PunkMafia83
PSN: YaRnToNpUnKMAFIA
Oh dear......
im not sure if this is true this time. they need to handle it differently if this variation should be rewardingand no doubt you will lose it once you block a move.
I also bet that it will just plain and simply run out after time span,
I get what you are saying. And I am not totally under selling the invisibilty, my main point is this:You're massively underestimating invisibility and how it can change matchups. That becomes a difference between being able to space and being totally unable to, and that means characters that rely heavily on traditional footsies suffer a lot as soon as the opponent cannot be seen.
I mean... you could end a combo early with possibly a hard knock down into ex-invisibility to go for a jip which MAY lead to a low/overhead mixup. We don't even know if he has a low starter or anyting. That could be HUGE.What mix ups does invisibility provide apart from the following?:
If he has no lows or overheads starting or in the middle of his strings, then it will be a matter of blocking low every time and trying not to get his by the overhead claw at the end of strings, as sliding will just knock you away, and doesn't look like it is a hard knockdown, which claw is, and will not be worth it as slide can be punished (I assume). At most he can stagger with strings and maybe get a grab, which will end his pressure. Crossing up won't really matter, as holding block will block both ways.
Invisibility won't grant him more options unless he has really killer non mid mid mid strings, and from what I have seen so far, he doesn't.
Just the threat of being full invisible meterless and having dash, slide, two overhead options (one of which launches on MB) on the table is pretty exciting. You can go full invisible get a knockdown and then drop the super slow forceball and only someone with a teleport or fast projectile is going to be able to do anything but block the mixup.I mean... you could end a combo early with possibly a hard knock down into ex-invisibility to go for a jip which MAY lead to a low/overhead mixup. We don't even know if he has a low starter or anyting. That could be HUGE.
I would just say at this point, there's no sense in saying what will and won't be viable. The variation is called "deception" or something like that, which sounds to me like it's a tricky/mixup based variation.
I suggested this in other thread: make the full invisibility inmune to projectiles while blocking (I mean he keeps the invisibility but take the cheap damage) and make the full invisibility transition to a partial invisibility after a non-blocked hit, and from partial invisibility to visibility after a second hit.I feel like more should be given while In this invisible variation:
melee/projectile buff while invisible
or maybe:
Health regeneration 1/1/5% per second
Or one of the other bars faster regeneration
I am aware that it easier said then done to maintain balance but to make it all really worth it since plain invisibility may not be as good as other characters tools in the game. Something should be added here to make Reptile players feel that this option provide good set of tools that will allow it to be used in high level game play against terminators like KL or some other Hat Tier class!
That's totally true, but some people are legitimate concern that their prefered variation could end being the worst, and want to get fun while getting more victories than losses; I guess that's why they want to bring the issue to the table.Not everyone who mains reptile (or any character) is doing it to find the absolute optimal build. Many people are just going to pick the variation that suits them or is cool to them, and to a lot of people turning invisible is fucking sweet. The beauty of variations is that now you have three chances to find a reason to like a character, not just either learn to love zoning / rushdown / grappling or not. I for one have no interest in playing the time stop game and learning jim loops.
No, it really doesn't. Being full invisible for free is fine.Yeah i agree.
it should give some good buffs like speed and dmg
maybe something like infinite Stamina during it or have his moves launch without meter during it, it needs to do alot more than just to be invisible
Agreed , on top of it the animation reeks of ghey , Kitana players are the worst.Who cares about Reptile, wtf does Kitana have a reflect for? That's the real mindfuck here.
Agreed , on top of it the animation reeks of ghey , Kitana players are the worst.
guys what if he turns invisible and goes for a cross up!!!!
MIND .... BLOWN
You shouldn't be jarred -- and the reason why is this; I don't think we should assume that every variation for every single character is necessarily going to be as great as the others. Now with that said, there will still be individuals that find uses for or prefer lesser-used variations, and that's fine. It'll give everyone a chance to have their own personality in how they go about approaching the character.After watching the breakdown of Reptile's Variations, I am a little jarred about him.
First of all, his Invisibility variation is completely useless, If I am honest, and for what it does, it will never be worth it in its current state, as the other variations will win over it every time. Invisibility in any MK game has never been MU specific, its a general move, that really only works as a mind game, and at best, allows you to stagger strings and maybe cross up more than you normally could while visible.
Reasons are:
It is a variation specific move.
I like that you can predator version for no meter, and hold the button for full invisibility, were it cost you a bar in MK9, BUT...the MB version for an entire variation is that you get invisibility quicker...is that really the best an entire MB variation move has to offer?
It does no extra damage, and no doubt you will lose it once you block a move. It isn't even creative or rewarding by maybe allowing reptile to take no chip damage while invisible, or giving his throws double damage...nothing.
I also bet that it will just plain and simply run out after time span, even if you use a bar of meter and select an entire variation for it. So unless this gets looked at, this variation will die off, and never be used in competitive play because of the other variations. Gimmick.
The slowing down variation will work straight away against heavy zoning characters, the same characters in MK9 that could just projectile him out of the game and make it very difficult to even walk forward because of his then slow dash and walk start up speed, MU's like Lui Kang, Kitana, Kung Lao, Quan Chi, Skarlet, Freddy, Sektor, Sonya etc. This variation will be used against those type of zoners, pick your moment, and move through the projectiles, or jump over them with enough reaction time whilst in this variation.
Lastly, his Noxious will be his go to variation, as why not use it in any other MU that you are getting free chip damage for. This will work against opponents that can't deal with his offence or pressure or knockdowns, and even better against characters that he can't escape their pressure without elbow dashing or sliding out of. Yes, it isn't great damage normally (1% every 1.5 seconds, could be 0.5%), but if you get a MB version out, you get what looks like 2%, and it lasts 5 seconds.
Im guessing Reptile's get off me move will be D1 or D4 linked into overhead claw, then MB cloud. And either way, Reptile players will be hammering D1 overhead claw like its chrisms, as this is MK, and mashing out special moves after pokes is a thing this community does, most players don't care about hit confirming the poke and maybe getting a string, most won't bother if they can get a safe special out from not hit confirming a poke.
Reptile right now, has two variations. Invisibility should be a standard move across all variations.
I honestly thought he would have a spit or forceball variation.
Just my thoughts.
well, I didn't want Sheeva or Shazam to suck but it happens. The point is speculation is fun, but an outright declaration that "x is going to be bad or useless or worthless" is completely insane at this point. Derek and Tyler (as much as I love them) are far from what we would call "good" and there's absolutely no guarantee that anything we're seeing now will be the same on day one.That's totally true, but some people are legitimate concern that their prefered variation could end being the worst, and want to get fun while getting more victories than losses; I guess that's why they want to bring the issue to the table.