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|description= | |description= A stiff backhand, links into itself and chains into all other standing normals and her crLP. | ||
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|description= | |description= A thrusting leg kick, chains into stHP (frame trap) and stHK (comnbo). | ||
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|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. | ||
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|guard= Mid | |guard= Mid, Mid | ||
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|active=- | |active=- | ||
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|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. | ||
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|damage=- | |damage=- | ||
|guard= | |guard= Mid | ||
|startup= | |startup= | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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|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. | ||
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|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. | ||
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|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. | ||
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|description= | |description= A two legged sweep, tragically slow startup. | ||
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|description= | |description= A downward angled jump punch, her fastest jump button to hit a standing opponent while rising. Chains into jHP or jHK. | ||
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|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. | ||
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|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. | ||
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|description= | |description= Big downward kick, her preferred jump-in air normal. | ||
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|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. | ||
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|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. | ||
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{{AttackData-AVG2 | {{AttackData-AVG2 |
Revision as of 21:24, 19 April 2022
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 |
|
|
Movelist
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A stiff backhand, links into itself and chains into all other standing normals and her crLP. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A thrusting leg kick, chains into stHP (frame trap) and stHK (comnbo). |
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. |
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. |
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. |
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. |
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - | |
A two legged sweep, tragically slow startup. |
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. |
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. |
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
Big downward kick, her preferred jump-in air normal. |
Command Moves
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. |
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
Super Moves
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