Advanced V.G. 2/Reimi: Difference between revisions

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[[File:avg2_reimi.jpg|right|yass queen]]
{{AVG2 Character Intro|char=reimi|short=rei|content=


= Introduction =
== 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'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.
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
|-style="text-align:left;"
| 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.
! Strengths !! Weaknesses
| pros =
|- style="vertical-align:top;text-align:left"
* '''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.
| style="width: 50%;"|
* '''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.
*Solid neutral presence with great normals and a strong fireball
* '''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.
*Some of the most explosive damage in the game
| cons =
*Highly adaptable, able to cover a wide variety of neutral situations
* '''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.
| style="width: 50%;"|
* '''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.
*Normals are a little slow on startup, meaning she has to be careful with her pokes
* '''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.
*Poor mixup options means she has to rely on stagger pressure and a weak throw to open people up
}}
*Highly meter-reliant for her best damage
|-
|}


= Movelist =
== Stats ==
'''Command Moves'''<br>
{{AVG2 Character Data
f+HK: A hopkick similar to Guile's sobat kick. Can be a decent poke, since it goes over low attacks, but it can be low-profiled, as well as punished if not spaced properly.<br>
| atk=A
j.d+HP: A jumping elbow attack. Has a poor vertical hitbox and cannot cross up, but has the interesting property of being air-unblockable.
| def=B
| djump=Yes
| dbrake=Yes
| bd=23F (Throw Invul)
| wkup=14F
}}


'''Target Combos'''<br>
== Color Options ==
st.LP > (cr.LP) > st.HP/st.HK<br>
{{ColorGallery | filePrefix=AVG2_Reimi_Color_| imageWidths=187| colors=
st.LK > st.HP/st.HK<br>
{{ColorGallery/Color|Circle|  text=Circle (Default) }}
st.LP > (cr.LP) > st.LK > st.HK<br>
{{ColorGallery/Color|Triangle|  text=Triangle }}
cr.LP > cr.LK
{{ColorGallery/Color|Square|  text=Square }}
{{ColorGallery/Color|R1|  text=R1 }}
{{ColorGallery/Color|R2|  text=R2 }}
{{ColorGallery/Color|Start|  text=Start (Hidden) }}
}}


j.LP/j.LK > j.HP/j.HK
}}


'''Guard Cancels'''<br>
{{Navbox-AVG2}}
LP: st.HP<br>
[[Category: Advanced V.G. 2]]
LK: st.LK<br>
HP: LK Hurricane Rose (charge d,u+LK)<br>
HK: LK Rose Stinger (charge b,f+LK)<br>
 
Unlike many other characters, Reimi doesn't have any one guard cancel that outshines all the others, so it's important to know which one to use in which situation.<br>
LP is best for aerial opponents, LK is better on grounded opponents, and HP is a good catch-all guard cancel if you want an easy knockdown.
 
== Special Moves ==
'''Burning Rose (qcf+P):''' A solid fireball that covers a good chunk of the screen. The LP version moves at a slow enough speed that you can follow it in, or cancel into it on block to establish stagger pressure. The EX version hits three times, significantly increasing its advantage on hit and block, thus making it a core part of Reimi's devastating corner combos.<br>
 
'''Rose Stinger (charge b,f+K):''' A forward charging attack that forms the basis of Reimi's combos. The HK version totally invalidates the LK version in speed, distance and damage, but the fact that it leaves the opponent standing means it's unsafe even on hit if you don't super cancel it, so you only ever want to confirm into this move. The EX version hits more times than the HK version, but does less damage. However, due to its speed, it may be useful as a reversal in a pinch, especially since it knocks down.<br>
 
'''Hurricane Rose (charge d,u+K):''' Reimi's version of a flash kick. Despite its animation, it actually has okay horizontal range, hitting right up to the tip of Reimi's foot. Its invincibility lasts until the first active frame as well, which makes it usable as a reversal, and even better as an anti-air. The EX version has much less reliable invincibility, but its high damage makes it useful in some juggle combos.<br>
 
== Super Moves ==
'''Griffon Nail (f,hcf+K):''' Reimi charges forward, taking the opponent high into the air on hit before slamming them back into the ground. Deals exceptionally high damage, even among other supers in the game. It has poor invincibility, but it has projectile invulnerability for 12F after startup, which can make it a useful anti-fireball tool. Its combo applications are limited, but still important -- while it can't be used in juggles, it's totally possible to confirm into this after EX Burning Rose. It's also air-unblockable, meaning you can guarantee it if the opponent air blocks a fireball. <br>
 
= Strategy =
Reimi's neutral game relies mostly on trying to limit the opponent's movement with LP Burning Rose and jumping normals. While she can use her grounded normals -- in particular, 5C, 5D and 2D -- they're a bit on the slow side, leaving her slightly more susceptible to counterpokes compared to other characters. However, meeting opponents in the air is a very comfortable situation for Reimi, since her j.LK has a fantastic angle for air-to-air coverage, which is especially useful when you're able to force the opponent to jump over Burning Rose. When the opponent begins to air block in preparation for a j.LK, start using j.d+HP to bust open their guard. j.HP and j.HK can also be used to meet the opponent in the air, depending on spacing and timing. If any of these hit, you can hit them with EX Hurricane Rose upon landing.<br>
Reimi is thankfully no slouch on defense, either, thanks to Hurricane Rose's great invincibility window, making it useful as both a reversal and as a sky protector. That said, because it requires a charge, there may be situations where you'll need to use a guard cancel due to a lack of available charge.<br>
Once you push the opponent to the corner, use your stagger options and space control to bait out errors from the opponent and punish with your devastating corner loops.
 
== Combos ==
'''Basic Combos'''<br>
cr.LP x1-2 > cr.LK xx [HK Rose Stinger xx EX Burning Rose] xN<br>
st.LP > st.LK > st.HK xx [HK Rose Stinger xx EX Burning Rose] xN<br>
''You can loop HK Rose Stinger xx EX Burning Rose as long as you have the meter for it. This combo leaves the opponent standing. Alternatively, you can cash out more meter by cancelling Rose Stinger into Griffon Nail.''
 
HK Hurricane Rose xx EX Hurricane Rose, HK Hurricane Rose<br>
''To perform this super cancel, input [charge db, uf+HK~db~ub+HK]. You can dump meter on EX Hurricane Rose as much as you want before the final Hurricane Rose.''
 
'''Anti-Air Combos'''<br>
st.LP x1-2 > st.HP xx EX Burning Rose, HK Rose Stinger<br>
st.LP, sj.LP > j.HK, EX Hurricane Rose, HK Hurricane Rose/HK Rose Stinger
 
= Frame Data =
Soon.
 
{{Template: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.

Avg2 reimi mini.png Reimi is a mid-range space control character who can convert her strong pokes into devastating damage with meter.
Pros Cons
  • 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 Hurricane Rose, 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.
  • 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

Attack Defense Dash Jump Dash Brake Backdash Wakeup Speed
A B Yes Yes 23F (Throw Invul) 14F

Color Options

Circle (Default)
Triangle
Square
R1
R2
Start (Hidden)
Avg2 reimi.jpg


Game Navigation

General
Controls
HUD
System
Advanced Mechanics
FAQ
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Kyoko
Chiho
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Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
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Reimi
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