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Reptile Strategy Guide

RollTide8569

Apprentice
Reptile:

Our reptilian friend is located this time almost at the top of the MK4 chart. He can be number one if played right if not were by Scorpion. His invisibilty, the super krawl move and his wpn make him god tier. Both of his throws are excellent but they dont allow for trap setups.

His normal moves are fast. They resemble Reikos ones. His Lk feels a bit longer and faster than everyone else so is good to keep at bay the opponent. His Hk isnt that good as an aa. Crouched Hk is that ugly Hk starter that some characters share. His RH is very slow and his sweep is normal. His Hp and Lp are normal too.

His acid spit is a very slow proyectile wich can leave you open if blocked close. Dont pay attention to his appereance, it seems like every little bubble does damage but no. It can be easily jumped or even avoided using the 3D movement. It does little damage and can be used on chains or Juggles but there are better options. Rayden and Scorp can punish it very easily. Its possible to add it in a combo like HK, HK, Acid Spit and it can be completely unblockable but its very very difficult and the timing for this seems completely random so never use it.

The Dash Punch is a slow attack that has a lot of start up and recovery even if whiffed. Still it can be comboed. It does lots of damage and if conected well it scores 2 hits and do more damage. Even in Juggle situations it can hit twice but its hard to acomplish. Its useful and very damaging in basic ground chains like: HpHpHkHk, Dash Punch. There are two threats about this move: first i can often whiff for some reason which leads you opened for a punisher, and two - even if you hit watch out for wakeups from the opponent because of its slow recovery time, still there is nothing wrong to spam this move whenever you get the change.

The Super Krawl is a quick and useful move. If hits, it puts the foe into juggle stat, similar to Mileenas roll. Its perfect as an anti crossup like the Kabal spin dash. After it you can do some neat stuff. It has a limit of 4 hits and a small time limit. you can do it after a pop up (hphk d + hp) aahp, super krawl. If you take the time, you can learn to hit with it at a point that the foe will be pop to the other side wich is perfect for us so we can do more damaging combos after it like: early SUJK, Hk dash punch or draw wpn. If blocked it must be punished by a knee combo, otherwise everithing will miss. You can catch an unsuspecting foe and get a free uppercutt or even a combo. It serves as a transportation move too but watch the distance. Also its an AMAZING setup/transport whatever you want it while you are invisible. Another strat is after the krawl move when it flips the opponent to you just fuck up the opponent's block position and go for LK throw - one of the most damaging ones into MK4 and go Invisible. I will go more deep into it while reviewing the invisible move.

Invisibility is a move carried from previous MK games. This time, the transiton is VERY slow. In fact, is so slow that you can almost only go invisible in 3 or 4 situations. Dont try it during rushdowns or chains because you will get killed. Use it after a pop up aaHp x 2, then invisible. After a super krawl or an Lp weapon is excellent too. Once you are invisible, the game transforms itself into a terror fest. You can do so broken shit as you wish, for example: run like mad with Lp and your foe that dont know where you are will try to escape jumping/crossover wich means a free krawl. If he blocks, opt for blocked chains that end on sweeps or HpHkLk Acid Spit. try not to jump too much because here jumps are easily scoutable. Try to land in front of your foe to trick his block. Early SUJK works well here to and if you miss you can lant with a knee combo or Lk throw. Also you can bait moves like Reikos flip kick, Scorp tlpt punch or Subs slide to name a few. the best option for the defender is to crouch Lk or to stick a single standing Lp when you think you have scouted him. Always hold back to prevent being throwed. For me personaly if i am invisible the 3d stepping + krawl move is a nightmare for the opponent. Mix this shit with LP jabs and you will take advantage even against Tanya. LP pressure finished with lk, step out, jump back, krawl or wait for opponent because they will often jump or run into you and etc. There are so much individual scenarios while you are invisible that they will just came into your mind while you are playing and it will be too long to list all variations.

Reptiles wpn is the battle axe. It could be the 2nd best wpn fighting it out with Jarek's knife. All of his attacks are useful. Standing Hp is a quick swipe that can be used as an aa or simply to poke attacks from afar. His reach is enourmus. B + Hp is a spinning attack wich can score up to 3 hits if you hold the button long enough and also you can move while spinning. Keep in wind that if blocked it gets a little pushback and also if you hit with it in the corner of if you score the 3 hits on the ground. Since it can be whiffed if you only tap Hp, you can set up several rushdown traps like Hk B + Hp whiff then repeat or if you see an opening Hk lP and then... The deadly Lp attack is THE BEST attack between all weapons. Is an excellent aa and keep away. but his most deadly property is that it can be cancelled with ANY other attack being normal or special. You can cancel it even with the 3D maneuver or wit block. You can cancel it even if it doesnt hit so it make it a treat for Reiko, Sub, Liu or Jax who can punish blocked wpn attacks. But here comes the best part. Since you can cancel the Lp with Block you can setup the Reptile INFINITE combo. To acomplish it is simple. After you hit with it (aa or ground) just tap Block and then Run and do another Lp attack and then repeat until the Max Dam appears or if off...til death. Even with the max dam on it does easy 45%. Keep in mind that if you miss you still can cancel with block to prevent being countered. Once you learn the timing it will be no prob for ya to do it even while you are invisible. Also it was known that its c2c (corner to corner) infinite BUT it can be done as real infinite. If you get your opponent too high you run under them and LP Weapon Attack them in their back, which will make you to stay at one place on the arena without moving much. This is deadly if you play with maximum damage turned off.

Note: In arcade is a little difficult to acomplish it in certain areas because the game slowsdown badly with all the blod on screen at the same time and that. to get it, you just have to tap TWICE each button just to ensure that the block cancel works and the Lp comes out. This was fixed on console versions.

Reptile Infinite Example

To beat reptile you simply have to choose tanya or Scorp...Not really. Just try to capitalize on mistakes like doing wrong invisible patterns or jumping. His jumping attacks arent that good so you can easily aa Juggle him. Punish his sweeps and be very carefull when he begins his rush with whifed spinning wpn. Dont try to crouch Lk him when he does this cause the block stun it does will prevent you to hit him.

What to say if you play with maximum damage off... well draw the weapon and just win the round lol.

Basic Juggles:

  1. HP, HP, HK, HK, Crawl, Dash Punch (7 Hits, 38%)
  2. HP, HK, D+HP, aaHP, Crawl, aaLP, Dash Punch (7 Hits, 29%/35% if Dash Punch hits twice)
  3. (With Weapon) HK, LP, LP, Crawl, Dash Punch (5 Hits, 35%)
Advanced Juggles:

There are not much to write here. Draw the Weapon and do as much as possible LP Weapon Attacks, otherwise just use the basic juggles - its all you need.

Punishers:

  1. aaHPx2, Crawl, aaLP, Crawl, Dash Punch (6 Hits, 36%/41% with SUJK, Roll) Video!
  2. SUJK, HK, Roll, Dash Punch (4 Hits, 39%)
  3. Weapon LP Inf lol