Just sharing some of my lab stuff with Reptile

Discussion in 'Reptile' started by THTB, Jan 12, 2012.

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  1. RapZiLLa54

    RapZiLLa54 Monster Island Tournaments Staff Member

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    I've tested this on a human and you can jump out, infact I can't get the inescapable elbow dash either, the opponent still jumps out.
  2. RapZiLLa54

    RapZiLLa54 Monster Island Tournaments Staff Member

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    Tested it out yesterday, On hit 124 into ex spit does not open up enough space for a whiff dash. You'd have to take a step back which would negate the +3 advantage. Blah. 124 on block however is perfect distance for an instant d4 which can turn out to be very useful in block strings.
  3. dribirut

    dribirut BLAK FELOW

    ive been messing around with d4 ffb like you sad rap.. its pretty good mixup option. its pretty damn hard to consistently pull off online but many times the person will let go of hold for a 29% combo.. also decent anti air
  4. RapZiLLa54

    RapZiLLa54 Monster Island Tournaments Staff Member

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    Yeah if you are using a pad its very tough to pull off at least for me. I'm still working on playing with a stick which isn't coming along to well. It would probably be an easier switch to use a Hitbox because the directions are still buttons, rather than a movement.
  5. Red Son

    Red Son Member

    Good stuff THTB, but after the reset my friend can do an Ice Clone and my Elbow is not free anymore XD just for you guys to take care against Sub Zero.
  6. THTB

    THTB #BlackRanger Staff Member

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    Are you sure you're doing it fast enough? Because considering EX elbow is +5 on block, another elbow can be jumped out of, so jumps go airborne on the first frame for sure, and it can't be jumped out of, so I can't imagine you'll be able to clone immediately after.
  7. Red Son

    Red Son Member

    It was online XD I'm not sure. I'll test on he offline next week
  8. dribirut

    dribirut BLAK FELOW

    after acid hand or d4 acid hand have you guys tried triple dashing to the point where you are at the perfect distance to start a 321? ive been practicing and works pretty well but the dashes have to be timed pretty precisely
  9. Scoot Magee

    Scoot Magee Well-Known Member

    So I've been messing with reptile again and wanted to try some new things after reading his updated frame data. Anyway I'd like to know what you guys think about any of this stuff.

    122 xx EX ball is +2 puts you at a nice range where the tip of D+4 (12f), F+2 B+1 (15f) and B+1 (15f) all connect. I feel like it's pretty safe to be able to throw any of those out after the blocked EX ball because of the range. It's not exactly guaranteed pressure but outside of fast armored moves I'm not sure how many really threatening normals could interrupt it.

    The best option is probably D+4 because it's the fastest and can be canceled into invis, green hand or force ball. Plus D+4 is fucking +20 on hit. It's something I want to try against actual people and see how it works out. I know he has the option of EX dash that gives you +5 but you are directly in there face after it.
  10. RapZiLLa54

    RapZiLLa54 Monster Island Tournaments Staff Member

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    Scoot Magee Def a sweet idea and I think it could play a much bigger role when having a character in the corner as EX dash would put yourself in the corner.

    The only thing they can do to avoid d4 is jump out. Other strings that put you at the tip of d4 and f3 is 12b1 (which is +3 on hit) and 124 on block.

    Glad to see you back on the Green side again!
  11. Treadmill

    Treadmill Well-Known Member

    This may be a bit off topic...but I never seen anyone do 122 ffball njp 32 sfball 321 etc...meaning the njp in that combo. I do this all the time. Is there a reason I seem to be the only one doing it?

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  12. RapZiLLa54

    RapZiLLa54 Monster Island Tournaments Staff Member

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    Merely because its not as damaging as the 321 NJP full combo.
  13. Treadmill

    Treadmill Well-Known Member

    No I understand that, what I mean is that when the 122 combo is used I use a njp after ffball but I never seen anyone else do it.

    I prefer the 321 njp combo but ill switch up to the 122 combo to use the over head against duck blockers.

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  14. Salad Petresky

    Salad Petresky Active Member

    The risk of missing the combo for 3% doesnt even worth it.
  15. Treadmill

    Treadmill Well-Known Member

    I suppose so. But I guess I'm so used to it I don't miss the njp ever. I thought maybe it affected the gravity later and prevented some dash pressure or something.

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  16. Joker8417

    Joker8417 Salt Proprietor of TYM

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    Its not hard to land I do it too.

    sent from Gotham City via the batcomputer
  17. Joker8417

    Joker8417 Salt Proprietor of TYM

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    Just wanted to say I found a great follow up for ex elbow dash is is d3 acid hand, yer opponent can't poke out of it, and they get put full screen which let's you get fb's out. If they start trying to do cross subs after the d3 you can njp and get a full combo I still haven't found anything for jump backs yet but I'm working on it. also if you still want to get a combo after d3 acid and you can do ex acid hand and still get a combo. you would however be burning 2 bars of meter.

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  18. THTB

    THTB #BlackRanger Staff Member

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    I think spit may be a good anti-jumpback tool. I know EX spit works very well for this.
  19. Joker8417

    Joker8417 Salt Proprietor of TYM

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    Yeah ex spit is amazing lol. I will check out spit, I was thinking maybe whiffed elbow dash njp, but i don't think it will work.

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  20. NRF CharlieMurphy

    NRF CharlieMurphy Kindergarten Meta

    I love reading this back and forth of ideas. It helps me get an idea of what to expect... and also has made the character crazy good. My question... doesn't SZ kind of shut down some of these huge meter options? After a few exDashes... its not hard to get a clone out on the return. It isn't easy either... but do you fear it happening? Or do you just take that chance?
    Gooch Peencher likes this.
  21. Treadmill

    Treadmill Well-Known Member

    Good stuff. Ex spit is under used in my opinion. I've been trying to us it more. It's like a safer Sektor flame, it cuts off so much off the screen.

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  22. Joker8417

    Joker8417 Salt Proprietor of TYM

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    Sz isn't usually a character I'm trying to rushdown unless I sniff out an iceball and combo punish it really. I rarely use ex elbow dash on him, but its something I'm aware of, sz kind of takes away reptile's rushdown in a lot of ways. I found out that if I do the reset and ex elbow dash that he can get me with a clone because elbow is at max range which is 12 frames take away the 8 frames of advantage and that gives sz time to get out a clone. So to answer the question, no because I don't generally play the match up that way, I react to subzero not the other way around, unless I'm full screen in which case I just throw projectiles out.

    sent from Gotham City via the batcomputer
    Gooch Peencher likes this.
  23. Joker8417

    Joker8417 Salt Proprietor of TYM

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    I almost always start matches with it to get that free meter. the only things you're a poet can do our use armored moves if they have one, slide if they have one, or just block, which ex spit is plus 3 on block so you get a free elbow dash. oh also fast advancing specials can stop it.

    sent from Gotham City via the batcomputer
  24. RapZiLLa54

    RapZiLLa54 Monster Island Tournaments Staff Member

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    Can't you be full comboed after d3 trying to link acid hand? On block +3 giving the opponent 24 frames to do whatever they want? Even on hit its +13 giving the opponent 14 frames to punish? This is similar to kitanas d1 into cutter where she can be full comboed after d1.
  25. THTB

    THTB #BlackRanger Staff Member

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    Sub pretty much takes away Reptile's up-close pressure, as well as his advancing options due to clone.

    That's why Reptile doesn't play Sub offensively. The zoning game is more neutral, but there's a smaller reward on Sub's end.

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