Reina strategy: Difference between revisions

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Revision as of 19:41, 24 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
  • f,F+2,F
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 get in range of the opponent, 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. 3+4 > ws3+4 is an occasionally useful sequence to use here.
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

Reina's standing mixups are quite good, and most of them lead to decent pressure even on block. Their weaknesses include linearity, and being somewhat slow to start up.

Options

df+4,2
A reasonably fast, safe mid-mid string that gives nearly as much damage as an i13 punish. It can be hit-confirmed into a WRA transition for more mixups. On block, you can condition the opponent to respect you with the threat of the CH-launching extension.
df+1,2
The fast but unsafe mid extension on Reina's key mid check, it is a Heat Engager, and can be delayed in order to bait opponents into pressing. It is not hit-confirmable, and so requires commitment. However, it can be twitch-confirmed if you see the opponent moving/ducking during the startup of df+1.
f,F+2,F
Reina's signature move doubles as a fast, safe mid mixup option that tracks to her weak side. It can be hit-confirmed into SEN.3 for a chunk of damage, and the SEN mixup on block still allows Reina to force an offense.
f+4
Reina's version of the Mishima axe kick is fairly conventional - a slow, plus on block mid that gives a follow-up on CH or on a crouching opponent. Though a good mid mixup and pressure option, it doesn't give a lot of plus frames on block, with no straightforward frame traps, requiring Reina to play the follow-up situation carefully.
f,F+3
Reina's version of the Mishima splits kick is weaker than her peers, since it doesn't grant a launch on hit (outside of Heat). It is still a good mid mixup option, being a safe Heat Engager that is very lightly minus on block. While not launching on hit, the knockdown grants a rewarding mixup between f,f,F+3 (beats everything but staying grounded or ground rolling) and f+3~4 (beats everything but backwards getup).
f,n,d,df+4,2
Reina's version of the Mishima hellsweep is weaker than her peers since it doesn't give her much opportunity to continue her pressure after landing one. It is still the most threatening low in her kit, being unseeable, with good range and optionally leading to a WRA mixup opportunity. It can be quite linear, and is absolute death on block.
db+2
Reina's easier-to-input power low is still quite threatening, having good range and decent tracking to both sides. It is also launch on block, albeit not as bad as her hellsweep. It is lightly minus on hit, so you need to be mindful about continuing your pressure.
SS.4
SS.4 trades damage and speed for safety, and is one of the two safest lows in Reina's arsenal. Requiring a SS is what makes it slow, although that can be mitigated by doing a SS into a mid option. It is neutral on hit, but gives excellent pressure on CH to go for any mixup.

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 - with Reina having fast and ambiguous transitions into SEN, and fast options from SEN, 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. Some characters can also backdash out of SEN.3[1].
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 on its own, making the transition very unrewarding.

b+1 can be used quite effectively to earn respect for a mixup. If the 2nd hit lands as CH, then (b+1),1,3,F~3 is all guaranteed. With b+1,1 being fairly delayable, Reina can condition her opponent to respect b+1 by delaying the 2nd hit into a follow-up (b+1),<1,3,F. If the opponent mashes, this can be CH-confirmed into SEN.3 for a cool 53 dmg. If unsuccessful, she risks a jab-punish on the transition, though this can be discouraged with SEN.3+4 or by not transitioning occasionally and doing (b+1,1),3,3 for a potential CH-launch.
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. Similarly, respect for f+2,3 can be earned by delaying the (f+2),<3, causing the opponent to hesitate to take their turn. It is an easy mixup to enforce, but a tricky one to enforce rewardingly.

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. Another is to do f,F+2,F into nothing, then f+3 into a mixup.
Options
SEN.2
The fastest mid option, it is a good checking tool. It is not too minus on block, allowing movement and turn-stealing to still be a threat, and gives good plus frames on hit. It is an excellent default option from transitions where it can't be stepped left.
SEN.3+4
The only low option out of SEN, it is death on block, but is homing, gives good damage and decent plus frames on hit.
SEN.3
The fastest SEN option, it is a homing high Heat Engager that is +1 on block. It is used to stop interruption or stepping, gives light pressure, but can be ducked.
SEN.1+3 (or SEN.2+4)
An unbreakable grab from SEN, it doesn't do much damage by itself but gives rewarding oki on hit, and can get the opponent to duck. Being a high throw, it tracks both ways, but can be ducked and launched. The basic oki is between an immediate f,F+2,F (beats all options except delayed wakeup, staying grounded or ground rolling) and EWGK (beats delayed wakeup, staying grounded or ground rolling, but loses to other options).
SEN.4
The pressure option, SEN.4 is a slow, plus on block mid that gives a guaranteed follow-up on hit. It lacks tracking to either side, and can be jab-floated from almost every SEN transition. However, it is harder callout on a ducking opponent, and is good to use when your opponent is respecting you (or is frozen up). It also doubles as a good oki tool since it hits grounded.
SEN.1
SEN.1,qcf+2
The option to discourage interrupting SEN, SEN.1 is an unsafe mid powercrush that will armor through jabs on most transitions. It can be hit-confirmed into the follow-up if it absorbs anything more than a single jab. The extension is also quite delayable, making punishment another guessing game for the opponent. However, both SEN.1 and the extension are quite unsafe, and can be stepped right.
SEN.1+2
A medium speed, rewarding mid callout option, it auto-transitions to WRA and tailspins the opponent for a guaranteed WRA.2. It is essentially unsafe, since an i10 punish is always guaranteed, though anything above that can be armored through with WRA.1+2. It gets jab interrupted from many transitions, and can be stepped right.

Heaven's Wrath (WRA)

Heaven's Wrath is a scary pressure and mixup stance that generally offers better risk-reward than SEN. She can remain in WRA for quite a bit longer than SEN, allowing her to mixup her timings. As a trade-off, it can be a bit more difficult to setup since none of her other stances transition into it, and the manual transition is notably slow. Her best options for WRA entry are from move-based transitions.

Entries
WGS.4,2,D hit
Hellsweep is Reina's best power low, and the staple low mixup option from standing or WGS. Though entering WRA at +6, it leaves the opponent a good distance away, making the follow-up situation not as straightforward (unless you've backed them up against a wall). Opponents can usually backdash out WRA.1, WRA.1+3 and WRA.d+4 (some can even backdash WRA.2[1]). Since the fast options can be beaten with movement (backdash or SSR), and the slow options interrupted, you will have to pay greater attention to your opponent for this mixup.
ws4,4,D hit
A reward from landing Reina's i11 ws punish, it puts her at +6 right in front of the opponent, who's forced into crouch. They have to choose between a SSR (to evade WRA.2) or duck (to evade WRA.1 or WRA.1+3), while just blocking opens them up to WRA.1+3 and WRA.d+4. Being on P2 benefits Reina a lot in this mixup, since the opponent no longer has the option to SSR.
uf+1 hit
Reina's uf+1 is an i13 high that gives a guaranteed followup on CH, making it a pseudo-magic 4. On hit, it forces her into WRA at +8 quite close to her opponent. WRA.2 can still be stepped, but WRA.3+4 trades favorably with jab, making it the catch-all checking option. uf+1 has poor tracking to Reina's weak side (SSL), but since it can be done from crouch, it can be a good option when Reina herself is forced into crouch.
df+4,2,D
A great, highly versatile string that can be used to poke, mixup and pressure. Its pressure is due to the transition to WRA, which is -6 on block and +8 on hit. It's possible to hit-confirm into the transition, and useful to do so since being at -6, you are extremely open if your opponent chooses to attack[2]. You can earn the respect to do mixups by threatening the string extension, df+4,2,3, which will CH-launch them if they attempt to take their turn. On hit, this is similar to uf+1 - you're free to mixup however you want.
f,f,F+4,D block
Reina's homing, high slash kick that can also be used to pressure. It transitions into WRA at +8 on block, making it similar to df+4,2,D or uf+1 on hit.
d+1+2
Reina's manual WRA entry is quite slow, and not recommended without adequate respect from your opponent.
Options
WRA.1
The anti-interruption option, WRA.1 is a fast, homing high that gives a guaranteed, hit-confirmable follow-up on hit, and a better one on CH. It cannot be interrupted by anything, nor armored through with power crushes or Rage Arts. It can also transition to SEN on block for more pressure. Its weakness is that it is duckable, and can be backdashed out of after the hellsweep transition.
WRA.2
A highly damaging mid checking option, it is uninterruptible from +6 and +8 WRA transitions but can always be armored through with power crushes or Rage Arts. Its only weakness is that it can always be stepped right.
WRA.3,4
The slower pressure option, it's good to use when your opponent is freezing up or blocking against WRA, and can loop into itself with the optional WRA transition. Its weakness is that it is linear and easily interruptible.
WRA.4,2,2,qcf+1+2
A tricky string, the entire thing is ncc from the multi-hit WRA.4, and it is not too difficult to CH-confirm due to the unique animation. Even if WRA.4 gets blocked, all follow-up hits are somewhat delayable, with the rest of the string guaranteed if any subsequent hits connect, making punishing it or taking your turn quite a guessing game for the opponent. It also tracks surprisingly well to both sides, and cannot be backdashed. The downside is the initial hit is jab punishable, jab-interruptible from +6 situations, and the follow-up hits are, save for WRA.4,2,2, launch-punishable on block.

It is a bit tricky to fish for CHs with WRA.4. Opponents are likely to either block (since the WRA mids are so strong) or jab-interrupt. One strategy is to stay in WRA for longer to bait them into pressing, thus getting a CH. Another one is to use WRA.4 to catch ducking or stepping. Since the 2nd hit of the multi-hit WRA.4 cannot be neutral blocked, and without a clean SS~guard, or the awareness to shift to stand block after ducking and eating the 1st hit of WRA.1, the 2nd hit of WRA.4 will connect, guaranteeing the rest of the string.
WRA.d+4,3
A high-crushing low-mid string, it has good tracking on the 1st hit, and can be CH-confirmed into the 2nd. The 2nd hit is also a highly delayable CH-launcher, making taking your turn or punishing the 1st hit a bit of a risk. However, it is not a nc, and the 1st hit alone doesn't do enough damage to encourage ducking, nor does it give any plus frames. Both hits are launch punishable on block, making this string fairly unrewarding to use. It can be used as a hard read on jab interruption (or other highs), or as a surprise round ender.
WRA.1+2
A fast, tracking power crush that discourages interruptions, stepping or ducking. The tradeoff is that it is fairly punishable at -13.
WRA.3+4
A safe, tracking mid with good range, damage and chip damage on block. It would be the best option out of WRA if not for the possibility of i10 interruption from +6 transitions. It can always be armored through.
WRA.1+3 (or WRA.2+4)
A threatening, unbreakable stance throw that deals decent damage in the open, but great damage at the wall. It can quite effectively get the opponent to duck, and has decent range while tracking both ways. It is a high throw, so it can be launched upon ducking.
  1. Reina_counterplay#Alisa
  2. WRA.1+2 on block can be punished with up to i14. Any slower, and it is possible to cancel into WGS with df and block. However, a punish at i11 or slower can be armored through with WRA.1+2, making an i10 punish the only guaranteed one.

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)
The fastest mid option out of WGS, it is a safe, low-risk/low-reward mid check. It is quite negative on block, but has a bit of pushback to where a backdash can make the opponent's attempt to take their turn whiff, thus discouraging immediate retaliation.
f,n,d,DF+4,2
The main low mixup option - it is damaging but very risky.
f,n,d,df#2 (aka. EWGF)
As a fast, plus on block high, EWGF can be very useful in discouraging mashing and/or getting the opponent to duck. Requires execution to serve as a fast pressure tool, and timing to avoid getting ducked and punished. On block, the pushback sets up for another WGS mixup.
f,n,qcf+4 (aka. f+4)
Slower mid mixup option that allows you to continue your pressure.
f,n,qcf,F+3 (aka. f,F+3)
Slower mid mixup option that has higher reward on hit (Heat Engager or favorable oki), but is slightly negative on block.
f,n,qcf,F+2,F (aka. f,F+2,F)
A fast, tracking mid mixup option that can be hit-confirmed for great reward. On block, it leads into a slightly unfavorable SEN mixup, and requires a bit of practice to do reliably out of WGS.
f,n,qcf,f,F+3 (aka. f,f,F+3)
f,n,qcf,f,F+4 (aka. f,f,F+4)
Reina's wr moves can be done out of WGS and used for pressure. Slow and a bit tricky to input, they can get interrupted easily.
crouch dash into block (f,n,d,df,b)
A good movement option to (relatively) safely approach and threaten the opponent with the WGS mixup, probing their tendencies. It can still be hit if your inputs are not clean, or the opponent catches your timing.
crouch dash x2 (or more)
A movement technique to make the linear options out of WGS track better, or to pressure the opponent with the repeated threat of a mixup. Can be hit out if the opponent decides to not respect it.

Poking

Reina has a solid kit of pokes, with the notable exception of a decent 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, 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 and tracking to her strong side (against SSR), 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. Appropriate use of the extensions can discourage her opponent from taking their turn after df+1 on block. df+1,2 being delayable also helps with this.
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). It's terribly linear, though.
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 triggers fairly fast, and can be used reactively. It doesn't work against strings, since the string follow-ups hit Reina out of the automatic WRA transition (although WRA.1+2 is an option). It requires knowledge to know which moves lead to guaranteed followups, but the frame advantage (along with the surprise factor of getting your move parried) is almost always sufficient to go for a WRA mixup. It's quite bad on whiff if baited out.
f,n
u+3
Reina's has a punch parry from WDS and UNS (Kou, u). The punch parry frames on the former are tight, only 1 or 2 frames, but start at the very beginning of the animation, while the latter has a more generous window but starts up later. A successful parry will put Reina in WGS at +10, with a tight-but-practical guaranteed follow-up. The f,n can be used on reaction to slower moves. It also triggers fairly often from forward movement. However, while tapping forward to move and shifting to WDS, Reina 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. The UNS (Kou, u) parry begins later in the animation but with a longer window.
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, discouraging them from running their offense.

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

Heat doesn't change much how Reina plays, but instead amplifies the power of every aspect of her original gameplan.

Approach
3+4,4 and f+3+4 become safe with the Heat-only Lethal Fury extension and deal massive chip damage
H.2+3 is a slow, but damaging, long-range Heat Smash that auto-transitions into +8 WRA for mixups
Mixups
df+1,2 is both deadlier and safer with the Heat Dash cancel into guaranteed follow-up
f,F+3 is a potential launcher with the Heat Dash cancel, although it can't be confirmed
WRA is a much scarier pressure and mixup stance, with interruptions no longer possible due to the auto-parry, massive chip damage from WRA.3,4, a threatening low option in H.WRA.2+3, and a launching mid option in WRA.2 with the Heat Dash cancel
Poking
All her pokes deal chip damage, in addition to the increased potency of df+1,2
df+4,2 can be easily used to transition into the Heat-amplified WRA for terrifying mixups, even on block
Pressure
EWGFs are easier to do to serve as a pressure tool
Keepout
UNS.4 turns into a launcher with the Heat Dash cancel
u+3 and d+3 regenerate some Heat, making it somewhat necessary for the opponent to approach
Whiff/Block punishment
f,F+2,F is a stronger whiff punisher with the SEN.3 Heat Dash cancel
EWGF for whiff punishment is faster and more consistent
3+4,4,4 now does huge damage, in addition to its long range and low crush
df+1,2 as a block punisher is stronger
ws4,4 is totally safe on block if you transition into WRA. This can be used exploit the opponent's muscle memory if they attempt to punish.

Oki

Reina has a fair number of knockdowns off of which she can get oki. Her oki mostly boils down to using EWGK to discourage staying grounded or ground rolling, baiting out wake up attacks or spring kicks and whiff punishing, and running up to enforce a mixup after a tech roll.

EWGK
An absolutely dominant oki tool, it punishes opponents who try to stay on the ground or ground roll. It will even CH opponents who try to delay their wakeup attacks. It is open to getting interrupted by immediate wakeup attacks, and can get blocked or whiff against backwards wakeup. It's important to get the just frame to avoid being punished.

Common Situations

SEN.1+3

An unbreakable throw, it does measly damage on hit, but gives strong oki when it connects. The opponent is FUFA, and so cannot do recovery attacks or spring kicks.

Stand
f+2,3,F~1+2 WRA.2
4
Backwards getup
f,F+2,F~3[1]
df+3~2[2]
3+4,4
df+3+4
b+2
Staying grounded
Ground roll (either direction)
Front roll
Delayed wakeup attacks
EWGK
Wakeup attack (mid or low)
f,F+2,F~3
df+2
df+1,2
  1. The timing on this can be tricky
  2. Each input should be buffered as soon as possible

External Links