m (Add key tech) |
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* SSH ''(Senshin)'' – f+1+2 | * SSH ''(Senshin)'' – f+1+2 | ||
* UNS ''(Unsoku)'' – d+3 | * UNS ''(Unsoku)'' – d+3 | ||
* WRA ''( | * WRA ''(Heaven's Wrath)'' – d+1+2 | ||
* WDS ''(Wind Step)'' – f,n}} | * WDS ''(Wind Step)'' – f,n}} | ||
<!--Fastest--> | <!--Fastest--> | ||
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}} | }} | ||
'''Reina''' is an aggressive [[Mishima]] who can quickly | '''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. Her demanding execution and large movelist also make it exhausting for the player piloting her to maintain a high degree of effectiveness with. | |||
{{BlueRed | {{BlueRed | ||
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|blue= | |blue= | ||
* '''[[Mishima]]''': Reina's heritage gives her access to classic techniques | * '''[[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. | ||
* ''' | * '''Stance Trickster''': Reina has multiple stances that can transition into each other. Many of her moves and strings can also be cancelled into stances. This allows her to present a complex offense that is hard for any opponent to deal with. | ||
* ''' | * '''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's has a tool for everything. She can effectively wall opponents out or go for oppressive, multilayered offense. She can play a solid, patient game or go balls-to-the-wall with constant mixups and evasion to steal back her turn. | ||
|red= | |red= | ||
* '''Lows''' are | * '''Committal Lows''': Most of Reina's lows are launch punishable on block, and her reward for landing them does not make up for 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 both good execution and the ability to juggle a large number of options. | |||
}} | }} | ||
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{{KeyTech|1,1,2 hit-confirm | {{KeyTech|1,1,2 hit-confirm | ||
|importance=5|dexterity=1|rhythm=3|value=3}} | |importance=5|dexterity=1|rhythm=3|value=3}} | ||
{{KeyTech|f,F+2,F | {{KeyTech|f,F+2,F hit-confirm | ||
|importance=4|dexterity=1|rhythm=3|value=3}} | |importance=4|dexterity=1|rhythm=3|value=3}} | ||
}} | }} |
Revision as of 17:33, 21 March 2024
Reina |
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Reina | |
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Heat |
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Heat Smash |
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Heat Engagers |
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Stances |
|
Fastest | |
Launch |
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CH launch | i18 – b+4 |
Wall splat |
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Archetypal moves | |
Mid check |
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Hopkick |
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Slash kick | f,F+3 – i20~22 |
Generic moves | |
Remapped | (none) |
Missing | (none) |
External links | |
Lore | Reina |
#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. Her demanding execution and large movelist also make it exhausting for the player piloting her to maintain a high degree of effectiveness with.
- 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 has multiple stances that can transition into each other. Many of her moves and strings can also be cancelled into stances. This allows her to present a complex offense that is hard for any opponent to deal with.
- 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's has a tool for everything. She can effectively wall opponents out or go for oppressive, multilayered offense. She can play a solid, patient game or go balls-to-the-wall with constant mixups and evasion to steal back her turn.
- Committal Lows: Most of Reina's lows are launch punishable on block, and her reward for landing them does not make up for 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 both good execution and the ability to juggle a large number of options.
External links
Characters (Tekken 8) |
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