Super Variable Geo/Reimi Jahana

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Reimi Jahana
レイミ・謝花
SVG Reimi Bio.png
Name Meaning "apologize" (謝)(ja); "flower" (花)(hana)
Age 19
Birthday February 27 (Pisces)
Height 165 cm.
Measurements 85-58-87 (cm.)
From America
Restaurant General manager of the multinational company "Jahana Group"
Fighting Style Martial Arts


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
  • Highest damage normals: All her Lights do a minimum of 9 damage, and Heavys in the 11~14 range.
  • Incredible low: 2LK is a long-reaching 1F attack she can abuse for hit confirms and combos.
  • 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 startup and aerial recovery to avoid punishes.
  • Super Art catch: Griffon Nail is the only Super Art that can fully hit aerial opponents, making it another feasible anti-air option.
  • Charge character: Can't fire off her specials rapidly, and it can look obvious what she's planning.
  • Longer vertical jump: For some reason Reimi has a 5F pre-jump if she goes straight up.

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
LP.png
SVG Reimi 5LP.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
9 Mid.png 4 3 3 +8

Palm thrust.
5LP is a fast punch with a lot of prize. Linking easily into itself or 5HK, creating some of Reimi's strongest combos.

5HP
HP.png
SVG Reimi 5HP.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 Mid.png 10 9 5 +2

Cross punch.
5HP is one of Reimi's slower attacks with not much payoff. 2LK can link from it if you're fast. Also can work as a decent anti-air, but you're better off using 5HK for both its angle and additional damage.

5LK
LK.png
SVG Reimi 5LK.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 Mid.png 13 8 9 -3

Reverse heel kick.
5LK is a useless attack. So many faster normals reach the same distance and give better advantage.

5HK
HK.png
SVG Reimi 5HK.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
12 Mid.png 6 9 10 -3

High kick.
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.

2LP
D.pngLP.png
SVG Reimi 2LP.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
9 Mid.png 3 2 4 +8

Crouching palm thrust.
2LP is a faster 5LP. While this normal is great, 2LK still ends up being the better crouching attack to use in most situations because of more damage, being LOW, and greater reach.

2HP
D.pngHP.png
SVG Reimi 2HP.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 Mid.png 9 8 6 +2

Crouching cross punch.
2HP is meh. Half the reach of 5HP with nothing to make up for it.

2LK
D.pngLK.png
SVG Reimi 2LK.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
10 Low.png 1 4 5 +5

Low kick.
2LK is Reimi's "didn't mean to interrupt you, but I did anyway" button. It is 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 frame traps that Reimi can profit from.

2HK
D.pngHK.png
SVG Reimi 2HK.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
14 Mid.png 14 7 14 Knockdown.png / -4

Double leg sweep
2HK has the same range of 2LK. Nothing else is special about it and its usage is obvious. If guarded, try sticking out a 2LK to see if it catches to interrupt any movement.

  • Slowest basic attack.
j.LP
Template:7Template:8Template:9LP.png
SVG Reimi jLP.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
9 High.png 7 Ground —— Varies

Elbow drop.
j.LP has bad range and gets outshadowed by Reimi's aerial kicks.

j.HP
Template:7Template:8Template:9HP.png
SVG Reimi jHP.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 High.png 7 17 X+Ground Varies

Aerial palm thrust.
j.HP has the same if not worse range than j.LP. The range of her kicks is worth the +2 extra startup frames.

j8.LK
Template:8LK.png
SVG Reimi j8LK.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
9 High.png 12 Ground —— Varies

Aerial reverse heel kick.
j8.LK is an inferior verson of j8.HK, so instead use that.

j8.HK
Template:8HK.png
SVG Reimi j8HK.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 High.png 12 17 X+Ground Varies

Aerial reverse heel kick.
j8.HK is the best air-to-air counter since her leg sticks out so far.

j7/9.LK
Template:7Template:9LK.png
SVG Reimi j79LK.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
9 High.png 12 Ground —— Varies

Aerial extended kick.
j9.LK is a great jump-in, but j9.HK has the same hitboxes and more damage.

j7/9.HK
Template:7Template:9HK.png
SVG Reimi j79HK.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 High.png 12 17 X+Ground Varies

Aerial extended kick.
j9.HK is Reimi's lead-in attack if you score an opening off a jump, leading into either a 5LP or 2LK combo. With its long range it can sometimes put Reimi in a position where she's not close enough to link off it.

Throws

Guillotine Throw
c.4/6HP
B.png or F.pngHP.png
SVG Reimi HPThrow.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
26 Throw.png 1 1 —— Knockdown.png Unblockable.png

Flipping shoulder throw.
Sends opponent across the screen. In the corner Reimi ends up on top of them, allowing a 2LK/throw mixup.

Special Attacks

Burning Rose
236P
QCF.pngAnyP.png
SVG Reimi 236LP.png
LP violet blast
SVG Reimi 236HP.png
HP golden blast
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
LP.png 12 Mid.png 18 —— 23 +4

Violet energy blast.

Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
HP.png 16 Mid.png 18 —— 31 -2

Golden energy blast. HP.png travels faster than LP.png.
1 durability point. Crouch to avoid: Kaori, Manami.
The colors are just an aesthetic to show which button strength is used.
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 since the link is not as strict, and it's a surprise LOW since projectiles tend to be guarded while standing in this game.

Rose Stinger
[4]6K
[ B.png ]F.pngAnyK.png
SVG Reimi 46K.png
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
LK.png 6+6+6+6 Mid.png 10 38 14 -1 Movesforward.png

Advancing energy charge.

  • No reason to use this version since HK.png is better in every possible way.
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
HK.png 8+8+8+8 Mid.png 9 38 14 +2 Movesforward.png

Advancing energy charge.
Rose Stinger is a Tatsu-like attack that speeds across the full length of the stage. You can use this after a 2LK spam but may have to reduce it to just 2~3 of them before canceling to ensure it combos. 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 2LK/throw mixup.

Hurricane Rose
[2]8K
[ D.png ]Template:8AnyK.png
SVG Reimi 28K-1.png
SVG Reimi 28K-2.png
Invincible period
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
LK.png 14 Mid.png 4 13 36 Knockdown.png / -31 Invulnstartup.png

Rising flipkick.

  • 1~8F; 30~51F: invincible.
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
HK.png 17 Mid.png 3 10 50 Knockdown.png / -40 Invulnstartup.png

Rising flipkick. HK.png ascends higher than LK.png.

  • 1~7F; 34~61F: invincible.

Hurricane Rose is Reimi's ender of choice for most combos: LK.png is the safe option, HK.png 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, because of its invincible startup frames it 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 LK.png and -12 with HK.png. This is why LK.png 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.

Super Art

★ Griffon Nail
2363214PK
At 33% HP,
QCF.pngHCB.pngAnyP.pngAnyK.png
SVG Reimi 2363214PK-1.png
SVG Reimi 2363214PK-2.png
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
56 Mid.png 14 10 1 Knockdown.png / -15

Advancing energy charge into ground slam.
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.

SVG Reimi GriffonNailPunish.gif

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

HP.png SVG Reimi Color 01.png
HK.png SVG Reimi Color 02.png


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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