Overview
Playstyle
C-Reaper is a setplay zoner that uses Craze Gauge for their specials. |
Pros |
Cons |
- Long Range: C-Reaper has a wide array of amazing pokes for neutral.
- Space Control: C-Reaper has a large amount of projectiles that can control the neutral.
- Amazing Craze Gauge build: Their Craze Tech lets them passively regen their Craze Gauge as long as it's out.
- Mobility: Reaper is one of the only characters in the game that has an air dash and a double jump.
|
- 5 Framer: C-Reaper's fastest button is 5 frames.
- Extremely reliant on Craze Gauge: almost every special in their kit requires them to spend 1 pip of Craze Gauge to use them.
- No meterless reversal: C-Reaper's only reversals are supers.
|
Statistics
Trait
|
Energy Meter: Their Craze Gauge is tied to their special moves. The gauge has 6 pips, but require double the pips to perform Craze Cancel actions. 3 of their specials require 1 pip to use. Their Craze Gauge also only charges manually through Reaper's Craze Tech.
|
Health
|
1000
|
Mobility
|
Dash, air dash, double jump
|
Move Overview
no images for these yet :(
Universal Mechanics
Craze Tech
C-Tech-Type-Solar-Deploy-2.0 5CT (air OK)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
N/A
|
N/A
|
17
|
-
|
-
|
N/A
|
N/A
|
Counter
|
N/A
|
Drone, starts building Craze Gauge for Reaper as soon as the drone appears. The more time the Drone is out the less gauge it builds. Goes away if Reaper is hit while it's out or if you use the follow-up.
|
|
C-Tech-Type-Crash-Comet 5CT (while a drone is out) Hidden Missile! Hidden Missile!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
128
|
Mid
|
17
|
-
|
-
|
+25
|
+19
|
Counter
|
Ground Bounce
|
Shoots the drone at the opponent and tracks them.
|
|
Throws
Throw-Type-Blow-Back 5GP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Throw Tech
|
4
|
-
|
-
|
+62
|
N/A
|
Reaper's forward throw, crumples the opponent in front of them. Can not be comboed after but it gives Reaper a lot of time to setplay.
|
Throw-Type-Reverse-Blow-Back 4GP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Throw Tech
|
4
|
-
|
-
|
+62
|
N/A
|
Reaper's back throw, crumples the opponent behind them. Can not be comboed after but it gives Reaper a lot of time to setplay (it's just the same as fthrow lol).
|
|
|
Throw-Type-Jet-Circle j.5GP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Throw Tech
|
2
|
-
|
-
|
+43
|
N/A
|
Reaper's air throw, if it's hit raw it ground bounces the opponent for a combo.
|
|
Heartbreaker
Heartbreaker 4CT while blocking
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
32
|
Mid
|
17
|
-
|
-
|
+2
|
-23
|
Reaper's heartbreaker. One of the only Heartbreakers with a completely unique animation - good for them!
|
|
Normals
Standing
5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Mid
|
5
|
2
|
-
|
+4
|
0
|
Good poke with decent range.
|
|
5SP (close)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
88
|
Mid
|
8
|
4
|
-
|
+2
|
-5
|
|
|
5SP (far)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
92
|
Mid
|
13
|
3
|
-
|
+2
|
-5
|
|
|
5LK (close)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
44
|
Mid
|
5
|
2
|
-
|
+3
|
0
|
|
|
5LK (far)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
44
|
Mid
|
7
|
2
|
-
|
0
|
-3
|
Reaches farther than 5LP but has a bit more start up and less advantage.
|
|
5SK (close)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
92
|
Mid
|
5
|
2
|
-
|
+1
|
-4
|
Very good normal for combos.
|
|
5SK (far)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
92
|
Mid
|
10
|
2
|
-
|
+2
|
-4
|
Moves Reaper forward a bit, good for hitconfirms and cancels into command normals when not in range for cl.5SK.
|
|
Crouching
2LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Mid
|
5
|
2
|
-
|
+4
|
+1
|
Crouching version of 5LP, still just as good.
|
|
2SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
96
|
Mid
|
10
|
3
|
-
|
+1
|
-6
|
Reaches a little bit above Reaper, making this a mediocre anti-air at far range.
|
|
2LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
40
|
Low
|
7
|
2
|
-
|
+2
|
-3
|
Reaches very far with a disjoint. Good poke.
|
|
2SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
80, 40 (120)
|
Low
|
9
|
3,3
|
-
|
+38
|
-11
|
Reaper's sweep, can cancel the first hit into command normals or specials. Notably pretty fast for a sweep.
|
|
Jumping
j.5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
44
|
Overhead
|
4
|
2
|
-
|
-
|
-
|
|
|
j.5SP ROLLING! ROLLING!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
88
|
Overhead
|
11
|
2
|
-
|
-
|
-
|
Gigantic normal with potential to cross-up. Great jump-in. Floor splats if hit air-to-air.
|
|
j.5LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
40
|
Overhead
|
6
|
22
|
-
|
-
|
-
|
Good in combos. Can be used as a jump-in with a lot of active frames.
|
|
j.5SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
96
|
Overhead
|
7
|
3
|
-
|
-
|
-
|
Another good jump-in with a bigger hitbox than j.LK. Good in air-to-air conversions for higher damage.
|
|
Command Normals
Command-Type-Hook-Slice 6LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
88
|
Overhead
|
21
|
2
|
-
|
+3
|
-3
|
Dire
|
Stagger
|
Basic overhead normal, good in juggles at certain heights because of the floor splat. Uniquely safe on block, making this good as a block string ender.
|
|
Command-Type-Tri-Blooming-Blast 6SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
60, 20, 20 (100)
|
Mid
|
16
|
3,3,3
|
-
|
+1
|
-7
|
Dire
|
Wall Bounce
|
Very disjointed, good for pressure if spaced. Highest damaging command normal.
|
|
Command-Type-Air-Blast j.2SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
92
|
Overhead
|
10
|
3,3,3
|
-
|
-
|
-
|
Dire
|
Ground Bounce
|
Can be canceled into after heavy air buttons. Always tumbles on hit even against opponents in the air.
|
|
Specials
Special-Type-Star-Crossed-Beam 236P (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
Ground
|
131
|
Mid
|
21
|
2,2,2
|
-
|
-2
|
-15
|
Dire
|
Crumple
|
Beam, costs Craze Gauge to use. Light version hits crouchers while the heavy version hits a little higher, both versions still hit mid.
|
Air
|
120
|
Mid
|
17
|
2,2,2
|
-
|
-
|
-
|
Dire
|
Crumple
|
Air beam, can't be tiger knee'd. Light version shoots forward while heavy shoots at a downward angle.
|
|
Special-Type-Nebula-Storm 214P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
214P Nebula-Storm
|
119
|
Mid
|
11
|
2,2,2,2,2
|
-
|
+2
|
-5
|
Dire
|
Wall Bounce
|
Vacuuming combo extender, costs Craze Gauge to use. Heavy version pushes the opponent back but doesn't have a hitbox. Hitting this move in Dire State will force it to go into a follow-up.
|
214P~P Big-Bang-Blast
|
144
|
Mid
|
12
|
4
|
-
|
+23
|
-7
|
Dire
|
Wall Bounce
|
Launcher or combo ender. Starts a juggle in the corner.
|
214P~K Force-Conversion
|
88
|
Mid
|
14
|
2
|
-
|
+4
|
-20
|
Dire
|
Crumple
|
Restand, good move to Craze Cancel. Also saps Craze Gauge.
|
|
Special-Type-Satellite-Colony 22A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
124
|
Mid
|
33
|
1
|
-
|
+83
|
+19
|
Dire
|
Power Launch
|
Puts mines on the floor. The mines explode when the opponent touches them or if you do the move while they're out.
|
|
Special-Type-Meteor-Strike 214K
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LK
|
136
|
Mid
|
9
|
10
|
-
|
+14
|
-22
|
Dire
|
Power Launch
|
Committal anti-air, good move to spend a Dire Effect on.
|
LK
|
136
|
Mid
|
9
|
10
|
-
|
+16
|
-13
|
Dire
|
Wall Bounce
|
Approach option, unsafe if just thrown out raw so it's a good idea to use this while a mine or drone's out.
|
|
Supers
All-Out Attack
All-Out-Type-Cosmic-Divider 236236P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
208
|
Mid
|
8
|
-
|
-
|
+46
|
-18
|
Dire
|
N/A
|
Projectile super, travels extremely fast so it's definitely worth using this as an anti-fireball tool.
|
|
All-Out-Type-Emergency-Nova 236236K HOW BIKERS EAT THEIR SKETTY HOW BIKERS EAT THEIR SKETTY
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
216
|
Mid
|
5
|
-
|
-
|
+46
|
-32
|
Dire
|
N/A
|
Reversal super and combo ender. Travels across the screen. Reaper remains airborne through the recovery of this move, meaning you might have to do a different route to punish this move. Awesome bike.
|
|
All-Out EX
All-Out-EX-Type-Cosmic-Divider 236236PP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
312
|
Mid
|
6
|
38
|
-
|
+24
|
-12
|
Dire
|
N/A
|
Same deal as the level 1 version but with better damage and frame data.
|
|
All-Out Destruction
All-Out-Destruction-Type-Lunar-Cycle-Crash 236236KK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
240
|
Mid
|
5
|
-
|
-
|
+125
|
+37
|
Dire
|
N/A
|
Combo extending level 3. Travels full-screen.
|
|
Battle Craze Navigation