I’ve come to the realization that Reptile jumping distance or farther away is an amazing thing. He’s got a mix up that’s outstanding. I just have a few combos, nothing really that hasn’t been covered already, mainly just a mix match of what options he has, since most of his specials can really be put in any place in the combos.
I normally use these:
1221 is basic, but it a great overhead, and can lead into some good combos, like an immediate force ball after 122 and so on.
122-Slide is an incredible mix up, mainly due to having an overhead and a low in the same string. Nothing really to do after it, and only puts them sweep away, but if you’re desperate, you can ex the slide, and it puts them jump away.
122-AcidFist is another incredible mix up, mainly if used with 122-Slide, because they’ll get used to overhead, low, and you can mix it up with overhead, overhead. Will put them jump away, no real combo after unless using ex-acidfist.
Another amazing mix up when starting jump or farther:
SlowforceballEX-ElbowDash-122-Slide It uses a meter, but it really provides pressure while you can rush up, and go into the overhead/slide, and will really just give you the field. (will not work on a teleporting character)
(optional jump in 2, with jump in does 36%, w/o does 33%) 122-FastForceBall-32-SlowForceBall-32-AcidHand to put them jump distance sets up either a good jump in combo, forceballs, slide or elbow. Lotta options. You also need to have quick timing and land the 32 at the top of the hitbox range for it to actually land the acid hand, but it does net more damage than a slide, and also gets them away from you. This is completely meter-less also. Using an ex-acid hand doesn’t put them high enough to get anything of real use besides slide, which does 36%, but i personally don’t feel it warrants the meter, unless you really just want the little extra damage.
Only real thing to worry about with any of this is maybe a teleport character, and even then, you can just ElbowDash or Slide to get where you need to be.