reina combos! learn 1 for each move (in order of easy-hardest per move per section) -- key notation terms ~ = hit the next button asap (1~2 is 1 then 2 as fast as you can) * = neutral directional input for 1 frame (letting go of any movement buttons to reset to neutral) dash = tap forward twice from neutral to dash forward qcf = quarter-circle forward (d,df,f or 236 motion) cd = f,neutral,df ("crouch dash" movement that all mishimas can access) wgs = "wind god step" - df3 or f,n,d,df to enter wgs (some combos go into wgs with df such as sentai 1+2 df1,4 to do a cd1,4 ender) ws = "while standing" - the motion of returning to neutral from a crouch (some combos have a wgs*3,4 which does a ws3,4 out of wgs) ss = "sidestep" - tap up or down twice CH = counter hit - makes a distinct sound compared to normal hit FC = full crouch - the character state of crouching by holding down low parry = df input timed with opponent low ewgf = cd2 (f,neutral,d,df+2 on the same frame for electric) dash ewgf = f, ewgf (f,f,neutral,d,df2) dash ewgf x2 = do it twice lol pewgf = "perfect" ewgf (f,neutral,df2) aka 13 frame electric (reina can pewgf while in heat with df3~2 aka wgs2) sentai = forward twirl stance - f3 or hold forward out of some moves (f2,3~f, etc.) HW = heaven's wrath stance - d1+2 or hold down out of some moves (df4,2~d goes into HW) (uf1 transitions into HW on hit) heat = heat already active heat burst = 2+3 input or mapped heat button to activate heat rage art = df1+2 input (for reina) or mapped rage art button -- normal hit launcher combos low parry dash ewgf df1 f2,3~f df1~f sentai 1,qcf2 df2 b4 ff3+4 df1 f2,3~f df1~f sentai 1,qcf2 df2 b4 ewgf df1 f2,3~f df1~f sentai 1,qcf2 df2 uf1 HW~df ws3 df1 f2,3~f sentai 1+2 df1,4 df2 uf1 HW~df ws3 df1 2221 cd1,4 df2 ewgf df2 df1 f2,3~f sentai 1+2 df1,4 ewgf ff3+4 df1 f2,3~f sentai 1+2 df1,4 ewgf ewgf f2,3~f df1 f2,3~f sentai 1+2 df1,4 ewgf ewgf uf1 HW~df ws3 df1 f2,3~f sentai 1+2 df1,4 ewgf ewgf dash ewgf df1 f2,3~f sentai 1+2 df1,4 uf4 ff3+4 df1 f2,3~f sentai 1,qcf2 uf4 dash ewgf df2 df1 f2,3~f sentai 1,qcf2 uf4 dash ewgf x2 df1 f2,3~f sentai 1,qcf2 FC df4 dash ewgf df2 df1 f2,3~f sentai 1+2 df1,4 FC df4 dash ewgf x2 dash df1 f2,3~f sentai 1+2 df1,4 -- after tornado (CH b4 or uf4 example) ff3+4 df2 f2,3~f df1~f sentai 1,qcf2 ewgf df2 df1 f2,3~f df1~f sentai 1,qcf2 -- after crumple stun (hold stomach and fall forward, FC df4 or FC df3 example) FC df4 ewgf df2 df1 f2,3~f sentai 1+2 df1,4 FC df4 b4 ff3+4 df1 f2,3~f df1~f sentai 1,qcf2 -- counter hit launcher combos CH ff3+4 uf1 HW~df ws3 df1 f2,3~f sentai 1+2 df1,4 CH ff3+4 dash uf1 HW~df ws3 df1 f2,3~f sentai 1+2 df1,4 CH cd3 ws3 df1 df4,2,3 cd1,4 CH cd3 ws3 df1 df1 f2,3~f sentai 1+2 df1,4 CH cd4,4 ws1 df1,1 f2,3~f sentai 1+2 df1,4 -- short combos ff2~f sentai 3 (heat engager if available) 2~1 cd3 2~1 d4,1 b4 dash cd3 f4 df1,2 (f4 is +13 if it hits on crouch, making df1,2 guaranteed) ws1 sentai 3 (heat engager if available) ws1 sentai 2 ws3+4 f2,3~f (sentai mixup after) CH 4 dash cd3 CH f4 cd3 CH d2 cd3 CH ws2 df1,2 (heat engager if available) CH ws2 2~1 d4,1 CH HW 1~f sentai 3 (heat engager if available) CH HW 1~f sentai 1,qcf2 CH HW 1 pewgf (just frame launch) CH uf1 pewgf (just frame launch) -- heat burst combos (pretty difficult can skip) df2 ewgf df2 df1 f2,3~f sentai 2 ff3+4 heat burst wgs*3,4 FC df3 dash ewgf df1 f2,3~f sentai 1+2 df f*f3+4 heat burst ff3~f d4,1 ewgf ewgf dash ewgf x2 heat burst dash f2,3~f sentai 1+2 df1,4 -- heat active combos df1,2~f cd3 sentai 3~f d4,1 ff3~f dash ewgf x2 df1 f2,3~f df1~f sentai 1+2 df1,4 f3 sentai 1+2 HW 2~f ewgf df1 f2,3~f df1~f sentai 1+2 df1,4 -- wall combos 1+2 1 d4,1 1+2 3,2 1 d4,1 1+2 df4,2,3 d4,1 sentai 1+2 HW 422 1+2 (HW 422 qcf1+2 for more damage) f4 df1,2 (heat) ss df1 f2,3~f sentai 1+2 df1,4 -- wall break combo 1+2 (wall break) df4,2,3 f2,3~ sentai 3 df2 ff2~f sentai 3 (wall break) f2,3~f df1 f2,3~f sentai 2 dash 1 df4,1 -- wall blast combo (midnight siege and rebel hangar have an explosive wall that launches wall splat) moves that work - 1+2, 2,2,1, 2~1, 4, df1,2 (heat engage), b1+2 (power crush), ff3 (heat engage), ff3+4, fff3, fff4, wr2, wr3,4, FC df3, cd1,4, cd3 electric, sentai 1,2, sentai 1+2, d3~4, HW 1,4, HW 2 (heat engage), HW 3,4, HW 1+2, uf1+2, qcb~f2 wall blast move, f2,3~f sentai 1+2 HW 422qcf1+2 ewgf (wall) f2,3~f sentai 1+2 (tornado, wall) HW 2 (wall blast) f2,3 1+2 d4,1 -- wall bound combo (arena underground stage and ortiz farm have an over-the-head wall bound from wall blast moves above) (wall blast) ewgf df1 f2,3~f df1 f2,3~f sentai 2 heat burst 2+3 (wall) df,1 (wall blast) ewgf df1 f2,3~f df1 f2,3~f sentai 2 dash wgs*3,4 dash d4,1 df1,2 (wall blast) df1 f2,3~f df1 f2,3~f sentai 1+2 df1,4 FC df3 (wall blast) ewgf df1 f2,3~f sentai 1+2 df1,4 ewgf (wall) f2,3~f sentai 1+2 (tornado, wall) HW 2 (wall bound) d3~4/df3+4,4/uf3+4,1+2/cd1,4/HW 2 (hits grounded) -- wall carry combos (hard combos but carry very far) ewgf ewgf dash 1 dash 1 dash 1 f2,3~f sentai 1+2 (wallsplat) HW 422qcf1+2 ewgf ewgf dash 1 dash 1 dash 1 f2,3~f sentai 1+2 df*3,4 (wallsplat) dash 1 d4,1 FC df3 dash ewgf df1 f2,3~f df1 f2,3~f sentai 1+2 (wallsplat) HW 422qcf1+2 more carry FC df3 dash ewgf df1 f2,3~f df1 f2,3~f sentai 2 dash wgs*3,4 (wallsplat) dash 1 d4,1 -- floor break combo (spiking an opponent into the floor can floor break on some stage) moves that spike an airborne opponent - d2, 2~1, d4, df1,2, ff3, cd1,3, sentai 4, HW 1,4, HW 3+4 ewgf ewgf df1,2 (floor break) f2,3~f sentai 1+2 df1,4 ewgf ewgf df2 df1 f2,3~f df1,2 (floor break) cd1,4 or cd1,3 ewgf ewgf df2 df1 f2,3~f df1,2 (floor break) heat burst ff3~f 1+2 uf4 dash ewgf df1,2 (floor break) f2,3~f sentai 1,qcf2 or cd1,4 uf4 dash ewgf df1,2 (floor break) heat burst ff3~f 1+2 -- floor blast combo (moves that spike can trigger a floor blast on moon stage lava) moves that spike an airborne opponent - d2, 2~1, d4, df1,2, ff3, cd1,3, sentai 4, HW 1,4, HW 3+4 ewgf ewgf df1,2 (floor blast) dash f2,3~f sentai 1+2 HW 422qcf1+2 ewgf ewgf uf1 HW 3+4 (floor blast) dash f2,3~f sentai 1+2 HW 422qcf1+2 FC df3 dash ewgf df1 f2,3~f sentai 1+2 df1,3 dash df1,1 dash 1 d4,1 -- double wall break combo (secluded training ground start at wall break position) d1+2 HW 1 pewgf fff3 (wall break) dash ewgf f2,3~f df1 f2,3~f sentai 1,2 (wall break) b4 dash 1 dash heat burst dash heat 2+3 (wall break) rage art -- :) practice!