▲ 29 r/Reina

Tekken 8 Looney Tunes interactions Ep. #25259467

u/MFBTMS — 10 days ago
▲ 14 r/Reina

Max dmg Reina low parry combo by me

Was having fun today with this route I created and got curious how much more dmg you can possibly get if you have the right opportunity.
I'm also bored of making regular combo videos, so here's an edit for you.
The route will work on both Clive's stage and Stratosphere. If you need more carry, do a medium dash after the 2nd ws3,4, pop heat and do another ws3,4.
All of this is frame tight, but this is not a beginner route. Enjoy.

u/MFBTMS — 11 days ago
▲ 38 r/Reina

Man, the j-tech is so goofy, but I've been finding unreasonable amounts of success with it. People just eat it

Honorable mentions: backwards jump into instant fcdf3/4, short jump into ws3,4 at the wall

u/MFBTMS — 17 days ago
▲ 35 r/Reina

Reina's side/backturn punishment combos in 5 levels. Full guide

Before we start, I call it 5 levels not because each higher level is automatically better. You could say they all have their use cases, and the one you pick may depend on the situation and how comfortable/locked in you are.

Level 1: FF2, SEN.3.
Pros: works at any axis, any range, flexible. You can go to heat with SEN.3 or save it with SEN.2. With SEN.2, you also have an option for a WRA mix. Overall, this is has perfect consistency for punishing any advancing move like Drag's WR2.
Cons: 34 dmg with SEN.2, 36 dmg with SEN.3 and 56 dmg if you heat dash into d4,1. 56 dmg isn't terrible, but you have to spend the whole heat bar on the extra 20 dmg.

Level 2: 2,2,2,2.
Pros: 56 dmg with no heat (61 with blue spark), very reliable at i13, explodes walls, easiest input.
Cons: still not the highest dmg, may need a dash.

Level 3: 2xEWGF, F2,3~F, SEN.1+2, CD.1,4.
Pros: works at any axis, 70 dmg, explodes walls.
Cons: requires a dash at high range, hardest input of all.
For the sake of the video, I still show how to punish Drag's WR2 with this combo, but I wouldn't go for that because there are easier and higher dmg alternatives at lvl 4-5. This combo's use case is when you did SS electric and caught their side.

Level 4: F2,3, SEN.1+2~D, WRA.2.
Pros: easy input, good range, great dmg at 78, relaible at i13.
Cons: better range than Level 2, but may still need a dash with advancing moves.

Level 5: B1,1, 3~F, SEN.2, FF2, SEN.3. Yes, it's absolutely criminal that this all is guaranteed.
Pros: broken dmg (96 with SEN.2 into WRA mix/98 with SEN.3 into heat engage or 118 dmg in heat with the d4,1 ender), also doesn't require a perfect axis, still works when you are at ~100-120 degrees.
Cons: may need a dash with advancing moves and you need to be sharp because of i18 startup.

u/MFBTMS — 1 month ago
▲ 38 r/Reina

Accidentally found something huge against AK today

I never thought it was possible to consistently punish his 3+4 hold, but here's what I found today:

Video 1: Here you can see how I punish it in-game with fc.df4. I did it by accident, and that's what inspired me to hit the lab because I never thought it was possible.

Video 2: This is the combo that I thought to be the only combo possible to punish it. The problem of it though is that you need to be pretty sharp with the electrics, and the dmg is not exactly amazing, while also not letting you use the wall.

Video 3: When I started figuring out how I was able to hit fc.df4 in the first place, I realized that I did it by holding df, which allowed AK to jump over me. The way people usually block it is by holding db/d, and this way it's impossible for AK to end up behind you. So by holding df, you move forward just enough for that to happen, so you can do the full combo. But this one has a problem too. There's a very specific timing you need to press fc.df4 for it not to whiff, so this launch is even less consistent than the 2 electric one.

Video 4: This is what you should do. By doing a cd after the first hit, you get a guaranteed backturn 4. The window there is pretty large, so it's very consistent.

Now, this post is more about 3+4 hold because that's the one most AK's will try to cheese you with, but since we started talking about 3+4, it makes sense to see if cd can be our option select for all extensions.
The answer is: for all but one.

If he goes for 3+4,1, you will evade the high and have enough time to cd2 on reaction or at least ws2. And even if you fail the cd and just do a flash duck, it still evades the high, and you can get a flash punch.

If he goes for 3+4,3/4, you can see that he stops backturned. Then you just hold b on reaction after cd to punish -14/-11.

If he goes for 3+4,1+2, your cd will also go under it. You may even attempt backturn 4 after a small pause if you have a read on wake up mash.

If he goes for 3+4, 2, you will get hit for cd, so thats the only option that it doesnt cover. But the good thing is, the reward for AK here is only 25 dmg.

I think this is an amazing find that trivializes the 3+4 mix. By doing a simple cd, you'll never have to guess on 3+4 again.

u/MFBTMS — 1 month ago
▲ 73 r/Reina

Were you listening or were you looking at the woman in the red skirt?

u/MFBTMS — 1 month ago
▲ 90 r/Reina

This will forever be my favourite Reina setup

u/MFBTMS — 1 month ago
▲ 36 r/Reina

In today's episode of Reina's underrated moves: db4. Full breakdown

Tbf I barely see Reinas using it, and I think this could be her 2nd best low.

  1. It's her fastest low after d4.
  2. It can be ch confirmed into 1+2 for either a wallsplat or 28 dmg.
  3. It also explodes walls.
  4. It's not death ob at -13, and most players dont even know the frames on this one.
  5. It may seem seem underwhelming at -2 on hit, but there are still plenty of things you can do at -2. Most people think it's + on hit and autopilot holding back - against these players we get a free i16 low poke with a chance of wallsplat.
  6. This is 1 of 4 moves (ws3,4/2,2,1/4) that allow for the fancy wall combo with backdash into ub1 for juicy 71 dmg.
  7. The range at which it can wallsplat is also pretty good.
  8. You can whiff db4 and delay 1+2 for a mindgame, but remember that it's -12 ob.
  9. If the low gets blocked and they're not fast enough with the punish, you can still rip 1+2 and hit them. Same thing on hit. If they take their turn every time, but aren’t fast enough, you can let it rip and see if they will eat the extension.

Video 1 is the fancy wall combo, but I would like to dedicate more attention to video 2. It shows how paired with the ff3+4 setup, which I've been using pretty successfully, you can absolutely delete someone just off of one explodable wall. This is absolute filth and I love it

u/MFBTMS — 1 month ago
▲ 40 r/Reina

A combo that didn't make it into the staple combo video - 3x EWGF highest dmg route

This combo didn't make it for an obvious reason - there are very few people who can staple this, and I know only one who can use this semi-consistently. Nevertheless, if you ever decide to sell your soul to the devil in exchange for execution, this is what you can do.

The main complexity of this aren't the 3 electrics, but the timing at which you do them. I'm experimenting with different timings, but so far what gave me the most consistency is slightly delaying both electrics, rather than trying to do them asap. This may seem counter-intuitive, but you want to delay them, so the 3rd electric connects a bit lower, and you can do the microdash into df1,1. Even if you're not planning on hitting this online, I still think it's a cool combo to try and challenge yourself if you've not done it before

Upd: a harder, but more consistent way seems to be a dash into the 3rd electric

u/MFBTMS — 2 months ago
▲ 30 r/Reina

I keep forgetting that photo mode exists in this game is peak

u/MFBTMS — 2 months ago
▲ 75 r/Reina

All Reina Mishima combos you need in under 2 minutes (FULL GUIDE)

One of my favourite aspects of Reina is execution, and I felt inspired to make my first full combo guide.
Now, the topic of combos isn't exactly something where you can invent a bicycle, but still, with a character like Reina, you have a lot of different situations and routes you can use.
Imo, these are the most optimal routes that you can staple and use reliably, even in bad connections.
With this video, I aimed to make it as short as possible while covering everything necessary to make sure that your combo game is on point.
Whether you already play her or looking to pick her up, I hope you can find something usefull. Enjoy!

EWGF (no wall no heat ender):
2xEWGF, ws3,4, dash, df4, f2,3~f, df1~f, SEN.1+2, wr4, 3+4, 4
EWGF (no wall heat ender):
2xEWGF, ws3,4, dash, df4, f2,3~f, df1~f, SEN.1+2, wr4, microdash, heat burst, f+3, SEN.3, d+4,1
EWGF (cheesy setup ender):
2xEWGF, ws3,4, dash, df4, f2,3~f, df1~f, SEN.1+2, wr4, ff3+4, backturn 4 - this route capitalizes on the fact that ff3+4 has almost no whiff recovery, and to your opponent it seems like you just whiffed a big move, making a lot of people press immediately, which is where you catch them with backturn 4. This setup by far has caused the most hate mail for me. It's pure robery and extremely fun to hit, but a higher level player may be aware of this setup. When it works though, you can get a total of 160+ dmg.
EWGF (wall carry ender):
2xEWGF, ws3,4, dash, df4, f2,3~f, SEN.1+2, wr4, ws3,4 - exactly the same route minus df1 to allow for the last ws3,4 to connect
EWGF (3xWS3,4 route):
2xEWGF, 3xWS3,4, b4, 1+2, b4, b1, delay 1, 3~f, SEN.2~d, WRA.3+4
If you can estimate the wall distance well, the ws3,4 route remains the highest dmg route by far. As we can also see, it works on some stages as a combo from starting position. Do note that only a higher wallsplat allows for for squeezing in 1+2. If you're not sure, just go for the wall combo without it, and you still get 100+ dmg.

DF2:
The route for df2 is exactly the same as EWGF, you just need to hit an electric after the df2. It can be pretty tricky, but can be stapled.

FC,DF4, FC.DF3, Fn3 ch, FF3+4 ch:
f2,3~f, SEN.3, df1,1, f2,3~f. df1~f, SEN.1+2, wr4 - after ff3+4 you want to SSR before the combo to reallign. Otherwise, the route for all 4 of these launchers is exactly the same.

UF4 ch, B4 ch:
wr4, ws3,4, dash, df4, f2,3~f, SEN.1,2 (for blue spark, you need qcf2), also you want to max delay both last hits.

3,2 ch:
wr4, ws3, df1, ws3,4, dash, df1~f, SEN1.2

Low parry:
EWGF, df1, 2xWS3,4, dash, df1~f, sen1.2

Clean wallsplat basic combo:
b4 (tornado), b1, delay 1, 3~f, SEN.2~d, WRA.3+4

Clean wallsplat optimal combo:
backdash, ub1, WRA cancel, b4, b1, delay 1, 3~f, SEN.2~d, WRA.3+4 - note that this only works when you get a clean splat with a move that allows enough time to backdash (e.g. 4 or 2,2,1)

If you're not sure if you got a good splat, you can go for an easier wall combo with less hits (e.g. 1, d4,1 or df1,1, 1+2)

DF1,2 heat dash:
db2, b4, 1, d4,1 - this is very distance specific, but worth knowing about

2xEWGF higsplat wall combo:
If you estimate that you will get a highsplat with the 2nd electric, you can squeeze in 1+2 into your wall combo. As a rule of thumb, highsplat always allows for that extra 1+2.

Tips:
1. Since many people are afraid to use wr4 because they don't feel confident in their execution or because of connection issues, in any combo that has SEN.1+2 as tornado, you can go for WRA.3,4 instead of wr4. It has amazing wall carry, and I still use it sometimes when I see it will give me a good wallsplat.
2. Many people use df1 instead of df4 for pickup after ws3,4. It's 2 less dmg, but it's fine if it improves your consistency. Df4 can be stapled, but it is harder, so if it doesn't click, go with df1.
3. Delay the 2nd hit of ws3,4. Makes pick up with df4 or df1 easier.
4. Don't overthink execution. It shouldn't be your main priority, and it's fine to go with easier routes. Reina is a heavy execution character, and it feels good to hit her high dmg stuff. But you will get more bang for buck if you invest time into MU knowledge and neutral. Execution should be the cherry on top of your gameplay, not the other way around. Have fun!

Edit: After a bit of research, here's a more optimal route for +3 dmg on fc.df3/4/Fn3 ch:
f2,3~f, SEN.3, df1, ws3,4, dash, df1~f, SEN.1+2, wr4.
Also, while trying to make the video short, I forgot to include one of Reina's best moves, EWGK:
ws3,4, ws3, df1, f2,3~f, SEN.1+2, wr4

u/MFBTMS — 2 months ago
▲ 12 r/Reina

With the new health bar, it now takes 2 electrics to finish the round. No rage, no ch, no wall

u/MFBTMS — 2 months ago
▲ 32 r/Reina

Finally made it, GoD promo

This has been a long grind and I was blessed to get a TK for my promo game. Luckily, I only needed 100 points anyway.

Man, this has been long. I couldn't hit GoD for over a month, and I had to do a lot of labbing to get here. I know everybody and their gramps has already hit GoD, and it's season 2 green rank, yada yada, but man does it feel good after all the work.

By far, the most important aspect of ranking up is your mental state. You can spend hundreds of hours labbing, but the second you're tilted, your judgement is clouded and you cant capitalize on any of the skills or knowledge you have.
I guess the main takeaway I have from the grind is that Tekken is much like real life.
A lot of situations seem unfair, but in most of those situations, there are things you could've done better.

It's very much a test of your mental fortitude, and the more you let it affect you, the more "unfair" situations you will face. You need to have composure to see things for what they really are, and then, your success is only matter of time. And most importantly, you need to not forget to have fun because it's all that matters

u/MFBTMS — 2 months ago
▲ 118 r/Reina+1 crossposts

POV: you traded with Reina (critical mistake)

There's a tech some may not know about. It works with Hei, Hwo, Jin, Reina and Lidia. If you get a jab trade with your sen2 like this, you are +15.
With all of those 5 characters you get a guaranteed df2, and with Hei, Hwo and Jin, the distance allows for an electric.

On paper, a 15f electric is easy, but you need to do it immediately when the window starts, which is pretty rough. Obv you can miss the window by 1-2 frames, but then you need a 14f electric or a pewgf respectively.
Only attempt electric if you're cracked as hell, otherwise just take your df2.

With rage, this specific combo is 147 dmg. If you don't have a wall, you can pop heat after wr4, and do your normal heat ender, thats still close to 130 dmg

u/MFBTMS — 2 months ago
▲ 148 r/Tekken

Why is knowing this string rewarding you with -1?

It's the first time I look at frame data on this one and I dont understand how this makes sense

u/MFBTMS — 2 months ago