Reina punishers

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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
1,2,225+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
-101,2,3,442+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)

Related moves

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
[[#Reina-f,n,d,df${justFrame}3]]
Electric War God Kick
94

f,n,d,df#3

M
23
-9
+13a (-4)
i15~17
t52 r39
Balcony Break
  • 4 chip damage on block
Sometimes written ewgk
Totetsu Jyurin

OTG.d+4,1

L,​L
14 (11),​17 (20)
-26
-10 / -15a (-23)
,i20~21
  • Blue spark with input OTG.d+4:1 on frames 15-18 for 20 (16) dmg
  • Jails from 1st block
  • Combo from 1st hit
Seven Seas Splits Kick
82

ws4,4

m,​m
10,​15
-17
-1c
,i17~18
r35
  • Can transition to WRA (-10/+6/+6) with input D
  • Combo from 1st hit
  • Jails from 1st block
Jewel Snatcher
79

ws1

m
12
2.07
-13
i13
t49 r36
Transitions to SEN on hit
Manji-geri
85

FC.df+4

m
20
2.45
-14
i15
r35
Balcony Break
Nen Hangetsu-ate
84

FC.df+3

m
25
2.45
-17
i20
cs1~
r39
Balcony Break
  • Can evade some mids
Sting the Works
23

1,​2,​3,4

h,​h,​m,​h
5,​6,​10,​21
-4
+21a (+12)
,i22~23
t97 r28
Strong Aerial Tailspin
  • 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
Raging Bishamon
2,2,2,qcf+2
26

2,​2,​2,2

h,​h,​m,​m
5,​5,​21,​25
-14
+21a (+0)
,i31
t128 r38
Balcony Break
  • Combo from 3rd hit with 4f delay
  • Move can be delayed 3f
  • Blue spark with input qcf+2 for 5 more damage
Sousoku Rengeki
33

f+2,3

h,​m
8,​16
-9
+2
+6
,i18~19
t49 r30
  • 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
Sousoku Rengeki
33

f+2,3

h,​m
8,​16
-9
+2
+6
,i18~19
t49 r30
  • 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
[[#Reina-f,n,d,df${justFrame}2]]
Electric Wind God Fist
92

f,n,d,df#2

h
23
2.50
+5
i11~12 (~i13)
t36 r24
  • Chip damage when guarded
Sometimes written ewgf
Queen Bee Stinger
46

df+2

m
13
2.60
10
6
-12
i15~16
t47 r29
  • +2 on hit on crouching opp.
  • +30a (+20) on CH on crouching opp.
Flash Punch Combo
20

1,​1,2

h,​h,​m
5,​6,​12
-17
+11
,i13
t78 r38
  • Combo from 1st hit with 11f delay
  • Hit-confirmable from 1st hit
  • Cancel transition with input B, frame advantage +2
Wall Crush +23g on hit, +14g without transition
  • Transition to SEN on hit only
  • knockdown if hit in backturn
Back Fist Combo
22

1,​2,2

h,​h,​h
5,​6,​14
-14
+0
,i17
t72 r33
  • 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 (-7/+7) with u_d
Ganzan Basara
24

2,​2,1

h,​h,​m
5,​5,​20
-14
+12a
,i22~23
t89 r37
Balcony Break
Spike
Head
  • Hit-confirmable from 1st hit
  • Combo from 2nd hit with 5f delay
  • Input can be delayed 10f
  • Move can be delayed 9f
Demon Breath
31

1+2

m
25
1.97
8
9
-10~-9
+24a (+14)
i12~13
t44 r31
[[#Reina-f,n,d,df${justFrame}2]]
Electric Wind God Fist
92

f,n,d,df#2

h
23
2.50
+5
i11~12 (~i13)
t36 r24
  • Chip damage when guarded
Sometimes written ewgf
Muso Basara
45

df+1,2

m,​m
8,​20
-14
+12a
,i22~23
t60 r37
Heat Engager
Heat Dash +18g, +43a (+35)
  • Combo from 1st hit with 2?F delay
  • Can be delayed
Sousoku Rengeki
33

f+2,3

h,​m
8,​16
-9
+2
+6
,i18~19
t49 r30
  • 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
Ondeko
27

2~1

m,​m
4,​18
2.39
-14
i11(~14)
t73 r33
Balcony Break
Spike
  • 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
Queen Bee Stinger
46

df+2

m
13
2.60
10
6
-12
i15~16
t47 r29
  • +2 on hit on crouching opp.
  • +30a (+20) on CH on crouching opp.
Silver Gleam
  • u+4
65

uf+4

m
15
2.20
6
6
-13
i17~18
js9~
r32
Tornado
Sometimes written hopkick


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