REO
Undead
COMPLETE TARKATAN REKKA GUIDE
Rekka = Tarkatan Rush (B,F+2)
"Rekka" description for new players:
Making the 50/50 at the end of Rekkas jail on block with no gap:
You can make the entire three hits of Rekka jail on block so the opponent cannot armor out between any hits. They will be forced to block a 50/50 mix-up consisting of an Overhead attack or a Low attack that both grant hard knockdowns on hit. The ending Overhead attack or Low attack during the Rekkas are punishable on block. You can use this to try and close out a round or match by going for a 50/50 mix-up to close out the win. While there is a 4 frame difference in the Low attack (20f) being faster than the Overhead (24f), you can slightly delay the low portion of the attack by a couple of frames to make this a true 50/50 mix-up and it will still jail on block.
B,F+2,1,2 (Overhead) = -20 on block
B,F+2,1,4 (Low) = -11 on block
Making the 50/50s at the end of Rekka Presssure Safe:
In the opposite fashion, you can make both the Overhead attack or the Low attack completely safe on block during Rekkas at the cost of placing a gap between the hits. Once you have your opponent conditioned to respect your Rekkas pressure by jailing them, you can try being sneaky and placing gaps between your pressure to make your attacks safer on block. Make sure to make great use of mixing up if you will jail your rekkas for anti-armor / anti-backdashes or placing gaps between them for added safety. Try not to become repetitive or fall into a pattern so you can keep your opponent guessing vigorously throughout your Rekka pressure.
B,F+2, *gap*, 1, *gap* 2 (Overhead) = -5 on block
B,F+2, *gap*, 1, *gap* 4 (Low) = -4 on block
Making Rekka Pressure 100% Safe on Block:
This is the greatest attribute and backbone to Alien's Rekka pressure. You can trade out a 50/50 mix-up during your Rekka pressure for in return jailing and 100% safety from any attack in the game. By utilizing a medium delay after both the first part of the Rekka and second part, you can end in 1+3 to become safe on block against any reversal. This sequence is a must know and requires mastery in abusing Rekkas for their most beneficial potential. In the heat of a fight, this will emit pressure on the opponent when they
B,F+2,1,1+3 = -4 on Block
Safe Meter building with Rekkas on Block:
Each time you pressure your opponent with full Rekkas, you build 40% of a bar. Rekka pressuring is the source of Tarkatan's strength and it is a tool you will be using a lot during the match. You can build meter safely by performing the medium delay sequence and ending in 1+3. In addition you will also inflict about 5% of chip damage on block to your opponent every time they block a series of Rekkas from you.
Using Rekkas as a Footsie Enhancement and Neutral steroid:
The first attack in Tarkatan's Rekkas starts up at 15 frames and goes nearly half screen. This is absolutely empowering for Alien's already solid neutral and footsie game. IN Tarkatan Rekka can be substituted and used as Alien's primary advancing mid string, whiff punisher, offense initiator, BNB starter, and much more. Alien's Rekka is just about an all purpose special attack and gives him what he needs to apply the pressure and force your opponent to be alert of it's range.
Powerful and Easy Hit Confirms utilizing Rekka Meter Burn:
Tarkatan provides Alien with some of the easiest and safest hit confirms into full combo launchers by utilizing the Meter Burn aspect of 1+3 at the end of a Rekka for one bar of super meter. This is what causes your opponent to be careful when trying to armor between your gaps. If they think you are going to add a gap between your Rekkas, you can jail your Rekkas and when you end in 1+3, you can Meter Burn that and launch your opponent for a full combo. This can easily be done on reaction to hitting an opponent so you never have to waste meter. This further strengthens the pressure of Alien's Rekkas and makes your opponent more lenient to block instead of backdashing or attempting to escape with armor.
Completely Safe 50/50 combo starters:
Safe Overhead starter using Rekkas:
Once you see that your opponent is respecting you in neutral or blocking because of the fear of Rekkas, you can start going for an overhead combo starter using F+4 linked into Rekkas. This entire sequence jails and is completely safe on block and on hit you can Meter Burn the last hit of 1+3 to start a full combo juggle. Use this also on your opponent's wake-up to force them into a guessing situation.
Safe Low starter using Rekkas:
Once you see that your opponent is respecting you in neutral or blocking because of the fear of Rekkas, you can start going for a low combo starter using B+3 linked into Rekkas. This entire sequence jails and is completely safe on block and on hit you can Meter Burn the last hit of 1+3 to start a full combo juggle. Use this also on your opponent's wake-up to force them into a guessing situation.
Making punishable or unsafe strings on block Safe with Rekkas:
By applying the medium delay sequence of Rekkas cancelled into 1+3, you can make almost any string from Alien safe on block. This will create many new string threats that you would normally not see used very often in Alien's other two variations by giving Alien a bigger pool of attacks to choose from. Abusing strings and shuffling your onslaught of attacks coupled with Rekkas is a very powerful way to keep your opponent guessing and susceptible to the next attack.
Maximizing Meter Building with Rekkas:
Rekkas alone already build Alien great super meter on block. But tagging that perk along with strings will create even stronger meter building for Alien in Tarkatan. Doing something as simple as landing a blocked jump in punch followed up into three hit string linked into Rekkas will build (70% of 1 bar) which is very powerful. The string sequence shown in the video above also does 8% of chip damage on block which is perfect for chipping out an opponent who happens to block a jump in and has low health.
Making the last hit of Rekka Plus on Block:
By applying delays and generating gaps between your Rekka pressure and ending in 1+3, you can make Alien have frame advantage on block. This is a very powerful assist in the hands of a character such as Alien because of how many mindgames revolve around his Rekkas. This further establishes another layer and gives your opponent more on their plate to think about. If you feel your opponent is playing a bit too defensive, you can start adding gaps in your Rekkas and go into 1+3 for some block advantage. Your opponent can neutral duck the last hit on a read, but doing the last part a few frames earlier will cause it to jail and your opponent will be hit for letting go of block.
B,F+2, *gap*, 1, *gap* 1+3 (High) = +3 on block
Completely Safe Armor Attack and Reversal:
Alien is very fun. Hope you guys enjoy. Discuss. (post all things involving Rekkas here too or if you see something that should be in the original post)
Rekka = Tarkatan Rush (B,F+2)
"Rekka" description for new players:
This is a term for a three hit special move that originated from Fei Longs Rekka-Ken's in Street Fighter 2. Since then many other characters have Rekka-esque moves such as Abel in Street Fighter 4, Kyo and Iori in King of Fighters, and Tanya (Kobujutsu) and Alien (Tarkatan) in Mortal Kombat X.
Making the 50/50 at the end of Rekkas jail on block with no gap:
You can make the entire three hits of Rekka jail on block so the opponent cannot armor out between any hits. They will be forced to block a 50/50 mix-up consisting of an Overhead attack or a Low attack that both grant hard knockdowns on hit. The ending Overhead attack or Low attack during the Rekkas are punishable on block. You can use this to try and close out a round or match by going for a 50/50 mix-up to close out the win. While there is a 4 frame difference in the Low attack (20f) being faster than the Overhead (24f), you can slightly delay the low portion of the attack by a couple of frames to make this a true 50/50 mix-up and it will still jail on block.
B,F+2,1,2 (Overhead) = -20 on block
B,F+2,1,4 (Low) = -11 on block
Making the 50/50s at the end of Rekka Presssure Safe:
In the opposite fashion, you can make both the Overhead attack or the Low attack completely safe on block during Rekkas at the cost of placing a gap between the hits. Once you have your opponent conditioned to respect your Rekkas pressure by jailing them, you can try being sneaky and placing gaps between your pressure to make your attacks safer on block. Make sure to make great use of mixing up if you will jail your rekkas for anti-armor / anti-backdashes or placing gaps between them for added safety. Try not to become repetitive or fall into a pattern so you can keep your opponent guessing vigorously throughout your Rekka pressure.
B,F+2, *gap*, 1, *gap* 2 (Overhead) = -5 on block
B,F+2, *gap*, 1, *gap* 4 (Low) = -4 on block
Making Rekka Pressure 100% Safe on Block:
This is the greatest attribute and backbone to Alien's Rekka pressure. You can trade out a 50/50 mix-up during your Rekka pressure for in return jailing and 100% safety from any attack in the game. By utilizing a medium delay after both the first part of the Rekka and second part, you can end in 1+3 to become safe on block against any reversal. This sequence is a must know and requires mastery in abusing Rekkas for their most beneficial potential. In the heat of a fight, this will emit pressure on the opponent when they
B,F+2,1,1+3 = -4 on Block
Safe Meter building with Rekkas on Block:
Each time you pressure your opponent with full Rekkas, you build 40% of a bar. Rekka pressuring is the source of Tarkatan's strength and it is a tool you will be using a lot during the match. You can build meter safely by performing the medium delay sequence and ending in 1+3. In addition you will also inflict about 5% of chip damage on block to your opponent every time they block a series of Rekkas from you.
Using Rekkas as a Footsie Enhancement and Neutral steroid:
The first attack in Tarkatan's Rekkas starts up at 15 frames and goes nearly half screen. This is absolutely empowering for Alien's already solid neutral and footsie game. IN Tarkatan Rekka can be substituted and used as Alien's primary advancing mid string, whiff punisher, offense initiator, BNB starter, and much more. Alien's Rekka is just about an all purpose special attack and gives him what he needs to apply the pressure and force your opponent to be alert of it's range.
Powerful and Easy Hit Confirms utilizing Rekka Meter Burn:
Tarkatan provides Alien with some of the easiest and safest hit confirms into full combo launchers by utilizing the Meter Burn aspect of 1+3 at the end of a Rekka for one bar of super meter. This is what causes your opponent to be careful when trying to armor between your gaps. If they think you are going to add a gap between your Rekkas, you can jail your Rekkas and when you end in 1+3, you can Meter Burn that and launch your opponent for a full combo. This can easily be done on reaction to hitting an opponent so you never have to waste meter. This further strengthens the pressure of Alien's Rekkas and makes your opponent more lenient to block instead of backdashing or attempting to escape with armor.
Completely Safe 50/50 combo starters:
Safe Overhead starter using Rekkas:
Once you see that your opponent is respecting you in neutral or blocking because of the fear of Rekkas, you can start going for an overhead combo starter using F+4 linked into Rekkas. This entire sequence jails and is completely safe on block and on hit you can Meter Burn the last hit of 1+3 to start a full combo juggle. Use this also on your opponent's wake-up to force them into a guessing situation.
Safe Low starter using Rekkas:
Once you see that your opponent is respecting you in neutral or blocking because of the fear of Rekkas, you can start going for a low combo starter using B+3 linked into Rekkas. This entire sequence jails and is completely safe on block and on hit you can Meter Burn the last hit of 1+3 to start a full combo juggle. Use this also on your opponent's wake-up to force them into a guessing situation.
Making punishable or unsafe strings on block Safe with Rekkas:
By applying the medium delay sequence of Rekkas cancelled into 1+3, you can make almost any string from Alien safe on block. This will create many new string threats that you would normally not see used very often in Alien's other two variations by giving Alien a bigger pool of attacks to choose from. Abusing strings and shuffling your onslaught of attacks coupled with Rekkas is a very powerful way to keep your opponent guessing and susceptible to the next attack.
Maximizing Meter Building with Rekkas:
Rekkas alone already build Alien great super meter on block. But tagging that perk along with strings will create even stronger meter building for Alien in Tarkatan. Doing something as simple as landing a blocked jump in punch followed up into three hit string linked into Rekkas will build (70% of 1 bar) which is very powerful. The string sequence shown in the video above also does 8% of chip damage on block which is perfect for chipping out an opponent who happens to block a jump in and has low health.
Making the last hit of Rekka Plus on Block:
By applying delays and generating gaps between your Rekka pressure and ending in 1+3, you can make Alien have frame advantage on block. This is a very powerful assist in the hands of a character such as Alien because of how many mindgames revolve around his Rekkas. This further establishes another layer and gives your opponent more on their plate to think about. If you feel your opponent is playing a bit too defensive, you can start adding gaps in your Rekkas and go into 1+3 for some block advantage. Your opponent can neutral duck the last hit on a read, but doing the last part a few frames earlier will cause it to jail and your opponent will be hit for letting go of block.
B,F+2, *gap*, 1, *gap* 1+3 (High) = +3 on block
Completely Safe Armor Attack and Reversal:
Alien is very fun. Hope you guys enjoy. Discuss. (post all things involving Rekkas here too or if you see something that should be in the original post)
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