User:InnaGrateDaze/Reina-Unsoku-tech

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Unsoku (Gen) Tech

Unsoku Cancel

Reina's Unsoku Cancel Demonstration

All three variations of Reina's Unsoku stance can transition into Wind God Step/ crouch dash by inputting DF during the stance animation.

For Unsoku (Kou), WGS sparks/crouching comes out i21 (Blocking i22). (Press 2/3 on i21 for i31(P)EWGF (i21 = i1, i31 = i11)

For Unsoku (Gen), WGS sparks/crouching comes out i22 (Blocking i23). (Press 2/3 on i22 for i32(P)EWGF (i22 = i1, i32 = i11)

For both, you can hold back and eliminate the sparks as well as sound effect if doing the fastest cancel.

While cancelled Unsoku Kous travel less distance when chained together, their most effective use is in creating a pseudo-option select for punch parry situations.

Unlike the Wind Step punch parry, the Unsoku Kou punch parries can't be immediately cancelled with a panic back-dash or side-step input.

The punch parry window is about i2-i8 (gonna check)frames and it takes 22frames from the beginning of Unsoku Kou to block.

You are unsafe from Lows from i1-i21. You are unsafe from Lows, Mids and Highs from i1, i9-i21 or 13 frames.

Unsoku Transitions

Reina's Transitions from Unsoku (except other Unsoku stances)
Reina's fastest Unsoku to Unsoku Transitions

From Unsoku, Reina has nearly direct access to all her moves and stances except Heaven's Wrath stance. Reina's crouch dash can be cancelled into Side Step into the background, jump, (ub,b), standing, crouch, (Full crouch- I need to check a Bryan guide I saw), and her normal WGS/crouch dash options.

Unsoku Movement

Basic UNS (gen) Movement Option

Having come from SSBM, Reina's UNS (gen) movement is the closest thing to Melee's dash-dancing - down to being generally unsafe from the beginning til the end of the movement.

Unlike most fighting games, blocking or being in Shield is one of the worst states you can be in Melee. The best state in the game is CROUCHINGSTATUS due to the reduced hitstun received by all attacks and the ability for characters like Fox to get a 0-death combo from "taking an attack". And while footsies and neutral exists in SSBM, both of those are often avoidable due to the immense strength movement options offers players.

While it doesn't seem like it, SSBM is also a "3-Dimensional" game, in a sense. While characters cannot travel across the 3rd axis, our characters' attacks fully move in 3-Dimensional space. That means side, spacing, momentum (as hitboxes slur based on character velocity) and a multitude of other details can affect whether a move actually hits an opponent or not.


KBD

KBD was/is the strongest universal movement options. While it has many strengths and is safe due to procting standing block throughout its duration, it is highly linear and a bigger input commitment when used by itself.

The frame inputs are rough for near perfect KBDs to give ~0.65+ range per dash at around ~i11-i15 (+/- 2frames) per KBD. In addition, KBD's are most effective in the first 1-3 Back Dashes - One back dash covers most close ranged moves and throws. Two back dashes/ 2 b,n,b,db,b,n, (or 2KBD's) covers the previous moves and mid ranged attacks. Three back dashes/ three KBD inputs or two KBD inputs + one back dash.

Perfect Korean Back Dash Inputs
Max.Frame M.Input min.Frame m.Input
i1 b i1 b
i2 n i2 n
i3 B i3 B
i4 (hold B) i4 (hold B)
i5 (hold B) i5 (hold B)
i6 (hold B) i6 (hold B)
i7 (hold B) i7 (hold B)
i8 (hold B) i8 (hold B)
i9 (hold B) i9 (hold B)
i10 (hold B) i10 (hold B)
i11 (hold B) i11 (hold B)
i12 (hold B) i12 (hold B)
i13 (hold B) i13 (hold B)
i14 (hold B) i14 (hold B)
i15 (hold B) i15 db
i16 (hold B) i16 b
i17 (hold B) i17 n
i18 (hold B) i18 b (2nd bd)
i19 (hold B) - -
i20 db - -
i21 b - -
i22 n - -
i23 b (2nd bd) - -
  • Ideally, KBD is only unsafe from mids and highs for one frame during db - however, the average player will hold db anywhere from 2-10 frames during this time.
  • Each b,n, and db input can take an additional 2-5 frames wit
  • Significant distance is only achieved if the back dash is uninterrupted for 11-15 frames. Waiting longer than 15 frames, in general, doesn't give more distance & going faster than 9 frames gives less distance than doing one normal back dash.

One UNS(gen).DF,B / Unsoku(gen) Back Dash (UBD) takes 22 frames. ~i10-i16 SS,BD generally dodges or catches the anticipated responses.

Head to head, perfect KBD's (~i18-i22<) are stronger than UBD's (i22). However, Most players will be doing KBD's/BD's slower than i18 or cover less distance per KBD.

In practice, these aspects of Korean Back Dashing demonstrate its biggest flaws- it's linear movement and input experience.

While UBD is no faster than i22, it gives 0.68 range minimum in addition to be rotated left-axis. (Single back dash gives about 0.65 range then sinks back around to 0.61)

Reina's axis position after UNS(gen) cancel


Reina's axis position after uninterrupted SSL. Range adjusted after SSL.
Reina's SSL interrupted with back dash at i15. Range adjusted after SSL, bd.
Reina's BD range
Reina's i14 KBD range


Perfect KBD's cover more linear distance in less time than UBD. But in a similar amount of frames, Reina can move backwards and off-axis in less time than someone doing a KBD -> SS -> bd/back.

With one UBD, Reina travels around half of a single Side Step. With two UBD, Reina's travels more off-axis than a single Side Step.

Combining Movement

Alone, Reina's UBD is useful in creating space and unintentionally side stepping linear approaches.

When used with KBD and Side Stepping, it can bait opponents into trying to punish your riskier UBD or force opponents to wait for your response.

Side Step alone brings you closer about 0.04-0.07 (~0.05) range.

Unsoku Range

Demonstrating Reina's Effective Range

Combining both the WGS and Sentai stances, Reina can travel extremely far from her Unsoku stance.

Most opponents currently expect Reina's to play out the full Unsoku stance or immediately go into UNS.4.

Combined with the distance brought from chained UNS(gen) canels, Reina can threaten space beyond her normal f,F+2 range.