Verdict Guilty/Reese

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Reese Reese.png
VG-ReeseVS.png
Ammo Capacity 2
Reload Time 53 frames
Throw Handcuffs
Playstyle Zoning
Poking
Preferred Range Far

Introduction

Reese is a Cop character with many powerful tools in neutral that can force your opponent to play into your hand, though he specializes in defensive play. His damage is also notably low.


Playstyle
Reese.png Reese is a character with unmatched neutral control in order to compensate for his very low damage output.
Strengths Weaknesses
  • Great Neutral: Reese's Power Orb (46C) combined with Stretch Low (66A) and 2D gives him excellent control over the neutral game.
  • Great Anti-Zoning Tools: Reese can apply a passive reflector on himself, nullifying most characters' fireball game (provided they have a gun)
  • Amazing Defense: Reese's DD and 66A are some of the most potent BC options in the game, allowing him to punish almost everything as long as he blocked something
  • Safe Pressure: Electric is a counter that can be cancelled into from any grounded move, including special. This gives Reese the unique ability to apply conventional pressure (read: jail them with his DD) on everyone.
  • Good Mixups: Reese is one of the 4 characters with access to 2B/2D mix. However, his mix isn't as potent as other characters as it isn't loopable
  • Deflects Only Bullets: Deflect can only handle bullets so you're out of luck in the Yohan matchup, and if Hyuk sets up shop with Grenades.
  • Bullet Reliant: All of Reese's strongest tools are locked behind bullets, which means that he'll have to reload more often than most.
  • Very Low Damage: Outside of counters, Reese's damage output is the lowest in the game, almost never getting past 300 damage per opening.

Move List

Normal Attacks

5A
VG-Reese5A.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Mid 2 7 1 - +1 -
Total: 9

Slightly faster and more damaging than 5C, but also shorter. Decent anti-air.

5B
VG-Reese5B.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 3 6 3 - 0 -
Total: 11

Reese's main poke. Has good range and hits crouchers.

5C
VG-Reese5C.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 3 10 2 - -3 -
Total: 14

Long anti-air that does less damage than 5A.

5D
VG-Reese5D.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Mid 3 9 4 - -4 -
Total: 15

Dedicated anti-air button. Whiffs on crouchers at most ranges. Has a tendency to miss opponents jumping from a certain distance.


DD
VG-ReeseDD.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Mid 1 4 0 - +14 -
Total: 4

The cornerstone of Reese's offense (and defense!). Its nonexistant startup and range combined with the ability to hit crouchers makes it an excellent BC option, while its frame advantage makes it a great pressure move that can be looped into itself (as long as Reese keeps charging Electric).

DDC
VG-ReeseDDC.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
140 Mid 5 6 4 Launch -2 -
Total: 14

Niche combo extender, mostly used in anti-air combos.


c.P
VG-ReeseClosePunch.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 2 6 0 - +8 -
Total: 7

Universal unexploitable plus frames.

c.K
VG-ReeseCloseKick.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 2 7 0 - +2 -
Total: 8

Could be worth something if it would hit crouchers, but it can't, so no use for it.


2A
VG-Reese2A.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Low 2 2 7 - +1 -
Total: 9

Short punch which is almost interchangeable with 2C. Outclassed by 2B and 2D.

2B
VG-Reese2B.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Low 3 8 3 - -2 -
Total: 13

Reese's longest low. Serves as a good poke and, most importantly, mixups.

2C
VG-Reese2C.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Low 3 8 3 - -2 -
Total: 13

Slightly worse than 2A due to slightly worse frame data.

2D
VG-Reese2D.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 High 3 - 3 - -2 -
Total: 13

Crouching overhead. Useful for "unblockable" setups combined with 46C. Can also be used with any other crouching normal for a 50/50 on okizeme


j.P
VG-ReesejPunch.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 High 1 13 0 - ~ -
Total: 13

Exclusively used as an air-to-air since it whiffs on crouchers.

j.K
VG-ReesejKick.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 High 3 13 3 - ~ -
Total: 18

Reese's jump-in.


Special Attacks

Power Orb
Keyboard: 46C
Pad: 214C
VG-ReesePowerOrb.png
By the name of the law, you must crouch!
By the name of the law, you must crouch!
Damage Guard Startup Active Recovery On Hit On Block Ammo
175 Unblockable 6 - Total 21 Launch - 1

Godlike neutral tool. This move combined with 66A allows him to brilliantly cover most approaches. If close enough, Reese can walk up and use 2D if the opponent tried to crouch under the orb.

Electric
]B[
VG-ReeseElectric.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
380 Unblockable 2 31 1 Launch - 1
Total: 33

Counter that beats everything but projectiles. This move's main appeal is the ability to be cancelled into from any grounded move, making his oki/pressure safe against BCs (as long as Reese was holding his B button pressed).

Deflect
]D[
VG-ReeseDeflect.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
- - 45 - Total 53 - - 1
  • Gives Reese a passive deflect for bullet projectiles until he makes contact with another type of hitbox, hit or on block.
  • Can't be used by player 2 if they're using a controller
Stretch Attack
Keyboard: 66C
Pad: 236C
VG-ReeseStretchAttack.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
120 Mid 2 13 19 Launch -23 ~ -11 -
Total: 33

Extremely long range attack that can be used to hit someone jumping away from Reese.

Stretch Low
Keyboard: 66A
Pad: 236A
VG-ReeseStretchLow.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
120 Mid 2 13 19 Launch -23 ~ -11 -
Total: 33

Although slower than his DD, 66A is the single best BC option in the game due to its sheer range. Also works well for zoning when coupled with 46C.


Universal Moves

Grab
VG-ReeseGrab.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
140 Unblockable 2 13 0 Launch - -
Total: 14

Standard Cop throw. Applies handcuffs on contact

  • Does 120 damage against an already cuffed opponent


Strategy

General Gameplan

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Neutral

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Defense

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Offense/Okizeme

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Matchups

Gun

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Gyeong

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Hyuk

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Jae

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Minso

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Reese (mirror)

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Si'u

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Yohan

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Combos

Midscreen

  • 5B > DD > 66A (260 damage)
Reese's BnB, and also his only ground combo. Works anywhere. Resets neutral, but gives Reese enough time to throw out an Orb.
  • 2B/2D > DD > 66A (280 damage)
Same combo as above, but slightly more damaging. Mostly done at close range during oki
  • DD, 2B > 66A (280 damage)
BC combo, which is just a variation of the previous combo.
  • Throw, walk 2B/2D, [walk 5B]*3 > DD > 66A (600 damage)
Throw combo. Also Reese's max damage.


Corner

  • 5B > DD, 2B (220 damage)
The BnB, but worse. The reason you don't go into 66A is because it's minus on hit in the corner.
  • [2B/2D]*3 (240 damage)
Close range BnB. Yes, really.
  • DD, 5B, microwalk 5B (200 damage)
BC combo in the corner. More consistent than the following combo but does less damage.
  • DD, [2B/2D]*2 (240 damage)
Close range BC combo.
  • Throw, [2B/2D]*2, 5B, [walk 5B]*2 > DD (560 damage)
Only works if Reese was cornered.


Anti-Air

  • 5C/5D > DDC > 66A(320/340 damage)
Anti-air combo
  • 5C > Throw
Throw confirm. Doesn't work on a far hit




General
FAQ
Controls
HUD
System
Changelog
Characters
Gun
Gyeong
Hyuk
Jae
Minso
Reese
Si'u
Yohan