Briggs8417
Salt Proprietor of TYM
Hey guys just wanted to take a minute and let you guys know about a couple of things I have been trying out in order to improve Reptile's oki game even more.
The first setup is done just off of your average 321 fb ender, however if your opponent has just been waking up and blowing up your sfb's, try throwing out a ffb. I have found that this works on a lot of the cast, and can give you a combo punish. Also you are still at the spacing to get a free dash whiff after if they should block it. Once people start respecting this option you can start using sfb's and getting free pressure, keeping the opponent respectful of your options.
The second one I have been using can actually be done off of an acid hand on hit. Whenever you hit the opponent with it, just follow up with a double dash into d4 acid hand. Depending on whether your opponent tech rolls or not, you can either end up crossing them up, or staying in front of them. Also, this is guarenteed to hit against all except they better wake ups in the game such as Ice Clone, Ex Cartwheel, Ex Hell Spike, KL Spin etc. This works very well against Mileena's who love to wake up Telekick, but it is susceptible to I think both normal and Ex roll so be careful. (Could blow up normal roll, not sure)
That's all I have for now, feel free to post below and tell me your guys' thoughts on these.
The first setup is done just off of your average 321 fb ender, however if your opponent has just been waking up and blowing up your sfb's, try throwing out a ffb. I have found that this works on a lot of the cast, and can give you a combo punish. Also you are still at the spacing to get a free dash whiff after if they should block it. Once people start respecting this option you can start using sfb's and getting free pressure, keeping the opponent respectful of your options.
The second one I have been using can actually be done off of an acid hand on hit. Whenever you hit the opponent with it, just follow up with a double dash into d4 acid hand. Depending on whether your opponent tech rolls or not, you can either end up crossing them up, or staying in front of them. Also, this is guarenteed to hit against all except they better wake ups in the game such as Ice Clone, Ex Cartwheel, Ex Hell Spike, KL Spin etc. This works very well against Mileena's who love to wake up Telekick, but it is susceptible to I think both normal and Ex roll so be careful. (Could blow up normal roll, not sure)
That's all I have for now, feel free to post below and tell me your guys' thoughts on these.