Reina tech: Difference between revisions

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m (Move Taido kick on hit content to Strategy)
m (Add a couple of trade setups)
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As a follow-up to a [[Reina_strategy#Taido_Kick_on_hit|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.
As a follow-up to a [[Reina_strategy#Taido_Kick_on_hit|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.
== Trade Setups ==
=== uf+1 trade ===
uf+1 on trade gives +21 and leaves both Reina and the opponent standing, but at a great distance away, making df+2 whiff. An example setup is f+4 (block) > uf+1 to trade with i11 ws4 retaliation.
{{Combolist|columns=1|
; [18] (trade) uf+1
: [15 ([[Reina combos#Staples|70]])] df+3~2
: [+35] 3+4,4
=== 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
}}


== Unsoku Cancel Chain ==
== Unsoku Cancel Chain ==

Revision as of 18:12, 14 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.

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.

3+4 ws4,4 wall combo

For a wall combo, Reina can do W! 3+4 ws4,4,D. This hits for 26 dmg (even better than 1 OTG.d+4:1) if the opponent techs i.e. does anything other than staying grounded. If they stay grounded, the second hit of (ws4),4,D will hit them for a total of 20 dmg. This 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.

CH EWGK at the wall

[32] CH EWGK[1]
[+19] ws3,4
[+13] ws4,4,D[2]

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]
[+??] df+4,2,3 WT! <OTG.d+4:1[3]
[+??] uf+4 WT! 1 OTG.d+4:1[4][5]
[+??] EWGK[6]
[+??] db+4,1+2
[+??] iws4,4,D[7]

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 or interrupt the f+3+4*. 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*
<Taido kick on hit>
f+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.

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.

Trade Setups

uf+1 trade

uf+1 on trade gives +21 and leaves both Reina and the opponent standing, but at a great distance away, making df+2 whiff. An example setup is f+4 (block) > uf+1 to trade with i11 ws4 retaliation.

[18] (trade) uf+1
[15 (70)] df+3~2
[+35] 3+4,4

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

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.

  1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 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)
  3. ↑ Jack-8 only
  4. ↑ Bears only
  5. ↑ only if the opponent (any body type) does not tech roll right (uf+4 safely whiffs if they do)
  6. ↑ hard
  7. ↑ gives WRA oki between WRA.1+3 to catch tech into standing, and WRA.3+4 to catch tech into ducking or staying grounded/ground rolling