GiantDojo ALPHAv0.01
Reina

Reina

Reina - mishima/mixup. Tools include i12 launcher.

mishimamixup

Key Moves

df+2

i15 mid launcher. -12 on block, launches on hit.

b+1

i18 high. -4 on block, +6 on hit.

uf+4

i17 mid launcher, low crush. -13 on block, launches on hit.

1+2

i12 mid launcher. -10~-9 on block, launches on hit.

f+4

i19 mid. +2c on block, +5c on hit.

b+2

i16 mid homing. -9 on block, +3 on hit.

Overview

Reina is classified as mishima, mixup. Their toolkit includes homing options, wall-finish tools. Their fastest standing launcher comes out in 12 frames.

Strengths

  • Fast i12 standing launcher for whiff punishment
  • Multiple plus-on-block mids for safe pressure
  • Reliable homing options against side-steppers

Weaknesses

  • No CH-launch low - lows are for chip and frames only
  • No power crush listed in the data

Game Plan

  1. Whiff-punish with df+2 (i15 launcher).
  2. On block, recheck pressure with f+4 (+2 on block).
  3. If they side-step, answer with b+2 (homing).

Defense

  • Parry: H.d+1+2 (Charging Hard) catches a high or mid attack and turns the round around.
  • Panic launcher: f+3+4* (high crush, launches on hit) hops over jabs and lows when you read a string.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Reina’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.