reinareina Tekken 8 Season 3 Guide


Introduction
Reina is a character who offers you access to all aspects of what a Tekken Character can have. With one of the larger movesets in the roster, she offers something for all skill levels and playstyle preferences. She has the tools and accessibility of a beginner character, combined with the complexity of a stance character and the execution potential of a Mishima, made for players who like versatility, depth, and creativity.
Reina is all about controlling the pace of the game, and that starts with her strong poking game. She has access to the classic Mishima jab extensions (1,1,2), a strong midcheck in DF+1, and two solid low pokes with SS4 and DB+4. On top of that, Reina offers great mid-range neutral control, thanks to her notorious Raiden (FF+2) to initiate SEN mixups, and 3+4, which helps you to lock down your opponent from further away. To complement this control, Reina has access to the full Mishima kit with an Electric launcher (f,n,d,df:2), a hellsweep as a powerful low (f,n,d,df+4,2), and a splits kick (f+4) to keep your advantage even on block. She also has a unique Mishima style move, Electric War God Kick (F,n,d,df:3), which serves as a tracking mid CH launcher that is fully safe when executed correctly, and pancake flips on normal hit for further oki.
What really completes her overwhelming offense is her stance mixup game. Sentai (SEN) Stance gives her the ability to create 50/50 mixups in a variety of situations, like from her f, F+2 if you hold the forward input or in neutral if you press F+3. She can also enter this stance from punishes such as 1,1,2, df+1, or f+2,3. Her go-to options in this Stance are her high (SEN.3) kick to keep her frame advantage, SEN.2 to stop opponents from ducking, and SEN.3+4 as a power low that keeps your advantage on hit, and SEN 1+3 (or SEN 2+4) to create a mental stack with unbreakable grabs.
Heaven's Wrath (WRA) Stance is her second mixup stance. While it is not as powerful as Sentai in open space, it is incredibly powerful when you push your opponent against the wall, as the stance is primarily focused on wall-splats. The best entry into HW stance comes from her hellsweep (f,n,d,df+4,2) if you hold down after the move connects, allowing you to use a close-range 50/50. Unlike most of Reina's kit, in this stance, the 50/50 comes from her unbreakable stance throw (WRA 1+3), which does 35 damage with a wall hit and her variety of power mids in WRA 2, WRA 3+4, and WRA 3,4 that loop into WRA again if you hold down after.
All this powerful offense comes at a cost. Reina is extremely high risk, with a vast majority of her lows being universally high commital on block. She is very weak to being stepped and sidewalked to the left and struggles with some of the most difficult matchups in the game, due to her mixup game getting fully countered by characters with unique escape tools such as Yoshimitsu, Xiaoyu, Raven, and Hwoarang.
Strengths
- Excellent space control, with fast-paced long-range tools
- Well-rounded kit, giving Reina a lot of answers for many situations
- Strong mixup/stance game, giving her high momentum capabilities and rushdown potential.
- High damage output, and great combo versatility.
Weaknesses
- Very linear, notoriously having most of her moveset be stepped/walked to the left
- Very high risk, forcing her to potentially die for a lot of mistakes for minimal reward
- Considerably weaker Mishima tools that don't knockdown on normal hit or give the same frame advantage (examples: 1,1,2 and hellsweep doesn't knock down, also f4 is +2 on block rather than the normal +4)
Heat System
- Like other Mishimas, she has auto just-frames for Electrics, but spends heat if done incorrectly
- She gets mid extensions from unsafe strings to make them safe, such as H 3,4,4 and H 3+4,4,4
- She gets access to a parry in WRA stance in heat, parries all non-weapon mids and highs, but she is unable to auto-parry weapons and aerial moves