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Just sharing some of my lab stuff with Reptile

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
As of recently, I've dropped Baraka as a tournament character, and have gone into playing Reptile 100% again. I've been experimenting with different stuff (With quite a bit of help from Muffin Muggers), and here's what I've come up with.




1. Invisibility is way too underused. I'm not talking EX invisibility (It is, though). Regular invisibility. It is seriously the one thing Reptile players need to start taking advantage of. Yes, Reptile is not fully invisible. However, transparency is enough to make it fairly difficult to make out what Reptile is exactly doing. Not only does this naturally tend to force out mistakes on misjudging stuff like spacing, it really makes the opponent NOT want to deal with it at all. People generally take to some risky measures to get Reptile visible again. Which psychologically opens up the opponent, in truth. This mindgame aspect of Reptile is definitely something to always keep in mind.

As of late, I've been incorporating invisibility for this purpose, as well as getting it into my brain to get invisible whenever possible. I'm going as far as to blatantly turn invisible with nothing going on just because I can. Blocked forceball? Oh, down-up-four. :D So far it's been pretty successful.


2. The reset, I think, is one of the most important things to use with Reptile at this point. If they choose to block, not only do they lose wakeup attacks, Reptile is +8, and elbow is guaranteed (Which means you can use the EX elbow to get back in there with advantage, and use this conditioning to get in without using the meter). If they don't, they have to deal with oki shenanigans not unlike being knocked down by elbow on top of taking more damage than normal.

Tbh, in the long run, reset is a way better option. Both outcomes open up varying situations that aren't exactly in the opponent's favor.


3. EX elbow is extremely important for dealing with that dead zone of Reptile's, and is overall his best footsies option. The threat of being in elbow's range now switches, because if you don't react on the blocked EX elbow, it's +5 and you're in (I know Reptile's better normals are too slow to take advantage of this, but +5 is still good). If you get hit, you lost 17%, are knocked down, and Reptile is pretty much still in. Essentially, from maximum EX elbow distance, you are capable of getting in for pressure in a time span of 13 frames using something that has a fairly generous hitbox that goes active on the 6th frame. That's too important. Yes, you can be punished for using this, but you have to be scouting it basically to deal with it. Combine it with invisibility, and yeah...it just gets pretty funny.



Pretty much just an insight on how I've been trying to improve Reptile. This lab time has really given me high hopes about Reptile again. I still don't think it'll take him up to top tier, but this definitely is a step towards more refined Reptile play.
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
I've been using a lot of staggering in my strings, which isn't anything new, but I've been combining it with ending the strings with EN Elbow to keep the pressure on. Something like 3 2, d1, 3 2 1 xx EN Elbow Dash > 3 2 1 xx Acid Hand.

Lots of chip, and lots of meter.

Also THTB, did you see that I posted a new BnB in the combo thread?
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Just saw it. Actually, that's a fairly old find, but regardless it's a good combo. The timing is a little strict for what extra you get, so I generally avoid it, but if I need it, it's something to go for.
 

UsedForGlue

"Strength isn't everything"
Good stuff man.

I called it out a while ago, this massive chsnge was imminant, That the overused reptile stuff just wont cut it anymore, its time that reptile players adapt to a new way of playing, you (THTB) and Rapzilla are the only reptile players that I have thought about this.

Rapzilla has been frame trapping me full screen with a whiffed dash, into :en elbow dash, can't believe I never thought of it before. Good stuff THTB.
 

CitizenSnips

A seldom used crab named Lucky. AKA Citizen Snips.
Yeah I've been saying it for a while that invisibility is one of the things that Reptile players need to explore. The reward outweighs the risk because the opponent isn't thinking about pressure you when you go invisible but instead they just think "I am going to knock the invis off or turtle."

I am interested in using that reset I have to try it out it looks like a great tool.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Yeah, basically if it's blocked, but they fail to block the EX elbow, you're looking at basically a 50% combo. If they just block all of the EX dash, it's high-40s. :)

Glue, don't forget Muffin Muggers. He's always brainstorming new ideas for Reptile, and is one of the reasons I started to explore more of these things.
 
I heard from Brady that some projectiles would go through invisibility, I never got the timing for this. Did they patch that out or is this just mis info?
 

RapZiLLa54

Monster Island Tournaments
If you do Invis as a wakeup the projectile will go right through him. Timing is pretty strict but thats the only time I've ever been able to get this to work.

As for the "dead zone" reptile has, people need to start using the 2 string and abuse it a little more. On hit it has enough stagger to throw out another 2. People think it has this slow recovery (yes its not as fast as a standing 1) but that slightly slower motion really throws people off, if they try to jump out its a free forceball. Also 2 forceball on block I'm pretty sure is safe as 2 provides nice pushback. 2 invis on block is safe as well due to pushback and if you mix that up with forceball they'll be waiting for it in which you can ex dash and start pressure. 2 invis on hit is a safe JIP.

I do have to start using the reset more, if only you weren't so far pushed back you could continue a 1221 or 321 string.

MM has def come up with some nice stuff, I love his videos. My personal fav is ending with 32 dash back JIP, shit is golden! I just recently started using 2 into slide as an AA (12%) whats awesome about it is sometimes if you get them high enough the slide will whiff like one of MM set ups.

THTB have you started breaking combos in half, meaning only 1 forceball in the combo? I've started doing this and its worked wonders. IE 122-fastball-321invis double dash. If they don't tech roll you can JIP backwards for pressure or if they tech roll you end up right behind them and your invisible lol. 122-fastball-321 en slowball double dash destroys teleporters (scorpion, smoke, raiden, kung lao, milenna). Check out my New Rep Tech???? Thread I go into more details.
 

JHCRANE 14

GO VOLS!!!
As of recently, I've dropped Baraka as a tournament character, and have gone into playing Reptile 100% again. I've been experimenting with different stuff (With quite a bit of help from Muffin Muggers), and here's what I've come up with.




1. Invisibility is way too underused. I'm not talking EX invisibility (It is, though). Regular invisibility. It is seriously the one thing Reptile players need to start taking advantage of. Yes, Reptile is not fully invisible. However, transparency is enough to make it fairly difficult to make out what Reptile is exactly doing. Not only does this naturally tend to force out mistakes on misjudging stuff like spacing, it really makes the opponent NOT want to deal with it at all. People generally take to some risky measures to get Reptile visible again. Which psychologically opens up the opponent, in truth. This mindgame aspect of Reptile is definitely something to always keep in mind.

As of late, I've been incorporating invisibility for this purpose, as well as getting it into my brain to get invisible whenever possible. I'm going as far as to blatantly turn invisible with nothing going on just because I can. Blocked forceball? Oh, down-up-four. :D So far it's been pretty successful.


2. The reset, I think, is one of the most important things to use with Reptile at this point. If they choose to block, not only do they lose wakeup attacks, Reptile is +8, and elbow is guaranteed (Which means you can use the EX elbow to get back in there with advantage, and use this conditioning to get in without using the meter). If they don't, they have to deal with oki shenanigans not unlike being knocked down by elbow on top of taking more damage than normal.

Tbh, in the long run, reset is a way better option. Both outcomes open up varying situations that aren't exactly in the opponent's favor.


3. EX elbow is extremely important for dealing with that dead zone of Reptile's, and is overall his best footsies option. The threat of being in elbow's range now switches, because if you don't react on the blocked EX elbow, it's +5 and you're in (I know Reptile's better normals are too slow to take advantage of this, but +5 is still good). If you get hit, you lost 17%, are knocked down, and Reptile is pretty much still in. Essentially, from maximum EX elbow distance, you are capable of getting in for pressure in a time span of 13 frames using something that has a fairly generous hitbox that goes active on the 6th frame. That's too important. Yes, you can be punished for using this, but you have to be scouting it basically to deal with it. Combine it with invisibility, and yeah...it just gets pretty funny.



Pretty much just an insight on how I've been trying to improve Reptile. This lab time has really given me high hopes about Reptile again. I still don't think it'll take him up to top tier, but this definitely is a step towards more refined Reptile play.
Another thing I have noticed about regular invs. is that the levels make a big difference too. Backgrounds play a huge part in his ability to be seen. Example: light background are not the best (courtyard day) and Reptile can be easily spotted. Dark backgrounds work the best by far, almost to the point that he can't be seen (Goro's layer, except right in front of Goro.) Of course, he is alwyas visable at some point unless you use the EX version. However, the backgrounds of the levels do play a big part in regular invs.

P.S. The right corner in the pit is very good for regular invs. too.
 

UsedForGlue

"Strength isn't everything"
The regular invisibility, on certain monitors, it's fucking excellent. And the opponent will do his best to reset the invisibility by going out of his way to hit you, it's odd, it brings out the stupid in the opponent.

For example, If I get the invisibility, I can almost garentee the :x as all opponents will throw a projectile in an effort to get rid of the invisibility.

Don't get me wrong, muffinmuggers is a nice guy, I've played him before, but to be honest, it was just thousands of dashes, almost at every opportunity, and of course being online just made it worse lol
 

xxteefxx

Kenshi Moderator
am sorry, i cant say lol...it's recently one of my main massive tools for rep lol. you try it out Rap :D see for urself
 

RapZiLLa54

Monster Island Tournaments
am sorry, i cant say lol...it's recently one of my main massive tools for rep lol. you try it out Rap :D see for urself
Its hard for me to try shit out because practice mode sucks so the only time I can is on thursday. PM me you SOB lol
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Sorry if this isn't the thread for this, but why'd you drop Baraka?
I played m2dave and Forever King in tourney with Baraka...nuff said looooooool.

He's not a bad character, just doesn't fare any better in the matchups I wanted a counter for. Not necessarily Kung Lao, but Freddy was an issue.

Rap, nah, if Reptile weren't as frustrating to get combo opportunities with, I'd forgo damage for mixup a lot more often.

And yeah Crane, the stages are a huge help. Reptile and Smoke pretty much are one of the only characters that receive benefits from certain stages due to lighting. :D
 

RapZiLLa54

Monster Island Tournaments
Rap, nah, if Reptile weren't as frustrating to get combo opportunities with, I'd forgo damage for mixup a lot more often.
I guess I like it because its common knowledge to just jump out of every Reptile set up (after full combo) b/c his AA game sucks so these sets up if you 321invis-dash-321 and if they are trying to jump out they can't and will eat a full combo.

You can do this with 321-NJP-32fastball-321invis (37%) dash up as well but I prefer the little more advantage after 122fball-321 invis because I have a better time reading the opponent that way. But thats my personal preference.
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
Noooo, standing 1 anti air is seriously amazing. I have sort of a thing for finding good anti airs into combos with characters, and Reptile st.1 is one of the better ones.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
2's hitbox hits way further out in front than 1 does. The hitbox is also extremely good.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Does it? I always thought 2's hitbox was better horizontally.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
My philosophy was, going into it, I have armor. I can net knockdowns and quick hits while pushing him to the corner, but it's WAY harder to get the meter than to actually use it lol. Which is why I switched to Reptile.
 

RapZiLLa54

Monster Island Tournaments
Does it? I always thought 2's hitbox was better horizontally.
Def is but 1 is easier to combo with forceball without meter as on hit it will bounce the opponent up a bit as with 2 they kind of nose dive. 1 def has the smaller hit box and requires more precise timing. I wish 4 wasn't so slow :(