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= | {{AVG2 Character Intro|char=reimi|short=rei|content= | ||
= | == Introduction == | ||
''' | ''Reimi's martial arts aptitude and keen business sense were no match for her mother's MILF superpowers. Now she's out for revenge.'' | ||
''' | Reimi is one of the most explosive characters in AVG2, with her strong footsies and space control belying her ability to kill most characters in the game with a single combo, so long as she has the meter to spare. She's definitely no slouch in neutral, with fantastic reach on her pokes, a powerful fireball in {{Tooltip|text=Burning Rose|hovertext=236P}}, and excellent aerial space control thanks to her j.LK, all complimenting her ability to actually just kill the opponent if she puts them in the corner. That being said, landing one of Reimi's devastating corner combos requires a solid opening, and due to a lack of strong mixup tools (her only method of breaking down defenses largely being a throw she can't combo after), she relies much more on exploiting unforced errors to get her gameplan going. | ||
== | {{StrengthsAndWeaknesses | ||
| intro = [[File:avg2 reimi mini.png|20px]] '''Reimi''' is a mid-range space control character who can convert her strong pokes into devastating damage with meter. | |||
| pros = | |||
* '''Great Neutral:''' With a selection of great normals both on the ground and in the air, along with the excellent Burning Rose fireball and anti-air {{Tooltip|text=Hurricane Rose|hovertext=[2]8K}}, Reimi is well-equipped to control the space the opponent wants to be in and condition them to sit still. | |||
* '''Adaptable:''' Because of her well-rounded neutral toolkit, Reimi is able to handle a wide variety of situations both in neutral and on defense, giving her a degree of flexibility many characters wish they had. | |||
* '''Ticking Time Bomb:''' It's no stretch to say that Reimi is likely the most explosive character in the game, with her EX Burning Rose loops in the corner able to delete anywhere between 80 to 100% of the opponent's life bar. | |||
| cons = | |||
* '''Caution Is A Must:''' While Reimi's normals are excellent, they are somewhat held back by their relatively slow speed, which means she's more liable to getting counterpoked than most if she isn't careful. | |||
* '''Weak Mixup:''' Reimi's explosive damage is offset by a distinct lack of ways to convincingly open up overly defensive opponents. With no non-committal ways to confirm lows, no grounded overheads, and not even a throw she can combo after, Reimi has to rely almost exclusively on frame traps and whiff punishes to score her big damage. | |||
* '''Big Spender:''' You gotta spend money to make money, and Reimi takes that very seriously -- with how damaging her EX Burning Rose loops are, she often spends all her cash at once, leaving her without meter for other threatening conversions or even guard cancels, all of which makes good meter management central to playing the character. | |||
}} | |||
== | == Stats == | ||
{{AVG2 Character Data | |||
| atk=A | |||
| def=B | |||
| djump=Yes | |||
| dbrake=Yes | |||
| bd=23F (Throw Invul) | |||
| wkup=14F | |||
}} | |||
= | == Color Options == | ||
{{ColorGallery | filePrefix=AVG2_Reimi_Color_| imageWidths=187| colors= | |||
{{ColorGallery/Color|Circle| text=Circle (Default) }} | |||
{{ColorGallery/Color|Triangle| text=Triangle }} | |||
{{ColorGallery/Color|Square| text=Square }} | |||
{{ColorGallery/Color|R1| text=R1 }} | |||
{{ColorGallery/Color|R2| text=R2 }} | |||
{{ColorGallery/Color|Start| text=Start (Hidden) }} | |||
}} | |||
}} | |||
{{Navbox-AVG2}} | |||
[[Category: Advanced V.G. 2]] | |||
{{ | |||
[[Category:Advanced V.G. 2]] |
Latest revision as of 14:54, 8 May 2023
Introduction
Reimi's martial arts aptitude and keen business sense were no match for her mother's MILF superpowers. Now she's out for revenge.
Reimi is one of the most explosive characters in AVG2, with her strong footsies and space control belying her ability to kill most characters in the game with a single combo, so long as she has the meter to spare. She's definitely no slouch in neutral, with fantastic reach on her pokes, a powerful fireball in Burning Rose, and excellent aerial space control thanks to her j.LK, all complimenting her ability to actually just kill the opponent if she puts them in the corner. That being said, landing one of Reimi's devastating corner combos requires a solid opening, and due to a lack of strong mixup tools (her only method of breaking down defenses largely being a throw she can't combo after), she relies much more on exploiting unforced errors to get her gameplan going.
Stats
Attack | Defense | Dash Jump | Dash Brake | Backdash | Wakeup Speed |
---|---|---|---|---|---|
A | B | Yes | Yes | 23F (Throw Invul) | 14F |
Color Options