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Rei Megathread

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So this be Rei thread for combos and mix-ups.

Key:

A= Light Punch

C= Hard Punch

B= Light Kick

D= Hard Kick

E= Boost

AB= hitting Light Punch and Light Kick at the same time enables Rei's unblockable

CD= hitting Hard Punch and Hard Kick at the same time pushes the opponent to the other side of the screen. I call it Blow Back.

AC= hitting both Punches will launch the opponent in the air (hold 8 for homing). When you use a special after AC you will knock off a star which is why it will be used in a lot of blow back combos.

BD= Rei's command grab sort of speak. It takes off one star and is pretty useless. Cant grab a crouching opponent and cant grab someone in AB stun. It can be comboed after which make it somewhat usable, but not abusable.

236CD= Rie's Fatal KO.

Move List: (note that all of these take off a star on Counter Hit or after AB)

623A or 623C= this is an uppercut. The A version is used the most because it can be used to continue combos, the C version however can not but has more hit.

214C= Rei dashes toward the opponent with jabbing knife hands. Can launch opponent afterward with another 236C.

Air 236A= Rei throws a projectile that bounces off the floor

Air 236B= Rei throws a projectile that hits the floor and glides across it.

Air 236D= Rei dose a dashing kick that hits the opponent (pushes the opponent to the other side of the wall on counter hit). This is good to use (TKing it) after AB in a blow back combo because it has more combo potential and takes off a star.

Air 214D= Same as 236D except Rei dose a dashing kick away from the opponent. I havent thought of a good use for this unless you are trying to run away.

Air 214C= Rei makes a circular wall around him that last till he hits the ground (acts like a projectile). Really good for mixups.

Air 2B= a diagnal strike, hits once and bounces off after wards. Good if you want to annoy your opponent.

Air 236C= Rei dashes toward opponent like hes about to hug them. On counter hit or after an AB blow back combo you can repeat by pressing 2369C at the right time. After you get too far you can boost it at the same time to continue the combo.

Specials:

236236A= Rei throws several little projectiles. Takes off one star and two stars on counter hit. It is good on wakeup and practically safe on block. Used in lots of combos too.

236236C= Rei jumps up and throws a bunch of projectiles that bounce off the top of the screen and the floor. You can charge it as well. Not too many uses for it but can be used in some combos.

Air 2363214D= Rei dashes toward opponent like he dose in Air 236C and throws projectiles at the opponent. It is pretty good in an air combo, but the pros dont use it that much.

COMBOS

Note That All Damage Is Calculated On Roah.

...2D, IAD, JC, 5C, 623A(2 Hits), J2369C, 9C, 5A, 5C, 236236A

*(If you are too far away IAD jC and continue combo the you can jC+E at the same time to boost you forward and continue the combo)

STARS: 1

BOOST: NONE *

FKO: NO

TENSION: 1 BAR

DAMAGE: 98(45)

STRIKES: 27

...2D, IAD, JC, 5C, IAD, JA, JC, 5A, 5C, 236236A, 2B, 236236A

STARS: 2

BOOST: NONE *

FKO: NO

TENSION: 2 BARS

DAMAGE: 124(69)

STRIKES: 44

...2D, IAD, JC, 5C, JA, JC, J236D, 66, JB, JC, 5A, 5C, 236236A

STARS: 1

BOOST: NONE *

FKO: NO

TENSION: 1 BAR

DAMAGE: 83(38)

STRIKES: 25

...c5D, CD(Link), 6, 5C, AC, 2369D, JB, 2C, IAD, JD, J2369C, J2369D, JB, 236236A (On Shin You Must End With 236236A After The First J2369D, JB)

STARS: 3

BOOST: 1

FKO: NO

TENSION: 1 BAR

DAMAGE: 92(52)

STRIKES: 28

...CD, 6, 5C, AC, 2369D, JB, 2C, IAD, JD, J2369Cx8, J2369D, 236236A

STARS: 3

BOOST: 1

FKO: NO

TENSION: 1 BAR

DAMAGE: 80~90% LIFE

STRIKES: 34

...CD-6-5C-2C-jD-2369Cx4-2363214D (More 2369C's Can Be Done)

STARS: 2

BOOST: 1

FKO: NO

TENSION: 1 BAR

DAMAGE: 92(53)

STRIKES: 27

...2D, IAD, JC, 5C, JB, JC, 236D, 66, JB, JC, 5C, 623A(2 HITS), 2369C, 9C, CD (CAN 236236E~A AT THE END)

STARS: 1

BOOST: 0

FKO: NO

TENSION: 0

DAMAGE: 52(46)

STRIKES: 15

...CD, 6, AB, AC+E, 2368D, JA, Land, JB, J236D, JB, J2369Cx5, J2369D, JA, J2369D, JB, 236236E~A

STARS: 3

BOOST: 1

FKO: NO

TENSION: 1 BAR

DAMAGE: 103(62) ON SHIN [Can be 100% if more 2369C are done]

STRIKES: 35

...2D, IAD, JC, 5C, AC, 23693214D (USE IF THEY ARE ABOUT TO DIE)

STARS: 2

BOOST: 0

FKO: NO

TENSION: 1 BAR

DAMAGE: 59(34)

STRIKES: 12

623C(5 HITS), E, JA, JC, 5A, 5C, 236236A (2 STARS ONLY ON COUNTER HIT)

STARS: 2

BOOST: 1

FKO: NO

TENSION: 1 BAR

DAMAGE: 47(19)

STRIKES: 22

THROW, IAD, JB, JC, 5C, JC, J236D, 66, JB, JC, 5C, 236A(2 HITS), J2369C, 9C, CD, 236236E~A

STARS: 1

BOOST: 1

FKO: NO

TENSION: 0 BARS

DAMAGE: 75(41)

STRIKES: 32

6A, CD+E, E~5A, 5C, JA, JC, J236D, 66, JA, JC, 5A, 5C, 236236A, 2B, 236236A

STARS: 3

BOOST: 1

FKO: NO

TENSION: 2 BARS

DAMAGE: 115(71)

STRIKES: 46

Fatal KO COMBOS

THROW, IAD, JB, JC, 5C, CD, AC+E, JA, 236E~A, 5A, 5C, 236CD

STARS: 2

BOOST: 1

FKO: YES

TENSION: 0 BARS

DAMAGE: -

STRIKES: 11

THROW, JA, JC, 5A, 5C, 236CD

STARS: 0

BOOST: 0

FKO: YES

TENSION: 0 BARS

DAMAGE: -

STRIKES: 7

...CD, 6AB, E, 5C, AC, 2369D, JB, 236CD

STARS: 3

BOOST: 1

FKO: YES

TENSION: 0 BARS

DAMAGE: -

STRIKES: 8

COMBOS FROM TUT VIDEO

from what i saw on the video (in order) so you all have something written for you. i tried them and i need to practice more. http://www.youtube.com/watch?v=xi9z94yks8M

On Heart

JC, Air Throw, AC, JB, E~J236A, 5C, CD, E, 236CD

STARS: 3

OFF: AIR THROW

FKO: YES

BOOST: 2 BARS

TENSION: NONE

On Rei

BD, E+CD, E+AC, JD~E, 214C, E~5C, AC, JA~E, J236A, 5A, 5C~E, 236AC

STARS: 4

OFF: UNIVERSAL THROW

FKO: YES

BOOST: 3 BARS

TENSION: NONE

On Souther

J2369Cx18, 2369C~E, J2369Cx2, E~2369C, E~2369C

STARS: 2

OFF: COUNTER HIT J236C

FKO: NO, 100% LIFE

BOOST: 3 BARS

TENSION: NONE

On Mamyia

JD, J2369Cx4, J2369D, 66, JB, JD, 5C, 623A(2 hits), J236C, 9, JA, JC, 5C, 236236A, 2B, 236236A

STARS: 2

OFF: JD

FKO: NO, 100% LIFE

BOOST: NONE

TENSION: 2 BARS

On Crouching Rei

2C-(c.5D-IAD-jD)xuntil end of screen-IAD-jD-boost-2Ax2-boost-2Ax2-boost-2Ax3-

(c.5D-IAD-jD)x until end of screen-IAD-jD-boost-2Ax2-boost-2Ax2-boost-2Ax3-

(c.5D-IAD-jD)x until end of screen-IAD-jD-boost-2Ax2-boost-2Ax2-boost-

c.5D-2D-IAD-jC-5C-jC-j236D-jB-jC-5C-236236A-2B-236236A

STARS: 2

OFF: Crouching Rei

FKO: no, 100% life

BOOST: 3 BARS

TENSION: 2 BARS

On Toki

IAD, J236C(Cross Up), J236C, 9C, 5C, 623A(2 HITS), J2369C, 9A, JC, 5A, 5C, 236236A, 2Bx5, E, 2Bx6, E, 2Bx9, 2Bx6, E, 2Bx9, E, 2Bx7, E, 2B7, 2D, IAD, jD, J236C, 5C, JA, JD, J214C, J214C, JC, 5C, 236236C, runover, 5C, 236236C

STARS: 2

OFF: CROSS UP J236C IN THE CORNER

FKO: NO, 100% LIFE

BOOST: 3 BARS

TENSION: 3 BARS

FRAME DATA (Thanks to tianyuan2k4)

        Exec    Dur   Rec   Adv/Dis   FV     Etc
c5A     5F      3F    4F    +2F       4
f5A     5F      3F    4F    +4F       5
2A      6F      3F    7F    +1F       5
6A      24F     4F    16F   -4F       7      Overhead
c5B     8F      4F    4F    +3F       5      
f5B     7F      4F    5F    +4F       6
2B      7F      3F    4F    +6F       6      Hit low
c5C     7F      6F    13F   -3F       7
f5C     12F     4F    16F   -4F       7
2C      12F     4F    14F   -2F       7
c5D     9F      4F    18F   -3F       8
f5D     14F     3F    16F   +/- 0F    8      
2D      14F     5F    20F   -5F       8       Hit low
JA      4F      16F    2F   --        5      Overhead
JB      5F      20F    5F   --        6      Overhead
JC      9F      6F    10F   --        7      Overhead
JD      11F     5F    14F   --        8      Overhead
J throw 21F     4F    12F   --        7      unblockable
Throw   4F      4F    16F   --        ??    unblockable 
B+D     9F      4F    16F   --        8×2+7×2 unblockable 
A+C     16F     7F    13F   -4F       8
A+B     41F     4F    20F   --        7      unblockable, -1 star
C+D     18~33F  4F    20F   -8F       7      - 1 star
maxC+D  34~38F  4F    20F   -8F       7      - 1 star

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EDIT: 6,6 + normal is actually possible after j.236D - i am really surprised, since it doesn't work for j.236C, there you have to do 99.

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After a j236C 9 make you fall vertically (or jump up with different timing), 99 make you fall with some forward momentum and 96 gives you an air dash. j236D is different as it's not jump cancelable but air dash cancelable (if you are above minimum air dash height, also not possible after an AC homing jump), so 99, 66, 96 or whatever command that the engine will see as an air dash command works.

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I'm having problems combo-ing off of Rei's throw :( can't get that IAD jB to connect.

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You can also use high jump jA > jB > jC or jD > 236D > 66 jB > jC > land... after a throw, i find it easier than iad but it still needs a good timing or jA will whiff.

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:psyduck: Rei scrub here. I'm having real problems doing, well, anything regarding J2369C or J236D I cannot, for the life of me, get J2369C (x n) to work after IAD D after a CD. I get one pop and then the second one whiffs. Is there some magic that gets this to work? I've tried tiger kneeing in the air right after the first one, letting myself land after the first one, landing after IAD D to immediately tiger knee the first one, but so far no luck at all. As for J236D, I perform the air dash into J. B, but for some reason, the opponent just falls and I land on top of them with J. B with some weird bounce animation. Even if I nail the J. B just right, I can't get myself to fall just under them to pop them back up with J. C. What sort of timing is required for this situation? Any help would be appreciated. :china:

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Not much of a trick to it, just timing on the cancel. Use a combo like this one: ...CD 6, 5C AC > 2369D, j.B |> 2C > IAD j.D j.236C, (j.2369C)*8, j.2369D |> 236236A All you do is cancel directly from the j.D into the special for the first one, and then for each one after you Tiger Knee the next one fast enough so you get no jump, the next move just comes out. What kind of a 'wiff' are you getting? Jumping up? Move just not hitting?

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can anyone list some of the common enders to high hyakuretsu (5a run 5a after ~40 hit c shoryu boost bu-n or shield) not sure where to go from there does anyone know the trick to crossing some characters up in the corner off normal bnb?

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for corner crosses, check my YT account:

http://www.youtube.com/profile?user=AtTheGates&view=videos&query=rei

to give a summary:

- characters that can be crossed in your own corner pose a minor problem, since you often accidentally cross them up when you start the bounce or even during it.

to avoid this, you can use certain setups, like against toki, after you do the last 623C[6 hits], boosting j.236C, you can do j.236D,j.B,j.236D,j.B,\/,5B, iad.j.A and so on. i never tried this specific variation but it seems to be BnB for the japanese.

- raoh can be crossed in both corners, 2 different setups depending on if you hit him with 2D,j.A (close to the corner) or 2D,iad.j.C,\/,5C (a little further away from the corner).

see here

- toki can be crossed in both corners. the setup might seem tricky at first, but after a while it will come naturally: any combo into j.A,j.C,j.236D, slightly delay 66,j.A,j.C,\/, 623A, 99,j.B,\/, (turn around) 2A,5A,623A,j.236C,99,j.A,j.C,\/ and so on. the hardest part is hitting with the first 623A and the 99,j.B. make sure to do the 99,j.B as early as possible without it turning into a fast fall (9~j.C).

- other characters can be crossed in your own corner, easiest to combo are kenshiro and heart, the rest needs too specific setups: shin, thouther, jagi, kenshiro (pointless)

see here and here

as for the d.5A combo:

if you reach 80 hits, you can just do the standard bounce that you would do after the OTG 2B, boost 2B combo:

[5A,2AxN,2C, iad.j.B, dash up] x N.

when i start the otg, at around 35ish hits i usually do:

d.5A x11, 5A,5A, iad.j.B,5A,CD, 5A,iad.j.B, 5A,AC, j.236D,

[j.A,j.B] x N until im bored or enemy dies.

you can transition to the standard ender at any time, just do a j.236d or some other move, fall down, start with 5A etc.

by the way against toki, the 5A,2AxN combo doesn't work at 80 hits, only later at around 100 iirc. just do j.A,j.B or j.A,j.C to get enough hits against him, especially if you do the OTG 2B, boost 2B comb as a setup.

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Sweet, thanks a lot. Oh yeah, when you AC them in hyakuretsu does it prevent both of you from gaining meter back? I recall hearing them say that in TRF when people start doing bounce from AC. Also, why do you cross back up into the corner combo against Raoh after bnb with iad j.c? You can go to the standard cross-screen hyakuretsu much easier by slightly delaying your 5a to hit them lower, delaying your j.236c after a higher 5a 623a, or you can even go straight to 623a (both hits backward, probably the easiest in terms of height)

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roahs hitbox is different, if you do any air combos in the corner you will end up on the other side of him.

the trick against raoh is not using an instant airdash in the beginning of the combo, if you hit him in the corner, just jump up immediately. setting up raoh for a bounce is easy with this combo:

combo in 2D, j.A,j.C,j.236D,66,j.A,j.C,\/ behind him in corner, 5C,5C,623A,j.236C,99,j.A,j.C,\/,5A,623A,j.236C,99,j.A,j.C,5Ax4,5A+E,5Ax4,623C[5 hits],236,E~C,j.B,\/,5C,iad.j.B, d.5A x N and so on.

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sorry, didn't see your post back then.

Oh yeah, when you AC them in hyakuretsu does it prevent both of you from gaining meter back? I recall hearing them say that in TRF when people start doing bounce from AC.

yeah, you do not gain meter from AC hyakuretsu, that's why i transition to the ground stuff after a while (before opp dies).

Also, why do you cross back up into the corner combo against Raoh after bnb with iad j.c? You can go to the standard cross-screen hyakuretsu much easier by slightly delaying your 5a to hit them lower, delaying your j.236c after a higher 5a 623a, or you can even go straight to 623a (both hits backward, probably the easiest in terms of height)

because i felt like it ^^

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I'm trying to remember a combo I used to use but am having trouble remembering the full thing. I'm pretty certain it used to be a 3*FKO, although I can't remember how I landed the third star. The combo went a little something like this:

2B > 2C > E~C+D > 6 > 5C > A+C > 2369D > JB > 236C+D

Maybe it was just a 2*FKO? I remember the 3* combo:

2B > 2C > E~C+D > 6 > 5C > A+C > 2369D > JB > 236236A

Is there a way I can get a 3*FKO out of this? Perhaps I'm just remembering wrong...

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combo into 5D©, CD~CD or a slightly delayed CD, [6], AB~E, AC, j.236B, 66j.A or j.B depending on height, land, FKO. 3 stars, needs some space to the corner iirc.

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The 9C fall is not really hard once you get the timing down, how I do this is a little tap on the stick (kinda like when you do a hop in kof) just after the j236C hits, btw in this combo you don't need to do 2369C, 623A into j236C is a cancel.

Also seems you have the boost timing down on the otg 2Bs (it uses the correct amount of meter), just think to do 2 boosts per bar.

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Thanks Maho so don't mash the input just a light tap like kof hop after the 236C animation is basically finished or at the start? Will try it tomorrow.
Do you know much about Kenshiro? I'm also trying to learn his high jump combo but struggling.

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I do the tap just after 236C hits, and when I have to do 99 in some combos, I'll time the first 9 just before that.

For kenshiro, I played him a bit as a sub so I know the basics.

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Hi people it's me again. I've learnt most of the dribble set up on raoh but it always drops (around 30hits) when i get to the last dragon punch after the multiple stand jabs.. any advice? I'm not sure if it's the amount of jabs i'm doing or what.
(the section i'm struggling with)
http://youtu.be/KJd7RAh09SM?t=20s

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I believe it has to be strict on 5 jabs, boost, 5 jabs, 623C. The part with the shield afterwards is optional, you can also do 623C, 236E~C, j9, j.B, 5C into bounce which is easier.

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The shield part is usually used if you think you are too far from the corner to start the dribble (like air 214+E~C > 66 j.B > 5C >IAD j.B...etc) or if you are afraid of accidently crossing up on the left side (there is another thing you can do which the video bellow covers). Otherwise, most of the time 623+C > 236+E~C > dj.B > 5C will be fine. If you are doing the correct number of 5As you should activate the dribble right after the 236+E~C.

Also, don't forget to movement boost the 5As to avoid accidently over boosting.

Here is a short Rei tutorial that covers most of his routes along with some important bnbs:

http://www.youtube.com/watch?v=6-KVHo8n1Hg

If you are still having problems it would be helpful if you upload a video of you trying to perform the combo.

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