Reina's f,F+2 is an extremely oppressive move. Fast, long range and difficult to step, it's tough to get around and Reina can use it to both whiff punish from afar and easily approach and enforce SEN mixups. However, the mixup from f,F+2 on block is not in her favor, and the defender can make it very unrewarding for Reina to keep going for it with the proper defense.[1]
Succinctly, you have to make a read between ducking, SSL and SSR, and launch punish her if your guess was correct.
Options from SEN
Move
Purpose
Defense
SEN.3
to get plus frames, to confirm on hit[2], to catch steps and jabs
Duck
SEN.1+3
to catch steps, stand blocking and powercrush; to wallsplat in the corner
Duck
SEN.3+4
to catch steps, stand blocking and powercrush
Duck
SEN.2
to catch duckers and SSR
SSL
SEN.4
to get plus frames, to catch duckers and crouch jab
SSR (better)/SSL
SEN.1+2
to catch duckers and SSL
SSR, i10 punish
SEN.1,qcf+2
to catch jabs, duckers, and SSL
SSR
There is no true OS against the mixup, so you have to guess. However, the penalty for guessing wrong is not as bad as the reward for guessing right (which is why it's important to launch punish her on a correct read). Stepping some options like SEN.1 and SEN.4 can get you their back, so have a good off-axis or backturned combo ready.
A single jab works to interrupt all options other than SEN.3 and SEN.3+4, and can net a float combo on SEN.4. It also beats SEN.1 since Reina cannot confirm into the follow-up, which gets blocked. However, it trades unfavorably with SEN.3. A down jab will high crush SEN.3 and interrupt the others but will get hit with SEN.4, a damaging mid with a guaranteed follow-up. These options should be used sparingly.
To minimize risk and avoid guessing, stand blocking is the best choice since the only risk is eating a 22 damage low or a 12 damage throw (with potential oki). However, it is important to make a conscious decision to stand block and not default to it.
Advanced Reina players will forego the SEN mixup and instead use the mental frame advantage to enforce a different mix-up. If you read an empty SEN transition on block, you can punish with an i12 or faster move.
Hellsweep on hit
Hellsweep is Reina's primary power low and you will frequently find yourself eating it when she has a mixup opportunity or when she's looking to make a comeback. Generally, it is best to avoid the mixup entirely by SWL when she's going for one, or pre-emptively interrupting her, since the hellsweep is naturally a bit slower to come out due to the CD input, and it doesn't high crush.
If you do find yourself dealing with the +6 WRA situation after hellsweep on hit, then backdashing is a powerful option to stay safe while blocking the power mids, and making both WRA.1 and the WRA throw whiff (make sure to launch punish!), thus resetting to neutral. Reina only has WRA.d+4 to deal damage, so be aware of it when they're trying to score the last hit to close out the round. If Reina is overusing WRA.2, then practice using SSR as an option to evade and launch punish it. If Reina is over-eager to land a heavier mixup against you backdashing, then they will have to cancel WRA into CD to approach. This opens them up to interruption.
Punishment
-15 or more standing
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
Alisa can backdash to make WRA.2 whiff after the WGS.df+4,2,D transition
Asuka
Reina's b+4 cannot be parried by Asuka's reversal
Azucena
Reina can punish Azucena's db+3 > b+1+2 with uf+1, allowing for a WRA.1,4 follow-up.
Bryan
can backdash f,F+2,F~3 (hits from any angle that isn't dead on and gives +2 on SSL)
Devil Jin
Reina can punish Devil Jin's b,f+2,1 with a buffered SS into 1+2 (likely due to a bug with the move).
Feng
Against f,F+2,F~1, Feng's 1,3 will CH Reina out of the power crush after it absorbs the first hit, leading to an unfavorable trade for her
Jack-8
Reina's SEN.1+2 is a full launcher on Jack-8 with a pickup via WRA.1,F~3
Jin
can backdash f,F+2,F~3 (but it hits from a micro-SSL)
can backdash f,F+2,F~<3 (but it hits from micro-SSL/specific angles)
Reina can OS Jin's f,F+3 string extensions using FC.df+4. After blocking the f,F+3, input df:4. If Jin did just f,F+3, this would result in a df+4. If he did f,F+3,1, this would take advantage of crouch assist to more quickly enter FC to perform FC.df+4, and launch punish him. Since FC.df+4 high crushes, it would avoid getting countered by f,F+3,1,2 as well. The timing is not straightforward, so some practice is recommended. To counter this, Jin can do just f,F+3 into a SS~whiff punish or similar.
King
can backdash f,F+2,F~3 (hits from any angle that isn't dead on and gives +2 on SSL)
Law
can backdash f,F+2,F~3 (hits from any angle that isn't dead on and gives +2 on SSL)
Lee
Reina's b+3 Unsoku transition avoids all HMS moves from the d+3 on hit transition unless the hit is point blank
Leo
Reina can always punish Leo's b+1,1+2 with her 1+2, irrespective of whether Leo transitions into BOK and uses moves from it
Leroy
Leroy's b+1+2 can parry Reina's f,F+2,F~3 and f,F+2,F~2 at the same timing
Leroy's b+1+2 can parry Reina's WRA.1 and WRA.2 from +6 transitions (ws4,4,D and WGS.df+4,2,D) at the same timing
Nina
Reina can use FC.df+4 and FC.df+3 immediately to punish Nina's gunshot attacks without having to wait for their animation to end
Reina
can backdash f,F+2,F~3
cannot backdash f,F+2,F~<3, gives +2 on block
Reina's b+4 beats her H.WRA auto-parry
Steve
Can backdash f,F+2,F~3 out of a SSR only
Xiaoyu
Reina's anti-AOP tools are EWGK, f,F+3 and b+2 (b+2 doesn't hit AOP~d)
Yoshimitsu
Flash beats nearly all SEN options after Reina's f,F+2,F on block except for SEN.1, so be careful with f,F+2,F usage and default to f,F+2
Flash beats nearly all WRA options after any transition except for WRA.1+2 after +6 transitions, and WRA.1 (and WRA.1+2) for +8 transitions. It will not hit if you delay your WRA moves. It's a good idea to avoid transitioning to WRA in this match-up.
Yoshi's hopkick (uf+3) goes under WRA.1, making it a good tool to use when Reina is delaying her WRA moves to counter Yoshi's Flash. It will only be beaten by WRA.1+2
Flash beats Reina's df+1,2 and df+1,F. It gets hit by df+1,1
Reina's b+1+3 parry can OS Yoshi's (non-delayed) b+2,2 and b+2,1 for a full launch with P.b+1+3 WRA.df~2[3]
Zafina
iws4,4,D~3+4 is a consistent punish for Zafina's 1,4,D TRT transition on block
↑SEN.3 is a guaranteed follow-up if f,F+2,F hits, but not on block. A player who attempted to whiff punish with f,F+2,F but failed to properly hit-confirm will likely be going for SEN.3. It is possibly to duck a delayed SEN.3 even if f,F+2,F hits.