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Matrimelee/Reiji
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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 |
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Strategy
Building...
Normal Moves
Far Standing Normals
5.A
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5.B
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5.C
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5.D
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5.CD
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Close Standing Normals
cl.5A
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cl.5B
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cl.5C First hit Second hit
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cl.5D
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Crouching Normals
2.A
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2.B
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2.C
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2.D
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2.CD
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Jumping Normals
8.A
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8.B
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8.C
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8.D
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7.C or 9.C
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7.D or 9.D
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Dash Normals
66.A or 66.C
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66.B or 66.D
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Command Normals
6.A
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3.B First hit Second hit
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Misc Normals & Grabs
Throws Grounded Throw 4/6.C Air Throw
j.6C |
6.C or4.C |
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Guard Cancel 5.CD on block
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Rage Explosion
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Special Moves
Violent Palm Moving Wave
236.A or 236.C
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Gekishou Hadou ha (Violent Palm Moving Wave) |
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Flying Dragon Punch
623.A First hit Second hit
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Ryuu'en Shou (Flying Dragon Punch) |
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623.C
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Ryuu'en Shou (Flying Dragon Punch) |
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Dashing 623.A or C First hit Second hit
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Ryuu'en Shou (Flying Dragon Punch) |
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Lightning Kick
Mash 5.B
(Press x4 or more) |
Raikou Kyaku (Lightning Kick) |
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Mash 5.D
(Press x4 or more) |
Raikou Kyaku (Lightning Kick) |
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Dashing 5.B or 5.D
(Press 4x) |
Raikou Kyaku (Lightning Kick) |
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Tiger Fang Violent Attack
63214.D Start-up On hit
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Kouryuu Rengeki Ha (Tiger Fang Violent Attack) |
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Dragon Dive Attack
j.214.B First hit Second hit
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Kouryuu Rengeki Ha (Dragon Dive Attack) |
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j.214.D
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Super Moves
Stress Shot
632146.C Start-up
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Ryuushou Enzan (Dragon's Rising Flame Slices) |
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> 623.C
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Follow-up to 632146.C |
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Ippatsu Ougi
236-236.C
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Geki Koushou Shou (Violent Tiger Rising Palm) |
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Combos
Combo | Total Damage | Permanent Damage | Notes | ||
Basic Combos | |||||
9.C >> 2.A xx 623.A | 33 | 16 | |||
9.C >> cl.5C (2 hits) xx 63214.D | 45 | 27 | |||
9.D >> cl.5C (1 hit) > 6.A xx 63214.D | 42 | 21 | |||
9.D >> cl.5C (2 hits) > 3.B (2 hits) xx 623.C | 53 | 26 | Must walk forward before cl.5C vs Kanji or 3.B will whiff. | ||
9.D >> cl.5C (2 hits) > 3.B (2 hits) xx 5.B(x4) | 47 | 28 | Can be extended in the corner if you press 5.B more. | ||
9.D >> cl.5B > D xx 236.C | 38 | 19 | |||
8.C xx j.214.D | 29 | 14 | Instant overhead on tall standing characters. Use 9.D on shorter characters. | ||
9.D >> cl.5C (2 hits) xx 632146.C | 72 | 36 | Requires 1 Super Meter. | ||
9.D >> cl.5B > D xx 632146.C | 58 | 29 | Requires 1 Super Meter. | ||
(Anti-Air Juggle) cl.5C xx 623.C | 39 | 19 | |||
(Anti-Air Juggle) 5.D xx 623.C | 36 | 18 | 5.D may trade with air normals. | ||
Intermediate Combos | |||||
(Cross-up) 9.D >. 2.C > C > 3.B xx 623.C | 54 | 27 | |||
(Cross-up) 9.D >. 2.C > C > 5.B xx 632146.C | 69 | 34 | Requires 1 Stress Meter. | ||
(Cross-up) 9.D >> 2.C > C > 5.B xx 632146.C (7 hits) xx 623.C | 74 | 37 | Requires 2 Stress Meter. | ||
9.D >> cl.5C (1 hit) > 3.B (1 hit) xx j.214.D | 35 | 17 | |||
9.C >> 66.C xx 5.B(x4) | 64 | 32 | Dash Lightning kicks are also amazing for chip damage on block. | ||
9.D >> 66.C xx 623.C | 59 | 28 | Can follow-up air grab int he corner for an extra 10 damage. | ||
9.D >> 66.C > 3.B (2 hits) xx 623.C | 52 | 26 | |||
9.D >> 66.C xx 63214.D | 37 | 18 | |||
9.C >> 66.C xx 632146.C (7 hits) xx 623.C | 74 | 37 | Requires 2 Stress Meter. | ||
Advanced Combos | |||||
9.D >> (MWF) cl.5B > D > 3.B (2 hits) xx 623.C | 48 | 24 | You must Micro Walk Forward (MWF) before cl.5B or 3.B will whiff. | ||
(Cross-up) 9.D >> 2.A ~> cl.5C (2 hits) > 3.B (2 hits) xx 623.C | 51 | 25 | 2.A ~> cl.5C is a P-Link. | ||
(Cross-up) 9.D >> 2.A ~> cl.5C (2 hits) xx 632146.C | 61 | 30 | 2.A ~> cl.5C is a P-Link. Requires 1 Stress meter. | ||
(Cross-up) 9.D >> 2.A ~> cl.5C (2 hits) xx 632146.C (7 hits) xx 623.C | 66 | 33 | 2.A ~> cl.5C is a P-Link. Requires 2 Stress Meter. | ||
(Cross-up) 9.D >. 2.C > C > 2.D | 46 | 23 | Only works on crouching characters. | ||
Chinnen, Saizo & Poochy Juggle Combos | |||||
9.D >> cl.5C (2 hits) > 3.B (2 hits) xx 632146.C (2 hits) xx 623.C | 64 | 32 | You must follow-up 623.C unless the combo will drop. Requires 2 Stress meter. | ||
(corner only) (A2A) 8.D >> cl.5C (2 hits) >> cl.5C (2 hits) > 3.B (2 hits) xx 623.C | 58 | 29 | Corner only. 8.D must be an Air to Air. | ||
(Corner Only) (A2A) 8.D >> cl.5C (2 hits) >> cl.5C (2 hits) > 6.A xx 5.B(x12) | 71 | 35 | Corner Only. 8.D bust be an Air to Air. |
Additional Character Resources
- Reiji Combo Expo Vol.1 (Some basic and advanced Reiji combos are shown)
- Reiji Combo Expo Vol.1 Plus (Same video but with extra advanced combos)