Because slide can be fuzzy guarded and fully punished compared to acid hand which even though it's blocked it isn't gonna be punished.Acid hand hits 8/10 online.
Remember, its at the beginning of the match. Higher level players know to block high.
Why is slide not recommended? I know its punishable, but aside from that, it seems alright.
Treadmill @Rapzilla Whoever else because I'm on my phone so it's hard to do long posts.Hi,
Im an Ermac/CSZ player and Im thinking of picking up Reptile. Instead of starting a whole new thread I figured I'd post my nooby questions here
1. What are his standard BnBs.
2. What are the most damaging combos for situations (midscreen, corner, air-to-air punch, NJP)
3. What are the dos and donts when playing him (like what are mistakes new players tend to do)
4. What is a good pressure string?
5. Does he have mind games? If so, what?
That's all I can think of for now,
Cheers!
PS 6. Which pack do I need to download to get his classic costume?
1. His corner combo is 321, Elbow dash, njp, 4, Fast forceball, 321, slow forceball, 321 slideI've also got a couple of questions.
1) What is the corner combo after 3,2,1 hits?
2) Do you recommend doing 2,f+3,1+2 to end combos? If so, what are the follow ups?
3) Can any high level Reptile player shorty comment on Reptile vs. Smoke and Reptile vs. Kabal, but especially the former?
Thanks.
Hi,
Im an Ermac/CSZ player and Im thinking of picking up Reptile. Instead of starting a whole new thread I figured I'd post my nooby questions here
1. What are his standard BnBs. See the combo thread
2. What are the most damaging combos for situations (midscreen, corner, air-to-air punch, NJP) Again, see the combo thread
3. What are the dos and donts when playing him (like what are mistakes new players tend to do) Dash to much
4. What is a good pressure string? 3-32-321-321 acidhand
5. Does he have mind games? If so, what? He has a lot of combo enders, like 321 slowball, 321 invis, 321 dash. Play around with it.
That's all I can think of for now,
Cheers!
PS 6. Which pack do I need to download to get his classic costume?
I've also got a couple of questions.
1) What is the corner combo after 3,2,1 hits? 321, Elbow dash, njp, 4, Fast forceball, 321, slow forceball, 321 slide
2) Do you recommend doing 2,f+3,1+2 to end combos? If so, what are the follow ups? If you master getting the reset to get closer to your opponent your best follow up is 321 or if you're unsure EX dash is nice.
3) Can any high level Reptile player shorty comment on Reptile vs. Smoke and Reptile vs. Kabal, but especially the former?
Smoke is 5-5 just you can't use forceballs much because he can teleport on reaction. Reptile vs Kabal IMO is pretty even. You completely eliminate his iagbs and f3 hops over saw blade. You want to be at full screen as much as you can. As for NDC, use EX dash to get out or uppercut his ass. Abuse your low hit box in this matchup.
Thanks.
perfect imma get started on it321-dash-njp-32 fastball-slowball-321-slide is his main meterless BnB
Also keep in mind doing ffb first in combos does more damage but starting with slow allows you to end combos with a slow for pressure which is why I'm sure Mr. Showtime has posted it that way.Main meterless bnb. 321 elbow dash njp sfb 32 ffb 321 ender of ypur choice. Best midscreen meterless combo for reptile
I'm almost positive that in this particular combo the damage is the same percentage regardless if you start with slow or fast.Also keep in mind doing ffb first in combos does more damage but starting with slow allows you to end combos with a slow for pressure which is why I'm sure Mr. Showtime has posted it that way.
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I like this. I think you are right on about d4. It grants good advantage and to often us reptiles just cancel into a special.A couple ideas here...let me know how you guys feel about them.
-Using a raw d4. If it hits you're +12 so your opponent is forced to block f2 afterward. It's neutral on block so you can set up elbow dash shenanigans or other footsies. I feel like raw d4 should be used more often than any d4 into special of choice.
-Possible forward throw trap:
After doing a forward throw you can quickly elbow dash to reverse the opponent's wake up inputs. *I'm pretty sure you can throw them again before they have a chance to escape by jumping, crouching, etc.*
The opponent's only options are to do a reverse wakeup attack, stay grounded or tech the throw. You can keep looping this trap until your opponent decides to escape. If you read that your opponent is going to try to do a reverse wakeup/stay grounded/tech the throw, you can simply do a forward throw into f2~acid hand/f2~ex forceball instead.
^Basically the mix up after a forward throw is..... Will Reptile elbow dash into another throw? Or will he use f2?
I hope that makes sense, but I'll record a video later to clear things up. The best part of this trap is that it moves your opponent closer to the corner, which I'm starting to realize is a big deal for Reptile
Lol, well I know for certain you can't jump to escape the f2. Lots of Reptile players have been using that follow up for a long timeI think you can jump away from the f2 follow up. I'll have to try this forward throw crap into dash for ward throws, sounds cheesy as fuck lol
Probably online lag then. Why would you use f2 when you can just use 3?Lol, well I know for certain you can't jump to escape the f2. Lots of Reptile players have been using that follow up for a long time
Better reachProbably online lag then. Why would you use f2 when you can just use 3?
Dang it's too bad I don't play online very often. Trust me with this, I always test stuff before I confirm itProbably online lag then