User:InnaGrateDaze/Reina-Unsoku-tech: Difference between revisions
(organizing notes) Â |
|||
Line 1: | Line 1: | ||
== Unsoku (Gen) Tech == | == Unsoku (Gen) Tech == | ||
== Unsoku Cancel == | |||
[[File:IGD-Reina-Unsoku Cancel.mp4|thumb|Reina's Unsoku Cancel Demonstration]] | [[File:IGD-Reina-Unsoku Cancel.mp4|thumb|Reina's Unsoku Cancel Demonstration]] | ||
Line 20: | Line 20: | ||
You are unsafe from Lows from i1-i21. You are unsafe from Lows, Mids and Highs from i1, i9-i21 or 13 frames. | You are unsafe from Lows from i1-i21. You are unsafe from Lows, Mids and Highs from i1, i9-i21 or 13 frames. | ||
== Unsoku Transitions == | |||
[[File:Reina-Unsoku Transitions.mp4|thumb|Reina's Transitions from Unsoku (except other Unsoku stances)]] | |||
[[File:Reina-Unsoku to Unsoku quick.mp4|thumb|Reina's fastest Unsoku to Unsoku Transitions]] | |||
From Unsoku, Reina has nearly direct access to all her moves and stances except Heaven's Wrath stance. Reina's crouch dash can be cancelled into Side Step into the background, jump, (ub,b), standing, crouch, (Full crouch- I need to check a Bryan guide I saw), and her normal WGS/crouch dash options. | |||
== Unsoku Range == | |||
[[File:Reina-UNS WGS SEN.1+3.mp4|thumb|Demonstrating Reina's Effective Range]] | |||
Combining both the WGS and Sentai stances, Reina can travel extremely far from her Unsoku stance. | |||
Most opponents currently expect Reina's to play out the full Unsoku stance or immediately go into UNS.4. | |||
Combined with the distance brought from chained UNS(gen) canels, Reina can threaten space beyond her normal f,F+2 range. |
Revision as of 03:09, 11 April 2024
Unsoku (Gen) Tech
Unsoku Cancel
All three variations of Reina's Unsoku stance can transition into Wind God Step/ crouch dash by inputting DF during the stance animation.
For Unsoku (Kou), WGS sparks/crouching comes out i21 (Blocking i22). (Press 2/3 on i21 for i31(P)EWGF (i21 = i1, i31 = i11)
For Unsoku (Gen), WGS sparks/crouching comes out i22 (Blocking i23). (Press 2/3 on i22 for i32(P)EWGF (i22 = i1, i32 = i11)
For both, you can hold back and eliminate the sparks as well as sound effect if doing the fastest cancel.
While cancelled Unsoku Kous travel less distance when chained together, their most effective use is in creating an option select for punch parry situations.
Unlike the Wind Step punch parry, the Unsoku Kou punch parries can't be immediately cancelled with a panic back-dash or side-step input.
The punch parry window is about i2-i8 (gonna check)frames and it takes 22frames from the beginning of Unsoku Kou to block.
You are unsafe from Lows from i1-i21. You are unsafe from Lows, Mids and Highs from i1, i9-i21 or 13 frames.
Unsoku Transitions
From Unsoku, Reina has nearly direct access to all her moves and stances except Heaven's Wrath stance. Reina's crouch dash can be cancelled into Side Step into the background, jump, (ub,b), standing, crouch, (Full crouch- I need to check a Bryan guide I saw), and her normal WGS/crouch dash options.
Unsoku Range
Combining both the WGS and Sentai stances, Reina can travel extremely far from her Unsoku stance.
Most opponents currently expect Reina's to play out the full Unsoku stance or immediately go into UNS.4.
Combined with the distance brought from chained UNS(gen) canels, Reina can threaten space beyond her normal f,F+2 range.