Mortal Kombat 1/Reiko/Introduction: Difference between revisions

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''"Reiko was a boy when he and his family were captured during the Kafallah War. Though his family died, Reiko fought and survived. After spending months as a prisoner, Reiko was freed during a raid by General Shao. Despite his youth and small size, Reiko attacked his former captors and exacted bloody revenge. Impressed by the boy’s spirit, General Shao made Reiko his squire. Under his tutelage, Reiko learned the ways of war. He became an exceptional soldier and is now the General’s second-in-command. Reiko’s loyalty to General Shao is absolute. He will live and die by his orders."''
''"Reiko was a boy when he and his family were captured during the Kafallah War. Though his family died, Reiko fought and survived. After spending months as a prisoner, Reiko was freed during a raid by General Shao. Despite his youth and small size, Reiko attacked his former captors and exacted bloody revenge. Impressed by the boy’s spirit, General Shao made Reiko his squire. Under his tutelage, Reiko learned the ways of war. He became an exceptional soldier and is now the General’s second-in-command. Reiko’s loyalty to General Shao is absolute. He will live and die by his orders."''


Reiko is a '''Zoner/Grappler hybrid''', a combination that strikes fear in the hearts of many a fighting game player. As a Reiko player, it is your job to inspire fear in your opponent, whether it's the fear of eating a high damage command grab or fear of losing the zoning war to the best projectile in the game. Pale Rider (BDF+1) is his command grab; while he cannot tick throw with it, simply having an untechable grab is fantastic when accompanied by F1, a safe overhead that knocks down and deals a chunky 9% damage. In case you haven't stopped them from ducking with F1, the enhanced version of the grab hits Mid and deals significant damage. Assassin Throwing Stars (usually referred to by the community as Shurikens) is a 3-hit High projectile that deals large amounts of chip and builds meter like crazy when blocked. The shurikens can break Armor on hit and also travel in a pattern than can be difficult to jump over. The enhanced version doubles down on these strengths while making the projectiles hit Mid. He also has respectable mid-range tools like B3 and F4 to keep his opponents in check. While Kameo choice will play a part in which gameplan you choose to lean into, it's worth noting that his most popular choices, Darrius and Tremor, favor the grappling side as they allow for unique and highly damaging conversions off his command grab (specifcally the same side variant BDF+1,B).
Reiko is a '''Grappler/Brawler''' that excels at enforcing up-close '''pressure/mixups''' in very short but oppressive interactions with damaging attacks that generally lead to a quick '''knockdown''' but can be converted into kombos with certain Kameo setups; some of his tools include two '''autoshimmy''' strings (S12, S21) that hit-confirm, a safe Mid stagger with a confirmable '''launcher''' (F12/F124), a safe 16f Overhead (F2), a 12f Low (B4) that is +3 on block, and a 13f High (B2) that is +8. Conditioning the opponent to block these options allows him to enforce '''Command Grabs''' (BDF1/Air DF1) that convert into kombos with certain Kameo assists (i.e Tremor/Darrius) as well as end/extend kombos; the EX versions cost 2 bars of meter but will Throw neutral-ducking opponents. While his punch attacks have shorter range, he has several disjointed kick attacks with long reach effective for playing neutral and/or anti-airing opponents, giving him potential to confirm into short kombos. '''Charging Pain''' (BF3) sends Reiko running towards the opponent into a Low slidekick that grants a '''side-switch''' and can convert into juggles with Kameo assists, while also allowing players to extend Reiko’s run by holding the button (and/or quickly cancel the run by double-tapping Down); other buttons can be held during the running startup to perform different moves, such as a Mid launch ('''Pain Knee''') or his aerial command grab ('''Pain Reaper'''). Fatal Blow is a command grab that will '''tick-throw''' a grounded opponent after all crouching pokes, F12, and 434; holding Up changes the Throw to an '''unblockable air grab''' that will hit an airborne opponent and/or tick-throw their attempt to jump after D1/D3.
 
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'''EDITOR'S NOTE, 1/22/2025:''' WHAT DID THEY DO TO HIS FIREBALL

Latest revision as of 03:42, 22 March 2025

Introduction

General Shao’s Loyal Lieutenant

"Reiko was a boy when he and his family were captured during the Kafallah War. Though his family died, Reiko fought and survived. After spending months as a prisoner, Reiko was freed during a raid by General Shao. Despite his youth and small size, Reiko attacked his former captors and exacted bloody revenge. Impressed by the boy’s spirit, General Shao made Reiko his squire. Under his tutelage, Reiko learned the ways of war. He became an exceptional soldier and is now the General’s second-in-command. Reiko’s loyalty to General Shao is absolute. He will live and die by his orders."

Reiko is a Grappler/Brawler that excels at enforcing up-close pressure/mixups in very short but oppressive interactions with damaging attacks that generally lead to a quick knockdown but can be converted into kombos with certain Kameo setups; some of his tools include two autoshimmy strings (S12, S21) that hit-confirm, a safe Mid stagger with a confirmable launcher (F12/F124), a safe 16f Overhead (F2), a 12f Low (B4) that is +3 on block, and a 13f High (B2) that is +8. Conditioning the opponent to block these options allows him to enforce Command Grabs (BDF1/Air DF1) that convert into kombos with certain Kameo assists (i.e Tremor/Darrius) as well as end/extend kombos; the EX versions cost 2 bars of meter but will Throw neutral-ducking opponents. While his punch attacks have shorter range, he has several disjointed kick attacks with long reach effective for playing neutral and/or anti-airing opponents, giving him potential to confirm into short kombos. Charging Pain (BF3) sends Reiko running towards the opponent into a Low slidekick that grants a side-switch and can convert into juggles with Kameo assists, while also allowing players to extend Reiko’s run by holding the button (and/or quickly cancel the run by double-tapping Down); other buttons can be held during the running startup to perform different moves, such as a Mid launch (Pain Knee) or his aerial command grab (Pain Reaper). Fatal Blow is a command grab that will tick-throw a grounded opponent after all crouching pokes, F12, and 434; holding Up changes the Throw to an unblockable air grab that will hit an airborne opponent and/or tick-throw their attempt to jump after D1/D3.

Strengths Weaknesses
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