Advanced V.G. 2/Reimi/Move List

From SuperCombo Wiki


Move List

Lp.png
AVG2 Reimi stLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A stiff backhand. A bit on the slow side, but has some decent chaining options.

Chains to:
D.pngLp.png > Hp.png / Hk.png
D.pngLp.png > Lk.png > Hk.png
2LP may be omitted

Lk.png
AVG2 Reimi stLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A thrusting leg kick, chains into 5HP for a frame trap, and 5HK for a combo.

Chains to:
Hp.png / Hk.png

Hp.png
AVG2 Reimi stHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A palm strike with solid range, no chains but is special cancelable which allows her to set up pressure with her LP Burning Rose.


Hk.png
AVG2 Reimi stHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid, Mid - - -

A head kick that has two hits when done close, though the second hit whiffs over crouchers. It can be special cancelled on either hit, but the cancel window is tight and very early soon after each strike so it's not as easy to use for pressure as 5HP.


D.pngLp.png
AVG2 Reimi crLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A quick crouching jab, links into itself and chains into 2LK. It cannot be special cancelled but due to it's comboability you can easily 2LP 2LP 2LK confirm into a special.

Chains to:
D.pngLk.png

D.pngLk.png
AVG2 Reimi crLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Low - - -

A very very low crouching kick, no chains but it is special cancellable. While good as an ending point, but it's difficulty to use as a low to open up someone and confirm it off a single hit.


D.pngHp.png
AVG2 Reimi crHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A slightly upward angled version of her 5HP palm strike. Much like 2LK it is special cancelable but has no chains, unlike 2LK it actually has less range so it pales in comparison for applying pressure.


D.pngHk.png
AVG2 Reimi crHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Low - - -

A two legged sweep, tragically slow startup.


j.Lp.png
AVG2 Reimi jLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

A downward angled jump punch, her fastest jump button to hit a standing opponent while rising.

Chains to:
j.Hp.png / Hk.png

j.Lk.png
AVG2 Reimi jLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

A horizontal kick with a very minor upward angle, absolutely awesome range, more horizontal range than any of her other jump normals. This is great for air-to-air space control.

Chains to:
j.Hp.png / Hk.png

j.Hp.png
AVG2 Reimi jHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

A swip directly in front of her, does not hold down as much space as jLK but makes for a great chain option for air-to-airs.


j.Hk.png
AVG2 Reimi jHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

Big downward kick, her preferred jump-in air normal.


Command Normals

F.pngHk.png
AVG2 Reimi 6HK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A hopkick similar to Guile's sobat kick. Can be a decent poke, since it goes over low attacks, but it can be low-profiled, as well as punished if not spaced properly.


j.D.pngHp.png
AVG2 Reimi j2HP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

A jumping elbow attack. Has a poor vertical hitbox and cannot cross up, but has the interesting property of being air-unblockable. Cannot be chained into (you will just get regular jHP) and cannot be done on neutral jump, so it's best used for guard breaking opponents who are trying to jump out of her pressure.


Special Moves

Burning Rose
AVG2 Reimi Burning Rose.jpg
Qcf.pngP.png
Version Damage Guard Startup Active Recovery Frame Adv
Lp.png N/A - - -

A solid fireball that covers a good chunk of the screen. The LP version moves at a slow enough speed that you can follow it in, or cancel into it on block to establish stagger pressure.

Hp.png N/A - - -

While it starts up slower than LP, the HP version is faster and more damaging.

Lp.pngHp.png N/A - - -

The EX version hits three times, significantly increasing its advantage on hit and block, thus making it a core part of Reimi's devastating corner combos.


Rose Stinger
AVG2 Reimi Rose Stinger.jpg
B.png(Charge)F.pngK.png
Version Damage Guard Startup Active Recovery Frame Adv
Lk.png Mid - - -

A forward charging attack that forms the basis of Reimi's combos. Not this version though, it's weak and laughably negative on hit.

Hk.png Mid - - -

The HK version totally invalidates the LK version in speed, distance and damage, but the fact that it leaves the opponent standing means it's unsafe even on hit if you don't super cancel it, so you only ever want to confirm into this move.

Lk.pngHk.png Mid - - -

The EX version hits more times than the HK version, but does less damage. However, due to its speed, it may be useful as a reversal in a pinch, especially since it knocks down.


Hurricane Rose
AVG2 Reimi Hurricane Rose.jpg
D.png(Charge)U.pngK.png
Version Damage Guard Startup Active Recovery Frame Adv
Lk.png Mid - - -

Reimi's version of a flash kick. Despite its animation, it actually has okay horizontal range, hitting right up to the tip of Reimi's foot. Its invincibility lasts until the first active frame as well, which makes it usable as a reversal, and even better as an anti-air.

Hk.png Mid - - -

A more damaging and higher reaching version, but is slower than LP.

Lk.pngHk.png Mid - - -

The EX version has much less reliable invincibility, but its high damage makes it useful in some juggle combos. Speaking of, you can juggle EX Huricane Rose into EX Hurricane Rose. Because this is a link you can input its as [2]8 LK+HK, [2]8 LK+HK and ignore the typical two-button EX combo restriction.


Guard Cancels

Lp.png Guard Cancel
AVG2 Reimi stHP.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Reimi's Hp.png. Because of its propensity to whiff over crouching opponents, this guard cancel is best used against an airborne opponent, where it can be cancelled into Burning Rose for a small follow-up.


Lk.png Guard Cancel
AVG2 Reimi stLK.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Reimi's Lk.png. Best applied against grounded opponents, thanks to its chain into 5HK, which allows it to convert into a full combo.


Hp.png Guard Cancel
AVG2 Reimi Hurricane Rose.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Reimi's Lk.png Hurricane Rose. Doesn't lead to any follow-ups, but is otherwise a decent catch-all guard cancel option that leads to a knockdown.


Hk.png Guard Cancel
AVG2 Reimi Rose Stinger.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Reimi's Lk.png Rose Stinger. Generally the least useful of her guard cancels, since anything you'd do after landing this, you can also do after landing a LK guard cancel.


Super Moves

Griffon Nail
AVG2 Reimi Griffon Nail.jpg
F.pngHcf.pngK.png
Damage Guard Startup Active Recovery Frame Adv
Mid - - -

Reimi charges forward, taking the opponent high into the air on hit before slamming them back into the ground. Deals exceptionally high damage, even among other supers in the game. It has poor invincibility, but it has projectile invulnerability for 12F after startup, which can make it a useful anti-fireball tool. Its combo applications are limited, but still important -- while it can't be used in juggles, it's totally possible to confirm into this after EX Burning Rose. It's also air-unblockable, meaning you can guarantee it if the opponent air blocks a fireball.


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