HNK/Rei: Difference between revisions

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|summary=controls the air with an arsenal of jump-cancellable moves and strong conversion potential.
|summary=controls the air with an arsenal of jump-cancellable moves and strong conversion potential.
|pros=
|pros=
*Is the only character is the game with an air throw and the ability to triple jump
* '''Air Control''': Rei is the undisputed master of the air thanks to his triple jump and unique air throw. It is also difficult to approach Rei in the air if he is on the ground, thanks to his solid {{MiniMoveCard|input=623C|label=DP}}.
*Good at getting out of pressure thanks to his dragon punch and Danko super
* '''Jump Cancellable Everything''': Pretty much every single one of Rei's grounded moves (including his throws) are jump cancellable. This allows him to perform lengthy pressure sequences with multiple mixup opportunities.
*Most of his normal moves can be Jump Canceled
* '''Excellent Supers''': {{MiniMoveCard|input=236236C|label=Danko}} lets Rei control the screen very easily, {{MiniMoveCard|input=236236A|label=Nanto}} is a great reversal super, and {{MiniMoveCard|input=j.2363214D|label=Kubuenrizan}} can steal stars at the end of a round and put the opponent in a precarious situation in the next.
*Decent star removing abilities
* '''Simple Combos''': Rei mostly uses a single combo and routes in and out of it depending on the circumstances. All that changes are the starter and ender, making him very easy to learn.
*Has many practical 100% combos
* '''Practical ToD''': Most of the lengthy 100% combos that this game is known for can be character specific and difficult, but Rei's are relatively easy and practical. His infinites are even extensions of his BnBs.
|cons=
|cons=
*Has the longest crouching recovery in the game; some character's have crouching-Rei-specific infinites
*'''Sluggish Crouching Recovery''': Rei has the longest crouching recovery in the game; some character's have crouching-Rei-specific infinites, making his defense much more difficult against those matchups.
}}
}}



Revision as of 16:22, 11 November 2022


Overview
Overview

Rei is a speedy, movement-based character, having access to a wide array of air moves and the ability to triple jump. He has very powerful normals, many being jump-cancelable, which allow him to keep up the pressure without the use of gauge. He has a strong defense as well, with a great uppercut reversal move as well as his Danko super, which essentially works to deny the opponent the chance to do a wakeup mixup on you. His star-taking ability is quite good, but he also has very practical 100% combos. While using Rei to his full potential requires a great deal of player skill and ad lib, he is also the perfect beginner character, with an easy to understand offense as well as relatively simple and damaging combos.

That being said, let us start this section off by listing Rei's main strengths and weaknesses.

 Rei  Rei controls the air with an arsenal of jump-cancellable moves and strong conversion potential.

Pros
Cons
  • Air Control: Rei is the undisputed master of the air thanks to his triple jump and unique air throw. It is also difficult to approach Rei in the air if he is on the ground, thanks to his solid DPHNK Rei 623A.pngGuardAllStartup5RecoveryAdvantage-.
  • Jump Cancellable Everything: Pretty much every single one of Rei's grounded moves (including his throws) are jump cancellable. This allows him to perform lengthy pressure sequences with multiple mixup opportunities.
  • Excellent Supers: DankoHNK Rei 236236C.pngGuardMidStartup30-143RecoveryAdvantage- lets Rei control the screen very easily, NantoHNK Rei 236236A.pngGuardAllStartup38RecoveryAdvantage- is a great reversal super, and KubuenrizanHNK Rei j2363214D.pngGuardMidStartup37RecoveryAdvantage- can steal stars at the end of a round and put the opponent in a precarious situation in the next.
  • Simple Combos: Rei mostly uses a single combo and routes in and out of it depending on the circumstances. All that changes are the starter and ender, making him very easy to learn.
  • Practical ToD: Most of the lengthy 100% combos that this game is known for can be character specific and difficult, but Rei's are relatively easy and practical. His infinites are even extensions of his BnBs.
  • Sluggish Crouching Recovery: Rei has the longest crouching recovery in the game; some character's have crouching-Rei-specific infinites, making his defense much more difficult against those matchups.
Rei
HNK Rei Portrait.png
Damage Taken
100%
Jump Startup
4f
Backdash
1f

Normals

c.A

c.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 9 5 3 4 +2
  • Jump cancelable.

Tied for one of Rei's fastest buttons. It is mainly used as used as an anti air against low airdashes and combo filler in midscreen combo routes.

On-Hit Boost Gain Aura Gain GC Level
  • Jump cancelable

c.B

c.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 8 8 4 4 +3
  • Jump cancelable.

Low kick that is a mid. Not much usage from this button due to it's lack of hitstun.

On-Hit Boost Gain Aura Gain GC Level
  • Jump cancelable

c.C

c.C
Guard Damage Startup Active Recovery On-Block Star Damage
All 19 7 6 13 -3
  • Jump cancelable.

Excellent anti air. Whiffs on crouching characters.

On-Hit Boost Gain Aura Gain GC Level
Launch
  • Jump cancelable

c.D

c.D
Guard Damage Startup Active Recovery On-Block Star Damage
All 19 9 4 18 -3
  • Jump cancelable.

Excellent button for pressure with a lot of blockstun. Can go into instant airdash or 2D. Combos into banishing attack except on crouching Jagi where you would use 2D. Also combos into IAD j.B.

On-Hit Boost Gain Aura Gain GC Level
  • Jump cancelable

f.A

f.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 7 5 3 4 +4
  • Jump cancelable.

The other 5F normal. Same usage as close A but is smaller vertically. Whiffs on Mamiya, Rei, Shin, and Jagi crouch blocking. Whiffs on Souther and Toki neutral crouching.

On-Hit Boost Gain Aura Gain GC Level
  • Jump cancelable

f.B

f.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 7 7 4 5 +4
  • Jump cancelable.

Excellent midrange poke. Confirms into 2D except on crouching Jagi.

On-Hit Boost Gain Aura Gain GC Level
  • Jump cancelable

f.C

f.C
Guard Damage Startup Active Recovery On-Block Star Damage
All 17 12 4 16 -2
  • Jump cancelable.

Not really used as a poke. Mainly combo filler.

On-Hit Boost Gain Aura Gain GC Level
Launch
  • Jump cancelable

f.D

f.D
Guard Damage Startup Active Recovery On-Block Star Damage
All 17 14 3 16 0

Low invulnerable button. Can confirm into banishing strike by kara canceling 2D into CD as 2D~2C. Also confirms into Grave Shoot. Surprisingly not jump cancelable.

On-Hit Boost Gain Aura Gain GC Level
  • Jump cancelable

2A

2A
Guard Damage Startup Active Recovery On-Block Star Damage
All 6 6 3 7 +1
  • Jump cancelable.

Faster crouching normal.

On-Hit Boost Gain Aura Gain GC Level
  • Jump cancelable

2B

2B
Guard Damage Startup Active Recovery On-Block Star Damage
low 6 7 3 4 +6

2B is a great low. It's significantly plus on block, can be jump canceled, and has solid speed. It confirms into 5D and 2D. 2B > 2D does not combo against crouching  Jagi.

  • Jump cancelable.
On-Hit Boost Gain Aura Gain GC Level
  • Jump cancelable

2C

2C
Guard Damage Startup Active Recovery On-Block Star Damage
All 16 12 4 14 -2
  • Cancels into itself.

Combo filler.

On-Hit Boost Gain Aura Gain GC Level
  • Jump cancellable

2D

2D
Guard Damage Startup Active Recovery On-Block Star Damage
Low 13 14 5 20 -5
  • Jump cancelable.

Rei's furthest reaching low.

On-Hit Boost Gain Aura Gain GC Level
Launch
  • Jump cancelable

j.A

j.A
Guard Damage Startup Active Recovery On-Block Star Damage
High 4 16

Rei's Fastest air normal. Good as an air to air.

On-Hit Boost Gain Aura Gain GC Level

j.B

j.B
Guard Damage Startup Active Recovery On-Block Star Damage
High 5 20

A very active air normal that is great for air to airs and the fastest button that will hit a crouching character from an instant air dash.

On-Hit Boost Gain Aura Gain GC Level

j.C

j.C
Guard Damage Startup Active Recovery On-Block Star Damage
High 9 6

Hits above Rei. Mainly used to hitconfirm from 2D.

On-Hit Boost Gain Aura Gain GC Level

j.D

j.D
Guard Damage Startup Active Recovery On-Block Star Damage
High 11 5

Air to ground button that has a lot of blockstun and hitstun.

On-Hit Boost Gain Aura Gain GC Level

Command Normals

6A

6A
Guard Damage Startup Active Recovery On-Block Star Damage
High 24 4 -4

No real reason to use this but it's there if you want to.

On-Hit Boost Gain Aura Gain GC Level

j.2B

j.2B
Guard Damage Startup Active Recovery On-Block Star Damage
On-Hit Boost Gain Aura Gain GC Level

Air Throw

j.6C or j.4C
Guard Damage Startup Active Recovery On-Block Star Damage
Air Throw 4 4
On-Hit Boost Gain Aura Gain GC Level
Launch

Universal Mechanics

Throw

6C or 4C
Guard Damage Startup Active Recovery On-Block Star Damage
Throw 4 4
  • Jump cancelable, of course.
On-Hit Boost Gain Aura Gain GC Level
Launch
  • Jump cancelable

Kick Throw

B+D
Guard Damage Startup Active Recovery On-Block Star Damage
Throw 9 4
  • Also jump cancellable, who would have guessed?
On-Hit Boost Gain Aura Gain GC Level
Launch
  • Jump cancelable, whiffs on crouch

Grave Shoot

A+C
Guard Damage Startup Active Recovery On-Block Star Damage
All 16 7 -4

Good hitbox that also reflects projectiles. Also moves slightly forward.

On-Hit Boost Gain Aura Gain GC Level
Grave Launch
  • Reflects projectiles

Heavy Strike

A+B
Guard Damage Startup Active Recovery On-Block Star Damage
Unblockable 41 4

Pretty standard heavy attack unblockable.

On-Hit Boost Gain Aura Gain GC Level
Stagger

Banishing Strike

C+D
Guard Damage Startup Active Recovery On-Block Star Damage
All 18-33 4 -8

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level
Banishing Launch

Special Moves

Hien Ryubu

j.236A or j.236B
Version Guard Damage Startup Active Recovery On-Block Star Damage
Hien Ryubu A All 11 Until ground, 25 (after hitting ground)
Hien Ryubu B All 11 Until ground, 90 (after hitting ground)
  • A version bounces upwards off the ground.
  • B version glides across the floor.

Excellent air to ground projectile with utility in: stalling in the air to mess up anti air timing, having an active projectile to follow behind in order force a response from the opponent and start pressure, and being a mixup tool with boost.

Version On-Hit Boost Gain Aura Gain GC Level
j.236A
j.236B
  • j.236A (notes: bounces on ground contact)
  • j.236B (notes: slides across ground)

Nanto Gekisei Kakubu

623A or 623C
Version Guard Damage Startup Active Recovery On-Block Star Damage
Nanto Gekisei Kakubu A All 8 14
Nanto Gekisei Kakubu C All 5 22
623A
  • Cancels into air special moves.
  • No invincibility.

As it cancels into air special moves, one can use j.236C to follow up to get hits and create good corner carry for the Baskue.


623C
  • Rei's invincible reversal.

While being a DP, it is also often used in basket combos by Boosting out the last hit.

Version On-Hit Boost Gain Aura Gain GC Level
623A Launch
623C Launch
  • 623A (notes: air ok, cancelable into air special moves)
  • 623C

Air Nanto Gekisei Kakubu

j.623A or j.623C
Version Guard Damage Startup Active Recovery On-Block Star Damage
Air Nanto Gekisei Kakubu A All 8 14
Air Nanto Gekisei Kakubu C All 9 25
j.623A

Not commonly used.


j.623C
  • Has some invincibility.

Mainly used as a reaction to the universal guard cancel while still in the air.

Ambox warning.png WARNING!
In arcade version, Boost TKing this move after Grave Shoot (A+C > 6239E~C) will cause Rei's DP to hit infinitely many times; the technique is called a Grave Install, but the effect it has on Rei's DP is unique to it.
THIS IS A BANNED TECHNIQUE IN ORGANIZED PLAY. FAILING TO BOOST OUT OF THE LAST HIT BEFORE KO OR TIME OUT WILL SOFT LOCK THE GAME, REQUIRING A RESTART.
Version On-Hit Boost Gain Aura Gain GC Level
j.623A Launch
j.623C Launch
  • j.623A
  • j.623C

Nanto Jinshu Suizan

j.236D or j.214D
Version Guard Damage Startup Active Recovery On-Block Star Damage
Nanto Jinshu Suizan High 15 Until Landing
Nanto Jinshu Suizan Backwards High 15 Until Landing

Used as combo filler and an overhead option. Is airdash cancelable if at jump height. Wall bouncess on counter hit.

Version On-Hit Boost Gain Aura Gain GC Level
j.236D Launch
j.214D Launch
  • j.236D (notes: Airdash cancellable, wall bounce on CH)
  • j.214D (notes: Airdash cancellable, wall bounce on CH)

Nanto Kyoukaku Shoubu

j.214C
Guard Damage Startup Active Recovery On-Block Star Damage
All 26 Until Landing

Rei creates a shield around himself with a hitbox that disappears when Rei lands on the ground, it hits, or is blocked. It eats some projectiles such as Souther's 623A.

On-Hit Boost Gain Aura Gain GC Level
  • Eats some projectiles

Nanto Kakuyokujinzan

j.236C
Guard Damage Startup Active Recovery On-Block Star Damage
All 19 20
  • Jump cancelable.
  • Wallbounces on counter hit.

A rushing mid attack done in the air that knocks up on normal hit and wallbounce on counter hit. Integral in all of Rei's combos by airdash canceling or jump canceling with a button and itself.

On-Hit Boost Gain Aura Gain GC Level
Launch
  • Jump cancellable, wall bounce on CH

Nanto Koharyu

214C or 214C~214C
Version Guard Damage Startup Active Recovery On-Block Star Damage
Nanto Koharyu Mid 20 12 -9
Nanto Koharyu Followup Mid 12 5 -11

A two part move mainly used to beat guard cancels. 1st portion of the move has armor. 2nd input launches the opponent in a grave shoot state.

Version On-Hit Boost Gain Aura Gain GC Level
214C
214C~214C Grave Launch
  • 214C
  • 214C~214C

Super Moves

Nanto Seiki Mouha

236236A
Guard Damage Startup Active Recovery On-Block Star Damage
All 38 27
  • Uses 1 bar of Aura.

Reversal super with some invulnerability, great damage, and good hykuretsu combo potential. Attacks in the super can also beat projectiles.

On-Hit Boost Gain Aura Gain GC Level
Launch
  • Can cancel projectiles

Danko Sousaiken

236236C
Guard Damage Startup Active Recovery On-Block Star Damage
Mid 30-143 50-200
  • Uses 1 bar of Aura.

Rei charges up the attack with one hit of armor, flies up with invincibility, and then throws 3 projectiles that bounce around the screen. Charging the super increased the damage and the duration of the projectiles on the screen.

On-Hit Boost Gain Aura Gain GC Level
  • Chargeable

Kubuenrizan

j.2363214D
Guard Damage Startup Active Recovery On-Block Star Damage
Mid 37 4-24
  • Uses 1 bar of Aura.

A super mainly used to take as many stars as possible after A+C or 214C 214C at the end of a round. Has a little bit of invul that can go through guard cacncele but it isn't generally used in this manner.

On-Hit Boost Gain Aura Gain GC Level
Launch

FATAL K.O

Hishou Hakurei

236C+D when opponent has 0 stars
Guard Damage Startup Active Recovery On-Block Star Damage
All FATAL KO 13 30
  • Cannot hit OTG.

If used too late outside of a banishing strike combo the gravity may be too severe for the 2nd hit too connect.

On-Hit Boost Gain Aura Gain GC Level
  • Cannot OTG

Colors

Navigation

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To edit frame data, edit values in HNK/Rei/Data.
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