THTB
Arez | Booya | Riu48 - Rest Easy, Friends
An idea of a thread I had that I think other good players should do, to get the info out there how to deal with their specific characters. I know...why teach people how to beat you? Simple...getting the knowledge about weaknesses of various characters out there so that not only do people get better at the matchup, but options open up that can extend over to other characters. In other words, it can help you learn about what your character excels at as well, their weaknesses, and what you can apply to help understand your character better. If you haven't noticed...characters like Kung Lao, Ermac, Cyrax, Raiden, etc, get so much flock because they are good and people just don't understand the weaknesses of said character...or wanna learn to. Well...might as well get it all out in the open.
Okay, let's get started. Obviously, Reptile is a great character. Great projectiles, good damage, relatively safe, great tricks and mind games, great mobility...just all-around a good character. How do you deal with this?
Answer is...you really can't. LOL I'm kidding, but seriously, Reptile is not without his flaws.
Projectiles - Obviously, you know about spit and forceballs. All very good. Spit travels fast, forceballs force the opponent to defend in some way or get hit for a combo. Really useful tools...if Reptile gets them on screen that is. One of the biggest issues with Reptile's projectiles are the startup. They are not that fast. If this were SF and projectiles clashed, it wouldn't be that bad...but since projectiles trade instead, this can cause issues. Because of this, it gets difficult to keep up in projectile wars if Reptile doesn't play it smart. Oftentimes, Reptile has to sacrifice life to get ahead in the zoning game...meaning he'll have to risk an unfavorable trade to get you to block so he can throw out his projectile before you. So, if you can play the keepaway game smart, you can really mess with Reptile.
Back to Corner - Yes, Reptile has EX dash. Little secret...Reptile's EX dash is not 100% safe on block. There is a small window after the first hit where, if you're crouch blocking, you can uppercut him. I'm not 100% sure if this works with everyone, but I know for certain Nightwolf, Kung Lao, Liu Kang, Johnny Cage, and whoever else has a fast uppercut pretty much stuffs him during it. This doesn't help that Reptile's normal dashes are so slow and lack range. So, in a sense, Reptile sorta has some trouble getting out of a corner without losing life. Add in the fact that it has no extra properties, and this is why getting cornered vs Sub-Zero SUCKS.
Wakeup - Reptile's wakeup consists of really only 1 option...slide. No, dash is not a wakeup attack. You will get stuffed for attempting it. But anyway, slide is his best option at wakeup...obviously it's unsafe as hell. Full combo on block from anyone. And if you do attempt to use EX dash and it doesn't get stuffed, crouch block STILL deals with it.
Air Control - Reptile cannot control the air all that well. Aside from well-placed projectiles and a pretty meh uppercut, characters who can play the air game give him trouble. Notable character is Cyber Sub-Zero.
Mobility - Reptile's normal dashes are slow, as mentioned above. They don't really travel far either. This really hurts him when he wants to advance, because he really only has the elbow dash to get around the screen fast, and obviously it has to be spaced so that it whiffs, which means from wherever it hits, it can work against you, as it's a full combo if blocked. If you can make it difficult for Reptile to advance, you're doing a good job!
High/Low Mixups - Reptile does have them, and they're safe, but outside the corner, there's no damage. 1221/12b1 only gets you so far...21% for a correct guess doesn't really win anything, and if it's blocked properly, they're pushed back too far to keep anything going. Of course you can do 122 xx forceball instead of 1221, but yeah...have it blocked and tell me you'll do it again lol. Acid hand/slide mixups suck because of fuzzy guard. This is particularly why 321 is his most optimal string...it actually does something when it lands. A good Reptile will not want to apply high/low mixups because the reward is just not there. So this makes blocking Reptile's stuff much easier.
I hope some of this stuff helps you guys out. Yes, Reptile is good. Yes dash pisses you off. Yes, 321 is the pain train when it lands. But Reptile, like any other character, has his problems. Bottom line, Reptile doesn't want to get knocked down, because he struggles to get away once he's on his back, and if he goes down on life before getting back to a comfortable position, he can struggle to come back, despite his tools, because the best ways to do so just don't net any damage outside the corner. Now that you know this...hopefully you guys can come up with better ways to handle him.
Okay, let's get started. Obviously, Reptile is a great character. Great projectiles, good damage, relatively safe, great tricks and mind games, great mobility...just all-around a good character. How do you deal with this?
Answer is...you really can't. LOL I'm kidding, but seriously, Reptile is not without his flaws.
Projectiles - Obviously, you know about spit and forceballs. All very good. Spit travels fast, forceballs force the opponent to defend in some way or get hit for a combo. Really useful tools...if Reptile gets them on screen that is. One of the biggest issues with Reptile's projectiles are the startup. They are not that fast. If this were SF and projectiles clashed, it wouldn't be that bad...but since projectiles trade instead, this can cause issues. Because of this, it gets difficult to keep up in projectile wars if Reptile doesn't play it smart. Oftentimes, Reptile has to sacrifice life to get ahead in the zoning game...meaning he'll have to risk an unfavorable trade to get you to block so he can throw out his projectile before you. So, if you can play the keepaway game smart, you can really mess with Reptile.
Back to Corner - Yes, Reptile has EX dash. Little secret...Reptile's EX dash is not 100% safe on block. There is a small window after the first hit where, if you're crouch blocking, you can uppercut him. I'm not 100% sure if this works with everyone, but I know for certain Nightwolf, Kung Lao, Liu Kang, Johnny Cage, and whoever else has a fast uppercut pretty much stuffs him during it. This doesn't help that Reptile's normal dashes are so slow and lack range. So, in a sense, Reptile sorta has some trouble getting out of a corner without losing life. Add in the fact that it has no extra properties, and this is why getting cornered vs Sub-Zero SUCKS.
Wakeup - Reptile's wakeup consists of really only 1 option...slide. No, dash is not a wakeup attack. You will get stuffed for attempting it. But anyway, slide is his best option at wakeup...obviously it's unsafe as hell. Full combo on block from anyone. And if you do attempt to use EX dash and it doesn't get stuffed, crouch block STILL deals with it.
Air Control - Reptile cannot control the air all that well. Aside from well-placed projectiles and a pretty meh uppercut, characters who can play the air game give him trouble. Notable character is Cyber Sub-Zero.
Mobility - Reptile's normal dashes are slow, as mentioned above. They don't really travel far either. This really hurts him when he wants to advance, because he really only has the elbow dash to get around the screen fast, and obviously it has to be spaced so that it whiffs, which means from wherever it hits, it can work against you, as it's a full combo if blocked. If you can make it difficult for Reptile to advance, you're doing a good job!
High/Low Mixups - Reptile does have them, and they're safe, but outside the corner, there's no damage. 1221/12b1 only gets you so far...21% for a correct guess doesn't really win anything, and if it's blocked properly, they're pushed back too far to keep anything going. Of course you can do 122 xx forceball instead of 1221, but yeah...have it blocked and tell me you'll do it again lol. Acid hand/slide mixups suck because of fuzzy guard. This is particularly why 321 is his most optimal string...it actually does something when it lands. A good Reptile will not want to apply high/low mixups because the reward is just not there. So this makes blocking Reptile's stuff much easier.
I hope some of this stuff helps you guys out. Yes, Reptile is good. Yes dash pisses you off. Yes, 321 is the pain train when it lands. But Reptile, like any other character, has his problems. Bottom line, Reptile doesn't want to get knocked down, because he struggles to get away once he's on his back, and if he goes down on life before getting back to a comfortable position, he can struggle to come back, despite his tools, because the best ways to do so just don't net any damage outside the corner. Now that you know this...hopefully you guys can come up with better ways to handle him.