Reina combos

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Notation summary for combos
Symbol Meaning
1 Left Punch
2 Right Punch
3 Left kick
4 Right kick
u Up
d Down
f Forward
b Backward
uf Up and forward
df Down and forward
ub Up and backward
db Down and backward
n Neutral
Symbol Meaning
U Up (Hold)
D Down (Hold)
F Forward (Hold)
B Backward (Hold)
UF Up and forward (Hold)
DF Down and forward (Hold)
UB Up and backward (Hold)
DB Down and backward (Hold)
Symbol Meaning
+ Pressed together
# Pressed together, on the same frame
,[1] Followed by
~ Followed by, immediately
: Followed by, tight input window
< Followed by, with delayed input
>
* Held input
Symbol Meaning
.[1] From stance
~ From stance transition[2]
H During Heat[3]
R Rage
FC Full crouch
hFC Half crouch
ws While standing
wr While running
Symbol Meaning
T! Tornado
W! Wall splat
WB! Wall break
F! Floor break
BB! Balcony break
Symbol Meaning Example Example Meaning
CH Counter hit CH 1,2,3 1,2,3 where the first hit is a counter hit
CL Clean hit CL db+4 db+4 with a clean hit
(?) Whiffed or blocked moves CH (1,2),3 1,2,3 where the third hit is a counter hit
(2,2),2 2,2,2 where the first two hits whiff
(x?) Repeat string ? times b+2,f~n(x3) b+2,f~n repeated 3 times
[?; ?] Damage dealt; recoverable damage [50; 12] ws2,3 f,F+3 Combo deals 50 damage, 12 of which is recoverable
  1. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.

Bread n' Butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. df+2)
f,F+2,F SEN.3 df+2 df+1 f+2,3,F SEN.2 T! uf+3+4,1+2
Instant Tornado (e.g., low parry)
T! f,F+2,F SEN.3 df+2 df+1 f+2,3,F SEN.1,qcf+2

Mini-combos

[22] H.SEN.3,F
[+30] OTG.d+4:1
[+21] f,n,d,df#3
[+20] dash 1+2
[22] wr3
[22] 2~1
[+30] OTG.d+4:1[1]
[+21] f,n,d,df#3
[+20] dash 1+2
[+16] f+4
[24] CH 4
[20] b+4
[20] (df+4,2),3
[+27] dash OTG.d+4:1
[+21] f,n,d,df#3
[13] (b+1,1),3,F
[12] ws1
[+22] SEN.3[2]
[+20] SEN.2
[30] SEN.1+2
[+21] WRA.2
[+16] WRA.4,2,2,<qcf+1+2
[28] H.df+1,2,F
[26] WRA.3+4
[24] CH f+4
[24] SEN.4
[20] CH d+2
[+21] f,n,d,df#3
[+11] OTG.d+4
[24] CH ws2
[+28] 2~1 OTG.d+4:1
[+24] f,F+2,F~3[2][1]
[+19] df+1,2[2]
[+17] 1+2
[18] CH uf+1
[+23] WRA.1,4
[+23] WRA.1,f SEN.3[2]
[+21] WRA.2[2]
[+21] WRA.1+2
[14] f,F+2,F
[12] WRA.1,F
[+22] SEN.3[2][3]
[20] f+4 (on crouching opp.)
[15] (uf+3),1 (on crouching opp.)
[+24] f,F+2,F SEN.3[1]
[+19] df+1,2[2][3]
[+17] 1+2
[14] CH WRA.1
[+51] F SEN.1+2 WRA.2
[+46] F SEN.1+2 WRA.4,2,2,qcf+1+2
[+42] F SEN.1,qcf+2
[+28] df+1,2[2]
[+24] f+2,3
[+23] PEWGF[1]
[+22] F SEN.3[2][3]
[0] f+3+4* (on block)
[+17] 1,2,2
[+15] 1,1,2
[16] CH ws3+4
[14] ws3+4
[+24] f,F+2,F SEN.3[1]
[+16] f+2,3
[0] P.f,n
[+32] cc 2,2,1[1]
[+27] cc 1,2,2
[+23] cc 1,1,2
f,F+3+4[4]
UNS.4[4]
OTG.d+4:1
EWGK
  1. 1.0 1.1 1.2 1.3 1.4 1.5 Hard
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Heat Engager
  3. 3.0 3.1 3.2 Can be hit-confirmed
  4. 4.0 4.1 only if the opponent doesn't tech

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
[23] EWGF (f,n,d,df#2)
[+78] EWGF ws3 df+1,1 f+2,3,F df+1,F~2 T! H.2+3 d+3 H.UNS.4,F OTG.d+4:1
[+56] f,F+3+4 uf+1 WRA.DF ws3 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4[1]
[+55] f,F+3+4 ws3 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4[2][3]
[+55] EWGF ws3 df+1,1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[3]
[+54] EWGF f+2,3,F df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[4]
[13] df+2
[+56] EWGF ws3 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4[3]
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[5][4]
[+51] b+4 T! f,f+3+4 df+1,1 f+2,3,F df+1,F~1,qcf+2[2]
[20] FC.df+4
[+56] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[4]
[25] FC.df+3
[+56] f,F+3+4[6] uf+1 WRA.DF ws3 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
[+55] (f+2),3,F~3 df+1,1[7] f+2,3,F df+1,F~1+2 T! WRA.3,4
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[4]
[30] f+3+4*
[30] CH f+3+4
[24] CH (3),4
[24] CH (3+4),4
[24] CH (df+3+4),4
[24] CH (b+1,1,3),3
[24] CH (WRA.d+4),3
[20] BT.4
[20] CH f,n,3
[+55] (f+2),3~3 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[+51] b+4 T! f,F+3+4 df+1,1 f+2,3,F df+1,F~1,qcf+2
[24] CH (df+4,2),3
[24] CH b+4
[15] uf+4
[+49] T! b,B[8] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[+48] T! b,B[8] (f+2),3,F~3 df+1,1 f+2,3,F df+1,F~1,qcf+2
[0] low parry
[+47] T! f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[+45] T! EWGF df+2 df+1 f+2,3,F df+1,F~1,qcf+2[9]
[+45] T! b,B[8] (f+2),3,F~3 df+1 f+2,3,F df+1,F~1,qcf+2[9]
[25] CH 3,2
[+38] f+3~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[+38] f,F+3+4 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[26] CH.f,F+3+4
[+56] SSR (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
[+52] f+3~2 T! f+3~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[32] CH f,n,d,df#3
[25] CH WGS.df+3
[+47] ws3 df+1 SSL df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
[+46] ws3 df+1 df+1,1 f+2,3,f df+1,F~1+2 T! WRA.3,4
[19] CH (f,n,d,DF+4),4
[+43] ws1 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
[+42] ws1 df+1,1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[30] H.WRA.2,F
[30] H.UNS.4,F
[20] H.f,F+3,F
[+33] EWGF df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4
[+33] EWGF df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[+33] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[4]
[21] b,b,UB
[+47] df+2 df+1 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.3,4


  1. Might not work from a sidewalk
  2. 2.0 2.1 Good for off-axis
  3. 3.0 3.1 3.2 To do ws3 after a move, you have to buffer df+3 to enter manual WGS during the animation and mash n,3. Just find the timing and it will work every time
  4. 4.0 4.1 4.2 4.3 4.4 Good for wall carry
  5. For SWL, drop last df+1 (64 dmg). For SWR, replace df+2, df+1 with df+1,1 (65 dmg)
  6. doesn't work on small bodies
  7. needs to be done without buffering for small bodies
  8. 8.0 8.1 8.2 only needed for uf+4
  9. 9.0 9.1 can replace the last df+1,F with df+1 R.df+1+2 when in Rage for ~+60 dmg

Wall


Tornado available
[44] W![1] 1+2 b+4 WT! d+1+2~4,2,2,<qcf+1+2[2]
[42] W! df+4,2,3 WT! +1+2~4,2,2,qcf+1+2[3]
[41] W! b+4 WT! 1+2 1,1 df+3+4,4[4][5][2]
[39] W! b+4 WT! uf+1 WRA.4,2,2,qcf+1+2 [6][5][2]
[38] W! 3,2 WT! 1 OTG.d+4:1[7]
[36] W! b+4 WT! d+1+2~4,2,2,<qcf+1+2
[36] W! f+3,1+2 WT! WRA.4,2,2,qcf+1+2[2]
[35] W! df+4,2,3 WT! d+1+2~2[2]
[32] W! b+4 WT! df+1,1 1+2
[28] W! df+4,2,3 WT! OTG.d+4:1[7]
No tornado available
[40] W! H.2+3 d+3~H.4,F 1 OTG.d+4:1
[36] W! H.f,F+3,F 1 OTG.d+4:1[7]
[36] W! R.df+1+2
[30] W! b+1,<1,3,F~2[8]
[30] W! b+1,<1,3,F~1+2[9][8][7]
[25] W! f,F+3+4 1+2
[25] W! 1 OTG.d+4:1[10][7]
[25] W! WRA.4,2,2,qcf+1+2[11]
[22] W! 1,1 df+3+4,4[12]
[22] W! df+1,1 1+2
[18] W! f,F+2,F~1+2[9][7]


  1. high wall splat (e.g., EWGF, df+2)
  2. 2.0 2.1 2.2 2.3 2.4 Does not work on Jack-8
  3. bear only
  4. 1+2 must be done fast. Does not work with these W!: b+1+2, WRA.2
  5. 5.0 5.1 Does not work on small bodies
  6. uf+1 must be done fast. Does not work with these W!: b+1+2, WRA.2
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Can get punished with a toe kick from the opponent
  8. 8.0 8.1 tricky timing
  9. 9.0 9.1 Gives WRA oki at the wall. The mixup is between WRA.1+3 and WRA.3+4. The former catches them if they tech into standing and whiffs if they stay grounded or wake up in crouch (and can be launched). WRA.3+4 catches these options, but will get blocked if they tech into standing.
  10. Can also be done from WRA by cancelling it (quickly) with df,b
  11. When already in WRA, such as with a splat from SEN.1+2
  12. Better oki than df+1,1 1+2 since the opponent is left in FDFT when the combo connects on-axis

Back-turned opponent

This section could do with more detail.
[23] EWGF
[+48] b+1,1,3 f+2,3,F SEN.1+2 T! WRA.DF WGS.1,4
[13] df+2
[+37] df+1 uf+1 WRA.1,F SEN.1+2 T! WRA.DF WGS.1,4
[+33] df+1 f+2,3,F SEN.2 T! dash uf+3+4,1+2

Stage Hazard

Wall Blast

50% scaling, T! available (e.g., raw W!)
[+48] b+1,1,3,F~3 W! df+4,2,3 WT! <OTG.d+4:1[1]
[+41] <uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[1]
21% scaling, T! available (e.g., short combo into W!)
[+34] <uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[1][2]
21% scaling, T! used (e.g., long combo with T! into W!)
[+??] <uf+3+4,1+2 1 OTG.d+4:1

Balcony Break/Hard Wall Break/Wall Bound

50% scaling, T! available (e.g., raw W!)
substitute any df+2 launch combo, prefer to end with WRA.3,4, prefer to use WRA.4,2,2,qcf+1+2 as a wall combo
21% scaling, T! available (e.g., short combo into W!)
f+2,3,F df+1,F~1+2 T! WRA.3,4
21% scaling, T! used (e.g., long combo with T! into W!)
[+8] <f,F+3[3]
[+6] 3+4,4

Elegant Palace

W! at hard wall break, T! available
[+69] d+3~4 HWB! b+1,1,3,F~<3 W! d+3~4 BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1 [demo]
  1. 1.0 1.1 1.2 can replace with any WT! into ender
  2. 3,2 WT! has difficult timing
  3. with WB! only

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

Max Damage


[23] EWGF
[20] FC.df+4
[+70] EWGF EWGF EWGF b+4 T! 1 f,F+3 PEWGK
[+67] EWGF EWGF df+1 b+4 T! 1 f,F+3 PEWGK
[+64] EWGF EWGF b+4 T! 1 f,F+3 PEWGK
[30] f+3+4*
[30] CH f+3+4
[25] FC.df+3
[24] CH (3),4
[24] CH (3+4),4
[24] CH (df+3+4),4
[24] CH (b+1,1,3),3
[24] CH (WRA.d+4),3
[20] BT.4
[20] CH f,n,3
[19] CH (f,n,d,DF+4),4
[13] df+2
[+62] EWGF EWGF microdash df+1,1 f+2,3,F df+1,F~<1+2 T! WRA.DF WGS.1,4
[24] CH (df+4,2),3
[24] CH b+4
[15] uf+4
[0] low parry
[+53] T! EWGF EWGF df+1,1 f+2,3,F df+1,F~1,qcf+2
[32] CH f,n,d,df#3
[25] CH WGS.df+3
ws3 ws4 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.DF WGS.1,4
[26] CH.f,F+3+4
[+55] SSR (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.DF uf+3+4,1+2
CH WRA.1
PEWGF EWGF EWGF microdash df+1,1 f+2,3,F~<1+2 T! WRA.3,4
[30] H.WRA.2,F
[30] H.UNS.4,F
[20] H.f,F+3,F
SSR EWGF EWGF EWGF df+1 EWGF df+1,1 f+2,3,F~1+2 T! WRA.3,4
[23] EWGF Wall
[48]W! EWGF 3,2 WT! 1 OTG.d+4:1


Combo Theory

Tornado

SEN.1+2
can be inconsistent on long combos, higher damage, gives access to WRA enders, can access standing enders by quickly cancelling WRA, requires a slight delay on the following characters - Xiaoyu, Lee, Alisa, Leroy, Zafina, Yoshimitsu
SEN.2
consistent, doesn't give access to WRA enders
b+4
fast, can be used to quickly T! when close to the wall, or to keep things simple

Enders

Heat available

dash HB! H.f+2,D~4,F OTG.d+4:1
done after a df+1 from instant T! combos
HB! H.d+3~4,F OTG.d+4:1
done for regular combos

Heat active

T! H.f,F+3,F OTG.d+4:1
T! H.WRA.2,F OTG.d+4:1
requires being in WRA after T!

Rage available

T! RA
consistent after any number of hits in the combo
T! df+1 RA
T! 1 RA
only works if the combo has fewer hits

Wall carry

WRA.1,4
highest wall carry, highest damage, doesn't wall splat, available only from SEN.1+2, can be tricky on longer combos
WRA.3,4
high wall carry, high damage, gives a "stickier" wall splat allowing for better wall combos, available only from SEN.1+2, easy and consistent
uf+3+4,1+2
available from any tornado tool, high damage, consistent
ws3,4
requires a CD after a T! to access, gives a higher wall splat, shorter wall carry than WRA.3,4

Short wall carry

df+1,1
uf+1
gives access to WRA.4,2,2,qcf+1+2 wall combo
f+3~3
uf+3+4
SEN.1+2
SEN.3

Floor break/blast

f,F+3
f+4
OTG.d+4
ws4,4

Wall/Balcony break/blast

WRA.3,4,D~2
uf+3+4,1+2
ws3,4
highest damage W!, has an extra hit requiring the subsequent combo to be cut shorter
d+3~4
highest damage single hit, need to do it fairly quickly
1+2
second highest damage single hit, timing is more forgiving

External Links