Hokuto no Ken/Rei: Difference between revisions

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[[File:Reiportrait.jpg|right]]
{{Infobox Character HNK
==Introduction==
|name=Rei
 
}}
{| style="width:100%" cellpadding=10 border="0"
|-
| [[Image:Reiportrait.png|left]]
| Rei is a speedy, movement-based character, having access to a wide array of air moves and the ability to triple jump. He has very powerful normals, many being jump-cancelable, which allow him to keep up the pressure without the use of gauge. He has a strong defense as well, with a great uppercut reversal move as well as his Danko super, which essentially works to deny the opponent the chance to do a wakeup mixup on you. His star-taking ability is quite good, but he also has very practical 100% combos. While using Rei to his full potential requires a great deal of player skill and ad lib, he is also the perfect beginner character, with an easy to understand offense as well as relatively simple and damaging combos.
That being said, let us start this section off by listing Rei's main strengths and weaknesses.
|}
 
 
'''Strengths:'''
* Is the only character is the game with an air throw and the ability to triple jump
* Good at getting out of pressure thanks to his dragon punch and Danko super
* Most of his normal moves can be Jump Canceled
* Decent star removing abilities
* Has many practical 100% combos
 
 
'''Weaknesses:'''
* Has the longest crouching recovery in the game; some character's have crouching-Rei-specific infinites


{{TOClimit|2}}


Before diving right into the combos be sure to familiarize yourself with Rei's special/super moves and important normals.
Before diving right into the combos be sure to familiarize yourself with Rei's special/super moves and important normals.


==Normal Moves==
==Normal Moves==
==Standing==
===Close===
===Close A===
===== <span class="invisible-header">cl.A</span> =====
[[Image:Rei-c.A.png]]<br>
{{MoveData
5F Startup, 3F Active, +2F on block<br>
|image=Rei-c.A.png
<br>
|name=cl.A
Tied for one of Rei's fastest buttons. It is mainly used as used as an anti air against low airdashes and combo filler in midscreen combo routes. Jump cancelable<br>
|linkname=cl.A
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=5
  |Active=3
|Recovery=
|Hit Adv=
|Block Adv=+2
|description=
* Jump cancelable.
Tied for one of Rei's fastest buttons. It is mainly used as used as an anti air against low airdashes and combo filler in midscreen combo routes.
}}
}}


===Far A===
===== <span class="invisible-header">cl.B</span> =====
[[Image:Rei-A.png]]<br>
{{MoveData
5F Startup, 3F Active, +4F on block<br>
|image=Rei-c.B.png
<br>
|name=cl.B
The other 5F normal. Same usage as close A but is smaller vertically. Whiffs on Mamiya, Rei, Shin, and Jagi crouch blocking. Whiffs on Souther and Toki neutral crouching. Jump cancelable<br>
|linkname=cl.B
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=8
  |Active=4
|Recovery=
|Hit Adv=
|Block Adv=+3
|description=
* Jump cancelable.
Low kick that is a mid. Not much usage from this button due to it's lack of hitstun.
}}
}}


===Close B===
===== <span class="invisible-header">cl.C</span> =====
[[Image:Rei-c.B.png]]<br>
{{MoveData
8F Startup, 4F Active, +3 on block<br>
|image=Rei-c.C.png
<br>
|name=cl.C
Low kick that is a mid. Not much usage from this button due to it's lack of hitstun. Jump cancelable<br>
|linkname=cl.C
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=7
  |Active=6
|Recovery=
|Hit Adv=Launch
|Block Adv=-3
|description=
* Jump cancelable.
Excellent anti air. Whiffs on crouching characters.
}}
}}


===Far B===
===== <span class="invisible-header">cl.D</span> =====
[[Image:Rei-B.png]]<br>
{{MoveData
7F Startup, 4F Active, +4 on block<br>
|image=Rei-c.D.png
<br>
|name=cl.D
Excellent midrange poke. Confirms into 2D except on crouching Jagi. Jump cancelable<br>
|linkname=cl.D
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=9
  |Active=4
|Recovery=
|Hit Adv=
|Block Adv=-3
|description=
* Jump cancelable.
Excellent button for pressure with a lot of blockstun. Can go into instant airdash or 2D. Combos into banishing attack except on crouching Jagi where you would use 2D. Also combos into IAD j.B.
}}
}}


===Close C===
===Far===
[[Image:Rei-c.C.png]]<br>
===== <span class="invisible-header">f.A</span> =====
7F Startup, 6F Active, -3 on block<br>
{{MoveData
<br>
|image=Rei-A.png
Excellent anti air. Whiffs on crouching characters. Jump cancelable<br>
|name=f.A
|linkname=f.A
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=5
  |Active=3
|Recovery=
|Hit Adv=
|Block Adv=+4
  |description=
* Jump cancelable.
The other 5F normal. Same usage as close A but is smaller vertically. Whiffs on Mamiya, Rei, Shin, and Jagi crouch blocking. Whiffs on Souther and Toki neutral crouching.
}}
}}


===Far C===  
===== <span class="invisible-header">f.B</span> =====
[[Image:Rei-C.png]]<br>
{{MoveData
12F Startup, 4F Active, -2 on block<br>
|image=Rei-B.png
<br>
|name=f.B
Not really used as a poke. Mainly combo filler. Jump cancelable<br>
|linkname=f.B
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=7
  |Active=4
  |Recovery=
|Hit Adv=
|Block Adv=+4
|description=
* Jump cancelable.
Excellent midrange poke. Confirms into 2D except on crouching Jagi.
}}
}}


===Close D===
===== <span class="invisible-header">f.C</span> =====
[[Image:Rei-c.D.png]]<br>
{{MoveData
9F Startup,  4F Active-3 on block<br>
|image=Rei-C.png
<br>
|name=f.C
Excellent button for pressure with a lot of blockstun. Can go into instant airdash or 2D. Combos into banishing attack except on crouching Jagi where you would use 2D. Also combos into IAD j.B. Jump cancelable<br>
|linkname=f.C
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=12
|Active=4
|Recovery=
|Hit Adv=
|Block Adv=-2
|description=
* Jump cancelable.
Not really used as a poke. Mainly combo filler.
}}
}}


===Far D===
===== <span class="invisible-header">f.D</span> =====
[[Image:Rei-D.png]]<br>
{{MoveData
14F Startup, 3F Active, 0 on block<br>
|image=Rei-D.png
<br>
|name=f.D
Low invulnerable button. Can confirm into banishing strike by kara canceling 2D into CD as 2D~2C. Also confirms into Grave Shoot. Surprisingly not jump cancelable<br>
|linkname=f.D
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=14
  |Active=3
|Recovery=
  |Hit Adv=
|Block Adv=0
|description=
Low invulnerable button. Can confirm into banishing strike by kara canceling 2D into CD as 2D~2C. Also confirms into Grave Shoot. Surprisingly not jump cancelable.
}}
}}


==Crouching==
===Crouching===
===A===
===== <span class="invisible-header">2A</span> =====
[[Image:Rei-2A.png]]<br>
{{MoveData
6F Startup, 3F Active, +1 on block<br>
|image=Rei-2A.png
<br>
|name=2A
Faster crouching normal. Jump cancelable<br>
|linkname=2A
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=6
  |Active=3
  |Recovery=
|Hit Adv=
|Block Adv=+1
|description=
* Jump cancelable.
Faster crouching normal.
}}
}}


===B===
===== <span class="invisible-header">2B</span> =====
[[Image:Rei-2B.png]]<br>
{{MoveData
7F Startup, 3F Active, +6 on block<br>
|image=Rei-2B.png
<br>
|name=2B
A good low that is jump cancelable and plus. Confirms into 5D and 2D. 2B 2D doesn't work on crouching Jagi<br>
|linkname=2B
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Low
|Startup=7
  |Active=3
|Recovery=
|Hit Adv=
  |Block Adv=+6
|description=
* Jump cancelable.
A good low that is jump cancelable and plus. Confirms into 5D and 2D. 2B 2D doesn't work on crouching Jagi.
}}
}}


===C===
===== <span class="invisible-header">2C</span> =====
[[Image:Rei-2C.png]]<br>
{{MoveData
12F Startup, 4F Active, -2 on block<br>
|image=Rei-2C.png
<br>
|name=2C
Cancels into itself. Combo filler<br>
|linkname=2C
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=12
  |Active=4
|Recovery=
|Hit Adv=
  |Block Adv=-2
|description=
* Cancels into itself.
Combo filler.
}}
}}


===D===
===== <span class="invisible-header">2D</span> =====
[[Image:Rei-2D.png]]<br>
{{MoveData
14F Startup, 5F Active, -5 on block<br>
|image=Rei-2D.png
<br>
|name=2D
Rei's furthest reaching low. Jump cancelable<br>
|linkname=2D
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Low
|Startup=14
  |Active=5
  |Recovery=
|Hit Adv=Launch
|Block Adv=-5
|description=
* Jump cancelable.
Rei's furthest reaching low.
}}
}}


==Air==
===Air===
===A===
===== <span class="invisible-header">j.A</span> =====
[[Image:Rei-j.A.png]]<br>
{{MoveData
4F Startup, 16F Active<br>
|image=Rei-j.A.png
<br>
|name=j.A
Rei's Fastest air normal. Good as an air to air.<br>
|linkname=j.A
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=4
  |Active=16
|Recovery=
|Hit Adv=
|Block Adv=
|description=
Rei's Fastest air normal. Good as an air to air.
}}
}}


===B===
===== <span class="invisible-header">j.B</span> =====
[[Image:Rei-j.B.png]]<br>
{{MoveData
5F Startup, 20F Active<br>
|image=Rei-j.B.png
<br>
|name=j.B
A very active air normal that is great for air to airs and the fastest button that will hit a crouching character from an instant air dash.<br>
|linkname=j.B
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=5
|Active=20
|Recovery=
|Hit Adv=
|Block Adv=
|description=
A very active air normal that is great for air to airs and the fastest button that will hit a crouching character from an instant air dash.
}}
}}


===C===
===== <span class="invisible-header">j.C</span> =====
[[Image:Rei-j.C.png]]<br>
{{MoveData
9F Startup, 6F Active<br>
|image=Rei-j.C.png
<br>
|name=j.C
"Whiffed air throw". Hits above Rei. Mainly used to hitconfirm from 2D
|linkname=j.C
|subtitle=
|caption=You whiffed your air throw
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=9
|Active=6
|Recovery=
|Hit Adv=Launch
|Block Adv=
|description=
Hits above Rei. Mainly used to hitconfirm from 2D.
}}
}}


===D===
===== <span class="invisible-header">j.D</span> =====
[[Image:Rei-j.D.png]]<br>
{{MoveData
11F Startup, 5F Active<br>
|image=Rei-j.D.png
<br>
|name=j.D
Air to ground button that has a lot of blockstun and hitstun<br>
|linkname=j.D
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=11
|Active=5
|Recovery=
|Hit Adv=
|Block Adv=
|description=
Air to ground button that has a lot of blockstun and hitstun.
}}
}}


==Other==
==Command Normals==
===6A===
===== <span class="invisible-header">6A</span> =====
[[Image:Rei-6A.png]]<br>
{{MoveData
24F Startup, 4F Active, -4 on block<br>
|image=Rei-6A.png
<br>
|name=6A
No real reason to use this but it's there if you want to.<br>
|linkname=6A
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=24
|Active=4
|Recovery=
|Hit Adv=
  |Block Adv=-4
|description=
No real reason to use this but it's there if you want to.
}}
}}


===Throw===
==Universal Mechanics==
[[Image:Rei-Throw.png]]<br>
===== <span class="invisible-header">Throw</span> =====
4F Startup<br>
{{MoveData
<br>
|image=Rei-Throw.png
Jump Cancelable<br>
|name=Throw
|linkname=Throw
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Throw
|Startup=4
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=
* Jump cancelable.
}}
}}


===BD Throw===
===== <span class="invisible-header">BD Throw</span> =====
[[Image:Rei-BD.png]]<br>
{{MoveData
9F Startup, 4F Active<br>
|image=Rei-BD.png
<br>
|name=BD Throw
Also jump cancelable<br>
|linkname=BD Throw
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Throw (whiffs vs. crouch)
|Startup=9
|Active=4
|Recovery=
|Hit Adv=
|Block Adv=
|description=
* Jump cancelable.
}}
}}


===Grave Shoot===
===== <span class="invisible-header">Grave Shoot</span> =====
[[Image:Rei-Grave.png]]<br>
{{MoveData
16F Startup, 7F Active, -4 on block<br>
|image=Rei-Grave.png
<br>
|name=Grave Shoot
|linkname=Grave Shoot
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=16
  |Active=7
|Recovery=
|Hit Adv=Grave Launch
  |Block Adv=-4
|description=
Good hitbox that also reflects projectiles. Also moves slightly forward.
Good hitbox that also reflects projectiles. Also moves slightly forward.
}}
}}


===Heavy Strike===
===== <span class="invisible-header">Heavy Strike</span> =====
[[Image:Rei-Heavy.png]]<br>
{{MoveData
41F Startup, 4F Active<br>
|image=Rei-Heavy.png
<br>
|name=Heavy Strike
Standard heavy attack unblockable<br>
|linkname=Heavy Strike
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Unblockable
|Startup=41
  |Active=4
|Recovery=
|Hit Adv=
|Block Adv=
|description=
Pretty standard heavy attack unblockable.
}}
}}


===Banishing Strike===
===== <span class="invisible-header">Banishing Strike</span> =====
[[Image:Rei-Bani.png]]<br>
{{MoveData
18-33F Startup, 4F Active, -8 on block<br>
|image=Rei-Bani.png
<br>
|name=Banishing Strike
Charged Bani 34-38F Startup, 4F Active<br>
|linkname=Banishing Strike
|subtitle=
|caption=
|data=
{{AttackData-HNK
|version=Uncharged
|Damage=
|Guard=Mid
|Startup=18-33
  |Active=4
|Recovery=
|Hit Adv=Banish Launch
  |Block Adv=-8
|description=
}}
{{AttackData-HNK
|version=Charged
|Damage=
|Guard=Mid
|Startup=34-38
  |Active=4
|Recovery=
|Hit Adv=Banish Launch
|Block Adv=-8
|description=
}}
}}


==Special Moves==
==Special Moves==
===Hien Ryubu===
===== <span class="invisible-header">Hien Ryubu</span> =====
[[File:Rei-Hien.png]]<br>
{{MoveData
'''(Air) 236A or B'''<br>
|image=Rei-Hien.png
A version: 11F Startup, Active until it touches the floor, +25F after reflection<br>
|name=Hien Ryubu
B version: 11F Startup, Active until it touches the floor, +90F after reflection<br>
|linkname=236P
<br>
|subtitle=j.236A/B
Excellent air to ground projecctile with utility in: stalling in the air to mess up anti air timing, having an active projectile to follow behind in order force a response from the opponentand start pressure, and being a mixup tool with boost.  j236A version bounces up off of the ground. j236B glides on the floor.<br>
|caption=
 
|data=
===Nanto Gekisei Kakubu===
{{AttackData-HNK
[[File:Rei-Gekisei.png]]<br>
  |version=j.236A
'''623A or C'''<br>
|Damage=
623A: 8F Startup, 14F Active<br>
|Guard=All
Air 623A: 8F Startup, 14F Active<br>
|Startup=11
623C: 5F Startup, 22F Active<br>
|Active=Until ground, 25 (after reflection)
Air 623C: 9F Startup, 25F Active<br>
|Recovery=
<br>
|Hit Adv=
Grounded A version is cancelable into air special moves but has no invul. Grounded C version is invincible and is used in basket combos. Air C version is mainly used as a reaction to teh universal guard cancel while still in the air<br>
  |Block Adv=
 
|description=
===Nanto Jinshu Suizan===
}}
[[File:Rei-Jinshu.png]]<br>
{{AttackData-HNK
'''(Air) 236D / 214D'''<br>
|version=j.236B
15F Startup, Active until landing<br>
|Damage=
<br>
|Guard=All
Used as combo filler and an overhead option. Is airdash cancelable if at jump height. Wall bouncess on counter hit.<br>
|Startup=11
 
|Active=Until ground, 90 (after reflection)
===Nanto Kyoukaku Shoubu===
|Recovery=
[[File:Rei-Kyoukaku.png]]<br>
|Hit Adv=
'''(Air) 214C'''<br>
|Block Adv=
26F Startup, Active until landing<br>
|description=
<br>
* A version bounces upwards off the ground.
Rei creates a shield around himself with a hitbox that disappears when Rei lands on the ground, it hits, or is blocked. It eats some projectiles such as Souther's 623A<br>
* B version glides across the floor.
 
Excellent air to ground projecctile with utility in: stalling in the air to mess up anti air timing, having an active projectile to follow behind in order force a response from the opponentand start pressure, and being a mixup tool with boost.
===Nanto Kakuyokujinzan===
}}
[[File:Rei-Kakuyokujinzan.png]]<br>
}}
'''(Air) 236C'''<br>
19F Startup, 20F Active<br>
<br>
A rushing mid attack done in the air that knocks up on normal hit and wallbounce on counter hit. Is jump cancelable on hit or block. Integral in all of Rei's combos by airdash canceling or jump canceling with a button and itself<br>
 
===Nanto Koharyu===
[[File:Rei-Koharyu.png]]<br>
'''214C -> 214C'''<br>
214C: 20F Startup, 12F Active, -9 on block<br>
214C 214C: 12 Startup, 5F Active, -11 on block<br>
<br>
A two part move mainly used to beat guard cancels. 1st portion of the move has armor. 2nd input launches the opponent in a grave shoot state.<br>
 
===Nanto Seiki Mouha===
[[File:Rei-Seiki.png]]<br>
'''236236A (Uses 1 Bar Aura)'''<br>
38F Startup, 27F Active<br>
<br>
Reversal super with some invulnerability, great damage, and good hykuretsu combo potential. Attacks in the super can also beat projectiles<br>
 
===Danko Sousaiken===
[[File:Rei-Danko.png]]<br>
'''236236C (Uses 1 Bar Aura)'''<br>
30-143F Startup, 50-200F Active<br>
<br>
Rei charges up the attack with one hit of armor, flies up with invincibility, and then throws 3 projectiles that bounce around the screen. Charging the super increased the damage and the duration of the projectiles on the screen.<br>
 
===Kubuenrizan===
[[File:Rei-Kubuenrizan.png]]<br>
'''(Air) 2363214D (Uses 1 Bar Aura)'''<br>
37F Startup, 4-24F Active<br>
<br>
A super mainly used to take as many stars as possible after A+C or 214C 214C at the end of a round. Has a little bit of invul that can go through guard cacncele but it isn't generally used in this manner<br>
 
===Hishou Hakurei===
[[File:Rei-FKO.png]]<br>
'''236CD (Fatal KO)'''<br>
13F Startup, 30F Active<br>
<br>
A FKO that can't be used as an OTG. If used too late outside of a banishing strike combo the gravity may be too severe for the 2nd hit too connect.<br>
==Combos==
==Basic Combos==
 
Like everyone else Rei has to kara cancel the sweep in order to combo a banishing strike (2D~CD).
 
'''Starters'''
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D
 
5A > 2B > 2D
 
2B > 5D > IAD j.B > j.C
 
2B > 5D > Banishing Strike (2D~CD)
|}
 
 
'''Standard BNB Combo'''
 
{| style="width:100%" cellpadding=10 border="1"
|
2D > IAD j.C > 5C > j.AC > 236+D > 66 > j.BC > 5C > 623+A > 236+C > 9~C or 96 j.AC > 5C > 623+A > 236+C > 96 j.AB > CD or 236236+A
|}
 
Basic bnb which also leads to the chikuseki bug.
 
 
'''Max range 2D combos'''
 
When you are too far for his basic bnb Rei has several options:
 
{| style="width:100%" cellpadding=10 border="1"
|
2D (max range) > IAD j.C > land > Grave Shoot (A+C) > Followups:
 
 
1) A+C > sj.ABCD > 214+C
 
 
2) A+C > j.BD > 236+D > 214+C
|}
 
Basic okizeme knockdown combo from a max range 2D. On the way down Rei can control which side he lands after he activates the barrier.
 
 
{| style="width:100%" cellpadding=10 border="1"
|
2D (max range) > IAD j.C > 236+C > j.ABC > finisher (CD or super)
 
2D (max range) > IAD j.C > f.5B > j.BC > 236+D > 66 > j.BC > 5C > 623+A > 236+C > basic mid screen combo
|}
 
 
'''Okizeme setup after a launcher'''
 
{| style="width:100%" cellpadding=10 border="1"
|
A+C or 214+C > 214+C > sj.D > 236+B > j.ABD > 214+C > okizeme
|}
 
 
==Banishing Strike combos==
 
Notes: All those combos can be started with 5B > 5D > (2D~CD)
 
{| style="width:100%" cellpadding=10 border="1"
|
CD > 6 > (A+B~E or 2C or 5C) > A+C > 2369+D > j.B > 2C > IAD j.D > (2369+C) xN > 2369+D > Super (236236+A)
|}
 
Basic setup for his air 236+C loop.
 
 
{| style="width:100%" cellpadding=10 border="1"
|
CD > 6 > 5C > 2C > j.B > 236+D > 66 j.B > 5C > j.B > 236+D > 66 j.B > (236+D > j.B) xN > 236236+A or 2363214+D
 
CD > 6 > 5C > 2C > j.B > 236+D > 66 j.B > 5C > j.B > 236+D > 66 j.C > 236+C > 2369+D > (j.B > 236+D) xN > 236236+A or 2363214+D
|}
 
White version of the banishing strike combo for max damage if you can't do his 2369+C loop yet.
 
 
'''3 Star Banishing Strike Combo'''
 
{| style="width:100%" cellpadding=10 border="1"
|
 
CD > A+B > E > 5C > A+C > 2369+D > j.B > 2C > IAD j.D > (2369+C) xN > 236+D > 236236+A or 2363214+D
|}
 
 
==Ground IAD loop==
{| style="width:100%" cellpadding=10 border="1"
|
[5D > IAD j.BD] xN
|}
Note: works on everyone but Jagi
 
 
==Instant overhead 2369+D starter==
 
{| style="width:100%" cellpadding=10 border="1"
|
(corner) 2369+D > j.B > 5A > j.AC > 236+D > basic bnb
 
(mid screen) 2369+D > E > j.B > 5A > j.AC > 236+D > basic bnb
|}
 
 
==Throw Combos==
 
{| style="width:100%" cellpadding=10 border="1"
|
Throw > j.B > delay j.C > 5C > basic bnb
 
Throw > j.D > 236+C > 9~C > 5C > j.C > 236+D > 66 > j.BC > 5C > 623+A > 236+C > 9~C > basic bnb
 
Throw > j.C > 236+C > 9~C > 5C > 623+A > 236+C > 9~C > 5C > 623+A > 236+C > 9~C > 5A > 623+A > 236+C > 9~C > 5B > 5D > 236236+A
 
Throw > sj. ABC > 236+D > 66 > j.BC > basic bnb
|}
 
 
==Crouch Loop==
 
{| style="width:100%" cellpadding=10 border="1"
|
j.D > [5D > IAD j.D] xN
|}
 
Crouching Rei only
 
 
==BD Throw Combos==
 
{| style="width:100%" cellpadding=10 border="1"
|
BD Throw > IAD j.C > 5C > j.AC > 236+D > basic bnb
 
BD Throw > IAD j.C > 5C > CD > E > 5A > 5C > A+C > 236963214+D (4 stars)
 
BD Throw > IAD j.C > 5C > CD > [E~5C > A+C] or [A+C+E] > j.A > 236+A+E > land > 5A > 5C > 236236+A (4 stars)
|}
 
 
==FKO Combos==
 
'''0 Stars'''
{| style="width:100%" cellpadding=10 border="1"
|
2D > IAD j.C > 5C > FKO
|}
 
'''1 Star'''
{| style="width:100%" cellpadding=10 border="1"
|
2D > IAD j.C > 5C > CD > E > 5A > 5C > FKO
|}
 
'''2 Stars'''
{| style="width:100%" cellpadding=10 border="1"
|
CD > 6 > A+C > 2369+D > > j.B > FKO
|}
 
'''3 Stars'''
{| style="width:100%" cellpadding=10 border="1"
|
CD > 2C > 214+C > 214+C > j.B > delay 236+B > j.B > A+C > 2369+D > E > j.A > FKO
 
CD > 6 > A+C > jump 236+A+E > A+C > 2369+D > j.B > FKO
|}
 
 
==Throw FKO Combos==
 
{| style="width:100%" cellpadding=10 border="1"
|
Throw > j.B > delay j.C > 5C > CD > E > 5A > 5C > FKO (1 Star)
 
Throw > j.B > delay j.C > 5C > CD > A+C+E > j.A > 236+A+E > 5A > 5C > FKO (2 Stars)
 
Throw > j.B > delay j.C > 5C > CD > A+C+E > 923+E~A > 236+C > 96 j.AC > 5A > 5C >FKO (2 Stars)
 
BD Throw > IAD j.C > 5A > 5C > CD > E > 5A > 5C > FKO (2 Stars)
 
BD Throw > IAD j.C > 5C > CD > E~5C > A+C > j.A > 236+A+E > 5A > 5C > FKO (3 stars)
|}
 
 
==CH 214+C Combos==
{| style="width:100%" cellpadding=10 border="1"
|
CH 214+C (1 star taken) > E+CD > A+C+E > 2369+D > j.A > FKO (3 stars)
 
CH 214+C (1 star taken) > E+CD > > A+C+E > 2369+D > j.B (on the way down) > j.B > 236+D > 66 j.D > (2369+C) xN > 2369+D > j.A > 236236+A or 2363214+D (3 Stars)
|}
 
 
==Overhead 6A Combo==
 
{| style="width:100%" cellpadding=10 border="1"
|
6A > E > 5A > 5C > j.AC > 236+D > j.BC > basic bnb
|}
 
 
==3 Stars Glitch JI Combo==
{| style="width:100%" cellpadding=10 border="1"
|
2BxN > 2D > IAD j.C > 5C > CD (1 Star) > E~2C > A+C > 923+E~A (2 Stars) > 236+C > 9~C > 5C > 623+A > 236+C > 9~C > 5B > 5D > 236236+A (3 Stars)
|}
 
 
 
==Basket Combos==
 
{| style="width:100%" cellpadding=10 border="1"
|
2D > IAD j.C > 5C > j.AC > 236+D > 66 > j.BC > 5C > 623+A > 236+C > 9~C > 5A > 5C > 236236+A > 2BxN (basket)
|}
 
Note: 2.0 boost requirement
 
'''1.2 Boost Setup'''
 
{| style="width:100%" cellpadding=10 border="1"
|
2D > IAD j.C > 5C > j.AC > 236+D > 66 > j.BC > 5C > 623+A > 236+C > 9~C > 5A or 5C > 623+A > 236+C > 96 j.AC > 236236+A > 2BxN > basket
|}
 
Note: On some characters Rei can switch to a boost 2A mid basket to increase the number of hits.
 
{| style="width:100%" cellpadding=10 border="1"
|
Kenshiro:
 
2Bx6 > E > 2Bx11 > E > (2Bx6 > E > 2Ax2 > 5Ax6) or (2Bx7 > E > 2Ax3 > 5Ax4) 2Ax9 > 2C > IAD j.B > basket activates
 
 
Rei:
 
236236+A (37 hits at the end of the combo)
 
2Bx8 > E > 2Bx9 > E > 2Ax8 > E > 2Ax15 > 2C > basket
 
236236+A (34 hits at the end of the combo)
 
2Bx9 > E > 2Bx9 > E > 2Bx1 > 2Ax7 > E > 2Ax16 > 2Bx1
 
 
Shin:
 
236236+A (38 hits at the end of the combo)
 
2Bx5 > E > 2Bx8 > E > 2Ax8 > E > 2Ax2 > 5Ax7 > 2Ax10 > 2C > basket
 
236236+A (35 hits at the end of the combo)
 
2Bx7 > E > 2Bx9 > E > 2Ax8 > 5Ax2 > 2Ax7 > 2Ax11 > basket
 
 
Souther:
 
236236+A (37 hits at the end of the combo)
 
2Bx5 > E > 2Bx9 > E > 2B > 2Ax7  > E >2Ax2 > 5Ax7 > 2Ax7 > 2Bx2 > basket
 
236236+A (34 hits at the end of the combo)
 
2Bx6 > E > 2Bx11 > E > 2B > 2Ax7 > E > 2Ax2 > 5Ax7 > 2Ax7 > 2Bx2 > basket
 
 
Heart
 
2Ax5 > 2Bx2 > E > 2Ax10 > 2Bx2 > E 2Ax8 > E 2Ax10 > 2Bx2 > basket
|}
 
 
==Dribble Setups==
 
Note: Be sure to read the movement boost section under advanced techniques before attempting dribbles / basket.  
 
'''Basic Dribble Pattern'''
 
'''Version #1'''
{| style="width:100%" cellpadding=10 border="1"
|
[dribble activates] d.5A (up to 50 hits) > [5C > IAD j.B] (up to 60 hits) > [5C > f.5C > IAD j.B] (up to 72 hits) > [2Ax10 > 2C > IAD j.B] or [j.ABC ]xN (basket pattern until 100%)
|}
 
'''Version #2'''
 
{| style="width:100%" cellpadding=10 border="1"
|
[dribble activates] d.5A (up to 50 hits) > 5A > IAD j.B > 5A > CD > 5A > IAD j.B > 5A > A+C > sj. 236+D > [j.A > j.B] xN
|}
 
 
'''Mid Screen Dribble from 2D'''
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > IAD > j.C > 5C > j.AC > 236+D > 66 j.B > j.C > 623+A > 236+C > 96 j.C > 5A > 5A > 623+A > 236+C > 96 j.AC > 5Ax5 > Boost > 5A (use movement boost technique here: 5A~E) > 5Ax5 > 623+C > 236+E~C > j.B or 214+E~C > IAD j.B > 5C > IAD j.B > 5A > Dribble
|}
 
Notes: Use 214+E~C on Jagi instead of 236+E~C
 
There are 3 routes:
 
{| style="width:100%" cellpadding=10 border="1"
|
 
1) IAD j.C > 5C > j.A > [j.B] > j.C Route
 
2) IAD > j.C > 5C > IAD > j.A > j.C Route
 
3) IAD j.C > 5C > 623+A > 236+C route
 
|}
 
Options after crossing up with 99C (character dependent):
 
{| style="width:100%" cellpadding=10 border="1"
|
1) 2A > 5A
 
2) 5A > 5A (Heart)
 
3) 2A > 5C (Juda)
 
4) 5A > 5C (Jagi / Heart)
 
5) 5A (Mamiya / Jagi)
|}
 
On Mamiya use this for the movement boost 5A part:
 
{| style="width:100%" cellpadding=10 border="1"
|
623+A > 236+C > 5Ax3 > Boost > 5A (5A~E movement boost) > 5Ax2 > Boost > 5Ax5 > 623+C (6 hits) > 236+E~C > j.B > 5C > IAD j.B > 5A > d.5A > dribble
|}
 
It's quite hard to crossup Heart using the standard mid screen setup so use this instead:
 
[https://youtu.be/eakMWpMaIjE?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
(starting from almost full screen) 2B > 2B > 2D > IAD j.C > 5C > IAD j.AC > 5C > 623+A > 236+C > 96 j.C (switch sides) > 5A > 5C > 623+A > 236+C > 96 j.AC > 5Ax5 > Boost > 5A > 5Ax5 > Boost > 5A > 5Ax3 > 623+C (6 hits) > 236+E~C > j.B > 5C > IAD j.B > 5A > d.5A > Dribble
|}
 
 
'''Corner 623+C+E Dribble (Standard Setup)'''
 
[https://youtu.be/LHdK4XMdl9E?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > IAD j.C > 5C > j.AC > 236+D > 66 j.BC > 5C > 623+A > 236+C > 9~C > 5C > 623+A > 236+C > 96 j.AC > 623+C (5) > E~j.C > 5A > 623+E+C (6) > 236+E~C > j.B or 214+E~C > IAD j.B > 5C > IAD j.B > 5A > d.5A > Dribble
|}
 
Notes:
 
Insert 5A before 623+C on Toki and Raoh.
 
Use 9C > 623+A or 96AC > 623+A on Toki (skip 5C if you want the corner cross up setup) and use 96AC instead of 9C on Raoh/Mamiya (don't skip 5C).
 
Use 96AC > 623+E+C instead of 99AC > 623+C on Mamiya. Remember that the 2nd dp is ALSO a 623+E+C since you have to HSC the jab.
 
 
So on Mamiya the setup looks like this:
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > IAD j.C > 5C > j.AC > 236+D > 66 > j.BC > 5C > 623+A > 236+C > 96 j.AC >5C > 623+A > 236+C > 96 j.AC > [5A] > 623+E~C (5 hits) > E~j.C > 5A > 623+E~C (6 hits) > 236+E~C > j.B > 5C > IAD j.B > 5A > d.5A > Dribble
|}
 
 
'''Hyakuretsu Setup'''
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > IAD j.C > 5C > j.AC > 236+D > 66 j.BC > 5C > 623+A > 236+C > 9C > 5C > 623+A > 236+C > 96 j.AC > 5A > 5C > Super (17 hits) or 5C > 623+A > 236+C > 96 j.AC > Super (22 hits)
|}
 
Note: On Raoh replace 5C for 5A to make the corner hyakuretsu a bit easier since Raoh is a heavy type character.
 
Possible to Super > basket for less meter:
Heart, Shin, Rei, Kenshiro, Souther, Raoh
 
 
''''Mammuuutt 0 Super Bar Hyakuretsu (2.3 Boost)'''
{| style="width:100%" cellpadding=10 border="1"
|
Standard Dribble Setup > 623+C (6) > 236+CE > dj.B > 2B > Hyakuretsu
|}
 
 
'''Corner Cross Up Dribble Setup'''
 
[https://youtu.be/IydEJabjRNU?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
2D > IAD j.C > 5C > sj.ABC (side switch) > delay 214+D > 66 j.BC > 5C > 623+A > 236+C > 5A > 623+A > 236+C > 96 j.AC > 5Ax5 > Boost > 5Ax5 > 623+C > 236+CE > j.B > 5C > 5A > Dribble
|}
 
Possible to cross up on Rei's own corner:
Rei, Ken, Heart, Juda, Jagi, Souther
 
 
'''Corner Cross Up Dribble Setup on Toki/Raoh'''
 
Toki:
 
[https://youtu.be/0ei7LStVggw?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > IAD j.C > delay 5C > j.AC > 236+D > 66 j.AC > 623+A > 236+C > 96 j.B > 2A > 5A > 623+A > 236+C > 96 j.AC > 5Ax5 > E~5A > 5Ax4 > 623+C > 236+E+C > j.B > (236+D > j.B)2x > 5B > IAD j.B > 5A > Dribble
 
2B > 2B > 2D > IAD j.C > 5C > j.AC > 236+D > 66 j.BC > 623+A > 236+C > 96 j.BC > 5A > 5A > 623+A > standard mid screen dribble
|}
 
Raoh:
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > IAD j.C > 5C > j.AC > 236+D > 66 j.AC > Boost (optional) > 5A / 5C > f.5C > 623+A > 236+C > 96 j.AC > 5A > 623+A > 236+C > IAD j.AC > 5Ax5 > E~5A > 5Ax4 > 623+C > 236+E+C > j.B > 5C > IAD j.B > 5A > Dribble
 
2B > 2B > 2D > j.AC or BD > 236+D > 66 j.AC (side switch) > 5A > 5C > 623+A > 236+C > 96 j.C (side switch) > 5A > 5A > 623+A > 236+C > 96 j.AC > Hyakuretsu or Corner Dribble
|}
 
Note: On Raoh that's actually easier than the standard corner hyakuretsu.
 
 
'''Raoh Standard Corner Crossup Dribble'''
 
[https://youtu.be/F7IP2xEkXVs?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > sj.ABC > 236+D > 66 > j.AC (side switch) > 5C > f.5C > 623+A > 236+C > mid screen dribble
|}
 
Popularized by KI's [https://www.youtube.com/watch?v=KJd7RAh09SM most beautiful bounce combo] video this is probably Rei most practical setup against Raoh.
 
 
'''Fireball Corner Crossup for Shin/Ken'''
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > IAD j.C > 5C > f.5C > neutral jump j.AC > 236+D > 66 > j.BC > 236+A+E (side switch) > 5C > f.5C > 623+A > 236+C > 96 j.AC > 5A > 5A > 623+A > 236+C > 96 j.AC > 5A > 5A > 623+C > 236+E+C > j.B > 5C > IAD j.B > 5A > Dribble
|}
 
 
 
'''Throw Mid Screen Dribble Setup'''
 
[https://youtu.be/dgGI-7rUHZg?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
 
Throw > IAD j.B > j.C > 5C or sj.ABC > 623+A > 236+C > 96 j.C > Mid Screen Dribble Setup
|}
 
Note: Use sj.ABD on Souther.
 
 
'''Corner Throw Dribble Setup'''
 
{| style="width:100%" cellpadding=10 border="1"
|
Throw > IAD j.B > j.C > 5C > j.AC > 236+D > 66> j.BC > 5C > 623+A > 236+C > 9~C > 5C > 623+A > 236+C > 96 j.AC > 623+C [5] > E~j.C > 5A > 623+EC > 236+EC > j.B > 5C > IAD j.B > 5A > Dribble
|}
 
 
'''DP Reversal Dribble Setup'''
 
[https://youtu.be/KxLYqlfhvYQ?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
623+C [4-6] > E~(j.B) > j.C > 236+D > 66 j.BC > 623+A > 236+C > 96 j.C > Mid Screen Dribble or Hyakuretsu
|}
 
 
{| style="width:100%" cellpadding=10 border="1"
|
623+C [5-6] > 236+E~C > 66 > j.BC > land > (5C) > 623+A > 236+C > 96 j.AC > 5A > 623+A > 236+C > 96 > j.AC > Corner Dribble or Hyakuretsu
|}
 
 
{| style="width:100%" cellpadding=10 border="1"
|
623+C [5-6] > 6E > switch sides > 236+D > 5C > BnB into corner dribble setup or Hyakuretsu
|}
 
KI reversal dribble setup.
 
Note: This setup puts the opponent back in the corner.
 
 
'''Air to Air Dribble'''
 
{| style="width:100%" cellpadding=10 border="1"
|
j.ABC > 236+C > 2369+D > 66 > j.BC > land > 623+A > 96 j.C > Mid Screen Dribble
|}
 
 
'''Corner Grave Shoot Dribble'''
 
[https://youtu.be/LBU_rknrG_Q?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > AC > sj.D > 236+AE > 5A > 5C > IAD j.AC > 5C > 623+A > 236+C > IAD j.AC > 5A > 623+A > 236+C > 96 j.AC > 5A > Mid Screen Dribble
|}
 
 
'''214+C Dribble'''
 
[https://youtu.be/GU2KEX6Ayuo?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Corner Video Sample]
[https://youtu.be/R9NxkLRfGkg?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Midscreen Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
[mid screen]214+c > 214+C > sj.C > 214+E+C > land > 5C > j.AC > mid screen dribble
 
[corner] 214+C > 214+C > sj.D > 236+E+A > 5A > 5C > [j.C > 236+D] or [IAD j.AC > 5C > 623+A] > Mid Screen Dribble
|}
 
Note: 214+C can be replaced for a grave shoot.
 
 
'''J-King Dribble'''
 
{| style="width:100%" cellpadding=10 border="1"
|
214+C > 214+C > sj.D > 236+B > sj.AD > 236+A+E > switch sides > 5C > 623+A > 236+C > 96 j.AC > 5A > 623+A > 96 j.AC > 5A > Mid Screen Dribble
|}
 
 
'''Ground IAD Dribble Setup'''
 
[https://youtu.be/qJ6dkkL-E8I?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 5D > IAD j.BD > 236+C > land > 5A > 5C > j.AC > 236+D > 66 j.BC > 623+A > 236+C > 96 j.C > Mid Screen Dribble
|}
 
 
'''ZYC Dribble'''
 
[https://youtu.be/kD8pFbTNV3w?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 5D > IAD j.BC > d.5C > IAD j.C > 5C > j.C > 236+D > 66 j.BC > 623+A > 236+C > 96 j.C > 2A > 5A > 623+A > 96 j.AC > 5A > MId Screen Dribble
|}
 
 
'''Ground IAD j.BC Setup'''
 
{| style="width:100%" cellpadding=10 border="1"
|
IAD j.BC > j.ABC > 236+D > 66 BC > 623+A > 236+C > 96 j.C > Mid Screen Dribble
|}
 
 
'''Counter 236236+C'''
 
{| style="width:100%" cellpadding=10 border="1"
|
CH Super > dash > 5B > (IAD j.B > 5B) >IAD j.D > CD > E~5A > 5C > mid screen dribble
|}
 
 
'''Nightman Dribble'''
 
[https://youtu.be/DYkAZ_DqeV4?list=PL89vfz5rtXupvUYh4VnAwLGQrOJzfV1qt Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 5D > IAD j.BC > dash > 5C > hj.ABD (cross up) > 236+D > 66 j.BC > mid screen dribble
|}
 
 
'''Corner 37 Dribble with E~j.B (Standard Setup)'''
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > IAD j.C > 5C > [5C] > j.A[B]C > 236+D > 66 j.B > j.C > 5C > 623+A > 236+C > 96 j.AC > 5C > 623+A > 236+C > 96 j.AC > 5C > 623+C (6) > E~j.C > 623+C (5) > E~j.B > 5C > IAD j.B > 5A > d.5A > Dribble
|}
 
Notes: Easy on Rei/Juda/Heart/Raoh/Toki (replace 5C with 5A)
 
 
'''Version #2'''
 
[https://youtu.be/7p0hA7meHec Video Sample]
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > IAD j.C > 5C > IAD > j.AC > 5C > 623+A > 236+C > 9~C > [5C > 623+A > 236+C > 96 j.AC] x2 > 623+C (6 hits) > E~j.C > 623+C (5 hits) > E~j.B > 5C > IAD j.B > 5A > Dribble
|}
 
 
'''Raoh Special Corner Dribble (AKA: Mammuut special)'''
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > IAD j.C > 5C > j.AC > 236+D > 66 j.BC > [5C > 623+A > 236+C > 96 j.AC] 2x > E (switch sides) > 5Ax4 > E > 5Ax7 > 623+C > 236+CE > dj.A > 236+C > land > 5A > d.5A > dribble
|}
 
 
'''Mid Screen Dribble with j.C+E or 214+C+E'''
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2B > 2D > [IAD j.C > 214+C+E] or [j.C+E] > 5C > Mid Screen Dribble
|}
 
==Mix Ups/Blockstrings==
 
{| style="width:100%" cellpadding=10 border="1"
|
2B > 2D > IAD j.D/j.B or Boost 2B
 
2B > 5D > IAD > j.B > j.D > 2B > 2147+CE > grab or 2B
 
J.2B > Boost > j.B > Mix Up
 
2B > 2D > 9E > air dash backwards > j.D > Boost
 
2B > 2D > jump forward > 214+CE cross up
 
2B > jump forward j.B > air dash backwards > j.D > Boost
 
2B > 2D > IAD j.D > 236+D (double overhead)
 
Basic BNB > 9~C > 5C > 623+A > 236+D > 66 > 236+B (corner side switch ender) > cross IAD j.B or j.2B
 
Basic BNB > 623+A (side switch) > 236+C > jump cancel backwards > double jump forward > j.B or  empty jump 2B (Toki only coner mixup)
 
Basic BNB > 623+A (side switch) > 236+C > 96 j.B > 214+C > air j.2B > 2B (Toki only coner mixup)
 
Basic BNB > 623+A >236+C > 99D (otg) > 214+C (barrier) (safe against some reversal options)
|}
 
 
==Alternative Starters for BNB==
 
{| style="width:100%" cellpadding=10 border="1"
|
1) 2D > j.D > 2369+C 2x > 2369+D > 66 j.BC > 5C > 623+A loop
 
2) 2D > j.C > 236+C > 9C > 236+C > dj.ABC > land > 623+A loop
 
3) 2D > IAD j.C > 236+C > dj.ABC > land > 623+A loop
 
4) 2D > IAD j.C > 5C > j.AC > 236+D > 66 j.BC > 5C > 623+A loop (standard)
 
5) 2D > IAD j.C > 5C > IAD j.AC > 5C > 623+A loop (IAD j.AC loop version)
|}
 
==Matchups==
===Kenshiro===
X
 
===Raoh===
X


===Toki===
===== <span class="invisible-header">Nanto Gekisei Kakubu</span> =====
X
{{MoveData
|image=Rei-Gekisei.png
|name=Nanto Gekisei Kakubu
|linkname=623P
|subtitle=623A/C (Air OK)
|caption=
|data=
{{AttackData-HNK
|version=Ground 623A
|Damage=
|Guard=Mid
|Startup=8
|Active=14
|Recovery=
|Hit Adv=Launch
|Block Adv=
|description=
* Cancels into air special moves.
* No invincibility.
}}
{{AttackData-HNK
|version=Ground 623C
|Damage=
|Guard=Mid
|Startup=5
|Active=22
|Recovery=
|Hit Adv=Launch
|Block Adv=
|description=
* Rei's invincible reversal.
Often used in basket combos.
}}
{{AttackData-HNK
|version=Air 623A
|Damage=
|Guard=Mid
|Startup=8
|Active=14
|Recovery=
|Hit Adv=Launch
|Block Adv=
|description=
Not commonly used.
}}
{{AttackData-HNK
|version=Air 623C
|Damage=
|Guard=Mid
|Startup=9
|Active=25
|Recovery=
|Hit Adv=Launch
|Block Adv=
|description=
* Has some invincibility.
Mainly used as a reaction to the universal guard cancel while still in the air.
}}
}}


===Shin===
===== <span class="invisible-header">Nanto Jinshu Suizan</span> =====
X
{{MoveData
|image=Rei-Jinshu.png
|name=Nanto Jinshu Suizan
|linkname=j.236D/j.214D
|subtitle=j.236D/j.214D
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=15
|Active=Until landing
|Recovery=
|Hit Adv=Launch
|Block Adv=
|description=
Used as combo filler and an overhead option. Is airdash cancelable if at jump height. Wall bouncess on counter hit.
}}
}}


===Rei===
===== <span class="invisible-header">Nanto Kyoukaku Shoubu</span> =====
X
{{MoveData
|image=Rei-Kyoukaku.png
|name=Nanto Kyoukaku Shoubu
|linkname=j.214C
|subtitle=j.214C
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=26
|Active=Until landing
|Recovery=
|Hit Adv=
|Block Adv=
|description=
Rei creates a shield around himself with a hitbox that disappears when Rei lands on the ground, it hits, or is blocked. It eats some projectiles such as Souther's 623A.
}}
}}


===Juda===
===== <span class="invisible-header">Nanto Kakuyokujinzan</span> =====
X
{{MoveData
|image=Rei-Kakuyokujinzan.png
|name=Nanto Kakuyokujinzan
|linkname=j.236C
|subtitle=j.236C
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=19
|Active=20
|Recovery=
|Hit Adv=Launch
|Block Adv=
|description=
* Jump cancelable.
* Wallbounces on counter hit.
A rushing mid attack done in the air that knocks up on normal hit and wallbounce on counter hit. Integral in all of Rei's combos by airdash canceling or jump canceling with a button and itself.
}}
}}


===Thouther===
===== <span class="invisible-header">Nanto Koharyu</span> =====
X
{{MoveData
|image=Rei-Koharyu.png
|name=Nanto Koharyu
|linkname=214C214C
|subtitle=214C~214C
|caption=
|data=
{{AttackData-HNK
|version=214C
|Damage=
|Guard=Mid
|Startup=20
|Active=12
|Recovery=
|Hit Adv=
|Block Adv=-9
|description=
}}
{{AttackData-HNK
|version=214C~214C
|Damage=
|Guard=Mid
|Startup=12
|Active=5
|Recovery=
|Hit Adv=Grave Launch
|Block Adv=-11
|description=
A two part move mainly used to beat guard cancels. 1st portion of the move has armor. 2nd input launches the opponent in a grave shoot state.
}}
}}


===Jagi===
==Super Moves==
X
===== <span class="invisible-header">Nanto Seiki Mouha</span> =====
{{MoveData
|image=Rei-Seiki.png
|name=Nanto Seiki Mouha
|linkname=236236A
|subtitle=236236A
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=38
|Active=27
|Recovery=
|Hit Adv=Launch
|Block Adv=
|description=
* Uses 1 bar of Aura.
Reversal super with some invulnerability, great damage, and good hykuretsu combo potential. Attacks in the super can also beat projectiles.
}}
}}


===Mr. Heart===
===== <span class="invisible-header">Danko Sousaiken</span> =====
X
{{MoveData
|image=Rei-Danko.png
|name=Danko Sousaiken
|linkname=236236C
|subtitle=236236C
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=30-143
|Active=50-200
|Recovery=
|Hit Adv=
|Block Adv=
|description=
* Uses 1 bar of Aura.
Rei charges up the attack with one hit of armor, flies up with invincibility, and then throws 3 projectiles that bounce around the screen. Charging the super increased the damage and the duration of the projectiles on the screen.
}}
}}


===Mamiya===
===== <span class="invisible-header">Kubuenrizan</span> =====
X
{{MoveData
|image=Rei-Kubuenrizan.png
|name=Kubuenrizan
|linkname=j.2363214D
|subtitle=j.2363214D
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=Mid
|Startup=37
|Active=4-24
|Recovery=
|Hit Adv=Launch
|Block Adv=
|description=
* Uses 1 bar of Aura.
A super mainly used to take as many stars as possible after A+C or 214C 214C at the end of a round. Has a little bit of invul that can go through guard cacncele but it isn't generally used in this manner.
}}
}}


==Fatal KO==
===== <span class="invisible-header">Hishou Hakurei</span> =====
{{MoveData
|image=Rei-FKO.png
|name=Hishou Hakurei
|linkname=236CD
|subtitle=236CD
|caption=
|data=
{{AttackData-HNK
|Damage=FATAL KO
|Guard=Mid
|Startup=13
|Active=30
|Recovery=
|Hit Adv=Launch
|Block Adv=
|description=
* Requires the opponent to have 0 stars.
* Cannot hit OTG.
If used too late outside of a banishing strike combo the gravity may be too severe for the 2nd hit too connect.
}}
}}


{{Navbox-HNK}}
{{Navbox-HNK}}
[[Category:Hokuto no Ken]]
[[Category:Hokuto no Ken]]

Latest revision as of 16:50, 3 November 2021

Introduction

Rei is a speedy, movement-based character, having access to a wide array of air moves and the ability to triple jump. He has very powerful normals, many being jump-cancelable, which allow him to keep up the pressure without the use of gauge. He has a strong defense as well, with a great uppercut reversal move as well as his Danko super, which essentially works to deny the opponent the chance to do a wakeup mixup on you. His star-taking ability is quite good, but he also has very practical 100% combos. While using Rei to his full potential requires a great deal of player skill and ad lib, he is also the perfect beginner character, with an easy to understand offense as well as relatively simple and damaging combos.

That being said, let us start this section off by listing Rei's main strengths and weaknesses.

Pros Cons
  • Is the only character is the game with an air throw and the ability to triple jump
  • Good at getting out of pressure thanks to his dragon punch and Danko super
  • Most of his normal moves can be Jump Canceled
  • Decent star removing abilities
  • Has many practical 100% combos
  • Has the longest crouching recovery in the game; some character's have crouching-Rei-specific infinites
Rei
HNK Rei portrait.jpg
Character Data

Before diving right into the combos be sure to familiarize yourself with Rei's special/super moves and important normals.

Normal Moves

Close

cl.A
cl.A
Rei-c.A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 5 3 - - +2
  • Jump cancelable.

Tied for one of Rei's fastest buttons. It is mainly used as used as an anti air against low airdashes and combo filler in midscreen combo routes.

cl.B
cl.B
Rei-c.B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 8 4 - - +3
  • Jump cancelable.

Low kick that is a mid. Not much usage from this button due to it's lack of hitstun.

cl.C
cl.C
Rei-c.C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 7 6 - Launch -3
  • Jump cancelable.

Excellent anti air. Whiffs on crouching characters.

cl.D
cl.D
Rei-c.D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 9 4 - - -3
  • Jump cancelable.

Excellent button for pressure with a lot of blockstun. Can go into instant airdash or 2D. Combos into banishing attack except on crouching Jagi where you would use 2D. Also combos into IAD j.B.

Far

f.A
f.A
Rei-A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 5 3 - - +4
  • Jump cancelable.

The other 5F normal. Same usage as close A but is smaller vertically. Whiffs on Mamiya, Rei, Shin, and Jagi crouch blocking. Whiffs on Souther and Toki neutral crouching.

f.B
f.B
Rei-B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 7 4 - - +4
  • Jump cancelable.

Excellent midrange poke. Confirms into 2D except on crouching Jagi.

f.C
f.C
Rei-C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 12 4 - - -2
  • Jump cancelable.

Not really used as a poke. Mainly combo filler.

f.D
f.D
Rei-D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 14 3 - - 0

Low invulnerable button. Can confirm into banishing strike by kara canceling 2D into CD as 2D~2C. Also confirms into Grave Shoot. Surprisingly not jump cancelable.

Crouching

2A
2A
Rei-2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 6 3 - - +1
  • Jump cancelable.

Faster crouching normal.

2B
2B
Rei-2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Low 7 3 - - +6
  • Jump cancelable.

A good low that is jump cancelable and plus. Confirms into 5D and 2D. 2B 2D doesn't work on crouching Jagi.

2C
2C
Rei-2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 12 4 - - -2
  • Cancels into itself.

Combo filler.

2D
2D
Rei-2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Low 14 5 - Launch -5
  • Jump cancelable.

Rei's furthest reaching low.

Air

j.A
j.A
Rei-j.A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 4 16 - - -

Rei's Fastest air normal. Good as an air to air.

j.B
j.B
Rei-j.B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 5 20 - - -

A very active air normal that is great for air to airs and the fastest button that will hit a crouching character from an instant air dash.

j.C
j.C
Rei-j.C.png
You whiffed your air throw
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 9 6 - Launch -

Hits above Rei. Mainly used to hitconfirm from 2D.

j.D
j.D
Rei-j.D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 11 5 - - -

Air to ground button that has a lot of blockstun and hitstun.

Command Normals

6A
6A
Rei-6A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 24 4 - - -4

No real reason to use this but it's there if you want to.

Universal Mechanics

Throw
Throw
Rei-Throw.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Throw 4 - - - -
  • Jump cancelable.
BD Throw
BD Throw
Rei-BD.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Throw (whiffs vs. crouch) 9 4 - - -
  • Jump cancelable.
Grave Shoot
Grave Shoot
Rei-Grave.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 16 7 - Grave Launch -4

Good hitbox that also reflects projectiles. Also moves slightly forward.

Heavy Strike
Heavy Strike
Rei-Heavy.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Unblockable 41 4 - - -

Pretty standard heavy attack unblockable.

Banishing Strike
Banishing Strike
Rei-Bani.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
Uncharged - Mid 18-33 4 - Banish Launch -8
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
Charged - Mid 34-38 4 - Banish Launch -8

Special Moves

Hien Ryubu
Hien Ryubu
j.236A/B
Rei-Hien.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
j.236A - All 11 Until ground, 25 (after reflection) - - -
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
j.236B - All 11 Until ground, 90 (after reflection) - - -
  • A version bounces upwards off the ground.
  • B version glides across the floor.

Excellent air to ground projecctile with utility in: stalling in the air to mess up anti air timing, having an active projectile to follow behind in order force a response from the opponentand start pressure, and being a mixup tool with boost.

Nanto Gekisei Kakubu
Nanto Gekisei Kakubu
623A/C (Air OK)
Rei-Gekisei.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
Ground 623A - Mid 8 14 - Launch -
  • Cancels into air special moves.
  • No invincibility.
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
Ground 623C - Mid 5 22 - Launch -
  • Rei's invincible reversal.

Often used in basket combos.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv
Air 623A - Mid 8 14 - Launch -

Not commonly used.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv
Air 623C - Mid 9 25 - Launch -
  • Has some invincibility.

Mainly used as a reaction to the universal guard cancel while still in the air.

Nanto Jinshu Suizan
Nanto Jinshu Suizan
j.236D/j.214D
Rei-Jinshu.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 15 Until landing - Launch -

Used as combo filler and an overhead option. Is airdash cancelable if at jump height. Wall bouncess on counter hit.

Nanto Kyoukaku Shoubu
Nanto Kyoukaku Shoubu
j.214C
Rei-Kyoukaku.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 26 Until landing - - -

Rei creates a shield around himself with a hitbox that disappears when Rei lands on the ground, it hits, or is blocked. It eats some projectiles such as Souther's 623A.

Nanto Kakuyokujinzan
Nanto Kakuyokujinzan
j.236C
Rei-Kakuyokujinzan.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 19 20 - Launch -
  • Jump cancelable.
  • Wallbounces on counter hit.

A rushing mid attack done in the air that knocks up on normal hit and wallbounce on counter hit. Integral in all of Rei's combos by airdash canceling or jump canceling with a button and itself.

Nanto Koharyu
Nanto Koharyu
214C~214C
Rei-Koharyu.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
214C - Mid 20 12 - - -9
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
214C~214C - Mid 12 5 - Grave Launch -11

A two part move mainly used to beat guard cancels. 1st portion of the move has armor. 2nd input launches the opponent in a grave shoot state.

Super Moves

Nanto Seiki Mouha
Nanto Seiki Mouha
236236A
Rei-Seiki.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 38 27 - Launch -
  • Uses 1 bar of Aura.

Reversal super with some invulnerability, great damage, and good hykuretsu combo potential. Attacks in the super can also beat projectiles.

Danko Sousaiken
Danko Sousaiken
236236C
Rei-Danko.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 30-143 50-200 - - -
  • Uses 1 bar of Aura.

Rei charges up the attack with one hit of armor, flies up with invincibility, and then throws 3 projectiles that bounce around the screen. Charging the super increased the damage and the duration of the projectiles on the screen.

Kubuenrizan
Kubuenrizan
j.2363214D
Rei-Kubuenrizan.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 37 4-24 - Launch -
  • Uses 1 bar of Aura.

A super mainly used to take as many stars as possible after A+C or 214C 214C at the end of a round. Has a little bit of invul that can go through guard cacncele but it isn't generally used in this manner.

Fatal KO

Hishou Hakurei
Hishou Hakurei
236CD
Rei-FKO.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
FATAL KO Mid 13 30 - Launch -
  • Requires the opponent to have 0 stars.
  • Cannot hit OTG.

If used too late outside of a banishing strike combo the gravity may be too severe for the 2nd hit too connect.

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Jagi
Juda
Kenshiro
Mamiya
Mr. Heart
Raoh
Rei
Shin
Thouther
Toki