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Reptile Technology Explored (Old and New Tech)

XxXAntiJoshXxX

Herpetologist - The Study of The Reptillian
I have created this thread to showcase Reptile's Technology that has been found in the past few months. This guide will be updated when I complete each part and will show what your opponent can do against your tech and how you can counter act what they do.


Edits:
6/02/12:
Created Thread.
6/13/12:
Added New info to Splatter Combo Enders.
Added 1, 2, Invisibility, Elbow Dash, Combo Ender.
6/14/12:
Added Table of Contents.

Table of Contents:
  1. Splatter / Slam Dunk Combo Ender
    A. Slow Force Ball At End
    B. Fast Force Ball At End
    C. Triple Elbow Dash At End
  2. 1, 2, Invisibility, Elbow Dash Combo Ender
I will first start off with The Splatter /Slam Dunk Combo Ender because this has been my favorite Combo ender to use for the past few months. I will show ( RapZiLLa's) Version and my Versions.

Splatter Combo / Slam Dunk Combo Ender

Video Showing Each Version:

Version 1: Slow Force Ball At End
Basic Combo: 3, 2, 1, Elbow Dash, NJP, 3, 2, Slow Force Ball, Fast Force Ball, NJP
(Must End Combo With Fast Force Ball)
Then While Opponent is Splattered on The Ground Throw Out a Slow Force Ball.

Difficulty: Medium
Style: 4 Stars
Advantages:
Does not Make you commit to anything and allows you to throw some Projectile Pressure onto the screen. Very Safe Compared to lots of other Combo Enders. Builds Meter If Opponent blocks the force balls.
Disadvantages:
Opponent can Jump Over Slow Force Ball and use the invincibility frames of his wake up attack to absorb the force ball.
Practicality: Very Useful Due to Safeness

Opponent's Options vs Your Options:

Gets Up Normal or Blocks:
Option 1: Throw out a Fast Force Ball
Option 2: Throw out some Acid Spit
Option 3: Go Invisible and Rush or Zone
Option 4: Dash In
Wakes Up:
Option 1: Block Then Punish
Option 2: Throw out Fast Force Ball
Option 3: EX-Slide
Tech Rolls:
Option 1: Throw out a Slow Force Ball
Option 2: Throw out some Acid Spit
Option 3: Go Invisible and Rush or Zone
Option 4: Dash In
Tech Rolls Then Wakes up (Depends on Type of Wake up):
Option 1: Throw out a Fast Force Ball
Option 2: Go Invisible and Zone
Option 3: Dash In Then Block and Punish
Option 4: Block Then Punish or Zone
Stays On Ground (Late Recovery):
Option 1: Throw out a Fast Force Ball
Option 2: Throw out some Acid Spit
Option 3: Go Invisible and Rush or Zone
Option 4: Dash In

Version 2: Fast Force Ball At End
Basic Combo: 3, 2, 1,Elbow Dash, NJP, 3, 2, Fast Force Ball, Slow Force Ball, NJP
(Must End Combo With Slow Force Ball)
Then While Opponent is Splattered on The Ground Throw Out a Fast Force Ball.


Difficulty: Medium
Style: 4 Stars
Advantages:
Does not Make you commit to anything and allows you to throw some Projectile Pressure onto the screen. Very Safe Compared to lots of other Combo Enders. Builds Meter If Opponent blocks the force balls.
Disadvantages:
Opponent can use the invincibility frames of his wake up attack to absorb the force ball.
Practicality: Very Useful Due to Safeness

Opponent's Options vs Your Options:

Gets Up Normal or Blocks:
Option 1: Throw out a Slow Force Ball
Option 2: Throw out some Acid Spit
Option 3: Go Invisible and Rush or Zone
Option 4: Dash In
Wakes Up:
Option 1: Block Then Punish
Option 2: Throw out EX- Slow Force Ball
Option 3: EX-Slide
Tech Rolls:
Option 1: Throw out a Slow Force Ball
Option 2: Throw out some Acid Spit
Option 3: Go Invisible and Rush or Zone
Option 4: Dash In
Tech Rolls Then Wakes up (Depends on Type of Wake up):
Option 1: Throw out a Slow Force Ball
Option 2: Throw out EX- Slow Force Ball
Option 3: Go Invisible and Zone
Option 4: Dash In Then Block and Punish
Stays On Ground (Late Recovery):
Option 1: Throw out a Slow Force Ball
Option 2: Throw out some Acid Spit
Option 3: Go Invisible and Rush or Zone
Option 4: Dash In
Tries to Poke Out:
No Opponent Would Try this because you are not Rushing Down

Version 3: Triple Dash At End
Basic Combo: 3, 2, 1,Elbow Dash, NJP, 3, 2, Fast Force Ball, Slow Force Ball, NJP
Then While Opponent is Splattered on The Ground Triple Elbow Dash, Then Normal Dash Towards them.

Video Example of The Most Common Situations:

Difficulty: Medium
Style: 5 Stars
Advantages:
There is a solution to everything your opponent tries to do. The Success of this Combo ender is based off of reading what your opponent will do next.
Disadvantages:
Only safe if you guess correctly what your opponent will do next.
Practicality: Very Useful

Opponent's Options vs Your Options:

Gets Up Normal or Blocks:
Option 1: Throw Them.
Option 2: Down 4, Acid Hand. (Does not require you to normal Dash after the Triple Elbow Dash)
Option 3: Block String (3,2,1, / 1,2,2,)
Wakes Up:
Option 1: Down 3 (To Try and Beat out their Wake up)
Option 2: Block and Punish With Full Combo
Option 3: Use EX-Slide to Beat out Their Wake up Attack
Tech Rolls: (Opponent will Roll Right Next to you so you do not need to Normal Dash towards them after you triple Dash)
Option 1: Throw Them.
Option 2: Down 4, Acid Hand
Option 3: Block String (3,2,1, / 1,2,2,)
Tech Rolls Then Wakes up: (Opponent will Roll Right Next to you so you do not need to Normal Dash towards them after you triple Dash)
Option 1: Down 3 (To Try and Beat out their Wake up)
Option 2: Block and Punish With Full Combo
Option 3: Use EX-Slide to Beat out Their Wake up Attack
Stays On Ground (Late Recovery):
Option 1: Down 3 (To Pick Them up off the Ground), Then Throw, or go into a Block String.
Tries to Poke Out (Down 3 / Down 4):
Option 1: Down 3 (To Try and Beat out their Poke or Just Counter Poke Them)
Option 2: Use EX-Slide to Beat out Their Poke

Notes:
1. The Timing of Your Third Elbow Dash Manipulates Where your Opponent Will Roll if They Tech Roll.
2. These Strategies are for The General Wake Up Options that the cast has and Keep in mind that Certain Characters like Kabal can Wake Up EX-NDC into another special move like Buzz Saws.
3. Opponent can jump out of slow ball follow ups so try to mix up between sending out another projectile and elbow dashing in to catch them with a combo while they are jumping over the force ball.

1, 2, Invisibility, Elbow Dash, Combo Ender
Basic Combo: 3, 2, 1,Elbow Dash, 1, 2, EX- Fast Force Ball, Slow Force Ball, 1, 2, Invisibility, Elbow Dash.
Video Example of The Most Common Situations:

Difficulty: Medium
Style: 4 Stars
Advantages: Opponent rolls next to you and you can Block instead of Elbow Dash to Punish Wake up Attacks.
Disadvantages:
1. Opponent can stay on Ground to avoid Pressure (Opponent can still get picked up with Down 3)
Reptile Player has to adjust to if an opponent is going to Tech Roll and Wake up or Just Wake up
2. (If Opponent Tech Rolls and Wake Up Attacks The Reptile Player must Elbow Dash then Block, If Opponent Just Wake Up Attacks The Reptile Player Must Just Block After going Invisible)
*Although Sometime Opponent will wake up facing the wrong way making Reptile safe and the player can Punish with an Elbow Dash.
Practicality: Useful, but not if opponent expects it.

Opponent's Options vs Your Options:

Gets Up Normal or Blocks:
Option 1: Throw Them.
Option 2: Down 4, Acid Hand.
Option 3: Block String (3,2,1, / 1,2,2,)
Extra Options:
Option 4: EX- Slide
Option 5: Down 3, Then Block String or Throw
Wakes Up:
(Sometimes Opponent Will Wake up On The Wrong Side making it even safer for Reptile)
Option 1: Block and Punish With Full Combo
(To ensure that you can block the Wake up Attack do Not Elbow Dash After Invisibility. Just block right after you go Invisible)
Option 2: Use EX-Slide to Beat out Their Wake up Attack
Extra Options:
Option 3: Down 3 (To Try and Beat out their Wake up)
[Beats Nightwolf's Shoulder Special]
Option 4: If Opponent Wakes up attacking the opposite way as Reptile you can Elbow Dash to Punish them.
Notes: If You Are Facing A Character Like Kung Lao Do Not Dash After The Invisibility If You Think They Will Wake Up Attack With a Spin Because You Will Not Have Enough Time To Block It After The Elbow Dash. The Safest Way To Beat It is To Just Block After You Become Invisible And Then If They Wake Up With A Spin You Can Punish It With An Elbow Dash Or Full Combo.
Tech Rolls:
Option 1: Throw Them.
Option 2: Down 4, Acid Hand
Option 3: Block String (3,2,1, / 1,2,2,)
Tech Rolls Then Wakes up:
Option 1: Block and Punish With Full Combo
Option 2: Use EX-Slide to Beat out Their Wake up Attack
Extra Options:
Option 3: Down 3 (To Try and Beat out their Wake up)
[Beats Nightwolf's Shoulder Special]
Stays On Ground (Late Recovery):
Option 1: Down 3 (To Pick Them up off the Ground), Then Throw, or go into a Block String.
Tries to Poke Out (Down 3 / Down 4):
Option 1: Down 3 (To Try and Beat out their Poke or Just Counter Poke Them)
Option 2: Use EX-Slide to Beat out Their Poke

Notes:
1. Sometimes Opponent Will Wake up On The Wrong Side making it even safer for Reptile because the character will be attacking the opposite way as Reptile making Reptile completely safe.
2. These Strategies are for The General Wake Up Options that the cast has and Keep in mind that Certain Characters like Kabal can Wake Up EX-NDC into another special move like Buzz Saws.
 

Deadly Torcher

King Dingaling
Yeah its shit, I play online alot & hit the 321 dash njp constantly but if I go into the lab, I can't hit it for shit. Im so use to online now.
 

RapZiLLa54

Monster Island Tournaments
Awesome man! Splat set up for life! Only thing you left out as options your opponent has is they can jump out of slow ball follow ups.
 

XxXAntiJoshXxX

Herpetologist - The Study of The Reptillian
Awesome man! Splat set up for life! Only thing you left out as options your opponent has is they can jump out of slow ball follow ups.
Thanks I'll be sure to put that in when I get a chance. I have always used the fast forceball setup and the triple dash soI admit I didn't know too much about the slow forceball one until you posted about it.


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