Ironfist Insights
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Reina — character information

Every Reina move in Tekken 8: 58 rows, 4 lows, 4 throws, 8 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Reina is stance-based (5 stances: SEN, SSH, UNS, WGS, WRA) and fast in the mid range (4 mids at i13 or faster), with 3 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws417th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Reina: 4 throws from neutral — 17th of 41. The roster median is 4.

  • Plus on block10.7%23rd of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Reina: 10.7% of the movelist is plus on block — 23rd of 41. The roster median is 11%.

  • Lows11.4%33rd of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Reina: 11.4% of the movelist is lows — 33rd of 41. The roster median is 13.8%.

  • CH launchers1513th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Reina: 15 moves launch on counter hit — 13th of 41. The roster median is 12.

  • Stances53rd of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Reina: 5 stances: SEN, SSH, UNS, WGS, WRA — 3rd of 41. The roster median is 2.

  • Homing314th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Reina: 3 homing strikes — 14th of 41. The roster median is 3.

  • Wall / balcony24.8%20th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Reina: 24.8% of the movelist carries a balcony break or wall crush — 20th of 41. The roster median is 24.8%.

  • Floor breakers221st of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Reina: 2 strikes break the floor — 21st of 41. The roster median is 2.

  • Side switches126th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Reina: 1 move switch sides on hit — 26th of 41. The roster median is 2.

  • Chip damage18.1%10th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Reina: 18.1% do chip damage on block — 10th of 41. The roster median is 14.5%.

  • Power crushes44th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Reina: 4 power crushes — 4th of 41. The roster median is 3.

  • Fast mids43rd of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Reina: 4 mids at i13 or faster — 3rd of 41. The roster median is 2.

  • Parries / sabaki45th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Reina: 4 parries or sabaki — 5th of 41. The roster median is 2.

  • Launchable lows68.8%1st of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Reina: 68.8% of their lows are -15 or worse — 1st of 41. The roster median is 37.5%.

  • Launchable mids/highs15.7%11th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Reina: 15.7% of their highs and mids are -15 or worse — 11th of 41. The roster median is 10.9%.

  • Turn-keeping pokes32.8%25th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Reina: 32.8% of their pokes stay plus on hit and safe on block — 25th of 41. The roster median is 35.5%.

  • Duckable highs21.5%19th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Reina: 21.5% of the movelist is highs — 19th of 41. The roster median is 21.3%.

  • Low crushes14.1%16th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Reina: 14.1% of the movelist jumps over lows — 16th of 41. The roster median is 12.8%.

  • High crushes14.1%5th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Reina: 14.1% of the movelist ducks under highs — 5th of 41. The roster median is 9.7%.

  • Safe evasions47.4%16th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Reina: 47.4% of their evasive moves are still safe when blocked — 16th of 41. The roster median is 45.5%.

  • Fast plus on block2%20th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Reina: 2% of the movelist is plus on block at i15 or faster — 20th of 41. The roster median is 2%.

  • Safe poke damage15.33rd of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Reina: their average safe poke does 15.3 damage — 3rd of 41. The roster median is 13.2.

  • Follow-ups per move0.5529th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Reina: 0.55 follow-ups per standalone move — 29th of 41. The roster median is 0.61.

Shading shows where Reina sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Reina reaches it on 5 of 23.

Your back to the wall

24.8% of their moves carry wall or balcony properties, about the roster middle.

Their back to the wall

1 move switches sides on hit, below the roster middle, so they have an out but not a reliable one.

Centre stage

3 homing strikes, a little above the roster middle — but 2 of them are highs. Reina is not hard to step so much as hard to duck: crouching beats most of what punishes a sidestep.

On a breakable floor

2 strikes break the floor, about the roster middle.

Key Reina moves

Plus on block

  • f+3+4*Ouhen Fubi Manji-gerii67, mid, +10 on block
  • H.2+3Divine Dominance of Annihilationsituationali21, mid, +8 on block, needs Heat
  • f,f,F+3Ten Chuten-gerii24, mid, +6 on block
  • SSH.uf+3Senshin Chuten-geristancei50, mid, +6 on block, slower in practice than its published startup

Plus you cannot ignore

  • WRA.3+4Goma-saistancei18, mid, +1 on block at best
  • f+4Kamadhatu Splits Kicki19, mid, +2 on block

Fastest mids

  • 2~1Ondekoi11, mid, -14 on block
  • 1+2Demon Breathi12, mid, -9 on block at best
  • f,F+2Raideni12, mid, -9 on block
  • df+1i13, mid, -3 on block

Lows, safest first

  • SEN.3+4Yaksha Sweepstancei20, low, -11 on block at best, borderline — some players react to it
  • UNS.d+4Santei Gedan-Geristancei22, low, -12 on block, slower in practice than its published startup
  • db+4i16, low, -13 on block, too fast to see coming
  • SS.4Jirin Sweepsituationali18, low, -13 on block, too fast to see coming

Special lows

  • d+1Crouch Jabi10, special low, -5 on block, too fast to see coming

Panic buttons

  • b+1+2Kugai Dachii18, absorbs a hit, -13 on block
  • f,nWind Stepparries, block frames unpublished
  • b+1+3Tatenashiparries, block frames unpublished
  • d+3Unsoku Kouparries, block frames unpublished

Launches on counter-hit

  • b+4Ebi-gerii18, counter-hit +71a (+55)
  • df+4,2,3Gekirosatsufrom df+4 (i15), counter-hit +71a (+55)
  • 3,2Senjo-zukifrom 3 (i18), counter-hit +66a (+50)
  • WDS.3Fusenkyakustancei18, counter-hit +58a, slower in practice than its published startup

Homing

  • f,f,F+4Un Tobi Kaijo-gerii26, homing, +4 on block
  • SSH.uf+4Senshin Tobi Kaijo-geristancei52, homing, +4 on block, slower in practice than its published startup
  • SEN.3Sen Kaijo-geristancei12, homing, +1 on block
  • UNS.2Stone Cutterstancei13, homing, -3 on block

Parries and sabaki

  • b+1+3TatenashiParry mids and highs
  • d+3Unsoku KouPunch parry, transitions to WGS on successful parry with +13
  • f,nWind StepPunch parry, transitions to WGS on successful parry with +10
  • H.WRACharging HardsituationalAutomatically parries limb-based, non-airborne mids and highs, needs Heat

Free launches for you

  • d+4Crouch Shin Kicki12, -15 on block
  • df+3+4i16, -15 on block
  • WRA.d+4stancei16, -15 on block
  • db+2Eisaimoni20, -16 on block
What Reina punishes you with
Reina’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,2,225—
−12 or worse2,2,2,256 launchesws4,425
−13 or worse2,2,2,256 launchesws4,425
−15 or worse2,2,2,256 launchesws3,433 launches
What you get to do about Reina’s strings

Duck it and the whole string whiffs

  • 12 follow-ups, all high

Fuzzy guard candidates

  • 2,2,2,3,1,1,3,3,1,4high, 3f before 2,2,2,3,1,1,3,3,1,3
  • WGS.1,4high, 3f before WGS.1,3

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Documented gaps you can hit

  • 2,2,2interrupt with i11

Do not try to duck these

  • 1,1jails — you stay in blockstun
  • 1,2jails — you stay in blockstun
  • 1,2,2jails — you stay in blockstun
  • 2,2jails — you stay in blockstun
  • 2,2,2,3,1,1,3jails — you stay in blockstun
  • …and 11 more

Jailing is unrecorded on 70% of Reina’s string continuations, so a string missing from the last list was probably never checked.

Getting into Reina’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Reina there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

SEN — 8 moves out of it

  • 1,1,2Flash Punch Combofrom 1 (i10), -17 on block
  • f,F+2Raideni12, -9 on block
  • df+1i13, -3 on block
  • f+2,3Sousoku Rengekifrom f+2 (i13), -9 on block
  • b+1,1,3from b+1 (i18), -10 on block
  • b+3Unsoku Genblock frames unpublished
  • …and 7 more

WRA — 14 moves out of it

  • 2,2,2from 2 (i12), -6 on block
  • uf+1Seigan Ugachii13, -9 on block
  • df+4,2from df+4 (i15), -8 on block
  • f,f,F+4Un Tobi Kaijo-gerii26, +4 on block
  • b+1+3Tatenashiblock frames unpublished
  • ws4,4Seven Seas Splits Kicksituationalfrom ws4 (i11), -17 on block
  • …and 6 more

UNS — 3 moves out of it

  • 1,2,2Back Fist Combofrom 1 (i10), -14 on block
  • f+2i13, -9 on block
  • d+2,H.1+2Demon's Lethal Furyfrom d+2 (i15), +5 on block
  • b+3Unsoku Genblock frames unpublished
  • d+3Unsoku Koublock frames unpublished
  • u+3Unsoku Koublock frames unpublished
  • …and 1 more

WGS — 8 moves out of it

  • 1+4Fukutekiblock frames unpublished
  • b+3Unsoku Genblock frames unpublished
  • d+1+2Heaven's Wrathblock frames unpublished
  • d+3Unsoku Koublock frames unpublished
  • f,nWind Stepblock frames unpublished
  • u+3Unsoku Koublock frames unpublished
  • …and 1 more

SSH — 5 moves out of it

  • f+1+2Senshin-zukii32, -11 on block

WDS — 1 move out of it

No move in the movelist names WDS as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

5 of 6 stances in Reina’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Reina has 4 throws that can start from neutral.

Default break: 2. It covers 3 of 4 breakable throws (75%).

What 2 does not cover, most damaging first:

  • uf+1+2 Stonehead — breaks with 1+2, 35 damage
Reina neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Gekka Hyojin1 or 235FUFA off-axisOn a breakable floorAgainst sidestepping
2+4Saijin Ikkoku1 or 235FUFAAgainst sidesteppingTo escape a corner
qcb,f+2Raidou Hitsumetsu240FUFTAt a wall
uf+1+2Stonehead1+235—At a wall

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 158 moves
Level
Properties

158 moves

Search any column from its heading.

Reina frame data — 158 moves
DetailsProperties
1JabHigh10+1+8—5
1,1—Highi15 rel-1+8—,6—
1,1,2Flash Punch ComboMidi13 rel-17+11—,12
1,2One Two StrikeHighi10 rel-3+8—,6—
1,2,2Back Fist ComboHighi17 rel-14+0—,14—
1,2,3—Midi21~22 rel-10+1—,10
1,2,3,4Sting the WorksHighi22~23 rel-4+21a (+12)—,21
1+2Demon BreathMid12~13-10~-9+24a (+14)—25
1+2+3+4Ki Charge———————
1+3Gekka HyojinThrow12~14-3+0—35
1+4Fukuteki——————
2—High12-4+7—5
2,2—Highi14~15 rel-11+0—,5—
2,2,1Ganzan BasaraMidi22~23 rel-14+12a—,20
2,2,2—Midi29 rel-6+6—,21—
2,2,2,1Bishamon MassacreMidi35~37 rel-15~-13+30a (+20)—,20
2,2,2,2Raging BishamonMidi31 rel-14+21a (+0)—,25
2,2,2,3—Lowi30~31 rel-18-7—,8—
2,2,2,3,1—Highi36 rel-20-10—,6—
2,2,2,3,1,1—Midi22 rel-19-13—,6—
2,2,2,3,1,1,3—Midi15~17 rel-16-5—,6—
2,2,2,3,1,1,3,3—Midi32 rel-26-12—,10—
2,2,2,3,1,1,3,3,1—Midi35~36 rel-22+24 (+14)—,12—
2,2,2,3,1,1,3,3,1,3—Midi26~30 rel-16+14 (-21)—,15—
2,2,2,3,1,1,3,3,1,4—Highi23~27 rel-12-4 (-5)—,18—
2+3Heat BurstMid16+1+2c—[12;12]
2+3+4Taunt———————
2+4Saijin IkkokuThrow12~14-6+0—35
2~1OndekoMid ⋯11-14+31d (+23)—4,18
3—High18~19-11+5—12
3,2Senjo-zukiHighi20 rel-9+8+66a (+50),16
3,4Senjo-manjiMidi20 rel-14+50 (+19)+54a,20—
3,4,H.4Senjomanji Lethal FuryMidi27 rel-8+23a (+3)—,28
3+4—Mid ⋯18-8+3c—5,10
3+4,4Aerial Manji-geriMidi16 rel-14+50 (+19)+54a,20—
3+4,4,H.4Aerial Manji Lethal FuryMidi27 rel-8+23a (+3)—,28
4Nobility HunterHigh13~14-8+11g+35a20
b,b,UBWall JumpMid39+4+22a—21
b+1—High18-4+6—14
b+1,1—Midi22 rel-10-4—,15—
b+1,1,3—Midi15~17 rel-10+3—,13—
b+1,1,3,3Hen-in 4 Hit ComboMidi32 rel-16+48 (+17)+53a,20—
b+1+2Kugai DachiMid18-13+14g—20
b+1+3Tatenashi——————
b+1+4Clairvoyant Fatal VioletMid64—+20d (-1)—50
b+2Sin SmiterMid16~17-9+3—14
b+3Unsoku Gen———————
b+4Ebi-geriHigh18-8+35a+71a (+55)20
Back throwTrailokyavijayaThrow12~14—+0—50—
BT.4Rear Manji-geriMid17-14+54a—20
CH.df+3+4Nen DougaramiMid ⋯16—+0—6,35
d+1Crouch JabLow sl10-5+6—5
d+1+2Heaven's Wrath———————
d+2Tecchuu-ateMid15+0+3c+33d17
d+2,H.1+2Demon's Lethal FuryMidi12~13 rel+5+33a (+7)—,28
d+3Unsoku Kou——————
d+4Crouch Shin KickLow12-15-4—6
db+2EisaimonLow ⋯20~21-16-3+3c10,12
db+4—Low16-13-2+27
db+4,1+2Un Oshi-kuzushiMidi15 rel-12+39d (-19)—,20
df+1—Mid13~14-3+4—8
df+1,1Muso TenshoHighi20 rel-4+7—,10—
df+1,2Muso BasaraMidi22~23 rel-14 HD+12a—,20
df+2Queen Bee StingerMid15~16-12+30a (+20)—13
df+3Wind God Step———————
df+3+4—Mid ⋯16-15+2—5,10
df+3+4,4Kasho Maki-manjiMidi20 rel-14+50 (+19)+54a,20—
df+4—Mid15-4+7—14
df+4,2—Midi18 rel-8+6—,10—
df+4,2,3GekirosatsuHighi27 rel-8+35a+71a (+55),20
f,f,F+3Ten Chuten-geriMid24~27+6+32a (+24)—22
f,f,F+4Un Tobi Kaijo-geriHigh26~27+4+31a (+5)—23
f,F+2RaidenMid12-9+2—14—
f,F+3Trailokya Splits KickMid20~22-3 HD+20a—20
f,F+3+4Un Hien-geriHigh16~19-2+23c+49a22
f,nWind Step——————
f,n,d,df#2Electric Wind God FistHigh11~12+5+35a (+25)—23
f,n,d,df#3Electric War God KickMid15~17-9+13a (-4)+23a (+17)23
f+1+2Senshin-zukiMid32-11+7—22
f+2—High13-9-3—8
f+2,3Sousoku RengekiMidi18~19 rel-9+2+6,16—
f+3Sentai———————
f+3+4Ouhen Manji-geriMid43-14+50 (+19)+55a25
f+3+4,H.4Ouhen Manji Lethal FuryMidi27 rel-8+23a (+3)—,28
f+3+4*Ouhen Fubi Manji-geriMid67+10+52a—30
f+3+4*,H.4—Midi27 rel-8+23a (+3)—,28
f+4Kamadhatu Splits KickMid19~20+2+5c+29d20
FC.d+3—Low16-17-6—10
FC.df+3Nen Hangetsu-ateMid20-17+54a (+34)—25
FC.df+4Manji-geriMid15-14+54a—20
H.2+3Divine Dominance of AnnihilationMid ⋯21+8+0d—20,35
H.WRACharging Hard——————
H.WRA.d+3+4Divine Wrath of AnnihilationLow ⋯18~19-17+0—12,8,3,12
Left throwGekka HyojinThrow12~14-3+0—40—
OTG.d+4—Low19-19-8 / -8a (-16)—14 (11)—
OTG.d+4,1Totetsu JyurinLowi20~21 rel-26-10 / -15a (-23)—,17 (20)—
qcb,f+2Raidou HitsumetsuThrow12-3+0—40
R.df+1+2Sacred Dismantle SparkMid20-18+0d—55+
Right throwSaijin IkkokuThrow12~14-3+0—40—
SEN.1—Mid16-14+1—12
SEN.1,2Furin KazanMidi26 rel-16+21a (+0)—,25
SEN.1+2Inverse Deva LaserMid ⋯14~15-6+31a (+23)—13,17
SEN.1+3Haburi-kazeThrow16—-3—12—
SEN.2RashomonMid13-6+8—20
SEN.3Sen Kaijo-geriHigh12~13+1+7—22
SEN.3+4Yaksha SweepLow ⋯20~21-29~-11+4—10,12
SEN.4Kandachi-geriMid26~27+4+12d—24
SS.4Jirin SweepLow18~19-13+0+13g17—
SSH.3Senshin Karami-ateLow22-26-4c—26—
SSH.CH.3Nen AshigaramiLow ⋯22—+0d—33,18
SSH.ufSenshin Hiei——————
SSH.uf+3Senshin Chuten-geriMid30~33+6+32a (+24)—22
SSH.uf+4Senshin Tobi Kaijo-geriHigh32~33+4+31a (+5)—28
u+1+2Swift Shadow——————
u+3Unsoku Kou——————
ub+1+2Fading Shadow——————
ub+4Silver GleamMid17~18-13+16a (-1)—13
uf+1Seigan UgachiHigh13-9+8+1715
uf+1+2StoneheadThrow12-6+25 (+8)—35
uf+2—High15-12+9—17—
uf+3—High21~22-10+1—10
uf+3,1TobisenzukiMidi16 rel-5+5—,15—
uf+3+4—Mid ⋯20-10-1—10,10
uf+3+4,1+2Un HiensatsuMidi17 rel-14-4—,20—
uf+4Silver GleamMid17~18-13+70a (+54)—15
UNS.2Stone CutterHigh13-3+8+14c15
UNS.4Unpu Tobi-ManjiMid18~19-8 HD+43a (-15)—23
UNS.d+4Santei Gedan-GeriLow20-12+3 SEN+13 SEN14
WDS.3FusenkyakuMid16~17-6+4+58a17—
WGS.1Thunder God FistMid19~21-22+24a (+14)—24/26
WGS.1,3Lightning Splits KickMidi26~30 rel-12+14a / +18d (-17)—,22 (15)
WGS.1,4Lightning WheelHighi23~27 rel-7+13a (-13) / +1a (+0)—,26 (18)
WGS.2Wind God FistHigh11~12-10+35a (+25)—15/20
WGS.DF+3War God KickMid15~17-13+13a (-4)+23a (+17)17/21
WGS.DF+4—Low16-23+2c—6/8
WGS.DF+4,2Ruthless DemonHighi24 rel-22-1—,20—
WGS.DF+4,4Spinning DemonLowi17~18 rel-23+2+23a,16
WRA.1—High12-4+8+14c12
WRA.1,4Funkei GomaMidi25~26 rel-9+9d—,22
WRA.1+2Demon BoltMid15~16-13~-12+16g—30
WRA.1+3Heaven's RoarThrow16—+10d—20—
WRA.2Iron HandMid15~16-9 HD+11a (+2)—30
WRA.3—Mid28-6+22a (+12)—17
WRA.3,4Hell AxleMidi18~19 rel+6+17a (+16)—,20
WRA.3+4Goma-saiMid18~190~+1+5d—26
WRA.4—Mid ⋯17~18-10+7c—6,8
WRA.4,2—Midi15 rel-18-7—,8—
WRA.4,2,2—Highi15 rel-12-1—,4—
WRA.4,2,2,1+2Kongo GekimetsujinMidi24~25 rel-20+24a (+3)—,22
WRA.d+4—Low16~17-15-4+29
WRA.d+4,3Harai Kuzushi-manjiMidi21~22 rel-16+48 (+17)+53a,20
ws1Jewel SnatcherMid13-13+13 SEN—12—
ws2Benten ThrustMid18-8+9+14c20
ws3—Mid15~16-10+1—14—
ws3,4Twin StingersHighi22~23 rel-4+21a (+12)—,19
ws3+4Hen Gyakujo-geriMid14~15-8+14—14
ws4—Mid11~12-6+5—10—
ws4,4Seven Seas Splits KickMidi17~18 rel-17-1c—,15—