Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
In general I use while running moves, hellsweep and CD3. In heavens wrath (after ws4,4 combo ender) I'll do HW2 if I read they'll hold back, 3+4 if they stay down and 3,4 if they hold up.
DF1 is easily Reina's strongest pressure tool. Being able to transition into a sentai mixup off an i13f mid is OP (DF1F). Showing DF1,2 early can dissuade mashers and for safety you can use DF1 by itself, or DF1,1 sparringly.
One of the best neutral controlling tools in the game, at i12f the opponent constantly has to respect the threat and be cautious at any range. On hit you get a free hit-confirmed sentai 3 heat engager, on block you're only minus 1, so you have mix-up options still.
Reina's strengths are in her neutral control and stance pressure. Use your EWGF, FF2, jab, DF1 and unsoku to control space and make your opponent hesitate about their movements. Once they respect you, you can open them up with plus frames, hellsweep and your unbreakable throws.
| for dmg | |
| wall carry | |
| wall break | |
| floor break | |