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reina Tekken 8 Season 3 Guide

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Game version 3.01.01

About the Author

HeavenlyUchiha is a Reina player who has achieved top 5 in the world leaderboard with the character, the highest rated Elo ranking for Reina in North America, and the #15th highest player in North American Elo in season 2. Heavenly is fairly new to competing, notable placements include 65th at CEO 2025 and 9th in Tampa Never Sleeps, along with some other online top 8s.

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

Top 10 Moves

Reina has the standard Mishima 'flash punch combo' with 1,1,2. Natural 3-hit i10 jab string that is also hit-confirmable and goes into her sentai mix for more momentum
hi10+1 oB+8 oH
Reina's df+1 is her standard mid check. Unlike other Mishima characters, Reina is privileged to have a standard df+1. -3 on block, with extensions to cover people who press into it. She has Df+1,1, which is a high extension from df1 (-4 on block). She has an i13 heat engaging punish with df+1,2 (-14 on block), wallsplats on hit, and guarantees d+4,1 on heat dash.
mi13~14-3 oB+4 oH
The god launcher of the game. +5 on block, launcher, hard to whiff punish, and launches on normal hit. Leads to some of the most insane damage output in the game. Amazing for whiff punishing, good tracking, delayable, literally the best move in Tekken. Additionally, Reina can also go into SEN from df+1 by pressing forward. The SEN transiton from Df1 is -3 on block, but reina can do numerous options to beat opponent responses or catch them wanting to move after.
hi11~12 (~i13)+5 oB+35a (+25) oH
Reina has a unique mid from crouch dash. It's -9 on block, CH launches, pancake flips on normal hit, wallsplats, and delayable.
Mi15~17-9 oB+13a (-4) oH+23a (+17) oCH
Like the rest of her Mishima family, Reina's hellsweep is THE low to use if you want someone to consider ducking against her. Unlike the rest of the Mishimas, her hellsweep does not knockdown, but her hellsweep gives WRA mix if you hold down after. (f,n,d,df+4,2). This is her low to start big offense into the bigger and more rewarding options of WRA.
Li16-23 oB+2c oH

FF+2

Plus on block, i12 (i13 is the fastest it can come out in neutral) range 4 poke that gives SEN mix on block and confirms into SEN 3 or SEN 2 on hit. Delayable and almost impossible to step unless the opponent steps at the same time as the move comes out. Pretty much an instant neutral skip and neutral win.
mi12-9 oB+2 oH

SS+4

SS+4 is a low from sidestep (i18, -13 on block) that Reina uses to gain information and apply pressure with a low. Neutral on hit allows Reina to create fluid offense and create a situation where the opponent has to either respond or move, which Reina can take advantage of with her other key moves. Essentially, SS+4 is Reina's low for close-range interactions and poking, which is a notable weakness for her considering she is a character with subpar lows.
li18~19-13 oB+0 oH+13g oCH

DB+4 | DB4,1+2

This low is a -13 on block and -2 on hit with a mid extension that is natural on CH. The purpose of this low is to use this fast i16 poke to annoy the opponent into taking their +2, which Reina can move around with her only being -2, and she also has the mid extension db4, 1+2 that wallsplats, pushes the opponent away, and beats mash. Another thing to note is that the mid extension can be delayed slightly, so if someone blocks db4 and they want to respond with their punish, Reina can then finish the string and get the mid to hit.
Li16-13 oB-2 oH+2 oCH
One of Reina's main weaknesses was a lack of noncommittal lows. They remedied this by giving her a high-crushing low that's -12 on block, goes into SEN stance on hit (+3) with CH properties that confirm into SEN 2 or SEN 3. Additionally, F,n,4 into Sen 2 is a frame trap. If the opponent jabs Reina, she gets a guaranteed ff2 -> SEN3 on trade.
Li20-12 oB+3 SEN oH+13 SEN oCH

F+4

This move is amazing for lockdown, pressuring, and has pretty good range. Reina's F+4 is +2, while Kaz/Heihachi version of the same move is +4. But Reina's F+4 forces crouch like the others, and hers has 2 different confirms on crouching opponents and a CH property. If you hit the move while the opponent is crouching, you get FF+2 -> SEN 3 or DF+1,2. If you hit F+4 on CH, you get f,n,d,df+3 (EWGK).
mi19~20+2c oB+5c oH+29d oCH

Punishers

Standing
10f 1,1,2 | 1,2,2 (1,1,2 can enter SEN stance, and if cancelled near the wall, it gives a free +14 stagger. 1,2,2 is mainly used for max damage from standing i10 )
12f 2,2,1 (Can be hit confirmed and leads to a wall splat. Can also go into different extensions from 2,2, which can lead to various mind games)
13f DF+1,2 | F+2,3 (DF1,2 for heat, F2,3 for long reach, and SEN mix)
14f EWGF | 2~1 (2~1 also confirms into EWGK on hit if you do this punish properly)
15f EWGF | df+2
17f uf+4
Crouching
11f ws4,4 (Hold down to enter HW stance)
13f ws1 (into SEN3 or SEN2) (Automatically goes into SEN on hit, and you can choose to use "SEN 3" to heat engage or "SEN 2" for WRA mix if you hold down)
14f WS 3+4 (Very short reach, gives free +14 move)
15f FC df+4 (Launch punish for lows)
Whiff punishers
1,1,2 | 1,2,2 | 2,2,1 (Fast punisher)
DF+1,2 (Fast mid punish and gives heat)
FF+2,f > SEN 3 (Long-range whiff punisher)
EWGF (Launching whiff punisher for max damage)
df+2 (Long-reaching standing launcher, doesn't work on crouching opponents)

Combos

DF2
F+2,3f - Sen1+2 - T! - WRA3,4
CH b+4
WR4 - F2,3f - Sen1,2
Fn3
FF2f - Sen3 - Df2 - df1,f - Sen1,2

Beginner Combos

df+2 | CH b+4
FF2f - Sen3 - Df2 - Df1 - F2,3f - Sen1,2
Low Parry
FF2f - SEN3 - DF2 - DF1 - F2,3f - SEN1,2

Combo Enders

Carry
Floor break
Wall break

Wall Combos

Normal
df+1,1, 1+2
1 → d+4,1 (just frame is timed during the first hit of the stomp)
WRA 4,2,2,QCF1+2 (Whenever in WRA stance)
With tornado
SEN1+2 - T! - WRA4,2,2,QCF1+2
DF+4,2,3 - T! - D3+4,4 | UF3+4,1+2

Small Combos

F+4 (On Crouching Opp) | WS+2 CH
Df1+2
FF+2,SEN3
1+2
D2 (counter hit)
Micro dash D4,1
UNS 2 (counter hit)
FF+2 -→ SEN3
2~1 -→ D4,1 OR EWGK for oki
WRA 1 (normal hit)
WRA 1,f -→ SEN3
WRA 1 (counter hit)
WRA 1,f -→ SEN1+2 -→ WRA 2
WRA 1,D -→ UNS 4
FF+2
SEN2
SEN 3
SEN1+2
WRA2
WRA3+4
EWGK (F,n,D, DF+3)

Notable Moves

D2 | H.D2,1+2

i15, neutral on block mid that forces the opponent into crouch. CH confirms into EWGK or D4,1 while the opponent is grounded. This move got its CH animation changed in S3, so it also triggers floorblast/floorbreak now. In heat, this move is also enhanced by a new follow-up she got in S2, D2 1+2. Reina's D2,1+2 is a +5 on block mid string that gives Unsoku mix and wallsplats. This ender also does immense damage at the end of a combo for securing kills. D+2,1+2 is also very good after heat engager, due to the majority of the cast not being able to stop her from doing it nor escape, so it's essentially a free +5 after a +9 situation.
mi15+0c oB+3c oH+33d oCH

DF+2

Reina also has the luxury of being the only Mishima with a normal hit launching DF+2. She does have some drawbacks to having this though, she cannot launch crouching opponents even though the move is unsafe (-12), and it scales relatively hard.
mi15~16-12 oB+30a (+20) oH

B+2

B+2 is Reina's go-to homing move. It's -9 on block and +3 on hit, but doesn't have any other properties besides being a homing move. Still, it is a very good move and very essential to her gameplay due to a lot of her moves being linear or not covering SSL in neutral.
mi16~17-9 oB+3 oH

3,2 | 3,4

Reina has another homing move, good to stop mash and, in certain situations, evade highs and CH launch. 3,2 is her safe high-high string that is -9 on block and gives her +8 on hit. It also high-crushes and launches if you CH on the first hit. She also has a mid extension to stop people from ducking the second high, which is 3,4. The 2nd hit also CH launches but -14 on block. Some tech is if you hit 3,4 at the wall, the opponent has to tech roll right. If they don't, you get a free hopkick (uf4) to tornado at the wall
h, hi18~19-9 oB+8 oH+66a (+50) oCH

Df4 | df4,2 | df4,2,3

Reina's DF4 has decent range, -4 on block as well, giving her a mindgame attached to it. DF4,2 is natural on hit, giving Reina +6 in neutral. She can also go into WRA by holding down, giving her +8. Another thing is Df4,2 has the ability to track to her weak side at certain frames. The opponent has to guess between interacting with df4, or letting Reina get away with df4,2, leaving her -8 on block. If the opponent chooses to mash on df4 and Reina gets a CH on the 2 extension, she gets the follow-up guaranteed, giving her a knockdown on the 3 extension, which she can also run up and do EWGK or D4,1 on the grounded opponent. The counterplay is letting Reina do DF4,2, then downjabbing to option select the 3 extension, since the 3 is a high, the down jab will evade it and hit her.
mi15-4 oB+7 oH

F2 | F2,3

Similarly to df4, Reina's F2 has multiple mindgames attached to it and its extensions. While additionally being her long-range i13 punish for moves with pushback that her df1 wouldn't be able to reach, her F2 can also go into Unsoku (UNS) by holding down, which is neutral on block. The opponent can challenge this. If the opponent jabs, Reina can use either UNS D4 or UNS 4, both high crush, and will hit the opponent under their jab. The opponent can also mid-check this with a fast mid. Reina can opt to finish the string and do F2,3, and if the opponent anticipates the UNS transition with a mid, they get counter-hit by the 3 extension, giving her a free SEN 3 or SEN 2.
hi13-9 oB-3 oH

WDS 3 (f,n,3) | UNS 3

Reina has some of the best keepout in the game. Fn3 (or UNS3) is a tool that further complements her keepout. It's a safe mid counter-hit launcher (-6 on block and +4 on hit). It also has decent pushback, allowing her to create space to continue controlling neutral, complementing her long-range capabilities.
mi16~17-6 oB+4 oH+58a oCH

Stances

Sentai (f3)

Sentai is Reina's main stance you will be using for applying pressure and keeping momentum.

Heaven's Wrath (d+1+2)

Reina's secondary stance to cash out on big rewards and apply some of her most devastating pressure, especially at the wall

Unsoku (U3, D3, or B3)

Reina's lesser used stance, but it offers some evasion to the left, right, or backward depening on the direction you press on transitions. This stance offerse evasive moves, CH launchers, and a CH heat engager confirm to keep offense going

Panic Moves

b+1+2

Power crush, -13 on block
mi18-13 oB+14g oH

uf+4

Evasive hopkick, i17, -13 on block
mi17~18-13 oB+70a (+54) oH

b+1+3 | b+2+4

Strong parry. Can lead to follow-ups depending on the move, or at least offer a mix-up if the move that was parried doesn't have follow-ups / active frames

u+3 | d+3 | f,n

Punch parry. Can give a free 1,1,2 after a crouch cancel (tap UP) or lead into a crouch dash mix. Can also get a free UF+1 without the need of a crouch cancel
sp

b+4

Safe high crushing CH launcher, i18, -9 on block
hi18-8 oB+35a oH+71a (+55) oCH

Frame Traps

f+4 1+2
WR+4 into WRA Stance WRA 2
Sen3 1,1,2

Knowledge Checks

3+4 into Ws3+4

3+4 goes into crouch and -8 on block, so responding immediately with a jab gets you hit by WS3+4, which leads to FF+2 or PEWGF

EWGK into FC DF+3

EWGK is a -9 mid from crouch dash, but responding with a jab here gets you hit with FC DF+3, a high crushing normal hit launcher that -17 on block

db4,1+2

Low that is -13 on block, but she has a -12 mid extension to catch you pressing into the low.
L, mi16-12 oB+39d (-19) oH

FF2 -> SEN1+2 -> WRA1+2

Reina players who do SEN1+2 on block are -6, but they use the powercrush to stop retaliation from the opponent. After SEN1+2, you can attempt to grab her for free, and she can't do anything to stop it except break the grab. She can high crush with WRA D4, but it won't CH, so she gets minimal reward

Defensive tips

Side step Left

Reina's Weak side is generally SSL.

Dont challenge her in neutral

A lot of players make the mistake of trying to beat Reina in neutral, which she is designed to win. FF2 and Electric alone make trying to approach this character a nightmare. You want Reina to commit to going in against you. Make them get impatient or hasty, move a lot (especially left in neutral) to beat ff2 and counter. Grabbing a whiffed FF2 has less risk since her high crushes won't CH you, and it covers the whiff FF2 into Sen1 powercrush.

Backswing blows after heat engager

Some characters can get out of Reina's heat engager sequence of Heat engager -> D2 1+2 in heat. Certain characters have evasive backswings or powercrushes, or parries that stop that sequence.

Pressure

It's not a bad idea to pressure Reina and force her to play defense. Her panic buttons aren't really good or have very good rewards outside of the obvious EWGF. But she takes plenty of risk when she can't reset neutral. Locking her down is key to stopping a Reina's offense

Defensive Move Handling

1,2,3,4

Reina has a 4-Hit string in 1,2,3,4. NEVER let Reina get away with it. You can downjab after the 3 to option-select the 4 AND punish the 3 (-10)
h, h, m, hi10-4 oB+21a (+12) oH

DF4,2,3

DF4,2,3 is a mid-mid-high string. You can also downjab to stop her from transitioning into WRA from DF4,2, and if she finishes it, it'll evade and hit the 3
m, m, hi15-8 oB+35a oH+71a (+55) oCH

3+4

Never let Reina take her turn after 3+4. You can mid-check her after this move, and it stops ALL offense after. She can rip 3+4,4 to CH launch, but if you wait, she can't delay the extension, so simply mid-checking on delayed timing shuts down her offense.
m,mi18 i26-8 oB+3c oH

SSR Duck

After her CD4,2 hellsweep into WRA, she's +6. The timing is strict, but you can SSR-Duck almost all options from the stance. The only tricky parts are WRA 3+4 and WRA 1+3. If you time it when Reina's leg drops from WRA 3+4, you can SSR-duck the move

WS+1,4

Mid into high from crouching, make sure to duck it

FF2

FF2 is a very oppressive move, even on block. SSL duck covers 6/8 options, while SWR covers the other 2 (SEN1,2 and SEN 1+2). SSL duck covers the rest
mi12-9 oB+2 oH

External Resources