Mortal Kombat 1/Reiko

From SuperCombo Wiki

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 Zoner/Grappler hybrid, a combination that strikes fear in the hearts of many a fighting game player. As a Reiko player, it is your job to inspire fear in your opponent, whether it's the fear of eating a high damage command grab or fear of losing the zoning war to the best projectile in the game. Pale Rider (BDF+1) is his command grab; while he cannot tick throw with it, simply having an untechable grab is fantastic when accompanied by F1, a safe overhead that knocks down and deals a chunky 9% damage. In case you haven't stopped them from ducking with F1, the enhanced version of the grab hits Mid and deals significant damage. Assassin Throwing Stars (usually referred to by the community as Shurikens) is a 3-hit High projectile that deals large amounts of chip and builds meter like crazy when blocked. The shurikens can break Armor on hit and also travel in a pattern than can be difficult to jump over. The enhanced version doubles down on these strengths while making the projectiles hit Mid. He also has respectable mid-range tools like B3 and F4 to keep his opponents in check. While Kameo choice will play a part in which gameplan you choose to lean into, it's worth noting that his most popular choices, Darrius and Tremor, favor the grappling side as they allow for unique and highly damaging conversions off his command grab (specifcally the same side variant BDF+1,B).

Reiko
Mk1 reiko portrait.png
Base Health

Normals and Strings

Grounded

1

1
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - {{{flawlessBlockAdv}}} -

d1
Crouching Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

2

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

d2
Crouching Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

3

3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

d3
Crouching Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

4

4
Standing Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

d4
Crouching Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

Aerial

j1

j1
Jumping Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

j2

j2
Jumping Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

j3

j3
Jumping Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - {{{flawlessBlockAdv}}} -

j4

j4
Jumping Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - {{{flawlessBlockAdv}}} -



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