Reptile Thread - "Argh!"

Does anyone have any tips for landing an attack after 3 2 1 elbow dash? I can sometimes get a 3 2 forceball afterward but I can't do it consistently.
 
Does anyone have any tips for landing an attack after 3 2 1 elbow dash? I can sometimes get a 3 2 forceball afterward but I can't do it consistently.

Njp ffball 32 sfball 321 slide
Tapping block near end of his dash after 321 gives you an extra few frames to input these...

32 ex acid hand normal dash (toward toward) 32 ex ffball 32 slide

32 ex acid hand ex ffball normal dash 321 slide

Or if your reeling like wasting all your meter but look cool as hell...

32 ex acid hand dash(tap block) 32 ex ffball sfball 4 ex slide

The trick to njp after 321 dash had prob been posted before but you hold up during the dash and right at the end of it slide your fingers across 1, 2 since both do njp it gives you 2 chances to input it correctly
 
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Thanks for the help! I knew about holding up but I didn't know about sliding from 1 to 2 quickly, I'm noticing immediate improvement already. ;D

I just found out that 3 2 1 Elbow Dash EX Force Ball is really easy to do consistently...
 
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Too easy playing with reptile than nightwolf.
btw "36%--- 3,2,1 - Elbow Dash (whiff) - NJP - 3,2 - Fast forceball - 3,2,1 - Slide" is 34%
and can u update the combos that users shared to the first post
 
Too easy playing with reptile than nightwolf.
btw "36%--- 3,2,1 - Elbow Dash (whiff) - NJP - 3,2 - Fast forceball - 3,2,1 - Slide" is 34%
and can u update the combos that users shared to the first post

321 rep dash njp fastball 32 slowball, 321 slide is just as easy and gives you 37% 40% with Jip.

Jip 321 dash 4 ex fastball 32 slowball 321 slide is 46%

Try using 2t31+2 instead of ending with 321 slide. It's sort of a reset, if the 1+2 hits it is 7% and if they block it it leaves them standing without wake up options while you sacrifice only 2% and you can continue pressure.

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Jump Punch - EX Acid Hand - Sweep
3 hits 22%

Easy and damaging.

Jip 321 dash njp ex acid hand normal dash x2 32 fast ball slow ball 321 slide....hard and 45% haha

Jip 321 dash 32 ex acid hand dash 32 ex fastball slow ball 4 slide...EXTREMELY HARD haha

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What's Reptiles' best stater? slow/fast/Force Ball? Ji1?

Any "indepth" tips on connecting 3,2,1 after elbow dash?

Whats Reptiles best game against Kitana and Malina?
 
What's Reptiles' best stater? slow/fast/Force Ball? Ji1?

Any "indepth" tips on connecting 3,2,1 after elbow dash?

Whats Reptiles best game against Kitana and Malina?

I'm not a reptile pro by any means, but I'll give my 2 cents man.

Reptiles best starters are I believe his 1,2,2,1 mix up. Use that acid ball move to push them back and protect yourself.

He doesn't have any low starters most of his combos come from mixing up fast/slow orbs, his 1,2,2,1, and 3,1,2. Keep them blocking with fear of elbow dash to get some pressure.

elbowdash 3,2,1? Are you talking about landing the Elbowdash AFTER you hit with 3,2,1?

You should do 3,2,1.. Elbow dash cancel out. Then immediately nuetral jump punch at the end.


The best way I think most people do it is hold up while your elbow dashing (whiff on purpose obviously) so you jump at the soonest frame.

Then slide your fingers accross 1,2. If 1 is too early, 2 will be right on time. So it like better guarantees you land the NJP

I dunno if that's what you're asking.


I'm not sure of reptiles matchups against Kitana/Mileena all that well.

Look up Chris G, he's the only notable reptile I know of on youtube.




Or PM treadmill I think he can help you.
 
What's Reptiles' best stater? slow/fast/Force Ball? Ji1?

Any "indepth" tips on connecting 3,2,1 after elbow dash?

Whats Reptiles best game against Kitana and Malina?

321 is his best starter. You can stagger the string as all hits are 0 on block. It also leads to his most damaging combos. The piano method is best for connecting the njp after 321 dash. Wait till dashing, hold up, as soon as dash animation stops slide between 1 and 2 while still holding up.

1221 is good to stagger as well and easier to hit confirm but the overhead is useless as you have little reason to block low against reptile except against the slide. As mentioned ending strings with acid hand makes any string safe.

Also d4 acid hand is the best poke in the game.

Mileena is a birch. You can out footsie her with d4 cancels burger teleport really screws reptile. Charging ex balls causes her to teleport into them and you get a full combo. End combos with 2 t3 1+2 with her, so she either eats huge damage or is reset standing if she blocks eliminating her wake ups.

Kitana is a toss up. You really need to get a forceball in screen to make her stop throwing fans, then pressure. Bait her square boost as you can easily punish it with dash.

Hope this helps.
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@Treadmill & Critical-Limit

Thank you both for the intel, it was very helpful. Reptiles d4 ,acid hand is great! His 3,2,1 stater is good but I have a hard time initiating the starter. It seems really slow and predictable, ji1 is also good and his force ball is great for an entree.

What Reptiles "natural habitat"? Zoning? Turtling? Aggressive/Pressure?

My play style revolves more around what the character is desinged todo.
 
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Reptile is great because he is good at most play styles. I personally play extremely aggressive. But he is built around footsies, the threat of his dash, and getting in with dash jumps and forceballs.

321 is one of the best strings in the game. It builds great meter, can be staggered, special cancellable, and leads to a launch for his highest damaging combos.

I play reptile aggressive. I'm more or less a combo hunter. I don't play to zone or chip you out. I'm trying to condition you to do something that allows me to combo.

He gets combos from forceballs, strings, ex dash and even ex acid hand. If you are on Xbox is be happy to play you to show you what I mean. Gt is treadmill1150

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Hey guys, finally playing MK again after years of not. Transitioning from MKII to MK9, ive been practicing some of reptiles combos, and i stuck on where to go with one ive been playing with, could something be added to this?...

Jump in 1,2,2,1, fast forceball, njp, slow forceball, 3,2,1.

What could i cut out to end up prolonging this? I was trying to just for 3,2 after slow forceball and try something else, but nothing seems to keep it going. Any input would be appreciated.
 
After the 3,1,2 You can slide I believe to Max out the damage, but after two forceballs it resets to prevent Forceball infinites
 
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