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Reiko General Discussion

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ShaolinGunFu

Warrior
How do you guys deal with Smoke or punish the vapors? He gives he so much trouble
im a smoke and reiko, dont zone almost at all reiko out rushdowns smoke, i beg reikos to throw something so i can phase through on reaction full screen. 12 knee combo, d1, or armor tackle through if hes cancelling, if he lets vapors rock its a full punish. Reiko has it 6-4 imo Smoke is all gimmicks
 

M2Dave

Zoning Master
Any string, charging knee, 3,4, d,b+3, ambush Aftershock back kameo (must be timed and input as forward kameo), 3, EX slide, 3, d,b+3 works and does around 41.

You can omit the EX slide and finish with 3, d,b+3 or DDP and still do around 37%.

Because you can do combos after d,b+3, Reiko now has an armored launcher.

EX d,b+3, ambush Aftershock back kameo, 3,4, d,b+3 works.

Obviously, ambushes are expensive with Tremor, but if you manage your kameo meter well, you will be able to use three ambushes in a round on average.

I like Reiko, but I have never been good with command grab characters. However, if you are, this character is definitely for you.

Reiko/Tremor could be S tier.

I am really curious to see what Rewind can do with this team.
 

Archgamer

Mortal
Tremor is better for Reiko then Darrius due to the 10 seconds faster cooldown and extensions off of both pale rider and tactical takedown.

But I don't think it fixes the problem where Reiko could periodically call out an assist in neutral to help with other aspects of his game. 20 seconds is still pretty long enough that you would want to conserve kameo meter for the extensions.
 

Bucketfeet

Apprentice
Sorry if this was asked before. How the heck do you do tremor's low hit after the command grab but STAY on the same side. I see it in videos a lot but I can't get it....
 
Tremor is better for Reiko then Darrius due to the 10 seconds faster cooldown and extensions off of both pale rider and tactical takedown.

But I don't think it fixes the problem where Reiko could periodically call out an assist in neutral to help with other aspects of his game. 20 seconds is still pretty long enough that you would want to conserve kameo meter for the extensions.
This might help, I watch the top players use a character to get an idea how they manage the Kameo meter and what they use it for:

 

Archgamer

Mortal
Sorry if this was asked before. How the heck do you do tremor's low hit after the command grab but STAY on the same side. I see it in videos a lot but I can't get it....
Look for visual cues and stick with it.

For me when Reiko and the opponent are in the air, press R1 to call Tremor out and then hold back. When the opponent head hits the ground and their body is completely vertical to the ground(one leg is sticking straight up) press forward + R1. Tremor will do the ground pound using the reverse input instead of the forward punch coming out. Reiko does a back roll in the process which leads to the opponent being sandwich between them.

This might help, I watch the top players use a character to get an idea how they manage the Kameo meter and what they use it for:

Rewind just started playing the new team but he looks a bit rusty here. I don't think he knows that tactical takedown can lead to an extension too. Biohazard show this out in one of his new videos.
 
Look for visual cues and stick with it.

For me when Reiko and the opponent are in the air, press R1 to call Tremor out and then hold back. When the opponent head hits the ground and their body is completely vertical to the ground(one leg is sticking straight up) press forward + R1. Tremor will do the ground pound using the reverse input instead of the forward punch coming out. Reiko does a back roll in the process which leads to the opponent being sandwich between them.


Rewind just started playing the new team but he looks a bit rusty here. I don't think he knows that tactical takedown can lead to an extension too. Biohazard show this out in one of his new videos.
Rewind knows he's used Tremor for a week and used both. He's considered the best Reiko. Honeybee said that his brother Bio was struggling with MK1 and wasn't placing like the top 1%ers but it does look like Bio is getting better and hopefully will start to enter Online Semi-Majors like Kolosseum, Champions Of The Realms, and R1ps Arena cuz they paying $3k-4k each for a top 16 tournament.
Also look into X-Azeez he's a well known Lab Monsters and pretty good he dominated a stacked tournament at R1ps Arena using Reiko a couple weeks ago. He was mainly zoning and using neutral footage to take them out. These where all great players from their respective countries and he dominated them with calculated zoning/space control
 
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kingjolly

Mortal
I've come across a weird issue and I was hoping someone could help shed some light on what's going on.

For whatever reason I cannot get Tremor to do his ground pound move after tactical takedown online, but I can do it offline. I'm on steam. It's weird. Anyone else experiencing the same thing?
 

M2Dave

Zoning Master
I've come across a weird issue and I was hoping someone could help shed some light on what's going on.

For whatever reason I cannot get Tremor to do his ground pound move after tactical takedown online, but I can do it offline. I'm on steam. It's weird. Anyone else experiencing the same thing?
Just a reminder that the input for the ground pound is reversed after the tactical takedown so you have to press forward + kameo.
 

kingjolly

Mortal
Just a reminder that the input for the ground pound is reversed after the tactical takedown so you have to press forward + kameo.

Thank you. I’m aware of this. Even if I was doing a direction input error, his other move should come out instead. My Tremor just comes out and does nothing, then disappears. However during offline, it works as expected.
 
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M2Dave

Zoning Master
Karma, karma, karma, Khameleon... :rolleyes:

Reiko/Khameleon is interesting.

You can combo from the command throw using Kitana's lift.

Command throw, f+kameo, jumping 2, 3,4, EX slide, standing 3, tackle.

The damage highly scales. On the bright side, though, Khameleon always disguises as Mileena after this combo, which means that you have access to the 18 frame overhead. 3,4, EX slide, jumping 2,1,4 works after the overhead for 30% of damage.

Khameleon now disguises as Jade who improves your zoning with the glaive.

Ideally, you want to be Kitana and Mileena up close because of the launching command throw and un-reactable overhead, respectively. You want to be Jade from far away because of the glaive and glow. However, sometimes the rotation is off, and I am struggling to "switch", for the lack of a better verb, to the appropriate disguise. Perhaps such is the nature of Khameleon or perhaps I need to do a better job alternating between the three disguises.

NRS did a really good job with this kameo. I initially thought that she was going to be as bad as Shujinko. "Random buffs" and "per chance" designs tend to be unviable in fighting games. Top tier or not, she is fun to use and explore.

Speaking of top tier, Reiko/Tremor still appears the way to go because of the damage output, extra health, and consistency.
 

IamSub0

Noob Saibot
So, how are we feeling about Outworld's best bruiser after 8-ish months? What BnBs are you rocking? Kameo of choice? Does he need any buffs? Other thoughts?

I'm enjoying Reiko a lot, but I'm struggling to keep up with the rest of the cast on damage. His normals are great overall, but the meter cost to get high damage is seems excessive. I think his db1 counter needs a little help; not sure if less start up is the answer or not, as it's not horrible on paper but I can never seem to hit it online outside of a hard read.
 

ticklebandit!

Apprentice
I recently picked up this character. Have liked him since mk4, was just hopin to soak in his top 10’ness too, but I gotta say he is a lil bit honest. Like he’s leagues ahead of other chars I play, but I really don’t understand the he has good buttons thing. He does, but he has t-Rex range outside of his kicks that all hit high/end in highs. Vs opponents who know, I feel like I kinda gotta pepper them with bf2 and wait/pray for a fuck up on their end, which in this game sometimes never comes.

if I whiff punish with b3 I gotta commit to that shit, and if I’m slightly off I die. I keep loosing cause I sense my opponent is butthurt about my “zoning” and will rage quit after a single game so I charge in with dumb shit lol. This is in casuals.its a me problem I know, but you learn a new char you wanna land the big damage bnbs, you know?
 

M2Dave

Zoning Master
Like he’s leagues ahead of other chars I play, but I really don’t understand the he has good buttons thing.
d+4 is one of the best buttons in the game... quick startup, safe on block, the advantage on hit allows Reiko to force a mix up between an unreactable overhead, plus on block sweep, and command throw. However, you must use a kameo like Janet and Tremor who allow for combos after the command throw. Reiko is not top tier otherwise.
 

ticklebandit!

Apprentice
Uh, Reiko Goro seems pretty damn good. Not sure if better than tremor but it seems close. Over 40% meterless punishes, 38 to 40 something percent command grabs for one bar. Even Goro's low scoop can lead to plus 30% combo's. Down 4 stars can be turned into 44% with one bar.

-Command Grab (wait for the side switch) Down kameo into punch walk s3 (punch walk launches) s3 EXbf3 s3 command grab is like 389

And my bnb is anything into stars down kameo punch walk b34 (punch walk launches) J214 OR s3 EXbf3 s3 command grab.

I have no idea what is optimal with this character either.

But once Goro is spent he's gone for a loooong time, basically the round.

Also Rieko/Ferra bnb:
Starter bf3b s3bf3up up kameo 2 s3EXbf3 s3 command grab minimum of 37% but uses all kameo meter.
Command grab up kameo 2 34EXbf3 s3 command grab for 25% which isn't very good but there's probably a way to increase the damage.



EDIT Ferra might be a little bugged as I'm still able to use the mid air ambush (up kameo when airborne) into launching over head even when i have half a bar of kameo meter. Normally that would take all of the kameo meter. Pretty dirty as is.
 
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Archgamer

Mortal
After messing around with Goro and Ferra, I've come to the conclusion that Tremor is still his most competitive kameo.

The Goro cooldown is an eternity. So thats an automatic lost to me. And his damage just got fixed, so it's scaling properly now. Ferra is a decent secondary for the mix. You won't create massive damage from the cmd grab or tackle, but I feel she makes up for it by providing 150 hp and making some of his moves safe like B3 and the running knee.

Tremor > Ferra > Janet > then the rest of them.
If Reiko doesn't having a launching cmd grab starter, he isn't that good imo.
 

masuhdunkillyall

Aht Aht Aht!
After messing around with Goro and Ferra, I've come to the conclusion that Tremor is still his most competitive kameo.

The Goro cooldown is an eternity. So thats an automatic lost to me. And his damage just got fixed, so it's scaling properly now. Ferra is a decent secondary for the mix. You won't create massive damage from the cmd grab or tackle, but I feel she makes up for it by providing 150 hp and making some of his moves safe like B3 and the running knee.

Tremor > Ferra > Janet > then the rest of them.
If Reiko doesn't having a launching cmd grab starter, he isn't that good imo.
What does ferra offer him?
 

kantboy2

Pale Rider
Low/high mix, a command grab and another pop up besides F1,2,4 or slide.

I really hope he finally gets his kit complete when the expansion arrives.
 
I would've preferred if they removed his ninja stars completely and went all out on his grappler design gameplay-wise. Having a grappler have one of the best zoning tools in the game is weird tbh, also his ninja stars don't fit with his roman gladiator aesthetic.
 

M2Dave

Zoning Master
I would've preferred if they removed his ninja stars completely and went all out on his grappler design gameplay-wise.
The problem is that removing either the ninja stars or the command grab would remove 50% of the zoning or grappler archetypes in this game. LOL.

Tremor's ambush ground pound has less cooldown now, which makes Reiko slightly better, I suppose? Can anyone who still plays this boring game confirm?
 

Archgamer

Mortal
Reiko is neither a grappler or zoner. He is a hybrid type or jack of all trades. Yes, these type of fighters exists. I wish people would get that straight. Go by what he is given and not by what your expectations are.
 

wsj515

This is my billionth life cycle.
Low/high mix, a command grab and another pop up besides F1,2,4 or slide.

I really hope he finally gets his kit complete when the expansion arrives.
What about his kit is not complete? I recently have picked him up, and he has felt like the most well rounded character I've played yet, just zero holes. The only possible thing I could see anyone wanting is faster armor, but that's obviously a balancing choice and something he just doesn't need. I never even find my armor getting broken, as long as I'm not being an idiot and armoring into literal armor breaking setups.
 

kantboy2

Pale Rider
To me; he needs a low parry to compliment his counter game.

His 2,1,4 string should have a mix option (2,1, to F2 (overhead smash)).

Pale Rider should be available in the air to finish combos.

He should have a muay thai kick string that goes low, medium, high.

Like Takeda with his run, Reiko should have multiple button options; slide, stop, spear (tackle) and superman punch.

Terminator has complete run options in MK11; why can't Reiko and Takeda have the same?

His knee from run dash should be a separate move.

Takeda should also have a grab option from his run, btw.

There; hybrid character (grappler/distance striker) complete.

H