Reina tech: Difference between revisions

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{{Combolist|columns=1|
{{Combolist|columns=1|
; [28] H.df+1,2,F
; [28] df+1,2
; [28] df+1,2
; [26] WRA.3+4<ref name="staying grounded">Setup can be escaped by staying grounded, which causes the first hit to whiff, and the second to hit but allow techrolling out of the mixup. Use cc OTG.d+4:1 or cc EWGK if you recognize them doing this.</ref><ref>iws4,4,D hits the opponent standing if they use wakeup attacks</ref>
; [26] WRA.3+4<ref name="staying grounded">Setup can be escaped by staying grounded, which causes the first hit to whiff, and the second to hit but allow techrolling out of the mixup. Use cc OTG.d+4:1 or cc EWGK if you recognize them doing this.</ref><ref>iws4,4,D hits the opponent standing if they use wakeup attacks</ref>
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{{Mixup|Reina-iws4,4,D-on-FDFA-at-the-wall.gbt|collapsed=true}}
{{Mixup|Reina-iws4,4,D-on-FDFA-at-the-wall.gbt|collapsed=true}}
<references />
== FUFT ws4,4,D WRA mixup near the wall ==
[[File:Reina-3+4,4 ws4,4 mixup at the wall.mp4|thumb|alt=Reina landing 3+4,4 ws4,4 as a wall combo into mixup|Reina FUFT ws4,4,D WRA mixup]]
{{Combolist|columns=1|
; [~+4] W! 1,1<ref name="iws4,4,D">requires iws4,4,D</ref>
; [~+4] W! 3+4
; [~+4] W! f+4<ref name="iws4,4,D" /><ref>follow-up ws4,4,D can be blocked by quick stand (hold U)</ref>
: [+18] ws4,4,D
}}
Using the setups above, Reina can land ws4,4 on an opponent near the wall, leaving them in FUFT and us at -2d. If they've been spiked, and they stay grounded, the first hit will whiff but the second hit of (ws4),4,D will hit them for 12 dmg, though they will be able to tech roll out of any further mixup. The second hit can also be evaded if the opponent ground rolls left immediately after Reina whiffs the first hit of ws4,4,D. The timing can be somewhat tricky for the defender, since ground rolling late can still result in getting clipped by the second hit. Upon a successful ground roll left, the opponent can punish Reina with a wakeup kick.
If both hits of ws4,4,D connect, it gives Reina a mixup between WRA.1+3 (WRA.1+3 would whiff against backward wakeup if this setup is attempted in the open) and WRA.3+4. The former catches any tech into standing, while the latter catches any tech into duck or staying grounded. The opponent could recovery (toe) kick to avoid this mixup entirely, but it is possible to cancel WRA intoย  crouch block (WRA.df,b,db) in time to block this for a launch punish (the timing is tight, and ought to be practiced). However, this gets you hit by spring kicks, which in turn opens up the possibility of cancelling WRA into stand block.
{{Mixup|Reina-ws4,4,D-at-the-wall.gbt|collapsed=true}}
<references />
== FUFT Spike at the wall ==
[[File:Reina-f+4-spike-at-the-wall.mp4|thumb|alt=Reina doing a f+4 spike into ground stomp at the wall|Reina airborne spike mixup]]
{{Combolist|columns=1|
; [+11] (airborne opp.) f+4
; [+8] (airborne opp.) d+2
: [+30] OTG.d+4<nowiki>:</nowiki>1
: [+21] EWGK
: [+0] DB
}}
Reina can spike an airborne opponent with (for e.g.,) f+4 or d+2 to put them in FUFT at around +1~+4d. At the wall, this allows OTG.d+4:1 to connect if your opponent does anything other than stand up, recovery (toe) kick, or spring kick (without the wall, backwards getup allows them to evade the hits). If they quickstand, they must block low in order to block the stomp and punish (-26). It will hit them for 38 dmg if they quickstand into stand block, but it is -10 on hit and can be punished. EWGK will wall splat them for getting up into crouch block, while doing chip if they stand block, but it must be done quickly to avoid getting hit by spring kick or wakeup attacks. Recovery (toe) kicks beat out both options, which makes it necessary to low block occasionally and punish it hard.
In practice, it is uncommon for the defender to use DB as a wakeup option unless they are well-prepared for this setup. Therefore, using d+4:1 is aย  good default option to choose.
{{Mixup|Reina-f+4-spike-at-the-wall.gbt|collapsed=true}}


<references />
<references />
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; [27] EWGK
; [27] EWGK
: [+42] dash df+4,2,3 WT! <OTG.d+4:1<ref>tight timing on small bodies</ref>
: [+42] dash df+4,2,3 WT! <OTG.d+4:1<ref>tight timing on small bodies</ref>
: [+18] f,F+2,F~2
: [+18] f,F+2,F~2<ref>consistent</ref>
: [+14] cc 3+4,4
: [+14] cc 3+4,4
: [+14] EWGK
: [+14] EWGK
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== f+3+4* setups ==
== f+3+4* setups ==


Reina's Ouhen Fubi Manji-geri is a high-crushing, forward-advancing guard break and natural hit launcher, with a high damage, wall splatting follow-up in Heat. It is also extremely slow, and typically relies on the opponent freezing up to a great extent in order to land successfully in the open. Some more reliable setups for it come out of her "[[Reina_strategy#Taido_Kick_on_hit|Taido kicks]]" or as a post-T! combo ender. These setups act as tech traps since the opponent does not have time to tech and sidestep the f+3+4*, and they have to be fairly sharp about teching and interrupting it. f+3+4* can be avoided if they stay grounded, which opens up cancelling f+3+4* into cc EWGK. It can be interrupted by spring attacks, opening up cancelling f+3+4* into cc block, allowing for a launch punish.
Reina's Ouhen Fubi Manji-geri is a high-crushing, forward-advancing guard break and natural hit launcher, with a high damage, wall splatting follow-up in Heat. It is also extremely slow, and typically relies on the opponent freezing up to a great extent in order to land successfully in the open. Some more reliable setups for it come out of her "[[Reina_strategy#Taido_Kick_on_hit|Taido kicks]]" or as a post-T! combo ender. These setups act as tech traps since the opponent does not have time to tech and sidestep the f+3+4*, and they have to be fairly sharp about teching and interrupting it. f+3+4* can be avoided if they stay grounded, which opens up cancelling f+3+4* (or f+3+4) into cc EWGK. Depending on the setup, it can be interrupted by techroll into very fast buttons. If the opponent does not tech, f+3+4* gets interrupted by recovery (toe) kicks and spring kicks, which can be countered by cancelling f+3+4 into block, and launch punishing. In Heat, this setup becomes much deadlier due to the guaranteed Lethal Fury follow-up from the guard break.


{{Combolist|columns=1|
{{Combolist|columns=1|
; <combo> T!
; <combo> T!
: 1 f+3+4*
: [+2] f+2,d~3+4*
: f+2,d~3+4*
: [+2] 1,1 f+3+4*
: [+1] 1 f+3+4*
}}
}}


As a post-T! combo ender, this setup gives up ~9 dmg from a regular ender to gain 15 dmg (from 1,1,2) in the most common case of techroll into block, amounting to a gain of 6 dmg. On a correct defensive read, the opponent might either wake up safely or potentially launch you, e.g., if they wait for you to whiff f+3+4* by staying grounded and then getting up. In Heat, this setup becomes much deadlier due to the guaranteed Lethal Fury follow-up from the guard break for 28 dmg (+19 dmg over a regular ender).
As a post-T! combo ender, this setup gives up ~9 dmg from a {{tt|regular ender|At 30% scaling, WRA.3,4 would do 11 dmg, uf+3+4,1+2 would do 12, and WGS.1,4 would do 13.|The move to setup f+3+4* would do 1-2 dmg.}} to gain {{tt|15 dmg|from the guaranteed 1,1,2 follow-up|1,2,2 would do 17 dmg}} in the most common case of techroll into block, amounting to a gain of 6 dmg. In Heat, this gives up {{tt|~12 dmg|T! H.f+3,3,F 3+4,4 does 13 dmg|T! d+3~H.4,F 3+4,4 does 16 dmg}} for {{tt|~28 dmg|f+3+4* does 9 chip dmg, and the H.4 follow-up does 19 dmg.}}.
ย 
After f+2,D, Reina is +31a (+24), meaning the defender has {{tt|11f|f+3+4* is i67|a techroll is 32f|<nowiki>67 - 32 - 24 = 11</nowiki>}} to techroll into a button. f+3+4* will trade with i11 ws options, giving a full launch, and counterhit anything slower. It will get beaten by techroll into i10 duck jabs. ย 
ย 
After 1,1, Reina is +32a (+25), meaning the defender has 10f to techroll into a button. f+3+4* will trade with and CH launch techroll into duck jab. Curiously, the spacing is such that if the opponent does a recovery kick, it will whiff and get punished by f+3+4* for a launch. As a trade-off, f+3+4* will whiff if the opponent does not tech and does a backwards wakeup, leading to getting launched.
ย 
After 1, Reina is +33a (+26), meaning the defender has 9f to techroll into a button, meaning only {{tt|specific characters|e.g. Yoshimitsu's 1+4}} have options against it.


{{Combolist|columns=1|
{{Combolist|columns=1|
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}}
}}


As a follow-up to a [[Reina_strategy#Taido_Kick_on_hit|Taido Kick on hit]], this gives up the guaranteed pressure and/or damage from SEN.4 for the same risk/reward as describedย  in the earlier setup. Here, however, SEN.4 can also be used to punish the opponent for staying grounded.
As a follow-up to a [[Reina_strategy#Taido_Kick_on_hit|Taido Kick on hit]], this gives up the guaranteed pressure and/or damage from SEN.4 for slightly worse risk/reward compared to the earlier setup. Here, however, SEN.4 can also be used to punish the opponent for staying grounded. Reina is +48a (+17) or +50a (+19) after the Taido kick, giving the defender time to techroll into an i16~18 button, making this f+3+4* setup easier to defend against. For e.g., instead of techroll into duck jab, the defender has time to techroll into an i15 launcher.


{{Combolist|columns=1|
{{Combolist|columns=1|
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[[File:Reina-f+3+4*-at-the-wall.mp4|thumb|alt=Reina's f+3+4* setup at the wall|Reina f+3+4* Wall Setup]]
[[File:Reina-f+3+4*-at-the-wall.mp4|thumb|alt=Reina's f+3+4* setup at the wall|Reina f+3+4* Wall Setup]]


As a post-WT! ender, f+3+4* will guard break early tech rolls without any possibility of interruption for a guaranteed 1,1,2 (15 dmg, +23wc) or 1,2,2 (17 dmg). If the opponent techs late, they can evade the f+3+4* and H.4 extension, and potentially launch punish. If the opponent doesn't tech, it hits them in a low wall slump for 15 dmg. This setup gives up 22-24 dmg (from the optimal wall combo) for 15 dmg into potential wall pressure (if the opponent techs). The reward from this setup greatly increases if Reina is in Heat, since with the Lethal Fury follow-up, if the opponent techs, they will get wall splatted.
As a post-WT! ender, f+3+4* will guard break ''early'' tech rolls without any possibility of interruption for a guaranteed 1,1,2 (15 dmg, +23wc) or 1,2,2 (17 dmg). If the opponent techs late, they can evade the f+3+4* and H.4 extension, and potentially launch punish (by techrolling into duck, into a ws launcher). If the opponent doesn't tech, it hits them in a low wall slump for 15 dmg. This setup gives up 22-24 dmg (from the optimal wall combo) for 15 dmg into potential wall pressure (if the opponent techs). The reward from this setup greatly increases if Reina is in Heat, since with the Lethal Fury follow-up, if the opponent techs, they will get wall splatted.


Reina can HB! after a WT! and attempt to setup f+3+4*, which threatens a wall splat if the opponent techs.<ref>[https://www.youtube.com/watch?v=JY87fT0F6Oo Reina's Guard Break Setup]</ref> In this situation, however, the opponent could do quick recovery (hold F) or a recovery kick (OTG.d+3) to interrupt it, or stay grounded/ground roll to avoid it entirely.
Reina can HB! after a WT! and attempt to setup f+3+4*, which threatens a wall splat if the opponent techs.<ref>[https://www.youtube.com/watch?v=JY87fT0F6Oo Reina's Guard Break Setup]</ref> In this situation, however, the opponent could do quick recovery (hold F) or a recovery kick (OTG.d+3) to interrupt it, or stay grounded/ground roll to avoid it entirely.
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: [+21] EWGK<ref name="no-tech" />
: [+21] EWGK<ref name="no-tech" />
: [+16] b+1+2<ref>catches quick recovery, but will whiff against quick back roll for a whiff punish</ref>
: [+16] b+1+2<ref>catches quick recovery, but will whiff against quick back roll for a whiff punish</ref>
}}
{{Combolist|columns=1|
; <nowiki><Taido kick></nowiki>
: [+24] f+3~3+4 f,F+2~3<ref>Only if the opponent stays grounded. Can be launch punished if the opponent tech rolls, and can be tech rolled on reaction to the f+3 SEN transition. Only the first hit of SEN.3+4 connects if the opponent does a backward wakeup (OTG.B).</ref><ref>https://twitter.com/YINCRESCENT_tkn/status/1790904810826309708</ref>
}}
}}



Latest revision as of 03:27, 11 June 2024

FDFA ws4,4,D WRA mixup near the wall

Reina FDFA ws4,4,D WRA mixup
[28] df+1,2
[26] WRA.3+4[1][2]
[24] CH f+4[1]
[24] SEN.4[1]
[20] f,F+3
[20] CH d+2[1]
[+38] iws4,4,D~3+4

Upon putting the opponent into FDFA near the wall, it's possible to do a guaranteed iws4,4,D (df+3,n,4,4,D), putting the opponent at -3d in FDFA with you in WRA. The timing for the iws4,4 off of various options ought to be practiced, since if your opponent blocks it, it's launch punishable. WRA.3+4 is guaranteed. WRA.2 can be used in place of WRA.3+4 for greater reward on backward wakeup. WRA.4,2,2,qcf+1+2 can also be used for greater reward if the opponent does wakeup attacks.[3]

Mixup after Reina's iws4,4,D at the wall with the opponent in FDFA at -3d

U~B
U~DB
B
F
OTG.1/OTG.d+1
OTG.4
OTG.3
n
WRA.3+4
2020202020525220
WRA.2
242424240
78
780
WRA.4,2,2,qcf+1+2
21212121
20
93
9321

Nash equilibrium with payoff 20

WRA.3+4
1
OTG.1/OTG.d+1
1

Payoff for dominated options

WRA.2
0
WRA.4,2,2,qcf+1+2
20
U~B
-20
U~DB
-20
B
-20
F
-20
OTG.4
-52
OTG.3
-52
n
-20
  1. โ†‘ 1.0 1.1 1.2 1.3 Setup can be escaped by staying grounded, which causes the first hit to whiff, and the second to hit but allow techrolling out of the mixup. Use cc OTG.d+4:1 or cc EWGK if you recognize them doing this.
  2. โ†‘ iws4,4,D hits the opponent standing if they use wakeup attacks
  3. โ†‘ The Most Disguisting Oki Setups | Reina Full Guide | TEKKEN 8

1 b+2 Wall Combo

W!
[+13] 1,1 b+2
[+10] 1 b+2

Causes the opponent to fly off to the right and end up in an off-axis position at +9 (-7). If they tech left, many of your immediate timing mixups might whiff, but you have enough time to dash in to re-align, and still apply a mixup. However, you completely lose wall positioning and might even end up inverting it. If they tech any other way, you have good frame advantage (~+26) to apply an immediate mixup.

If they don't tech, they are left in FUFA where a follow-up EWGK is guaranteed. If they wake up backwards or quick stand, a slightly delayed f,F+2,F will hit them, allowing for SEN.3 (if it hits them in the front) or SEN.1+2~3+4 if it hits them in the back.[1]

EWGK Low Wall Slump

[27] EWGK
[+42] dash df+4,2,3 WT! <OTG.d+4:1[1]
[+18] f,F+2,F~2[2]
[+14] cc 3+4,4
[+14] EWGK

At a particular spacing from the wall, EWGK will knock the opponent backward into the wall into a non-techable position, where there are guaranteed follow-ups.[3]

CH EWGK at the wall

Reina CH WGK at the Wall
[32] CH EWGK[1]
[25] CH WGK[1]
[+19] ws3,4
[+13] ws4,4,D[2]
  1. โ†‘ 1.0 1.1 near the wall
  2. โ†‘ Gives a FUFT ws4,4,D WRA mixup

Taido Kick at the wall

Reina's 3+4,4 Follow-up at the wall


[35] 3+4,4[1]
[35] df+3+4,4[1]
[32] 3,4[1]
[25] f+3+4[1]
[29] WRA.d+4,3[1]
[20] (b+1,1,3),3[1]
[+44] df+4,2,3 WT! <OTG.d+4:1[2][3]
[+36] uf+4 WT! 1 OTG.d+4:1[4][5][6]
[+20] iws4 1+2[7]
[+19] EWGK[8]
[+19] iws3,4[9][8]
[+14] db+4,1+2
[+13] iws4,4,D[10]
  1. โ†‘ 1.0 1.1 1.2 1.3 1.4 1.5 near the wall
  2. โ†‘ Jack-8 only
  3. โ†‘ on non-small bodies if the opponent tech rolls left
  4. โ†‘ Bears only
  5. โ†‘ on everyone if the opponent does not tech roll right (uf+4 safely whiffs if they do)
  6. โ†‘ can replace with any multi-hit wall combo
  7. โ†‘ non-small bodies only
  8. โ†‘ 8.0 8.1 hard
  9. โ†‘ iws3 has to be buffered very quickly
  10. โ†‘ gives -1d WRA oki, but WRA.1+3 needs to be very slightly delayed else it whiffs against backward getup

f+3+4* setups

Reina's Ouhen Fubi Manji-geri is a high-crushing, forward-advancing guard break and natural hit launcher, with a high damage, wall splatting follow-up in Heat. It is also extremely slow, and typically relies on the opponent freezing up to a great extent in order to land successfully in the open. Some more reliable setups for it come out of her "Taido kicks" or as a post-T! combo ender. These setups act as tech traps since the opponent does not have time to tech and sidestep the f+3+4*, and they have to be fairly sharp about teching and interrupting it. f+3+4* can be avoided if they stay grounded, which opens up cancelling f+3+4* (or f+3+4) into cc EWGK. Depending on the setup, it can be interrupted by techroll into very fast buttons. If the opponent does not tech, f+3+4* gets interrupted by recovery (toe) kicks and spring kicks, which can be countered by cancelling f+3+4 into block, and launch punishing. In Heat, this setup becomes much deadlier due to the guaranteed Lethal Fury follow-up from the guard break.

<combo> T!
[+2] f+2,d~3+4*
[+2] 1,1 f+3+4*
[+1] 1 f+3+4*

As a post-T! combo ender, this setup gives up ~9 dmg from a regular ender to gain 15 dmg in the most common case of techroll into block, amounting to a gain of 6 dmg. In Heat, this gives up ~12 dmg for ~28 dmg.

After f+2,D, Reina is +31a (+24), meaning the defender has 11f to techroll into a button. f+3+4* will trade with i11 ws options, giving a full launch, and counterhit anything slower. It will get beaten by techroll into i10 duck jabs.

After 1,1, Reina is +32a (+25), meaning the defender has 10f to techroll into a button. f+3+4* will trade with and CH launch techroll into duck jab. Curiously, the spacing is such that if the opponent does a recovery kick, it will whiff and get punished by f+3+4* for a launch. As a trade-off, f+3+4* will whiff if the opponent does not tech and does a backwards wakeup, leading to getting launched.

After 1, Reina is +33a (+26), meaning the defender has 9f to techroll into a button, meaning only specific characters have options against it.

<Taido kick on hit>
f+3+4*

As a follow-up to a Taido Kick on hit, this gives up the guaranteed pressure and/or damage from SEN.4 for slightly worse risk/reward compared to the earlier setup. Here, however, SEN.4 can also be used to punish the opponent for staying grounded. Reina is +48a (+17) or +50a (+19) after the Taido kick, giving the defender time to techroll into an i16~18 button, making this f+3+4* setup easier to defend against. For e.g., instead of techroll into duck jab, the defender has time to techroll into an i15 launcher.

W! df+4,2,3 WT!
W! 3,2 WT!
f+3+4*
W! b+4 T!
<f+3+4*
WT! HB!
f+3+4*,H.4
Reina f+3+4* Wall Setup

As a post-WT! ender, f+3+4* will guard break early tech rolls without any possibility of interruption for a guaranteed 1,1,2 (15 dmg, +23wc) or 1,2,2 (17 dmg). If the opponent techs late, they can evade the f+3+4* and H.4 extension, and potentially launch punish (by techrolling into duck, into a ws launcher). If the opponent doesn't tech, it hits them in a low wall slump for 15 dmg. This setup gives up 22-24 dmg (from the optimal wall combo) for 15 dmg into potential wall pressure (if the opponent techs). The reward from this setup greatly increases if Reina is in Heat, since with the Lethal Fury follow-up, if the opponent techs, they will get wall splatted.

Reina can HB! after a WT! and attempt to setup f+3+4*, which threatens a wall splat if the opponent techs.[1] In this situation, however, the opponent could do quick recovery (hold F) or a recovery kick (OTG.d+3) to interrupt it, or stay grounded/ground roll to avoid it entirely.

No tech follow-ups

[30] UNS.4
[22] f,F+3+4
[+30] OTG.d+4:1[1]
[+21] EWGK[1]
[+16] b+1+2[2]
<Taido kick>
[+24] f+3~3+4 f,F+2~3[3][4]
  1. โ†‘ 1.0 1.1 only if the opponent doesn't quick back roll or quick recovery
  2. โ†‘ catches quick recovery, but will whiff against quick back roll for a whiff punish
  3. โ†‘ Only if the opponent stays grounded. Can be launch punished if the opponent tech rolls, and can be tech rolled on reaction to the f+3 SEN transition. Only the first hit of SEN.3+4 connects if the opponent does a backward wakeup (OTG.B).
  4. โ†‘ https://twitter.com/YINCRESCENT_tkn/status/1790904810826309708

Trade Setups

uf+1 trade

uf+1 on trade with standing moves gives +21 and leaves both Reina and the opponent standing, but at a great distance away, making df+2 whiff. An example setup is SS.4 (hit) > uf+1 to trade with i13 df+1 retaliation. On trade with ws moves, it gives +16. An example setup is f+4 (block) > uf+1 to trade with i11 ws4 retaliation. This setup does not work with - Feng, Xiaoyu (hit effect on ws4 changes frames), Dragunov (pushback is too large for a follow-up).

Note: The conditions for when uf+1 on trade gives +21 or +16 is still not well understood, and the rules given above may not be consistent in practice.

[18] (trade) uf+1
[+64] df+3~2 ...
[+24] 3+4,4
[+24] f,F+2,F~3[1]
[18] (trade with ws) uf+1
[+24] f,F+2,F~3[2]

ws2 trade

ws2 is an evasive mid with an auto SSL. On trade, it gives +19, and leaves Reina standing close enough to where a df+2 might launch, but the opponent is in forced crouch. Theoretically, this could be setup with a duck jab on hit (+6) into ws2, with the opponent responding back with an i12 move, but this response is quite unlikely (they are more likely to respond with jabs, movement or just stand blocking; responding with any i12 move is very specific).

[24] (trade) ws2
[+35] 3+4,4
[+35] f,F+2,F~3
  1. โ†‘ deep dash
  2. โ†‘ tight timing

Unsoku Cancel Chain

Reina Unsoku Gen Cancel

Chaining Unsoku Gen (b+3) cancels into each other with the inputs b+3~DF,b b+3~DF,b ... can be used as a more stylish KBD to quickly create space from the opponent.

At close range, it is riskier than backdashing as you are punishable for a majority of the move.


Resets

  • If the opponent doesn't tech after SEN.1+2 on hit, Reina can pickup with WRA.df into ws3 or ws4 for a combo. This gives up the guaranteed damage from WRA.2 (~21 dmg) for the possibility of additional damage (~40 dmg)

Improving Consistency on 2~1 Block Punish

Reina's 2~1 is a very damaging i14 punisher, but it is difficult to use consistently as a punish due to the input not being completely bufferable. To mitigate this, we can use the input 2~1+2,1+2. This takes advantage of Tekken's input system to register as 2~1 if the first two inputs were made with the correct timing, and 2,2,1 if not. It is still possible to be late to punish even with this input, so it is recommended to bias towards inputting the initial 2 a bit early.