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

From SuperCombo Wiki
No edit summary
Line 31: Line 31:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A stiff backhand, links into itself and chains into all other standing normals and her crLP.
  }}
  }}
}}
}}
Line 47: Line 47:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A thrusting leg kick, chains into stHP (frame trap) and stHK (comnbo).
  }}
  }}
}}
}}
Line 63: Line 63:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=
  |description= A palm strike with solid range, no chains but is special cancelable which allows her to set up pressure with her LP Burning Rose.
  }}
  }}
}}
}}
Line 74: Line 74:
  {{AttackData-AVG2
  {{AttackData-AVG2
  |damage=-
  |damage=-
  |guard= Mid
  |guard= Mid, Mid
  |startup=  
  |startup=  
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A head kick that has two hits when done close. It can be special cancelled on either hit, but the cancel window is tight and very early soon after each strike so it's not as easy to use for pressure as stHP.
  }}
  }}
}}
}}
Line 90: Line 90:
  {{AttackData-AVG2
  {{AttackData-AVG2
  |damage=-
  |damage=-
  |guard= Low
  |guard= Mid
  |startup=  
  |startup=  
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A quick crouching jab, links into itself and chains into crLK. It cannot be special cancelled but due to it's comboability you can easily crLP crLP crLK confirm into a special.
  }}
  }}
}}
}}
Line 111: Line 111:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A very very low crouching kick, no chains but it is special cancellable. While good as an ending point, but it's difficulty to use as a low to open up someone and confirm it off a single hit.
  }}
  }}
}}
}}
Line 127: Line 127:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A slightly upward angled version of her stHP palm strike. Much like crLK it is special cancelable but has no chains, unlike crLK it actually has less range so it pales in comparison for applying pressure.
  }}
  }}
}}
}}
Line 143: Line 143:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A two legged sweep, tragically slow startup.
  }}
  }}
}}
}}
Line 159: Line 159:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A downward angled jump punch, her fastest jump button to hit a standing opponent while rising.  Chains into jHP or jHK.
  }}
  }}
}}
}}
Line 175: Line 175:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A horizontal kick with a very minor upward angle, absolutely awesome range, more horizontal range than any of her other jump normals. This is great for air-to-air space control. Chains into jHP or jHK.
  }}
  }}
}}
}}
Line 191: Line 191:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A swip directly in front of her, does not hold down as much space as jLK but makes for a great chain option for air-to-airs.
  }}
  }}
}}
}}
Line 207: Line 207:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= Big downward kick, her preferred jump-in air normal.
  }}
  }}
}}
}}
Line 240: Line 240:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description= A jumping elbow attack. Has a poor vertical hitbox and cannot cross up, but has the interesting property of being air-unblockable.  
  |description= A jumping elbow attack. Has a poor vertical hitbox and cannot cross up, but has the interesting property of being air-unblockable. Cannot be chained into (you will just get regular jHP) and cannot be done on neutral jump, so it's best used for guard breaking opponents who are trying to jump out of her pressure.
  }}
  }}
}}
}}
Line 314: Line 314:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  A forward charging attack that forms the basis of Reimi's combos. Not this version though.
  |description=  A forward charging attack that forms the basis of Reimi's combos. Not this version though, it's weak and laughably negative on hit.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2

Revision as of 21:24, 19 April 2022

yass queen

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.

Pros Cons
  • Solid neutral presence with great normals and a strong fireball
  • Some of the most explosive damage in the game
  • Highly adaptable, able to cover a wide variety of neutral situations
  • Normals are a little slow on startup, meaning she has to be careful with her pokes
  • 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

st.Lp.png
AVG2 Reimi stLP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

A stiff backhand, links into itself and chains into all other standing normals and her crLP.


st.Lk.png
AVG2 Reimi stLK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

A thrusting leg kick, chains into stHP (frame trap) and stHK (comnbo).


st.Hp.png
AVG2 Reimi stHP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

A palm strike with solid range, no chains but is special cancelable which allows her to set up pressure with her LP Burning Rose.


st.Hk.png
AVG2 Reimi stHK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid, Mid - - -

A head kick that has two hits when done close. It can be special cancelled on either hit, but the cancel window is tight and very early soon after each strike so it's not as easy to use for pressure as stHP.


cr.Lp.png
AVG2 Reimi crLP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

A quick crouching jab, links into itself and chains into crLK. It cannot be special cancelled but due to it's comboability you can easily crLP crLP crLK confirm into a special.


cr.Lk.png
AVG2 Reimi crLK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Low - - -

A very very low crouching kick, no chains but it is special cancellable. While good as an ending point, but it's difficulty to use as a low to open up someone and confirm it off a single hit.


cr.Hp.png
AVG2 Reimi crHP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

A slightly upward angled version of her stHP palm strike. Much like crLK it is special cancelable but has no chains, unlike crLK it actually has less range so it pales in comparison for applying pressure.


cr.Hk.png
AVG2 Reimi crHK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Low - - -

A two legged sweep, tragically slow startup.


j.Lp.png
AVG2 Reimi jLP.jpg
Damage Guard Startup Active Recovery FrameAdv
- High - - -

A downward angled jump punch, her fastest jump button to hit a standing opponent while rising. Chains into jHP or jHK.


j.Lk.png
AVG2 Reimi jLK.jpg
Damage Guard Startup Active Recovery FrameAdv
- High - - -

A horizontal kick with a very minor upward angle, absolutely awesome range, more horizontal range than any of her other jump normals. This is great for air-to-air space control. Chains into jHP or jHK.


j.Hp.png
AVG2 Reimi jHP.jpg
Damage Guard Startup Active Recovery FrameAdv
- High - - -

A swip directly in front of her, does not hold down as much space as jLK but makes for a great chain option for air-to-airs.


j.Hk.png
AVG2 Reimi jHK.jpg
Damage Guard Startup Active Recovery FrameAdv
- High - - -

Big downward kick, her preferred jump-in air normal.


Command Moves

F.png+Hk.png
AVG2 Reimi 6HK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

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.


j.D.png+Hp.png
AVG2 Reimi j2HP.jpg
Damage Guard Startup Active Recovery FrameAdv
- High - - -

A jumping elbow attack. Has a poor vertical hitbox and cannot cross up, but has the interesting property of being air-unblockable. Cannot be chained into (you will just get regular jHP) and cannot be done on neutral jump, so it's best used for guard breaking opponents who are trying to jump out of her pressure.


Target Combos
st.LP > (cr.LP) > st.HP/st.HK
st.LK > st.HP/st.HK
st.LP > (cr.LP) > st.LK > st.HK
cr.LP > cr.LK

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

Guard Cancels
LP: st.HP
LK: st.LK
HP: LK Hurricane Rose (charge d,u+LK)
HK: LK Rose Stinger (charge b,f+LK)

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.
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
AVG2 Reimi Burning Rose.jpg
Qcf.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png N/A - - -

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.

Hp.png N/A - - -

While it starts up slower than LP, the HP version is faster and more damaging.

Lp.png + Hp.png N/A - - -

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.


Rose Stinger
AVG2 Reimi Rose Stinger.jpg
B.png(Charge)B.png + K.png
Version Damage Guard Startup Active Recovery FrameAdv
Lk.png Mid - - -

A forward charging attack that forms the basis of Reimi's combos. Not this version though, it's weak and laughably negative on hit.

Hk.png Mid - - -

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.

Lk.png + Hk.png Mid - - -

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.


Hurricane Rose
AVG2 Reimi Hurricane Rose.jpg
D.png(Charge)U.png + K.png
Version Damage Guard Startup Active Recovery FrameAdv
Lk.png Mid - - -

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.

Hk.png Mid - - -

A more damaging and higher reaching version, but is slower than LP.

Lk.png + Hk.png Mid - - -

The EX version has much less reliable invincibility, but its high damage makes it useful in some juggle combos. Speaking of, you can juggle EX Huricane Rose into EX Hurricane Rose.


Super Moves

Griffon Nail
AVG2 Reimi Griffon Nail.jpg
F.pngHcf.png + K.png
Damage Guard Startup Active Recovery FrameAdv
Mid - - -

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.


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.
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.
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
cr.LP x1-2 > cr.LK xx [HK Rose Stinger xx EX Burning Rose] xN
st.LP > st.LK > st.HK xx [HK Rose Stinger xx EX Burning Rose] xN
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
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
st.LP x1-2 > st.HP xx EX Burning Rose, HK Rose Stinger
st.LP, sj.LP > j.HK, EX Hurricane Rose, HK Hurricane Rose/HK Rose Stinger

Game Navigation

General
Controls
HUD
System
Advanced Mechanics
FAQ
Characters
Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda