JDM
Noob
I decided to actually put work into reptile instead of dropping him since he's my favorite character, and I'm glad I did. I'm changing my mind about reptile after all I and think he's actually a pretty damn good character, even if his damage isn't really that great and he's a little meter heavy. So what I tried to do was find a good setup without using a ton of meter (preferably none).
I've found a way to completely nullify certain wakeups after a full combo by reptile in the corner. I've only fully tested it out off of his overhead, but what I do is end my combo with 1,4 (which is a untechable, unrollable hard knockdown) cancelled into EX nimble. What is does is get me enough advantage to time a meaty b34 (the quicker, the better from what I've tested so far) so that the 2 hits of B3(4) hit right as they are waking up. This completely destroys some wakeups and trades with others. Some are very hard to beat if not flatout impossible. I've traded one time with Kung Lao's EX tempest Spin wakeup, and Cassie's flip nearly beats me every single time (I have to do a very specific combo to beat her wakeup consistently. Still worth doing, but the b34 is extremely tight and really risky in a real match).
Wakeup's I've tested so far:
ALL of Sub Zeros EX wakeups (beats every single one, without fail)
Scorpions EX Teleport (Weird, tricky to beat since his hurtbox isn't there for too long, even if the startup is 21 frames)
Scorpions EX Slide (Beats it every time)
This first video is showing you exactly what the setup is. What I show first attempt is the actual combo to show that it is the exact same timing regardless. The next two attempts are me failing to wakeup (it is actually pretty tricky to wakeup, regardless), and the next attempt is cleanly beating the wakeup. The final attempt is me showing that delay wakeup does not blow this up, simply because as you can see my st.3 (which isn't even timed to be the fastest attack possible, it's timed for the combo meaning it's likely not the fastest I can act) beats even the fastest attempt at a sub zero d1. Meaning you are at advantage enough to mix them up again. I haven't tested out slow combos for those specific timings but I will later possibly.
So, the only downside I could think of right now was that the combo did piss poor damage. The max damage combo I Came up with off of the overhead into the setup is here:
Essentially the same thing but showing you can end a longer combo into this setup (This will absolutely never beat faster wakeups, I will need to do extensive testing for all wakeups in the game). I have not yet tested a low starter into this setup but I assume you can do B3 EX Claw Swipe, j.4, nj.2 j.4, 24, 14xxEX Nimble into meaty B34.
I'll need help testing all this out, tell me what you guys think of this setup!
I've found a way to completely nullify certain wakeups after a full combo by reptile in the corner. I've only fully tested it out off of his overhead, but what I do is end my combo with 1,4 (which is a untechable, unrollable hard knockdown) cancelled into EX nimble. What is does is get me enough advantage to time a meaty b34 (the quicker, the better from what I've tested so far) so that the 2 hits of B3(4) hit right as they are waking up. This completely destroys some wakeups and trades with others. Some are very hard to beat if not flatout impossible. I've traded one time with Kung Lao's EX tempest Spin wakeup, and Cassie's flip nearly beats me every single time (I have to do a very specific combo to beat her wakeup consistently. Still worth doing, but the b34 is extremely tight and really risky in a real match).
Wakeup's I've tested so far:
ALL of Sub Zeros EX wakeups (beats every single one, without fail)
Scorpions EX Teleport (Weird, tricky to beat since his hurtbox isn't there for too long, even if the startup is 21 frames)
Scorpions EX Slide (Beats it every time)
This first video is showing you exactly what the setup is. What I show first attempt is the actual combo to show that it is the exact same timing regardless. The next two attempts are me failing to wakeup (it is actually pretty tricky to wakeup, regardless), and the next attempt is cleanly beating the wakeup. The final attempt is me showing that delay wakeup does not blow this up, simply because as you can see my st.3 (which isn't even timed to be the fastest attack possible, it's timed for the combo meaning it's likely not the fastest I can act) beats even the fastest attempt at a sub zero d1. Meaning you are at advantage enough to mix them up again. I haven't tested out slow combos for those specific timings but I will later possibly.
So, the only downside I could think of right now was that the combo did piss poor damage. The max damage combo I Came up with off of the overhead into the setup is here:
Essentially the same thing but showing you can end a longer combo into this setup (This will absolutely never beat faster wakeups, I will need to do extensive testing for all wakeups in the game). I have not yet tested a low starter into this setup but I assume you can do B3 EX Claw Swipe, j.4, nj.2 j.4, 24, 14xxEX Nimble into meaty B34.
I'll need help testing all this out, tell me what you guys think of this setup!