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Tekken 8 — Characters

Raven – Frame Data

Raven is a tricky midrange fighter who controls space with evasive keep-out moves and long pokes, then draws you into his stance web. His backturn transitions let simple hits snowball into layered mixups, and his wavedash/crouch dash keeps the approach unpredictable. A jack of all trades, Raven rewards creative play over raw execution.

200 Moves

Normal Moves

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

BT Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

FC Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

H. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

R. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

SZN Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions
Fighter Profile
Trickster Expert
Offense
8
Defense
9
Execution
7

Weak to: Step Left

Overview

Versatile mid-range control and teleports; weak early punishment and risky pressure.

Heat System

In heat, Raven's clone moves turn gold, go from -13 to -3 on block, and deal big chip damage, making his full crouch mix a safe 50/50. On top of that, heat engagers become launchers when he chooses to heat dash.

Strengths

Strong midrange pokes: d+4 and db+2 control space.Combo versatility: lots of wallcarry.High chip damage: heat makes clone moves deal heavy chip.Multiple mixups: stance transitions and 50/50s.Evasive moves: qcf+4 is a high-evading launcher that's hard to punish on whiff.Strong neutral tracking: db+2 and df+1 catch sidesteppers.Rarely labbed: played by a few, labbed by even less.Playstyle flexibility: can be played in many different ways.i1 frame parry

Weaknesses & Counterplay

Opening up opponents takes bigger risk.Lack of + frames on block.Bad sidestep.Smaller bugs and inconsistencies.
Game Plan
Use d+4 and db+2 to control midrange, and qcf+4 as an evasive keep-out launcher.Transition from pokes and punishes like 4,1 into Backturn to start your mixup snowball.Use d,df crouch dash to close distance while avoiding highs, then threaten FC df+3+4 (hellsweep) or WS 2.From Soulzone, use SZN 1,4 for pressure and SZN 3,2 as your fastest mid; only teleport when you can afford the punish.In heat, make your clone moves and full crouch game plan count — they're much safer and deal chip.
Stances
Soulzone (SZN) — enter: Press 3+4, or transition from moves like f+2,3,3+4 and db+2,1,3+4. — Pressure stance where Raven cannot block. Offers a fast high (SZN 1,4), a safe mid heat engager (SZN 2), a long-range low (SZN 4), a homing CH high (SZN 1+2), and an evasive launcher (SZN 3+4). Teleports to crouch/stand/BT are punishable.Backturn (BT) — enter: Entered via moves like 4,1 (12f punish/poke). — Main stance for poking and enforcing mix-ups. You cannot block, but you can cancel with b+3+4, which takes 5 frames before you can block.