Okay, for those trying to balance out Reptile, here's the perfect way to do it.
-Remove Invisible Forceball: This one is a given. No explanation necessary.
-Allow opponents to techroll near immediately after being hit with elbow: This one solves 2 problems in one...Reptile building meter and messing with wakeup for hitting you, and being able to punish you with elbow, putting himself in the corner, and then dashing to get out. Of course, this change makes Sub vs Reptile a little bit more difficult, since this change makes using elbow on a cornered Sub not even remotely worth it. But it does fix a problem without adding on layers upon layers of other problems.
-Add recovery frames to elbow on block: SYKE NAH! Really, you guys can't react to 21 frames of blockstun? Watch Tom Brady vs Arturo at EVO. WATCH IT. No really, watch it. Then come back to me and go "Add recovery frames". I will proceed to laugh if you do. But seriously, 21 frames of blockstun combined with 36 recovery frames. IF YOU CAN'T REACT WITH A JAB, STOP PLAYING FIGHTING GAMES.
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-No other changes: Yeah, I'm being serious...no trolling. Really, Reptile is fixed after the two actual changes. You have to fundamentally change him in order to make him any more "balanced" and that's something you really don't wanna do in a fighting game. Change those two things, and he's relatively the same, with less "cheese", as some of you want to put it.
Elbow is punishable by every character's jab in a non-doujin-style game where characters can get like 20-30% for landing one. And the window for most characters is, at the worst, a 5-frame window. A 5-frame window, at worst, for punishing a move you generally will have about 27 frames before you can react to (6 frames to trigger 21 frames of blockstun) is VERY easy to deal with. You seriously have to have terrible reaction and timing NOT to be able to. That's why elbow has been untouched thus far.
There are a couple of problems with Elbow Dash in general:
1. Fastest move which gives Reptile one of the best mobility in the game.
2. Again fastest move which allow interrupts/reversals with 11%/23% damage as a bonus, compared to everyone’s 3% (excluding Raiden/Kung of course).
3. Allows decent free meter building and great mix-ups.
4. And of course one of the hardest move in the game to punish, due to subtle blocked animation, fast animation of the move and really small punish window.
Let’s expand on punishing Elbow and all related problems a bit:
__1. Everyone omit the fact that MK is not Tekken, GG or MvC and you need to actually release the block button and AFAIK can not buffer any move while blocking, which detracts frames from your punish window(s) (of course if you're not a robot).
Ok, elbow dash is -15 on block, most jabs are 9-10, and thus you have 5-6 frames to punish. Typical human has 0,2 seconds reaction time in ideal environment and 5-6 frames is 0,1 seconds. Detract additional 1-2 frames because of block release and we got even less than 0,1 seconds. Catch my drift?
Ok the move itself is 21, however it does not change the fact that you still need to distinguish blocked or wiffed Elbow Dash just for 0,1 second – which is impossible and complete guessing which allows Reptile escape punish much more than needed (not to mention pressure or full combo for Reptile if op guesses wrong).
__2. The second biggest problem of Elbow Dash is match ups disparity - easy example:
You managed to block punish reptile Elbow but your character’s most efficient combo does not start with the jab, thus you need to settle for less damaging one, while other particular chars can do their most damaging combos in this situation.
I.e. this situation represents match up imbalance caused by one single move, moreover which is easily fixable without any substantial consequences for Reptile:
Add recovery frames for Elbow Dash on block.
What will it change for Reptile players game-play/combo wise? Nothing.
Will Reptiles lose more because of the more consistent Elbow Dash punishing? Probably.
Is it justified to lose because of the blocked full combo punishable move? Yes.
As for other ‘balance’ suggestions:
I don’t think that reducing character individuality by adding cool down or allowing to instant tech roll (which may deny lizard-like back and forth Elbow dash movements) after Elbow dash on hit is a good thing for the game. We already lost Smoke OTG and soon Cyrax will lose most of his combo-ability. Enough is enough.
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