Mini-combos
LaunchersDamage: +20
| 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 | |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +20
Damage: +16
Damage: +27
Hard
Damage: +21
Damage: +27
Damage: +21
Damage: +22
Heat Engager
Damage: +20
Damage: +21
Damage: +16
Damage: +21
Damage: +11
Damage: +28
Damage: +24
tricky timing
Damage: +23
Damage: +23
Damage: +22
Can be hit-confirmed
Damage: +20
Damage: +22
Can be hit-confirmed
Damage: +24
tricky timing
Damage: +19
Can be hit-confirmed
Damage: +51
Damage: +46
Only if close to wall
Damage: +28
Hard
Damage: +17
Damage: +15
Damage: +24
tricky timing
Damage: +16
Damage: +15
Damage: +14
Damage: +83
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 SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender. To cancel WRA into standing, you have to input df,f (or qcf,f) quickly. This cancels WRA into WGS, and WGS into standing.
Damage: +53
Good for wall carry
Damage: +56
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 SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.
Damage: +54
SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender. Good for wall carry
Damage: +54
SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender. Good for wall carry
Damage: +53
Damage: +55
Damage: +53
Damage: +49
only needed for uf+4
Damage: +48
only needed for uf+4
Damage: +47
Damage: +45
can replace the last df+1,F with df+1 R.df+1+2 when in Rage for ~+60 dmg
Damage: +38
Damage: +38
Damage: +56
SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.
Damage: +52
Damage: +47
SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.
Damage: +46
Damage: +54
SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.
Damage: +53
Good for wall carry
Damage: +33
SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.
Damage: +33
Damage: +45
Damage: +39
Damage: +45
Damage: +33
Damage: +8
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
Damage: +6
consistent, doesn't give access to WRA enders
Damage: +24
Damage: +21
must be in WRA, delay 1st or last hit to hit on low wall slump (only one of the two will need to be delayed)
Damage: +22
Damage: +15
Execution-sensitive. Just-frame input.
(to launch crouching opponents)
Chaining Unsoku Gen (b+3) cancels into each other with the inputs b+3~DF,b b+3~DF,b ... can be used as a more stylish KBD to quickly create space from the opponent.; At close range, it is riskier than backdashing as you are punishable for a majority of the move.
If the opponent doesn't tech after SEN.1+2 on hit, Reina can pickup with WRA.df into ws3 or ws4 for a combo. This gives up the guaranteed damage from WRA.2 (~21 dmg) for the possibility of additional damage (~40 dmg)
Reina's 2~1 is a very damaging i14 punisher, but it is difficult to use consistently as a punish due to the input not being completely bufferable. To mitigate this, we can use the input 2~1+2,1+2. This takes advantage of Tekken's input system to register as 2~1 if the first two inputs were made with the correct timing, and 2,2,1 if not. It is still possible to be late to punish even with this input, so it is recommended to bias towards inputting the initial 2 a bit early.
150 moves
Damage: [12;12] · m
Cancel to r45 with b,b on frame 42; 2 chip damage on block; 12 chip damage on hit; Only deals recoverable damage; Cannot cause a K.O.
Damage: 20,35 · m,m
Heat smash; Balcony break; Alternate inputs: H.R1, H.WRA.2+3, H.WRA.R1; Jails from 1st block; Transitions to attack throw on 1st hit for a total of 50 dmg; Transitions to r53 WRA on 2nd block, whiff or hit; +19a WRA if only second hit connects (25 dmg); 7 chip damage on block
Damage: 12,20,28 · h,m,m
Balcony break; Combo from 1st hit; Jail from 2nd block; Consumes 240F of remaining Heat time; 11 chip damage on block
Damage: 5,10,20,28 · m,m,m,m
Balcony break; Combo from 2nd hit; Consumes 240F of remaining Heat time
Damage: 25,28 · m,m
Balcony break; Combo from 1st hit
Damage: 30,28 · m,m
Balcony break; Combo from 1st block; Airborne combo from 1st hit; does 19 damage if 1st connect on block or hit
Damage: 17,28 · m
Balcony break; Jail from 1st block; Combo from 1st hit; Transition to UNS r34 on block (+5); 5 chip damage on block; Consumes 300F of remaining Heat time
Automatically parries limb-based, non-airborne mids and highs; Deals 40 damage on successful parry; +1d on successful parry; Consumes 240F of remaining Heat time; Throws received are unbreakable
Damage: 12,8,3,12 · l,m,m,m
Spike; Floor break; Alternate input: H.WRA.R1; Jails if any hit is blocked; Transitions to attack throw on 1st hit for a total of 35 dmg; +4a (-5) if any hit after the 1st connects; Consumes 600F of remaining Heat time
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,6 · h,h
Jail from 1st attack with 2f delay
Damage: 5,6,12 · h,h,m
+23g on hit, +14g without transition; Combo from 1st hit with 11f delay; Transition to SEN r29 on hit only; Cancel to r38 on hit with B (+2); +16a (+7) / +7a (-2) on BT hit
Damage: 5,6 · h,h
Jail from 1st block with 4F delay; Combo from 1st hit with 4F delay
Damage: 5,6,14 · h,h,h
Jail from 2nd block with 2F delay; Combo from 2nd hit with 2F delay; Combo from 2nd CH with 3F delay; Move can be delayed by 1F; Input can be delayed by 3F; Transition to UNS r26 with u_d (-7/+7)
Damage: 5,6,10 · h,h,m
Combo from 2nd CH with 3f delay; Input can be delayed 3f; Move can be delayed 2f
Damage: 5,6,10,21 · h,h,m,h
Strong aerial tailspin; CH-confirmable from 2nd CH; Combo from 3rd hit with 5f delay; Input can be delayed 10f; Move can be delayed 8f; Interrupt with i5 from 3rd block
Damage: 5 · h
Damage: 5,5 · h,h
Jail from 1st block with 1f delay; Combo from 1st hit with 1f delay
Damage: 5,5,20 · h,h,m
Balcony break; Spike; Hit-confirmable from 1st hit; Combo from 1st hit with 5f delay; Input can be delayed 10f; Move can be delayed 9f
Damage: 5,5,21 · h,h,m
Transition to WRA r30 with D (-6/+6); Transition to WRA is safe (can be cancelled early enough with crouch dash); Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo; Input can be delayed 10f; Move can be delayed 9f; Interrupt with i11 from 2nd block
Damage: 5,5,21,20 · h,h,m,m
Tornado; Combo from 3rd hit with 1f delay; Input can be delayed 4f; Move can be delayed 3f; Evasive, can go under jabs
Damage: 5,5,21,25 · h,h,m,m
Balcony break; Combo from 3rd hit with 4f delay; Move can be delayed 3f; Blue spark with input qcf+2 for 5 more damage
Damage: 4,18 · m,m
Balcony break; Spike; Just frame if 2 is held for exactly one frame and then 1 on the next frame. Hits for 26 damage.; 5f input window; tracks to the left
Damage: 12 · h
Homing
Damage: 12,16 · h,h
Tornado; Combo from 1st hit
Damage: 12,20 · h,m
Combo from 1st hit
Damage: 20 · h
Balcony break; Opponent is FUFA on CH
Damage: 25 · m
Damage: 5,10 · m,m
Spike
Damage: 5,10,20 · m,m,m
Combo from 1st hit with 4f delay
Transition to WGS with DF after 14 frames; Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
Damage: 8 · h
Transition to r16 UNS (+0/+6) with u_d
Damage: 8,16 · h,m
Jails from 1st hit without delay; Combo from 1st hit with 6F delay; Transition to SEN (-2/+9/+13) with input F; Cannot block up to i12 on empty transition on block; Can be delayed
Damage: 20 · m
+13c on crouching hit; Opponent is FDFA on CH; Spike
Damage: 25 · m
Cancel to r24 FC at earliest with input DB/D/DF
Damage: 30 · m
Cancel to r24 FC at earliest with input DB/D/DF; 9 chip damage in heat
Damage: 8 · m
Transition to SEN r18 with F (-3/+4); Cannot block up to i15 on empty transition on block
Damage: 8,10 · m,h
Combo from 1st hit with 4F delay; Move can be delayed by 5F; Input can be delayed by 7F
Damage: 8,20 · m,m
Heat engager; Heat dash +5, +43d (+35); Combo from 1st hit with 2F delay; Move can be delayed by 5F; Input can be delayed by 7F
Damage: 13 · m
+2 on hit on crouching opp.; +30a (+20) on CH on crouching opp.
Damage: 14 · m
Damage: 14,10 · m,m
Transition to WRA r28 with D (-6/+8); Combo from 1st hit
Damage: 14,10,20 · m,m,h
Tornado; Combo from 2nd CH with 8F delay; Move can be delayed by 9F; Input can be delayed by 10F
Damage: 5,10 · m,h
Transition to attack throw on CH
Damage: 6,35 · m,t
Spike
Damage: 5,10,20 · m,h,m
Combo from 1st hit
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 17 · m
Spike; Does not knockdown on counter hit after inputting d+2,H.1+2
Damage: 6 · l
-4c on crouching hit
Damage: 10,12 · l,l
Damage: 7 · L
Damage: 7,20 · L,m
Balcony break; Combo from 1st CH even with delay; Can be delayed; CH-confirmable from 1st CH
Damage: 14 · h
Damage: 14,15 · h,m
Combo from 1st hit with 8F delay; Interrupt with i3 from 1st block; Move can be delayed by 10F; Input can be delayed by 12F
Damage: 14,15,13 · h,m,m
Transition to SEN r18 with F (+0/+13); Cannot block up to i14 on empty transition on block; Combo from 2nd CH; Jails from 2nd block
Damage: 14,15,13,20 · h,m,m,m
Damage: 14 · m
Homing
Damage: 20 · h
Tornado
Parry mids and highs; Converts incoming damage to recoverable health; Transitions to WRA on successful parry with +(recv - 17) where recv is the recovery of the parried move
Damage: 50 · ub(m)
Balcony break; Cancel to r40 with b,b at frame 40
Damage: 20 · m
Balcony break; -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
Damage: 15 · h
Transitions to WRA (-/+8/+17) on hit
Damage: 17 · h
Normal hit offsets opponent slightly to the left of the axis and rotates them.; Counter hit pushes the opponent on axis like most moves and does not rotate the opponent.
Damage: 10 · h
Damage: 10,15 · h,m
+13c on crouching hit; Jails on 1st block; Combo from 1st hit
Damage: 15 · m
Tornado
Damage: 13 · m
Tornado; Balcony break
Damage: 10,10 · mm
Damage: 10,10,20 · mm,m
Combo from 1st hit
sp
Transition to WGS r50 with DF; Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after transition
sp
Transition to Wind God Step r36 with input DF; Execute EWGF or EWGK by inputting 2/3 exactly one frame after transition
Damage: 14 · m
Transition to SEN r22 with F (+2/+13); Cannot block up to i12 on empty transition on block
Damage: 20 · m
Balcony break; Heat engager; Heat dash +5, +67a (+50); Spike
Damage: 22 · h
Balcony break; Forces tech backroll on hit
Damage: 22 · m
Balcony break; 6 chip damage on block
Damage: 23 · h
Strong aerial tailspin; Balcony break; Homing; Transition to WRA r29 with D (+8/+35a (+9)); 4 chip damage on block
Damage: 10 · l
Damage: 25 · m
Balcony break; Can evade some mids
Damage: 20 · m
Balcony break
Damage: 12 · m
Transition to SEN r39 on hit
Damage: 20 · m
Balcony break
Damage: 14 · m
Damage: 14,19 · m,h
Strong aerial tailspin; Balcony break; Combo from 1st hit with 8F delay; Move can be delayed by 10F; Input can be delayed by 12F
Damage: 10 · m
Damage: 10,15 · m,m
Combo from 1st hit with 7F delay; Jails from 1st block with 2F delay; Transition to WRA r29 with D (-10/+6); Move can be delayed by 6F; Input can be delayed by 7F
Damage: 14 · m
sp
Transition to SEN with f+3
Damage: 24/26 · m
26 dmg if manual CD
Damage: 24/26,22 (15) · m,m
Spike; Airborne combo from 1st hit (+18d (-17)); Interrupt with i9 from 1st block; 6 chip damage on block
Damage: 24/26,26 (18) · m,h
Balcony break; +0c on block; Airborne combo from 1st hit (+1a (+0)); Interrupt with i2 from 1st block; 10 chip damage on block
Damage: 15/20 · h
Becomes Electric Wind God Fist during Heat (partially uses remaining Heat Time); 4 chip damage on block; 20dmg if manual CD
Damage: 23 · h
4 chip damage on block The colon marks a just-frame input.
Damage: 17/21 · M
Becomes 22dmg Electric War God Kick during Heat (partially uses remaining Heat Time); 4 chip damage on block; 21dmg when performing f,n,d,DF+3/f,n,DF+3 without Heat
Damage: 23 · M
Balcony break; 4 chip damage on block The colon marks a just-frame input.
Damage: 6/8 · L
8 dmg if manual CD
Damage: 6/8,20 · L,h
Transition to WRA with D (-15/+6); Combo from 1st hit
Damage: 6/8,16 · L,L
Combo from 1st hit
Damage: 12 · m
-9 and 2 chip damage on block after absorbing an attack in power crush state
Damage: 12,25 · m,m
Balcony break; Blue spark with input qcf+2 for 5 extra damage; Hit-confirmable from 1st hit or if attack was absorbed; Combo from 1st hit even with 9?F delay; Can be delayed by 10?F; -9 and 7 chip damage on block after absorbing an attack in power crush state
Damage: 20 · m
Tornado; Transition to WRA (-6/+8) with D; Transition to WRA is safe (can cancel WRA with crouch dash early enough)
Damage: 22 · h
Homing; Heat engager; Heat dash +5, +43d (+35); Deals chip damage on block
Damage: 24 · M
Deals chip damage on block; Spike
Damage: 13,17 · m,m
Tornado; Balcony break; Transitions to r32? WRA after recovery
Damage: 10,12 · L,h
Homing; -29 stagger block on 1st block; -11 on 2nd block
Damage: 12 · th(h)
Throw break: none; Opponent recovery on hit: FUFA
Damage: 22 · m
+19g on hit; Transition to SSH r20 with 3_uf_uf+3_uf+4
Damage: 26 · L
i42 effective startup
Damage: 33,18 · L
Floor break
sp
Damage: 22 · m
Balcony break; i50~53 effective startup; 6 chip damage on block
Damage: 28 · h
Balcony break; Homing; i52~53 effective startup; 5 chip damage on block; Transition to WRA r29 with D (+8/+35a (+9))
Transition to UNS (Gen); Transition to UNS (Kou) r18 with u+3_d+3; Transition to SEN r14 with f+3; Transition to WGS r1 with DF; Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF; See also Unsoku Cancel
sp
Transition to UNS (Kou, d); Transition to UNS (Gou) r20 with b+3; Transition to UNS (Kou) r18 with u+3; Transition to SEN r14 with f+3; Transition to WGS r1 with DF; Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF; Punch parry, transitions to WGS on successful parry with +13
sp
Transition to UNS (Kou, u); Transition to UNS (Gou) r20 with b+3; Transition to UNS (Kou) r18 with d+3; Transition to SEN r14 with f+3; Transition to WGS r1 with DF; Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF; Punch parry, transitions to WGS on successful parry with +13
Damage: 15 · h
Homing
Damage: 23 · m
Balcony break; Heat engager; Heat dash +5, +62a (+42); 6 chip damage on block; Can be cancelled into crouch with DB/D/DF
Damage: 14 · L
Transition to SEN on hit only; Transition to standing (+0/+10) on hit with B; WDS.4: Unbufferable. i22 effective startup
Transition to r14 SEN with f+3; Transition to r2 WGS with DF
Damage: 12 · h
Homing; Transition to SEN with F (+0/+12/+18c); Cannot block up to i13 on empty transition on block; Transition to UNS with u_d (+0/+12/+18c)
Damage: 12,22 · h,M
Balcony break; Spike; Combo from 1st hit with 6F delay; Interrupt with i6 from 1st block; Move cannot be delayed; Input can be delayed by 6F; 6 chip damage on block
Damage: 30 · m
Balcony break; Heat engager; Heat dash +5, +36a (+26); 9 chip damage on block
Damage: 17 · m
Balcony break; 3 chip damage on block
Damage: 17,20 · m,m
Balcony break; Jails from 1st block with 1F delay; Combo from 1st hit with 1F delay; 8 chip damage on block (11 total); Transition to WRA with D (+8/+19a (+18)); gives wallsplat at specific distances from the wall; can hard wall break if 1st hit connect close to the wall; Available only on 1st hit or block; Move cannot be delayed; Input can be delayed by 1F
Damage: 6,8 · M,M
Spike; on 2nd hit; Combo from 1st CH; Both hits jail on block
Damage: 6,8,8 · M,M,m
Jails from 2nd block with 4F delay; Combo from 1st CH or 2nd hit with 14F delay; Move can be delayed by 10F; Input can be delayed by 14F
Damage: 6,8,8,4 · M,M,m,h
Jails from 1st block with 4F delay; Combo from 1st CH or 2nd hit with 10F delay
Damage: 6,8,8,4,22 · M,M,m,h,m
Balcony break; Blue spark with input qcf+1+2 for 6 extra damage; Jail from 1st block with 1F delay; Combo from 1st CH or 2nd hit with 1F delay; Move can be delayed by 15F
Damage: 30 · m
Balcony break; Opponent recovers crouching on hit; -1 frame advantage and 12 chip damage on block after absorbing an attack in power crush state
Damage: 26 · M
Spike; 7 chip damage on block; Opponent is FDFA on normal hit
Damage: 20 · t(h)
Unbreakable; Opponent recovery on hit: FUFT; Does 35 damage on wall hit; +22d (-17?) on wall hit
Damage: 9 · L
Damage: 9,20 · L,m
Combo from 1st CH with 15F delay; Input can be delayed 16F; Move can be delayed 13F
Can transition to WGS with input DF; Punch parry, transitions to WGS on successful parry with +10; Stance moves are unbufferable
Damage: 17 · m
- WDS.3: Unbufferable. i18 effective startup
Damage: 55+ · m,t
Reversal break; Damage increases with lower health, maximum 82; Freezes match timer on activation and on hit; Restores recoverable health on hit; Transition to attack throw on hit; Consumes Rage
Damage: 17 · l
Damage: 20 · m
Strong aerial tailspin
sp
Input d+2+3+4 to get Heihachi's secret taunt
sp
Damage: 14 (11) · L
22 (17) dmg if done with input OTG.d+4 alone
Damage: 14 (11),17 (20) · L,L
Blue spark with input OTG.d+4:1 on frames 15-18 for 20 (16) dmg; Jails from 1st block; Combo from 1st hit
Damage: 21 · m
Requires back close to wall to execute
Damage: 35 · th(h)
Floor break; Homing; Throw break 1 or 2; Opponent recovery on hit: FUFA off-axis to the left
Damage: 35 · th(h)
Homing; Throw break: 1 or 2; Opponent recovery on hit: FUFA; Side switch on Hit or Throw break
Damage: 40 · th(h)
Throw break: 1; Opponent recovery on hit: FUFA off-axis to the left
Damage: 40 · th(h)
Throw break 2; Opponent recovery on hit: FUFA
Damage: 50 · th(h)
Break: none; Opponent recovery on hit: FDFA
Damage: 35 · th(h)
Balcony break; Throw break: 1+2; Side switch on Throw break
Damage: 40 · th(h)
Balcony break; Throw break: 2; Opponent recovery on hit: FUFT