Reina |
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Punishers (Tekken 8) |
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{{Infobox tricky moves T8
|slide=
|xiaoyu-a=
- 1,2,3,4
- uf+4 ...[5]
|xiaoyu-b=
|asuka-a=3+4,4 |bryan-a=f+2,3 |king-a=cc EWGK |jun-a=3+4,4[6]
|kuma-a=
- 3+4,4
- f,F+2,F SEN.3
- dash EWGF ...
|paul-a=f,F+2,F SEN.3[7] |paul-b=f,F+2,F SEN.3[7]
|claudio-a=
- 3+4,4
- f,F+2,F SEN.3[8]
|alisa-a=
Standing | |||
Enemy | Move | Damage | Frames |
---|---|---|---|
-10 | 1,1,2 | 23 | +11 |
1,2,2 | 27 | +0 | |
-12 | 2,2,1 | 32 | +12a |
1+2 | 25 | +24a (+14) | |
-13 | f,n,df#2[hard] | 23 (78) | +25a (+25) |
df+1,2 | 28 | +12a | |
f+2,3[11] | 24 | +2 | |
-14 | 2~1 | 22 (43) | +31d (+23) |
-15 | df+2 | 13 (69) | +30a (+20) |
-17 | uf+4[12] | 15 (60) | +70a (+54) |
Crouching | |||
-11 | ws4,4 | 25 | -1c |
-13 | ws1 | 12 (34) | +13 SEN |
-15 | FC.df+4 | 20 (72) | +54a |
-20 | FC.df+3 | 25 (79) | +54a (+34) |
Back-turned opponent | |||
-10 | 1,2,3,4 | 44 | +21a (+12) |
-12 | 2,2,2,qcf+2 | 58 | +21a (+0) |
f+2,3,F~1+2 WRA.2 | 75 | +11 (+2) | |
f+2,3,F~1+2 WRA.3+4[13] | 74 | -4 (-12) | |
-14 | f,n,d,df#2 | 23 (68) | +25a (+25) |
-15 | df+2 | 13 (46) | +30a (+20) |
Grounded opponent | |||
-17 | f,n,d,df#3 | 27 | +13a (-4) |
-19 | OTG.d+4,1 | 31 | -10 / -15a (-23) |
Whiff punishers | |||||
Move | Speed | Range | Damage | Risk | Hitbox |
---|---|---|---|---|---|
1,1,2 | i10 | 1.83 | 23 | -1[14] | High |
f+2,3 | i13 | 2.45 | 24 | -9 | High |
df+1,2 | i13 | 2.27 | 28 | -14 | Mid |
2~1 | i11(~14) | 2.39 | 22 (43) | -14 | Mid |
f,n,d,df#2 | i11(~14) | 2.50 | 21 (78) | +5[15] | High |
f,F+2,F | i12(~14) | 3.00 | 14 (36) | -12[16] | Mid |
df+2 | i15~16 | 2.60 | 13 (69) | -12 | Mid |
uf+4[12] | i17~18 | 2.20 | 15 (60) | -13 | Mid |
3+4,4 | i18 i26 | 3.63 | 35 | -14 | Mid |
- ↑ 1.0 1.1 cc EWGF df+2 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
- ↑ 2.0 2.1 f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
- ↑ Needs to be done more quickly on Shaheen's slide than Law's
- ↑ 4.0 4.1 ws3 df+1 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
- ↑ Cannot be blocked or parried
- ↑ Interrupts follow-up options as well
- ↑ 7.0 7.1 Requires a precise dash
- ↑ Requires a very long dash
- ↑ 9.0 9.1 Float combo if extension is used
- ↑ Float combo on MNT transition.
- ↑ for moves with pushback
- ↑ 12.0 12.1 to launch crouching opponents
- ↑ 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.
- ↑ Hit confirm last hit.
- ↑ -10 if execution error results in only a WGF
- ↑ Hit confirm SEN.3 for safety. Opponent can choose to punish empty transition with up to i12