Hokuto no Ken/Rei: Difference between revisions

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===Close A===
===Close A===
[[Image:Rei-c.A.png]]<br>
[[Image:Rei-c.A.png]]<br>
5F Startup,  3F active, +2F on block<br>
5F Startup,  3F Active, +2F on block<br>
<br>
<br>
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>
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>


===Far A===
===Far A===
[[Image:Rei-A.png]]<br>
[[Image:Rei-A.png]]<br>
 
5F Startup,  3F Active, +4F on block<br>
<br>
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>


===Close B===
===Close B===
[[Image:Rei-c.B.png]]<br>
[[Image:Rei-c.B.png]]<br>
 
8F Startup,  4F Active, +3 on block<br>
<br>
Low kick that is a mid. Not much usage from this button due to it's lack of hitstun. Jump cancelable<br>


===Far B===
===Far B===
[[Image:Rei-B.png]]<br>
[[Image:Rei-B.png]]<br>
 
7F Startup,  4F Active, +4 on block<br>
<br>
Excellent midrange poke. Confirms into 2D except on crouching Jagi. Jump cancelable<br>


===Close C===
===Close C===
[[Image:Rei-c.C.png]]<br>
[[Image:Rei-c.C.png]]<br>
 
7F Startup,  6F Active,  -3 on block<br>
<br>
Excellent anti air. Whiffs on crouching characters. Jump cancelable<br>


===Far C===  
===Far C===  
[[Image:Rei-C.png]]<br>
[[Image:Rei-C.png]]<br>
 
12F Startup,  4F Active,  -2 on block<br>
<br>
Not really used as a poke. Mainly combo filler. Jump cancelable<br>


===Close D===
===Close D===
[[Image:Rei-c.D.png]]<br>
[[Image:Rei-c.D.png]]<br>
 
9F Startup,  4F Active,  -3 on block<br>
<br>
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>


===Far D===
===Far D===
[[Image:Rei-D.png]]<br>
[[Image:Rei-D.png]]<br>
 
14F Startup,  3F Active,  0 on block<br>
<br>
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>


==Crouching==
==Crouching==
===A===
===A===
[[Image:Rei-2A.png]]<br>
[[Image:Rei-2A.png]]<br>
 
6F Startup,  3F Active,  +1 on block<br>
<br>
Faster crouching normal. Jump cancelable<br>


===B===
===B===
[[Image:Rei-2B.png]]<br>
[[Image:Rei-2B.png]]<br>
 
7F Startup,  3F Active,  +6 on block<br>
<br>
A good low that is jump cancelable and plus. Confirms into 5D and 2D. 2B 2D doesn't work on crouching Jagi<br>


===C===
===C===
[[Image:Rei-2C.png]]<br>
[[Image:Rei-2C.png]]<br>
 
12F Startup,  4F Active,  -2 on block<br>
<br>
Cancels into itself. Combo filler<br>


===D===
===D===
[[Image:Rei-2D.png]]<br>
[[Image:Rei-2D.png]]<br>
 
14F Startup,  5F Active,  -5 on block<br>
<br>
Rei's furthest reaching low. Jump cancelable<br>


==Air==
==Air==
===A===
===A===
[[Image:Rei-j.A.png]]<br>
[[Image:Rei-j.A.png]]<br>
 
4F Startup,  16F Active<br>
<br>
Rei's Fastest air normal. Good as an air to air.<br>


===B===
===B===
[[Image:Rei-j.B.png]]<br>
[[Image:Rei-j.B.png]]<br>
 
5F Startup, 20F Active<br>
<br>
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>


===C===
===C===
[[Image:Rei-j.C.png]]<br>
[[Image:Rei-j.C.png]]<br>
 
9F Startup, 6F Active<br>
<br>
"Whiffed air throw". Hits above Rei. Mainly used to hitconfirm from 2D


===D===
===D===
[[Image:Rei-j.D.png]]<br>
[[Image:Rei-j.D.png]]<br>
 
11F Startup, 5F Active<br>
<br>
Air to ground button that has a lot of blockstun and hitstun<br>


==Other==
==Other==
===6A===
===6A===
[[Image:Rei-6A.png]]<br>
[[Image:Rei-6A.png]]<br>
 
24F Startup, 4F Active,  -4 on block<br>
<br>
No real reason to use this but it's there if you want to.<br>


===Throw===
===Throw===
[[Image:Rei-Throw.png]]<br>
[[Image:Rei-Throw.png]]<br>
 
4F Startup<br>
<br>
Jump Cancelable<br>


===BD Throw===
===BD Throw===
[[Image:Rei-BD.png]]<br>
[[Image:Rei-BD.png]]<br>
 
9F Startup, 4F Active<br>
<br>
Also jump cancelable<br>


===Grave Shoot===
===Grave Shoot===
[[Image:Rei-Grave.png]]<br>
[[Image:Rei-Grave.png]]<br>
 
16F Startup,  7F Active,  -4 on block<br>
<br>
Good hitbox that also reflects projectiles. Also moves slightly forward.


===Heavy Strike===
===Heavy Strike===
[[Image:Rei-Heavy.png]]<br>
[[Image:Rei-Heavy.png]]<br>
 
41F Startup,  4F Active<br>
<br>
Standard heavy attack unblockable<br>


===Banishing Strike===
===Banishing Strike===
[[Image:Rei-Bani.png]]<br>
[[Image:Rei-Bani.png]]<br>
18-33F Startup,  4F Active,  -8 on block<br>
<br>
Charged Bani 34-38F Startup,  4F Active<br>


==Special Moves==
==Special Moves==

Revision as of 21:30, 16 September 2021

Reiportrait.jpg

Introduction

Reiportrait.png
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


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

Normal Moves

Standing

Close A

Rei-c.A.png
5F Startup, 3F Active, +2F on block

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

Far A

Rei-A.png
5F Startup, 3F Active, +4F on block

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

Close B

Rei-c.B.png
8F Startup, 4F Active, +3 on block

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

Far B

Rei-B.png
7F Startup, 4F Active, +4 on block

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

Close C

Rei-c.C.png
7F Startup, 6F Active, -3 on block

Excellent anti air. Whiffs on crouching characters. Jump cancelable

Far C

Rei-C.png
12F Startup, 4F Active, -2 on block

Not really used as a poke. Mainly combo filler. Jump cancelable

Close D

Rei-c.D.png
9F Startup, 4F Active, -3 on block

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

Far D

Rei-D.png
14F Startup, 3F Active, 0 on block

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

A

Rei-2A.png
6F Startup, 3F Active, +1 on block

Faster crouching normal. Jump cancelable

B

Rei-2B.png
7F Startup, 3F Active, +6 on block

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

C

Rei-2C.png
12F Startup, 4F Active, -2 on block

Cancels into itself. Combo filler

D

Rei-2D.png
14F Startup, 5F Active, -5 on block

Rei's furthest reaching low. Jump cancelable

Air

A

Rei-j.A.png
4F Startup, 16F Active

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

B

Rei-j.B.png
5F Startup, 20F Active

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

Rei-j.C.png
9F Startup, 6F Active

"Whiffed air throw". Hits above Rei. Mainly used to hitconfirm from 2D

D

Rei-j.D.png
11F Startup, 5F Active

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

Other

6A

Rei-6A.png
24F Startup, 4F Active, -4 on block

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

Throw

Rei-Throw.png
4F Startup

Jump Cancelable

BD Throw

Rei-BD.png
9F Startup, 4F Active

Also jump cancelable

Grave Shoot

Rei-Grave.png
16F Startup, 7F Active, -4 on block

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

Heavy Strike

Rei-Heavy.png
41F Startup, 4F Active

Standard heavy attack unblockable

Banishing Strike

Rei-Bani.png
18-33F Startup, 4F Active, -8 on block

Charged Bani 34-38F Startup, 4F Active

Special Moves

Hien Ryubu

Rei-Hien.png
(Air) 236A or B

Nanto Gekisei Kakubu

Rei-Gekisei.png
623A or C

Nanto Jinshu Suizan

Rei-Jinshu.png
(Air) 236D / 214D

Nanto Kyoukaku Shoubu

Rei-Kyoukaku.png
(Air) 214C

Nanto Kakuyokujinzan

Rei-Kakuyokujinzan.png
(Air) 236C

Nanto Koharyu

Rei-Koharyu.png
214C -> 214C

Nanto Seiki Mouha

Rei-Seiki.png
236236A (Uses 1 Bar Aura)

Danko Sousaiken

Rei-Danko.png
236236C (Uses 1 Bar Aura)

Kubuenrizan

Rei-Kubuenrizan.png
(Air) 2363214D (Uses 1 Bar Aura)

Hishou Hakurei

Rei-FKO.png
236CD (Fatal KO)

Combos

Basic Combos

Like everyone else Rei has to kara cancel the sweep in order to combo a banishing strike (2D~CD).

Starters

2B > 2B > 2D

5A > 2B > 2D

2B > 5D > IAD j.B > j.C

2B > 5D > Banishing Strike (2D~CD)


Standard BNB Combo

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:

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.


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

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)

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.


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

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

[5D > IAD j.BD] xN

Note: works on everyone but Jagi


Instant overhead 2369+D starter

(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

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

j.D > [5D > IAD j.D] xN

Crouching Rei only


BD Throw Combos

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

2D > IAD j.C > 5C > FKO

1 Star

2D > IAD j.C > 5C > CD > E > 5A > 5C > FKO

2 Stars

CD > 6 > A+C > 2369+D > > j.B > FKO

3 Stars

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

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

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

6A > E > 5A > 5C > j.AC > 236+D > j.BC > basic bnb


3 Stars Glitch JI Combo

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

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

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.

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

[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

[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

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:

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):

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:

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:

Video Sample

(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)

Video Sample

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:

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

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)

Standard Dribble Setup > 623+C (6) > 236+CE > dj.B > 2B > Hyakuretsu


Corner Cross Up Dribble Setup

Video Sample

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:

Video Sample

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:

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

Video Sample

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 most beautiful bounce combo video this is probably Rei most practical setup against Raoh.


Fireball Corner Crossup for Shin/Ken

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

Video Sample

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

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

Video Sample

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


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


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

j.ABC > 236+C > 2369+D > 66 > j.BC > land > 623+A > 96 j.C > Mid Screen Dribble


Corner Grave Shoot Dribble

Video Sample

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

Corner Video Sample Midscreen Video Sample

[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

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

Video Sample

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

Video Sample

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

IAD j.BC > j.ABC > 236+D > 66 BC > 623+A > 236+C > 96 j.C > Mid Screen Dribble


Counter 236236+C

CH Super > dash > 5B > (IAD j.B > 5B) >IAD j.D > CD > E~5A > 5C > mid screen dribble


Nightman Dribble

Video Sample

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)

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

Video Sample

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)

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

2B > 2B > 2D > [IAD j.C > 214+C+E] or [j.C+E] > 5C > Mid Screen Dribble

Mix Ups/Blockstrings

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

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

X

Shin

X

Rei

X

Juda

X

Thouther

X

Jagi

X

Mr. Heart

X

Mamiya

X


Game Navigation

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