User talk:InnaGrateDaze

Discussion page of User:InnaGrateDaze

Hello. This is my first Tekken game and I'm still learning as fast as I can about everything. I apologize for the mistakes that arise from my ignorance and lack of experience. Please let me know if I did something wrong and I'll do my best to make the necessary corrections!

Thank you for the move videos! --winn0w (talk) 17:49, 23 March 2024 (UTC)

General

Character Popularity

Popularity one month after release for PC+PS5. Parsed from AlietteFaye on twitter (unsure about external links)

1-10: Dragunov, Jin, King, Reina, Victor, Hwoarang, Azucena, Kazuya, Law, Bryan,

2-20: Jun, Devil Jin, Paul, Yoshimitsu, Lars, Feng, Lili, Steve, Lee, Alisa,

3-30: Asuka, Leo, Nina, Jack-8, Xiaoyu, Raven, Claudio, Kuma, Leroy, Shaheen,

31&32: Zafina, Panda


Plans:

-Add each character's Wall Jump.

-Go alphabetically filling in missing frame data, starting from Alisa.

Notes

Recording frame data. Considering calculating recovery frames of moves. Prioritizing special moves.

Missing frame data at a glance.. Bryan, Jin, Kuma, Panda, Steve, Victor.

Reina Notes

Reina's Heat Burst Notes: =
  • i7-pc active/i14-startup/i15-42-cutscene/i43-60opp.frozen/i61- opp.actionable/i62-active
  • The opponent is frozen from the beginning of the cutscene until the last frame before active.
  • If Reina is grabbed or hit with a low after the cutscene animation, it will cancel her Heat Burst but still put her into Heat.
Random Reina Notes?

wra 3 airborne frame 5

3,4,H.4 = i72

SEN

  • i13 before attack

Reina's Rage Art DMG Scaling and Percentage

Health DmgTaken Scale Health %
43 137 100%/55dmg (24%)
42 138 100%/55dmg (23%)
41 139 100%/55dmg (22%)
40 140 101%/55dmg (22%)
39 141 102%/55dmg (21%)
38 142 103%/56dmg (21%)
37 143 105%/56dmg (20%)
36 144 106%/57dmg (20%)
35 145 107%/57dmg (19%)
34 146 108%/57dmg (18%)
33 147 110%/60dmg (18%)
32 148 112%/60dmg (17%)
31 149 112%/60dmg (17%)
30 150 113%/61dmg (16%)
29 151 115%/62dmg (16%)
28 152 116%/62dmg (15%)
27 153 117%/62dmg (15%)
26 154 118%/63dmg (14%)
25 155 120%/66dmg (13%)
24 156 121%/66dmg (13%)
23 157 122%/66dmg (12%)
22 158 123%/67dmg (12%)
21 159 125%/67dmg (11%)
20 160 126%/68dmg (11%)
19 161 127%/68dmg (10%)
18 162 128%/68dmg (10%)
17 163 130%/71dmg (9%)
16 164 131%/71dmg (8%)
15 165 132%/72dmg (8%)
14 166 133%/72dmg (7%)
13 167 135%/73dmg (7%)
12 168 136%/73dmg (6%)
11 169 137%/73dmg (6%)
10 170 138%/74dmg (5%)
9 171 140%/77dmg (4%)
8 172 141%/77dmg (4%)
7 173 142%/77dmg (3%)
6 174 143%/78dmg (3%)
5 175 145%/78dmg (2%)
4 176 146%/79dmg (2%)
3 177 147%/79dmg (1%)
2 178 148%/79dmg (1%)
1 179 150%/82dmg (1%)

Reina Sentai Counters

Reina's f,f+2 SEN counters in the Ditto
Counter Move SEN.1 SEN.1,2 SEN.2 SEN.3 SEN.4 SEN.1+2 SEN.3+4 SEN.1+3 No Option
Jab Safe Safe o Trades o o x o o
d+1 c.Jab x x o o x Trades o o o
Grab 1+3 o o x x x x x o o
Reina's d+4 o o x o x Trades o o o
Reina's b+1+2 o o o o o x Trades x x
Reina's uf+4 x x x x o x o o o
Stand Block b b b b b b x x -
Crouch Block x x x W x x b b -
SSL x x W x W x x x -
SSR W W x x W* W x x -
Reina's Back Dash b b b W b b b^ x! -
  • o = Move on left beats SEN.#
  • x = Move on left loses to SEN.#
  • - = Neutral (for No Option)
  • W = Option causes SEN.# to Whiff
  • b = Option Blocks SEN.#
  • Trades = Moves hit each other
  • Safe = Move trades but can't be punished with SEN.#
  • * = not as strong as SSL?
  • ^ = Blocks if crouch initiates
  • ! = Whiffs if crouch initiates


Reina's Advantage in SEN
x df+1,f b+1,1,3,f f,F+2,f 1,1,2(hit) f+2,3,f
Block -3 +0 +2 No SEN -2
Hit +4 +13 +12 +11 +14

Jab beats everything from df+1,f on block (-3) & f+2,3,f on block (-2). You'll become airborne if you get jabbed during SEN.4 from f+2,3,f - but not doing so from df+1,f. df+1,1 and df+1,2 beats jab if the opponent is spamming. f+2,3,f has no safe cover like df+1, but you can choose to go into SEN only if you see quick f+2,3 connects.

At (+0), Jab beats everything except SEN.1,2. However, SEN.1,2 cannot punish Jab.

Jab begins to be punishable at (+2) losing to SEN.3+4. f,F+2,f SEN.3 trades with jab. SEN.1,2 can't punish Jab.

No-Option Sentai isn't safe from Jab until (+4).

df+1,f on hit (+4). Jab only beats SEN.4 and SEN.1+3 Jab trades with SEN.1+2 Jab gets punished by SEN.1,2 Jab loses to SEN.2, SEN.3, SEN.3+4

At +11, Jab only beats SEN.4

At +12 and up, SEN.3 is guaranteed. Jab is inconsistent in the ditto. Off-axis SEN.4 less jab-able.

At +14, SEN.4 still loses to jab?

In general, it seems that at below +12 advantage, the opponent can choose a series of moves that cover a majority of Reina's SEN option. It is easier for the opponent to make decisions when you going into SEN from another move.


Given the speed of Reina's Sentai options (i12, i13, i14, i16, i16, i20, i26), and that Reina's throw and low options come out i16 and i26 respectively, early crouching can lose to her mid options.

Although Reina's SEN.1 and grab both come out i16, the PC mist activates early enough for the opponent to react. The start-up animation between SEN.2 (i13) and SEN.1+3 (i16) are distinguishable by hand position after the first few frames.

SEN.1+2 (i14) also has a distinct animation from SEN.1+3.

Crouch beats SEN.3; SEN.1+3; and SEN.3+4. Stand block covers everything else. SEN.1,2 (block: -14,-16); SEN.1+2 (block: -6WRA,no Heat); and SEN.3+4 (block: -29,11) are her unsafe Sentai options. (Jab stuffs -6WRA)

Reina's delayed timings have distinct animations for some her moves. Delayed Sentai options have differing animations from i1~i8 on average. Some of these animations are jarring and distinct like SEN.1+3, but others are nearly indiscernible from their instant version like delayed SEN.3

Once you delay timings, it becomes significantly more challenging to crouch or stand block appropriately on reaction.

You can delay Reina's Sentai options by 3-5 frames. Transition is i14, and the earliest moves begin is on i15. Most moves can be delayed until i18 of Sentai, but you can delay SEN.3 until i19 and can delay SEN.1+3 until i20 if you do [3~1+3].

If you delay your timings on block(+2, 0, -3, -2), you practically lose your advantage and become open to Jab and other instant responses.

General Summary for Reina's Sentai Counters

Pre-Notes

SEN.1 (-14); SEN.1,2 (-16); SEN.1+2 (-6WRA); SEN.3+4 (-29,-11); are Reina's unsafe Sentai options on block.

SEN.2 (Block: -4); and SEN.4 (Block: -4) are weak to SSL.

SEN.3 (Block: -1); and SEN.1+3 [th(h)]; can be ducked.

No-Option from Sentai is unsafe until +4 (df+1,f on hit).

NOTE: SEN.1+2 can block moves that are i15 or slower. WRA.1 (i12) will can beat some moves slower than i18 because Heaven's Wrath options can be buffered to come out at the end of your -6 disadvantage. However, to block moves out of Heaven's Wrath, a buffered crouch dash will sit in WRA for an additional 4 frames before transitioning into crouch dash for another 4 frames before being able to block on frame 15. -6, -4, -4 makes you at -14 if you want to block from SEN.1+2.

The additional -8 frames affect any crouch dash/ WGS option as well.


Sentai from df+1,f and f+2,3,f

So far, Sentai options from df+1,f; f+2,3,f; (and technically entering WRA from SEN.1+2 without Heat) are all beaten by Jab.

But df+1,f is a mix-up. If they block, you can do Sentai stuff. If they jab, you can either df+1,1 or df+1,2. If they crouch, then df+1,2.

f+2,3 jails or combos from first hit and can be transitioned into Sentai on reaction. At +14, you're guaranteed SEN.3 for Heat or SEN.1+2(i14) for the follow-up into WRA.2 for damage. [SEN.2 is also guaranteed damage at i13 but is only considered for b+1,1,3,f on hit.]

df+1 into Sentai doesn't seem to be hit-confirmable on reaction, but it is the weakest Sentai transition that is still safe on no-option. No-option Sentai is also safe at +11, and you get a guaranteed punish at +12 and above.

Sentai from f,F+2

At +2, f,F+2 on block is unsafe on no-option. You don't want to delay anything if your opponent is spamming jab.

As a first choice, SEN.3 will trade with jabbers and lose to lows/crouch status, power crushes, and certain parries like Reina's b+1+3.

SEN.2 still loses to jabbers and can be side-stepped (unlike SEN.3), but is less of a risk than SEN.1,2 (-14,-16) and SEN.1+2 (-6WRA or: -14 to block or -21 to WRA.2) for catching people trying to crouch SEN.3 or block SEN.3+4.

While SEN.1,2 is technically safe against most mashing and can be tricky to punish by delaying the 2, it is the easiest to recognize coming due to the visual cue. The opponent has to commit less to punishing SEN.1,2 over SEN.2.

Personally, I find it much more informative to see how the opponent reacts to SEN.2 than to see them react to SEN.3 -


Trading SEN.3 with jab 3 times in a row. Trading SEN.3 with jab 1x then SEN.3+4 against jab the 2nd time, and SEN.2 to catch the crouch response the 3rd time.

Trading SEN.3 with jab 1st, then getting SEN.3+4 launch punished by a crouch blocking opponent the 2nd time, being side-stepped for doing SEN.2.

Losing to jab 3x in a row with SEN.2 Losing to jab the 1st and 2nd time then hit them crouching with SEN.2 on the 3rd time. Losing to jab with SEN.2 Winning against crouching opponent with SEN.2. Get side-stepped for doing SEN.2


While the generally pay-off is higher for defaulting to SEN.3, it is easier to hedge one's bets by defaulting to SEN.2. Unless your opponents include Side-Stepping in their counters, SEN.3 and SEN.3+4 can't show off their homing coverage. I lose more but not as greatly with SEN.2 over SEN.3. I don't win as often, but my victories are decent.

Assuming the opponent jabs or standing blocks, a second SEN.2 helps me figure out if they'll fuzzy block/randomly crouch or try to go for a bigger punish.

As Jab is safe against SEN.1,2 and trades with SEN.3, SEN.3+4 is the better counter of those three- especially against characters with strong i10 punishers.


  1. At default, the opponent is better off jab-checking you to see if you'll do SEN.3 or SEN.3+4.
  2. Once you start doing SEN.3+4 as a counter to them jabbing you, they can switch to crouch Jab to cover both SEN.3 and SEN.3+4.
  3. From here, SEN.1,2 can be used to cover both Jab and d+1, although Jab can't be punished. SEN.4 can be used to punish crouch Jab but becomes a game between SEN.3+4 vs SEN.4.
  4. Once SEN.1,2 punishes their crouch Jab and they counter with grabs or lows, you can start using SEN.2 to cover i12 grabs and lows.
  5. After your opponent starts to Power Crush to cover your options, you unlock SEN.1+3 as an option and re-introduce SEN.3+4.
  6. Now that you're punishing your opponent's offense options, hopefully they'll finally stop pressing and either block or side-step.
  7. If they're gonna hold back, you are able to choose No-Option from Sentai (or SEN.1+3 or SEN.3+4 if they're not going to crouch).
  8. If they start side-stepping, SEN.3 or SEN.3+4, or SEN.1+2 will be homing. If they SSL, SEN.1+2 finally becomes a considerable option. If they SSR, SEN.2 is a possible option.
Sentai from df+1,f on hit

You have access to your all mix-up options at +4 with df+1,f on hit, but delaying your actions can give it all up.

Haven't really tested df+1,f on hit yet because it's not something I can hit-confirm or go into consistently.

So far though, with +4, SEN.3 and SEN.2 now beat Jab and you can more easily force them to respect your options. However, you still have to condition your opponent to access the rest of your kit safely.

Sentai from 1,1,2 on hit

1,1,2 on hit is +11SEN. After testing, no-option on 1,1,2 SEN is unsafe until 11+14 frames later.

Given 1,1,2 is the only other transition into Sentai where no-option is worth choosing (guaranteed follow-ups for +12 and higher), it is important to note that this is the only option where no-option locks you out of block for ~25 frames.

While +11 is a lot, it only gives Reina more freedom in choosing her options. And given that no-option is unsafe for an additional +14 frames after giving up your +10 advantage, most of the mix-ups will come from being able to delay your moves ~3 frames while still being +7.

Other Sentai Transitions

At +12, you're guaranteed SEN.3 At +13, you're guaranteed SEN.2 At +14, you're guaranteed SEN.1+2 -> WRA.2

Most people only expect Reina to do UNS.4 from her Unsoku stances. Heavily underutilized is her ability to go into Sentai, Wind God Step, Senshin, etc from Unsoku.

It is possible to catch people from Range 4+ by combining Unsoku ->DF/CD -> f+3/SEN -> SEN.# And obviously, one can simply cancel Unsoku with DF/CD -> B to gauge your opponent's reaction.

I need to test Sentai from WRA.1,f still, but it also seems to have the problem of being stuck for an additional 14 frames after No-Option Sentai.