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Reiko General Discussion

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Eldriken

Life was wasted on you.
So, what happens to the opponent's projectile? I'm assuming it remains on the screen? That basically means other characters don't have to use meter anymore to destroy his projectile. Interesting.

This will certainly change things up, but I only go crazy with his projectile against people who don't know what to do about it. lol

I'm curious to see how much this will alter things. It might be significant or it may not. Perhaps we'll want to be closer to our opponents anyway with our new toy. I can't wait for the update to finish so I can test it out.
 
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M2Dave

Zoning Master
So, what happens to the opponent's projectile? I'm assuming it remains on the screen?
The opponent's projectile destroys the stars and punishes Reiko, kind of how certain EX projectiles like Liu Kang's EX cosmic flame and Sindel's EX hairball destroy other projectiles.

Every change in this patch makes sense, but I question this one.

Stars play a major role in Reiko's zoning and footsies game.

The two or three buffs that he received will have to compensate for this loss.

If they do not, Reiko will be much worse.
 

haketh

Champion
The opponent's projectile destroys the stars and punishes Reiko, kind of how certain EX projectiles like Liu Kang's EX cosmic flame and Sindel's EX hairball destroy other projectiles.

Every change in this patch makes sense, but I question this one.

Stars play a major role in Reiko's zoning and footsies game.

The two or three buffs that he received will have to compensate for this loss.

If they do not, Reiko will be much worse.
Stars are still good in footsies like around B3 Range it feels like so far but other than that, super RIP. Definitely think that EX Stars shoulda been left alone.
 

Eldriken

Life was wasted on you.
The opponent's projectile destroys the stars and punishes Reiko, kind of how certain EX projectiles like Liu Kang's EX cosmic flame and Sindel's EX hairball destroy other projectiles.

Every change in this patch makes sense, but I question this one.

Stars play a major role in Reiko's zoning and footsies game.

The two or three buffs that he received will have to compensate for this loss.

If they do not, Reiko will be much worse.
Yeah, I took it to the lab and it's just terrible. Like @haketh said: I don't think the EX version should have been touched, but here we are.

I'm eh so far about his air command grab, but that's because I'm not much of a tech monster or lab monster. I'm not able to find the optimal stuff like others are. I've got the basics down to combo into Tremor, but I'd imagine there's some saucy stuff that can be done. Hopefully, anyway.
 

kantboy2

Pale Rider
Who's the tester/programmer that wants Reiko players to only use Tremor? :laughing:

But, seriously; stars should cancel the opponents' fireballs as well, like Sub-Zero's Ice Punch klone/fireball thingy.

And Raiden should keep the charge on block; it's worthless as is.
 

IamSub0

Noob Saibot
Who's the tester/programmer that wants Reiko players to only use Tremor? :laughing:
It's definitely not optimal, but I've been running Reiko/Sareena nearly since release as a debuff setup. Her meter drain is good to add on to db3 and her bK blades can interrupt an opponent's attacks and the threat of it is good to tilt some less patient players. Again, not high level stuff but I struggle to hit the command grab so it was a good fit for me.

Prior to today, I was thinking that I should go all in on trying to use Tremor instead, but now I'm having second thoughts because Sareena's projectiles actually punish on trade. :rolleyes:
 

Eldriken

Life was wasted on you.
I thought Reiko would get some nasty safe jump shenanigans from his b2 with the air command grab. NOPE. The air command grab doesn't hit the opponent which results in no armor being broken.

So if you do b2 > safe jump into armor breaking scenario and use the air command grab, you put yourself at -54 right in front of your opponent because the air grab doesn't connect for some reason, even though the opponent is literally standing up.
 

Eji1700

Kombatant
The opponent's projectile destroys the stars and punishes Reiko, kind of how certain EX projectiles like Liu Kang's EX cosmic flame and Sindel's EX hairball destroy other projectiles.

Every change in this patch makes sense, but I question this one.

Stars play a major role in Reiko's zoning and footsies game.

The two or three buffs that he received will have to compensate for this loss.

If they do not, Reiko will be much worse.
Yep. If you want to just finally pivot and say "yeah reiko is the grappler, not the sorta grappler with the best projectile" fine.

Those other changes better carry a shitload of weight though. It just feels wrong to have an MK base projectile that gets blown up by everything else.
 

haketh

Champion
I’m a bad labber unless it’s Marvel so I’m hoping people put some stuff together with the Knee changes. I already saw some real good rest and pressure with the air grab and Tremor so here’s to hoping.
 

NHDR

Kombatant
I haven't tried the update yet, need to reinstall the game. It looks bad for Reiko? I guess his stars are still good when used in closer range (ex. D4), but anyone with a fireball is going to out-zone him now? If you're a char with a decent fireball, why wouldn't you just spam from long range? What the hell is he gonna do against Liu/Motaro, for example? Or Sektor? I'm theory fighting at the moment but still.
 

Eldriken

Life was wasted on you.
I haven't tried the update yet, need to reinstall the game. It looks bad for Reiko? I guess his stars are still good when used in closer range (ex. D4), but anyone with a fireball is going to out-zone him now? If you're a char with a decent fireball, why wouldn't you just spam from long range? What the hell is he gonna do against Liu/Motaro, for example? Or Sektor? I'm theory fighting at the moment but still.
He can't do anything against anyone anymore with a projectile unless it has horrendous startup (such as Sub-Zero's ice ball). I don't think NRS thought this through too much.
 

kantboy2

Pale Rider
I can't wait for the horror stories of Reiko players when they encounter good Sektor players who know how to use flamethrower pressure besides rockets...

Use a teleport kameo and hope for the best. :laughing:
 

Eldriken

Life was wasted on you.
Mileena's half-screen projectile being able to eat up our projectiles, especially the EX version, is so laughably disgusting.
 

IamSub0

Noob Saibot
Though I don't think the stars were actually a problem outside of casual online play, I can see the wisdom in throwing that audience a bone with a token nerf. I think what we got was overkill and don't expect anything to change, but I would like some outside opinions on if this would've been a more balanced adjustment to bf2:
  • Regular stars that clash with another projectile nullify both attacks. This makes bf2 a good tool but limits its oppressive power when spammed.
  • No change to Ex version. It costs a bar, let it be powerful.
  • YOLO stars that do not hit the opponent gain half the meter of connected attacks. This really isn't necessary, but would slow the meter gain on people who want to go Full Auto Jacqui instead of fighting.
Again, I know that nothing is going to change at this point, but getting another main hammered has triggered some MKX patch PTSD. Do you think the above version would've been a reasonable adjustment to the move?

Edit: Scratch point #3, I had the block meter gain in mind for the whiff amount.
 
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Eldriken

Life was wasted on you.
Though I don't think the stars were actually a problem outside of casual online play, I can see the wisdom in throwing that audience a bone with a token nerf. I think what we got was overkill and don't expect anything to change, but I would like some outside opinions on if this would've been a more balanced adjustment to bf2:
  • Regular stars that clash with another projectile nullify both attacks. This makes bf2 a good tool but limits its oppressive power when spammed.
  • No change to Ex version. It costs a bar, let it be powerful.
  • YOLO stars that do not hit the opponent gain half the meter of connected attacks. This really isn't necessary, but would slow the meter gain on people who want to go Full Auto Jacqui instead of fighting.
Again, I know that nothing is going to change at this point, but getting another main hammered has triggered some MKX patch PTSD. Do you think the above version would've been a reasonable adjustment to the move?
I think the first two suggestions would be fine. I honestly wish projectiles cancelled each other out like in Street Fighter and such unless they're specifically designed to destroy other projectiles (usually via spending resources).

I swear, it's like people forgot that Full Auto existed in MKX and Jacqui had absolutely ridiculous pressure. I WISH Reiko had the kind of pressure she had once she was in your face.
 

IamSub0

Noob Saibot
I made a mistake with the meter gain suggestion, I think I got the gains from block and whiffs mixed up. I don't regularly sit back and throw them repeatedly, and posted that before I verified it in the lab.