TK8_Reina_300

Reina T8 Frames

Tekken Docs Showcase 02

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To character select | Raven / Shaheen

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
2+3m[12;12]i16+1+2c* Heat Burst* Cancel to r45 with b,b on frame 42* 2 chip damage on block* 12 chip damage on hit* Only deals recoverable damage* Cannot cause a K.O.* Power crush 7~16
H.WRA.d+3+4l,m,m,m12,8,3,12i18~19-17+0* Spike* Floor Break* Alternate input: H.WRA.R1* Jails if any hit is blocked* Transitions to attack throw on 1st hit for a total of 35 dmg* +4a (-5) if any hit after the 1st connects* Consumes 300F of remaining Heat time
H.d+1+2* Automatically parries limb-based, non-airborne mids and highs* Deals 40 damage on successful parry* +1d on successful parry* Throws received are unbreakable* Parry state 20~60
H.2+3m,m20,25i21+8+0d* Heat Smash* Balcony Break* Alternate inputs: H.R1, H.WRA.2+3, H.WRA.R1* Jails from 1st block* Transitions to attack throw on 1st hit for a total of 50 dmg* Transitions to r53 WRA on 2nd block, whiff or hit* +19d WRA if only second hit connects (25 dmg)* 7 chip damage on block
R.df+1+2m,t55+i20-18+0d* Rage Art* Removes Recoverable Health* Reversal Break* Damage increases with lower health, maximum 82* Freezes match timer on activation and on hit* Restores recoverable health on hit* Transition to attack throw on hit* Consumes Rage* Power crush 8~
1h5i10+1+8Recovers 2f faster on hit or block (t27 r17)
1,1h, h5, 6i10, i15-1+8Jail from 1st attack with 2f delay
1,1,2h, h, m5, 6, 12i10, ,i13-17+11* Combo from 1st hit with 11f delay* Hit-confirmable from 1st hit* Cancel transition with input B, frame advantage +2* Wall Crush +23g on hit, +14g without transition* Transition to SEN on hit only* knockdown if hit in backturn
1,2h, h5, 6i10, i10-3+8* Jail from 1st block with 4F delay* Combo from 1st hit with 4F delay
1,2,2h, h, h5, 6, 14i10, ,i17-14+0* Jail from 2nd block with 2F delay* Combo from 2nd hit with 2F delay* Combo from 2nd CH with 3F delay* Move can be delayed by 1F* Input can be delayed by 3F* Transition to UNS (-7/+7) with u_d
1,2,3h, h, m5, 6, 10i10, ,i21~22-10+1* Knee* Combo from 2nd CH with 3f delay* Input can be delayed 3f* Move can be delayed 2f
1,2,3,4h, h, m, h5, 6, 10, 21i10, ,i22~23-4+21a (+12)* Strong Aerial Tailspin* CH-confirmable from 2nd CH* Combo from 3rd hit with 5f delay* Input can be delayed 10f* Move can be delayed 8f* Interrupt with i5 from 3rd block
2h5i12-4+7
2,2h, h5, 5i12, i14~15-11+0* Jail from 1st attack with 1f delay
2,2,1h, h, m5, 5, 20i12, ,i22~23-14+12a* Balcony Break* Spike* Head* Hit-confirmable from 1st hit* Combo from 2nd hit with 5f delay* Input can be delayed 10f* Move can be delayed 9f
2,2,2h, h, m5, 5, 21i12, ,i29-6+6* Transition to r29? WRA (-6/+6) with D* Transition to WRA is safe (can be cancelled early enough with crouch dash) * Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo* Input can be delayed 10f* Move can be delayed 9f* Interrupt with i11 from 2nd block
2,2,2,1h, h, m, m5, 5, 21, 20i12, ,i35~37-15~13+30a (+20)* Tornado* Combo from 3rd hit with 1f delay* Input can be delayed 4f* Move can be delayed 3f* Evasive, can go under jabs* Low crush 37~57* Floating state 58~60
2,2,2,2h, h, m, m5, 5, 21, 25i12, ,i31-14+21a (+0)* Balcony Break* Combo from 3rd hit with 4f delay* Move can be delayed 3f* Blue spark with input qcf+2 for 5 more damage
2~1m,m4,18i11(~14)-14+31d (+23)* Balcony Break* Spike* Just frame if 2 is held for exactly one frame and then 1 on the next frame. Hits for 26 damage.* 5f input window* tracks to the left
3h12i18~19-11+5Homing* High crush 8~17
3,2h, h12, 16i18~19, i20-9+8+66a (+50)* Tornado* Combo from 1st hit
3,4h, m12, 20i18~19, i20-14+50 (+19)+54aCombo from 1st hit
H.3,4,4h, m, m12, 20, 28i18~19, ,i27-8+23a (+3)* Balcony Break* Combo from 2nd hit
4h20i13~14-8+11g+35a* Balcony Break* Opponent is FUFA on CH
1+2m25i12~13-10~-9+24a (+14)
1+4* Transition to WGS with DF after 14 frames* Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF* High crush 1~30
2+3+4spInput d+2+3+4 to get Heihachi’s secret taunt
3+4m,m5,10i18 i26-8+3cSpike* Low crush 9~26
3+4,4m,m, m5,10, 20i18 i26, i16-14+50 (+19)+54aCombo from 1st hit with 4f delay
H.3+4,4,4m,m, m, m5,10, 20, 28i18 i26, ,i27-8+23a (+3)* Balcony Break* Combo from 2nd hit
f+2h8i13-9-3* Transition to r16 UNS (+0/+6) with u_d
f+2,3h, m8, 16i13, i18~19-9+2+6* Jails from 1st hit without delay* Combo from 1st hit with 6F delay* Transition to SEN (-2/+9/+13) with input F* Cannot block up to i12 on empty transition on block* Can be delayed
f+3
f+4m20i19~20+2c+5c+29d* +13c on crouching hit* Opponent is FDFA on CH* Spike
f+1+2m22i32-11+7* Wall Crush +19g on hit* Transition to SSH r20 with 3_uf_uf+3_uf+4* High crush 6~17
f+3+4m25i43-14+50 (+19)+55a* Cancel to r24 FC at earliest with input DB/D/DF* High crush 6~33
f+3+4*m30i67+10+52a* Guard Break* Cancel to r24 FC at earliest with input DB/D/DF* 9 chip damage in heat* High crush 6~57
H.f+3+4*,4m, m30, 28i67, i27-8+23a (+3)* Balcony Break* Combo from 1st block * does 19 damage if 1st connect on block or hit
H.f+3+4,4m, m25, 28i43, i27-8+23a (+3)* Balcony Break* Combo from 1st hit
df+1m8i13~14-3+4* Transition to SEN r18 with F (-3/+4)* Cannot block up to i15 on empty transition on block
df+1,1m, h8, 10i13~14, i20-4+7* Combo from 1st hit with 4F delay* Move can be delayed by 5F* Input can be delayed by 7F
df+1,2m, m8, 20i13~14, i22~23-14+12a* Heat Engager* Heat Dash +5, +43d (+35)* Head* Combo from 1st hit with 2F delay* Move can be delayed by 5F* Input can be delayed by 7F
df+2m13i15~16-12+30a (+20)* +2 on hit on crouching opp.* +30a (+20) on CH on crouching opp.
df+3sp* Transition to SEN with f+3
df+4m14i15-4+7
df+4,2m, m14, 10i15, i18-8+6* Transition to WRA r28 with D (-6/+8)* Combo from 1st hit
df+4,2,3m, m, h14, 10, 20i15, ,i27-8+35a+71a (+55)* Tornado* Combo from 2nd CH with 8F delay* Move can be delayed by 9F* Input can be delayed by 10F* High crush 7~15
df+3+4m,h5,10i16,i5~9-15+2Transition to attack throw on CH* High crush 9~14
df+3+4,4m,h, m5,10, 20i16,i5~9, i20-14+50 (+19)+54aCombo from 1st hit
d+1sl5i10-5+6* Transition to Standing with f* +6c on crouching hit* High crush 4~
d+2m17i15+0c+3c+33d* Spike* Elbow* Does not knockdown on counter hit after inputting d+2,H.1+2
H.d+2,1+2m, m17, 28i15, i12~13+5 UNS+33a (+7)* Balcony Break* Jail from 1st block* Combo from 1st hit* Transition to r20 +7 UNS on block* 5 chip damage on block* Consumes 300?F of remaining Heat time
d+3sp* Transition to UNS (Kou, d)* Transition to UNS (Gou) r20 with b+3* Transition to UNS (Kou) r18 with u+3* Transition to SEN r14 with f+3* Transition to WGS r1 with DF** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF* Punch parry, transitions to WGS on successful parry with +13* Parry state 5~12
d+4l6i12-15-4* -4c on crouching hit* High crush 4~
d+1+2* Transition to r14 SEN with f+3* Transition to r2 WGS with DF
db+2l,l10,12i20~21,i9~10-16-3+3c
db+4L7i16-13-2+2
db+4,1+2L, m7, 20i16, i15-12+39d (-19)* Balcony Break* Combo from 1st CH even with delay* Can be delayed* CH-confirmable from 1st CH
b+1h14i18-4+6
b+1,1h, m14, 15i18, i22-10-4* Combo from 1st hit without delay* Can be delayed
b+1,1,3h, m, m14, 15, 13i18, ,i15~17-10+3* Transition to SEN r18 with F (+0/+13)* Cannot block up to i14 on empty transition on block* Combo from 2nd CH* Jails from 2nd block
b+1,1,3,3h, m, m, m14, 15, 13, 20i18, ,i32-16+48 (+17)+53a
b+1+3* Parry mids and highs* Converts incoming damage to recoverable health* Transitions to WRA on successful parry with +(recv – 17) where recv is the recovery of the parried move* Parry state 3~8
b+2m14i16~17-9+3Homing
b+3* Transition to UNS (Gen)* Transition to UNS (Kou) r18 with u+3_d+3* Transition to SEN r14 with f+3* Transition to WGS r1 with DF** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF* See also Unsoku Cancel
b+4h20i18-8+35a+71a (+55)* Tornado* High crush 6~17
b+1+2m20i18-13+14g* Balcony Break* -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state* Power crush 7~17
b+1+4ub(m)50i64+20d (-1)* Balcony Break* Can cancel with input b,b
ub+4m13i17~18-13+16a (-1)* Tornado* Balcony Break* Low crush 9~
ub+1+2sp* Transition to WGS r50 with DF** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after transition* Low crush 10~24* Floating state 25~27
u+3sp* Transition to UNS (Kou, u)* Transition to UNS (Gou) r20 with b+3* Transition to UNS (Kou) r18 with d+3* Transition to SEN r14 with f+3* Transition to WGS r1 with DF** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF* Punch parry, transitions to WGS on successful parry with +13* Parry state 5~12
u+1+2sp* Transition to Wind God Step r36 with input DF** Execute EWGF or EWGK by inputting 2/3 exactly one frame after transition* Low crush 10~24* Floating state 25~27
uf+1h15i13-9+8+17* Transitions to WRA (-/+8/+17) on hit
uf+2h17i15-i16-12+9* Normal hit offsets opponent slightly to the left of the axis and rotates them. * Counter hit pushes the opponent on axis like most moves and does not rotate the opponent.
uf+3h10i21~22-10+1* Low crush 11~
uf+3,1h, m10, 15i21~22, i16-5+5* +13c on crouching hit* Jails on 1st block* Combo from 1st hit
uf+4m15i17~18-13+70a (+54)* Tornado* Low crush 9~
uf+3+4mm10,10i20,i4-10-1* Low crush 9~
uf+3+4,1+2mm, m10,10, 20i20,i4, i17-14-4* Combo from 1st hit
1+2+3+4sp
b,b,UBm21i39-41+4c+22aRequires back close to wall to execute* Low crush
f,F+2m14i12-9+2* Transition to SEN r22 with F (+2/+13) * Cannot block up to i12 on empty transition on block
f,F+3m20i20~22-3+20a* Balcony Break* Heat Engager* Heat Dash +5, +67a (+50)* Spike
f,F+3+4h22i16~19-2+23c+49a* Balcony Break* Forces tech backroll on hit* Low crush 8~27* Floating state 28~30
f,n* Can transition to WGS with input DF* Punch parry, transitions to WGS on successful parry with +10* Stance moves are unbufferable* Parry state 2~8
f,n,d,df:2h23i11~12 (~i13)+5+35a (+25)* 4 chip damage on block
f,n,d,df:3M23i15~17-9+13a (-4)+23a (+17)* Balcony Break* 4 chip damage on block
f,f,F+3m22i24~27+6+32a (+24)* Balcony Break* 6 chip damage on block* Low crush 3~34* Floating state 35~37
f,f,F+4h23i26~27+4+31a (+5)* Strong Aerial Tailspin* Balcony Break* Homing* Transition to WRA r29 with D (+8/+35a (+9))* 4 chip damage on block* Low crush 17~26* Floating state 27~29
ws1m12i13-13+13 SENTransition to SEN r39 on hit
ws2m20i18-8+9+14cBalcony Break* High crush 1~6
ws3m14i15~16-10+1
ws3,4m, h14, 19i15~16, i22~23-4+21a (+12)* Strong Aerial Tailspin* Balcony Break* Combo from 1st hit with 8F delay* Move can be delayed by 10F* Input can be delayed by 12F
ws4m10i11~12-6+5
ws4,4m, m10, 15i11~12, i17~18-17-1c* Combo from 1st hit with 7F delay* Jails from 1st block with 2F delay* Transition to WRA with D (-10/+6)* Move can be delayed by 6F* Input can be delayed by 7F
ws3+4m14i14~15-8+14* High crush 1~13
SS.4l17i18~19-13+0+13g
SSH.3L26i22-26-4c* i42 effective startup
SSH.CH.3L33,18i22+0d* Floor Break
SSH.ufsp* Floating state 1~13* Low crush 14~30* Floating state 31~33
SSH.uf+3m22i30~33+6+32a (+24)* Balcony Break* i50~53 effective startup* 6 chip damage on block* Floating state 1~13* Low crush 12~37* Floating state 38~40
SSH.uf+4h28i32~33+4+31a (+5)* Balcony Break* Homing* i52~53 effective startup* 5 chip damage on block* Transition to WRA r29 with D (+8/+35a (+9))* Floating state 1~22* Low crush 23~32* Floating state 33~35
FC.df+3m25i20-17+54a (+34)* Balcony Break* Can evade some mids* High crush 1~* Floating state 18~19
FC.df+4m20i15-14+54a* Balcony Break
FC.d+3l10i16-17-6* High crush 1~
BT.4m20i17-14+54aStrong Aerial Tailspin
CH.df+3+4m,t6,35i16+0Spike
OTG.d+4L14 (11)i19-19-8 / -8a (-16)22 (17) dmg if done with input OTG.d+4 alone
OTG.d+4,1L, L14 (11), 17 (20)i19, i20~21-26-10 / -15a (-23)* Blue spark with input OTG.d+4:1 on frames 15-18 for 20 (16) dmg* Jails from 1st block* Combo from 1st hit
SEN.1m12i16-14+1-9 and 2 chip damage on block after absorbing an attack in power crush state* Power crush 6~15
SEN.1,2m, m12, 25i16, i26-16+21a (+0)* Balcony Break* Blue spark with input qcf+2 for 5 extra damage* Hit-confirmable from 1st hit or if attack was absorbed* Combo from 1st hit even with 9?F delay* Can be delayed by 10?F-9 and 7 chip damage on block after absorbing an attack in power crush state
SEN.2m20i13-6+8* Tornado* Transition to WRA (-6/+8) with D* Transition to WRA is safe (can cancel WRA with crouch dash early enough)
SEN.3h22i12~13+1+7* Homing* Heat Engager* Heat Dash +5, +43d (+35)* Deals chip damage on block
SEN.4M24i26~27+4+12d* Deals chip damage on block* Spike* Low crush 8~16* Floating state 17~19
SEN.1+2m,m13,17i14~15,i12~13-6 WRA+31a (+23)* Tornado* Balcony Break* Transitions to r32? WRA after recovery
SEN.3+4L,h10,12i20~21, i35~36-29/-11+4* Homing* -29 stagger block on 1st block* -11 on 2nd block* High crush 10~34
UNS.2h15i13-3+8+14c* Homing
UNS.4m23i18~19-8+43a (-15)* Balcony Break* Heat Engager* Heat Dash +5, +62a (+42)* 6 chip damage on block* Can be cancelled into crouch with DB/D/DF* High crush 6~16
UNS.d+4L14i20-12+3 SEN+13 SEN* Transition to SEN on hit only* Transition to standing (+0/+10) on hit with B* WDS.4: Unbufferable. i22 effective startup* High crush 6~35
WDS.3m17i16~17-6+4+58a– WDS.3: Unbufferable. i18 effective startup
WGS.1m24/26i19~21-22+24a (+14)* 26 dmg if manual CD* Low crush 19~40* Floating state 41~43
WGS.1,3m, m24/26, 22 (15)i19~21, i26~30-12+14a / +18d (-17)* Spike* Airborne combo from 1st hit (+18d (-17))* Interrupt with i9 from 1st block* 6 chip damage on block* Low crush 1~31
WGS.1,4m, h24/26, 26 (18)i19~21, i23~27-7+13a (-13) / +1a (+0)* Balcony Break* Wall Crush +0c on block* Airborne combo from 1st hit (+1a (+0))* Interrupt with i2 from 1st block* 10 chip damage on block* Low crush 1~30* Floating state 31~33
WGS.2h15/20i11~12-10+35a (+25)* Becomes Electric Wind God Fist during Heat (partially uses remaining Heat Time)** 4 chip damage on block* 20dmg if manual CD
WGS.DF+4L6/8i16-23+2c* 8 dmg if manual CD* High crush 15~55
WGS.DF+4,2L, h6/8, 20i16, i24-22-1* Transition to WRA with D (-15/+6)* Combo from 1st hit
WGS.DF+4,4L, L6/8, 16i16, i17~18-23+2+23a* Combo from 1st hit* High crush 10~55
WGS.df+3M17/21i15~17-13+13a (-4)+23a (+17)* Becomes 22dmg Electric War God Kick during Heat (partially uses remaining Heat Time)** 4 chip damage on block* 21dmg when performing f,n,d,DF+3/f,n,DF+3 without Heat
WRA.1h12i12-4+8+14c* Homing* Transition to SEN with F (+0/+12/+18c)* Cannot block up to i13 on empty transition on block* Transition to UNS with u_d (+0/+12/+18c)
WRA.1,4h, M12, 22i12, i25~26-9c+9d* Balcony Break* Spike* Combo from 1st hit with 6F delay* Interrupt with i6 from 1st block* Move cannot be delayed* Input can be delayed by 6F* 6 chip damage on block
WRA.2m30i15~16-9+11a (+2)* Balcony Break* Heat Engager* Heat Dash +5, +36a (+26)* 9 chip damage on block
WRA.3m17i28-6+22a (+12)* Balcony Break* 3 chip damage on block* Low crush 9~36* Floating state 37~39
WRA.3,4m, m17, 20i28, i18~19+6+17a (+16)* Balcony Break* Jails from 1st block with 1F delay* Combo from 1st hit with 1F delay* 8 chip damage on block (11 total)* Transition to WRA with D (+8/+19a (+18))* gives wallsplat at specific distances from the wall* can hard wall break if 1st hit connect close to the wall * Available only on 1st hit or block* Move cannot be delayed* Input can be delayed by 1F* Low crush 1~26* Floating state 27~29
WRA.4M,M6,8i17~18,i13-10+7c* Spike** on 2nd hit* Combo from 1st CH* Both hits jail on block
WRA.4,2M,M, m6,8, 8i17~18,i13, i15-18-7* Jails from 2nd block with 4F delay* Combo from 1st CH or 2nd hit with 14F delay* Move can be delayed by 10F* Input can be delayed by 14F
WRA.4,2,2M,M, m, h6,8, 8, 4i17~18,i13, ,i15-12-1* Jails from 1st block with 4F delay* Combo from 1st CH or 2nd hit with 10F delay
WRA.4,2,2,1+2M,M, m, h, m6,8, 8, 4, 22i17~18,i13, ,i24~25-20+24a (+3)* Balcony Break* Blue spark with input qcf+1+2 for 6 extra damage* Jail from 1st block with 1F delay* Combo from 1st CH or 2nd hit with 1F delay* Move can be delayed by 15F
WRA.1+2m30i15~16-13~-12+16g* Balcony Break* Opponent recovers crouching on hit* -1 frame advantage and 12 chip damage on block after absorbing an attack in power crush state* Power crush 6~14
WRA.3+4M26i18~19+0c~+1c+5d* Spike* 7 chip damage on block* Opponent is FDFA on normal hit
WRA.d+4L9i16~17-15-4+2* High crush 6~50
WRA.d+4,3L, m9, 20i16~17, i21~22-16+48 (+17)+53a* Combo from 1st CH with 15F delay* Input can be delayed 16F* Move can be delayed 13F* High crush 1~9
1+3th(h)35i12~14-3+0* Throw break 1 or 2* Spike* Opponent recovery on hit: FUFA off-axis to the left
2+4th(h)35i12~14-6+0* Throw break: 1 or 2* Opponent recovery on hit: FUFA* Side switch on Hit or Throw break
Back throwth(h)50i12~14+0* Break: none* Opponent recovery on hit: FDFA
Left throwth(h)40i12~14-3+0* Throw break: 1* Opponent recovery on hit: FUFA off-axis to the left
Right throwth(h)40i12~14-3+0* Throw break 2* Opponent recovery on hit: FUFA
SEN.1+3th(h)12i16-3* Throw break: none* Opponent recovery on hit: FUFA
WRA.1+3t(h)20i16+10d* Unbreakable* Opponent recovery on hit: FUFT* Does 35 damage on wall hit* +22d (-17?) on wall hit
d,db,b,f+2th(h)40i12-3+0* Balcony Break* Throw break: 2* Opponent recovery on hit: FUFT
uf+1+2th(h)35i12-6+25 (+8)* Balcony Break* Throw break: 1+2* Side switch on Throw break

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