Reina tech: Difference between revisions

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== CH EWGK at the wall ==
== CH EWGK at the wall ==
[[File:Reina-ch-wgk-at-wall.mp4|thumb|alt=Reina follow-up from CH WGK at the wall.|Reina CH WGK at the Wall]]


{{Combolist|columns=1|
{{Combolist|columns=1|

Revision as of 21:33, 2 June 2024

FDFA ws4,4,D WRA mixup near the wall

[28] H.df+1,2,F
[28] df+1,2
[26] WRA.3+4[1][2]
[24] CH f+4[1]
[24] SEN.4[1]
[20] f,F+3
[20] CH d+2[1]
[+38] iws4,4,D~3+4

Upon putting the opponent into FDFA near the wall, it's possible to do a guaranteed iws4,4,D (df+3,n,4,4,D), putting the opponent at -3d in FDFA with you in WRA. The timing for the iws4,4 off of various options ought to be practiced, since if your opponent blocks it, it's launch punishable. WRA.3+4 is guaranteed. WRA.2 can be used in place of WRA.3+4 for greater reward on backward wakeup. WRA.4,2,2,qcf+1+2 can also be used for greater reward if the opponent does wakeup attacks.[3]

Mixup after Reina's iws4,4,D at the wall with the opponent in FDFA at -3d

U~B
U~DB
B
F
OTG.1/OTG.d+1
OTG.4
OTG.3
n
WRA.3+4
2020202020525220
WRA.2
242424240
78
780
WRA.4,2,2,qcf+1+2
21212121
20
93
9321

Nash equilibrium with payoff 20

WRA.3+4
1
OTG.1/OTG.d+1
1

Payoff for dominated options

WRA.2
0
WRA.4,2,2,qcf+1+2
20
U~B
-20
U~DB
-20
B
-20
F
-20
OTG.4
-52
OTG.3
-52
n
-20
  1. 1.0 1.1 1.2 1.3 Setup can be escaped by staying grounded, which causes the first hit to whiff, and the second to hit but allow techrolling out of the mixup. Use cc OTG.d+4:1 or cc EWGK if you recognize them doing this.
  2. iws4,4,D hits the opponent standing if they use wakeup attacks
  3. The Most Disguisting Oki Setups | Reina Full Guide | TEKKEN 8

FUFT ws4,4,D WRA mixup near the wall

[~+4] W! 1,1[1]
[~+4] W! 3+4
[~+4] W! f+4[1][2]
[+18] ws4,4,D

Using the setups above, Reina can land ws4,4 on an opponent near the wall, leaving them in FUFT and us at -2d. If they've been spiked, and they stay grounded, the first hit will whiff but the second hit of (ws4),4,D will hit them for 12 dmg, though they will be able to tech roll out of any further mixup. The second hit can also 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 for the defender, since ground rolling late can still result in getting clipped by the second hit. Upon a successful ground roll left, the opponent can punish Reina with a wakeup kick.

If both hits of ws4,4,D connect, it gives Reina a mixup between WRA.1+3 (WRA.1+3 would whiff against backward wakeup if this setup is attempted in the open) and WRA.3+4. The former catches any tech into standing, while the latter catches any tech into duck or staying grounded. The opponent could recovery (toe) kick to avoid this mixup entirely, but it is possible to cancel WRA into crouch block (WRA.df,b,db) in time to block this for a launch punish (the timing is tight, and ought to be practiced). However, this gets you hit by spring kicks, which in turn opens up the possibility of cancelling WRA into stand block.

Mixup after Reina's ws4,4,D spike at the wall in the mirror, Reina is -2d

U
DB
B
F
OTG.1/OTG.d+1
OTG.4
OTG.3
OTG.d+3
OTG.3+4
WRA.1+3
35
-76
350035-8-6-24
WRA.3+4
747720205252-621
WRA cancel~DB
00000-80
64
-20
WRA cancel~B
000000-8-5
77

Nash equilibrium with payoff 9.7

WRA.1+3
0.18
WRA.3+4
0.49
WRA cancel~DB
0.22
WRA cancel~B
0.1
U
0.58
DB
0.08
OTG.d+3
0.19
OTG.3+4
0.14

Payoff for dominated options

B
-9.7
F
-9.89
OTG.1/OTG.d+1
-9.89
OTG.4
-30.17
OTG.3
-23.45
  1. 1.0 1.1 requires iws4,4,D
  2. follow-up ws4,4,D can be blocked by quick stand (hold U)

FUFT Spike at the wall

[+11] (airborne opp.) f+4
[+8] (airborne opp.) d+2
[+30] OTG.d+4:1
[+21] EWGK
[+0] DB

Reina can spike an airborne opponent with (for e.g.,) f+4 or d+2 to put them in FUFT at around +1~+4d. At the wall, this allows OTG.d+4:1 to connect if your opponent does anything other than stand up, recovery (toe) kick, or spring kick (without the wall, backwards getup allows them to evade the hits). If they quickstand, they must block low in order to block the stomp and punish (-26). It will hit them for 38 dmg if they quickstand into stand block, but it is -10 on hit and can be punished. EWGK will wall splat them for getting up into crouch block, while doing chip if they stand block, but it must be done quickly to avoid getting hit by spring kick or wakeup attacks. Recovery (toe) kicks beat out both options, which makes it necessary to low block occasionally and punish it hard.

In practice, it is very uncommon for the defender to use U~DB as a wakeup option unless they are well-prepared for this setup. Therefore, using d+4:1 is a good default option to choose.

Mixup after Reina's FUFT spike (with f+4) at the wall in the mirror

U
DB
B
F
OTG.1/OTG.d+1
OTG.4
OTG.3
Recovery Kick
Spring Attack
OTG.d+4:1
15
-80
3030
30
4040-6-24
EWGK
5
69
52121
51
51
-6
22
DB
00000-80
64
-20

Nash equilibrium with payoff 6.04

OTG.d+4:1
0.19
EWGK
0.64
DB
0.17
U
0.7
Recovery Kick
0.14
Spring Attack
0.15

Payoff for dominated options

DB
-28.83
B
-8.89
F
-19.1
OTG.1/OTG.d+1
-19.1
OTG.4
-38.76
OTG.3
-40.14


1 b+2 Wall Combo

W!
[+13] 1,1 b+2
[+10] 1 b+2

Causes the opponent to fly off to the right and end up in an off-axis position at +9 (-7). If they tech left, many of your immediate timing mixups might whiff, but you have enough time to dash in to re-align, and still apply a mixup. However, you completely lose wall positioning and might even end up inverting it. If they tech any other way, you have good frame advantage[1] to apply an immediate mixup.

If they don't tech, they are left in FUFA where a follow-up EWGK is guaranteed. If they wake up backwards or quick stand, a slightly delayed f,F+2,F will hit them, allowing for SEN.3 (if it hits them in the front) or SEN.1+2~3+4 if it hits them in the back.[2]

EWGK Low Wall Slump

[27] EWGK
[+42] dash df+4,2,3 WT! <OTG.d+4:1[1]
[+18] f,F+2,F~2
[+14] cc 3+4,4
[+14] EWGK

At a particular spacing from the wall, EWGK will knock the opponent backward into the wall into a non-techable position, where there are guaranteed follow-ups.[2]

CH EWGK at the wall

Reina CH WGK at the Wall
[32] CH EWGK[1]
[25] CH WGK[1]
[+19] ws3,4
[+13] ws4,4,D[2]
  1. 1.0 1.1 near the wall
  2. Gives a FUFT ws4,4,D WRA mixup

Taido Kick at the wall

Reina's 3+4,4 Follow-up 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]
[+44] df+4,2,3 WT! <OTG.d+4:1[2][3]
[+36] uf+4 WT! 1 OTG.d+4:1[4][5][6]
[+20] iws4 1+2[7]
[+19] EWGK[8]
[+19] iws3,4[9][8]
[+14] db+4,1+2
[+13] iws4,4,D[10]
  1. 1.0 1.1 1.2 1.3 1.4 1.5 near the wall
  2. Jack-8 only
  3. on non-small bodies if the opponent tech rolls left
  4. Bears only
  5. on everyone if the opponent does not tech roll right (uf+4 safely whiffs if they do)
  6. can replace with any multi-hit wall combo
  7. non-small bodies only
  8. 8.0 8.1 hard
  9. iws3 has to be buffered very quickly
  10. gives -1d WRA oki, but WRA.1+3 needs to be very slightly delayed else it whiffs against backward getup

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 the f+3+4*, and they have to be fairly sharp about teching and interrupting it. 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*

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 for 28 dmg (+19 dmg over a regular ender).

<Taido kick on hit>
f+3+4*

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. Here, however, SEN.4 can also be used to punish the opponent for staying grounded.

W! df+4,2,3 WT!
W! 3,2 WT!
f+3+4*
W! b+4 T!
<f+3+4*
WT! HB!
f+3+4*,H.4

As a post-WT! ender, f+3+4* will guard break tech rolls without any possibility of interruption for a guaranteed 1,1,2 (15 dmg, +23wc) or 1,2,2 (17 dmg). If the opponent doesn't tech, it hits them in a low wall slump for 15 dmg. This setup gives up 22-24 dmg (from the optimal wall combo) for 15 dmg into potential wall pressure (if the opponent techs). The reward from this setup greatly increases if Reina is in Heat, since with the Lethal Fury follow-up, if the opponent techs, they will get wall splatted.

Reina f+3+4* Wall Setup

Reina can HB! after a WT! and attempt to setup f+3+4*, which threatens a wall splat if the opponent techs[1]. In this situation, however, the opponent could do quick recovery (hold F) or a recovery kick (OTG.d+3) to interrupt it, or stay grounded/ground roll to avoid it entirely.

No tech follow-ups

[30] UNS.4
[22] f,F+3+4
[+30] OTG.d+4:1[1]
[+21] EWGK[1]
[+16] b+1+2[2]
  1. 1.0 1.1 only if the opponent doesn't quick back roll or quick recovery
  2. catches quick recovery, but will whiff against quick back roll for a whiff punish

Trade Setups

uf+1 trade

uf+1 on trade with standing moves gives +21 and leaves both Reina and the opponent standing, but at a great distance away, making df+2 whiff. An example setup is SS.4 (hit) > uf+1 to trade with i13 df+1 retaliation. On trade with ws moves, it gives +16. An example setup is f+4 (block) > uf+1 to trade with i11 ws4 retaliation. This setup does not work with - Feng, Xiaoyu (hit effect on ws4 changes frames), Dragunov (pushback is too large for a follow-up).

Note: The conditions for when uf+1 on trade gives +21 or +16 is still not well understood, and the rules given above may not be consistent in practice.

[18] (trade) uf+1
[+64] df+3~2 ...
[+24] 3+4,4
[+24] f,F+2,F~3[1]
[18] (trade with ws) uf+1
[+24] f,F+2,F~3[2]

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. Theoretically, this could be setup with a duck jab on hit (+6) into ws2, with the opponent responding back with an i12 move, but this response is quite unlikely (they are more likely to respond with jabs, movement or just stand blocking; responding with any i12 move is very specific).

[24] (trade) ws2
[+35] 3+4,4
[+35] f,F+2,F~3
  1. deep dash
  2. tight timing

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.


Resets

  • If the opponent doesn't tech after SEN.1+2 on hit, Reina can pickup with WRA.df into ws3 or ws4 for a combo

Improving Consistency on 2~1 Block Punish

Reina's 2~1 is a very damaging i14 punisher, but it is difficult to use consistently as a punish due to the input not being completely bufferable. To mitigate this, we can use the input 2~1+2,1+2. This takes advantage of Tekken's input system to register as 2~1 if the first two inputs were made with the correct timing, and 2,2,1 if not. It is still possible to be late to punish even with this input, so it is recommended to bias towards inputting the initial 2 a bit early.