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Creating an untechable combo.

RapZiLLa54

Monster Island Tournaments
In the lab some more just fooling around and discovered something that can be very useful vs a hand full of characters, especially non teleport characters.

JIP-122fastball-NJP 32 fastball. This is the only way I can get two fastballs to link in a combo without using meter for this setup.(NOTE YOU CAN ONLY DO THIS WITH NJP IN THE COMBO) Only 31% but what it does is sends your opponent full screen in which, regardless if they tech roll or not they are in the same spot. Now while this sounds incredible (and it is vs non teleporting characters) where it has a bit of a pit stop is vs teleporting characters.

As we know Reptile needs to get balls on the screen to be effective. So after the 32 fastball, do slowball. Now lets use scorpion for IE. If he teleports without a techroll, you'll be able to block, d4 into forceball for full combo, uppercut, whatever you want because you recover in time due to the meaty knockdown. Now if they techroll into wake up a regular slow ball isn't safe, you will be punished and depending on the character, punished hard.

But heres where the mind games come in with this set up. After the 32 fastball sending them full screen if you do EX fastball you will catch some teleporting characters out of their teleport regardless if its enhanced wake up or not if they DON'T tech roll. IE scorpion gets popped out as does sektor, leading to another 30% combo. Also doing the ex fastball make you safe against say a mileena in which you would most likely charge for her anyway.

Now if they do tech roll after the EX fastball you won't catch them, but you are now safe to block and depending on the teleporter (enhanced scorpion wake up you can instant uppercut or d4 acid hand. d4 fastball won't come out since you just used the ex fast :() Some teleporters arent even safe on their enhanced like Ermac, Smoke, Noob. So 1 bar for an exchange of full combo. Nice bait indeed.

What this set up basically recreates is the untechable grab he has that sends you full screen in which all of these sets up reapply but instead of 12% you did 28-31%.

Vs non teleporting characters this absolutely destroys them and now they have to find a way back in. The only non teleporting character on WAKE UP than can punish a slowball follow up is Baraka with EX blade charge (although I didn't test this vs NW yet). Sub Zero cant even use ex slide to catch this because he doesn't have armor throughout the entire move so hes getting reset.

I haven't tested this out in the field but so far I believe this has a lot of potential especially mixed in with all his other tech. Reptile has several different ways to end a combo and you have to be prepared for all of them.
 

RapZiLLa54

Monster Island Tournaments
reading this is super confusing, but im guessing "JIP-122fastNJP 32 fastball" the fast ball is acid hand right?
I apologize it should be JIP - 122fastball- NJP- 32 fastball. Two fast forceballs in one combo. The 2nd fastball will send the opponent fullscreen. So regardless if he tech rolls or not he is going to be in spot.

JIP-122fastball-NJP-32 acid hand only sends them 3/4 of the screen away.
 

Salad Petresky

Kombatant
Wait i see what you are saying now, i totally forgot the ability to knock someone out by using the same FB .I think this is good maybe against people like JC, sub zero, jax or tsang.
 

RapZiLLa54

Monster Island Tournaments
Laying down full screen vs reptile allowing him to get as much shit on the screen as possible? Yes, please lay down.
 

RapZiLLa54

Monster Island Tournaments
Reading some of the posts I think people are misunderstanding what this setup does.

The ex fastball follow up was merely to tell you, you have that option if you are sensing a wakeup attack. If the opponent just gets up to make their way back in, it isn't exactly the easiest of things to do especially if you don't have a teleport. This can really help us in the Sonya matchup.

You put a slow ball on the screen at full screen you now have a TON of options. The classic dash in JIP pressure/ you can dash into instant JK if expecting a jump over and they'll land on the slowball/ slowball>>fastball>>spit/ ex slowball into follow up of choice/Dash into ex dash/ slide for a low starter. I mean seriously TONS of options following 28-31% of damage as opposed to 12% off his throw.
 

RapZiLLa54

Monster Island Tournaments
EDIT:

Tested on both NW and JC if you actually back dash and throw out a forceball you'll catch both their EX shoulder and shadow kick as their armor deactivates similar to SubZeros slide.