Reina Movelist Review and Cheatsheet for Beginners and Intermediates

Guide 📚

In the order of appearance in basic Movelist (Open to discussion)

TL;DR - Her moveset has high Heat Engager utility, very good punishment, electric, and pressures tools. Her hitbox is small and have good sidestep. Lots of Stance play and mixup utility with great unbreakable throw mechanic unique to her. Its hard to use lows with her, mileage comes with Stance mixup and oki.

Great tools:

1,1,2 - 10f punish

2,2,1 - 12f punish

3,2 - Homing

1+2 - 12f get off me

3+4 - low crush

f2,3 - 13f ranged punish

f4 - mic mixup...df1,2 guaranteed on crouched hit

df1,2 - 13f punish

df2 - 15f punish

b2 - homing mid

b1+2 - power crush

uf4 - hopkick

ff2 SEN - ranged punish, SEN3 is guaranteed on hit

Ss4 - Main low poke

fn,4 SEN - secondary low poke

cd1,4/3 - high crush

ewgf - ewgf

Ewgk - safe mid CH launcher

Cd4,2~d- Main power low

Ws1 SEN3 - 13f Crouch punish

Ws4,4~d- 11f crouch punish

FCdf4 - 15f crouch punish

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Detailed

Some terms:

SEN - Sentai (f3)

WRA - Heaven's Wrath (d1+2)

UNS - Unsoku (d3/u3/b3)

NC - Natural Combo, all hits combo

HC - Hit Confirm

KND - Knockdown

CH - Counter Hit

NH - Normal Hit

OC - On Crouch

Movelist

1,1,2 - Main Tool. Your 10f punish. 1,1 jab check itself is great for learning to HC 2. It goes into SEN for a mix (mix covered in SEN section)

1,2,2 - You 2nd 10f Punish, 1,2,2~d or u. Goes into UNS for a mix.(Covered in UNS section)

1,2,3,4 - Good for fishing Wall splat, also easy punish on Back Turned opponent. Also works as easy filler in Combos for Tailspin.

2,2,1 - Main Tool, Your 12f punish. KND

2,2,2 - Not very useful, 2,2 is -11 and 2,2,2 has 10f Gap, so opponent can always punish after 2,2. You can then 2,2,1 but thats risky at -14.

2,2,2,1 or 2 or 3 - Extensions to use on hit, good for hitting back turned opponent. 2,2,2,1 tornados in combo

3,2 - Main Tool. Your Homing High Crushing CH tool. Launch on CH.

3,4 - Main Tool, homing high crush tool. Has 4 extension in Heat for big dmg

4 - 13f high for General 'Get off me' utility, KND on CH catches SSL.

1+2 - Main tool. 12f mid 'Get off me', KND, only -10

3+4,4 - Main Tool, low crush Utility, 3+4 is has great range and full string can be confirmed on Anticipated whiff. Has 4 extension in Heat for big dmg.

2~1 - 14f punish, not that great. Can follow up on hit.

1+4 - Stance which gives her crouch and can press df for crouch dash moves that crush high.

f2,3 - Main tool. 13f medium range punish, SEN mix on hit. f2~d itself goes into stance for a mix, you can complete f2,3 if opponent presses after f2 a lot.

f3 - SEN,

SEN1 is a power crush, can be confirmed into 2.

SEN2 is a safe mid check, can go into WRA

SEN3 is high Heat engager

SEN4 is a slow mid for pressure.

SEN1+2 is main Mid mixup, directly goes into WRA, on block you must cancel WRA to remain on -14, or challenge with power crush (covered in WRA section)

SEN3+4 is homing high crush low

SEN1+3 is main Mixup Homing Grab, cant be broken, gives Oki.

f4 - Main Tool, mid mixup - on crouch hit, gives +13 for guaranteed follow up (df1,2)

f1+2 - Roll in punch, not that great, f1+2 can be cancelled into

3 for a damaging low Uf for a jump feint Uf4 for Running 4 Uf3 for running 4

f3+4 - ground roll, ends with a Taido kick, can be charged for guard break, which gives 10f punish guaranteed.

df1 Main Tool, 13f mid check. Have high and mid extensions. df1,2 is 13f Heat engager

df2 Main Tool, 15f Easy mode launch punish.

df3 - Easy mode crouch dash, it crushes highs. Crouch dash moves will be covered.

df4,2 - 15frame string, mid mid. Can go into WRA, has a 3 extension which CH launches.

df1+2 - Rage Art

df3+4 - 16f High crush, CH throw tool. Cant complete on NH as df3+4,4.

d2 - 15f Elbow, ground follow up on CH. On heat, extends to d2,1+2 for big dmg and UNS mix on block.

d3/u3 or b3 - UNS

UNS is a unique stance for reina. It has 2 versions

d3/u3 - reina takes a step left/right, changes fighting stance. Upon executing, Reina can Parry from frame 5~12.

b3 - reina will take a step back and move to the left and then right, no parry window but high evasion.

UNS1+2 is f1+2 UNS3 is 16f Mid, CH launcher. Safe UNS4 is 18f Mid heat engager. Safe, can be cancelled by holding 'd' after execution. UNSd4 is 20f High crush low, -12. Goes into SEN om hit. Followups SEN2 or SEN 3 on CH. SEN can be cancelled by holding 'b' for +10 on CH (10f guaranteed)

UNS3+4 is f3+4

UNSf3 is SEN UNSdf is crouch dash.

d4 is 12f generic low. round ender.

d1+2 is WRA

WRA is generally used as follow up transition after following moves

SEN2~d -4/+8

2,2,2~d -4/+8

SEN1+2 -6/KND

df4,2~d -6/+8

ws4,4~d -10/+Poco

cd4,2~d -15/+6

running 4~d +8/KND

WRA1 is 12f homing high. can go into SEN (f) or UNS (d/u), WRA1,4 is a NC string. WRA1 guarantees SEN3 on hit. WRA1 on CH guarantees SEN1+2 or UNS4 or df1,2

WRA2 is 15f mid mixup Heat engager. safe

WRA3,4 is low crush pressure tool, +6 on block, can hold down for +8, WRA

WRA4,2,2,1+2 is a 5 hit string. good for Wall combo

WRA1+2 is 15f power crush, 6 frame active crush property (good after SEN1+2 on block)

WRA3+4 is 18f pressure mid, tracks both sides against most of the cast. Guaranteed followup on hit.

WRA1+3 - 16f Unbreakable homing grab.

WRAd4,3 is low mid string...not that great.

WRAf3 is SEN

WRAdf is Crouch dash

WRAd3+4 - Heat special move, KNd low...floor breaks. -17 on block

db2 is chunky low, -16 on block. -3 on hit. Only select use.

db4 is low poke, -13, low dmg. has 1+2 extension for wall splat fishing and punish discouragement.

b1,1,3 is a high mid mid string, can go into SEN (f), Guarantees SEN3 or SEN2 on hit

Or can be finished with 4th hit b1,1,3,3 (CH launcher). This string with SEN2 ender is her best wall combo ender. Very hard to do.

b2 is 16f mid homing. Low risk low reward.

b4 is 18f High crush, high CH launcher.

b1+2 is her power crush. +13 on hit (can block).

b,ub or ub1+2 is her Backward cartwheel. Can go into crouch dash with df.

u1+2 is her forward Cartwheel that crushes high. No attack but goes into crouch dash with df.

uf1 is 13f 'Get off me tool' goes into WRA, on CH guarantees WRA1~SEN3 or WRA2. Can be used as wall travel or combo filler.

uf3,1 is safe high crush tool. Not that great but 2nd hit on crouching opponent gives +13 like f4.

Uf4 is her 17f hopkick.

Uf1+2 is Stone head throw (can be done as ff1+2)

uf3+4,1+2 is mid mid high crush string, useful as wall ender or wall travel.

ff2 is 12 mid check, goes into SEN with +2 on block. On hit, guaranteed SEN3 or SEN2. Safe on block if not transitioned.

ff3 is 20f mid Heat engager, safe

ff3+4 is 15f high crush, high CH launcher with excellent recovery. Used for keepout

f,n3 is UNS3

fn4 is UNSd4

ss4 is her main low poke, -13 on block. Decent dmg,

f,n,d,df is her crouch dash (CD), doesn't high crush itself in earlier frames (df3 version high crushes in all frames but has underpowered CD moves)

CD1 is tgf, high crush mid, has 2 followups to mix with, 3 is mid, 4 is high (good at wall on block)

CD2 is wgf, fast high launch...do it faster for ewgf. Becomes +5 on block, more dmg

CD3 is wgk, mid ch launcher...do it faster for ewgk. Becomes safe, more dmg

CDf3 is SEN

CD4,2 is main Hellsweep, her most damaging low +6 into WRA.1st hit staggers on. Block

CD4,4 is hellsweep extension, good dmg +2 on hit.

qcb,f2 is her Command throw. 2 break

Heat smash is 21 frame, wall breaks. +8 into WRA on block.
Running3 is a juming mid kick, +6 on block. Gives followup on hit.

Running4 is a jumping homing high kick, +4 on block, can go into WRA with +8 on block. KND on hit. Tailspins in air.

Ws1 is her 13f punish, goes into SEN on hit. You can confirm SEN3 or SEN2

Ws2 is her mid CH tool, gives +14, you can confirmed mid moves till 14f.

Ws3,4 is mid high combo utility tool. Tailspins in air.

Ws4,4~d is her 11f punish, +6OC with WRA.

WS3+4 is 14f mid, high crush, +14 on hit. You can follow up with upto 14f moves

FCdf3 is 20f launcher, high crush mid. -17

FCdf4 is 15f launcher, -14.

Posted Oct 22, 2025, 5:19 PM UTC

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