Reptile is pretty much the only character I play so I figured I’d make a thread him. A lot of this stuff I learned from TYM and the Reptile players from there. But some of it is my own input. I will be using numbers btw. So lets get this out of the way now for people who don’t know
KEY
1 = FP
2 = BP
3 = FK
4 = BK
BLK = Block
J = Jumping
U = Up
D = Down
F = Forward
B = Back
Sforce Ball = Slow Force Ball
Fforce Ball = Fast Force Ball
Important poke strings
- Last 2 hits are overheads. Safe on block. Launches
12B2. Last hit hits low.
F1B2. Last hit is over head. Safe on block. Launches
- Safe on Block. Knocks back.
Specials
Acid Spit: DF1. Safe on Block unless up close. Fast. Abuse it when zoning.
Force Ball (So Zeta Slow): BB1. Slow Moving Projectile. Pops up opponents.Safe on block except up close. Great for Zoning.
Force Ball (Gotta go fast!): BB3. Fast Moving Projectile. Pops up opponent. Safe on block except up close.
Elbow Dash: BF2. Fast. Very unsafe on block. Crosses up downed opponent. Knocks down. Does not hit airborne opponents. Key move for advanced Kombos.
Acid Ball (Back Fist): DB2. Knocks back on hit. Over head. Safe on Block.
Slide: BF4. Unsafe on block. Hits low. Knocks down. Do not use outside of combo’s.
Invisibility: DU4. Bypasses projectiles. Returns to normal after blocking an attack, being hit or time expires.
Enhanced Specials
Acid StreamDF1+BLK. Goes about 3/4 of the screen.
Safe unless up close. Nightwolf cannot deflect.
Elbow DashBF1+BLK. Unsafe on Block. Slight Pop Up. Does more damage than normal elbow.
Force Ball (Super Zeta Slow) BB1+BLK. Chargable.
Great for zoning and mix ups. Pops up. Damage increase. Safe unless close.
**Force Ball (Gotta go really fast!)**BB3+BLK. Chargable. Pops up. Damage Increase. Safe unless up close.
Acid Fist (Back Hand) DB2+BLK. Safe. Comes out faster. Overhead. Pops up.
SlideBF3+BLK. Hits low. Does 2 extra hits. Knocks down. Very unsafe on block. Do not use outside of combo’s.
InvisibilityDU4+BLK. Turns COMPLETELY invisible.
Damage buff. Lasts longer. Keeps same properties as non-enhanced (projectiles bypass him. lasts until hit, blocking an attack or timer runs out)
X-Ray
Tricky Lizard - Goes full screen and through projectiles.
Basic Combos
1221 slide
122 elbow dash
321 slide
Intermediate Combo’s
122 Sforceball 32 Fforceball 321 slide
122 enhanced acid ball dash up 32 SforceBall 321 slide/Enhanced Slide
**Advanced Combo’s **
321 Elbow Dash (wiff) 32 Fforce Ball 321 Slide/Enhanced
321 Elbow Dash (wiff) NJ1/2 32 Fforce Ball 321 Slide/Enhanced Slide
Corner Combo’s
321 Sforce Ball 321 Fforce Ball 1221 Slide/Enhanced Slide
F2B1 321 Sforce Ball 321 Fforce Ball 32 Slide/Enhanced Slide
321 Sforce Ball 321 Fforce Ball 321 Slide/Enhanced Slide
1221 321 Sforce Ball 321 Fforce Ball 321 Slide/Enhanced Slide
321 Sforce Ball 321 Enhanced Acid Ball 321 Slide/Enhanced Slide
** X-Ray Combo’s **
Sforce Ball Fforce Ball X-Ray
Sforce Ball Fforce Ball 32 X-Ray
Sforce Ball 32 Fforce Ball 32 X-Ray
1221 X-Ray
321 Elbow Dash (wiff) 32 Sforce Ball32 Fforce Ball 32 X-Ray
Corner X-Ray Combo’s
F2B1 X-Ray
F2B1 321 Sforce Ball 321 Fforce Ball 32 X-Ray
1221 321 Sforce Ball 321 Fforce Ball 32 X-Ray
321 Elbow Dash (wiff) 321 Elbow Dash (wiff) 321 Elbow Dash (wiff) 321 X-Ray
321 Sforce ball 321 Fforce Ball 321 X-Ray
Zoning
Acid Spit/Stream and Force Balls will be your main zoning tools. Blocked Acid Spit is a great way to build meter. Enhanced Slow Force Ball works as a Land Mine basically. Use it to cover space ad try to get in. Dashing behind it is also one of the safest ways to get in. You can even dash in front of it and try a combo and if the combo is blocked your opponent can’t punish due to the Force Ball right behind you. With that said though, don’t become predictable and spam Enhanced Sforce Ball
Force Ball Mechanics
Using the same force ball twice in a combo will knock back your opponent. So…don’t do it.
Anti-Airs
Uppercut and Force Balls work fine.
Mix Up
Since the important strings mentioned at the beginning of the guide are safe on block you don’t need to worry about being punished outside of super fast characters (Kabal and Raiden come to mind) but after 1221 most people expect a jump in or F2B1. Go for 12B1. Last hit of that string hits low.Doesn’t do a lot of % but it keeps them on their toes which sets you up for combo’s. Also they might try to block low after a few 12b1 so try a Enhanced Acid Ball since its an over head and pops up for a free combo.
Punishes
Punish heavy framed attacks/strings/what have you with the Advanced combo’s I listed and Elbow Dash. Elbow Dash is one of the fastest moves in the game.
vs. Teleport Characters
A lot of people have said Teleporting characters (Ermac, Scorpion, Quan Chi…etc) will be a huge problem for Reptile. Especially if they are being out zoned. If you smell a teleport coming, do a Elbow Dash to get out of the way and try to get some space in order to zone again.
Vs. Nightwolf
You want to be try and be aggressive but safe since most of your zoning is worthless outside of Enhanced Acid Stream. Use Safe Pokes and dance in and out of Hatchet Range so you can punish.
I will add a lot more when it comes to mind including videos and the like.
And yes, I realize there are a lot more combo’s that I didn’t mention. I will likely add them later. Just trying to list the main ones/most practical right now.
Thanks for reading.
Play Reptile, dammit.