Hokuto no Ken/Rei

From SuperCombo Wiki

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

Close

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.

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.

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

Excellent anti air. Whiffs on crouching characters.

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.

Far

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.

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.

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.

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 - Launch -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 - Launch -

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.

Command Normals

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.

Universal Mechanics

Throw
Throw
Rei-Throw.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Throw 4 - - - -
  • Jump cancelable.
BD Throw
BD Throw
Rei-BD.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Throw (whiffs vs. crouch) 9 4 - - -
  • Jump cancelable.
Grave Shoot
Grave Shoot
Rei-Grave.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 16 7 - Grave Launch -4

Good hitbox that also reflects projectiles. Also moves slightly forward.

Heavy Strike
Heavy Strike
Rei-Heavy.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Unblockable 41 4 - - -

Pretty standard heavy attack unblockable.

Banishing Strike
Banishing Strike
Rei-Bani.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
Uncharged - Mid 18-33 4 - Banish Launch -8
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
Charged - Mid 34-38 4 - Banish Launch -8

Special Moves

Hien Ryubu
Hien Ryubu
j.236A/B
Rei-Hien.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
j.236A - All 11 Until ground, 25 (after reflection) - - -
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
j.236B - All 11 Until ground, 90 (after reflection) - - -
  • A version bounces upwards off the ground.
  • B version glides across the floor.

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.

Nanto Gekisei Kakubu
Nanto Gekisei Kakubu
623A/C (Air OK)
Rei-Gekisei.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
Ground 623A - Mid 8 14 - Launch -
  • Cancels into air special moves.
  • No invincibility.
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
Ground 623C - Mid 5 22 - Launch -
  • Rei's invincible reversal.

Often used in basket combos.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv
Air 623A - Mid 8 14 - Launch -

Not commonly used.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv
Air 623C - Mid 9 25 - Launch -
  • Has some invincibility.

Mainly used as a reaction to the universal guard cancel while still in the air.

Nanto Jinshu Suizan
Nanto Jinshu Suizan
j.236D/j.214D
Rei-Jinshu.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 15 Until landing - Launch -

Used as combo filler and an overhead option. Is airdash cancelable if at jump height. Wall bouncess on counter hit.

Nanto Kyoukaku Shoubu
Nanto Kyoukaku Shoubu
j.214C
Rei-Kyoukaku.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 26 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
Nanto Kakuyokujinzan
j.236C
Rei-Kakuyokujinzan.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 19 20 - Launch -
  • Jump cancelable.
  • Wallbounces on counter hit.

A rushing mid attack done in the air that knocks up on normal hit and wallbounce on counter hit. Integral in all of Rei's combos by airdash canceling or jump canceling with a button and itself.

Nanto Koharyu
Nanto Koharyu
214C~214C
Rei-Koharyu.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
214C - Mid 20 12 - - -9
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
214C~214C - Mid 12 5 - Grave Launch -11

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.

Super Moves

Nanto Seiki Mouha
Nanto Seiki Mouha
236236A
Rei-Seiki.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 38 27 - Launch -
  • Uses 1 bar of Aura.

Reversal super with some invulnerability, great damage, and good hykuretsu combo potential. Attacks in the super can also beat projectiles.

Danko Sousaiken
Danko Sousaiken
236236C
Rei-Danko.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 30-143 50-200 - - -
  • Uses 1 bar of Aura.

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
Kubuenrizan
j.2363214D
Rei-Kubuenrizan.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 37 4-24 - Launch -
  • Uses 1 bar of Aura.

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.

Fatal KO

Hishou Hakurei
Hishou Hakurei
236CD
Rei-FKO.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
FATAL KO Mid 13 30 - Launch -
  • Requires the opponent to have 0 stars.
  • Cannot hit 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