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== f+3+4* setups == | == 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 "[[Reina_strategy#Taido_Kick_on_hit|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* (or f+3+4) into cc EWGK. | 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 "[[Reina_strategy#Taido_Kick_on_hit|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* (or f+3+4) into cc EWGK. Depending on the setup, it can be interrupted by techroll into very fast buttons. If the opponent does not tech, f+3+4* gets interrupted by recovery (toe) kicks and spring kicks, which can be countered by cancelling f+3+4 into block, and launch punishing. In Heat, this setup becomes much deadlier due to the guaranteed Lethal Fury follow-up from the guard break. | ||
{{Combolist|columns=1| | {{Combolist|columns=1| | ||
; <combo> T! | ; <combo> T! | ||
: 1 f+3+4* | : [+2] f+2,d~3+4* | ||
: f+ | : [+2] 1,1 f+3+4* | ||
: [+1] 1 f+3+4* | |||
}} | }} | ||
As a post-T! combo ender, this setup gives up ~9 dmg from a regular ender to gain 15 dmg | As a post-T! combo ender, this setup gives up ~9 dmg from a {{tt|regular ender|At 30% scaling, WRA.3,4 would do 11 dmg, uf+3+4,1+2 would do 12, and WGS.1,4 would do 13.|The move to setup f+3+4* would do 1-2 dmg.}} to gain {{tt|15 dmg|from the guaranteed 1,1,2 follow-up|1,2,2 would do 17 dmg}} in the most common case of techroll into block, amounting to a gain of 6 dmg. In Heat, this gives up {{tt|~12 dmg|T! H.f+3,3,F 3+4,4 does 13 dmg|T! d+3~H.4,F 3+4,4 does 16 dmg}} for {{tt|~28 dmg|f+3+4* does 9 chip dmg, and the H.4 follow-up does 19 dmg.}}. | ||
After f+2,D, Reina is +31a (+24), meaning the defender has {{tt|11f|f+3+4* is i67|a techroll is 32f|<nowiki>67 - 32 - 24 = 11</nowiki>}} to techroll into a button. f+3+4* will trade with i11 ws options, giving a full launch, and counterhit anything slower. It will get beaten by techroll into i10 duck jabs. | |||
After 1,1, Reina is +32a (+25), meaning the defender has 10f to techroll into a button. f+3+4* will trade with and CH launch techroll into duck jab. Curiously, the spacing is such that if the opponent does a recovery kick, it will whiff and get punished by f+3+4* for a launch. As a trade-off, f+3+4* will whiff if the opponent does not tech and does a backwards wakeup, leading to getting launched. | |||
After 1, Reina is +33a (+26), meaning the defender has 9f to techroll into a button, meaning only {{tt|specific characters|e.g. Yoshimitsu's 1+4}} have options against it. | |||
{{Combolist|columns=1| | {{Combolist|columns=1| |
Revision as of 17:42, 6 June 2024
Reina |
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Tech (Tekken 8) |
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FDFA ws4,4,D WRA mixup near the wall
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 | 20 | 20 | 20 | 20 | 20 | 52 | 52 | 20 |
WRA.2 | 24 | 24 | 24 | 24 | 0 | 78 | 78 | 0 |
WRA.4,2,2,qcf+1+2 | 21 | 21 | 21 | 21 | 20 | 93 | 93 | 21 |
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
- ↑ 1.0 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.
- ↑ iws4,4,D hits the opponent standing if they use wakeup attacks
- ↑ The Most Disguisting Oki Setups | Reina Full Guide | TEKKEN 8
FUFT ws4,4,D WRA mixup near the wall
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 | 35 | 0 | 0 | 35 | -8 | -6 | -24 |
WRA.3+4 | 7 | 47 | 7 | 20 | 20 | 52 | 52 | -6 | 21 |
WRA cancel~DB | 0 | 0 | 0 | 0 | 0 | -8 | 0 | 64 | -20 |
WRA cancel~B | 0 | 0 | 0 | 0 | 0 | 0 | -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
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 uncommon for the defender to use 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 | 30 | 30 | 30 | 40 | 40 | -6 | -24 |
EWGK | 5 | 69 | 5 | 21 | 21 | 51 | 51 | -6 | 22 |
DB | 0 | 0 | 0 | 0 | 0 | -8 | 0 | 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 (~+26) 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.[1]
EWGK Low Wall Slump
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.[3]
- ↑ tight timing on small bodies
- ↑ consistent
- ↑ https://x.com/ArmorKingTV21/status/1789550577875046748
CH EWGK at the wall
- ↑ 1.0 1.1 near the wall
- ↑ Gives a FUFT ws4,4,D WRA mixup
Taido Kick at the wall
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 near the wall
- ↑ Jack-8 only
- ↑ on non-small bodies if the opponent tech rolls left
- ↑ Bears only
- ↑ on everyone if the opponent does not tech roll right (uf+4 safely whiffs if they do)
- ↑ can replace with any multi-hit wall combo
- ↑ non-small bodies only
- ↑ 8.0 8.1 hard
- ↑ iws3 has to be buffered very quickly
- ↑ 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* (or f+3+4) into cc EWGK. Depending on the setup, it can be interrupted by techroll into very fast buttons. If the opponent does not tech, f+3+4* gets interrupted by recovery (toe) kicks and spring kicks, which can be countered by cancelling f+3+4 into block, and launch punishing. In Heat, this setup becomes much deadlier due to the guaranteed Lethal Fury follow-up from the guard break.
- <combo> T!
- [+2] f+2,d~3+4*
- [+2] 1,1 f+3+4*
- [+1] 1 f+3+4*
As a post-T! combo ender, this setup gives up ~9 dmg from a regular ender to gain 15 dmg in the most common case of techroll into block, amounting to a gain of 6 dmg. In Heat, this gives up ~12 dmg for ~28 dmg .
After f+2,D, Reina is +31a (+24), meaning the defender has 11f to techroll into a button. f+3+4* will trade with i11 ws options, giving a full launch, and counterhit anything slower. It will get beaten by techroll into i10 duck jabs.
After 1,1, Reina is +32a (+25), meaning the defender has 10f to techroll into a button. f+3+4* will trade with and CH launch techroll into duck jab. Curiously, the spacing is such that if the opponent does a recovery kick, it will whiff and get punished by f+3+4* for a launch. As a trade-off, f+3+4* will whiff if the opponent does not tech and does a backwards wakeup, leading to getting launched.
After 1, Reina is +33a (+26), meaning the defender has 9f to techroll into a button, meaning only specific characters have options against it.
- <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 slightly worse risk/reward compared to the earlier setup. Here, however, SEN.4 can also be used to punish the opponent for staying grounded. Reina is +48a (+17) or +50a (+19) after the Taido kick, giving the defender time to techroll into an i16~18 button, making this f+3+4* setup easier to defend against. For e.g., instead of techroll into duck jab, the defender has time to techroll into an i15 launcher.
- 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 early 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 techs late, they can evade the f+3+4* and H.4 extension, and potentially launch punish (by techrolling into duck, into a ws launcher). 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 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
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 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
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.
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. This gives up the guaranteed damage from WRA.2 (~21 dmg) for the possibility of additional damage (~40 dmg)
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.