EclipticEve (talk | contribs) (added move cards to all standing/crouching/jump normals) |
EclipticEve (talk | contribs) (fixed a weird formatting issue (maybe)) |
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|description= | |description= | ||
* Jump cancelable. | * 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. | |||
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|description= | |description= | ||
* Jump cancelable. | * 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. | |||
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|description= | |description= | ||
* Jump cancelable. | * Jump cancelable. | ||
Low kick that is a mid. Not much usage from this button due to it's lack of hitstun. | |||
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|description= | |description= | ||
* Jump cancelable. | * Jump cancelable. | ||
Excellent midrange poke. Confirms into 2D except on crouching Jagi. | |||
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|description= | |description= | ||
* Jump cancelable. | * Jump cancelable. | ||
Excellent anti air. Whiffs on crouching characters. | |||
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|description= | |description= | ||
* Jump cancelable. | * Jump cancelable. | ||
Not really used as a poke. Mainly combo filler. | |||
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|description= | |description= | ||
* Jump cancelable. | * 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. | |||
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|Block Adv=0 | |Block Adv=0 | ||
|description= | |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. | |||
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|description= | |description= | ||
* Jump cancelable. | * Jump cancelable. | ||
Faster crouching normal. | |||
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|description= | |description= | ||
* Jump cancelable. | * Jump cancelable. | ||
A good low that is jump cancelable and plus. Confirms into 5D and 2D. 2B 2D doesn't work on crouching Jagi. | |||
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|description= | |description= | ||
* Cancels into itself. | * Cancels into itself. | ||
Combo filler. | |||
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|description= | |description= | ||
* Jump cancelable. | * Jump cancelable. | ||
Rei's furthest reaching low. | |||
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|Block Adv= | |Block Adv= | ||
|description= | |description= | ||
Rei's Fastest air normal. Good as an air to air. | |||
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|Block Adv= | |Block Adv= | ||
|description= | |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. | |||
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|Block Adv= | |Block Adv= | ||
|description= | |description= | ||
Hits above Rei. Mainly used to hitconfirm from 2D. | |||
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|Block Adv= | |Block Adv= | ||
|description= | |description= | ||
Air to ground button that has a lot of blockstun and hitstun. | |||
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Revision as of 01:21, 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 |
|
|
Before diving right into the combos be sure to familiarize yourself with Rei's special/super moves and important normals.
Normal Moves
Standing
cl.A
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 5 | 3 | - | - | +2 | |||||
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. |
f.A
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 5 | 3 | - | - | +4 | |||||
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. |
cl.B
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 8 | 4 | - | - | +3 | |||||
Low kick that is a mid. Not much usage from this button due to it's lack of hitstun. |
f.B
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 7 | 4 | - | - | +4 | |||||
Excellent midrange poke. Confirms into 2D except on crouching Jagi. |
cl.C
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 7 | 6 | - | - | -3 | |||||
Excellent anti air. Whiffs on crouching characters. |
f.C
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 12 | 4 | - | - | -2 | |||||
Not really used as a poke. Mainly combo filler. |
cl.D
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 9 | 4 | - | - | -3 | |||||
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. |
f.D
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
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 6 | 3 | - | - | +1 | |||||
Faster crouching normal. |
2B
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Low | 7 | 3 | - | - | +6 | |||||
A good low that is jump cancelable and plus. Confirms into 5D and 2D. 2B 2D doesn't work on crouching Jagi. |
2C
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 12 | 4 | - | - | -2 | |||||
Combo filler. |
2D
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Low | 14 | 5 | - | - | -5 | |||||
Rei's furthest reaching low. |
Air
j.A
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
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
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | High | 9 | 6 | - | - | - | |||||
Hits above Rei. Mainly used to hitconfirm from 2D. |
j.D
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | High | 11 | 5 | - | - | - | |||||
Air to ground button that has a lot of blockstun and hitstun. |
Other
6A
24F Startup, 4F Active, -4 on block
No real reason to use this but it's there if you want to.
Throw
BD Throw
9F Startup, 4F Active
Also jump cancelable
Grave Shoot
16F Startup, 7F Active, -4 on block
Good hitbox that also reflects projectiles. Also moves slightly forward.
Heavy Strike
41F Startup, 4F Active
Standard heavy attack unblockable
Banishing Strike
18-33F Startup, 4F Active, -8 on block
Charged Bani 34-38F Startup, 4F Active
Special Moves
Hien Ryubu
(Air) 236A or B
A version: 11F Startup, Active until it touches the floor, +25F after reflection
B version: 11F Startup, Active until it touches the floor, +90F after reflection
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.
Nanto Gekisei Kakubu
623A or C
623A: 8F Startup, 14F Active
Air 623A: 8F Startup, 14F Active
623C: 5F Startup, 22F Active
Air 623C: 9F Startup, 25F Active
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 the universal guard cancel while still in the air
Nanto Jinshu Suizan
(Air) 236D / 214D
15F Startup, Active until landing
Used as combo filler and an overhead option. Is airdash cancelable if at jump height. Wall bouncess on counter hit.
Nanto Kyoukaku Shoubu
(Air) 214C
26F Startup, Active 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
(Air) 236C
19F Startup, 20F Active
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
Nanto Koharyu
214C -> 214C
214C: 20F Startup, 12F Active, -9 on block
214C 214C: 12 Startup, 5F Active, -11 on block
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.
Nanto Seiki Mouha
236236A (Uses 1 Bar Aura)
38F Startup, 27F Active
Reversal super with some invulnerability, great damage, and good hykuretsu combo potential. Attacks in the super can also beat projectiles
Danko Sousaiken
236236C (Uses 1 Bar Aura)
30-143F Startup, 50-200F Active
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
(Air) 2363214D (Uses 1 Bar Aura)
37F Startup, 4-24F Active
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
Hishou Hakurei
236CD (Fatal KO)
13F Startup, 30F Active
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.