Reina punishers

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Revision as of 02:30, 14 May 2024 by Kalki (talk | contribs) (Update Jack-8 d+1+2 punisher)
Punishers for tricky moves
Various Slide ws3 ...
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • dash df+2 ...[1]
  • f,F+2,F SEN.3[1]
  • b+3+4
  • b+3+4,3+4
df+2 ...[1]
b+3 3+4,4
Bryan df+2,3 f+2,3
Claudio f+2,2
  • 3+4,4
  • f,F+2,F SEN.3[2]
Jack-8 d+1+2
  • b+1+2
  • f,F+2,F SEN.3
King db+4 cc EWGK
f,F+2
  • 3+4,4
  • f,F+2,F SEN.3
  • dash EWGF ...
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
  • df+2 ...
  • EWGF ... (hard)
Xiaoyu BT.f+3+4,3+4
  • 1,2,3,4
  • uf+4 ...[5]
AOP.3+4
  • ws3 ...
  • EWGF ...
Zafina
  • ws2
  • ws2,D
Standing
Enemy Move Damage Frames
-101,1,223+11
1,2,227+0
-122,2,132+12a
1+225+24a (+14)
-13f,n,df#2[hard]23 (78)+25a (+25)
df+1,228+12a
f+2,3[8]24+2
-142~122 (43)+31d (+23)
-15df+213 (69)+30a (+20)
-17uf+4[9]15 (60)+70a (+54)
Crouching
-11ws4,425-1c
-13ws112 (34)+13 SEN
-15FC.df+420 (72)+54a
-20FC.df+325 (79)+54a (+34)
Back-turned opponent
-101,2,3,444+21a (+12)
-122,2,2,qcf+258+21a (+0)
f+2,3,F~1+2 WRA.275+11 (+2)
f+2,3,F~1+2 WRA.3+4[10]74-4 (-12)
-14f,n,d,df#223 (68)+25a (+25)
-15df+213 (46)+30a (+20)
Grounded opponent
-17f,n,d,df#327+13a (-4)
-19OTG.d+4,131-10 / -15a (-23)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1,2i101.8323-1[11]High
f+2,3i132.4524-9High
df+1,2i132.2728-14Mid
2~1i11(~14)2.3922 (43)-14Mid
f,n,d,df#2i11(~14)2.5021 (78)+5[12]High
f,F+2,Fi12(~14)3.0014 (36)-12[13]Mid
df+2i15~162.6013 (69)-12Mid
uf+4[9]i17~182.2015 (60)-13Mid
3+4,4i18 i263.6335-14Mid
  1. 1.0 1.1 1.2 Float combo if extension is used
  2. Requires a very long dash
  3. Can whiff at tip range
  4. 4.0 4.1 Requires a precise dash
  5. Cannot be blocked or parried
  6. Punishes ws2,D only. Hit-confirm second hit if only ws2 is used
  7. Float combo on MNT transition.
  8. for moves with pushback
  9. 9.0 9.1 to launch crouching opponents
  10. Should be chosen when the SEN.1+2 doesn't lead to a tailspin. 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 tailspin. The opponent's status on hit can be reacted to, allowing the correct option to be chosen every time.
  11. Hit confirm last hit.
  12. -10 if execution error results in only a WGF
  13. Hit confirm SEN.3 for safety. Opponent can choose to punish empty transition with up to i12