GiantDojoALPHAv0.01
Reina

Reina

Reina - mishima/mixup. Tools include i12 launcher.

mishimamixup
17 / 17 combos

Combos

Starter

Most Important

  • EWGF (fthennthendthendf+2)f,f+2~FSEN 3df+2df+1f+2,3~FSEN 2 T!uf+3+4,1+2
  • FC df+4(f+2),3~FSEN 3df+2df+1f+2,3~FSEN 2 T!uf+3+4,1+2
  • easier alternative all aboveb+4 T!f,f+3+4df+2df+1f+2,3~FSEN 1,qcf+2
  • uf+4f,f+2~FSEN 3df+2df+1f+2,3~FSEN 1,qcf+2

More Combos

  • CH 3then2f,f+3+4df+2df+1f+2,3~FSEN 1,qcf+2
  • CH fthennthendthendf+3ws+3df+1,1f+2,3~FSEN 2 T!uf+3+4,1+2
  • f+3+4 (fully hold)f,f+2~FSEN 3df+2df+1f+2,3~FSEN 2 T!uf+3+4,1+2
  • CH fthenf+3+4(sidestep right) (f+2),3~FSEN 3df+2df+1f+2,3~FSEN 2 T!uf+3+4,1+2
  • heat on fthenf+3~Ff,f+2~FSEN 3df+2df+1f+2,3~FSEN 2T!uf+3+4,1+2

Wall Combos

  • df+1,11+2
  • 1,1d+3+4,4
  • WRA 4,2,2,qcf+1+2

Wall Carry

  • df+1,1 for short distance, 3,2 or uf+3+4,1+2 for longer distance

With Tornado

  • b+4 T!df+1,11+2
  • df+4,2,3 T!d+3+4,4
  • df+4,2,3 T!heat on d+2,1+2 NEW

Heat Burst Ender

  • After T!, follow with f,f,f+4Heat Burstd+2,1+2

Key Moves

  • 1Quick jab to start offense and check situations. 1,1 can be used for poking and hit confirmed into 1,1,2
  • df+1Mid poke with extensions to harass the opponent. It can shift to SEN by holding forward. Useful if the opponent respects the follow-ups.
  • b+2Mid homing attack to check sidestep
  • f+4Usefulf for wall pressure. Leads to situational follow-ups
  • db+2 ― db+4Low pokes to chip at the opponent's health. db+4 can be counterhit confirmed into db+4,1+2
  • fthenf+2~FLong range attack that can shift to SEN for mindgames can be hit-confirmed into f,f+2~F⏵SEN 3
  • fthennthendthendf+3Mid counterhit launcher. Perfect input version is safe. Useful in okizeme situations as it also hits grounded.
  • fthennthendthendf+4then2~DRisky sweep to force WRA mixups. In the open you are often too far for certain options, so it's better used for wall pressure. You are able to cancel the stance by pressing DF~B.
  • SEN and WRALearn a few options for each stance to improve your pressure and mixup game.

Heat Engagers

  • fthenf+3Safe mid heat engager. Mostly useful in combos
  • df+1then2Useful in punishment situations
  • SEN 3Guaranteed follow-up after f,f+2~F on hit
  • WRA 2Safe mid heat engager during WRA stance
  • UNS 4You can use this stance at midrange and try to whiff punish by using UNS 4 heat engager. Also useful in combos for slightly more damage than f,f+3

Command Grabs

  • uf+1+21+2 escape
  • dthendbthenbthenf+22 escape
  • SEN 1+3 (or 2+4)unescapable
  • WRA 1+3 (or 2+4)unescapable

Block Punishers

StartupStandingCrouching
101then1then2 1then2then2FC d+1
11WSthen4then4~D
122then2then1 1+2 (mid)
13df+1then2 (heat) f+2then3 (range)WSthen1 ⏵ SEN 2 ws+1 ⏵ SEN 3
14[ 2~1 ]
15df+2 EWGFFC df+4
20FC df+3

Suggested Whiff Punishers

  • 1then1then2
  • 3+4then4
  • EWGF

Guaranteed Follow-ups

  • fthenf+2~FSEN 2 ― SEN 3 (heat)
  • CH (f+2)then3~F-
  • WSthen3+4f+2then3 ― fthenf+2
  • SEN 1+2WRA 2 ― WRA 4then2then2then1+2
  • CH uf+1WRA 2 ― WRA 1then4
  • fthenfthenf+3fthennthendthendf+3
  • [ 2~1 ]fthennthendthendf+3
  • SEN 4d+4 ― fthennthendthendf+3
  • WRA 3+4d+4 ― fthennthendthendf+3
  • CH d+2d+4 ― fthennthendthendf+3
  • b+4(dash) d+4 ― (dash) fthennthendthendf+3
  • CH 4(dash) d+4 ― (dash) fthennthendthendf+3
  • heat on df+1then2~Fd+4:1 ― fthennthendthendf+3
  • heat on SEN 3~Fd+4:1 ― fthennthendthendf+3
  • CH ws+2df+1then2 ― [ 2~1 ]
  • CH WRA 1 NEWdf+1then2 ― [ 2~1 ]
  • f+4df+1then2
  • (on crouching opp)df+1then2
  • CH f+4d+4 ― fthennthendthendf+3

Defensive Options

  • b+1+2Power crush
  • b+1+3 (or b+2+4)Parry
  • d+3 ― u+3Has punch parry properties
  • tap forwardHas punch parry properties
  • heat on WRAHas reversal properties

Matchup Punishment

  • SlideWSthen3 float
  • Asuka's b+33+4then4
  • Kazuya db+1,23+4then4
  • Ling RDS f+3+4,3+4uf+4
  • Ling AOP 3+4WSthen3 float
  • evade Leo's b+1,4...
  • Paul's Deathfistfthenf+2~F
  • Demoman (3rd hit)fthenf+2~F
  • Alisa's b+3+4,(3+4)df+2 before 2nd hit
  • Claudio's f+2,2fthenf+2~F (long dash)
  • Kuma's f,f+23+4then4
  • Heihachi's f,f+2fthenf+2~F
  • Jack's d+1+2fthenf+2~F
  • Jack's df+1,2,1,23+4then4
  • King's JGS 4WSthen4 float

Notes

  • Can perform EWGF and EWGK without perfect input Several Manji-geri moves gain an extension WRA stance gains reversal properties