Reina punishers

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Revision as of 23:55, 5 June 2024 by Kalki (talk | contribs)

{{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=

  • dash df+2 ...[9]
  • f,F+2,F~3 ...[9]Cite error: Closing </ref> missing for <ref> tag
  • f,F+2,F~3 ...[10]Cite error: Closing </ref> missing for <ref> tag
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[11]24+2
-142~122 (43)+31d (+23)
-15df+213 (69)+30a (+20)
-17uf+4[12]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[13]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[14]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[15]High
f,F+2,Fi12(~14)3.0014 (36)-12[16]Mid
df+2i15~162.6013 (69)-12Mid
uf+4[12]i17~182.2015 (60)-13Mid
3+4,4i18 i263.6335-14Mid
  1. 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. 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
  3. Needs to be done more quickly on Shaheen's slide than Law's
  4. 4.0 4.1 ws3 df+1 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
  5. Cannot be blocked or parried
  6. Interrupts follow-up options as well
  7. 7.0 7.1 Requires a precise dash
  8. Requires a very long dash
  9. 9.0 9.1 Float combo if extension is used
  10. Float combo on MNT transition.
  11. for moves with pushback
  12. 12.0 12.1 to launch crouching opponents
  13. 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.
  14. Hit confirm last hit.
  15. -10 if execution error results in only a WGF
  16. Hit confirm SEN.3 for safety. Opponent can choose to punish empty transition with up to i12