Mortal Kombat 1/Reiko/Introduction

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Introduction

General Shao’s Loyal Lieutenant

"Reiko was a boy when he and his family were captured during the Kafallah War. Though his family died, Reiko fought and survived. After spending months as a prisoner, Reiko was freed during a raid by General Shao. Despite his youth and small size, Reiko attacked his former captors and exacted bloody revenge. Impressed by the boy’s spirit, General Shao made Reiko his squire. Under his tutelage, Reiko learned the ways of war. He became an exceptional soldier and is now the General’s second-in-command. Reiko’s loyalty to General Shao is absolute. He will live and die by his orders."

Reiko is a Grappler/Brawler that excels at enforcing up-close pressure/mixups in very short but oppressive interactions; he has two autoshimmy strings (s12, s21) that hit-confirm and a safe Mid stagger with a confirmable launcher (F12/F124). While his punch attacks have short range, he has several disjointed kick attacks with long reach effective for playing neutral and/or anti-airing opponents, giving him potential to confirm into short kombos. “Charging Pain/Pain Knee” (BF3) advancing launchers can grant a Low side-switch or a Mid (respectively) and be used to start/extend kombos, while his DB3 reversal is a damaging ender that grants oki. Reiko’s gameplan is built on conditioning opponents with damaging, single-hitting mixup buttons that generally lead to a quick knockdown but can be converted into kombos with certain Kameo setups, such as a safe 16f Overhead (F2), a 12f Low (B4) that is +3 on block, and a 13f High (B2) that is +8. Conditioning the opponent to block these options allows him to enforce Command Grabs (BDF1/Air DF1) that can convert into kombos with certain Kameo assists (i.e Tremor/Darrius) as well as end/extend kombos; the EX versions cost 2 bars of meter but will Throw neutral-ducking opponents. Fatal Blow is a command grab that will tick-throw a grounded opponent after all crouching pokes, F12, and 434; holding Up changes the Throw to an unblockable air grab that will hit an airborne opponent and/or tick-throw their attempt to jump after D1/D3.

Strengths Weaknesses
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