Reina tech: Difference between revisions

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m (Add 3+4 ws4,4,D wall combo)
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Upon landing df+1,2 near the wall without it engaging Heat (i.e., when in Heat without Heat Dashing, or without Heat), it's possible to do an iws4,4,D (df+3,n,4,4,D) into WRA.3+4, all guaranteed for an extra 38 dmg. The timing for the iws4,4 ought to be practiced, since if your opponent blocks it, it's launch punishable. WRA.2 can be used in place of WRA.3+4, but it gets beat by the opponent staying grounded (it catches everything else though, so it's a great knowledge check).
Upon landing df+1,2 near the wall without it engaging Heat (i.e., when in Heat without Heat Dashing, or without Heat), it's possible to do an iws4,4,D (df+3,n,4,4,D) into WRA.3+4, all guaranteed for an extra 38 dmg. The timing for the iws4,4 ought to be practiced, since if your opponent blocks it, it's launch punishable. WRA.2 can be used in place of WRA.3+4, but it gets beat by the opponent staying grounded (it catches everything else though, so it's a great knowledge check).


This also works with f,F+3 near the wall. The timing on the iws4,4 is slightly different for it.
This also works generally whenever the opponent is FDFA at the wall, although care must be taken because the timing on the iws44 could differ.
 
== 3+4 ws4,4 wall combo ==
 
For a wall combo, Reina can do W! 3+4 ws4,4,D. This hits for 26 dmg (even better than 1 OTG.d+4:1) if the opponent techs i.e. does anything other than staying grounded. If they stay grounded, the second hit of (ws4),4,D will hit them for a total of 20 dmg. This can 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, since ground rolling late can still result in the opponent getting clipped by the second hit. Upon a successful ground roll left, the opponent can punish Reina with a wakeup kick.
 
If the second hit of ws4,4,D connects, it gives Reina a mixup between WRA.1+3 and WRA.3+4. The former catches any tech into standing, while the latter catches any tech into duck or staying grounded.

Revision as of 15:55, 5 May 2024

Unsoku Cancel

Reina's Unsoku moves (b/u/d+3) can naturally transition into Wind God Step (WGS) by holding DF during the Unsoku animation.

To cancel Unsoku, you input df to initiate the WGS then immediately input back to cancel the WGS and go into Standing. [df,b]. You can also cancel the WGS step by inputting u instead of b.

Holding db or d insted of b will transition into Crouching.

Tapping df instead of holding the inputs will cause a buffered SideStep to come out.

Tapping u after df will buffer a SideStep away from the screen.

As Reina returns to standing, she can go into any move including another Unsoku.

Notes

Chaining Unsoku Gen (b+3) into each other can quickly create space from the opponent.

Reina Unsoku Gen Cancel

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

df+1,2 near the wall

Upon landing df+1,2 near the wall without it engaging Heat (i.e., when in Heat without Heat Dashing, or without Heat), it's possible to do an iws4,4,D (df+3,n,4,4,D) into WRA.3+4, all guaranteed for an extra 38 dmg. The timing for the iws4,4 ought to be practiced, since if your opponent blocks it, it's launch punishable. WRA.2 can be used in place of WRA.3+4, but it gets beat by the opponent staying grounded (it catches everything else though, so it's a great knowledge check).

This also works generally whenever the opponent is FDFA at the wall, although care must be taken because the timing on the iws44 could differ.

3+4 ws4,4 wall combo

For a wall combo, Reina can do W! 3+4 ws4,4,D. This hits for 26 dmg (even better than 1 OTG.d+4:1) if the opponent techs i.e. does anything other than staying grounded. If they stay grounded, the second hit of (ws4),4,D will hit them for a total of 20 dmg. This can 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, since ground rolling late can still result in the opponent getting clipped by the second hit. Upon a successful ground roll left, the opponent can punish Reina with a wakeup kick.

If the second hit of ws4,4,D connects, it gives Reina a mixup between WRA.1+3 and WRA.3+4. The former catches any tech into standing, while the latter catches any tech into duck or staying grounded.