| Reina |
|---|
| Movelist & frame data (Tekken 8) |
|---|
Heat
Input
2+3
- Cancel to r45 with b,b on frame 42
- 2 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
H.2+3
- Alternate inputs: H.R1, H.WRA.2+3, H.WRA.R1
- Jails from 1st block
- Transitions to attack throw on 1st hit for a total of 50 dmg
- Transitions to r53 WRA on 2nd block, whiff or hit
- +19a WRA if only second hit connects (25 dmg)
- 7 chip damage on block
3,4,H.4
- Combo from 1st hit
- Jail from 2nd block
- Consumes 240F of remaining Heat time
- 11 chip damage on block
3+4,4,H.4
- Combo from 2nd hit
- Consumes 240F of remaining Heat time
f+3+4,H.4
- Combo from 1st hit
f+3+4*,H.4
- Combo from 1st block
- Airborne combo from 1st hit
- does 19 damage if 1st connect on block or hit
d+2,H.1+2
- Jail from 1st block
- Combo from 1st hit
- Transition to UNS r34 on block (+5)
- 5 chip damage on block
- Consumes 300F of remaining Heat time
H.d+1+2
- Automatically parries limb-based, non-airborne mids and highs
- Deals 40 damage on successful parry
- +1d on successful parry
- Consumes 240F of remaining Heat time
- Throws received are unbreakable
- WRA
- HW
H.WRA.d+3+4
- Alternate input: H.WRA.R1
- Jails if any hit is blocked
- Transitions to attack throw on 1st hit for a total of 35 dmg
- +4a (-5) if any hit after the 1st connects
- Consumes 600F of remaining Heat time
df+1,2
- Combo from 1st hit with 2F delay
- Move can be delayed by 5F
- Input can be delayed by 7F
UNS.4
- 6 chip damage on block
- Can be cancelled into crouch with DB/D/DF
WRA.2
- 9 chip damage on block
n
Input
1
1,1,2
- +16a (+7) / +7a (-2) on BT hit
1,2
- Jail from 1st block with 4F delay
- Combo from 1st hit with 4F delay
1,2,2
- Jail from 2nd block with 2F delay
- Combo from 2nd hit with 2F delay
- Combo from 2nd CH with 3F delay
- Move can be delayed by 1F
- Input can be delayed by 3F
- Transition to UNS r26 with u_d (-7/+7)
1,2,3
- Combo from 2nd CH with 3f delay
- Input can be delayed 3f
- Move can be delayed 2f
1,2,3,4
- CH-confirmable from 2nd CH
- Combo from 3rd hit with 5f delay
- Input can be delayed 10f
- Move can be delayed 8f
- Interrupt with i5 from 3rd block
2,2
- Jail from 1st block with 1f delay
- Combo from 1st hit with 1f delay
2,2,1
- Hit-confirmable from 1st hit
- Combo from 1st hit with 5f delay
- Input can be delayed 10f
- Move can be delayed 9f
2,2,2
- Transition to WRA r30 with D (-6/+6)
- Transition to WRA is safe (can be cancelled early enough with crouch dash)
- Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo
- Input can be delayed 10f
- Move can be delayed 9f
- Interrupt with i11 from 2nd block
2,2,2,1
- Combo from 3rd hit with 1f delay
- Input can be delayed 4f
- Move can be delayed 3f
- Evasive, can go under jabs
2,2,2,2
- Combo from 3rd hit with 4f delay
- Move can be delayed 3f
- Blue spark with input qcf+2 for 5 more damage
2~1
- Just frame if 2 is held for exactly one frame and then 1 on the next frame. Hits for 26 damage.
- 5f input window
- tracks to the left
3+4,4
1+4
- Transition to WGS with DF after 14 frames
- Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
f
Input
f+2,3
- Jails from 1st hit without delay
- Combo from 1st hit with 6F delay
- Transition to SEN (-2/+9/+13) with input F
- Cannot block up to i12 on empty transition on block
- Can be delayed
f+1+2
- Transition to SSH r20 with 3_uf_uf+3_uf+4
f+3+4
- Cancel to r24 FC at earliest with input DB/D/DF
f+3+4*
- Cancel to r24 FC at earliest with input DB/D/DF
- 9 chip damage in heat
df
Input
df+1
- Transition to SEN r18 with F (-3/+4)
- Cannot block up to i15 on empty transition on block
df+1,1
- Combo from 1st hit with 4F delay
- Move can be delayed by 5F
- Input can be delayed by 7F
df+1,2
- Combo from 1st hit with 2F delay
- Move can be delayed by 5F
- Input can be delayed by 7F
df+4,2
- Transition to WRA r28 with D (-6/+8)
- Combo from 1st hit
df+4,2,3
- Combo from 2nd CH with 8F delay
- Move can be delayed by 9F
- Input can be delayed by 10F
df+3+4
df+3+4,4
d
Input
d+1
- Transition to standing r24 with f
- +6c on crouching hit
d+2
- Does not knockdown on counter hit after inputting d+2,H.1+2
d+3
- Transition to UNS (Kou, d)
- Transition to UNS (Gou) r20 with b+3
- Transition to UNS (Kou) r18 with u+3
- Transition to SEN r14 with f+3
- Transition to WGS r1 with DF
- Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
- Punch parry, transitions to WGS on successful parry with +13
d+1+2
- Transition to r14 SEN with f+3
- Transition to r2 WGS with DF
- WRA
- HW
db
Input
db+4,1+2
- Combo from 1st CH even with delay
- Can be delayed
- CH-confirmable from 1st CH
b
Input
b+1,1
- Combo from 1st hit with 8F delay
- Interrupt with i3 from 1st block
- Move can be delayed by 10F
- Input can be delayed by 12F
b+1,1,3
- Transition to SEN r18 with F (+0/+13)
- Cannot block up to i14 on empty transition on block
- Combo from 2nd CH
- Jails from 2nd block
b+1,1,3,3
b+3
- Transition to UNS (Gen)
- Transition to UNS (Kou) r18 with u+3_d+3
- Transition to SEN r14 with f+3
- Transition to WGS r1 with DF
- Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
- See also Unsoku Cancel
b+1+3
- Parry mids and highs
- Converts incoming damage to recoverable health
- Transitions to WRA on successful parry with +(recv - 17) where recv is the recovery of the parried move
b+1+4
- Cancel to r40 with b,b at frame 40
b+1+2
- -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
u
Input
u+3
- Transition to UNS (Kou, u)
- Transition to UNS (Gou) r20 with b+3
- Transition to UNS (Kou) r18 with d+3
- Transition to SEN r14 with f+3
- Transition to WGS r1 with DF
- Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
- Punch parry, transitions to WGS on successful parry with +13
- ub+2
- u+2
uf+2
- Normal hit offsets opponent slightly to the left of the axis and rotates them.
- Counter hit pushes the opponent on axis like most moves and does not rotate the opponent.
uf+3,1
- +13c on crouching hit
- Jails on 1st block
- Combo from 1st hit
- u+4
uf+4
ub+4
- ub,b
- UNS.ub+1+2
ub+1+2
- js10~24
- fs25~27
- Transition to WGS r50 with DF
- Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after transition
u+1+2
- js10~24
- fs25~27
- Transition to Wind God Step r36 with input DF
- Execute EWGF or EWGK by inputting 2/3 exactly one frame after transition
Motion Input
Input
f,F+2
- Transition to SEN r22 with F (+2/+13)
- Cannot block up to i12 on empty transition on block
f,F+3+4
- Forces tech backroll on hit
f,f,F+3
- js3~34
- fs35~37
- 6 chip damage on block
f,f,F+4
- js17~26
- fs27~29
- Transition to WRA r29 with D (+8/+35a (+9))
- 4 chip damage on block
Crouch
Input
FC.df+3
- Can evade some mids
WS
Input
ws3,4
- Combo from 1st hit with 8F delay
- Move can be delayed by 10F
- Input can be delayed by 12F
ws4,4
- Combo from 1st hit with 7F delay
- Jails from 1st block with 2F delay
- Transition to WRA r29 with D (-10/+6)
- Move can be delayed by 6F
- Input can be delayed by 7F
ws1+4
- Transition to WGS with DF after 14 frames
- Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
WGS (Wind God Step)
Input
- f,n,d,DF+1
- df+3,1
WGS.1
- js19~40
- fs41~43
- 26 dmg if manual CD
- f,n,d,DF+1,3
- df+3,1,3
WGS.1,3
- Airborne combo from 1st hit (+18d (-17))
- Interrupt with i9 from 1st block
- 6 chip damage on block
- f,n,d,DF+1,4
- df+3,1,4
WGS.1,4
- js1~30
- fs31~33
- Airborne combo from 1st hit (+1a (+0))
- Interrupt with i2 from 1st block
- 10 chip damage on block
- f,n,d,DF+2
- df+3,2
WGS.2
- Becomes Electric Wind God Fist during Heat (partially uses remaining Heat Time)
- 4 chip damage on block
- 20dmg if manual CD
f,n,d,df#2
- 4 chip damage on block
- f,n,d,DF+3
- f,n,DF+3
- df+3,df+3
WGS.df+3
- Becomes 22dmg Electric War God Kick during Heat (partially uses remaining Heat Time)
- 4 chip damage on block
- 21dmg when performing f,n,d,DF+3/f,n,DF+3 without Heat
f,n,d,df#3
- 4 chip damage on block
- f,n,d,DF+4
- df+3,df+4
WGS.DF+4
- 8 dmg if manual CD
- f,n,d,DF+4,2
- df+3,df+4,2
WGS.DF+4,2
- Transition to WRA with D (-15/+6)
- Combo from 1st hit
- f,n,d,DF+4,4
- df+3,df+4,4
WGS.DF+4,4
- Combo from 1st hit
SEN (Sentai)
Input
SEN.1
-9 and 2 chip damage on block after absorbing an attack in power crush state
SEN.1,2
- Blue spark with input qcf+2 for 5 extra damage
- Hit-confirmable from 1st hit or if attack was absorbed
- Combo from 1st hit even with 9?F delay
- Can be delayed by 10?F
-9 and 7 chip damage on block after absorbing an attack in power crush state
SEN.2
- Transition to WRA (-6/+8) with D
- Transition to WRA is safe (can cancel WRA with crouch dash early enough)
SEN.4
- Deals chip damage on block
SEN.1+2
- Transitions to r32? WRA after recovery
SEN.3+4
- -29 stagger block on 1st block
- -11 on 2nd block
SEN.1+3
- Throw break: none
- Opponent recovery on hit: FUFA
SSH (Senshin)
Input
f+1+2
- Transition to SSH r20 with 3_uf_uf+3_uf+4
SSH.uf+3
- fs1~13
- js12~37
- fs38~40
- i50~53 effective startup
- 6 chip damage on block
SSH.uf+4
- fs1~22
- js23~32
- fs33~35
- i52~53 effective startup
- 5 chip damage on block
- Transition to WRA r29 with D (+8/+35a (+9))
UNS (Unsoku)
Input
b+3
- Transition to UNS (Gen)
- Transition to UNS (Kou) r18 with u+3_d+3
- Transition to SEN r14 with f+3
- Transition to WGS r1 with DF
- Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
- See also Unsoku Cancel
d+3
- Transition to UNS (Kou, d)
- Transition to UNS (Gou) r20 with b+3
- Transition to UNS (Kou) r18 with u+3
- Transition to SEN r14 with f+3
- Transition to WGS r1 with DF
- Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
- Punch parry, transitions to WGS on successful parry with +13
u+3
- Transition to UNS (Kou, u)
- Transition to UNS (Gou) r20 with b+3
- Transition to UNS (Kou) r18 with d+3
- Transition to SEN r14 with f+3
- Transition to WGS r1 with DF
- Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
- Punch parry, transitions to WGS on successful parry with +13
UNS.4
- 6 chip damage on block
- Can be cancelled into crouch with DB/D/DF
UNS.3
- WDS.3: Unbufferable. i18 effective startup
UNS.d+4
- Transition to SEN on hit only
- Transition to standing (+0/+10) on hit with B
- WDS.4: Unbufferable. i22 effective startup
UNS.1+2
- Transition to SSH r20 with 3_uf_uf+3_uf+4
UNS.3+4
- Cancel to r24 FC at earliest with input DB/D/DF
UNS.3+4*
- Cancel to r24 FC at earliest with input DB/D/DF
- 9 chip damage in heat
- ub+1+2
- ub,b
UNS.ub+1+2
- js10~24
- fs25~27
- Transition to WGS r50 with DF
- Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after transition
UNS.u+1+2
- js10~24
- fs25~27
- Transition to Wind God Step r36 with input DF
- Execute EWGF or EWGK by inputting 2/3 exactly one frame after transition
WRA (Heaven's Wrath)
Input
d+1+2
- Transition to r14 SEN with f+3
- Transition to r2 WGS with DF
- WRA
- HW
WRA.1
WRA.1,4
- Combo from 1st hit with 6F delay
- Interrupt with i6 from 1st block
- Move cannot be delayed
- Input can be delayed by 6F
- 6 chip damage on block
WRA.2
- 9 chip damage on block
WRA.3
- js9~36
- fs37~39
- 3 chip damage on block
WRA.3,4
- js1~26
- fs27~29
- Jails from 1st block with 1F delay
- Combo from 1st hit with 1F delay
- 8 chip damage on block (11 total)
- Transition to WRA with D (+8/+19a (+18))
- gives wallsplat at specific distances from the wall
- can hard wall break if 1st hit connect close to the wall
- Available only on 1st hit or block
- Move cannot be delayed
- Input can be delayed by 1F
- Hunting Hawk
- HW.3,4
WRA.4
- on 2nd hit
- Combo from 1st CH
- Both hits jail on block
WRA.4,2
- Jails from 2nd block with 4F delay
- Combo from 1st CH or 2nd hit with 14F delay
- Move can be delayed by 10F
- Input can be delayed by 14F
WRA.4,2,2
- Jails from 1st block with 4F delay
- Combo from 1st CH or 2nd hit with 10F delay
WRA.4,2,2,1+2
- Blue spark with input qcf+1+2 for 6 extra damage
- Jail from 1st block with 1F delay
- Combo from 1st CH or 2nd hit with 1F delay
- Move can be delayed by 15F
WRA.1+2
- Opponent recovers crouching on hit
- -1 frame advantage and 12 chip damage on block after absorbing an attack in power crush state
WRA.3+4
- 7 chip damage on block
- Opponent is FDFA on normal hit
WRA.1+3
- Unbreakable
- Opponent recovery on hit: FUFT
- Does 35 damage on wall hit
- +22d (-17?) on wall hit
- HW.1+3
- HW.2+4
WRA.d+4,3
- Combo from 1st CH with 15F delay
- Input can be delayed 16F
- Move can be delayed 13F
WDS (Wind Step)
Input
f,n
- Can transition to WGS with input DF
- Punch parry, transitions to WGS on successful parry with +10
- Stance moves are unbufferable
WDS.3
- WDS.3: Unbufferable. i18 effective startup
WDS.4
- Transition to SEN on hit only
- Transition to standing (+0/+10) on hit with B
- WDS.4: Unbufferable. i22 effective startup
Others
Input
R.df+1+2
- 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
BT.4
- back facing 4
- back turned 4
OTG.d+4
OTG.d+4,1
- Blue spark with input OTG.d+4:1 on frames 15-18 for 20 (16) dmg
- Jails from 1st block
- Combo from 1st hit
Throws
Input
1+3
- Throw break 1 or 2
- Opponent recovery on hit: FUFA off-axis to the left
2+4
- Throw break: 1 or 2
- Opponent recovery on hit: FUFA
- Side switch on Hit or Throw break
Left throw
- Throw break: 1
- Opponent recovery on hit: FUFA off-axis to the left
Right throw
- Throw break 2
- Opponent recovery on hit: FUFA
Back throw
- Break: none
- Opponent recovery on hit: FDFA
uf+1+2
- Throw break: 1+2
- Side switch on Throw break
d,db,b,f+2
- Throw break: 2
- Opponent recovery on hit: FUFT
SEN.1+3
- Throw break: none
- Opponent recovery on hit: FUFA
WRA.1+3
- Unbreakable
- Opponent recovery on hit: FUFT
- Does 35 damage on wall hit
- +22d (-17?) on wall hit
- HW.1+3
- HW.2+4
10 Strings
| 10 Hit Combo 1 | ||||||
| Input | Hit level | Damage | Startup | Block | Hit | Combo |
|---|---|---|---|---|---|---|
| 2 | h | 6 | i12 | -4 | +7 | |
| 2 | h | 6 | i14~15 | -11 | +0 | Hit |
| 2 | m | 21 | i29 | -4 | +6 | |
| 3 | l | 8 | i30~31 | -18 | -7 | CH |
| 1 | h | 6 | i36 | -20 | -10 | |
| 1 | m | 6 | i22 | -19 | -13 | CH |
| 3 | m | 6 | i15~17 | -16 | -5 | CH[1] |
| 3 | m | 10 | i32 | -26 | -12 | |
| 1 | m | 12 | i35~36 | -22 | +24 (+14) | |
| 4 | h | 18 | i23~27 | -12 | -4 (-5) | |
| 10 Hit Combo 2 | ||||||
| Input | Hit level | Damage | Startup | Block | Hit | Combo |
|---|---|---|---|---|---|---|
| 2 | h | 6 | i12 | -4 | +7 | |
| 2 | h | 6 | i14~15 | -11 | +0 | Hit |
| 2 | m | 21 | i29 | -4 | +6 | |
| 3 | l | 8 | i30~31 | -18 | -7 | CH |
| 1 | h | 6 | i36 | -20 | -10 | |
| 1 | m | 6 | i22 | -19 | -13 | CH |
| 3 | m | 6 | i15~17 | -16 | -5 | CH[1] |
| 3 | m | 10 | i32 | -26 | -12 | |
| 1 | m | 12 | i35~36 | -22 | +24 (+14) | |
| 3 | m | 15 | i26~30 | -16 | +14 (-21) | |














