Reina, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Reina

105 moves you can start on your own, 45 follow-ups inside strings, and 15 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
105
Launchers
28
Fastest
i10
Safe
65

You blocked it. What does Reina get?

Pick how minus they were.

Blocked standing

The punish people take
  • f,n,df#2 [hard] 23 78 combo +35a (+25)
  • df+1,2 28 +12a
  • f+2,3 [12] 24 +2

Anything Reina can start from neutral inside the window.

  • Back throw Trailokyavijaya throw i12 50
  • Left throw Gekka Hyojin throw i12 40
  • d,db,b,f+2 Raidou Hitsumetsu throw i12 40
  • Right throw Saijin Ikkoku throw i12 40
  • f,n,d,df#2 Electric Wind God Fist i11 23
  • 2~1 Ondeko i11 22
  • 1 Jab i10 5
  • d+1 Crouch Jab i10 5

Blocked a low

The punish people take
  • ws1 12 34 combo +13 SEN

You are crouching, so the punish comes out while you rise — the ws moves.

  • ws1 Jewel Snatcher i13 12
  • ws4 i11 10

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

105 of 150 rows
Input Name Level Startup Block Hit CH Damage
1 Jab Recovers 2f faster on hit or block (t27 r17) h i10 1 8 5
d+1 Crouch Jab Transition to standing r24 with f sl i10 -5 6 5
2~1 Ondeko Balcony Break m,m i11(~14) -14 [[Reina_combos#Mini-combos|+31d (+23)]] 4,18
f,n,d,df#2 Electric Wind God Fist 4 chip damage on block h i11~12 (~i13) 5 [[Reina_combos#Staples|+35a (+25)]] 23
WGS.2WGS Wind God Fist Becomes Electric Wind God Fist during Heat (partially uses remaining Heat Time) h i11~12 -10 [[Reina_combos#Staples|+35a (+25)]] 15/20
ws4 m i11~12 -6 5 10
1+2 Demon Breath m i12~13 -10~-9 +24a (+14) 25
1+3 Gekka Hyojin Floor Break th(h) i12~14 -3 0 35
2 h i12 -4 7 5
2+4 Saijin Ikkoku Homing th(h) i12~14 -6 0 35
Back throw Trailokyavijaya Break: none th(h) i12~14 0 50
d,db,b,f+2 Raidou Hitsumetsu Balcony Break th(h) i12 -3 0 40
d+4 Crouch Shin Kick -4c on crouching hit l i12 -15 -4 6
f,F+2 Raiden Transition to SEN r22 with F (+2/+13) m i12 -9 2 14
Left throw Gekka Hyojin Throw break: 1 th(h) i12~14 -3 0 40
Right throw Saijin Ikkoku Throw break 2 th(h) i12~14 -3 0 40
SEN.3SEN Sen Kaijo-geri Homing h i12~13 1 7 22
uf+1+2 Stonehead Balcony Break th(h) i12 -6 +25 (+8) 35
WRA.1WRA Homing h i12 -4 8 [[Reina_combos#Mini-combos|+14c]] 12
4 Nobility Hunter Balcony Break h i13~14 -8 +11g [[Reina_combos#Mini-combos|+35a]] 20
df+1 Transition to SEN r18 with F (-3/+4) m i13~14 -3 4 8
f+2 Transition to r16 UNS (+0/+6) with u_d h i13 -9 -3 8
SEN.2SEN Rashomon Tornado m i13 -6 8 20
uf+1 Seigan Ugachi Transitions to WRA (-/+8/+17) on hit h i13 -9 8 [[Reina_combos#Mini-combos|+17]] 15
UNS.2UNS Stone Cutter Homing h i13 -3 8 +14c 15
ws1 Jewel Snatcher Transition to SEN r39 on hit m i13 -13 [[Reina_combos#Mini-combos|+13 SEN]] 12
SEN.1+2SEN Inverse Deva Laser Tornado m,m i14~15,i12~13 -6 WRA [[Reina_combos#Mini-combos|+31a (+23)]] 13,17
ws3+4 Hen Gyakujo-geri m i14~15 -8 [[Reina_combos#Mini-combos|+14]] 14
d+2 Tecchuu-ate Spike m i15 +0c +3c [[Reina_combos#Mini-combos|+33d]] 17
df+2 Queen Bee Stinger +2 on hit on crouching opp. m i15~16 -12 [[Reina_combos#Staples|+30a (+20)]] 13
df+4 m i15 -4 7 14
f,n,d,df#3 Electric War God Kick Balcony Break M i15~17 -9 +13a (-4) [[Reina_combos#Staples|+23a (+17)]] 23
FC.df+4FC Manji-geri Balcony Break m i15 -14 [[Reina_combos#Staples|+54a]] 20
uf+2 Normal hit offsets opponent slightly to the left of the axis and rotates them. h i15-i16 -12 9 17
WGS.df+3WGS War God Kick Becomes 22dmg Electric War God Kick during Heat (partially uses remaining Heat Time) M i15~17 -13 +13a (-4) [[Reina_combos#Staples|+23a (+17)]] 17/21
WRA.1+2WRA Demon Bolt Balcony Break m i15~16 -13~-12 +16g 30
WRA.2WRA Iron Hand Balcony Break m i15~16 -9 +11a (+2) 30
ws3 m i15~16 -10 1 14
2+3 Heat Burst Heat Burst m i16 1 +2c [12;12]
b+2 Sin Smiter Homing m i16~17 -9 3 14
CH.df+3+4CH Nen Dougarami Spike m,t i16 0 6,35
db+4 L i16 -13 -2 2 7
df+3+4 Transition to attack throw on CH m,h i16,i5~9 -15 2 5,10
f,F+3+4 Un Hien-geri Balcony Break h i16~19 -2 +23c [[Reina_combos#Staples|+49a]] 22
FC.d+3FC l i16 -17 -6 10
SEN.1SEN -9 and 2 chip damage on block after absorbing an attack in power crush state m i16 -14 1 12
SEN.1+3SEN Haburi-kaze Throw break: none th(h) i16 -3 12
WDS.3WDS Fusenkyaku - WDS.3: Unbufferable. i18 effective startup m i16~17 -6 4 [[Reina_combos#Staples|+58a]] 17
WGS.DF+4WGS 8 dmg if manual CD L i16 -23 +2c 6/8
WRA.1+3WRA Heaven's Roar Unbreakable t(h) i16 +10d 20
WRA.d+4WRA L i16~17 -15 -4 2 9
BT.4BT Rear Manji-geri Strong Aerial Tailspin m i17 -14 [[Reina_combos#Staples|+54a]] 20
ub+4 Silver Gleam Tornado m i17~18 -13 +16a (-1) 13
uf+4 Silver Gleam Tornado m i17~18 -13 [[Reina_combos#Staples|+70a (+54)]] 15
WRA.4WRA Spike M,M i17~18,i13 -10 +7c 6,8
3 Homing h i18~19 -11 5 12
3+4 Spike m,m i18 i26 -8 +3c 5,10
b+1 h i18 -4 6 14
b+1+2 Kugai Dachi Balcony Break m i18 -13 +14cg 20
b+4 Ebi-geri Tornado h i18 -8 [[Reina_combos#Mini-combos|+35a]] [[Reina_combos#Staples|+71a (+55)]] 20
H.WRA.d+3+4H.WRA Divine Wrath of Annihilation Spike l,m,m,m i18~19 -17 0 12,8,3,12
SS.4SS Jirin Sweep l i18~19 -13 0 +13g 17
UNS.4UNS Unpu Tobi-Manji Balcony Break m i18~19 -8 +43a (-15) 23
WRA.3+4WRA Goma-sai Spike M i18~19 +0c~+1c [[Reina_combos#Mini-combos|+5d]] 26
ws2 Benten Thrust Balcony Break m i18 -8 9 [[Reina_combos#Mini-combos|+14c]] 20
f+4 Kamadhatu Splits Kick +13c on crouching hit m i19~20 +2c +5c [[Reina_combos#Mini-combos|+29d]] 20
OTG.d+4OTG 22 (17) dmg if done with input OTG.d+4 alone L i19 -19 -8 / -8a (-16) 14 (11)
WGS.1WGS Thunder God Fist 26 dmg if manual CD m i19~21 -22 +24a (+14) 24/26
db+2 Eisaimon l,l i20~21,i9~10 -16 -3 +3c 10,12
f,F+3 Trailokya Splits Kick Balcony Break m i20~22 -3 [[Reina_combos#Mini-combos|+20a]] 20
FC.df+3FC Nen Hangetsu-ate Balcony Break m i20 -17 [[Reina_combos#Staples|+54a (+34)]] 25
R.df+1+2R Sacred Dismantle Spark Rage Art m,t i20 -18 +0d 55+
SEN.3+4SEN Yaksha Sweep Homing L,h i20~21, i35~36 -29/-11 4 10,12
uf+3+4 mm i20,i4 -10 -1 10,10
UNS.d+4UNS Santei Gedan-Geri Transition to SEN on hit only L i20 -12 +3 SEN [[Reina_combos#Mini-combos|+13 SEN]] 14
H.2+3H Divine Dominance of Annihilation Heat Smash m,m i21 8 +0d 20,35
uf+3 h i21~22 -10 1 10
SSH.3SSH Senshin Karami-ate i42 effective startup L i22 -26 -4c 26
SSH.CH.3SSH.CH Nen Ashigarami Floor Break L i22 +0d 33,18
f,f,F+3 Ten Chuten-geri Balcony Break m i24~27 6 +32a (+24) 22
f,f,F+4 Un Tobi Kaijo-geri Strong Aerial Tailspin h i26~27 4 +31a (+5) 23
SEN.4SEN Kandachi-geri Deals chip damage on block M i26~27 4 [[Reina_combos#Mini-combos|+12d]] 24
WRA.3WRA Balcony Break m i28 -6 +22a (+12) 17
SSH.uf+3SSH Senshin Chuten-geri Balcony Break m i30~33 6 +32a (+24) 22
f+1+2 Senshin-zuki Wall Crush +19g on hit m i32 -11 7 22
SSH.uf+4SSH Senshin Tobi Kaijo-geri Balcony Break h i32~33 4 +31a (+5) 28
b,b,UB Wall Jump Requires back close to wall to execute m i39-41 +4c [[Reina_combos#Staples|+22a]] 21
f+3+4 Ouhen Manji-geri Cancel to r24 FC at earliest with input DB/D/DF m i43 -14 +50 (+19) [[Reina_combos#Staples|+55a]] 25
b+1+4 Clairvoyant Fatal Violet Balcony Break ub(m) i64 +20d (-1) 50
f+3+4* Ouhen Fubi Manji-geri Guard Break m i67 [[Reina_combos#Mini-combos|+10]] [[Reina_combos#Staples|+52a]] 30
1+2+3+4 Ki Charge sp
1+4 Fukuteki Transition to WGS with DF after 14 frames
2+3+4 Taunt Input d+2+3+4 to get Heihachi's secret taunt sp
b+1+3 Tatenashi Parry mids and highs
b+3 Unsoku Gen Transition to UNS (Gen)
d+1+2 Heaven's Wrath Transition to r14 SEN with f+3
d+3 Unsoku Kou Transition to UNS (Kou, d) sp
df+3 Wind God Step Transition to SEN with f+3 sp
f+3 Sentai
f,n Wind Step Can transition to WGS with input DF
H.d+1+2H Charging Hard Automatically parries limb-based, non-airborne mids and highs
SSH.ufSSH Senshin Hiei sp
u+1+2 Swift Shadow Transition to Wind God Step r36 with input DF sp
u+3 Unsoku Kou Transition to UNS (Kou, u) sp
ub+1+2 Fading Shadow Transition to WGS r50 with DF sp

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.