THTB
Arez | Booya | Riu48 - Rest Easy, Friends
So while I'm not playing MK9 at all anymore, I'm still doing a lot of brainstorming about the game to get some ideas down to help those that still do play.
I've been going over some Reptile stuff in my head a little bit. I'm starting to think about where on the screen Reptile is really good at. And this spot is pretty much a particular range where slow forceball is advantageous enough to where SFB > dash is an airtight frame trap. I haven't played in a while, so I can't give an exact position, but from what I remember, this position is around jump distance, about a step away from it.
Now, why here? Why not outside dash distance? The trick I have is this...I'm pretty sure this range is approximately the same range if you do not move after landing a dash, and the opponent does not techroll. The opponent's only response here, other than anti-projectile, is to jump, which puts them at risk of landing on EXFBs. Also, from this range, forceball trades are more viable due to you being close enough to dash in for a combo. I've noticed a lot of Reptile's moves on a knockdown put him in a scenario to easily get to this position. Acid hand on hit then dashing, 321 connects, slide on hit after techroll, b4, etc.
It seems this part of the screen gives him a lot of control against certain characters. You can't guess jump over FB due to EXFB. Blocking an SFB is a mixup of am I going to dash or not. And this space allows EX spit to be used as well. And of course, dash is still a major threat. It just seems like at this range, Reptile's tools are in full effect and are probably at their most dangerous potential. And as I said, Reptile can get an opponent back to this range. Of course there will be characters that this doesn't really work on, but they aren't so plentiful that this is unviable. I think if Reptile players can perfect what he can do at this range, we'll start seeing more success than we already do.
So any thoughts?
I've been going over some Reptile stuff in my head a little bit. I'm starting to think about where on the screen Reptile is really good at. And this spot is pretty much a particular range where slow forceball is advantageous enough to where SFB > dash is an airtight frame trap. I haven't played in a while, so I can't give an exact position, but from what I remember, this position is around jump distance, about a step away from it.
Now, why here? Why not outside dash distance? The trick I have is this...I'm pretty sure this range is approximately the same range if you do not move after landing a dash, and the opponent does not techroll. The opponent's only response here, other than anti-projectile, is to jump, which puts them at risk of landing on EXFBs. Also, from this range, forceball trades are more viable due to you being close enough to dash in for a combo. I've noticed a lot of Reptile's moves on a knockdown put him in a scenario to easily get to this position. Acid hand on hit then dashing, 321 connects, slide on hit after techroll, b4, etc.
It seems this part of the screen gives him a lot of control against certain characters. You can't guess jump over FB due to EXFB. Blocking an SFB is a mixup of am I going to dash or not. And this space allows EX spit to be used as well. And of course, dash is still a major threat. It just seems like at this range, Reptile's tools are in full effect and are probably at their most dangerous potential. And as I said, Reptile can get an opponent back to this range. Of course there will be characters that this doesn't really work on, but they aren't so plentiful that this is unviable. I think if Reptile players can perfect what he can do at this range, we'll start seeing more success than we already do.
So any thoughts?