Sprint

  • Fatal Elbow

    M 15
  • Fatal Elbow to Phantom Halberd

    MM 36
    onhitorblock
  • Buzzsaw

    L 18
  • Laevateinn

    M 25
  • Poison Needle to Nightmare

    H 30
  • Black Hole

    M 15
  • Hellhound

    MM 33

Labyrinth/Back Turned 24

  • Blind Whip

    H 7
    Backtotheopponent
  • Blind Lance

    HH 30
    Backtotheopponent
  • Backfist & Straight

    HH 19
    Backtotheopponent
  • Blinding Knife

    HM 21
    Backtotheopponent
  • Blinding Knife to Phantom Javelin

    HMM 42
    Backtotheopponent onhitorblock
  • Crescent Mirage

    HMM 49
    Backtotheopponent
  • Fafnir

    HMM 48
    Backtotheopponent
  • Chronos Lathe

    M 21
    Backtotheopponent
  • Crusader

    M 23
    Backtotheopponent
  • Spiral Cannon

    MM 16
    Backtotheopponent
  • Soul Steal

    M 18
    Backtotheopponent
  • Cold Massacre

    MM 28
    Backtotheopponent
  • Cold Worm to Phantom Halberd

    MHM 51
    Backtotheopponent onhitorblock
  • Demon Knee

    M 17
    Backtotheopponent
  • Trick Bang

    LH 24
    Backtotheopponent
  • Reverse Chakram

    M 24
    Backtotheopponent
  • Shinobi Cyclone

    L 20
    Backtotheopponent
  • Abyss Cannon

    MMM 30
    Backtotheopponent
  • Abyss Spear

    MH 31
    Backtotheopponent
  • Cannon Tail

    H 22
    Backtotheopponent
  • Labyrinth

    Backtotheopponent
  • Gremlin Smasher

    M 25
    Backtotheopponent
  • Vermillion

    L 17
    Backtotheopponent
  • Blind Roll

    Backtotheopponent

During Heat 8

  • Heat Burst

    M 12
    WhenHeatactivationisavailable
  • Crusader

    M 20
    start
    i14
    block
    -9
    hit
    +15a

    Heat Engager • Heat Dash +5, +43d (+35)

  • Minos Typhoon

    MM 30
    start
    i18~19, i7
    block
    -13
    hit
    +30a (+4)

    Balcony Break • -9 and 12 chip damage after attack absorption

  • Spinning Middle Kick

    M 20
    WS
  • Chronos Lathe

    M 21
    Backtotheopponent
  • Dual Thanatos

    MM 30
    DuringSoulzone
  • Typhon Fang Phantom

    MM 34
    DuringHeat onhitorblock
  • Pandemonium

    MT 55
    DuringHeatmode

10 Hit Combos 1

  • MMMHHMMLM! 94

Raven's Tekken 8 movelist from the Tekken Wiki, frame data from wavu.wiki.