Reina counterplay: Difference between revisions

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! Move !! Purpose !! Defence
! Move !! Purpose !! Defence
|-
|-
| SEN.3 || to get plus frames, as a follow-up on a whiff punish attempt, to track steps, to beat jabs || Duck
| SEN.3 || to get plus frames, as a follow-up on a whiff punish attempt<ref>SEN.3 is a guaranteed follow-up if f,F+2,F hits, but not on block. A player who attempted to whiff punish with f,F+2,F but failed to properly hit-confirm will likely be going for SEN.3. It is possibly to duck a delayed SEN.3 even if f,F+2,F hits.</ref>, to track steps, to beat jabs || Duck
|-
|-
| SEN.2 || to catch duckers, to catch SSR || SSL
| SEN.2 || to catch duckers, to catch SSR || SSL
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| SEN.1+3 || to track steps, to beat stand blocking || Duck
| SEN.1+3 || to track steps, to beat stand blocking || Duck
|-
|-
| SEN.4 || to get plus frames, to catch duckers || SSL/SSR
| SEN.4 || to get plus frames, to catch duckers || SSR (''better'')/SSL
|-
|-
| SEN.1+2 || to track SSL, to catch duckers || SSR, i10 punish
| SEN.1+2 || to track SSL, to catch duckers || SSR, i10 punish
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|}
|}


There is no true OS against the mixup, so you ''have'' to guess. However, the penalty for guessing wrong is not as bad as the reward for guessing right (which is why it's important to launch punish her on a correct read).<ref>https://www.youtube.com/watch?v=Pfvm9OxVyoE</ref>
There is no true OS against the mixup, so you ''have'' to guess. However, the penalty for guessing wrong is not as bad as the reward for guessing right (which is why it's important to launch punish her on a correct read). Stepping some options like SEN.1 and SEN.4 can get you their back, so have a good off-axis or backturned combo ready.<ref>https://www.youtube.com/watch?v=Pfvm9OxVyoE</ref>
 
A single jab works to interrupt all options other than SEN.3 and SEN.3+4, and can net a float combo on SEN.4. It also beats SEN.1 since Reina cannot confirm into the follow-up, which gets blocked. However, it trades unfavorably with SEN.3. A down jab will high crush SEN.3 and interrupt the others but will get hit with SEN.4, a damaging mid with a guaranteed follow-up. These options should be used sparingly.
 
To minimize risk and avoid guessing, stand blocking is the best choice since the only risk is eating a 22 damage low or a 12 damage throw (with potential oki). However, it is important to make a conscious decision to stand block and not default to it.
 
Advanced Reina players will forego the SEN mixup and instead use the mental frame advantage to enforce a different mix-up. If you read an empty SEN transition on block, you can punish with an i12 or faster move.
 
<references />


= Character specific =
= Character specific =
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== Alisa ==
== Alisa ==
Alisa can backdash to make WRA.2 whiff after WGS.DF+4,2D
Alisa can backdash to make WRA.2 whiff after WGS.DF+4,2D
<references />

Revision as of 21:14, 21 March 2024

Dealing with f,F+2,F on block

Reina's f,F+2 is an extremely oppressive move. Fast, long range and difficult to step, it's tough to get around and Reina can use it to both whiff punish from afar and easily approach and enforce SEN mixups. However, the mixup from f,F+2 on block is not in her favor, and the defender can make it very unrewarding for Reina to keep going for it with the proper defense.

Succinctly, you have to make a read between ducking, SSL and SSR, and launch punish her if your guess was correct.

Options from SEN
Move Purpose Defence
SEN.3 to get plus frames, as a follow-up on a whiff punish attempt[1], to track steps, to beat jabs Duck
SEN.2 to catch duckers, to catch SSR SSL
SEN.3+4 to track steps, to beat stand blocking Duck
SEN.1+3 to track steps, to beat stand blocking Duck
SEN.4 to get plus frames, to catch duckers SSR (better)/SSL
SEN.1+2 to track SSL, to catch duckers SSR, i10 punish
SEN.1,qcf+2 to beat jabs, to track SSL, to catch duckers SSR

There is no true OS against the mixup, so you have to guess. However, the penalty for guessing wrong is not as bad as the reward for guessing right (which is why it's important to launch punish her on a correct read). Stepping some options like SEN.1 and SEN.4 can get you their back, so have a good off-axis or backturned combo ready.[2]

A single jab works to interrupt all options other than SEN.3 and SEN.3+4, and can net a float combo on SEN.4. It also beats SEN.1 since Reina cannot confirm into the follow-up, which gets blocked. However, it trades unfavorably with SEN.3. A down jab will high crush SEN.3 and interrupt the others but will get hit with SEN.4, a damaging mid with a guaranteed follow-up. These options should be used sparingly.

To minimize risk and avoid guessing, stand blocking is the best choice since the only risk is eating a 22 damage low or a 12 damage throw (with potential oki). However, it is important to make a conscious decision to stand block and not default to it.

Advanced Reina players will forego the SEN mixup and instead use the mental frame advantage to enforce a different mix-up. If you read an empty SEN transition on block, you can punish with an i12 or faster move.

  1. SEN.3 is a guaranteed follow-up if f,F+2,F hits, but not on block. A player who attempted to whiff punish with f,F+2,F but failed to properly hit-confirm will likely be going for SEN.3. It is possibly to duck a delayed SEN.3 even if f,F+2,F hits.
  2. https://www.youtube.com/watch?v=Pfvm9OxVyoE

Character specific

Bryan, King, Jin, Law and Reina can backdash to make SEN.3 whiff after a blocked ff2F.

Alisa

Alisa can backdash to make WRA.2 whiff after WGS.DF+4,2D