Super Variable Geo/Reimi Jahana
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. 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 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 |
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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 | 12 frames |
Move List
Normal Attacks
5LP![]() |
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5HP![]() |
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5LK![]() |
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5HK![]() |
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2LP![]() ![]() |
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2HP![]() ![]() |
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2LK![]() ![]() |
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2HK![]() ![]() |
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j.LP Template:7Template:8Template:9 ![]() |
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j.HP Template:7Template:8Template:9 ![]() |
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j8.LK Template:8 ![]() |
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j8.HK Template:8 ![]() |
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j7/9.LK Template:7Template:9 ![]() |
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j7/9.HK Template:7Template:9 ![]() |
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Throws
Guillotine Throw c.4/6HP ![]() ![]() ![]() |
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Special Attacks
Burning Rose 236P ![]() ![]() |
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Rose Stinger [4]6K [ ![]() ![]() ![]() |
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Hurricane Rose [2]8K [ ![]() ![]() |
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Super Art
★ Griffon Nail 2363214PK At 33% HP, ![]() ![]() ![]() ![]() |
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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 slight advantage here because she can walk forward while attacking; however, that also means she can't charge Hien Geki. 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 of the cast 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 or Elirin Kick—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 it's hard for Jun to jump over Burning Rose similar to Elirin. She can still Earth Shaker through it, but the system slowdown may make it odd timing, especially if 236LP is used. Max Buster range is the same as Reimi's 2LK, so make sure there's no gap in between linking them or Jun can sneak a command throw in. Use LK Hurricane Rose for any enders because Jun will recover and snatch Reimi up after the HK-version. 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 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, can 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 2LK poking 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
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Super Variable Geo | ||
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FAQ CONTROLS SYSTEM STAGES LINKS | ||
Ayako Yuuki | Chiho Masuda | Eleanor Goldsmith |
Jun Kubota | Kaori Yanase | Manami Kusunoki |
Reimi Jahana | Satomi Yajima | Yuka Takeuchi |