La Reina Up Air Checkmate Setups
Here are my thoughts on using these launchers: Strong Nair - Easily La Reina’s strongest move to enable up air carries. At specific low-mid percents against some characters, it’s possible for this to confirm into up air regardless of DI. Otherwise, you need DI in or no DI from the opponent (which can be conditioned). Has a very generous hitbox and half of her moveset can lead into it Dair - This move hard punishes DI out at low-mid percents with an extremely far corner carry, however the frame advantage is slightly finicky so it can be very awkward if the opponent surprises you with DI in (you often won’t have time to position an actually threatening up air on DI in). But La Reina loves having this as an option to hard punish people who would otherwise frequently DI strong nair out and cut your combo short at low-mid percents. Slightly less flexible after the nerf in the 1.6.0 patch, but still very effective for a considerable range of percents Weak Nair - Very powerful when applicable because of how little it can be DI’d due to its low knockback. However, if this move is actually comboing then the opponent is at a fairly high percent and La Reina should be aiming for an earlier kill with a different route earlier in the stock Chair Toss - If you line this up, it can give you some of the highest frame advantage possible into up air, leading to egregious corner carries. But the startup is so high that there is no reliable setup into a chair toss hit. Treat this like a slow fireball in corner situations and be ready to capitalize on an opponent who plays poorly around the threat of a late hit while you are actionable Reasons the other moves are not as reliable: Strong fair - Requires DI in from the opponent, and only works in a very narrow percent range. At such low percents, it’s often hard to fully convert into a kill. Works best on floaties Back air - Starts failing to combo too early to actually convert into a kill most of the time. The best setup is probably with reverse fstrong -- back air -- up air around 10%, but imo this is pretty gimmicky. Needs close blast zones (like on forest) or to be done on a character with a weak recovery to actually seal stocks most times Up tilt - Not bad, and she would likely rely on this more if nair ever gets nerfed. But currently any time you hit an up tilt in the corner, it’s probably best to glue the combo together with either a strong nair or weak nair in between the up tilt and up air to build more damage and carry even further into the corner. Most of the time, up tilt requires DI in if you want to follow up directly into the up air instead of linking with nair Song: Olimpia - Take Me Away (Extended Club Mix)

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