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|{{o| moveId = Reina-2,2,2,2 | enemy = -12 | move = 2,2,2,qcf+2 | damage = 58 }} | |{{o| moveId = Reina-2,2,2,2 | enemy = -12 | move = 2,2,2,qcf+2 | damage = 58 }} | ||
|{{o| moveId = Reina-f+2,3 | enemy = -12 | move = f+2,3,F~1+2 WRA.2 | damage = 75 | frames = +11 (+2) }} | |{{o| moveId = Reina-f+2,3 | enemy = -12 | move = f+2,3,F~1+2 WRA.2 | damage = 75 | frames = +11 (+2) }} | ||
|{{o| moveId = Reina-f+2,3 | enemy = -12 | move = f+2,3,F~1+2 WRA.3+4 | damage = 74 | frames = -4 (-12) | moveNote = <ref>Should be chosen when the SEN.1+2 doesn't lead to a bound. This can occur when the opponent is off-axis to the right, and will cause WRA.2 to whiff (although getting whiff punished hard is unlikely). This option can be tech-rolled out of when SEN.1+2 ''does'' lead to a bound.</ref> }} | |{{o| moveId = Reina-f+2,3 | enemy = -12 | move = f+2,3,F~1+2 WRA.3+4 | damage = 74 | frames = -4 (-12) | moveNote = <ref>Should be chosen when the SEN.1+2 doesn't lead to a bound. This can occur when the opponent is off-axis to the right, and will cause WRA.2 to whiff (although getting whiff punished hard is unlikely). This option can be tech-rolled out of when SEN.1+2 ''does'' lead to a bound. The opponent's status on hit can be reacted to, allowing the correct option to be chosen every time.</ref> }} | ||
|{{o| moveId = Reina-f,n,d,df#2 | enemy = -14 | staple = 68 }} | |{{o| moveId = Reina-f,n,d,df#2 | enemy = -14 | staple = 68 }} | ||
|{{o| moveId = Reina-df+2 | enemy = -15 | staple = 46 }} | |{{o| moveId = Reina-df+2 | enemy = -15 | staple = 46 }} |
Revision as of 22:08, 7 April 2024
Reina |
---|
Punishers (Tekken 8) |
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Punishers for tricky moves | ||
---|---|---|
Various | Slide | ws3 ... |
Alisa |
|
|
|
df+2 ...[1] | |
b+3 | 3+4,4 | |
Bryan | df+2,3 | f+2,3 |
Claudio | f+2,2 |
|
Jack-8 | d+1+2 |
|
King | db+4 | cc EWGK |
f,F+2 |
| |
Law | df+3 | df+1,2[3] |
Paul | d+4,2:1+2 | f,F+2,F SEN.3[4] |
qcf+2 | f,F+2,F SEN.3[4] | |
Victor | f,F+2 |
|
Xiaoyu | BT.f+3+4,3+4 |
|
AOP.3+4 |
| |
Zafina |
|
Standing | |||
Enemy | Move | Damage | Frames |
---|---|---|---|
-10 | 1,1,2 | 23 | +11 |
1,2,2 | 27 | +0 | |
-12 | 2,2,1 | 32 | +12a |
1+2 | 25 | +24a (+14) | |
-13 | f,n,df#2[hard] | 23 (78) | +25a (+25) |
df+1,2 | 28 | +12a | |
f+2,3[8] | 24 | +2 | |
-14 | 2~1 | 22 (43) | +31d (+23) |
-15 | df+2 | 13 (69) | +30a (+20) |
-17 | uf+4[9] | 15 (60) | +70a (+54) |
Crouching | |||
-11 | ws4,4 | 25 | -1c |
-13 | ws1 | 12 (34) | +13 SEN |
-15 | FC.df+4 | 20 (72) | +54a |
-20 | FC.df+3 | 25 (79) | +54a (+34) |
Back-turned opponent | |||
-10 | 1,2,3,4 | 44 | +21a (+12) |
-12 | 2,2,2,qcf+2 | 58 | +21a (+0) |
f+2,3,F~1+2 WRA.2 | 75 | +11 (+2) | |
f+2,3,F~1+2 WRA.3+4[10] | 74 | -4 (-12) | |
-14 | f,n,d,df#2 | 23 (68) | +25a (+25) |
-15 | df+2 | 13 (46) | +30a (+20) |
Grounded opponent | |||
-17 | f,n,d,df#3 | 27 | +13a (-4) |
-19 | OTG.d+4,1 | 31 | -10 / -15a (-23) |
Whiff punishers | |||||
Move | Speed | Range | Damage | Risk | Hitbox |
---|---|---|---|---|---|
1,1,2 | i10 | 1.83 | 23 | -1[11] | High |
f+2,3 | i13 | 2.45 | 24 | -9 | High |
df+1,2 | i13 | 2.27 | 28 | -14 | Mid |
f,n,d,df#2 | i11(~14) | 2.50 | 23 (78) | +5[12] | High |
f,F+2,F | i12(~14) | 3.00 | 14 (36) | -12[13] | Mid |
df+2 | i15~16 | 2.60 | 13 (69) | -12 | Mid |
uf+4[9] | i17~18 | 2.20 | 15 (60) | -13 | Mid |
3+4,4 | i18 i26 | 3.63 | 35 | -14 | Mid |
- ↑ 1.0 1.1 1.2 Float combo if extension is used
- ↑ Requires a very long dash
- ↑ Can whiff at tip range
- ↑ 4.0 4.1 Requires a precise dash
- ↑ Cannot be blocked or parried
- ↑ Punishes ws2,D only. Hit-confirm second hit if only ws2 is used
- ↑ Float combo on MNT transition.
- ↑ for moves with pushback
- ↑ 9.0 9.1 to launch crouching opponents
- ↑ Should be chosen when the SEN.1+2 doesn't lead to a bound. This can occur when the opponent is off-axis to the right, and will cause WRA.2 to whiff (although getting whiff punished hard is unlikely). This option can be tech-rolled out of when SEN.1+2 does lead to a bound. The opponent's status on hit can be reacted to, allowing the correct option to be chosen every time.
- ↑ Hit confirm last hit.
- ↑ -10 if execution error results in only a WGF
- ↑ Hit confirm SEN.3 for safety. Opponent can choose to punish empty transition with up to i12