Treadmill
New member
This will be a work in progress as it will take a while to get everything in I'd like.
BEST NORMALS:
2: 9 Frames, special cancellable, best anti air option
1: 9 frames and leads to his fastest full combo punish with 122
F2: good reach, special cancellable
D4: greatly lowers his hit box, good advantage on hit, combined with acid hand makes it an amazing footsie/spacing tool. Feel free to abuse d4 acid hand as its a safe overhead poking option with push back. Also d4 forceball works well and creates fear in the opponent and d4 fball is a decent anti air that you can combo after
B4: reptiles sweep hops over many annoying d4's like mileena and sonya
BEST STRINGS:
1221: one of the few strings in the game that is four hits long, and also has the last two hits as overheads.
The last hit is not special cancellable however it does pop up. If you hit confirm the last hit you can normal dash f2 into ex forceball and continue comboing, or slide.
The go to combo from 1221 is this...122 slowball njp(timing is strict so if you have trouble skip njp) 32 fastball 321 slide/invis/slowball/ex slowball. Reptile has numerous combo ender's which I will get into later.
Using 12b1 on blocking opponents is good to keep them guessing. B1 is low, but can't be comboed out of. You can follow a hit from b1 with d4 shenanigans or f2 variations, or with ex elbow dash, 321 mix ups etc.
321: this is reptile's primary combo and pressure string. It's not as fast as 1221 but the damage output, reach, and fact that any hit of 321 on block leaves reptile at 0 advantage make it his best, and one of the best, strings in the game.
321 elbow dash njp slowball 32 fastball 321 ender of choice is his best combo.
2f31+2: this is primarily used to end combos. Example...321 edash njp sball 32 fball 2f31+2. On airborn opponents in combos, the 1+2 will do 1 of 2 things. If the opponent blocks he will get otg(off the ground) reset and be left at disadvantage for more pressuring. If he doesn't block he takes the hit and receives 7% unscaled reset damage. This is great to force opponents to either eat huge combo damage or give up wake up options and be left at disadvantage.
If blocked, a d3 attempt is guaranteed if reptile slightly dashes and cancels it with the d3. You can also d4 fball to try and catch opponents jumping and full combo punish, or d3 ex edash to continue more pressure and build meter.
F31+2: good poking option as f3 can hop over some pokes, has great distance and 1+2 only comes out if f3 hits.
F2b1: second hit is overhead and you can combo after in the corner. F2 has good reach as well.
MUCH MORE TO COME!!!!!!!!!
Sent from my HTC PH39100 using Tapatalk 2
BEST NORMALS:
2: 9 Frames, special cancellable, best anti air option
1: 9 frames and leads to his fastest full combo punish with 122
F2: good reach, special cancellable
D4: greatly lowers his hit box, good advantage on hit, combined with acid hand makes it an amazing footsie/spacing tool. Feel free to abuse d4 acid hand as its a safe overhead poking option with push back. Also d4 forceball works well and creates fear in the opponent and d4 fball is a decent anti air that you can combo after
B4: reptiles sweep hops over many annoying d4's like mileena and sonya
BEST STRINGS:
1221: one of the few strings in the game that is four hits long, and also has the last two hits as overheads.
The last hit is not special cancellable however it does pop up. If you hit confirm the last hit you can normal dash f2 into ex forceball and continue comboing, or slide.
The go to combo from 1221 is this...122 slowball njp(timing is strict so if you have trouble skip njp) 32 fastball 321 slide/invis/slowball/ex slowball. Reptile has numerous combo ender's which I will get into later.
Using 12b1 on blocking opponents is good to keep them guessing. B1 is low, but can't be comboed out of. You can follow a hit from b1 with d4 shenanigans or f2 variations, or with ex elbow dash, 321 mix ups etc.
321: this is reptile's primary combo and pressure string. It's not as fast as 1221 but the damage output, reach, and fact that any hit of 321 on block leaves reptile at 0 advantage make it his best, and one of the best, strings in the game.
321 elbow dash njp slowball 32 fastball 321 ender of choice is his best combo.
2f31+2: this is primarily used to end combos. Example...321 edash njp sball 32 fball 2f31+2. On airborn opponents in combos, the 1+2 will do 1 of 2 things. If the opponent blocks he will get otg(off the ground) reset and be left at disadvantage for more pressuring. If he doesn't block he takes the hit and receives 7% unscaled reset damage. This is great to force opponents to either eat huge combo damage or give up wake up options and be left at disadvantage.
If blocked, a d3 attempt is guaranteed if reptile slightly dashes and cancels it with the d3. You can also d4 fball to try and catch opponents jumping and full combo punish, or d3 ex edash to continue more pressure and build meter.
F31+2: good poking option as f3 can hop over some pokes, has great distance and 1+2 only comes out if f3 hits.
F2b1: second hit is overhead and you can combo after in the corner. F2 has good reach as well.
MUCH MORE TO COME!!!!!!!!!
Sent from my HTC PH39100 using Tapatalk 2