Reina punishers

From Wavu Wiki, the 🌊 wavy Tekken wiki
Punishers for tricky moves
Various Slide
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • b+3+4
  • b+3+4,3+4
df+2 ...[5]
b+3 3+4,4
Bryan df+2,3 f+2,3
Claudio f+2,2
  • 3+4,4
  • f,F+2,F~3[6]
Jack-8 d+1+2
  • b+1+2
  • f,F+2,F~3
King db+4 cc EWGK
f,F+2
  • 3+4,4
  • f,F+2,F~3
  • dash EWGF ...
Law df+3 df+1,2[7]
Paul d+4,2:1+2 f,F+2,F~3[8]
qcf+2 f,F+2,F~3[8]
Victor f,F+2
  • df+2 ...
  • EWGF ... (hard)
Xiaoyu BT.f+3+4,3+4
  • 1,2,3,4
  • uf+4 ...[9]
AOP.3+4
Zafina
  • ws2
  • ws2,D
Standing
Enemy Move Damage Frames
-101,1,223+11
1,2,227+0
-122,2,132+12a
1+225+24a (+14)
-13f,n,df#2[hard]23 (78)+25a (+25)
df+1,228+12a
f+2,3[12]24+2
-142~122 (43)+31d (+23)
-15df+213 (69)+30a (+20)
-17uf+4[13]15 (60)+70a (+54)
Crouching
-11ws4,425-1c
-13ws112 (34)+13 SEN
-15FC.df+420 (72)+54a
-20FC.df+325 (79)+54a (+34)
Back-turned opponent
-101,2,3,444+21a (+12)
-122,2,2,qcf+258+21a (+0)
f+2,3,F~1+2 WRA.275+11 (+2)
f+2,3,F~1+2 WRA.3+4[14]74-4 (-12)
-14f,n,d,df#223 (68)+25a (+25)
-15df+213 (46)+30a (+20)
Grounded opponent
-17f,n,d,df#321+13a (-4)
-19OTG.d+4:127-10 / -15a (-23)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1,2i101.8323-1[15]High
f+2,3i132.4524-9High
df+1,2i132.2728-14Mid
2~1i11(~14)2.3922 (43)-14Mid
f,n,d,df#2i11(~14)2.5021 (78)+5[16]High
f,F+2,Fi12(~14)3.0014 (36)-12[17]Mid
df+2i15~162.6013 (69)-12Mid
uf+4[13]i17~182.2015 (60)-13Mid
3+4,4i18 i263.6335-14Mid
  1. 1.0 1.1 cc EWGF df+2 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
  2. 2.0 2.1 2.2 2.3 f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
  3. Needs to be done more quickly on Shaheen's slide than Law's
  4. 4.0 4.1 ws3 df+1 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
  5. 5.0 5.1 5.2 Float combo if extension is used
  6. Requires a very long dash
  7. Can whiff at tip range
  8. 8.0 8.1 Requires a precise dash
  9. Cannot be blocked or parried
  10. Punishes ws2,D only. Hit-confirm second hit if only ws2 is used
  11. Float combo on MNT transition.
  12. for moves with pushback
  13. 13.0 13.1 to launch crouching opponents
  14. Should be chosen when the SEN.1+2 doesn't lead to a tailspin. This can occur when the opponent is off-axis to the right, and will cause WRA.2 to whiff (although getting whiff punished hard is unlikely). This option can be tech-rolled out of when SEN.1+2 does lead to a tailspin. The opponent's status on hit can be reacted to, allowing the correct option to be chosen every time.
  15. Hit confirm last hit.
  16. -10 if execution error results in only a WGF
  17. Hit confirm SEN.3 for safety. Opponent can choose to punish empty transition with up to i12