Reina tech: Difference between revisions

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== f+4 Spike at the wall ==
== W! f+4 spike into stomp ==


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Revision as of 16:43, 21 May 2024

H.df+1,2,F near the wall

Upon landing H.df+1,2,F near the wall, 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). WRA.4,2,2,qcf+1+2 can also be used to catch everything except ground roll right.[1]

This also works generally whenever the opponent is FDFA at the wall, although care must be taken because the timing on the iws4,4 could differ.

W! 3+4 spike into ws4,4,D mixup

[~+4] W! 3+4
[+18] ws4,4,D

After a wall splat, Reina can spike the opponent with 3+4 and attempt a ws4,4,D. This hits for ~22 dmg (1 OTG.d+4:1 does ~24 dmg) if the opponent does anything other than staying grounded, and leaves them in a grounded state at +2. If they stay grounded, the second hit of (ws4),4,D will hit them for a total of ~16 dmg, but allow them to tech roll out of any further mixup. The second hit 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. The opponent could recovery (toe) kick to avoid this mixup entirely, but it is possible to cancel WRA into crouch block (WRA.df,b,db) in time to block this for a launch punish (the timing is tight, and ought to be practiced). However, this gets you hit by spring kicks, which in turn opens up the possibility of cancelling WRA into stand block.

Mixup after Reina's ws4,4,D spike at the wall in the mirror, Reina is -2d

U
DB
B
F
OTG.1/OTG.d+1
OTG.4
OTG.3
OTG.d+3
OTG.3+4
WRA.1+3
35
-76
350035-8-6-24
WRA.3+4
747720205252-621
WRA cancel~DB
00000-80
64
-20
WRA cancel~B
000000-8-5
77

Nash equilibrium with payoff 9.7

WRA.1+3
0.18
WRA.3+4
0.49
WRA cancel~DB
0.22
WRA cancel~B
0.1
U
0.58
DB
0.08
OTG.d+3
0.19
OTG.3+4
0.14

Payoff for dominated options

B
-9.7
F
-9.89
OTG.1/OTG.d+1
-9.89
OTG.4
-30.17
OTG.3
-23.45

1 b+2 Wall Combo

This section could do with more detail.

[2]

EWGK Low Wall Slump

This section could do with more detail.

[1]

W! f+4 spike into stomp

W!
[~+34] f+4 OTG.d+4:1

f+4 spikes the opponent into a grounded state. OTG.d+4:1 connects for 30 dmg if your opponent does anything other than stand up, recovery (toe) kick, or spring kick. If they stand up, they must block low in order to block the stomp and punish (-26). It will hit them for 38 dmg if they stand up into stand block, but it is -10 on hit and can be punished.

Mixup after Reina's FUFT spike (with f+4) at the wall in the mirror

U
DB
B
F
OTG.1/OTG.d+1
OTG.4
OTG.3
Recovery Kick
Spring Attack
OTG.d+4:1
15
-80
3030
30
4040-6-24
EWGK
5
69
52121
51
51
-6
22
DB
00000-80
64
-20

Nash equilibrium with payoff 6.04

OTG.d+4:1
0.19
EWGK
0.64
DB
0.17
U
0.7
Recovery Kick
0.14
Spring Attack
0.15

Payoff for dominated options

DB
-28.83
B
-8.89
F
-19.1
OTG.1/OTG.d+1
-19.1
OTG.4
-38.76
OTG.3
-40.14

CH EWGK at the wall

[32] CH EWGK[1]
[25] CH WGK[1]
[+19] ws3,4
[+13] ws4,4,D[2]
  1. 1.0 1.1 near the wall
  2. Gives a mixup between WRA.2 (catches most tech options other than staying grounded, ground rolling or toe kick) and WRA.3+4 (catches staying grounded and gets blocked with other tech options, loses to toe kick)

Taido Kick at the wall


[35] 3+4,4[1]
[35] df+3+4,4[1]
[32] 3,4[1]
[25] f+3+4[1]
[29] WRA.d+4,3[1]
[20] (b+1,1,3),3[1]
[+44] df+4,2,3 WT! <OTG.d+4:1[2][3]
[+36] uf+4 WT! 1 OTG.d+4:1[4][5][6]
[+20] iws4 1+2[7]
[+19] iws3,4
[+19] EWGK[8]
[+14] db+4,1+2
[+13] iws4,4,D[9]
  1. 1.0 1.1 1.2 1.3 1.4 1.5 near the wall
  2. Jack-8 only
  3. on non-small bodies if the opponent tech rolls left
  4. Bears only
  5. on everyone if the opponent does not tech roll right (uf+4 safely whiffs if they do)
  6. can replace with any multi-hit wall combo
  7. non-small bodies only
  8. hard
  9. gives WRA oki between WRA.1+3 to catch tech into standing, WRA.2 (or WRA.1+2) to catch backward wakeup, and WRA.3+4 to catch tech into ducking or staying grounded/ground rolling

f+3+4* setups

Reina's Ouhen Fubi Manji-geri is a high-crushing, forward-advancing guard break and natural hit launcher, with a high damage, wall splatting follow-up in Heat. It is also extremely slow, and typically relies on the opponent freezing up to a great extent in order to land successfully in the open. Some more reliable setups for it come out of her "Taido kicks" or as a post-T! combo ender. These setups act as tech traps since the opponent does not have time to tech and sidestep the f+3+4*, and they have to be fairly sharp about teching and interrupting it. f+3+4* can be avoided if they stay grounded, which opens up cancelling f+3+4* into cc EWGK. It can be interrupted by spring attacks, opening up cancelling f+3+4* into cc block, allowing for a launch punish.

<combo> T!
1 f+3+4*
f+2,d~3+4*

As a post-T! combo ender, this setup gives up ~9 dmg from a regular ender to gain 15 dmg (from 1,1,2) in the most common case of techroll into block, amounting to a gain of 6 dmg. On a correct defensive read, the opponent might either wake up safely or potentially launch you, e.g., if they wait for you to whiff f+3+4* by staying grounded and then getting up. In Heat, this setup becomes much deadlier due to the guaranteed Lethal Fury follow-up from the guard break for 28 dmg (+19 dmg over a regular ender).

<Taido kick on hit>
f+3+4*

As a follow-up to a Taido Kick on hit, this gives up the guaranteed pressure and/or damage from SEN.4 for the same risk/reward as described in the earlier setup.

W! df+4,2,3 WT!
W! 3,2 WT!
f+3+4*
W! b+4 T!
<f+3+4*
WT! HB!
f+3+4*,H.4

As a post-WT! ender, f+3+4* will guard break tech rolls without any possibility of interruption for a guaranteed 1,1,2 (15 dmg, +23wc) or 1,2,2 (17 dmg). If the opponent doesn't tech, it hits them in a low wall slump for 15 dmg. This setup gives up 22-24 dmg (from the optimal wall combo) for 15 dmg into potential wall pressure (if the opponent techs). The reward from this setup greatly increases if Reina is in Heat, since with the Lethal Fury follow-up, if the opponent techs, they will get wall splatted.

Reina can HB! after a WT! and attempt to setup f+3+4*, which threatens a wall splat if the opponent techs[1]. In this situation, however, the opponent could do quick recovery (hold F) or a recovery kick (OTG.d+3) to interrupt it, or stay grounded/ground roll to avoid it entirely.

No tech follow-ups

[30] UNS.4
[22] f,F+3+4
[+30] OTG.d+4:1[1]
[+21] EWGK[1]
[+16] b+1+2[2]
  1. 1.0 1.1 only if the opponent doesn't quick back roll or quick recovery
  2. catches quick recovery, but will whiff against quick back roll for a whiff punish

Trade Setups

uf+1 trade

uf+1 on trade with standing moves gives +21 and leaves both Reina and the opponent standing, but at a great distance away, making df+2 whiff. An example setup is SS.4 (hit) > uf+1 to trade with i13 df+1 retaliation. On trade with ws moves, it gives +16. An example setup is f+4 (block) > uf+1 to trade with i11 ws4 retaliation. This setup does not work with - Feng, Xiaoyu (hit effect on ws4 changes frames), Dragunov (pushback is too large for a follow-up).

Note: The conditions for when uf+1 on trade gives +21 or +16 is still not well understood, and the rules given above may not be consistent in practice.

[18] (trade) uf+1
[+64] df+3~2 ...
[+24] 3+4,4
[+24] f,F+2,F~3[1]
[18] (trade with ws) uf+1
[+24] f,F+2,F~3[2]

ws2 trade

ws2 is an evasive mid with an auto SSL. On trade, it gives +19, and leaves Reina standing close enough to where a df+2 might launch, but the opponent is in forced crouch. An example setup is d+4 (hit) > ws2 to trade with jabs.

[24] (trade) ws2
[+35] 3+4,4
[+35] f,F+2,F~3
  1. deep dash
  2. tight timing

Unsoku Cancel Chain

Chaining Unsoku Gen (b+3) cancels into each other with the inputs b+3~DF,b b+3~DF,b ... can be used as a more stylish KBD to quickly create space from the opponent.

Reina Unsoku Gen Cancel

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