Seapeople
This one's for you
I've found some new set ups that should improve Reptile's corner game.
Any feedback, comments, criticism, etc would be really helpful
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Set up #1: "The Corner Escape"
The basic idea of this setup is to put space between yourself and the opponent while leaving Reptile at advantage for a variety of follow ups.
Using a corner escape does 4-5% less than the normal BnBs.
Here are three ways you can do it:
-Right corner specific:
jip 321 elbow dash, njp, 4 ffb, 321 sfb...regular dash to put yourself in the corner, then elbow dash out as they are still falling.
-Left corner specific:
jip 321 elbow dash, njp, 4 ffb, 321 sfb, njp...double elbow dash to escape the corner.
*Note: When escaping the corner, the second elbow dash must be slightly delayed or else you will put yourself in the corner.
-Reptile's reset (2f31+2) isn't blocked:
If for some reason your opponent doesn't block the reset combo, you can double elbow dash to escape the corner and still be at huge advantage for a follow up of choice. This works on both corners of the arena, but I wouldn't suggest ever attempting the reset on the right side corner.
Set up #2: "The Splat Set Up...Corner Edition"
The splat set up just got even better
jip 321 elbow dash, njp, 4 ffb, 321 sfb, njp = 41%
After finishing this combo, quickly dash backward. At this point you have a variety of options available, both safe & risky. These options can be divided into a couple categories:
-Splat Invisibility:
You can splat into invisibility and decide whether to pressure or bait a wake up. You can also splat into standing 1, then quickly go invisible and still have time to block any wake up attack.
-Splat OTGs:
After splatting the opponent and dashing backward, you can use 1221...The first two hits will whiff and the third hit will OTG. This can of course be stopped by wakeup attacks, but you can bait every wakeup by using 12 and then blocking.
This idea leads into a ton of OTG mix ups:
-(12)21
-(12)2~acid hand
-(12)b1
-(12)2~slide
-(12)2~invisibility
-(12), throw: Can be useful once the opponent respects your other follow ups
-(12), block & bait a wakeup
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I'd like to devote the last section of this post to character specific set ups. What are the best ways to approach each character? (This section will probably be edited a lot)
Mileena:
-Corner escape into full charged ex slow forceball. Every single wakeup Mileena can use will cause her to land on the forceball. If she chooses not to wakeup, you can walk behind the forceball and get a deep jumpkick into more pressure. Mileena's options to avoid the deep jumpkick are very limited.
-Reset. If Reptile doesn't have meter for an ex forceball, Mileena becomes very dangerous on wakeup. The best scenario is to use the reset to avoid her wakeups altogether.
Smoke:
-Splat Invisibility into d4. Using splat invis into d4 allows Reptile to punish all of Smoke's wakeups except smoke away. If you predict smoke away, don't use d4 and punish it accordingly. Splat into ex invisibility is extremely safe against Smoke. Once he learns not to wakeup, you can start using Splat OTGs instead.
Sektor:
-Splat Invisibility into d4. Sektor is absolutely free in the corner. Splat invis into d4 stops his flamethrower & regular teleport. If he uses ex teleport Reptile's d4 will cause it to whiff, leaving Sektor open to be whiff punished by an elbow dash. Splat into ex invisibility is extremely safe against Sektor. Once he learns not to wakeup, you can start using Splat OTGs instead.
Scorpion:
-Corner escape and walk backward. Walking backward after a corner escape will give you time to punish an ex teleport with d4~forceball, or whiff punish a leg takedown with f2~forceball.
Liu Kang:
-Corner escape into crouch block. Reptile can punish all of Kang's wakeups by crouch blocking after a corner escape. If Kang parries, you can dash back in and d4. If Kang uses low fireball, you will block and be at advantage. If Kang whiffs his flying kick, you can elbow dash in and punish with f2~forceball.
-Reset. Liu Kang's zoning can be tough to handle as a Reptile player. If you don't feel like you can counterzone him after a corner escape, the reset is always another option.
Sub Zero:
-Splat OTGs. Using Splat OTGs against Sub Zero will cause his ice clone to whiff, granting you a full combo. This is especially useful when Sub Zero has no meter because he can't wake up ex slide to put you in the corner.
-Corner escape into ex slow/ex fast forceball. Sub Zero struggles to cope with Reptile's zoning ability. Using an ex fast forceball will grant you a full combo if he tries to wake up ice clone. Using an ex slow forceball will give you a bigger zoning advantage. You can also use a regular slow/fast forceball, but keep in mind that these can be punished by a wake up ex slide. Be very cautious once you start zoning Sub Zero here. One bad trade with a freeze or ex slide will put you in the corner.
Kabal:
-Corner escape into ex slow forceball. Being up close against Kabal's wakeup options isn't the safest choice. Using a corner escape into ex slow forceball punishes all of Kabal's wakeups except ex nomad dash, which you will still have time to block. If you can't afford to spend meter on the forceball, you can corner escape into invisibility or a regular forceball instead.
Any feedback, comments, criticism, etc would be really helpful
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Set up #1: "The Corner Escape"
The basic idea of this setup is to put space between yourself and the opponent while leaving Reptile at advantage for a variety of follow ups.
Using a corner escape does 4-5% less than the normal BnBs.
Here are three ways you can do it:
-Right corner specific:
jip 321 elbow dash, njp, 4 ffb, 321 sfb...regular dash to put yourself in the corner, then elbow dash out as they are still falling.
-Left corner specific:
jip 321 elbow dash, njp, 4 ffb, 321 sfb, njp...double elbow dash to escape the corner.
*Note: When escaping the corner, the second elbow dash must be slightly delayed or else you will put yourself in the corner.
-Reptile's reset (2f31+2) isn't blocked:
If for some reason your opponent doesn't block the reset combo, you can double elbow dash to escape the corner and still be at huge advantage for a follow up of choice. This works on both corners of the arena, but I wouldn't suggest ever attempting the reset on the right side corner.
Set up #2: "The Splat Set Up...Corner Edition"
The splat set up just got even better
jip 321 elbow dash, njp, 4 ffb, 321 sfb, njp = 41%
After finishing this combo, quickly dash backward. At this point you have a variety of options available, both safe & risky. These options can be divided into a couple categories:
-Splat Invisibility:
You can splat into invisibility and decide whether to pressure or bait a wake up. You can also splat into standing 1, then quickly go invisible and still have time to block any wake up attack.
-Splat OTGs:
After splatting the opponent and dashing backward, you can use 1221...The first two hits will whiff and the third hit will OTG. This can of course be stopped by wakeup attacks, but you can bait every wakeup by using 12 and then blocking.
This idea leads into a ton of OTG mix ups:
-(12)21
-(12)2~acid hand
-(12)b1
-(12)2~slide
-(12)2~invisibility
-(12), throw: Can be useful once the opponent respects your other follow ups
-(12), block & bait a wakeup
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I'd like to devote the last section of this post to character specific set ups. What are the best ways to approach each character? (This section will probably be edited a lot)
Mileena:
-Corner escape into full charged ex slow forceball. Every single wakeup Mileena can use will cause her to land on the forceball. If she chooses not to wakeup, you can walk behind the forceball and get a deep jumpkick into more pressure. Mileena's options to avoid the deep jumpkick are very limited.
-Reset. If Reptile doesn't have meter for an ex forceball, Mileena becomes very dangerous on wakeup. The best scenario is to use the reset to avoid her wakeups altogether.
Smoke:
-Splat Invisibility into d4. Using splat invis into d4 allows Reptile to punish all of Smoke's wakeups except smoke away. If you predict smoke away, don't use d4 and punish it accordingly. Splat into ex invisibility is extremely safe against Smoke. Once he learns not to wakeup, you can start using Splat OTGs instead.
Sektor:
-Splat Invisibility into d4. Sektor is absolutely free in the corner. Splat invis into d4 stops his flamethrower & regular teleport. If he uses ex teleport Reptile's d4 will cause it to whiff, leaving Sektor open to be whiff punished by an elbow dash. Splat into ex invisibility is extremely safe against Sektor. Once he learns not to wakeup, you can start using Splat OTGs instead.
Scorpion:
-Corner escape and walk backward. Walking backward after a corner escape will give you time to punish an ex teleport with d4~forceball, or whiff punish a leg takedown with f2~forceball.
Liu Kang:
-Corner escape into crouch block. Reptile can punish all of Kang's wakeups by crouch blocking after a corner escape. If Kang parries, you can dash back in and d4. If Kang uses low fireball, you will block and be at advantage. If Kang whiffs his flying kick, you can elbow dash in and punish with f2~forceball.
-Reset. Liu Kang's zoning can be tough to handle as a Reptile player. If you don't feel like you can counterzone him after a corner escape, the reset is always another option.
Sub Zero:
-Splat OTGs. Using Splat OTGs against Sub Zero will cause his ice clone to whiff, granting you a full combo. This is especially useful when Sub Zero has no meter because he can't wake up ex slide to put you in the corner.
-Corner escape into ex slow/ex fast forceball. Sub Zero struggles to cope with Reptile's zoning ability. Using an ex fast forceball will grant you a full combo if he tries to wake up ice clone. Using an ex slow forceball will give you a bigger zoning advantage. You can also use a regular slow/fast forceball, but keep in mind that these can be punished by a wake up ex slide. Be very cautious once you start zoning Sub Zero here. One bad trade with a freeze or ex slide will put you in the corner.
Kabal:
-Corner escape into ex slow forceball. Being up close against Kabal's wakeup options isn't the safest choice. Using a corner escape into ex slow forceball punishes all of Kabal's wakeups except ex nomad dash, which you will still have time to block. If you can't afford to spend meter on the forceball, you can corner escape into invisibility or a regular forceball instead.