Reiji Oyama
Introduction
Reiji is invited to participate in the Matrimelee tournament where the prize is a Princess's hand in marriage. Reiji decides to enter the tournament to test his Karate and has little to no interest in the Princess.
Overview
Reiji is a rushdown character at his core. He has access to a dive kick and a quick overhead. However, he does have some defensive attacks such as 236.A/C and 623.A/C.
Strengths |
Weaknesses
|
- Extremely simple combos.
- Instant overhead 8.C that can cancel into j.214.B/D (Dragon Dive Attack) on tall characters.
- Near instant punishes with 2.B into B(x4) (Lighting Kick).
- Extended hitbox on 5.CD that can be used as an anti-air.
- Long hitbox on 5.D.
- 3.B can be canceled on the first hit into j.214.B/D (Dragon Dive Attack) for overhead surprises.
- Extremely simple hit confirms into 632146.C (Stress Shot) for big damage.
- Guaranteed chip damage with dash B(x4) (Lightning Kick).
- Has extended corner juggles with B(x4) (Lighting Kick).
- Fast recovery on 236.A/C (Violent Palm Moving Wave).
- 632146.C (Stress Shot) has an additional follow-up, 623.C, that can deal extra damage.
- Unblockable meaty set-ups with 236-236.C (Ippatsu Ougi).
|
- Struggles to get-in.
- j.214.B/D (Dragon Dive Attack) is easily telegraphed and punished.
- 623.A/C (Flying Dragon Punch) is extremely punishable on whiff and is not air unblockable.
- D(x4) only hits twice and is punishable on hit.
- 66.A/C is extremely hard to hit thanks to the punch sliding forward and it's short hitbox.
- 236.A/C is punishable point blank.
- 632146.C (Stress Shot) has limited combo routes to land.
- 632146.C's follow-up only deals 5 additional damage in combos.
- If not spaced properly, unblockable meaty 236-236.C (Ippatsu Ougi) can easily be rolled through and punished.
- The 2.C > C natural chain is impossible to hit unless on cross-up.
- cl.5B > D cannot link into 3.B without a microwalk.
- Both 2.CD and 5.CD have extremely long start-up frames.
- 2.CD is a seriously short launcher and struggles to anti-air.
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Strategy
Building...
Normal Moves
Far Standing Normals
5.A
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
5
|
3
|
Special Super
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Mid
|
4
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. A very stubby jab that can be canceled into light flying dragon punch and light lightning kick.
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|
5.B
|
Total Damage
|
Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
|
Active
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Recovery
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Hit Adv
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Block Adv
|
10
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5
|
Special Super
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Low
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5
|
-
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-
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-
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-
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-
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Air Unblockable. Good low hitting kick that can confirm into Reiji's level 1 super. Most commonly used in the 2.C > C > 5.B link.
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5.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
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Active
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Recovery
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Hit Adv
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Block Adv
|
18
|
9
|
Special Super
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Mid
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10
|
-
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-
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-
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-
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-
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Air Unblockable. Stubby heavy normal but can link into level 1 super. It doesn't have much use outside of that.
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5.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
|
Startup
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Active
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Recovery
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Hit Adv
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Block Adv
|
20
|
10
|
Special Super
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Mid
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20
|
-
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-
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-
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-
|
-
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Air Unblockable. Extremely long kick with equally as long start-up. Can be used as a decent anti-air if a jump in is read but can easily get beaten out by air normals. Links into Reiji's level 1 super if hit on the ground.
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|
5.CD
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
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Active
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Recovery
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Hit Adv
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Block Adv
|
25
|
25
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Special Super
|
Mid
|
10
|
-
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-
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-
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-
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-
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Air Unblockable. This move has a decent disjointed hitbox but has some start-up before becoming active. At point blank, jabs will beat this move out but in neutral 5.CD will win. 5.CD is a key move to set-up Reiji's Unblockable Level 2 Super set-up.
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Close Standing Normals
cl.5A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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4
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2
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Self Special Super
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Mid
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4
|
-
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-
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-
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-
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-
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Air Unblockable. Same case as 5.A. Stubby jab and can be canceled into light Flying Dragon Punch or light Lighting Kick.
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cl.5B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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8
|
4
|
Special Super
|
Mid
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4
|
-
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-
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-
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-
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-
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Air Unblockable. Natrually chains into 5.D on hit. cl.5B can be canceled into nearly all special moves.
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cl.5C First hit First hit Second hit Second hit
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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18
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9
|
Special Super
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Mid
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11
|
-
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-
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-
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-
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-
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Air Unblockable. Hits twice. This button is going to be your best friend for Reiji's BnB combos and juggles.
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cl.5D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
|
9
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18
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Special Super
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Mid
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8
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-
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-
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-
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-
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-
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Air Unblockable. Not used much outside of the cl.5B > D Natrual Chain. Has a decent amount of start-up without being in the Natrual Chain but can still be canceled into most Special Moves and Reiji's Level 1 Super.
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Crouching Normals
2.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
|
Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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5
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3
|
Self Special Super
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Mid
|
5
|
-
|
-
|
-
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-
|
-
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Air Unblockable. Just like the other jabs, 5.A & cl.5A, which can be canceled into light Flying Dragon Punch or light Lighting Kick.
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|
2.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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8
|
4
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Self Special Super
|
Low
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6
|
-
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-
|
-
|
-
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-
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This move can Self Cancel but cannot combo into itself.
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2.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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Special Super
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Mid
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8
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-
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-
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-
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-
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-
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Air Unblockable. Self chains into cl.5C. Not used much outside of the self chain combo.
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|
2.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
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Active
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Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
Special Super
|
Low
|
10
|
-
|
-
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-
|
-
|
-
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Decently long sweep but has a big chunk of start-up frames allowing for this sweep to be beat out by faster moves.
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|
2.CD
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
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Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
|
18
|
9
|
Special Super
|
Low
|
10
|
-
|
-
|
-
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-
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-
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Air Unblockable. On hit 2.CD launches the opponent into a juggle state. This move is very stubby but can be used as an anti-air if you read a jump-in.
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|
Jumping Normals
8.A
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Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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8
|
4
|
Air Special
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High
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6
|
-
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-
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-
|
-
|
-
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Good air-to-air and when active, Reiji's hurtbox shifts.
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|
8.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
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Active
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Recovery
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Hit Adv
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Block Adv
|
10
|
5
|
Air Special
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High
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6
|
-
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-
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-
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-
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-
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A very sub-par air normal. Even though it looks like Reiji is doing an air uppercut, his knee is actually the hitbox. This move also takes a little while to become active and doesn't have enough hitstun to combo into Dragon Dive Attack.
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8.C
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Total Damage
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Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
|
Active
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Recovery
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Hit Adv
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Block Adv
|
14
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7
|
Air Special
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High
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8
|
-
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-
|
-
|
-
|
-
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Short, but effective air normal that can be used as an instant overhead against standing characters. Can combo into Dragon Dive Attack.
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|
8.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
|
Active
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Recovery
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Hit Adv
|
Block Adv
|
16
|
8
|
Air Special
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High
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8
|
-
|
-
|
-
|
-
|
-
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Decently long air normal. Can be used as an air-to-air but 8.C is much better for instant overheads.
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|
7.C or 9.C
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Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
14
|
7
|
Air Special
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High
|
8
|
-
|
-
|
-
|
-
|
-
|
Stubby air normal but can be used for jump-ins.
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|
7.D or 9.D
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
Air Special
|
High
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8
|
-
|
-
|
-
|
-
|
-
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Reiji's main jump-in normal that can cross-up. It can also be used as an instant overhead vs Olof, Reiji and Keith. Can easily be comboed into Dragon Dive Attack.
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|
Dash Normals
66.A or 66.C
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
Special Super
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
|
Insanely hard to combo into this normal. Very short hitbox compared to other characters but can be canceled into most Special Moves and Level 1 Super.
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|
66.B or 66.D
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Total Damage
|
Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
25
|
12
|
Special Super
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
|
Knockdown on it. Does more damage than dashing punch but cannot be comboed off of.
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|
Command Normals
6.A
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
15
|
7
|
Special Super
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
Short overhead with some decent start-up frames but can be comboed into.
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|
3.B First hit First hit Second hit Second hit
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
25
|
12
|
Air Special
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
|
Hits twice. Can followed up with a most Special Moves. 3.B can also be canceled on the first hit into j.214.K since Reiji is considered airborne.
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|
Misc Normals & Grabs
Throws Grounded Throw 4/6.C Grounded Throw 4/6.C Air Throw j.6C Air Throw j.6C
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6.C or4.C
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
Grab
|
0
|
-
|
-
|
-
|
-
|
-
|
Can be done on the ground or in the air. Air throws can only be forward throws.
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|
Guard Cancel 5.CD on block 5.CD on block
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
8
|
8
|
N/A
|
Mid
|
20
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Can only be done on block and requires 1 Stress Meter to activate.
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|
Rage Explosion
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
6
|
3
|
N/A
|
Mid
|
0
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. On hit, launches the opponent into a juggle state. Can only be activated once you build one Stress Meter.
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Special Moves
Violent Palm Moving Wave
236.A or 236.C
|
Gekishou Hadou ha (Violent Palm Moving Wave)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
A small fireball that Reiji can use at two speeds.
- 236.A's projectile is slower compared to the heavy version.
- 236.C's projectile is much faster but has the same recovery and start-up as the light version.
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|
Flying Dragon Punch
623.A First hit First hit Second hit Second hit
|
Ryuu'en Shou (Flying Dragon Punch)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Double hitting DP that's decent for ending combos with.
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|
623.C
|
Ryuu'en Shou (Flying Dragon Punch)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
22
|
11
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Double hitting DP. Does more damage than the A version and also rises vertically higher.
|
|
Dashing 623.A or C First hit First hit Second hit Second hit
|
Ryuu'en Shou (Flying Dragon Punch)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
25
|
12
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Hits four times and can be followed up with an air grab in the corner. Has the most vertical range.
|
|
Lightning Kick
Mash 5.B (Press x4 or more)
|
Raikou Kyaku (Lightning Kick)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Hits four times but you can get more hits from more presses. Can be used to end combos but leaves them standing on hit.
|
|
Mash 5.D (Press x4 or more)
|
Raikou Kyaku (Lightning Kick)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
10
|
5
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Hits two times but you can get more hits from more presses. Can be used to end combos but leaves them standing on hit.
|
|
Dashing 5.B or 5.D (Press 4x)
|
Raikou Kyaku (Lightning Kick)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
36
|
18
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Always hits 9 times. Excellent for chip damage. You cannot get more hits from pressing kicks.
|
|
Tiger Fang Violent Attack
63214.D Start-up Start-up On hit On hit
|
Kouryuu Rengeki Ha (Tiger Fang Violent Attack)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
N/A (Command Grab)
|
-
|
-
|
-
|
-
|
-
|
-
|
Very short ranged command grab that can be comboed into. After the command grab finishes, it resets Reiji and the opponent to fullscreen.
|
|
Dragon Dive Attack
j.214.B First hit First hit Second hit Second hit
|
Kouryuu Rengeki Ha (Dragon Dive Attack)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
-
|
N/A
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Speedy divekick that hits twice. Does less damage than the heavy version but shares the same start-up and recovery.
|
|
j.214.D
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Does two more damage than the light version. I suggest using this instead of the light version.
|
|
Super Moves
Stress Shot
632146.C Start-up Start-up
|
Ryuushou Enzan (Dragon's Rising Flame Slices)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
57
|
28
|
Super
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
This super can link from most heavy normals and will add nice damage to end combos with. This super has a follow-up listed below that can be done for one extra Stress Meter.
|
|
> 623.C
|
Follow-up to 632146.C
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
36
|
18
|
N/A
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Follow-up to 632146.C that costs an extra Stress Meter. Cannot be done before the 1st hit or after the 8th hit of 632146.C. It is best if you cancel on the 7th hit for the most optimal damage. This follow-up is affected by scaling and does the same damage as the original super. However, in combos, it can provide 5-10 extra damage. Not really worth the meter unless you want to go for a kill.
|
|
Ippatsu Ougi
236-236.C
|
Geki Koushou Shou (Violent Tiger Rising Palm)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
80
|
40
|
N/A
|
Unblockable
|
-
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-
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-
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-
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-
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-
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Not much uses for this outside of 2.CD or a Kuroko combo. Can be used to Meaty if the opponent doesn't roll or respect the projectile.
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Combos
Combo
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Total Damage
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Permanent Damage
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Notes
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Basic Combos
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9.C >> 2.A xx 623.A
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33
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16
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9.C >> cl.5C (2 hits) xx 63214.D
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45
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27
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9.D >> cl.5C (1 hit) > 6.A xx 63214.D
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42
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21
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9.D >> cl.5C (2 hits) > 3.B (2 hits) xx 623.C
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53
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26
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Must walk forward before cl.5C vs Kanji or 3.B will whiff.
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9.D >> cl.5C (2 hits) > 3.B (2 hits) xx 5.B(x4)
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47
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28
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Can be extended in the corner if you press 5.B more.
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9.D >> cl.5B > D xx 236.C
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38
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19
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8.C xx j.214.D
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29
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14
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Instant overhead on tall standing characters. Use 9.D on shorter characters.
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9.D >> cl.5C (2 hits) xx 632146.C
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72
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36
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Requires 1 Super Meter.
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9.D >> cl.5B > D xx 632146.C
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58
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29
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Requires 1 Super Meter.
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(Anti-Air Juggle) cl.5C xx 623.C
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39
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19
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(Anti-Air Juggle) 5.D xx 623.C
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36
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18
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5.D may trade with air normals.
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Intermediate Combos
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(Cross-up) 9.D >. 2.C > C > 3.B xx 623.C
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54
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27
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(Cross-up) 9.D >. 2.C > C > 5.B xx 632146.C
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69
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34
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Requires 1 Stress Meter.
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(Cross-up) 9.D >> 2.C > C > 5.B xx 632146.C (7 hits) xx 623.C
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74
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37
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Requires 2 Stress Meter.
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9.D >> cl.5C (1 hit) > 3.B (1 hit) xx j.214.D
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35
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17
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9.C >> 66.C xx 5.B(x4)
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64
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32
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Dash Lightning kicks are also amazing for chip damage on block.
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9.D >> 66.C xx 623.C
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59
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28
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Can follow-up air grab int he corner for an extra 10 damage.
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9.D >> 66.C > 3.B (2 hits) xx 623.C
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52
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26
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9.D >> 66.C xx 63214.D
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37
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18
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9.C >> 66.C xx 632146.C (7 hits) xx 623.C
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74
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37
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Requires 2 Stress Meter.
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Advanced Combos
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9.D >> (MWF) cl.5B > D > 3.B (2 hits) xx 623.C
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48
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24
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You must Micro Walk Forward (MWF) before cl.5B or 3.B will whiff.
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(Cross-up) 9.D >> 2.A ~> cl.5C (2 hits) > 3.B (2 hits) xx 623.C
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51
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25
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2.A ~> cl.5C is a P-Link.
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(Cross-up) 9.D >> 2.A ~> cl.5C (2 hits) xx 632146.C
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61
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30
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2.A ~> cl.5C is a P-Link. Requires 1 Stress meter.
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(Cross-up) 9.D >> 2.A ~> cl.5C (2 hits) xx 632146.C (7 hits) xx 623.C
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66
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33
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2.A ~> cl.5C is a P-Link. Requires 2 Stress Meter.
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(Cross-up) 9.D >. 2.C > C > 2.D
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46
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23
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Only works on crouching characters.
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Chinnen, Saizo & Poochy Juggle Combos
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9.D >> cl.5C (2 hits) > 3.B (2 hits) xx 632146.C (2 hits) xx 623.C
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64
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32
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You must follow-up 623.C unless the combo will drop. Requires 2 Stress meter.
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(corner only) (A2A) 8.D >> cl.5C (2 hits) >> cl.5C (2 hits) > 3.B (2 hits) xx 623.C
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58
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29
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Corner only. 8.D must be an Air to Air.
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(Corner Only) (A2A) 8.D >> cl.5C (2 hits) >> cl.5C (2 hits) > 6.A xx 5.B(x12)
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71
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35
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Corner Only. 8.D bust be an Air to Air.
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Additional Character Resources
- Reiji Combo Expo Vol.1 (Some basic and advanced Reiji combos are shown)
- https://www.youtube.com/watch?v=EtHvvAAtEq4
- Reiji Combo Expo Vol.1 Plus (Same video but with extra advanced combos)
- https://www.youtube.com/watch?v=eeDVUIgwBRQ&t