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=== Guard Cancels === | === Guard Cancels === | ||
{{MoveData | {{MoveData | ||
|image= | |image=AVG2_Reimi_stHP.jpg | ||
|caption= | |caption= | ||
|name={{Icon-Capcom|LP}} Guard Cancel | |name={{Icon-Capcom|LP}} Guard Cancel |
Latest revision as of 09:25, 22 March 2023
Move List
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, though the second hit whiffs over crouchers. 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 5HP. |
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 5HP palm strike. Much like 2LK it is special cancelable but has no chains, unlike 2LK 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 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 Normals
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. |
Special Moves
Guard Cancels
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. |