Super Variable Geo/Reimi Jahana: Difference between revisions
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=Introduction= | =Introduction= | ||
'''Reimi Jahana''' (レイミ・謝花 ''Reimi Jahana'') is the general manager of ''Jahana Group'', the organization which oversees the Variable Geo tournaments. Reimi is wealthy, highly intelligent, and extremely | '''Reimi Jahana''' (レイミ・謝花 ''Reimi Jahana'') is the general manager of ''Jahana Group'', the organization which oversees the Variable Geo tournaments. Reimi is wealthy, highly intelligent, and extremely beautiful—all traits recognized by both herself and others. She is also a skilled martial artist and the champion of V.G. for 3 consecutive years. Reimi initially sees the competitions as a chance to prove herself the strongest and most beautiful warrior of all, and takes a kind of perverse pleasure in watching those who lose against her be humiliated in various ways. | ||
==Gameplay== | ==Gameplay== | ||
Reimi is a powerful, charge-based pressure character who uses {{Tooltip|text=frame traps|hover=A situation designed to make an opponent think they have an opening to attack, but in actuality they are at a disadvantage which opens them up to being struck by the player's follow-up; a counterhit setup.}} and her overbearing specials to maintain her champion crown. She's quite effective at controlling space with | Reimi is a powerful, charge-based pressure character who uses {{Tooltip|text=frame traps|hover=A situation designed to make an opponent think they have an opening to attack, but in actuality they are at a disadvantage which opens them up to being struck by the player's follow-up; a counterhit setup.}} and her overbearing specials to maintain her champion crown. She's quite effective at controlling space with 2LK, 5HK, j9.HK, and 236LP to push most opponents back toward the corner so she can then capitalize with stronger combos. Reimi's technically a playable boss character and her bad matchups are slim, only having to work harder against Manami and those that she shares a tier with, but even then her gameplan doesn't shift too dramatically. | ||
{| | {| | ||
|-style="text-align:center;" | |-style="text-align:center;" | ||
! 👍 Pros !! 👎 Cons | ! style="background:#00bc16;"|👍 Pros !! style="background:#ff6767;"|👎 Cons | ||
|- style="vertical-align:top; text-align:left;" | |- style="vertical-align:top; text-align:left;" | ||
| style="width:50%;"| | | style="width:50%;"| | ||
*'''Highest damage normals''': All her Lights do a minimum of 9 damage, and Heavys in the 11~14 range. | *'''Highest damage normals''': All her Lights do a minimum of 9 damage, and Heavys in the 11~14 range. | ||
*'''Incredible low''': 2LK is long-reaching 1F attack she can abuse for hit confirms and combos. | *'''Incredible low''': 2LK is long-reaching 1F attack she can abuse for hit confirms and combos. | ||
*'''Good anti-airs''': 5HK | *'''Good anti-airs''': 5HK and Hurricane Rose keep opponents grounded. Her projectile has height to it, making it difficult for some characters to jump over. | ||
*'''Hurricane Rose i-frames''': Invincible during its aerial recovery to avoid punishes. | *'''Hurricane Rose i-frames''': Invincible during its aerial recovery to avoid punishes. | ||
*'''Super Art catch''': Griffon Nail is the only Super Art that can fully hit aerial opponents, making it feasible anti-air option. | *'''Super Art catch''': Griffon Nail is the only Super Art that can fully hit aerial opponents, making it feasible anti-air option. | ||
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|properties= | |properties= | ||
|description=High kick.<br /> | |description=High kick.<br /> | ||
5HK serves a dual purpose as Reimi's quickest anti-air, and her | 5HK serves a dual purpose as Reimi's quickest anti-air, and her link ender before canceling into HK Rose Stinger. Its speed makes it a great attack to use when at max hit range, able to catch opponents if they try to jump or during a move startup. | ||
}} | }} | ||
}} | }} | ||
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|properties= | |properties= | ||
|description=Low kick.<br /> | |description=Low kick.<br /> | ||
2LK is Reimi's "''didn't mean to interrupt you, but I did anyway''" button. It is literally the attack you press in nearly any situation when you're in melee. 3~4 can link together, leading into either Hurricane Rose or Rose Stinger (which you may only want to perform 2~3 to not push the opponent too far back so Rose Stinger connects). Even the trade for stopping Yuka's 214K, Kaori's 214K, or Reimi's Rose Stinger is better than dealing with the alternative. If there's one attack to abuse it's this because it wins most neutral battles and opens up an abundance of {{Tooltip|text=frame traps|hover=A situation designed to make an opponent think they have an opening to attack, but in actuality they are at a disadvantage which opens them up to being struck by the player's follow-up; a counterhit setup.}} that Reimi can | 2LK is Reimi's "''didn't mean to interrupt you, but I did anyway''" button. It is literally the attack you press in nearly any situation when you're in melee. 3~4 can link together, leading into either Hurricane Rose or Rose Stinger (which you may only want to perform 2~3 to not push the opponent too far back so Rose Stinger connects). Even the trade for stopping Yuka's 214K, Kaori's 214K, or Reimi's Rose Stinger is better than dealing with the alternative. If there's one attack to abuse it's this because it wins most neutral battles and opens up an abundance of {{Tooltip|text=frame traps|hover=A situation designed to make an opponent think they have an opening to attack, but in actuality they are at a disadvantage which opens them up to being struck by the player's follow-up; a counterhit setup.}} that Reimi can profit from. | ||
}} | }} | ||
}} | }} | ||
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|properties= | |properties= | ||
|description=Double leg sweep<br /> | |description=Double leg sweep<br /> | ||
2HK has the same range of 2LK. Nothing else is special about it and its usage is obvious. | 2HK has the same range of 2LK. Nothing else is special about it and its usage is obvious. If guarded, try continue holding 2 and stick out a 2LK to see if it catches to interrupt any movement. | ||
* <span style="color:red"><strong>–</strong></span> Slowest basic attack. | * <span style="color:red"><strong>–</strong></span> Slowest basic attack. | ||
}} | }} | ||
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|properties= | |properties= | ||
|description=Aerial reverse heel kick.<br /> | |description=Aerial reverse heel kick.<br /> | ||
j8.LK is | j8.LK is an inferior verson of j8.HK, so instead use that. | ||
}} | }} | ||
}} | }} | ||
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|properties=[[Image:Unblockable.png]] | |properties=[[Image:Unblockable.png]] | ||
|description=Flipping shoulder throw.<br /> | |description=Flipping shoulder throw.<br /> | ||
Sends opponent across the screen. In the corner Reimi ends up | Sends opponent across the screen. In the corner Reimi ends up on top of them, allowing her a 2LK/Throw mixup. | ||
}} | }} | ||
}} | }} | ||
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|properties= | |properties= | ||
|description=Golden energy blast. [[Image:HP.png|20px]] travels faster than [[Image:LP.png|20px]].<br /> | |description=Golden energy blast. [[Image:HP.png|20px]] travels faster than [[Image:LP.png|20px]].<br /> | ||
The colors are just an | The colors are just an aesthetic to show which button strength is used.<br /> | ||
Burning Rose is a wide projectile and has elevation to it, making it difficult for some characters like Eleanor, Jun, and Reimi to jump over it if they don't time it properly. At 18F this won't combo from any attack you cancel into it, but it is possible to link off 236LP with 5LP or 2LK—either are viable options, but 2LK might be best for the surprise LOW since many guard projectiles while standing in this game. | |||
}} | }} | ||
}} | }} | ||
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|properties=[[Image:Movesforward.png]] | |properties=[[Image:Movesforward.png]] | ||
|description=Advancing energy charge.<br /> | |description=Advancing energy charge.<br /> | ||
Rose Stinger is a {{Tooltip|text=Tatsu|hover=An advancing special attack usually having a '214' motion that hits multiple times.}}-like attack that speeds across the full length of the stage. You can use this after a 2LK spam combo | Rose Stinger is a {{Tooltip|text=Tatsu|hover=An advancing special attack usually having a '214' motion that hits multiple times.}}-like attack that speeds across the full length of the stage. You can use this after a 2LK spam combo but may have to reduce it to just 2~3 of them before canceling to ensure it hits. One of the best usages is after knocking the opponent out the air with 5HK, canceling into this to hit them on their unguardable landing frame. Also useful for a corner combo so that Reimi ends up somewhat near the opponent with advantage to go into a throw/2LK mixup. | ||
}} | }} | ||
}} | }} | ||
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|recovery=36 | |recovery=36 | ||
|hitadvan=[[Image:Knockdown.png]] / -31 | |hitadvan=[[Image:Knockdown.png]] / -31 | ||
|properties= | |properties=[[Image:Invulnstartup.png]] | ||
|description=Rising flipkick. | |description=Rising flipkick. | ||
* 30~51F: invincible. | * 1~8F; 30~51F: invincible. | ||
}} | }} | ||
{{SVG-Data | {{SVG-Data | ||
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|recovery=50 | |recovery=50 | ||
|hitadvan=[[Image:Knockdown.png]] / -40 | |hitadvan=[[Image:Knockdown.png]] / -40 | ||
|properties= | |properties=[[Image:Invulnstartup.png]] | ||
|description=Rising flipkick. [[Image: | |description=Rising flipkick. [[Image:HK.png|20px]] ascends higher than [[Image:LK.png|20px]].<br /> | ||
* 34~61F: invincible. | * 1~7F; 34~61F: invincible.<br /> | ||
Hurricane Rose is Reimi's ender of choice for most combos: [[Image:LK.png|20px]] is the safe option, [[Image:HK.png|20px]] is for damage. The main advantage of Reimi's "Flash Kick" is how far it extends, allowing her to link up to 4x 2LKs before canceling. Secondly, there is either no hurtbox in Reimi's leg or it is completely overshadowed because Hurricane Rose can outright beat attacks like Yuka's Idaten Soku, Eleanor's Elirin Kick, and Manami's Gorogoro Attack without a trade. ''Thirdly'', Reimi is invincible during the period she poses and floats back down to her feet, keeping her safe from hasty punish attempts. This still counts as "jumping" so Reimi has landing frames where she can be caught, but the distance created is wide enough that it can be difficult for many characters to abuse. This is good because Reimi fully recovers from this attack ''after'' the opponent is back on their feet, making her -3 with [[Image:LK.png|20px]] and -12 with [[Image:HK.png|20px]]. This is why [[Image:LK.png|20px]] is the safe option if you want to sacrifice a little damage to ensure Reimi doesn't get caught by something, especially when used near the corner since the gap is much smaller. | |||
}} | }} | ||
}} | }} | ||
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|image2=SVG_Reimi_2363214PK-2.png | |image2=SVG_Reimi_2363214PK-2.png | ||
|caption2= | |caption2= | ||
|attack=★ Griffon Nail<br /> | |attack=★ Griffon Nail<br />2363214PK<br />At 33% HP,<br />{{236}}{{63214}}{{Any P}}{{Any K}} | ||
|data= | |data= | ||
{{SVG-Data | {{SVG-Data | ||
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|active=10 | |active=10 | ||
|recovery=1 | |recovery=1 | ||
|hitadvan=[[Image:Knockdown.png]] | |hitadvan=[[Image:Knockdown.png]] / -15 | ||
|properties= | |properties= | ||
|description=< | |description=Advancing energy charge into ground slam.<br /> | ||
< | Griffon Nail is one of the few Super Arts in the game you can combo into given a good opening. It advances as fast as HK Rose Stinger, but it doesn't trigger as quickly so it can't be used as a substitute. After 5HK or 2LK, especially in the corner, is the best way to add it as a combo finisher. The icing on the cake is that Griffon Nail fully executes if it hits an airborne opponent rather than just bounce off the opponent like Satomi's Satomi Bringer. The best and dirtiest uses for this Super Art is after knocking the opponent out the air with 5HK or 236LP, canceling into it to catch them even before they land. | ||
<br /><br /> | |||
[[Image:SVG_Reimi_GriffonNailPunish.gif]] | |||
}} | }} | ||
}} | }} | ||
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=Strategy= | =Strategy= | ||
===Neutral=== | ===Neutral=== | ||
Average movement speed, but Reimi controls neutral better than any other character. Her projectile combined with 5HK and 2LK allow her to set the pace on how most opponents approach. 2LK is one of the furthest reaching normals in the game, and at 1F Reimi can use it whenever she wants to fish for hit confirms and interrupt opponents if they try anything. Reimi tends to fall behind in fireball wars against Yuka, but she can outpace Kaori and Chiho. | |||
===Anti-air=== | ===Anti-air=== | ||
5HK. An incredible hitbox that stops most aerial attacks, and helps to setup punishes with Rose Stinger and Griffon Nail. Hurricane Rose also a great anti-air if you have the charge because of its further reach. | |||
===Pressure=== | ===Pressure=== | ||
HK Rose Stinger. Safe and quick, even on guard it pushes opponents back across 50% of the screen distance. In the corner Reimi sometimes doesn't end up close enough to throw. | |||
===Okizeme=== | ===Okizeme=== | ||
Burning Rose or Rose Stinger can ensure they guard on wakeup, and 2LK is always viable to stop any non-{{Tooltip|text=DP|hover=Dragon Punch: The common nickname for any rising and invincible uppercut-type attack.}} actions they may try. | |||
===Defense=== | ===Defense=== | ||
She's among the group with the next best backdash invincibility behind Ayako, but the 12F invincibility is only fast enough to dodge physical attacks or swoop back out of {{Tooltip|text=DP|hover=Dragon Punch: The common nickname for any rising and invincible uppercut-type attack.}} range. If timed perfectly she can backdash avoid Yuka's 236HP, but system frame slowdown can disrupt it. | |||
=Matchups= | =Matchups= | ||
{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#eee6f3; padding:5px;"| '''vs. [[Super Variable Geo/Ayako Yuuki|Ayako]]:''' | | width="" style="background:#eee6f3; padding:5px;"| '''vs. [[Super Variable Geo/Ayako Yuuki|Ayako]]:''' | ||
'''Major Reimi edge.''' You can either play zoner and keep Ayako out, or take the battle to her face. Hurricane Rose knocks her back far so it forces either a jump in or Rave Storm to re-engage. Toss a Burning Rose afterward to see if she just guards or jumps over. Can knock Ayako out the air with 5HK if she takes the latter route. Ayako's main poke tool is 2LK, and so is Reimi's and hers is 5x faster. It's only if Ayako can force Reimi into the corner that she turns nearly unstoppable, so make sure that doesn't happen. | |||
|- | |- | ||
| width="" | '''vs. [[ | | width="" | '''vs. [[Super Variable Geo/Chiho Masuda|Chiho]]:''' | ||
'''Minor Chiho edge.''' Reimi's not the only waifu with a 1F normal, and Chiho has more of them. This matchup comes down to who can press buttons faster, and who can force the other into the corner better. Reimi has the range and damage advantage, but Chiho has mobility. She won't get locked down by Burning Rose like other characters, nor will she stay in the corner because she has wall bounce, and Hien Geki can randomly switch sides. A good read can Hurricane Rose her back down before she escapes. Chiho's 5LK is an obnoxious poke, but so is Reimi's 2LK—Chiho has the advantage here though because she can walk forward while attacking, so this is why Reimi has to keep her back. It's maybe better to end 2LK spam combos with Rose Stinger instead of Hurricane Rose so Chiho can't close the gap with a Hien Geki while Reimi is landing, putting her back in Reimi's face with advantage. | |||
|- | |- | ||
| width="" style="background:#eee6f3; padding:5px;"| '''vs. [[Super Variable Geo/Eleanor Goldsmith|Elirin]]:''' | | width="" style="background:#eee6f3; padding:5px;"| '''vs. [[Super Variable Geo/Eleanor Goldsmith|Elirin]]:''' | ||
'''Major Reimi edge.''' This may very well be 9:1. Elly has the worse jump height in the game and has a difficult time getting over Burning Rose—unless she uses Elirin Kick, which Reimi can easily counter with Hurricane Rose or 5HK. If she does get in melee it's not scary unless she has her Super Art which she can attempt after an Elirin Punch—if she's in range; it also has the worst range for any command throw. Elirin gets advantage after nearly anything she does, but most of her attacks are too slow to link. Perfect to counter with 2LK. | |||
|- | |- | ||
| width="" | '''vs. [[Super Variable Geo/Jun Kubota|Jun]]:''' | | width="" | '''vs. [[Super Variable Geo/Jun Kubota|Jun]]:''' | ||
'''Reimi edge.''' ''Do not'' use Rose Stinger unless you're feeling gutsy or suicidal because that is a surefire way to get Buster'd. Reimi can be a bit lame here because Jun has a hard time jumping over Burning Rose. She can still Earth Shaker through it, but the system slowdown may make it odd timing, especially if LP is used. Max Buster range is easily the same as Reimi's 2LK, so you have to make sure there's no gap in between linking them of Jun can sneak a command throw in between. Use LK Hurricane Rose for any enders because Jun will recover and snatch Reimi up after HK. May also be safe to jump backward after finishing a Hurricane Rose just to make sure not to get caught. Unless Jun's command throw input is seriously on point, Reimi shouldn't have a lot of problems. | |||
|- | |- | ||
| width="" style="background:#eee6f3; padding:5px;"| '''vs. [[Super Variable Geo/Kaori Yanase|Kaori]]:''' | | width="" style="background:#eee6f3; padding:5px;"| '''vs. [[Super Variable Geo/Kaori Yanase|Kaori]]:''' | ||
'''Kaori edge.''' If Kaori didn't get her guard randomly broken by LOWs, she could easily take Reimi's crown. 2LK helps to quell some of Kaori's rushdown, but all she needs is a {{Tooltip|text=Tatsu|hover=An advancing special attack usually having a '214' motion that hits multiple times.}} hit to go into infinite. This is another match where Reimi has to control space and not allow Kaori to get close. There's little she can do to stop Kaori's divekicks and stomps though once she starts going unless you have Hurricane Rose queued up. Careful with fireballs up close since Kaori's Tatsu is invincible on startup and goes through it to punish. Kaori lacks a good anti-air, so jumping in at her with j9.HK shouldn't be scary and can open her up with 2LKs. | |||
|- | |- | ||
| width="" | '''vs. [[Super Variable Geo/Manami Kusunoki|Manami]]:''' | | width="" | '''vs. [[Super Variable Geo/Manami Kusunoki|Manami]]:''' | ||
'''MANAMI EDGE.''' Here's the thing: if you thought Chiho was annoying to fight, then Manami wants you to hold her ice cream. She's almost a full counter to most of Reimi's gameplan. She can 2-crouch underneath Burning Rose, throw Reimi out of Rose Stinger if she guards it crouching (her tiny hurtbox gets weird while crouching), and it can be difficult to punish Blanka Roll depending on how it hits and if Reimi has a charge stored. LK Hurricane Rose is the best to catch Manami on her recoil. Usually it hits, but if it is mistimed at least Reimi's not a heavy disadvantage. Manami's 5LK is even better than Chiho's, and she can poke-walk Reimi into the corner once she's in range. Reimi still has 2LK as her main interrupt, but Manami can respond with either of her Gorogoros to go over it. Damage, reach, and combos are all still in Reimi's court; however, it can be a bit of a frustrating uphill climb for Reimi to deal with Manami's annoying and poke-heavy playstyle. | |||
|- | |- | ||
| width="" style="background:#eee6f3; padding:5px;"| '''vs. [[Super Variable Geo/Reimi Jahana|Reimi]]:''' | | width="" style="background:#eee6f3; padding:5px;"| '''vs. [[Super Variable Geo/Reimi Jahana|Reimi]]:''' | ||
2LK poke fest until one of them works their way in with Rose Stinger. Then it's more 2LK. | |||
|- | |- | ||
| width="" | '''vs. [[Super Variable Geo/Satomi Yajima|Satomi]]:''' | | width="" | '''vs. [[Super Variable Geo/Satomi Yajima|Satomi]]:''' | ||
'''Satomi edge.''' 3HP counters just about anything Reimi has. Kaen Zan can punish Rose Stinger on hit or guard. Guarding 3HP slide usually gives Reimi a free 2LK combo, but it depends on how far Satomi was when she started it. Satomi shouldn't ever do 41236P dive because Hurricane Rose or even 5HK in some areas can counter it, or Griffon Nail if available. Reimi still has the range advantage with 2LK and 5HK which will have to be her main tools to catch Satomi in any opening she offers. | |||
|- | |- | ||
| width="" style="background:#eee6f3; padding:5px;"| '''vs. [[Super Variable Geo/Yuka Takeuchi|Yuka]]:''' | | width="" style="background:#eee6f3; padding:5px;"| '''vs. [[Super Variable Geo/Yuka Takeuchi|Yuka]]:''' | ||
'''Yuka edge.''' ♪''Anything you can do I can do better~''♪ While not completely one-sided, Yuka just has better tools. Her fireball is both faster on startup and stronger, her {{Tooltip|text=Tatsu|hover=An advancing special attack usually having a '214' motion that hits multiple times.}} knocks down or gives her +10 on guard, and her {{Tooltip|text=DP|hover=Dragon Punch: The common nickname for any rising and invincible uppercut-type attack.}} is completely invincible. If Yuka gets you in the corner, it's GG due to unguardable Idaten Soku spam on wakeup. You have to keep this match in mid-stage as best you can while also keeping Yuka at distance, having good reads to counter Yuka's rushdown. Use Rose Stinger if you find yourself getting close to the corner to bulldoze Reimi back into midscreen. A lot of this will be poking out 2LK to try and catch Yuka during a startup, canceling into LK Hurricane Rose. 5HK also stops any jumping attempt Yuka attempts. This fight can feel like a chess match. | |||
|} | |} | ||
=Combos= | =Combos= | ||
===Midscreen=== | ===Midscreen=== | ||
:j9.HK | :j9.HK > 2LK > 2LK XX [2]8HK ([https://gfycat.com/periodicweakbream '''4hit - 48 dmg''']) | ||
===Corner=== | ===Corner=== | ||
:236LP > 5LP > 5LP > 5HK XX [4]6HK > 2LK XX [2]8HK ([https://gfycat.com/ | :236LP > 2LK > 2LK > 2LK > XX [4]6HK > 2LK XX [2]8HK ([https://gfycat.com/prestigiousweeatlanticsharpnosepuffer '''10hit - 101 dmg''']) | ||
:j9.HK > 5LP > 5LP > 5HK XX [4]6HK > 2LK XX [2]8HK ([https://gfycat.com/ediblegrizzledfrenchbulldog '''10hit - 100 dmg''']) | |||
:j9.HK > 5LP > 5HK XX ★2363214PK ([https://gfycat.com/plainornateatlasmoth '''4hit - 88 dmg''']) | |||
:j9.HK > 2LK > 2LK > 2LK XX [2]8HK ([https://gfycat.com/hilariousportlybumblebee '''5hit - 58 dmg''']) | |||
==Colors== | ==Colors== | ||
Revision as of 21:51, 12 March 2021
Introduction
Reimi Jahana (レイミ・謝花 Reimi Jahana) is the general manager of Jahana Group, the organization which oversees the Variable Geo tournaments. Reimi is wealthy, highly intelligent, and extremely beautiful—all traits recognized by both herself and others. She is also a skilled martial artist and the champion of V.G. for 3 consecutive years. Reimi initially sees the competitions as a chance to prove herself the strongest and most beautiful warrior of all, and takes a kind of perverse pleasure in watching those who lose against her be humiliated in various ways.
Gameplay
Reimi is a powerful, charge-based pressure character who uses frame traps and her overbearing specials to maintain her champion crown. She's quite effective at controlling space with 2LK, 5HK, j9.HK, and 236LP to push most opponents back toward the corner so she can then capitalize with stronger combos. Reimi's technically a playable boss character and her bad matchups are slim, only having to work harder against Manami and those that she shares a tier with, but even then her gameplan doesn't shift too dramatically.
| 👍 Pros | 👎 Cons |
|---|---|
|
|
Data Arsenal
| Forward Dash Duration | Backward Dash Duration | Pre-jump Frames | Jump Duration | Landing Frames | Knockdown Recovery |
| 15 frames | 13 frames (1~12F: invincible) |
5 frames (vertical) 1 frame (diagonal) |
38 frames | 4 frames | 18 frames |
Move List
Normal Attacks
| 5LP |
|---|
| 5HP |
|---|
| 5LK |
|---|
| 5HK |
|---|
| 2LP |
|---|
| 2HP |
|---|
| 2LK |
|---|
| 2HK |
|---|
| j.LP Template:7Template:8Template:9 |
|---|
| j.HP Template:7Template:8Template:9 |
|---|
| j8.LK Template:8 |
|---|
| j8.HK Template:8 |
|---|
| j7/9.LK Template:7Template:9 |
|---|
| j7/9.HK Template:7Template:9 |
|---|
Throws
| Guillotine Throw c.4/6HP |
|---|
Special Attacks
| Burning Rose 236P |
|---|
| Rose Stinger [4]6K [ |
|---|
| Hurricane Rose [2]8K [ |
|---|
Super Art
| ★ Griffon Nail 2363214PK At 33% HP, |
|---|
Strategy
Neutral
Average movement speed, but Reimi controls neutral better than any other character. Her projectile combined with 5HK and 2LK allow her to set the pace on how most opponents approach. 2LK is one of the furthest reaching normals in the game, and at 1F Reimi can use it whenever she wants to fish for hit confirms and interrupt opponents if they try anything. Reimi tends to fall behind in fireball wars against Yuka, but she can outpace Kaori and Chiho.
Anti-air
5HK. An incredible hitbox that stops most aerial attacks, and helps to setup punishes with Rose Stinger and Griffon Nail. Hurricane Rose also a great anti-air if you have the charge because of its further reach.
Pressure
HK Rose Stinger. Safe and quick, even on guard it pushes opponents back across 50% of the screen distance. In the corner Reimi sometimes doesn't end up close enough to throw.
Okizeme
Burning Rose or Rose Stinger can ensure they guard on wakeup, and 2LK is always viable to stop any non-DP actions they may try.
Defense
She's among the group with the next best backdash invincibility behind Ayako, but the 12F invincibility is only fast enough to dodge physical attacks or swoop back out of DP range. If timed perfectly she can backdash avoid Yuka's 236HP, but system frame slowdown can disrupt it.
Matchups
| vs. Ayako:
Major Reimi edge. You can either play zoner and keep Ayako out, or take the battle to her face. Hurricane Rose knocks her back far so it forces either a jump in or Rave Storm to re-engage. Toss a Burning Rose afterward to see if she just guards or jumps over. Can knock Ayako out the air with 5HK if she takes the latter route. Ayako's main poke tool is 2LK, and so is Reimi's and hers is 5x faster. It's only if Ayako can force Reimi into the corner that she turns nearly unstoppable, so make sure that doesn't happen. |
| vs. Chiho:
Minor Chiho edge. Reimi's not the only waifu with a 1F normal, and Chiho has more of them. This matchup comes down to who can press buttons faster, and who can force the other into the corner better. Reimi has the range and damage advantage, but Chiho has mobility. She won't get locked down by Burning Rose like other characters, nor will she stay in the corner because she has wall bounce, and Hien Geki can randomly switch sides. A good read can Hurricane Rose her back down before she escapes. Chiho's 5LK is an obnoxious poke, but so is Reimi's 2LK—Chiho has the advantage here though because she can walk forward while attacking, so this is why Reimi has to keep her back. It's maybe better to end 2LK spam combos with Rose Stinger instead of Hurricane Rose so Chiho can't close the gap with a Hien Geki while Reimi is landing, putting her back in Reimi's face with advantage. |
| vs. Elirin:
Major Reimi edge. This may very well be 9:1. Elly has the worse jump height in the game and has a difficult time getting over Burning Rose—unless she uses Elirin Kick, which Reimi can easily counter with Hurricane Rose or 5HK. If she does get in melee it's not scary unless she has her Super Art which she can attempt after an Elirin Punch—if she's in range; it also has the worst range for any command throw. Elirin gets advantage after nearly anything she does, but most of her attacks are too slow to link. Perfect to counter with 2LK. |
| vs. Jun:
Reimi edge. Do not use Rose Stinger unless you're feeling gutsy or suicidal because that is a surefire way to get Buster'd. Reimi can be a bit lame here because Jun has a hard time jumping over Burning Rose. She can still Earth Shaker through it, but the system slowdown may make it odd timing, especially if LP is used. Max Buster range is easily the same as Reimi's 2LK, so you have to make sure there's no gap in between linking them of Jun can sneak a command throw in between. Use LK Hurricane Rose for any enders because Jun will recover and snatch Reimi up after HK. May also be safe to jump backward after finishing a Hurricane Rose just to make sure not to get caught. Unless Jun's command throw input is seriously on point, Reimi shouldn't have a lot of problems. |
| vs. Kaori:
Kaori edge. If Kaori didn't get her guard randomly broken by LOWs, she could easily take Reimi's crown. 2LK helps to quell some of Kaori's rushdown, but all she needs is a Tatsu hit to go into infinite. This is another match where Reimi has to control space and not allow Kaori to get close. There's little she can do to stop Kaori's divekicks and stomps though once she starts going unless you have Hurricane Rose queued up. Careful with fireballs up close since Kaori's Tatsu is invincible on startup and goes through it to punish. Kaori lacks a good anti-air, so jumping in at her with j9.HK shouldn't be scary and can open her up with 2LKs. |
| vs. Manami:
MANAMI EDGE. Here's the thing: if you thought Chiho was annoying to fight, then Manami wants you to hold her ice cream. She's almost a full counter to most of Reimi's gameplan. She can 2-crouch underneath Burning Rose, throw Reimi out of Rose Stinger if she guards it crouching (her tiny hurtbox gets weird while crouching), and it can be difficult to punish Blanka Roll depending on how it hits and if Reimi has a charge stored. LK Hurricane Rose is the best to catch Manami on her recoil. Usually it hits, but if it is mistimed at least Reimi's not a heavy disadvantage. Manami's 5LK is even better than Chiho's, and she can poke-walk Reimi into the corner once she's in range. Reimi still has 2LK as her main interrupt, but Manami can respond with either of her Gorogoros to go over it. Damage, reach, and combos are all still in Reimi's court; however, it can be a bit of a frustrating uphill climb for Reimi to deal with Manami's annoying and poke-heavy playstyle. |
| vs. Reimi:
2LK poke fest until one of them works their way in with Rose Stinger. Then it's more 2LK. |
| vs. Satomi:
Satomi edge. 3HP counters just about anything Reimi has. Kaen Zan can punish Rose Stinger on hit or guard. Guarding 3HP slide usually gives Reimi a free 2LK combo, but it depends on how far Satomi was when she started it. Satomi shouldn't ever do 41236P dive because Hurricane Rose or even 5HK in some areas can counter it, or Griffon Nail if available. Reimi still has the range advantage with 2LK and 5HK which will have to be her main tools to catch Satomi in any opening she offers. |
| vs. Yuka:
Yuka edge. ♪Anything you can do I can do better~♪ While not completely one-sided, Yuka just has better tools. Her fireball is both faster on startup and stronger, her Tatsu knocks down or gives her +10 on guard, and her DP is completely invincible. If Yuka gets you in the corner, it's GG due to unguardable Idaten Soku spam on wakeup. You have to keep this match in mid-stage as best you can while also keeping Yuka at distance, having good reads to counter Yuka's rushdown. Use Rose Stinger if you find yourself getting close to the corner to bulldoze Reimi back into midscreen. A lot of this will be poking out 2LK to try and catch Yuka during a startup, canceling into LK Hurricane Rose. 5HK also stops any jumping attempt Yuka attempts. This fight can feel like a chess match. |
Combos
Midscreen
- j9.HK > 2LK > 2LK XX [2]8HK (4hit - 48 dmg)
Corner
- 236LP > 2LK > 2LK > 2LK > XX [4]6HK > 2LK XX [2]8HK (10hit - 101 dmg)
- j9.HK > 5LP > 5LP > 5HK XX [4]6HK > 2LK XX [2]8HK (10hit - 100 dmg)
- j9.HK > 5LP > 5HK XX ★2363214PK (4hit - 88 dmg)
- j9.HK > 2LK > 2LK > 2LK XX [2]8HK (5hit - 58 dmg)
Colors
| Super Variable Geo | ||
|---|---|---|
| FAQ CONTROLS SYSTEM STAGES LINKS | ||
| Ayako Yuuki | Chiho Masuda | Eleanor Goldsmith |
| Jun Kubota | Kaori Yanase | Manami Kusunoki |
| Reimi Jahana | Satomi Yajima | Yuka Takeuchi |























