Reina strategy: Difference between revisions

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; b+3
; b+3
; b+3~4
; b+3~4
: b+3 allows Reina to transition into her Unsoku (UNS) stance. When entering UNS, she steps back a tiny bit, and then starts moving backward. The stance can be used to create space to make the opponent's approach whiff. Upon whiffing, Reina can punish them hard with the single-button UNS.4, a safe mid that does chip damage on block, has great range, is a Heat Engager, and launches when Heat Dash cancelled. She can also launch their whiffs by transitioning to WGS with UNS.df and using WGS.2. However, she cannot block when in UNS, so do not use it within striking distance of the opponent.
: b+3 allows Reina to transition into her Unsoku (UNS) stance. When entering UNS, she steps back a tiny bit, and then starts moving backward. The stance can be used to create space to make the opponent's approach whiff. Upon whiffing, Reina can punish them hard with the single-button UNS.4, a safe mid that does chip damage on block, has great range, is a Heat Engager, and launches when Heat Dash cancelled. She can also launch their whiffs by transitioning to WGS with UNS.df and using WGS.2. However, she cannot block when in UNS, so do not use it within striking distance of the opponent. Reina's UNS stance is unique in that it can cancel into ''all'' her other forward-advancing stances, as well as some approaching attacks like f+1+2 and f+3+4. This allows Reina to use UNS to switch rapidly from keepout to rushdown.


== Heat ==
== Heat ==

Revision as of 18:47, 6 April 2024

Key Moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1,1
df+1
b+2
f,F+2,F
f,F+3+4
f+4
db+2
f,n,d,df+4,2
EWGF
f,n,3
EWGK
Tracks left
  • 1,1
  • 4
  • df+2
  • f,n,3
Tracks both
  • b+2
  • EWGK
  • 3,2
Tracks right
  • df+1
  • EWGF

Basic Gameplan

Reina's gameplan revolves around stealing a life lead through her lightning-fast approach and ability to force mixups, and then returning to a more balanced game centered around controlling and punishing her opponent's attempts to win back the life lead through a combination of poking, light pressure, evasion, keepout and block/whiff punishment. Her core tools are very solid, giving her the flexibility to adapt these strategies to her opponent, while remaining effective with each of them. The primary challenge with her is getting her low mixup options to land successfully, since they are universally quite risky.

Approach

Reina's lightning-fast approach centers around the aptly named Raiden (f,F+2). This is an extremely fast, advancing, long-range poke that transitions into Sentai (SEN) stance to setup mixups, even on block. f,F+2 makes it quite easy for Reina to approach and begin mixing up the opponent. She also has other situational tools to approach that, while not leading into quite such a clear cut mixup, can still be effective. She wants to use her approach tools to setup mixups and quickly earn the life lead, from where she can play a safer neutral game.

f,F+2,F
Reina's core approach tool, that can be hit-confirmed into SEN.3. Fast and long-range, it triples as a mid mixup option, a whiff punisher, and a tracking tool to cover Reina's weak side (against SSL). It is very easy to use to approach and force Sentai mixups, and is quite difficult for an opponent to contest with keepout or movement (it is weak to SSR). However, SEN mixups are, on the whole, unrewarding against proper defense[1] , so it is advisable to run the basic mixup sparingly, while also incorporating options like an empty SEN to earn mental frame advantage to run other mixups or gameplans.
f,F+3+4
A moderately fast, long-range, low-crushing, CH launching jump kick that is only -2 on block. Being so lightly minus, Reina has many options to earn mental frame advantage, either through using movement (stepping retaliation and whiff punishing), evasive moves (e.g., b+4, 3,2) or fast pokes (e.g. 1,1). With this mental frame advantage, Reina can initiate a mixup of her choosing. Its weakness is that it is a somewhat linear high, and can be ducked or stepped, and launched.
3+4,4
An extremely long-range, low-crushing cartwheel kick that has a CH-launching extension. It doubles as a long-range whiff punisher, and a twitch-confirmable mid mixup option. Its extreme range makes up for its slower startup (i18 i26), and it also is a useful approach tool that low crushes. While safe at -8 on block, the mixup potential from it is not as strong, since you're essentially giving up your turn, and recover crouching. However, the threat of the CH-launching extension can be potent against opponents too eager to take their turn, which can earn you the mental frame advantage to run a mixup.
f,f,F+3
f,f,F+4
Reina's wr kicks give her great frame advantage on block to run mixups with. They complement each other, since f,f,F+3 is a linear mid, but f,f,F+4 is a homing high. Effective in wakeup situations, and causing chip damage on block, they are also great pressure tools.
f+1+2
f+3+4
These tools have the primary advantage of being able to cover a long distance while high-crushing, thus giving Reina the ability to get around strong, high keepout tools like EWGF or Steve's b+1. The mixup potential from both is lacking, since they are punishable on block and rely on earning mental frame advantage from extension threats. f+1+2 puts Reina into her Senshin stance, which looks like a forward roll out of which she does an automatic, punishable mid punch. It also has a chunky low option, and can be cancelled into her wr moves. f+3+4 is a forward rolling Taido kick which is a CH-launcher but quite punishable on block. However, simply waiting to stand block it can become risky, since Reina can charge it into f+3+4*, which is a guard break. Both these tools require conditioning your opponents well to use them effectively.
wavedash
The classic Mishima approach tool, this can easily close a gap and setup a Wind God Step (WGS) mixup. However, Reina is open to attacks during the animation, and it takes a bit of execution to safely wavedash-cancel.
  1. This is very much an "on-paper" problem, since the proper defense required can be quite demanding in practice due to the transition's speed. Feel free to run this until your opponent shows you they can handle it.

Mixups

In general, most of Reina's mixups have poor risk-reward due to the low options being almost universally launch-punishable without leading to a launch themselves. Her mixups tend to reset to neutral on hit, which doesn't allow her to loop her offense. They can also be slow to startup, and are vulnerable to lateral movement.

She is thus required to earn her opponent's respect to land her mixups, through poking or turn-stealing. She is encouraged to use more of her mids to both mixup and pressure the opponent, since they are generally safe and lead to solid damage, although they rarely lead to a launch. She is highly rewarded for getting her opponents to duck against her mids, since tools like f,F+2,F and f+4 (and to an extent df+1,2) can be safely and easily hit-confirmed into further damage.

Standing Mixups

f+4
df+4,2
df+1,2
f,F+2
db+2
f,n,d,df+4,2
SS.4

Stance Mixups

Sentai (SEN)

Sentai is Reina's most ubiquitous stance (not counting her WGS, since crouch dashes are not commonly thought of as "stances"). It functions as a graceful twirl forward, and can serve as a gap-closer, although Reina cannot block during the animation. It is the easiest stance to flow into, with all her other stances being able to transition into it (not to mention a fairly fast manual transition). Many of her key moves can also optionally transition into it, and it is a stance Reina players will commonly find themselves entering.

As a mixup stance, it is characterized by its speed - having fast and ambiguous transitions into it, and fast options from it, requiring the defender to commit to a defensive option. However, mixups from it have high risk for not as much reward, since a correct read on their part leads to Reina getting launched, and none of the Sentai options launch themselves. It is important to be free-form in applying Sentai mixups, not getting predictable with them and sneaking them in when least expected, reducing the chance of the opponent guessing correctly.

Entries
f,F+2,F block
f,F+2,F is likely the most common SEN transition for Reina, due to f,F+2 being such a key move for her, putting her in SEN at +2. Despite being so easy to enforce, it is probably unwise to spam mixups from this too much, since most options can be jab-interrupted, and the options that beat jabs (SEN.3, SEN.3+4) can both be ducked and launched.
1,1,2 hit
f+2,3,F hit
A rewarding transition from landing a move on hit, it puts her in SEN at +11 (1,1,2) or +9 (f+2,3,F), making SEN.2 uncontestable. With SEN.2 acting as a very real deterrent to stepping, ducking or interrupting, it forces the opponent to simply stand block, opening up the other SEN options much better. Of course, since this situation is a reward for landing a move, it is not going to be as common or easy to enforce.
b+1,1,3,F block
A transition from the 3rd hit of a fairly tricky string, it puts Reina into SEN at +0. This makes all SEN options jab-interruptible (other than SEN.3+4), not to mention the move itself being jab-punishable without the transition, making the transition very unrewarding. The mindgame is more between transitioning to enforce a SEN mixup, and continuing the string with b+1,1,3,3 to possibly CH-launch a jab punish/interrupt.
df+1,F block
f+2,3,F block
Having the poorest frames of any move-based transition on block at -2 (f+2,3,F block) and -3 (df+1,F block), every option becomes jab-interruptible, including SEN.3+4 which doesn't high crush in time. The df+1,F transition is more useful when Reina either conditions her opponents to respect her df+1, or makes the transition itself unpredictable, for e.g., by mixing df+1,F during her fast poking and pressure. It is an easy mixup to enforce, but a tricky one to enforce successfully.

The df+1,F on hit situation (+4 SEN) is similar to 1,1,2 on hit in that SEN.2 is uninterruptible, so it can be used as a safe check while sneaking in the other SEN options more freely. However, you are unlikely to be able to differentiate the situation from df+1,F on block, since it would arise from netting a hit while attempting to enforce the df+1,F block mixup. If you knew the df+1,F was going to land (e.g. as a whiff punish), it would be much better to go for df+1,2 instead.
f+3
WGS.f+3/UNS.f+3/WRA.f+3
Reina's manual transitions into SEN, these can be used creatively against a turtling opponent to reduce their chances of predicting an incoming mixup in order to successfully land it. An example is manually transitioning into SEN from approximately range 2.5, where the opponent is unlikely to press, but which moves Reina into the ideal range for all her SEN options to land.
Options
SEN.2
SEN.3+4
SEN.3
SEN.1+3 (or SEN.2+4)
SEN.4
SEN.1
SEN.1,qcf+2
SEN.1+2

Heaven's Wrath (WRA)

Heaven's Wrath is a scary pressure stance that can be entered a variety of ways and sports devastating mids with a homing high to dissuade side steps/walks, a quick power crush, and an unbreakable throw. In addition to that, when in heat, WRA gains an automatic High/Mid parry, as well as a high damage low hitting Heat Smash, complimenting the stance's inherent disuasion of crouching against it. Due to these additions in Heat, WRA is able to threaten an automatic High/Mid parry, a high damage low, an unbreakable throw, and a plethora of safe to advantageous mids all at the same time.

Entries
WGS.4,2,D hit
Hellsweep option to transition into WRA. Due to Reina's oppressive mid's the opponent is normally dissuaded from low blocking lest they eat something like a f+4 or a f,f+2, and due the speed of the move it is nigh impossible to react to the Hellsweep. Midscreen some characters can backdash a WRA.1 followp, near the corner all followups are fair game.
ws4,4,D hit
uf+1 hit
Safe high hitting option. On CH, WRA.1 is guaranteed which leads into the guaranteed 4 followup or into a guaranteed f SEN.3 follow up for a heat engager. Due to it being a non homing high this isn't something to spam, as it will eventually get ducked and punished if used too frequently.
df+4,2,D
Transition from a mid,mid string. Must hit confirm as even though you are at -6 you cannot block in WRA and will more likely then not eat a mid poke. A good option to punish a whiff that leaves the opponent in a crouching state.
f,f,F+4,D block
Homing high that is very advantageous on block. On hit it kicks the opponent down which somewhat invalidates the WRA transition anywhere that isnt close enough to the wall, but at worst the opponent still ate 26 damage and you can cancel into Sentai or WGS.
d+1+2
Raw WRA input from neutral
H.2+3 block
On hit, Hit Smash will just do damage and not transition to any stance, but if the opponent blocks it you will be +8, in their face, and transition to WRA.
Options
WRA.1
Homing high that is the basis of WRA pressure. Can transition into Sentai with a f input, reading as WRA.1,f and on hit a SEN.3 is guaranteed. Has a natural combo on hit 4 follow up, with WRA.1,4 being +9 on hit and -9 on block whilst dealing 6 chip damage.
WRA.2
Mid check option to remind the opponent why to block mid. Heat engager on hit if Heat is still available in the round, if not then the oponent is just knocked down. Has a lot of pushback on block making it notable safe even at -9, allowing for an easy back dash or sidestep after.
WRA.3,4
Also know as Hunting Hawk, a mid,mid string that can be left as is to be plus on block or transition back into WRA for a little more advantage and the threat of doing it again. Deals 13 chip damage on block, leading to some absurd chip scenarios if the opponent lets you get more then one.
WRA.4,2,2,qcf+1+2
String that starts with a mid,mid from the first input and is very easy to hit confirm with how long you are allowed to delay the second input on hit. On block only the first input is safe with every other input being punishable to some degree. Mostly used as a combo ender near the wall, this also can see use during pressure if the opponent has shown a fatalistic willingness to mash on your WRA plus frames
WRA.d+4,3
A very weird and not all that useful low,mid string. On normal hit this will not naturally combo nor jail and will leave you punishable if completed and blocked. On CH it will naturally combo when done in full. Due to needing a CH for the full string to naturally combo this string will rarely if even be done in full and WRA.2 and WRA.4,2,2,qcf1+2 are much better options when calling out an opponents mash as well as having relatively the same startup speed. In addition, the first hit deals only 9 damage and leaves Reina in a disadvantageous position on hit, making this rarely worth going for in anything other then a round ending scenario.
WRA.1+2
A fast hitting and tracking power crush to completely shut down any mash attempt of the opponents or something like a duck to try and call out WRA.1. Punishable at -13 on block, and theoretically launchable vs Reina or Kazuya via a PEWGF. Most situations WRA.2 is better but sometimes if rarely the power crush is needed.
WRA.3+4
Standalone version of the second hit of WRA.1,4. Unlike the string version, the standalone version is safer on block, less advantageous on hit, and does 1 extra point of chip damage on block at 7. Sees use as a safe ender that also doubles for chip damage.
WRA.1+3 (or WRA.2+4)
Threatening stance throw that has the benefit of being unbreakable. Deals 20 damage normally, though if the opponent is thrown into the wall by the throw it will instead deal 35. This move is extremely scary at the wall, being an unbreakable 35 damage from a stance that already heavily dissuades the opponent from crouching. This can and will 100% end rounds when the opponent has various mids to be scared of as well. The opponent will undoubtably be able to launch punish if this is called out however.
H.WRA.2+3
A low starting high damaging hit throw that is punishable on block. One of the main reasons WRA is such a threat when in Heat, turning the stance into a true 50/50 stance with WRA.2 mid and H.WRA.2+3 low, the opponent either eats 40 damage off of the low or eats a mid into a heat dash leading to a full combo off of the mid. This is without mention even mentioning the other options from WRA that already make the opponent second guess crouching.

Wind God Step (WGS)

The classic Mishima crouch dash, this is a rapid, forward-advancing movement option that allows Reina to access her WGS moves. It doubles as an approach tool to rapidly close gaps, and even a pressure tool, with each wavu presenting the threat of another mixup. Outside of the moves out of WGS, it also allows her to access ws moves (e.g. ws4 with the input f,n,d,df,n,4) and both f and f,F moves, with the inputs f,n,d,df,f and f,n,d,df,f,F respectively.

Entries
f,n,d,df
df+3
Manually using the OG or easy-mode input is going to be the most common way of entering WGS. It is a highly versatile entry, allowing Reina to cancel the animation at any point into a block or sidestep, as well as hold the df input to stay in stance longer (or even enter FC) and alter her timing. The OG input adds a few more frames to any option out of WGS, and needs to be factored into the spacing and timing at which a crouch dash is initiated, otherwise it leaves Reina open to interruption.
WRA.df
WRA is a strong mixup stance with WRA.2 usually being an uninterruptible (usually) and highly damaging mid. This makes the opponent unwilling to press, instead preferring to block, backdash or perhaps sidestep. This opens up the possibility of boldly advancing forward with a WGS transition to land a mixup.
UNS.df/ub+1+2~df/1+4~df/u+1+2~df
Some of Reina's stances move her backwards or forwards across the screen, and transitioning into WGS from them makes her advance rapidly forward. Feinting defensiveness to bait the opponent into approaching her, then suddenly striking with a WGS mixup, can make them land much more successfully.
Options
iws4 (f,n,d,df,n ws4)
f,n,d,DF+4,2
f,n,d,df#2 (aka. EWGF)
f,n,qcf+4 (aka. f+4)
f,n,qcf,F+2 (aka. f,F+2)
f,n,qcf,f,F+3 (aka. f,f,F+3)
f,n,qcf,f,F+4 (aka. f,f,F+4)
crouch dash into block (f,n,d,df,b)
crouch dash x2 (or more)

Poking

Reina has a solid kit of pokes, with the notable exception of a safe low poke. She generally wants to use her pokes much the same as any Tekken character - to probe the opponent's tendencies, as low-risk low-reward mixups, or to earn respect and/or frame advantage to land her slower, but higher-reward mixups. Reina's poking is quite weak to SSL, so she must take care when applying poke pressure to an opponent with good lateral movement.

1
1,1
With good jab range, low minus frames on block, and access to the hit-confirmable Flash Punch Combo, Reina's 1 and 1,1 are vital parts of her poking game.
f+2,3
A fast, long-range, moderately delayable high-mid, it can be used to check the opponent even from a distance. It can transition into UNS with f+2~d to psyche out the opponent with repeated cancels (f+2~d f+2~d ...), and the looming threat of UNS.4 (or other UNS stance transitions). It can also transition into SEN with f+2,3,F to initiate a SEN mixup, even on block.
df+1
df+1,1
df+1,2
Reina's core mid checking tools. Her df+1 has solid range, with the typical extensions consisting of a safe high and punishable mid. Her df+1 has the additional benefit of being able to transition to SEN with df+1,F, allowing her to ambiguously initiate mixups. She can also delay df+1,2 to bait the opponent into taking their turn and punishing them for it.
df+4,2
A reasonably fast, safe mid-mid that serves as a great check, and gives good damage and plus frames on hit. While it gives up your turn on block at -8, it carries the threat of a massively delayable, CH-launching extension in df+4,2,3, which can make challenging it a bad proposition. With the opponent hesitating to press due to this threat, or attempting to duck the extension, Reina can use the mental frame advantage from the string to transition to WRA and setup mixups (df+4,2,D).
db+4
Reina's poking low that is low risk at -13, but also low reward, without granting any plus frames on hit. However, it carries the threat of a delayable mid extension in db+4,1+2 that can be CH-confirmed, granting some potential mental frame advantage.
b+2
A fast, homing mid with great range. It has a bit of pushback on hit, which makes continuing pressure afterwards tricky, and completely gives up your turn on block while leaving you close to your opponent. However, it is Reina's fastest, safest homing move to use when poking down her opponent.

Pressure

Reina wants to use her pressure tools to force the opponent into situations where their responses are limited. She generally needs to make a read on whether her opponent will respect or disrespect her pressure, since rarely do her pressure tools give her a frame-tight checking option. If her opponent is respecting her pressure, she can either loop her pressure, or attempt to land mixups. If they instead choose to disrespect it, she can use movement to setup whiff punishes with her excellent, long-range whiff punishers, or frame trap them with 1,1,2 (hit-confirmable) or df+1,2 (twitch-confirmable). If she can use her pressure tools to stoke the opponent's tension, they lead to solid reward on counterhit if her opponents press into them.

EWGF
The ever-versatile Mishima staple, EWGF is an excellent pressure tool at +5 on block, and a launcher on hit. It has a quite a bit of pushback for a pressure tool, so continuing pressure requires closing the distance, either with another EWGF, a crouch dash or other options, leaving Reina open to getting interrupted. It also demands good execution, since mis-inputs can lead to getting punished. However, it is a terrifying tool for any opponent to deal with, and can allow Reina to easily dictate the pace of the match.
f+4
A somewhat slow, overhead axe kick that forces the opponent into crouch even on block. Being in crouch massively limits the opponent's options, allowing Reina to get a high reward on a correct read, while not risking much if incorrect. f+4 is only +2c on block, which doesn't allow for a frame-tight df+1, which makes her pressure slightly looser and easier to escape than her father. However, she inherits the move's potency, granting a free follow-up on CH or against a crouching opponent. Since the opponent can only step to the background from crouch, being on P1 (opponent steps right) or P2 (opponent steps left) can be a significant determining factor in whether movement is an effective option for the opponent.
d+2
A fast, overhead elbow that is neutral on block while forcing the opponent into crouch. It grants a free follow-up on CH, but has poor range, making it more suited for when you're poking up close. It is less prone to getting interrupted, and despite not being as advantageous on block as f+4, at +0c, the situation from it is practically the same.
f,f,F+3
f,f,F+4
Reina's wr moves that give great frame advantage on block. Due to the input, they are slow if done at close range, and need quite a bit of respect from the opponent to land. f,f,F+3 can be used to setup standing mixups, and f,f,F+4 can be used to setup either standing or WRA mixups by transitioning into the latter with the input f,f,F+4,D.

Turn Stealing

Reina can complement her efforts to earn the respect of her opponent to land mixups, or make the timing of her mixups more ambiguous, with a kit of evasive moves, rapid stance transitions, and parries.

df+3+4
high crushes the fastest (frame 6), and leads to big damage on CH. Launch punishable on block, but has a CH-launching (albeit also punishable) follow-up.
b+4
High crushing, CH-launching safe high
3,2
Another high-crushing, CH launching safe high-high. More likely to get ducked since it is a string, but has an unsafe mid mixup in 3,4 to discourage ducking. It requires committing to the entire string to net the launch.
b+1+3 (or b+2+4)
Reina's mid and high parry that transitions to WRA with frame advantage if successful. It works similarly to Jin's in that the advantage you get from it depends on the recovery of the move you parried. It doesn't work against strings, since the string follow-ups hit Reina out of the automatic WRA transition. It requires knowledge to know which moves lead to guaranteed followups, but the advantage (along with the surprise factor of getting your move parried) is almost always sufficient to go for a WRA mixup.
f,n
Transitions Reina into her Wind Step (WDS) stance, which moves her forward slightly and has a punch parry at the beginning of the animation. This can be used to stop an opponent's offense and steal the momentum. The punch parry frames are very tight, only 1 or 2 frames at the very beginning of the animation. The parry functions very similar to a 3rd Strike parry. A successful parry will put Reina in WGS at +10, with a tight-but-practical guaranteed follow-up. It should be noted that this is a parry stance, and is tied to Reina's forward movement. This means that while in WDS, which happens any time Reina begins to advance, she will be unable to tech throws. Using WDS excessively without cancelling it into a dash or WGS may leave you open to punishment from opponents who tend to use their throws.
WRA.df/WRA.f+3
UNS.df/UNS.f+3/UNS.3+4/UNS.1+2
WGS.f+3
f+3+4,db
Reina's multiple stances all transition into each other, and she can make it very hard for the opponent to predict when the mixup is coming by threatening one with a particular stance, only for her to cancel it into another. This can load an opponent's mental stack, allowing her to greatly increase her success rate on her mixups, particularly her lows, since it is less likely for the opponent to guess right if they don't even know when they are supposed to guess. A downside is that this leaves Reina wide open to her opponent challenging her when she's attempting these stance shenanigans.

Keepout

Reina has solid tools to enact a keepout-based gameplan when she has the life lead. She wants to use these tools to preemptively catch opponents rushing in.

EWGF
The ever-versatile Mishima staple, EWGF can be used to launch the recklessly approaching opponent, even if they just move forward. It has great pushback on block for creating space. Reina is blessed with an i13 EWGF through her Wind Step (WDS), making her EWGF keepout game even more potent. It demands consistency in execution, since getting a WGF, or a d+2 or df+2 (other common EWGF mis-inputs), could lead to getting punished. It is technically a duckable high, so it is advisable to not get predictable with it (as with any keepout move), but is is quite difficult to punish in practice.
f,n,3
A CH-launching, safe mid with notable pushback on block. It can be used in a manner similar to Bryan's 3+4, or Lili's f+4 - as a space control tool to push your opponent away and CH launch reckless approach. It has great range, but poor recovery, so don't whiff it. The f,n input moves Reina slightly forward and gives up space, while adding to the move's startup.
b+3
b+3~4
b+3 allows Reina to transition into her Unsoku (UNS) stance. When entering UNS, she steps back a tiny bit, and then starts moving backward. The stance can be used to create space to make the opponent's approach whiff. Upon whiffing, Reina can punish them hard with the single-button UNS.4, a safe mid that does chip damage on block, has great range, is a Heat Engager, and launches when Heat Dash cancelled. She can also launch their whiffs by transitioning to WGS with UNS.df and using WGS.2. However, she cannot block when in UNS, so do not use it within striking distance of the opponent. Reina's UNS stance is unique in that it can cancel into all her other forward-advancing stances, as well as some approaching attacks like f+1+2 and f+3+4. This allows Reina to use UNS to switch rapidly from keepout to rushdown.

Heat

External Links