GiantDojoALPHAv0.01
Reina

Reina

Reina - mishima/mixup. Tools include i12 launcher.

mishimamixup

Key Moves

df+1

Mid poke with extensions to harass the opponent. It can shift to SEN by holding forward. Useful if the opponent respects the follow-ups.

b+2

Mid homing attack to check sidestep

f+4

Usefulf for wall pressure. Leads to situational follow-ups

db+2 db+4

Low pokes to chip at the opponent's health. db+4 can be counterhit confirmed into db+4,1+2

fthenf+2~F

Long range attack that can shift to SEN for mindgames can be hit-confirmed into f,f+2~F⏵SEN 3

fthennthendthendf+3

Mid counterhit launcher. Perfect input version is safe. Useful in okizeme situations as it also hits grounded.

fthennthendthendf+4then2~D

Risky sweep to force WRA mixups. In the open you are often too far for certain options, so it's better used for wall pressure. You are able to cancel the stance by pressing DF~B.

SEthenn and WRA

Learn a few options for each stance to improve your pressure and mixup game.

Overview

TBD

Strengths

TBD

Weaknesses

TBD

Game Plan

TBD

Heat

TBD

Defense

TBD

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints; the sections below are pulled straight from this character’s frame data so you can drill specific punishes.

Punish on block

Launch on block (-15 or worse, use your i15 launcher):

  • SEN.3+4 -29/-11 on block (low)
  • SSH.3 -26 on block (low)
  • WGS.DF+4 -23 on block (low)
  • WGS.1 -22 on block
  • OTG.d+4 -19 on block (low)
  • R.df+1+2 -18 on block

Standing string punish (-14 to -13, df+2 / i14 launcher):

  • 2~1 -14 on block
  • f+3+4 -14 on block
  • FC.df+4 -14 on block
  • SEN.1 -14 on block
  • BT.4 -14 on block
  • db+4 -13 on block

Jab punish (-12 to -10, fast string starter):

  • df+2 -12 on block
  • uf+2 -12 on block
  • UNS.d+4 -12 on block
  • 3 -11 on block
  • f+1+2 -11 on block
  • 1+2 -10~-9 on block

Duck these highs

Every high in Tekken loses to a crouch, but these are the ones worth committing to:

  • b+4 (i18, high, -8 on block, launcher)
  • f,f,F+4 (i26, high, +4 on block, launcher)
  • f,n,d,df#2 (i11, high, +5 on block, launcher)

Step their linear strings

The data doesn’t flag specific step weaknesses for Reina. As a default, sidestep-left against right-hand attacks (2, df+2 style) and sidestep-right against left-hand attacks; their homing moves (if any) are listed under Key Moves.

General notes

  • Block low and wait. Lows in the data without a CH launch (above) give frames but no combo.

Stance handling

Reina threatens these named stances. Each block shows the launcher, mid, low, and any options that are negative enough to punish on block.

WRA (8 moves):

  • Launcher: WRA.3 (i28, mid, -6 on block, launcher)
  • Mid threat: WRA.2 (i15, mid, -9 on block)
  • Low option: WRA.d+4 (i16, low, -15 on block)
  • Punishable on block: WRA.d+4 (i16, low, -15 on block); WRA.1+2 (i15, mid, -13~-12 on block); WRA.4 (i17, mid, -10 on block)

SEN (7 moves):

  • Launcher: SEN.1+2 (i14, mid, -6 WRA on block, launcher)
  • Mid threat: SEN.2 (i13, mid, -6 on block)
  • Low option: SEN.3+4 (i20, low, -29/-11 on block)
  • Punishable on block: SEN.3+4 (i20, low, -29/-11 on block); SEN.1 (i16, mid, -14 on block)

SSH (5 moves):

  • Launcher: SSH.uf+3 (i30, mid, +6 on block, launcher)
  • Low option: SSH.3 (i22, low, -26 on block)
  • Punishable on block: SSH.3 (i22, low, -26 on block)

WGS (4 moves):

  • Launcher: WGS.1 (i19, mid, -22 on block, launcher)
  • Low option: WGS.DF+4 (i16, low, -23 on block)
  • Punishable on block: WGS.DF+4 (i16, low, -23 on block); WGS.1 (i19, mid, -22 on block, launcher); WGS.df+3 (i15, mid, -13 on block)

UNS (3 moves):

  • Launcher: UNS.4 (i18, mid, -8 on block, launcher)
  • Low option: UNS.d+4 (i20, low, -12 on block)
  • Punishable on block: UNS.d+4 (i20, low, -12 on block)

WDS (1 moves):

  • Mid threat: WDS.3 (i16, mid, -6 on block)
  • Their main stance options here look safe on block in the data; whiff-punish their string attempts instead.