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b+2 and db+2 have nearly identical animations. ws1 is similar but distinctly different. | |||
Latest revision as of 11:04, 9 May 2024
Reina Notes
Reina's Heat Burst Notes: =
- i7-pc active/i14-startup/i15-42-cutscene/i43-60opp.frozen/i61- opp.actionable/i62-active
- The opponent is frozen from the beginning of the cutscene until the last frame before active.
- If Reina is grabbed or hit with a low after the cutscene animation, it will cancel her Heat Burst but still put her into Heat.
Random Reina Notes?
wra 3 airborne frame 5
3,4,H.4 = i72
SEN
- i13 before attack
b+2 and db+2 have nearly identical animations. ws1 is similar but distinctly different.
Swift Shadow and 3+4 have similar animations. Swift Shadow puts hand on ground when doing the cartwheel.
Reina Sentai Counters
Counter Move | SEN.1 | SEN.1,2 | SEN.2 | SEN.3 | SEN.4 | SEN.1+2 | SEN.3+4 | SEN.1+3 | No Option |
---|---|---|---|---|---|---|---|---|---|
Jab | Safe | Safe | o | Trades | o | o | x | o | o |
d+1 c.Jab | x | x | o | o | x | Trades | o | o | o |
Grab 1+3 | o | o | x | x | x | x | x | o | o |
Reina's d+4 | o | o | x | o | x | Trades | o | o | o |
Reina's b+1+2 | o | o | o | o | o | x | Trades | x | x |
Reina's uf+4 | x | x | x | x | o | x | o | o | o |
Stand Block | b | b | b | b | b | b | x | x | - |
Crouch Block | x | x | x | W | x | x | b | b | - |
SSL | x | x | W | x | W | x | x | x | - |
SSR | W | W | x | x | W* | W | x | x | - |
Reina's Back Dash | b | b | b | W | b | b | b^ | x! | - |
- o = Move on left beats SEN.#
- x = Move on left loses to SEN.#
- - = Neutral (for No Option)
- W = Option causes SEN.# to Whiff
- b = Option Blocks SEN.#
- Trades = Moves hit each other
- Safe = Move trades but can't be punished with SEN.#
- * = not as strong as SSL?
- ^ = Blocks if crouch initiates
- ! = Whiffs if crouch initiates
x | df+1,f | b+1,1,3,f | f,F+2,f | 1,1,2(hit) | f+2,3,f |
---|---|---|---|---|---|
Block | -3 | +0 | +2 | No SEN | -2 |
Hit | +4 | +13 | +12 | +11 | +9 |
Jab beats everything from df+1,f on block (-3) & f+2,3,f on block (-2). You'll become airborne if you get jabbed during SEN.4 from f+2,3,f - but not doing so from df+1,f. df+1,1 and df+1,2 beats jab if the opponent is spamming. f+2,3,f has no safe cover like df+1, but you can choose to go into SEN only if you see quick f+2,3 connects.
At (+0), Jab beats everything except SEN.1,2. However, SEN.1,2 cannot punish Jab.
Jab begins to be punishable at (+2) losing to SEN.3+4. f,F+2,f SEN.3 trades with jab. SEN.1,2 can't punish Jab.
No-Option Sentai isn't safe from Jab until (+4).
df+1,f on hit (+4). Jab only beats SEN.4 and SEN.1+3 Jab trades with SEN.1+2 Jab gets punished by SEN.1,2 Jab loses to SEN.2, SEN.3, SEN.3+4
At +9, SEN.4 still loses to jab. (need to retest others?)
At +11, Jab only beats SEN.4
At +12 and up, SEN.3 is guaranteed. Jab is inconsistent in the ditto. Off-axis SEN.4 less jab-able.
In general, it seems that at below +12 advantage, the opponent can choose a series of moves that cover a majority of Reina's SEN option. It is easier for the opponent to make decisions when you going into SEN from another move.
Given the speed of Reina's Sentai options (i12, i13, i14, i16, i16, i20, i26), and that Reina's throw and low options come out i16 and i26 respectively, early crouching can lose to her mid options.
Although Reina's SEN.1 and grab both come out i16, the PC mist activates early enough for the opponent to react. The start-up animation between SEN.2 (i13) and SEN.1+3 (i16) are distinguishable by hand position after the first few frames.
SEN.1+2 (i14) also has a distinct animation from SEN.1+3.
Crouch beats SEN.3; SEN.1+3; and SEN.3+4. Stand block covers everything else. SEN.1,2 (block: -14,-16); SEN.1+2 (block: -6WRA,no Heat); and SEN.3+4 (block: -29,11) are her unsafe Sentai options. (Jab stuffs -6WRA)
Reina's delayed timings have distinct animations for some her moves. Delayed Sentai options have differing animations from i1~i8 on average. Some of these animations are jarring and distinct like SEN.1+3, but others are nearly indiscernible from their instant version like delayed SEN.3
Once you delay timings, it becomes significantly more challenging to crouch or stand block appropriately on reaction.
You can delay Reina's Sentai options by 3-5 frames. Transition is i14, and the earliest moves begin is on i15. Most moves can be delayed until i18 of Sentai, but you can delay SEN.3 until i19 and can delay SEN.1+3 until i20 if you do [3~1+3].
If you delay your timings on block(+2, 0, -3, -2), you practically lose your advantage and become open to Jab and other instant responses.
General Summary for Reina's Sentai Counters
Pre-Notes
SEN.1 (-14); SEN.1,2 (-16); SEN.1+2 (-6WRA); SEN.3+4 (-29,-11); are Reina's unsafe Sentai options on block.
SEN.2 (Block: -4); and SEN.4 (Block: -4) are weak to SSL.
SEN.3 (Block: -1); and SEN.1+3 [th(h)]; can be ducked.
No-Option from Sentai is unsafe until +4 (df+1,f on hit).
NOTE: SEN.1+2 can block moves that are i15 or slower. WRA.1 (i12) will can beat some moves slower than i18 because Heaven's Wrath options can be buffered to come out at the end of your -6 disadvantage. However, to block moves out of Heaven's Wrath, a buffered crouch dash will sit in WRA for an additional 4 frames before transitioning into crouch dash for another 4 frames before being able to block on frame 15. -6, -4, -4 makes you at -14 if you want to block from SEN.1+2.
The additional -8 frames affect any crouch dash/ WGS option as well.
Sentai from df+1,f and f+2,3,f
So far, Sentai options from df+1,f; f+2,3,f; (and technically entering WRA from SEN.1+2 without Heat) are all beaten by Jab.
But df+1,f is a mix-up. If they block, you can do Sentai stuff. If they jab, you can either df+1,1 or df+1,2. If they crouch, then df+1,2.
f+2,3 jails or combos from first hit and can be transitioned into Sentai on reaction. At +14, you're guaranteed SEN.3 for Heat or SEN.1+2(i14) for the follow-up into WRA.2 for damage. [SEN.2 is also guaranteed damage at i13 but is only considered for b+1,1,3,f on hit.]
df+1 into Sentai doesn't seem to be hit-confirmable on reaction, but it is the weakest Sentai transition that is still safe on no-option. No-option Sentai is also safe at +11, and you get a guaranteed punish at +12 and above.
Sentai from f,F+2
At +2, f,F+2 on block is unsafe on no-option. You don't want to delay anything if your opponent is spamming jab.
As a first choice, SEN.3 will trade with jabbers and lose to lows/crouch status, power crushes, and certain parries like Reina's b+1+3.
SEN.2 still loses to jabbers and can be side-stepped (unlike SEN.3), but is less of a risk than SEN.1,2 (-14,-16) and SEN.1+2 (-6WRA or: -14 to block or -21 to WRA.2) for catching people trying to crouch SEN.3 or block SEN.3+4.
While SEN.1,2 is technically safe against most mashing and can be tricky to punish by delaying the 2, it is the easiest to recognize coming due to the visual cue. The opponent has to commit less to punishing SEN.1,2 over SEN.2.
Personally, I find it much more informative to see how the opponent reacts to SEN.2 than to see them react to SEN.3 -
Trading SEN.3 with jab 3 times in a row. Trading SEN.3 with jab 1x then SEN.3+4 against jab the 2nd time, and SEN.2 to catch the crouch response the 3rd time.
Trading SEN.3 with jab 1st, then getting SEN.3+4 launch punished by a crouch blocking opponent the 2nd time, being side-stepped for doing SEN.2.
Losing to jab 3x in a row with SEN.2 Losing to jab the 1st and 2nd time then hit them crouching with SEN.2 on the 3rd time. Losing to jab with SEN.2 Winning against crouching opponent with SEN.2. Get side-stepped for doing SEN.2
While the generally pay-off is higher for defaulting to SEN.3, it is easier to hedge one's bets by defaulting to SEN.2. Unless your opponents include Side-Stepping in their counters, SEN.3 and SEN.3+4 can't show off their homing coverage. I lose more but not as greatly with SEN.2 over SEN.3. I don't win as often, but my victories are decent.
Assuming the opponent jabs or standing blocks, a second SEN.2 helps me figure out if they'll fuzzy block/randomly crouch or try to go for a bigger punish.
As Jab is safe against SEN.1,2 and trades with SEN.3, SEN.3+4 is the better counter of those three- especially against characters with strong i10 punishers.
- At default, the opponent is better off jab-checking you to see if you'll do SEN.3 or SEN.3+4.
- Once you start doing SEN.3+4 as a counter to them jabbing you, they can switch to crouch Jab to cover both SEN.3 and SEN.3+4.
- From here, SEN.1,2 can be used to cover both Jab and d+1, although Jab can't be punished. SEN.4 can be used to punish crouch Jab but becomes a game between SEN.3+4 vs SEN.4.
- Once SEN.1,2 punishes their crouch Jab and they counter with grabs or lows, you can start using SEN.2 to cover i12 grabs and lows.
- After your opponent starts to Power Crush to cover your options, you unlock SEN.1+3 as an option and re-introduce SEN.3+4.
- Now that you're punishing your opponent's offense options, hopefully they'll finally stop pressing and either block or side-step.
- If they're gonna hold back, you are able to choose No-Option from Sentai (or SEN.1+3 or SEN.3+4 if they're not going to crouch).
- If they start side-stepping, SEN.3 or SEN.3+4, or SEN.1+2 will be homing. If they SSL, SEN.1+2 finally becomes a considerable option. If they SSR, SEN.2 is a possible option.
Sentai from df+1,f on hit
You have access to your all mix-up options at +4 with df+1,f on hit, but delaying your actions can give it all up.
Haven't really tested df+1,f on hit yet because it's not something I can hit-confirm or go into consistently.
So far though, with +4, SEN.3 and SEN.2 now beat Jab and you can more easily force them to respect your options. However, you still have to condition your opponent to access the rest of your kit safely.
Sentai from 1,1,2 on hit
1,1,2 on hit is +11SEN. After testing, no-option on 1,1,2 SEN is unsafe until 11+14 frames later.
Given 1,1,2 is the only other transition into Sentai where no-option is worth choosing (guaranteed follow-ups for +12 and higher), it is important to note that this is the only option where no-option locks you out of block for ~25 frames.
While +11 is a lot, it only gives Reina more freedom in choosing her options. And given that no-option is unsafe for an additional +14 frames after giving up your +11 advantage, most of the mix-ups will come from being able to delay your moves ~3 frames while still being +7.
NOTE: I need to re-read what I wrote and test this again. I could only block an i25 move and need to make sure why there's an additional 14 frames or total of 24-25 frames you can't block.
Other Sentai Transitions
At +12, you're guaranteed SEN.3 At +13, you're guaranteed SEN.2
Most people only expect Reina to do UNS.4 from her Unsoku stances. Heavily underutilized is her ability to go into Sentai, Wind God Step, Senshin, etc from Unsoku.
It is possible to catch people from Range 4+ by combining Unsoku ->DF/CD -> f+3/SEN -> SEN.# And one can simply cancel Unsoku with DF/CD -> B to gauge your opponent's reaction.
I need to test Sentai from WRA.1,f still, but it also seems to have the problem of being stuck for an additional 14 frames after No-Option Sentai.
Reina Moves Usage
"Hence the saying: If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat.
If you know neither the enemy nor yourself, you will succumb in every battle."
Patches in Tekken seem to push players towards exploring certain options available within their character's moves. Major adjustments are made when tools aren't working as intended- not necessarily because the general player base are having issues.
Many of Reina's moves are -10 on block, but have some sort of extension that makes them safer but still punishable. In addition, many of her moves are delayable. Along with the variety of paths her moves give her, Reina can use her moves to gain knowledge in addition to baiting opponents into making unsafe punishes.
1
1,1
1,1,2
1,2
1,2,2
1,2,3
1,2,3,4
1/L.Jab is +1 on block and +8 on hit.
1,1 can be delayed 2f, but 1,2 can be delayed 4f frames.
Inexperienced Reinas will do instant 1,1,2 without hit confirming.
1,1,2 can be delayed 11f. This is essential because instant 1,1,2 jails and thus the opponent can't be punished for mashing in between 1,1 and 1,1,2. As 1,1 is -1 on block, it is not uncommon for people to jab in response if you've been leading with single 1's.
Delayed 1,1,2 on block catch people who don't know the match-up as well as people trying to take their turn back.
The move is viable when you see people mashing an option in response to your 1,1.
1,2 is -3 on block but can spit into 1,2,2 or 1,2,3,(4).
1,2,2 is also delayable by a few frames which is important to know as 1,1/1,1,2/1,2/1,2,2 all jail from the 1st or 2nd hit
1,1,2 is -17 on block, whereas 1,2,2 is -14 on block. 1,2,3 is is a mid knee that is -10 on block and 1,2,3,4 is a duckable high after blocking 1,2,3 that is -4 on block.
So far, Reina's 1 strings gain basic information from your opponent. Which strings you use more often will change depending on your opponent's response. While 1,1,2 has a lot of value for going into a SEN mix-up on hit, it in addition to f,F+2,F SEN are the most recognized approaches to Reina's game. f,F+2 has a lot more flexibility in when and how it's used (not going into Sentai, using f,F+2 at close range or farther away) whereas 1,1/1,1,2 as a sole option is easier to catch and punish given the double high.
1,1 and 1,2 can be punished with at least an i15 punish if crouched. If this is happening, it might be important to use df+1 more or mix-up using 1 or f,F+2 more often.
Instant 1,1,2 or 1,2,3 can catch some people who reacted late to successfully crouching your moves, but it's better to mix more mids if your opponent is reading your highs.
Delayed 1,1,2 and delayed 1,2,2 can still be punished if the opponent waits. 1,1,2 gives +11 SEN on hit and a free mix-up at the cost of being -17 if blocked. At -14 on block and +0 on hit , 1,2,2 is a duckable high that incentivizes the opponent to crouch 1,2,2.
With 1,2, we gather information on whether or not our opponent likes to mash. If they do, delayed 1,2,2 will punish.
Once the opponent starts waiting out the the delayed 1,2,2 or starts crouching we can use 1,2,3 to hit them.
I've found more value in using 1,2,2 as an i10 punish than as a neutral tool. You can technically go straight to 1,2,3 but delayed 1,2,2 will still be the alternative if they're looking for the Knee to come out.
At -10 on block, 1,2,3 is the same as ws3. And 1,2,3,4 with ws3,4. From CH.1,2, 1,2,3,(4) combos.
1,2,3,4 /ws4 is a high that's -4 on block.
The basic scenario once you reach 1,2,3/ws3 and 1,2,3,4/ws3,4 is to see if your opponent is going for an i10 punish. If you know they're going to try and punish, the 1,2,3,4/ws3,4 will generally connect.
1,2,3,(4) and ws3,(4) can be delayed ~8 frames. The delayed move will catch people mashing/trying to punish until they start crouching.
At this point, you've conditioned the opponent to wait out the full 1,2,3,(4) string and can start stopping at 1,2 again or go for more options. The more timings, strings, delays, and interactions you pile onto your opponent, the easier it becomes to switch approaches.
1,2,3 is generally valuable against characters or players that excessively punch parry. Or using ws3,(4) to begin your approach with a knee.
2
2,2
2,2,1
2,2,2
2,2,2,1
2,2,2,2
2,2,2,3 (10 Hit Combo)
Reina's 2 strings can be split between 2/2,2/2,2,1 and 2,2,2/2,2,2,1/2,2,2,2/2,2,2,3
2 is best used in conjunction with Reina's 1 strings. At i12, 2 is -4/+7 but with a little more range than 1.
Unlike 1,1 and 1,2 which were safe on block at -1 and -3 respectively, 2,2 is -11 on block and +0 on hit. 2,2,1 will combo on 2nd hit.
If your opponent mashes on 1,1/1,2/ or even 2, you can do instant 2,2,1 or delayed 2,2,1 depending on what your opponent mashes. As 2,2,1 is -14 on block, it'll be easier to punish if done on instant timing. Delaying the 2,2,1 will allow you to switch into 2,2,2 instead which is -4 on block.
Once your opponent respects 2,2,1 as a possibility, you can start exploring 2,2,2/2,2,2,1/2,2,2,2/2,2,2,3.
PC will win a lot of interactions.
2,2,2,2 and 2,2,2,3 will beat PC if the opponent presses after blocking 2,2,2.
All three options after 2,2,2 are punishable on block.
Depending on what your opponent does after 2,2,2 will help determine which of the strings to end with.
(i15 2,2,2 comboing sounds cool)
3
3,2
3,4
3 is useful move that's balanced by being -11 on block.
3,2 is the high extension that is safe on block at -9 but duckable.
3,4 is a taido kick extension (e.g, 3+4,4 / df+3+4,4) which means it's a mid that's -14 on block.
4
3+4
3+4,4
i18 high crushing mid with immense range and hit confirmable taido kick extension.
At -8 on block, 3+4 is safe while still giving you options by being in crouching state. 3+4,4 into inescapable SEN.4 at +4 minimum gives you a long sequence
Swift Shadow and 3+4 are the mix-ups in regards to approaching. Most people will mistake the two for each other until they become more familiar with the match up.
df+3+4
df+3+4,4
ws3
ws3,4
ws4
ws4,4
ws4,4,D
ws4 is safe at -6 on block, but ws4,4 is unsafe at -17 on block.
ws4,4 is delayable but need to check if it's hit confirmable.
ws4, functions as a faster and safe mid check than ws3 in close ranges.
Like many of Reina's other delayable moves, we use ws4 to check how our opponent responds.
If they're constantly trying to take their turn back, the delayed ws4,4 will catch and allow you to go into ws4,4,D (WRA).
WRA.d+4,3
WRA.4,2,2,1+2
Delayable.
sidebar:
Given how familiar people are with 1,1,2 (SEN) and f,F+2,F (SEN), I've found increased value in going into SEN from df+1,F f+2,3,F and b+1,1,3,3.
Been using df+1,F (SEN) after SEN.3+4 or SEN.4.
The mental pressure of guessing between SEN mix-ups allowing the opportunity for much df+1,F use.
While SEN.1,(2) are the only options uninterruptable by jab for df+1,F and f+2,3,F on block, they are effective enough at lower ranks.
Doing a delayed SEN.1,2 will catch a lot of people thinking you've already finished. As long as you can catch your opponent at least once with this, you'll significantly hamper their desire to mash jab on your unsafe Sentai transitions.
f+2,3 is another delayable move that benefits from checking how the opponent responds to f+2 by itself.
Need to map out the rest of Reina's Sentai options.