Biggs
FOOOOOOOOOOOOOOOOOOOOL
@Shock @ded @MKK hanzo @Mgo @rzpmkkteam @THTB
I am planning to release a video guide on Reptile. I would like this video to cover all aspects of Reptile's gameplay in UMK3. I am expecting this video to be a few hours long. While I do have a great amount of in depth knowledge on Reptile, I am lacking in the experience department. My plan is to post my notes for the video here in hopes that people will add input and correct my errors. If you have any suggestions please tell me.
At the moment this guide will be split into the following sections:
1. Introduction
Why did I choose to make this guide?
Reptile is a very hard character and requires much explanation. The execution barrier alone required to play Reptile at an optimal level discourages even experienced players from choosing him. Reptile is an unpopular character these days in competitive UMK3. The most obvious reason for that is the prevalence of online play. Reptile is not a character who thrives in an online setting. Another reason for his unpopularity is tier placement. Many people believe that the times have changed and he is no longer as good as once thought. At least for the work that he requires. However, Reptile is a broken character. I believe that Reptile is becoming sort of a lost character as time goes on. This guide should serve as an update to the original one on UltimateMK. I wish to preserve all of the information on Reptile, in hopes that more players will be encouraged to learn him.
Why should you play Reptile?
Reptile has many advantages as a character that others in UMK3 do not have. Starting off, Reptile is one of the few characters in UMK3 that actually has a zoning game. This zoning game mainly manifests itself in the form of the Forceball. Reptile's zoning game allows him to effectively control the pace of matches and slow down the game. His zoning game also affords him the powerful ability to shut down glitch jabs. This quality alone already sets Reptile aside as a sort of anti-meta zoner in the rushdown world of UMK3. However, Reptile also has the ability to rush down quite well. Because of this, Reptile can switch up his game plan on a whim. Reptile has all of the tools necessary to compete in UMK3 at a high level.
What are the Strengths and Weaknesses of Reptile?
Strengths
Optimal Reptile play requires the user to have: Ability to Zone, High Execution, Large Amounts of Matchup Knowledge, Reactionary Play Style (You must actually pay attention to what the opponent is doing and not autopilot), Great Spacing. If you are unable or unwilling to do any of the things previously listed then Reptile is not the right character for you.
2. Spacing
In fighting games there are 3 main places that a character occupy on the screen at a time. These "spacings" are usually denoted as: Close, Midscreen and Fullscreen. Reptile generally excels at Fullscreen and Close distance with respect to the opponent. Reptile likes to be at Fullscreen distance to safely apply zoning patterns to the opponent and turn invisible. Reptile also is good at close range due to his powerful Male Ninja normals. Interestingly enough, Reptile is one of the few characters that can transition from Fullscreen to a Close distance almost instantly. This is accomplished using the Elbow Dash special move. Reptile is slightly weaker at the Midscreen distance when compared to Close range and Fullscreen. This is due to his main special moves, the Force Balls, having slow startup. Force Balls that are preformed at a Midscreen distance can be easily reacted to with a jump from the opponent. Reptile at a Midscreen distance must constantly be aware of opponents jumping at him and running towards him. Due to these extra factors, a Reptile player will usually want to be at a close range or full screen distance from the opponent.
If you are ever caught in the Midscreen spacing, which unfortunately you start out at during the round start, you will need to find a way to get to a preferred spacing. Remember, in UMK3 it is easier to advance towards an opponent than it is to run away. So if a Reptile is in a Midscreen spacing they must advance towards the opponent with jab pressure, or scout out an jump from the opponent and anti air them. Using an anti air such as Roundhouse can give the Reptile a desired Fullscreen spacing.
Despite everything previously mentioned, these insights on spacing with Reptile are only mere generalizations and they are subject to change. Matchup dependent spacing will be talked about in greater depth in the Matchup section of this guide (for example: being Fullscreen vs a Teleporting Ninja is usually undesirable because Reptile won't be able to start a zoning game anyway).
3. Normals
Reptile is a Male Ninja, so he is blessed with excellent normals.
The guide on UltimateMK had this to say about Male Ninja Normals:
Reptile's combo theory is mainly controlled by 2 variables. The Juggle Starter and the Opponent's Hitbox. Along the way I will discuss some other contributing factors such as minimum juggle heights and combo enders. The most obvious factor with Reptile's juggles stems from the Forceball.
The UltimateMk guide has this to say about the Forceball:
Reptile's most common combo enders during juggles are the Uppercut, Slide and Acid Spit. The Uppercut is usually the most preferred combo ender in Midscreen due to its damage. Acid Spit is another Midscreen ender that does not really serve a purpose other than pushing the opponent Midscreen/Fullscreen and being aesthetically pleasing. Acid Spit should never be used as an ender in the corner, because the opponent can punish Reptile for it on hit. Slide is a common ender for corner combos. It provides enough frame advantage on hit to meaty an opponent with a clLK/HK Knee on wakeup. It should be noted that the Acid Spit ender usually rounds up to 1% more damage in combos compared to Slide.
Basic Midscreen Combos
Only Works Vs Male Ninjas, Jax, Kano, Unmasked Sub-Zero, Styker and Kabal.
(Vs Kabal it is very difficult though)
Vs Female Ninjas (Kitana, Mileena, Jade):
Vs Robot Ninjas (Robot Smoke, Sektor, Cyrax):
Reptile can relaunch Sheeva by connecting his JP on the way up instead of matching her flight pattern with incredible timing. Each relaunch rep does 13%. Otherwise, he cannot relaunch combo anyone even though he has a pop up. It is too slow on recovery so he cannot jump as they are moving upwards.
Stacking Multiple Force Balls
It is possible to combo more than 4 Force Balls by stacking a Slow Forceball on top of another one with a Elbow Dash in between. This technique has little use in a competitive setting, but it is often used in combo videos. The interesting part about this technique is that the stacked Force Balls will only count as one hit in the combo. This means that you could stack multiple Slow Force Balls and combo into something like HpHp Fast Force Ball after they hit because Reptile still has 3 more hits he can do before the Forceball locks. RZP of Venezuela has a nice clip showcasing this effect.
Advanced Corner Combos
Universal Invisibility Corner Loop:
8. Infinite Variations
Midscreen Infinites
Vs Male Ninjas (Human Smoke, Ermac, Reptile, Scorpion, Noob Saibot, Classic Sub-Zero):
Vs Robot Ninjas (Robot Smoke, Sektor, Cyrax) and Male Ninjas (Human Smoke, Ermac, Reptile, Scorpion, Noob Saibot, Classic Sub-Zero):
This section of the guide will cover general punishes of an opponents Normal attack, Auto Combos/Strings, and Special Moves. It is imperative to remember the important of Kara Jabbing and Glitch Jabbing in Reptile's offense. Also recall that Slide can be cancelled into out of Block. This gives Reptile a powerful way to universally punish HK's, LK's, and Sweeps. Be careful though, characters with sweeps like Kano may recover to fast depending on the distance. Sonya, Jax and Kano’s sweep cannot be punished at any distance by Reptile’s Slide. Please note that it is beneficial for Reptile to empty jump over projectiles if possible due to the fact that a jumping attack into the popup will lock the Forceball and limit optimal combo damage. Also, be aware that Forceball activates damage scaling/protection. Make an attempt to punish teleports without Forceball to kill the opponent with less infinite reps. Omitting the Fastball during the teleport punish allows the infinite to kill with ~5 dashes instead of ~8.
Special Move Punishes By Character
Kabal:
Human Smoke/Scorpion:
Kung Lao:
Kano:
Reptile:
Ermac:
Nightwolf:
Robot Smoke:
Sindel:
Jax:
Sonya:
Kitana:
Stryker:
Unmasked Sub-Zero:
Jade:
Liu Kang:
Sektor:
Classic Sub-Zero:
Cyrax:
Shang Tsung:
Mileena:
Sheeva:
Auto Combo/String Gaps and Slide Punishes
While Reptile's Slide is the slowest out of the three Slides, you can still sneak it in between a few gaps. UltimateMK said this about the Slide:
Kitana
(I cannot get the gap in the female ninja kick string on her, it may be due to her string being slightly faster)
(I could not get the Slide between the clHpHp like on the other Robots. I will look into this later.)
COMING SOON
I am planning to release a video guide on Reptile. I would like this video to cover all aspects of Reptile's gameplay in UMK3. I am expecting this video to be a few hours long. While I do have a great amount of in depth knowledge on Reptile, I am lacking in the experience department. My plan is to post my notes for the video here in hopes that people will add input and correct my errors. If you have any suggestions please tell me.
At the moment this guide will be split into the following sections:
- Introduction
- Spacing
- Normal Attack Overview
- Auto Combos/Strings
- Special Attack Overview
- Anti Airs
- Combos
- Infinite Variations
- Punishes
- Zoning Patterns
- Invisibility
- Common Scenarios Reptile Players Face (Basically Defensive Tactics vs Common Situations)
- Matchup Charts
- Matchup Breakdowns (This will be the longest section)
- Notable Reptile Players/Match Videos (I plan to go through a few videos I have already collected of: Ded of Bulgaria, Shock of USA, Natcu of Russia, Cristian of Chile, Hanzo of Venezuela and possibly Chorizo of France. I believe these players represent the most experienced Reptile play. The footage of these players will come from different time periods, so they will be dated appropriately.)
- MKT
THE ULTIMATE UMK3 REPTILE GUIDE
1. Introduction
Why did I choose to make this guide?
Reptile is a very hard character and requires much explanation. The execution barrier alone required to play Reptile at an optimal level discourages even experienced players from choosing him. Reptile is an unpopular character these days in competitive UMK3. The most obvious reason for that is the prevalence of online play. Reptile is not a character who thrives in an online setting. Another reason for his unpopularity is tier placement. Many people believe that the times have changed and he is no longer as good as once thought. At least for the work that he requires. However, Reptile is a broken character. I believe that Reptile is becoming sort of a lost character as time goes on. This guide should serve as an update to the original one on UltimateMK. I wish to preserve all of the information on Reptile, in hopes that more players will be encouraged to learn him.
Why should you play Reptile?
Reptile has many advantages as a character that others in UMK3 do not have. Starting off, Reptile is one of the few characters in UMK3 that actually has a zoning game. This zoning game mainly manifests itself in the form of the Forceball. Reptile's zoning game allows him to effectively control the pace of matches and slow down the game. His zoning game also affords him the powerful ability to shut down glitch jabs. This quality alone already sets Reptile aside as a sort of anti-meta zoner in the rushdown world of UMK3. However, Reptile also has the ability to rush down quite well. Because of this, Reptile can switch up his game plan on a whim. Reptile has all of the tools necessary to compete in UMK3 at a high level.
What are the Strengths and Weaknesses of Reptile?
Strengths
- Male Ninja. Excellent Normals
- High Damage. Multiple Infinites
- Excellent Zoning. Can Convert Zoning into High Damage Juggles
- Good Options for Anti Airs
- Can Punish Blocked Sweeps and HKs/LKs easily
- Fights glitch jabbing well
- Invisibility
- High Execution
- Requires a Reactionary playstyle
- Requires a lot of matchup knowledge. Different Juggles for every character
- Encourages Opponents to jump at him
- Weaker at Midscreen Range
- Male Ninja Hitbox
Optimal Reptile play requires the user to have: Ability to Zone, High Execution, Large Amounts of Matchup Knowledge, Reactionary Play Style (You must actually pay attention to what the opponent is doing and not autopilot), Great Spacing. If you are unable or unwilling to do any of the things previously listed then Reptile is not the right character for you.
2. Spacing
In fighting games there are 3 main places that a character occupy on the screen at a time. These "spacings" are usually denoted as: Close, Midscreen and Fullscreen. Reptile generally excels at Fullscreen and Close distance with respect to the opponent. Reptile likes to be at Fullscreen distance to safely apply zoning patterns to the opponent and turn invisible. Reptile also is good at close range due to his powerful Male Ninja normals. Interestingly enough, Reptile is one of the few characters that can transition from Fullscreen to a Close distance almost instantly. This is accomplished using the Elbow Dash special move. Reptile is slightly weaker at the Midscreen distance when compared to Close range and Fullscreen. This is due to his main special moves, the Force Balls, having slow startup. Force Balls that are preformed at a Midscreen distance can be easily reacted to with a jump from the opponent. Reptile at a Midscreen distance must constantly be aware of opponents jumping at him and running towards him. Due to these extra factors, a Reptile player will usually want to be at a close range or full screen distance from the opponent.
If you are ever caught in the Midscreen spacing, which unfortunately you start out at during the round start, you will need to find a way to get to a preferred spacing. Remember, in UMK3 it is easier to advance towards an opponent than it is to run away. So if a Reptile is in a Midscreen spacing they must advance towards the opponent with jab pressure, or scout out an jump from the opponent and anti air them. Using an anti air such as Roundhouse can give the Reptile a desired Fullscreen spacing.
Despite everything previously mentioned, these insights on spacing with Reptile are only mere generalizations and they are subject to change. Matchup dependent spacing will be talked about in greater depth in the Matchup section of this guide (for example: being Fullscreen vs a Teleporting Ninja is usually undesirable because Reptile won't be able to start a zoning game anyway).
3. Normals
Reptile is a Male Ninja, so he is blessed with excellent normals.
The guide on UltimateMK had this to say about Male Ninja Normals:
I will try to go into more detail and give an introductory breakdown.The Male Ninjas have excellent basic moves, good height and range on everything in relation to their sprite proportions, their roundhouse is extra wicked and can connect in almost any situation. The only thing that can be weird about them is their aaHPs. Sometimes they tend to miss in situations where you wouldn't expect them to and this is due to kara canceling with run to speed the last hit up, in this situation, often you can do aaHP,LP and it'll work, with slightly less damage, otherwise, always take an extra small step in before doing aaHPs.
- LP, Low Punch: The Male Ninja LP has the 3rd largest horizontal range in the game behind USub and Kabal. This normal will be your main pressure tool and most pressed button in general. Hits as a special high vs most characters. Stryker can duck under the LP with crouch block. Has a Startup of 3+10f. It does 4.8% Damage on hit and 1.2% Chip. Reptile LP Hitbox
- HP, High Punch: The Male Ninja HP has good range and an excellent hitbox. This normal functions as a good anti air and will be used often. Has a Startup of 3+10f. It does 6.6% Damage on hit and 1.8% Chip. Reptile HP Hitbox
- LK, Low Kick: This button is occasionally useful because of its horizontal range. Unfortunately it is horribly minus. A plus to using this button is that it option selects to sweep against crossover jumps when rushing down. Unfortunately, it can be punishable on hit. You will not use this button very often. Has a Startup of 3+7f. It does 12.7% Damage on hit and 2.4% Chip. Reptile LK Hitbox
- HK, High Kick: The Male Ninja HK has a great hitbox. It functions as an excellent anti-air and footsie tool. It has good frame data on hit, but is punishable on block. It option selects to roundhouse against crossover jumps when rushing down. Has a Startup of 3+7f. It does 14.5% Damage on hit and 3% Chip. Reptile HK Hitbox
- crLP, Couching Low Punch: This normal is occasionally used in juggles and pressure. The button takes a while to come out due to lag on the crouching animation but is sufficiently plus on hit and block. It will be used most often in frame traps and juggles with uppercut. Has a Startup of 3+10f. It does 3.6% Damage on hit and 1.2% Chip. Reptile Crouch LP Hitbox
- crHP, Uppercut: This attack is has an excellent hitbox and is used often. It serves as a excellent anti air and damaging combo ender. Uppercut also does a significant amount of chip on block. When the instant version is used, it is an excellent challenge to run jab pressure. Uppercut is around -5 on block, but gives perfect push back to LP after and start jab pressure. Uppercut is a special high, it whiffs versus crouching opponents unless they are blocking. Has a Startup of 3+7f. It does 21.7% Damage on hit and 5.4% Chip. Reptile Uppercut Hitbox
- crLK, Crouching Low Kick: This button is used often. Its main purpose is to challenge run jab pressure. A common tactic is to crLK uppercut to get out of run jab pressure. Has a Statrup of 3+7f. It does 3.6% Damage on hit and 1.2% Chip. Reptile Crouch LK Hitbox
- crHK, Crouching High Kick: This button is absolute garbage in UMK3 and should never ever be used. In N64 MKT it serves as an excellent anti air. Has a Startup of 3+13f. It does 7.2% Damage on hit and 1.8% Chip. Reptile Crouch HK Hitbox
- bLK, Sweep: This attack has decent range, knocks down, and hits low. It functions as a footsie tool and anti air. It is punishable on block. Has a Startup of 3+16f. It does 12% Damage on hit and 1.8% Chip. Reptile Sweep Hitbox
- bHK, Roundhouse: The Male Ninja Roundhouse has a godlike hitbox. This is one of Reptiles best anti airs. It pushes the opponent Fullscreen. Has a Startup of 3+13f. It does 17.5% Damage on hit and 2.4% Chip. Reptile RH Hitbox
- clLK/clHK, Close Low Kick/HighKick, "Knee": This normal is one of the most important conditioning tools Reptile has and it is regularly used. Mix close HK/LK in with run jabs to scare opponents from attempting to interrupt with crouching LK. The Knee is a mid hitting attack that has a Startup of 3+4f. It leads into the 3 hit kick combo. It does 10.8% Damage on hit and 1.8% Chip. Reptile Knee Hitbox
- clHP, Close High Punch: This normal by itself isn’t anything noteworthy. It is a special high attack that leads into the 3 hit pop up or 4 hit knock down combo. Has a Startup of 3+4f. It does 9.6% Damage on hit and 1.8% Chip. Reptile Close HP Hitbox
- clLP, Throw: The Male Ninja throw isn't anything spectacular. If anything it is actually really bad. It is an unblockable attack that can only be avoided by the opponent holding the back direction. LP Jabs option select to throw. Male Ninja throws will always toss the opponent in the opposite direction. Be very careful about using the throw while Reptile's back is facing the corner. Many players do not even mean to throw when fighting out of the corner with jabs, but a common tactic by the opponent is to walk into the jabs to get thrown and punish you. Since the Male Ninja throw is negative on hit, it can be punished when done in the corner. There is around a 2 frame window to hold back and not get thrown in UMK3. The throw does 14.5% Damage on hit.
- clHPHPdLP: Reptiles 3 hit popup. It is used often and leads to damaging juggles. Unfortunately the first hit in the string is a special high. The string is moderately useful in rushdown, but is an excellent punisher. It does 18.1% Damage on hit and 3% Chip.
- clHPHPHKbHK: Reptile 4 hit knockdown string. It isn’t really great, but is used occasionally. It is most often used in the corner due to pop up push back, and after a jump in because fast force ball locks after 4 hits. In the corner you can juggle a slide after the last hit. The first hit in the string is a special high. The last hit of the string can whiff on a spaced out or crouching opponent, resulting in Reptile getting punished. It does 24.1% Damage on hit and 3.6% Chip.
- clHKHKbHK: Reptile’s 3 hit kick string. Arguably Reptile’s best string because the first hit is a mid hitting Knee. The string is used most often when rushing down. In the corner you can juggle a slide after the last hit. It does 21.1% Damage on hit and 3% Chip.
- Slide (Back+Block+LP+LK): This move is technically counted in game as a normal. It is the slowest and shortest slide in the game in comparison to Unmasked and Classic Subzero. Slide deceptively looks like it covers the whole screen, but it will not connect with a Fullscreen opponent. It should be used as an anti air for crossover jumps and as a combo ender for the 3 and 4 hit kick combos in the corner. Slide will whiff in against certain characters in certain situations. Reptile can cancel Block directly into Slide, so he can punish some characters Auto Combos/strings. This move punishes sweeps, blocked HKs and LKs. Slide starts up in 3+10f, but it is active for around 20 frames while it travels across the screen. It does 7.8% Damage on hit and 1.8% Chip. Reptile Slide Hitbox
- Fast Forceball (Forward Forward LP+HP): Arguably Reptiles most important special moves. It is used all of the time. In zoning, pressure, combos, etc. It is also a great way to stop opponents from glitch jabbing. It is a mid hitting launcher. The hitbox will not contact opponents directly next to Reptile. Locks after 4 hits. Makes Reptile hurtbox lower during the startup animation so he can duck under things like a Kabal air fireball. Fast Forceball starts up in 3+16f, but is active for around 27 frames while it travels across the screen. It does 10.8% Damage on hit and 1.2% Chip. Reptile Fast Forceball Hitbox
- Slow Forceball (Back Back LP+HP): Mainly used in pressure and zoning patterns. It is a mid hitting launcher. Unfortunately suffers from long startup. The hitbox will not contact opponents directly next to Reptile. Locks after 4 hits. Makes Reptile hurtbox lower during the startup animation so he can duck under things like a Kabal air fireball. Slow Forceball starts up in 3+16f, but is active for around 62 frames while it travels across the screen. It does 10.8% Damage on hit and 1.2% Chip. Reptile Slow Forceball Hitbox
- Acid Spit (Forward Forward HP): This is Reptiles least used special move. It is a very fast, high hitting projectile. Unfortunately it has long recovery. It is only useful in Fullscreen zoning patterns, combos, and anti airing an opponent jumping backwards. It hits high, so moves like Sub-Zero’s freeze and slide will duck under it. The move is not used often, so it can catch an opponent off guard as a round ender. Acid Spit starts up in 3+15f, but is active for around 16 frames while it travels across the screen. It does 9% Damage on hit and 2.4% Chip. Reptile Acid Spit Hitbox
- Elbow Dash (Back Forward LK): Probably the most complex special move that Reptile has. This move is mainly used as a transit dash when whiffed to quickly get across the screen. Elbow dash goes very far, probably about ⅚ of the screen. Elbow dash also has 2 different block animations. If your opponent blocks the first hit, Reptile will dash and stay in front on the opponent. This usually will only happen when you elbow dash in run jab pressure. If your opponent blocks the second hit, which will happen most of the time because they cannot react fast enough, reptile will go behind the opponent and hit them with his elbow. In the corner, Reptile will do this animation without going behind the opponent. Both of the block animations are punishable, but they have strange block stun. It is hard to punish a blocked elbow dash with normals, but it is easy to do with special moves. The most useful block animation on elbow dash to get is the first one. It can be used to frame trap an opponent who misses the punish window. However, elbow dash is most useful when whiffed. It is the main driver behind Reptile’s juggle combos. Elbow Dash has an extremely fast startup of 3+2f, but it is active for around 15 frames while it travels across the screen. Elbow Dash has two hitboxes. The first hitbox occurs while Reptile is running. The second hitbox occurs if the opponent is not blocking and Reptile does the Elbow animation. Elbow Dash does 7.8% Damage on hit and 1.8% Chip on the elbow hit. The initial running animation does not do any damage or chip normally. Elbow dash has strange chip properties.
Thats a chip damage. If a move activates Damage Protection (grounded JK for example), the next special/basic move will perform chip damage (even if it doesn't take damage otherwise). This applies for freeze, fan lift, dash (kabal, reptile), etc.
- Invisibility (Up Down HK): Another very important special move to use. Reptile will become completely invisible upon activation. Unlike Robot Smoke, Reptile will not reappear if the Invisibility is done again after the first activation. Multiple uses of Invisibility will only result in the explosion animation. Reptile can immediately cancel his Invisibility into another Invisibility. Reptile can also immediately block during the Invisibility startup explosion. Reptile will only re-appear if his opponent successfully touches Reptile. However, if an opponent air throws Reptile while he is invisible he will not re-appear. Kano's Choke, Liu Kang's Bicycle Kick, and Cyrax's Anti-Air Grab will also not make an Invisible Reptile re-appear. Another interesting note is that Jax's Gotcha Grab (FF LP) will make Reptile appear from invisibility on the 2nd Punch, but not the 1st one or the initial grab. Use of Invisibility in game requires much more explanation and will have its own section in the guide. The explosion animation for invisibility starts up in 3+10f, but Reptile becomes invisible on the 23rd frame after input. The fire animation disappears from the screen on the 55th frame after input. Reptile can do a double explosion on Invisibility with only one Invisibility input. You can do this by inputting invisibility then wait ~19 frames and press HK again, but you can only do 1 extra explosion.
- HP: Typically good vs close range jumps. Not great vs jump kicks. Always glitch jab just in case you mistime the anti air. Leads to some anti air juggles like:
-HP Slow forceball HP Fast Forceball
-HPHP Fast Forceball
-HPHP, LP Fast Forceball
-HP Elbow Dash LPLP Fast Forceball
-HPHP Elbow Dash LP Fast Forceball
-HPHP Fast Forceball HP Glitch Cancel Slow Forceball
-Near Corner: HP Jump Kick LP Fast Force Ball
- HK: Very good anti air in most situations. Will often lose to characters with absurd jumping attacks like Sonya, Nightwolf, Kabal, etc...
- bHK: One of the best anti airs for Reptile. Has long startup but is great for anti airing pesky jump kicks. The true beauty of this anti air is that it allows Reptile to choose if he wants to stay Fullscreen and zone with Force Balls, or close the distance with Elbow Dash and initiate run jab pressure.
- crHP: Good vertical hitbox, but can lose to crossups. Best to do the instant version of the uppercut.
- bLK: The sweep will function as a trip guard anti air, so the opponent will be able to block it if they are paying attention. It is good in conjunction with a run under. It also lowers Reptile's hitbox enough to usually deal with long range jump kicks.
- Slide: Occasionally good to anti air crossups. I've seen Ded recommend that this move only be used to anti air crossup jump punches in the past. Use sparing vs characters with absurd jumping attacks like Nightwolf, Sonya, etc..
UltimateMK says this about the anti air Slide:
You can sometimes use it to get out of cross ups but it can get you into trouble. On Sonya, the Female Ninjas, and Kung Lao, the slide will often push them when they are blocking. It can cost you a match if you aren't carefully timing it to make sure it will hit and not be blockable, but if used in mid gameplay, if they stop blocking too soon, it will still hit them.
- Elbow Dash: This move doesn't actually anti air the opponent, but it moves you away from the jump attack. In the past, I've seen Ded recommend that this move only be used to anti air crossups that are jump kicks.
UltimateMK says this about the anti air Elbow Dash:
You can use it to run under jumping attacks and avoid all kinds of situations and it's very useful to get out of cross ups. If someone goes to cross up jump kick or jump punch you, try and scout it and buffer Reptile's Elbow Dash backwards, this way you will run under their attack starting from a ducking position, and wind up behind them. If you connect an anti air roundhouse, use the dash move to get right on top of them before they even hit the ground. It is the same concept as anti cross up spinning with Kabal, but much less rewarding. - Run Under/Walk Back Instant Jump Punch/Kick: Opponent can block this if they are ready, but it is still advantageous to the Reptile player. The instant jumping attack is very hard to do and is usually a 1 frame link.
Reptile's combo theory is mainly controlled by 2 variables. The Juggle Starter and the Opponent's Hitbox. Along the way I will discuss some other contributing factors such as minimum juggle heights and combo enders. The most obvious factor with Reptile's juggles stems from the Forceball.
The UltimateMk guide has this to say about the Forceball:
The main takeaway is that the Forceball will lock on the 4th hit of any combo. This is the main question of the juggle starter. Have you already done 4 hits before you have had the chance to Forceball? If so then the move will be locked. This means that things like a jump in punch/kick into the 3 hit pop up combo will lock your ability to do the Forceball for a volley. Fortunately for Reptile, all of his other special moves do not have any hit limit restrictions. He can use the Slide, Elbow Dash, Invisibility and Acid Spit after any amount of hits.The Forceball has a very strange limitation to it, technically you can use 4 Forceballs in one combo, 2 of each, alone. The amount of hits before the Forceballs are disabled is 3, it can be glitch canceled to 4 and this happens quite often when someone is hitting F, F and HPHP to juggle and cancel to Forceballs on the second volley.
Reptile's most common combo enders during juggles are the Uppercut, Slide and Acid Spit. The Uppercut is usually the most preferred combo ender in Midscreen due to its damage. Acid Spit is another Midscreen ender that does not really serve a purpose other than pushing the opponent Midscreen/Fullscreen and being aesthetically pleasing. Acid Spit should never be used as an ender in the corner, because the opponent can punish Reptile for it on hit. Slide is a common ender for corner combos. It provides enough frame advantage on hit to meaty an opponent with a clLK/HK Knee on wakeup. It should be noted that the Acid Spit ender usually rounds up to 1% more damage in combos compared to Slide.
Basic Midscreen Combos
- Slow Forceball HPHP Fast Forceball into Maximum Dash Punches
- Fast Forceball LP Slow Forceball into Maximum Dash Punches
- Fast Forceball Slow Forceball HP Fast Forceball into Maximum Dash Punches
- Slow Forceball Acid Spit Fast Forceball into Maximum Dash Punches
- Slow Forceball Fast Forceball LP Slow Forceball into Maximum Dash Punches
(These Forceball Confirms will be discussed in greater detail in the Zoning Patterns section of the guide) - JIP/NJK clHpHpHkbHk
- JIP/NJK clHpHpdLp Acid Spit
- JIP/NJK clHpHpdLp Run in HK/JK/Uppercut (Depends on the Opponent's Character)
- Slow Forceball HPHP Fast Forceball HPHP JK Roundhouse LK/Slide
- clHpHpHkbHk Slide
- clHkHkbHk Slide
- clHpHpdLp Fast Forceball HPHP JK Roundhouse LK/Slide
- Anti-Air HPHP Fast Forceball HPHP JK Roundhouse LK/Slide
- Anti-Air HP JK HP Fast Forceball HPHP JK Roundhouse LK/Slide
- Roundhouse Slow Forceball HP Fast Forceball HPHP JK Roundhouse LK/Slide
- (With Back Directly in the Corner) Forceball Walk Under Roundhouse LP Forceball HPHP JK LK/HK
- Slow Forceball, Anti-Air Roundhouse onto Forceball, HP Fast Forceball into Maximum Dash Punches. (This will be discussed in depth later in the Zoning Patterns section of the guide)
Only Works Vs Male Ninjas, Jax, Kano, Unmasked Sub-Zero, Styker and Kabal.
(Vs Kabal it is very difficult though)
- JIP clHpHpdLp Run Burst LP Elbow Dash Uppercut. 40%
- JIP clHpHpdLp Run Burst LP Elbow Dash crLP Uppercut. 42%
Vs Female Ninjas (Kitana, Mileena, Jade):
Vs Robot Ninjas (Robot Smoke, Sektor, Cyrax):
- clHpHpdLp Fast Ball (HpHp Dash)x6 LpLp Dash Uppercut. 75%
(Reptile must cancel the dash later after the first two cycles or switch to LpLp dash. LpHp dash whiffs on robot ninjas.) - clHpHpdLp Fast Ball (HpHp Dash)x2 (LpLp Dash)x5 Uppercut
- HpHpdLp Fast Ball Hp, (HpHp Dash)x6 LpHp Dash Uppercut. 78%
- HpHpdLp Fast Ball Hp, (HpHp Dash)x6 (LpHp Dash)x2 Uppercut. 84%
- clHpHpdLp Fast Ball (HpHp Dash)x6 LpHp Dash Uppercut. 75%
- Forceball (HpHp Dash)x8 LpHp Dash Uppercut
(Two Extra Dash Cycles can be added on an anti air forceball.)
- clHpHpdLp Fast Ball LpHp Dash Lp Dash Uppercut. 42%
- clHpHpdLp Fast Ball HpHp Dash Hp Dash Uppercut. 43%
- HpHpdLp Fast Ball (HpHp Dash)x6 Uppercut. 70%
- Forceball (HpHp Dash)x9 Uppercut.
(Three extra dash cycles possible from an anti air forceball.)
Reptile can relaunch Sheeva by connecting his JP on the way up instead of matching her flight pattern with incredible timing. Each relaunch rep does 13%. Otherwise, he cannot relaunch combo anyone even though he has a pop up. It is too slow on recovery so he cannot jump as they are moving upwards.
Stacking Multiple Force Balls
It is possible to combo more than 4 Force Balls by stacking a Slow Forceball on top of another one with a Elbow Dash in between. This technique has little use in a competitive setting, but it is often used in combo videos. The interesting part about this technique is that the stacked Force Balls will only count as one hit in the combo. This means that you could stack multiple Slow Force Balls and combo into something like HpHp Fast Force Ball after they hit because Reptile still has 3 more hits he can do before the Forceball locks. RZP of Venezuela has a nice clip showcasing this effect.
Advanced Corner Combos
Universal Invisibility Corner Loop:
- (Hp Invisibility)x∞: Has been tested with TAS and the opponent eventually falls to the ground. In UMK3, it has been TAS'd with mame-rr to prove that only ~3-5 reps are possible depending on character hitboxes. In MKT, the opponent falls well after 100% damage has been done though. It is a lot easier to do in MKT, but it apparently is not a true infinite.
- HpHp Elbow Dash (Hp Dash)x∞: Was thought to be an Infinite when it was first discovered in 2004, but Ded says its only a Loop because the character eventually falls. Pretty hard to do/set up. It is a real Infinite in some versions of MKT. Here is an example of it working vs Sheeva.
The aaHP, Dash/Invisibility is infinite in Buggy MKT (version 1.0), UMK3 Saturn and maybe PAL MKT N64. It is for certain not an infinite in version 1.1 MKT PSX (Saturn and PC Final as well) and NTSC MKT N64.
I have clips from NTSC N64 version and even tho you can get maybe even 200% damage, opponent still falls lower.
MKT N64 NTSC (Dash Juggle): MKT Broken Vol 1
MKT N64 NTSC (Invisibility Juggle): MKT Broken Vol 1
Buggy MKT PSX Relauncher: Buggy MKT PSX Infs and Combos
Buggy MKT PSX Invisibility Inifinite: Buggy MKT PSX Infs and Combos
The above version is so broken, that if i remember correctly, you would need even a hit between HPs in order to aaHP, Dash to be infinite. Otherwise Reptile juggles the opponent so high, that Reptile turns around and gets them out of corner - something like aaHP, Dash, RH, aaHP, Dash. It was very difficult to get, that is why i did not included it in the video.
8. Infinite Variations
Midscreen Infinites
Vs Male Ninjas (Human Smoke, Ermac, Reptile, Scorpion, Noob Saibot, Classic Sub-Zero):
- HpHp,Hp: This is the most damaging Infinite Variation vs Male Ninjas
- LpHp,Hp: This is the most common Infinite Variation vs Male Ninjas
- LpHp,Lp: Mainly used as an ender for the last rep of the Infinite
- HpLp,Hp: A weird one that I stumbled upon recently, but it works well. Can be used to adjust the combo to prevent a drop
- LpLp,Hp: Created by MKK|Hanzo. It has the benefit of Reptile not needing to walk forward as far after the cancel. Can Be used to adjust the combo to prevent a drop
- LpLp,Lp: The least damaging Infinite Variation vs Male Ninjas
- Lp,HpHp: This is not practical at all. Reptile must juggle the Female Ninja above his shoulders at all times
- HpHpHp: Most damaging Infinite Variation vs Jax
- LpHpHp: A little more consistent that the first one. Not needed because it is easy anyway.
- LpLpLp: Least damaging Infinite Variation vs Jax
- HpLpHp: A weird looking one. Not seen very often
- LpHpHp: This is not practical, but easier than the Female Ninja Infinite Variation. Must space, juggle and cancel Elbow Dash precisely. The Reptile must pause slightly after the last HP and Elbow Dash.
- LpHp,Hp: This is not practical, but Ded was able to get around 4 reps.
- LpHp,Hp: The Reptile must juggle Kano High and cancel the first HP faster than normal
- LpHpHp: UltimateMK says this works, but it is not practical to do
- LpHpHp: The most common Infinite Variation vs Sindel. The first few loops have a tricky timing. Reptile must not juggle Sindel too high
- HpLpHp: Easier to start the Infinite than the LpHpHp variation, but is tricky to continue
- HpHp,Hp: The most damaging Infinite Variation vs Sindel
- LpHp,Hp: In my opinion, this is the easiest Infinite Variation vs Sindel. I've been using it a lot recently
- LpHpHp: The most common Infinite Variation you will see vs USub. It can be easily set up with a Hp,HpHp after a Forceball. Otherwise the first two cycles must be well timed
- HpLpHp: This works but it is difficult to time
- HpHp,Hp: The most damaging Infinite Variation vs USub
- LpHp,Hp: I have taken a liking to this Infinite Variation recently. It is not bad to time correctly
- LpLp,Hp: Hanzo strikes again lol. I've seen Chorizo use this, but I don't care for it too much
- HpHp,Hp: The most damaging Infinite Variation vs Stryker
- LpHp,Hp: A little easier to time than the HpHp,Hp Variation
- LpHpHp: Not used in a competitive setting, but it is nice to know that this is possible.
Vs Robot Ninjas (Robot Smoke, Sektor, Cyrax) and Male Ninjas (Human Smoke, Ermac, Reptile, Scorpion, Noob Saibot, Classic Sub-Zero):
- (Hp,Hp Elbow Dash HpHpHp Elbow Dash)x∞: UltimateMK said this about the Corner Infinite:
The corner infinite is actually something extra. It's almost impossible to get more than 2 volleys in actual vs play, because to be a real infinite you need to be in perfect position. The infinite is HPHP, dash into corner, HPHPHP, dash out of the corner, HP, and press forward, HP, and dash again. It works on Male Ninjas, and you can get one cycle against almost everyone, two against Kano and Stryker. Against Kabal, Jax, Sindel and Unmasked Sub after HPHPHP or LPHPHP
- HpHp Elbow Dash (crLp)x∞: The April Fools Infini2 strikes again lol. This Infinite is not practical at all due to the exact spacing needed. I believe it works on everyone but I am not sure. Please tell me if I am wrong. Only works for P1 in Right Corner and P2 in Left Corner.
- HpHp Elbow Dash (crLk)x∞: Same thing as the first one except with crLK. Only works for P1 in Right Corner and P2 in Left Corner.
- (HP, Turn Around, HPHP)x∞: Not Practical at all. Reptile must Run up toward the opponent and HP directly under them to cause a Turn Around, cancel the HP into a HPHP Elbow Dash and repeat.
- (crLp, Turn Around, LPLP)x∞: Another variation of the previous combo. Ded claims to have some old clips of this that ChaosControl recorded.
- LPLP, Run Cancel (while second jab is not finished), Repeat
- LPLP, Pause, Repeat
- Slowly LP without a cancel (slowed down to time it so there is no push back like MK2)
- LP, Slowly HP without a cancel. (this is the most optimal way to block infinite trap the opponent)
This section of the guide will cover general punishes of an opponents Normal attack, Auto Combos/Strings, and Special Moves. It is imperative to remember the important of Kara Jabbing and Glitch Jabbing in Reptile's offense. Also recall that Slide can be cancelled into out of Block. This gives Reptile a powerful way to universally punish HK's, LK's, and Sweeps. Be careful though, characters with sweeps like Kano may recover to fast depending on the distance. Sonya, Jax and Kano’s sweep cannot be punished at any distance by Reptile’s Slide. Please note that it is beneficial for Reptile to empty jump over projectiles if possible due to the fact that a jumping attack into the popup will lock the Forceball and limit optimal combo damage. Also, be aware that Forceball activates damage scaling/protection. Make an attempt to punish teleports without Forceball to kill the opponent with less infinite reps. Omitting the Fastball during the teleport punish allows the infinite to kill with ~5 dashes instead of ~8.
Special Move Punishes By Character
Kabal:
- Spin - clHpHpdLp
- Gas Blast - Not punishable but you can Forceball under air ones if they aren't low enough. Acid spit will trade faster than gas blast. You can also slide under air gas blasts.
- Saw - Run up clHpHpdLp, Elbow Dash, or Slide on Reaction.
- Teleport - HpHp Fast Forceball. HpHp,Hp Infinite.
- Spear - Run in clHpHpdLp, Acid Spit at about 3/4th screen distance. Can also Slide or Duck under the Spear and Run in clHpHpdLp
- Spin - Run in clHpHpdLp
- Hat Throw - Empty Jump clHpHpdLp for Max Damage
- Divekick - Run in HpHp Fast Forceball
- Teleport - Instant Uppercut. crLk to low profile it
- Cannonball - Hp Fast Forceball Hp Slow Forceball. LpHp,Hp Infinite
- Knife Throw - Slide under it. Jump over it. Can also Duck Under it and Run in clHpHpdLp
- Up Ball - HpHp Fast Forceball
- Knife Uppercut - Slide, Run in HpHpdLp
- Choke - clHpHpdLp
- Acid Spit - Slide under it on reaction. Jump Over it (Be careful because this projectile is very Fast and High hitting)
- Forceball - Jump over it (Be careful about doing this to the Slow Forceball, will discuss more in Zoning Patterns section)
- Slide - clHpHpdLp
- Elbow Dash - clHpHpdLp (This move is hard to punish with normals so Slide or Forceball are easier to punish it with)
- Teleport - HpHp Fast Forceball. HpHp,Hp infinite
- Telekinetic Slam - Run in clHpHpdLp
- Fireball - Slide under it on reaction. Jump over it (Can be hard to Punish because Ermac recovers fast)
- Shoulder - (Must duck the move to make it whiff. Reptile cannot punish it on block) Duck clHpHpdLp.
- Arrow - Jump over it. Slide under it on reaction.
- Hatchet - Reptile cannot punish this move on block
- Reflect - Nightwolf players will try to reflect your Force Balls, but this is never a great idea for them. Reptile can easily bait Nightwolf into a reflect by throwing a Forceball then punish it by empty jumping over the reflected Forceball into clHpHpdLp. Nightwolfs reflect remains active after the Forceball reflects, so you can freely punish.
- Spear - Run in clHpHpdLp. Acid Spit at around 1/2th screen. Robot Smoke’s spear recovers faster than Human Smoke.
- Teleport Uppercut - Hp Fast Forceball Hp Slow Forceball. Run in HpHp Fast Ball
- Fireball - Jump over it. Slide under it. Duck under it and Run in clHpHpdLp
- Scream - Run in clHpHpdLp
- Air Fireball - Elbow Dash Under it to switch sides into Fast Forceball.
- Single Missile - Jump Over it. Slide under it???
- Double Missile - Slide under the second missile
- Gotcha Grab - clHpHpdLp
- Ground Pound - Jump Over it. (This move is unblockable)
- Dash Punch - (Must duck the move to it whiff. Reptile cannot punish it on block) Duck clHpHpdLp.
- Ring Toss - Jump over it. Slide under it. Can also Duck Under the projectile and Run in clHpHpdLp.
- Leg Grab - (Must block this move crouching. It is unblockable while stand blocking.) Crouch Block Run in clHpHpdLp.
- Squarewave Punch - Anything that will hit her before she touches the ground. (Sonya recovers the instant her feet touch the ground)
- Bicycle Kick - Anything that will hit her before she touches the ground. (Sonya recovers the instant her feet touch the ground)
- Fan - Jump over it. Slide under it
- Air Fan - Duck under it.
- Fan Lift - Run in clHpHpdLp
- Square Wave Punch - Anything that will hit her before she touches the ground. (Kitana recovers the instant her feet touch the ground)
- Low Grenade - Slide under it
- High Grenade - Slide under it. Elbow Dash under it???
- Gun - Empty Jump clHpHpdLp.
- Baton Trip - clHpHpdLp. Slide
- Baton Toss - (Must Block this move standing, or else it will fly over you) Infinite
- Freeze - Jump over it. Slide under it (Slide will only go under Freeze after the startup animation)
- Ice Shower - Elbow Dash or Run Past it into clHpHpdLp
- Ice Clone - Acid Spit
- Slide - clHpHpdLp (Can be hard to punish on block with normals, but you can always punish with Slide).
- Boomerang - Jump over it. Slide under it???
- Shadow Kick - (This move is very hard to punish. You must duck it like Nightwolf’s shoulder then run in and pause before you punish) Duck run in pause clHpHpdLp. You could also just duck uppercut or Slide.
- High Fireball - Slide under it.
- Low Fireball - Jump over it.
- Bicycle - Run in HpHp Fast Forceball.
- Flying Kick - Run in clHpHpdLP.
- Missile - Jump over it. Slide under it???
- Homing Missile - crLk, Sweep and Slide will make the missile whiff???
- Teleport Uppercut - Hp Fast Forceball Hp Slow Forceball. Run in HpHp Fast Forceball.
- Freeze - Jump over it. Slide under it (Slide will only go under Freeze after the startup animation)
- Ground Freeze - (This move is unblockable, but it has long startup) Jump over it. Slide the startup. Elbow Dash the startup (Elbow Dash will stop the animation). Run in clHpHpdLp the startup. Acid Spit or Fast Ball the move at a distance.
- Slide - clHpHpdLp
- Net - (This move is safe and sometimes plus depending the distance) Point blank range clHpHpdLp
- Bomb - Dash in clHpHpdLp
- Teleport - Walk in clHpHpdLp
- Fireball - Duck under it. Slide under it???
- Ground Eruption - Elbow Dash or Run past it into clHpHpdLp
- Sai - Jump over it. Slide under it.
- Air Sai - Duck under it.
- Teleport Kick - Run in HpHp Elbow Dash Hp Fast Forceball. Run in HpHp Fast Forceball.
- Roll - Run in HpHp Elbow Dash Hp Fast Forceball. Run in HpHp Fast Forecball.
- Teleport - (This move is unblockable, so you must make it whiff by moving out of the way) Walk Back Run in clHpHpdLp. Run past it Run Forward clHpHpdLp. Elbow Dash Past it into Fast Forceball.
- Fireball - (This move is horribly unsafe at a close range) Jump over it. Point Blank: Run in clHpHpdLp. Slide under it???
- Ground Stomp - (This move is unblockable) Jump over it.
Auto Combo/String Gaps and Slide Punishes
While Reptile's Slide is the slowest out of the three Slides, you can still sneak it in between a few gaps. UltimateMK said this about the Slide:
Unfortunately, the old guide did not list the Auto Combos or Gaps that you can punish with Slide. I will attempt to list them here, but I may miss some. The information in this section was very hard to collect, so please tell me if I have missed any Gaps or Unsafe Strings. I will also try to list the Strings that may whiff on the blocking Male Ninja hitbox. Be warned that many of these gaps are hard to punish in an actual match.Always remember to punish blocked sweeps, HKs, LKs, some autocombos and some specials with the slide. It's not a lot of damage, but it's definitely annoying. The Slide can even break through some hits in autocombos that have more recovery than normal.
Kitana
- clHk (SLIDE) Hk (SLIDE) LkbHk
- clHpHpHkbHk can whiff on 3rd and 4th hit if delayed.
- clHkHkbHk can also whiff on 3rd hit if delayed. This is especially true while crouch blocking.
- clHp (SLIDE) HpLp (Gap if delayed) bHp.
- Same is true for any combo with the HpHp string in it.
- clHkHldHpHpBlockLpbHp can whiff after 3rd hit if delayed. This is especially true while crouch blocking.
- clHkHk (SLIDE) bHk
- clHk (SLIDE) Hk (SLIDE) LkbHk.
- This same applies to the other String that ends with this Auto Combo.
- clHpHpHkbHk can whiff on last hit if delayed. This is especially true while crouch blocking.
- clHk (SLIDE) dLpHp.
- cdHkdLp is unsafe on block.
- clHpHpHkbHk can whiff on last hit if delayed. This is especially true while crouch blocking.
- clHp (SLIDE) Hp (SLIDE) dLpHp.
- clHkHkLkbHk can whiff on last hit if delayed. This is especially true while crouch blocking.
(I cannot get the gap in the female ninja kick string on her, it may be due to her string being slightly faster)
- The 3rd hit of clHkHkuLkHk is unsafe on block.
- clHpHp is unsafe on block.
- clHpHpuLpdLp is unsafe on block.
- clHkHk is unsafe on block.
- clHpHp (SLIDE) bLpdfLp.
- clHpHp (SLIDE) bLpHkLk can whiff on last hit if delayed.
- clHkHkLkbHk can whiff if delayed on last hit.
- clHpHp is unsafe.
- clHpHp (SLIDE) dLp (SLIDE) dHp.
- clHpHpdLpdHp can whiff on 3rd and 4th hits if delayed. This is especially true while crouch blocking.
- clHkbHk is unsafe on block.
- clHpHpbLk is unsafe on block.
- clHpHpbLkbHk is unsafe on block.
- clHk is unsafe on block.
- clHpHpLk is unsafe on block.
- clHpHpLkHkbHk can whiff on last hit if delayed.
- clHpHpdLpLkHkbHk can whiff if delayed after 2nd hit.
(I could not get the Slide between the clHpHp like on the other Robots. I will look into this later.)
- clHpHpHkHkbHk can whiff after 3rd hit if delayed.
- clHpHpdLp is unsafe.
- clLkdLp is unsafe.
- clHkHkLkbHk can whiff on third and fourth hit if delayed. This is especially true while crouch blocking.
- Same is true for the Fourth and Fifth hit of clHpHpHkLkbHk.
- clHp (SLIDE) HpdHp. Same is true for longer string with HpHp in it.
- clHp (SLIDE) Hp (SLIDE) Lp (Gap I Think? Will check later) Hk.
- clHkHpHpdLp can whiff on last hit if delayed.
- clHk (SLIDE) LkbHk.
- clHp (SLIDE) Hp (SLIDE) Lp.
- clHkHkbHk can whiff on last hit if delayed.
- clHp (SLIDE) HpHkHpHkbHk can whiff on last hit if delayed.
- clHkLk (SLIDE) bHk can whiff on last hit if delayed.
- clHpLp (SLIDE) HpLpLkLk (SLIDE) bHk.
- clHkLk is unsafe.
- clHkLku/dHk is unsafe.
- clHkLk (Gap if Delayed) u/dHkbHk.
- clHp is Unsafe.
- clHpHp is unsafe.
- clHkLk (SLIDE) HpHpdHp can whiff on last hit if delayed. This is especially while crouch blocking.
- clHpHp (Gap if delayed) dLpdHp can whiff on last hit if delayed.
- clHkLkHpHpu/dHkbHk can whiff on 5th and 6th hit if delayed.
- clHpHp (Gap if delayed) dLpfHp.
- clHk is unsafe on block.
- clHkHk is unsafe on block.
- clHkHkLk is unsafe on block.
- clHkHkLkbHk last hit will whiff if delayed.
- clHpHdLpHkHkLkbHk can whiff after 3rd hit if delayed.
- clHp (SLIDE) Hp (SLIDE) LpbHk.
- clHk (Gap if delayed) HkbHk.
- Same is true for the other combos that include the previous strings.
- clHpHpBlockLkLkHkLk will whiff after 4th hit if delayed.
- clHp (SLIDE) Hp (SLIDE) Lp.
- clHkHk (SLIDE) bLp.
- Same is true for the other combos that include the previous strings.
COMING SOON
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