Reina: Difference between revisions

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{{Navbox Reina}}
{{Navbox Reina}}
[[File:Reina portrait.png|thumb|Reina]]
{{Infobox fighter
|name=Reina
|heat={{Plainlist|
'''Reina''' is an aggresive '''Mishima''' who can quickly approach and start applying pressure with her varied toolkit. Multiple Stances as well as the ability to focre advantageous situations allow Reina to efficiently pressure and mix up opponents.
* Allows Lethal Fury (,4) follow up to 3,4, 3+4,4, and f+3+4.
* EWGF and EWGK can be performed without just-frame input (at the cost of heat).
* Heaven's Wrath stance automatically parries mids and highs.
}}
|heatSmash={{Plainlist|
* {{MoveGet|Reina-H.2+3|input}} – {{MoveGet|Reina-H.2+3|startup}} – {{MoveGet|Reina-H.2+3|target}}
* {{MoveGet|Reina-H.WRA.2+3|input}} – {{MoveGet|Reina-H.WRA.2+3|startup}} – {{MoveGet|Reina-H.WRA.2+3|target}}
}}
|heatEngagers={{Plainlist|
* df+1{{MoveGet|Reina-df+1,2|input}} – {{MoveGet|Reina-df+1|startup}}{{MoveGet|Reina-df+1,2|startup}} – {{MoveGet|Reina-df+1|target}}{{MoveGet|Reina-df+1,2|target}}
* {{MoveGet|Reina-f,F+3|input}} – {{MoveGet|Reina-f,F+3|startup}} – {{MoveGet|Reina-f,F+3|target}}
* {{MoveGet|Reina-SEN.3|input}} – {{MoveGet|Reina-SEN.3|startup}} – {{MoveGet|Reina-SEN.3|target}}
* {{MoveGet|Reina-UNS.4|input}} – {{MoveGet|Reina-UNS.4|startup}} – {{MoveGet|Reina-UNS.4|target}}
* {{MoveGet|Reina-WRA.2|input}} – {{MoveGet|Reina-WRA.2|startup}} – {{MoveGet|Reina-WRA.2|target}}
}}
|stances={{Plainlist|
* WGS ''(Wind God Step)'' – f,n,d,df
* SEN ''(Sentai)'' – f+3
* SSH ''(Senshin)'' – f+1+2
* UNS ''(Unsoku)'' – d+3
* WRA ''(Heaven's Wrath)'' – d+1+2
* WDS ''(Wind Step)'' – f,n}}
<!--Fastest-->
|launch={{Plainlist|
* i11(~13) &ndash; f,n,df#2 ''(hard)''
* i15 &ndash; {{MoveGet|Reina-df+2|input}} ''(standing)''
* i15 &ndash; {{MoveGet|Reina-FC.df+4|input}} ''(crouching)''
}}
|chLaunch=i18 &ndash; b+4
|splat={{Plainlist|
* i12 &ndash; {{MoveGet|Reina-1+2|input}} ''(standing)''
}}
<!--Archetypal moves-->
|midCheck={{Plainlist|
* {{MoveGet|Reina-df+1|input}} &ndash; {{MoveGet|Reina-df+1|startup}} ''(standing)''
* {{MoveGet|Reina-ws4|input}} &ndash; {{MoveGet|Reina-ws4|startup}} ''(crouching)''
}}
|hopkick={{Plainlist|
* {{MoveGet|Reina-uf+4|input}} &ndash; {{MoveGet|Reina-uf+4|startup}}
}}
|slashKick={{MoveGet|Reina-f,F+3|input}} &ndash; {{MoveGet|Reina-f,F+3|startup}}
<!--Generic Moves-->
<!--External Links-->
|lore=[[fandom:Reina|Reina]]
|twitter=T8_Reina
|discord={{Plainlist|
* [https://discord.gg/AJCBwuR3h9 Reinassance (Tekken Reina)]
* [https://discord.gg/Quuqdm4Sc9 Reina's Secluded Dojo]
}}
}}
 
'''Reina''' is an aggressive, rushdown-oriented [[Mishima]] who can quickly overwhelm an opponent's defense with her fast pokes and rapid transitions into mix-up stances. She boasts a surprising number of evasive moves, stances and parries to keep her turn, and has a strong punishment kit - either leading into more mixups or [[Heat]]. Heat amplifies all aspects of Reina's game, giving her scarier pressure and deadlier mixups. Her combo damage is also nothing to scoff at, and she can easily carry you to the wall on all but the largest stages.
 
Reina is a deep character with something for players at all levels of skill. She is very approachable for a Mishima and can form a complete game plan around a small set of easy but effective moves. For advanced players, she offers challenging execution on tools like the [[wave dash]] and [[EWGF]], multiple rewarding hit-confirms and just frames, and a wide, intricate move pool that can be brought to bear in creating a multi-layered offense.
 
Reina inherits the classic Mishima weakness to SSL, and she suffers from linearity on many of her pokes. While her high and mid mixup options are excellent, she pays dearly if her opponent guesses right on her lows, since they're almost universally very punishable on block. Some of her tools demand good execution, which can make it exhausting for the player piloting her to maintain.
 
{{BlueRed
{{BlueRed
|blue=
|blue=
* Has access to powerful '''Mishima''' techniques such as the '''Crouch Dash''', '''Electric Wind God Fist''', '''Hellsweep''', left and right '''Splits Kicks''', '''1,1,2''', etc. to give her a commanding offense.
* '''[[Mishima]]''': Reina's heritage gives her access to classic techniques like the [[wave dash]], [[Electric Wind God Fist]], and [[Standard_move#Hellsweep|hellsweep]], making her highly versatile.
* Can use a plethora of '''Stances''' that flow into each other for both offensive and defensive purposes.
* '''Stance Trickster''': Reina can weave through multiple stances from her moves and also from each other. She can frequently and persistently overwhelm her opponent's mental stack.
* Excellent Movement for both closing the gap and evading her opponents attacks.
* '''Fast Approach''': Reina can approach from full-screen (f,F+2), from the air (3+4) or by rolling on the ground (f+3+4). Basically, if she wants to get in your space, she will.
* Has '''2 Heat Smashes''': A powerful Mid and a dangerous '''Low''' while in '''Heaven's Wrath'''.
* '''Versatile''': Reina has a tool for everything. She can play both offense or defense, rushdown or keepout, solid or wild.
|red=
|red=
* '''Lows''' are mediocre and offer little reward for their high risk. Her '''Hellsweep''' does not knockdown like the rest of the Mishima's for example.
* '''Committal Lows''': Most of Reina's lows are launch punishable on block, and their reward does not match the risk.
* '''Linear''': Most of Reina's toolkit lacks tracking, and it can get complicated to maintain pressure against an opponent with good lateral movement.
* '''Demanding''': Reina is a very approachable Mishima, but extracting the maximum out of her requires good execution.
}}
}}
{{KeyTechs|
{{KeyTech|[[Wave dash]]
|importance=2|dexterity=2|rhythm=2|value=0}}
{{KeyTech|[[EWGF]] in neutral
|importance=2|dexterity=3|rhythm=1|value=5}}
{{KeyTech|-15 [[EWGF]] block punish
|importance=2|dexterity=3|rhythm=4|value=3}}
{{KeyTech|-14 2~1 block punish
|importance=3|dexterity=1|rhythm=3|value=4}}
{{KeyTech|2~1 blue spark
|importance=1|dexterity=3|rhythm=1|value=1}}
{{KeyTech|OTG.d+4:1 blue spark
|importance=2|dexterity=1|rhythm=3|value=1}}
{{KeyTech|f,n parry cc
|importance=3|dexterity=2|rhythm=3|value=5}}
{{KeyTech|1,1,2 hit-confirm
|importance=5|dexterity=1|rhythm=2|value=3}}
{{KeyTech|f,F+2,F hit-confirm
|importance=5|dexterity=1|rhythm=3|value=5}}
}}
{{PunishmentChart|Reina}}
{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__
[[Category:Mishima|8]]

Latest revision as of 21:55, 11 September 2024

Reina
Heat
  • Allows Lethal Fury (,4) follow up to 3,4, 3+4,4, and f+3+4.
  • EWGF and EWGK can be performed without just-frame input (at the cost of heat).
  • Heaven's Wrath stance automatically parries mids and highs.
Heat Smash
  • H.2+3 – i21 – m,m
  • H.WRA.2+3 – i18~19 – l,m,m,m
Heat Engagers
  • df+1,2 – i13~14,i22~23 – m,m
  • f,F+3 – i20~22 – m
  • SEN.3 – i12~13 – h
  • UNS.4 – i18~19 – m
  • WRA.2 – i15~16 – m
Stances
  • WGS (Wind God Step) – f,n,d,df
  • SEN (Sentai) – f+3
  • SSH (Senshin) – f+1+2
  • UNS (Unsoku) – d+3
  • WRA (Heaven's Wrath) – d+1+2
  • WDS (Wind Step) – f,n
Fastest
Launch
  • i11(~13) – f,n,df#2 (hard)
  • i15 – df+2 (standing)
  • i15 – FC.df+4 (crouching)
CH launch i18 – b+4
Wall splat
  • i12 – 1+2 (standing)
Archetypal moves
Mid check
  • df+1 – i13~14 (standing)
  • ws4 – i11~12 (crouching)
Hopkick
  • uf+4 – i17~18
Slash kick f,F+3 – i20~22
Generic moves
Remapped (none)
Missing (none)
External links
Lore Reina
Twitter #T8_Reina
Discord

Reina is an aggressive, rushdown-oriented Mishima who can quickly overwhelm an opponent's defense with her fast pokes and rapid transitions into mix-up stances. She boasts a surprising number of evasive moves, stances and parries to keep her turn, and has a strong punishment kit - either leading into more mixups or Heat. Heat amplifies all aspects of Reina's game, giving her scarier pressure and deadlier mixups. Her combo damage is also nothing to scoff at, and she can easily carry you to the wall on all but the largest stages.

Reina is a deep character with something for players at all levels of skill. She is very approachable for a Mishima and can form a complete game plan around a small set of easy but effective moves. For advanced players, she offers challenging execution on tools like the wave dash and EWGF, multiple rewarding hit-confirms and just frames, and a wide, intricate move pool that can be brought to bear in creating a multi-layered offense.

Reina inherits the classic Mishima weakness to SSL, and she suffers from linearity on many of her pokes. While her high and mid mixup options are excellent, she pays dearly if her opponent guesses right on her lows, since they're almost universally very punishable on block. Some of her tools demand good execution, which can make it exhausting for the player piloting her to maintain.

Strengths
  • Mishima: Reina's heritage gives her access to classic techniques like the wave dash, Electric Wind God Fist, and hellsweep, making her highly versatile.
  • Stance Trickster: Reina can weave through multiple stances from her moves and also from each other. She can frequently and persistently overwhelm her opponent's mental stack.
  • Fast Approach: Reina can approach from full-screen (f,F+2), from the air (3+4) or by rolling on the ground (f+3+4). Basically, if she wants to get in your space, she will.
  • Versatile: Reina has a tool for everything. She can play both offense or defense, rushdown or keepout, solid or wild.
Weaknesses
  • Committal Lows: Most of Reina's lows are launch punishable on block, and their reward does not match the risk.
  • Linear: Most of Reina's toolkit lacks tracking, and it can get complicated to maintain pressure against an opponent with good lateral movement.
  • Demanding: Reina is a very approachable Mishima, but extracting the maximum out of her requires good execution.
importance
★★☆☆☆
value
☆☆☆☆☆
dexterity
★★☆☆☆
rhythm
★★☆☆☆
EWGF in neutral
importance
★★☆☆☆
value
★★★★★
dexterity
★★★☆☆
rhythm
★☆☆☆☆
-15 EWGF block punish
importance
★★☆☆☆
value
★★★☆☆
dexterity
★★★☆☆
rhythm
★★★★☆
-14 2~1 block punish
importance
★★★☆☆
value
★★★★☆
dexterity
★☆☆☆☆
rhythm
★★★☆☆
2~1 blue spark
importance
★☆☆☆☆
value
★☆☆☆☆
dexterity
★★★☆☆
rhythm
★☆☆☆☆
OTG.d+4:1 blue spark
importance
★★☆☆☆
value
★☆☆☆☆
dexterity
★☆☆☆☆
rhythm
★★★☆☆
f,n parry cc
importance
★★★☆☆
value
★★★★★
dexterity
★★☆☆☆
rhythm
★★★☆☆
1,1,2 hit-confirm
importance
★★★★★
value
★★★☆☆
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
f,F+2,F hit-confirm
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★★☆☆
Standing punishment
-10
27
-11
27
-12
32
-13
78
32
-14
78
43
-15
78
69
-17
78
69
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
Crouching punishment
-10
-11
25
-12
25
-13
34
-14
34
-15
72
-20
79
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
Median
Short range
Hard
Wall
Meter/Rage