Hokuto no Ken/Rei: Difference between revisions

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==Other==
==Other==
===6A===
===== <span class="invisible-header">6A</span> =====
[[Image:Rei-6A.png]]<br>
{{MoveData
24F Startup, 4F Active, -4 on block<br>
|image=Rei-6A.png
<br>
|name=6A
No real reason to use this but it's there if you want to.<br>
|linkname=6A
|subtitle=
|caption=
|data=
{{AttackData-HNK
|Damage=
|Guard=High
|Startup=24
|Active=4
|Recovery=
|Hit Adv=
  |Block Adv=-4
|description=
No real reason to use this but it's there if you want to.
}}
}}


===Throw===
===Throw===

Revision as of 01:22, 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
  • 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
  • Has the longest crouching recovery in the game; some character's have crouching-Rei-specific infinites
Rei
HNK Rei portrait.jpg
Character Data

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
cl.A
Rei-c.A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 5 3 - - +2
  • 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.

f.A
f.A
Rei-A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 5 3 - - +4
  • 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.

cl.B
cl.B
Rei-c.B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 8 4 - - +3
  • Jump cancelable.

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

f.B
f.B
Rei-B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 7 4 - - +4
  • Jump cancelable.

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

cl.C
cl.C
Rei-c.C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 7 6 - - -3
  • Jump cancelable.

Excellent anti air. Whiffs on crouching characters.

f.C
f.C
Rei-C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 12 4 - - -2
  • Jump cancelable.

Not really used as a poke. Mainly combo filler.

cl.D
cl.D
Rei-c.D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 9 4 - - -3
  • 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.

f.D
f.D
Rei-D.png
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
2A
Rei-2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 6 3 - - +1
  • Jump cancelable.

Faster crouching normal.

2B
2B
Rei-2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Low 7 3 - - +6
  • Jump cancelable.

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

2C
2C
Rei-2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 12 4 - - -2
  • Cancels into itself.

Combo filler.

2D
2D
Rei-2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Low 14 5 - - -5
  • Jump cancelable.

Rei's furthest reaching low.

Air

j.A
j.A
Rei-j.A.png
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
j.B
Rei-j.B.png
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
j.C
Rei-j.C.png
You whiffed your air throw
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 9 6 - - -

Hits above Rei. Mainly used to hitconfirm from 2D.

j.D
j.D
Rei-j.D.png
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
6A
Rei-6A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 24 4 - - -4

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
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

Rei-Gekisei.png
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

Rei-Jinshu.png
(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

Rei-Kyoukaku.png
(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

Rei-Kakuyokujinzan.png
(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

Rei-Koharyu.png
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

Rei-Seiki.png
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

Rei-Danko.png
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

Rei-Kubuenrizan.png
(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

Rei-FKO.png
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.

Game Navigation

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