Reina strategy: Difference between revisions

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== Basic Gameplan ==
== Basic Gameplan ==


Reina's gameplan revolves around stealing a life lead through her lightning-fast approach and ability to force mixups, and then returning to a more balanced game centered around controlling and punishing her opponent's attempts to win back the life lead through a combination of poking, light pressure, evasion, keepout and block/whiff punishment. Her core tools are very solid, and she can lean on a subset of these strategies while still efficiently inflicting damage. The primary challenge with her is getting her low mixup options to land successfully, since they are universally quite risky.
Reina's gameplan revolves around stealing a life lead through her lightning-fast approach and ability to force mixups, and then returning to a more balanced game centered around controlling and punishing her opponent's attempts to win back the life lead through a combination of poking, light pressure, evasion, keepout and block/whiff punishment. Her core tools are very solid, and she can overrepresent certain strategies based on her opponent, while still remaining effective. The primary challenge with her is getting her low mixup options to land successfully, since they are universally quite risky.


== Approach ==
== Approach ==

Revision as of 19:42, 4 April 2024

Key Moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1,1
df+1
b+2
f,F+2,F
f,F+3+4
f+4
db+2
f,n,d,df+4,2
EWGF
f,n,3
EWGK
Tracks left
  • 1,1
  • 4
  • df+2
Tracks both
  • b+2
  • EWGK
  • 3,2
Tracks right
  • df+1
  • EWGF

Basic Gameplan

Reina's gameplan revolves around stealing a life lead through her lightning-fast approach and ability to force mixups, and then returning to a more balanced game centered around controlling and punishing her opponent's attempts to win back the life lead through a combination of poking, light pressure, evasion, keepout and block/whiff punishment. Her core tools are very solid, and she can overrepresent certain strategies based on her opponent, while still remaining effective. The primary challenge with her is getting her low mixup options to land successfully, since they are universally quite risky.

Approach

Reina's lightning-fast approach centers around the aptly named Raiden (f,F+2). This is an extremely fast, advancing, long-range poke that transitions into Sentai (SEN) stance to setup mixups, even on block. f,F+2 makes it quite easy for Reina to approach and begin mixing up the opponent. She also has other situational tools to approach that, while not leading into quite such a clear cut mixup, can still be effective. She wants to use her approach tools to setup mixups and quickly earn the life lead, from where she can play a safer neutral game.

f,F+2,F
Reina's core approach tool, that can be hit-confirmed into SEN.3. Fast and long-range, it triples as a mid mixup option, a whiff punisher, and a tracking tool to cover Reina's weak side (against SSL). It is very easy to use to approach and force Sentai mixups, and is quite difficult for an opponent to contest with keepout or movement (it is weak to SSR). However, SEN mixups are, on the whole, unrewarding against proper defense[1] , so it is advisable to run the basic mixup sparingly, while also incorporating options like an empty SEN to earn mental frame advantage to run other mixups or gameplans.
f,F+3+4
A moderately fast, long-range, low-crushing, CH launching jump kick that is only -2 on block. Being so lightly minus, Reina has many options to earn mental frame advantage, either through using movement (stepping retaliation and whiff punishing), evasive moves (e.g., b+4, 3,2) or fast pokes (e.g. 1,1). With this mental frame advantage, Reina can initiate a mixup of her choosing. Its weakness is that it is a somewhat linear high, and can be ducked or stepped, and launched.
3+4,4
An extremely long-range, low-crushing cartwheel kick that has a CH-launching extension. It doubles as a long-range whiff punisher, and a twitch-confirmable mid mixup option. Its extreme range makes up for its slower startup (i18 i26), and it also is a useful approach tool that low crushes. While safe at -8 on block, the mixup potential from it is not as strong, since you're essentially giving up your turn, and recover crouching. However, the threat of the CH-launching extension can be potent against opponents too eager to take their turn, which can earn you the mental frame advantage to run a mixup.
f,f,F+3
f,f,F+4
Reina's wr kicks give her great frame advantage on block to run mixups with. They complement each other, since f,f,F+3 is a linear mid, but f,f,F+4 is a homing high. Effective in wakeup situations, and causing chip damage on block, they are also great pressure tools.
f+1+2
f+3+4
These tools have the primary advantage of being able to cover a long distance while high-crushing, thus giving Reina the ability to get around strong, high keepout tools like EWGF or Steve's b+1. The mixup potential from both is lacking, since they are punishable on block and rely on earning mental frame advantage from extension threats. f+1+2 puts Reina into her Senshin stance, which looks like a forward roll out of which she does an automatic, punishable mid punch. It also has a chunky low option, and can be cancelled into her wr moves. f+3+4 is a forward rolling Taido kick which is a CH-launcher but quite punishable on block. However, simply waiting to stand block it can become risky, since Reina can charge it into f+3+4*, which is a guard break. Both these tools require conditioning your opponents well to use them effectively.
wavedash
The classic Mishima approach tool, this can easily close a gap and setup a Wind God Step (WGS) mixup. However, Reina is open to attacks during the animation, and it takes a bit of execution to safely wavedash-cancel.
  1. This is very much an "on-paper" problem, since the proper defense required can be quite demanding in practice. Feel free to run this until your opponent shows you they can handle it.

Mixups

In general, most of Reina's mixups have poor risk-reward due to the low options being almost universally launch-punishable without leading to a launch themselves. Her mixups tend to reset to neutral on hit, which doesn't allow her to loop her offense. They can also be slow to startup, and are vulnerable to lateral movement.

She is thus required to earn her opponent's respect to land her mixups, through poking or turn-stealing. She is encouraged to use more of her mids to both mixup and pressure the opponent, since they are generally safe and lead to solid damage, although they rarely lead to a launch. She is highly rewarded for getting her opponents to duck against her mids, since tools like f,F+2,F and f+4 (and to an extent df+1,2) can be safely and easily hit-confirmed into further damage.

Standing Mixups

Stance Mixups

Wind God Step (WGS)

Sentai (SEN)

Heaven's Wrath (WRA)

Heaven's Wrath is a scary pressure stance that can be entered a variety of ways and sports devastating mids with a homing high to dissuade side steps/walks, a quick power crush, and an unbreakable throw. In addition to that, when in heat, WRA gains an automatic High/Mid parry, as well as a high damage low hitting Heat Smash, complimenting the stance's inherent disuasion of crouching against it. Due to these additions in Heat, WRA is able to threaten an automatic High/Mid parry, a high damage low, an unbreakable throw, and a plethora of safe to advantageous mids all at the same time.

Ways to enter Heaven's Wrath
  • d+1+2

Raw WRA input from neutral

  • WGS.4,2,d | i16 | +6 on hit | -23 on block

Hellsweep option to transition into WRA. Due to Reina's oppresive mid's the opponent is normally dissuaded from low blocking lest they eat something like a f+4 or a f,f+2, and due the speed of the move it is nigh impossible to react to the Hellsweep. Midscreen some characters can backdash a WRA.1 followp, near the corner all followups are fair game.

  • uf+1 | i13 | +8 on hit(+17 on CH) | -9 on block

Safe high hitting option. On CH WRA.1 is guarenteed which leads into the guaranteed 4 followup or into a guaranteed f SEN.3 follow up for a heat engager. Due to it being a non homing high this isn't something to spam, as it will eventually get ducked and punished if used too frequently.

  • df4,2,d | i15 | +8 on hit | -6 on block

Transition from a mid,mid string. Must hit confirm as even though you are at -6 you cannot block in WRA and will more likely then not eat a mid poke. A good option to punish a whiff that leaves the opponent in a crouching state.

  • f,f,F+4,d | i26~27 | +31 on hit | +8 on block

Homing high that is very advantageous on block. On hit it kicks the opponent down which somewhat invalidates the WRA transition anywhere that isnt close enough to the wall, but at worst the opponent still ate 26 damage and you can cancel into Sentai or WGS.

  • SEN.1+2 | i14 | +32 on hit | -6

Transition from Sentai. Rarely will this hit out of a combo, during which the second hit will cause T! if not already used in the combo. If hit outside of a combo the second hit will knock the opponent down in a way that WRA.2 and WRA.4,2,2,qcf+1+2 are both guaranteed. WRA.2 does more damage midscrren, whilst WRA.4,2,2,qcf+1+2 does more damage if you are close enough to get a wall hit.

  • Heat Smash on block | i21 | +8 on block

On hit, Hit Smash will just do damage and not transition to any stance, but if the opponent blocks it you will be +8, in their face, and transition to WRA.

Moves from Heaven's Wrath
  • WRA.1 | i12 | +8 on hit | -4 on block

Homing high that is the basis of WRA pressure. Can transition into Sentai with a f input, reading as WRA.1,f and on hit a SEN.3 is guaranteed. Has a natural combo on hit 4 follow up, with WRA.1,4 being +9 on hit and -9 on block whilst dealing 6 chip damage.

  • WRA.2 | i15-16 | +17 on hit(Heat Engager)(+11 no Heat) | -9 on block

Mid check option to remind the opponent why to block mid. Heat engager on hit if Heat is still available in the round, if not then the oponent is just knocked down. Has alot of pushback on blok making it notable safe even at -9, allowing for an easy back dash or sidestep after.

  • WRA.3,4 | i28 | +17 | +6 on block(+8 on WRA transition)

Also know as Hunting Hawk, a mid,mid string that can be left as is to be plus on block or transition back into WRA for a little more advantage and the threat of doing it again. Deals 13 chip damage on block, leading to some absurd chip scenarios if the oppoent lets you get more then one.

  • WRA.4,2,2,qcf+1+2 | i17 | +7(first input) +24(last input) on hit | -10(1st) -18(2nd) -12(3rd) -20(4th) on block

String that starts with a mid,mid from the first input and is very easy to hitconfirm with how long you are allowed to delay the second input on hit. On block only the first input is safe with every other input being punishable to some degree. Mostly used as a combo ender near the wall, this also can see use during pressure if the opponent has shown a fatalistic willingness to mash on your WRA plus frames

  • WRA.d4,3 | i16(first input) i21(second input) | -4(1st) +48(2nd) on hit | -15(1st) -16(2nd) on block

A very weird and not all that usefull low,mid string. On normal hit this will not naturally combo nor jail and will leave you punishable if completed and blocked. On CH it will naturally combo when done in full. Due to needing a CH for the full string to naturally combo this string will rarely if even be done in full and WRA.2 and WRA.4,2,2,qcf1+2 are much better options when calling out an opponents mash as well as having relativly the same startup speed. In addition, the first hit deals only 9 damage and leaves Reina in a disadvantageous position on hit, making this rarely worth going for in anything other then a round ending scenario.

  • WRA.1+2 | i15 | +16 on hit | -13 on block

A fast hitting and tracking power crush to completley shut down any mash attempt of the opponets or something like a duck to try and callout WRA.1. Punishable at -13 on block, and theoretically launchable vs Reina or Kazuya via a PEWGF. Most situations WRA.2 is better but somethimes if rarely the power crush is needed.

  • WRA.3+4 | i18-19 | +5 on hit | -5 on block

Standalone version of the second hit of WRA.1,4. Unlike the string version, the standalone version is safer on block, less advantageous on hit, and does 1 extra point of chip damage on block at 7. Sees use as a safe ender that also doubles for chip damage.

  • WRA.1+3/2+4 | i16 | +10 on throw | cannot be blocked

Threatening stance throw that has the benefit of being unbreakable. Deals 20 damage normally, though if the opponent is thrown into the wall by the throw it will instead deal 35. This move is etremely scary at the wall, being an unbreakable 35 damage from a stance that already heavily dissuades the opponent from crouching. This can and will 100% end rounds when the opponent has various mids to be scared of aswell. The opponent will undoubtable be able to launch punish if this is called out however.

  • H.WRA.2+3 | i18-19 | +-0 on hit | -17 on block

A low starting high damaging hit throw that is punishable on block. One of the main reasons WRA is such a threat when in Heat, turning the stance into a true 50/50 stance with WRA.2 mid and H.WRA.2+3 low, the opponent either eats 40 damage off of the low or eats a mid into a heat dash leading to a full combo off of the mid. This is without mention even mentioning the other options from WRA that already make the opponent second guess crouching.

Poking

Reina has a solid kit of pokes, with the notable exception of a safe low poke. She generally wants to use her pokes much the same as any Tekken character - to probe the opponent's tendencies, as low-risk low-reward mixups, or to earn respect and/or frame advantage to land her slower, but higher-reward mixups. Reina's poking is quite weak to SSL, so she must take care when applying poke pressure to an opponent with good lateral movement.

1
1,1
f+2,3
df+1
df+1,1
df+4,2
db+4
SS.4

Pressure

Reina wants to use her pressure tools to force the opponent into predictable situations where they have to decide between stand blocking or mashing, allowing her to either loop her pressure and land mixups, or setup whiff punish opportunities. These tools also tend to stoke the opponent's tension, leading to solid reward if they press into it.

EWGF
f+4
d+2
f,f,F+3
f,f,F+4

Turn Stealing

Reina can complement her effort to earn the respect to land her mixups with a kit of evasive moves, rapid and ambiguous stance transitions, and parries.

b+4
df+3+4
3,2
1+4
b+1+3
f,n
1+4~df
WRA.df
WRA.f+3
UNS.df
UNS.f+3
UNS.3+4
WGS.f+3
f+3+4,db

Keepout

Wind Step

Wind Step is similar to Kazuya's Mist Step, but it moves Reina forward slightly and has a punch parry at the beginning of the animation. This stance will mostly be used incidentally when crouch dashing, but a skilled player can use the punch parry to stop an opponents' offense and steal the momentum, and WND.3 can be used as a safe mid counter hit launcher that gives a full combo.

It should be noted that this is a parry stance, and tied to Reina's forward movement. This means that while in Wind Step, which happens any time Reina begins to advance, she will be unable to tech throws. Using Wind Step excessively without cancelling it into a dash or Wind God Step may leave you open to punishment from opponents who tend to use their throws.

Ways to enter Wind Step
  • f,*

Reina can enter Wind Step by tapping forward while standing or crouching. The punch parry frames are very tight, only 1 or 2 frames at the very beginning of the animation. The parry functions very similar to a 3rd Strike parry. A successful parry will put Reina in Wind God Step with a +10 frame advantage.

Moves from Wind Step
  • WND.df

Transitions from Wind Step to Wind God Step. This is what allows Reina to perform perfect electrics like Kazuya using f,*,df#2.

  • WND.3 | i16 | +4 on hit | -6 on block

A somewhat fast mid counter hit launcher. It is linear, but still catches Side Step Left. A successful counter hit results in a crumple stun for a full launch, similar to FC df+4.

Unsoku

Unsoku is a stance performed by b3 / u3 / d3. When entering unsoku you do a tiny dash backwards and start moving backward. You can extend unsoku by pressing b3 / u3 / d3 again while in unsoku. This stance can be cancelled into sentai by pressing f3 and wind god step by pressing df, unsoku has access to 3 different moves f1+2, f2+3 and 4 (a unique move to unsoku). Unsoku is useful at creating space, , retaining almost infinite heat and creating whiffs and punishing them with 4 or ewgf.

As said before while in unsoku you get access to a unique move performed by 4 while in unsoku it does chip damage, has great range , is safe on block and launches while in heat. While in heat unsoku gains a new property. When you enter unsoku in heat you regenerate a bit of heat and if you just switch between the unsoku states you can have almost infinite heat.

Heat

External Links